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Emeraldbeacon's Burning Sky (live game)
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<blockquote data-quote="emeraldbeacon" data-source="post: 8956618" data-attributes="member: 7032019"><p><em>Updating for 2 sessions...</em></p><p></p><p>At the audience with King Steppengard, the crew witnesses a prisoner being questioned, who seems confused and conflicted in his answers. The interrorgator, a gnomish woman, proclaims that the man - a clerk for Duke Gallo's proxy - is clearly being influenced, most likely to cover the Duke's crimes. As the prisoner is taken away, the team paladin is summoned for the group, and a passionate plea is made for the sake of Seaquen.</p><p></p><p>The argument is persuasive, but the king seems unmoved, and insists that no aid be given to Seaquen, as he will not allow Dasseni blood to be spilt for a cause that is not their own. Dejected, the team reconvenes at their in, after some of the royal proxies encourage them to take pity on the mourning king.</p><p></p><p>That evening, though, a man arrives to warn them of danger; a jester in the king's court tells them that a warrant has been placed for their arrest, as accomplices to the murder of the King's family. Told that Duke Gallo might be able to help them, the team flees the Dasseni capital immediately, camping just outside of the city. The night is uneventful, but the following day finds the giant eagle Takasi warning them of troops amassing at the gates, and heading towards their camp.</p><p></p><p>Hurrying northward, the heroes manage to maintain a slowly dwindling lead, pushing hard towards Duke Gallo's lands. Their arrival is met with a contingent of Gallo's own men, who quickly move to protect and escort the heroes northwards, to the ridiculously well defended city of Gallo's Fend.</p><p></p><p>The duke is both pleasant and competent, and he promptly offers the team a place to stay while in town. The next morning, he summons them to outline the current situation: Steppengard is coming, to kill Gallo out of revenge. While Gallo can defend his lands, he can't also hold the Alydyi Gap to the north, should the Ragesians invade. His plan, thus, is to face Steppengard's army openly, and force a surrender or truce, so that the Council of Nine could vote on the Ragesian matter. To that end, he asks the heroes to find proof of Ragesian treachery at the north end of the Alydyi Gap, then bring it to Gallo's closest allies and secure their support.</p><p></p><p>The journey through the Gap, along with one of Gallo's men and a pair seeking their own purposes, is slow and tiresome. Eventually reaching the final outpost at sundown, they find it occupied by Ragesian Orcs, rather than the expected human troops of Duke Gallo. Careful reconnaissance reveals an inquisitor waiting for something, before signaling the attack. As the wait stretched into the early evening, the Wyvern Rider departs, and a high-speed attack commences. The roof of the fortress was taken fairly quickly, as the team began to prepare a final assault...</p><p></p><p><strong>SESSION NOTES: </strong>This team had a combination of good instincts and good luck. They executed an excellent series of stealth checks to approach the tower, allowing their new team druid to perform some ideal scouting (thanks to a spider wild shape). This got them some valuable intelligence on the numbers and skills of the troops within. They also were highly paranoid of the soldiers, and the delay stretched on long enough to allow the wyvern rider to depart, removing a dangerous foe from the equation.</p></blockquote><p></p>
[QUOTE="emeraldbeacon, post: 8956618, member: 7032019"] [I]Updating for 2 sessions...[/I] At the audience with King Steppengard, the crew witnesses a prisoner being questioned, who seems confused and conflicted in his answers. The interrorgator, a gnomish woman, proclaims that the man - a clerk for Duke Gallo's proxy - is clearly being influenced, most likely to cover the Duke's crimes. As the prisoner is taken away, the team paladin is summoned for the group, and a passionate plea is made for the sake of Seaquen. The argument is persuasive, but the king seems unmoved, and insists that no aid be given to Seaquen, as he will not allow Dasseni blood to be spilt for a cause that is not their own. Dejected, the team reconvenes at their in, after some of the royal proxies encourage them to take pity on the mourning king. That evening, though, a man arrives to warn them of danger; a jester in the king's court tells them that a warrant has been placed for their arrest, as accomplices to the murder of the King's family. Told that Duke Gallo might be able to help them, the team flees the Dasseni capital immediately, camping just outside of the city. The night is uneventful, but the following day finds the giant eagle Takasi warning them of troops amassing at the gates, and heading towards their camp. Hurrying northward, the heroes manage to maintain a slowly dwindling lead, pushing hard towards Duke Gallo's lands. Their arrival is met with a contingent of Gallo's own men, who quickly move to protect and escort the heroes northwards, to the ridiculously well defended city of Gallo's Fend. The duke is both pleasant and competent, and he promptly offers the team a place to stay while in town. The next morning, he summons them to outline the current situation: Steppengard is coming, to kill Gallo out of revenge. While Gallo can defend his lands, he can't also hold the Alydyi Gap to the north, should the Ragesians invade. His plan, thus, is to face Steppengard's army openly, and force a surrender or truce, so that the Council of Nine could vote on the Ragesian matter. To that end, he asks the heroes to find proof of Ragesian treachery at the north end of the Alydyi Gap, then bring it to Gallo's closest allies and secure their support. The journey through the Gap, along with one of Gallo's men and a pair seeking their own purposes, is slow and tiresome. Eventually reaching the final outpost at sundown, they find it occupied by Ragesian Orcs, rather than the expected human troops of Duke Gallo. Careful reconnaissance reveals an inquisitor waiting for something, before signaling the attack. As the wait stretched into the early evening, the Wyvern Rider departs, and a high-speed attack commences. The roof of the fortress was taken fairly quickly, as the team began to prepare a final assault... [B]SESSION NOTES: [/B]This team had a combination of good instincts and good luck. They executed an excellent series of stealth checks to approach the tower, allowing their new team druid to perform some ideal scouting (thanks to a spider wild shape). This got them some valuable intelligence on the numbers and skills of the troops within. They also were highly paranoid of the soldiers, and the delay stretched on long enough to allow the wyvern rider to depart, removing a dangerous foe from the equation. [/QUOTE]
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