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Emeraldbeacon's Burning Sky (live game)
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<blockquote data-quote="emeraldbeacon" data-source="post: 8751732" data-attributes="member: 7032019"><p>Journeying south through Lady Namin's lands, the team is endlessly herded south, constantly pressed by royal knights that they are welcome to travel THROUGH, but not STAY IN, these lands. Rather than detour into Lord Iz' terrain, though, they stay on the Prince's Way, gathering tidbits of information about Namin's desire to become the future spouse of the King, despite his happy marriage and many children. When entering Lord Rego's lands, they a very cool welcome... his agents portray the affluent lord as quite benevolent to his own people, at the cost of enmity towards any outsiders. Facing a heavy fee to enter his lands, they pay it, regretting that they can't do more for the refugees that can't afford the steep toll.</p><p></p><p>Lady Dene's lands, similarly, are quite wealthy, though offset by egregiously high prices. Selling their horses and cart for coppers on the gold, they overpay for boats to help them cross the swamp, constantly frustrated at extra costs tacked onto the price (oh, do you want oars as well? Oh, do you need help getting those heavy boats TO the edge of the swamp?). Eventually, though, after gathering some information about the terrain ahead, they make it to the murky waters, spending an evening at the shack marking the end of dry land.</p><p></p><p>The next day is full of difficult but uneventful travel, and they find a small island to set up a Tiny Hut for the evening, keeping watch for anything suspicious or dangerous. They find it shortly after midnight, as an eerie voice joins a strange light approaching from the waters. Wary, the watchman shakes their companions awake, knowing that trouble could be coming at any moment. When the dome collapses under Dispel Magic, the battle is quickly joined. The three witches H'andrea confuse, distract, and frighten the heroes, but seem unable to do much to the team, as the druid is ultimately left alone, begging for her life in exchange for their hostage.</p><p></p><p>As the night dragged on, the team traveled a short distance to the witches' home, and upon finding the skeletal forces defending it, made short work of both the undead, and the treacherous witches. In the huts, they found evidence of a magical project, to design strange vials of glass that bleed ceaselessly, evidence of cannibalism, and none other than Katrina, the sister of Gate Pass' hero, Rantle. After some exchanged pleasantries and a fitful night on the witches' isle, the pyromancer obliterated the homes of her captors, and together, they all set off into the dreary, drizzly dawn...</p></blockquote><p></p>
[QUOTE="emeraldbeacon, post: 8751732, member: 7032019"] Journeying south through Lady Namin's lands, the team is endlessly herded south, constantly pressed by royal knights that they are welcome to travel THROUGH, but not STAY IN, these lands. Rather than detour into Lord Iz' terrain, though, they stay on the Prince's Way, gathering tidbits of information about Namin's desire to become the future spouse of the King, despite his happy marriage and many children. When entering Lord Rego's lands, they a very cool welcome... his agents portray the affluent lord as quite benevolent to his own people, at the cost of enmity towards any outsiders. Facing a heavy fee to enter his lands, they pay it, regretting that they can't do more for the refugees that can't afford the steep toll. Lady Dene's lands, similarly, are quite wealthy, though offset by egregiously high prices. Selling their horses and cart for coppers on the gold, they overpay for boats to help them cross the swamp, constantly frustrated at extra costs tacked onto the price (oh, do you want oars as well? Oh, do you need help getting those heavy boats TO the edge of the swamp?). Eventually, though, after gathering some information about the terrain ahead, they make it to the murky waters, spending an evening at the shack marking the end of dry land. The next day is full of difficult but uneventful travel, and they find a small island to set up a Tiny Hut for the evening, keeping watch for anything suspicious or dangerous. They find it shortly after midnight, as an eerie voice joins a strange light approaching from the waters. Wary, the watchman shakes their companions awake, knowing that trouble could be coming at any moment. When the dome collapses under Dispel Magic, the battle is quickly joined. The three witches H'andrea confuse, distract, and frighten the heroes, but seem unable to do much to the team, as the druid is ultimately left alone, begging for her life in exchange for their hostage. As the night dragged on, the team traveled a short distance to the witches' home, and upon finding the skeletal forces defending it, made short work of both the undead, and the treacherous witches. In the huts, they found evidence of a magical project, to design strange vials of glass that bleed ceaselessly, evidence of cannibalism, and none other than Katrina, the sister of Gate Pass' hero, Rantle. After some exchanged pleasantries and a fitful night on the witches' isle, the pyromancer obliterated the homes of her captors, and together, they all set off into the dreary, drizzly dawn... [/QUOTE]
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