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pneumatik's War of the Burning Sky
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<blockquote data-quote="pneumatik" data-source="post: 9252322" data-attributes="member: 21087"><p>I recall the fight with the Ragesians at the outpost being especially challenging, especially once they have to go inside and deal with the soldiers who didn't go onto the roof. I think they got a lot of help from the fact that we were short more players than normal for the session where the outpost fight happened. The PCs that weren't there couldn't have gotten hurt in the fight, so they showed up after the roof fighting was over, in full health and with all their spells, to help clear out the outpost. Which they did.</p><p></p><p>The PCs search through the possessions of the Ragesians who took over the outpost and find the papers with orders for their commander that make it clear the Ragesian army across the border are going to invade regardless of any agreement reached between Ragesia and Dassen. Drojic also grabs the bracers of grappling off the dead wyvern in case he needs to grapple something even bigger someday. They all head back to Gallo's Fend, catching back up with Raziel's companion fey-bear Kiera.</p><p></p><p>Lord Gallo sends them out to convince Dashgoban and Timor to come to his aid. They head through the Pitchwood to Dashgoban. I do some quick tap-dancing as the description of the Pitchwood doesn't match the one I invented when the PCs passed through it heading to Gallo's Fend from Bresk. The PCs convince the pitchlings to fight Steppengard. They easily convince Dashgoban to come to Gallo's aid. In Pitchwood Burg they convince the villagers to dump all their pitch on the river to melt it by promising that they or Duke Gallo will pay them back the 1,000gp they lose from doing so.</p><p></p><p>The party gets into the fight with the snowball-throwing giant apes on their way up the Glasskeel Cliffs. The map in the version of the adventure on Roll20 had to show the PCs both climbing the cliff and moving around on ledges on the cliffs, and so it used perspective much like in old 2D video games, where whether you're going up or away from the screen, or down vs towards the screen, depends on whether the background layer is a ladder or a flat surface. But that fight was fun.</p><p></p><p>Once up the cliffs the PCs get Timor's support for Gallo, and they head back to Gallo's fend. The night before the battle starts the party is able to go capture the Warmage Kelkin and I think rescue his sphinx. It's a tough fight so Gallo asks them to take a long rest before he puts them to use again. That use is taking out Konigsmarshal Malkan and defeating Madness, though it escapes.</p><p></p><p>Having earned pretty much all possible points in favor of Gallo's victory, the battle ends quickly and decisively. King Steppengard announces he has a change of heart and that all of Dassen should come together to fight the Ragesians when they invade. The party goes down to Bresk in Gallo's retinue, expecting the worst.</p></blockquote><p></p>
[QUOTE="pneumatik, post: 9252322, member: 21087"] I recall the fight with the Ragesians at the outpost being especially challenging, especially once they have to go inside and deal with the soldiers who didn't go onto the roof. I think they got a lot of help from the fact that we were short more players than normal for the session where the outpost fight happened. The PCs that weren't there couldn't have gotten hurt in the fight, so they showed up after the roof fighting was over, in full health and with all their spells, to help clear out the outpost. Which they did. The PCs search through the possessions of the Ragesians who took over the outpost and find the papers with orders for their commander that make it clear the Ragesian army across the border are going to invade regardless of any agreement reached between Ragesia and Dassen. Drojic also grabs the bracers of grappling off the dead wyvern in case he needs to grapple something even bigger someday. They all head back to Gallo's Fend, catching back up with Raziel's companion fey-bear Kiera. Lord Gallo sends them out to convince Dashgoban and Timor to come to his aid. They head through the Pitchwood to Dashgoban. I do some quick tap-dancing as the description of the Pitchwood doesn't match the one I invented when the PCs passed through it heading to Gallo's Fend from Bresk. The PCs convince the pitchlings to fight Steppengard. They easily convince Dashgoban to come to Gallo's aid. In Pitchwood Burg they convince the villagers to dump all their pitch on the river to melt it by promising that they or Duke Gallo will pay them back the 1,000gp they lose from doing so. The party gets into the fight with the snowball-throwing giant apes on their way up the Glasskeel Cliffs. The map in the version of the adventure on Roll20 had to show the PCs both climbing the cliff and moving around on ledges on the cliffs, and so it used perspective much like in old 2D video games, where whether you're going up or away from the screen, or down vs towards the screen, depends on whether the background layer is a ladder or a flat surface. But that fight was fun. Once up the cliffs the PCs get Timor's support for Gallo, and they head back to Gallo's fend. The night before the battle starts the party is able to go capture the Warmage Kelkin and I think rescue his sphinx. It's a tough fight so Gallo asks them to take a long rest before he puts them to use again. That use is taking out Konigsmarshal Malkan and defeating Madness, though it escapes. Having earned pretty much all possible points in favor of Gallo's victory, the battle ends quickly and decisively. King Steppengard announces he has a change of heart and that all of Dassen should come together to fight the Ragesians when they invade. The party goes down to Bresk in Gallo's retinue, expecting the worst. [/QUOTE]
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