The Worldwound Incursion (Inactive)

Game Master DireMerc

The wardstone of Kenabres has been broken and the demons of the worlwound are loose! How will this crisis be contained?
Link to images

Houserules:

Houserules:

Casting: When casting a spell defensivly if you fail you do not automaticly lose the spell, rather you provoke an attack as you normally would for not casting defensive. If you are hit you must make a concentration check dc 10+damage taken if you fail this check you lose the spell.

Rolls:
Many rolls will be handled by the GM in secret.(don't worry, I don't fudge.)
Any result that can influence the character behavior will not be rolled open.
Rolls that will be handled by the GM:
Perception
Sense Motive.

if you make the check I will send you a pm or make a post and put it in a spoiler depending on the situation.

Sometimes I will roll Initiative others I will ask you to roll depending on the situation. In some situation (rarely) I will bypass init entirely and have you all go first and enemies second or have enemies go first and you all go after.

Combat rules:
I'm a fair GM, I dont roll combat in secret, I don't change results, I don't ignore bad calls from the characters.
Sometimes, character dies, but I'm not a player killer, if I think that an encounter will be easy handled, when it should be more challenging, I will make it a more challenging, if the party it's not prepared to face something, I will drop hints, if they insist... well killing one or two players never made me lack sleep...

Actions:
I'm a GM that do not punish the character for trying something new or cool, or even strange. Visual appealing actions are encouraged, the dc will of course depend on what are you trying, but you can try! If what you want to do is wicked cool, I can even bend the game mechanics to allow it! The most importat part is: You are villains. Villains are smart, resourceful and have style! Have you ever seen a memorable villain that could just swing his sword and do nothing more?

Posting Rate
If it could be done, I expect 1/day posting, if you can post more, it will really good.
During weekend, this rule does not apply. If you are able to post, great! But dont stress over this, everyone need some time to rest (In my case, I need time to play and DM :D on my tabletop games).

Level up
Aside from character creation, when you level up, if you want something not from core rulebook, you'll need to search it inside the game. basicly what you need to do is just show in game your character is searching for that knowledge. This rule is not meant to prohibit anything, I just don't like something like this: "Character always as a full caster, never picked up a sword in his entire life, and then he gain a new level and says: Master, I'll level up as a fighter now..."


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Valid concerns, true I was currently waiting for everyone to pitch in to see what the party decision was on the matter

If you ever are waiting for me to post don't hesitate to make a post in ooc to get my attention. If I am too busy to check everything I will often only look at new posts and forget to post in some areas until I have more time later on (note that this is one of six game I am dm-ing)

During the holidays I was taking a bit of a break from everything and I spent most of my time away from the computer so I hasn't as active but I'm back to checking in a couple times a day now.

Designating a partly leader is not a bad Idea if you want Tessai to fill that role I will go with Tessai decision on these things.


Apologies for the bluntness guys, but I'm not sure this is a leadership issue, as much as it is a commitment one.

Believe me I understand the nature of PbP, but what I feel is that we are losing the flow of things, even our own actions seem broken and not really part of the history - we are doing a lot of OOC and not enough RP from my perspective. If people have opinions, they should be voiced in RP (barring the obvious needs to sometimes have an OOC discussion).

What I feel also is that not only posts are spread thin (can easily happen in PbP, I understand that and it is not an issue), but also they are not well connected with what has gone before, as if sometimes the previous posts have not been read correctly.

In the current situation, we were debating whether to assault the bridge and towers (again, opinions were voiced in OOC and not RP, which can mean we were not actually having the discussion. But the truth is OOC plays a large part of the game around the table - the way I see it, that OOC was the players debating how exactly to proceed), but in the midst of that discussion, and a Discussion debate on how the game is proceeding, we are now faced with a 'done deal' - we chased, and paladins died. I think a pause to ponder would have been justified, something like 'Ok, so what is the final decision? Chase or not?'

In any case, I am posting in Gameplay as is.

Thanks for listening to my rants guys.


True but if you look to what was said when Irabeth asked "do we chase?" the answers given were:

"Aye commander; if we're still in good order, my vote is we should pursue."

"Let us follow" - Tessai agrees - "The scouts reported only a small force on the bridge. Perhaps we can take them also down, and secure the passage"

"I say continue the fight, there is no sense in allowing our foes to flee, only to regroup and bring the fight back to us. If we can end them upon the bridge, then let us do so."

Everything else was ooc. Should be fine anyway and this way we take care of 2 encounters in one go.

As a note this particular part of the adventure is a bit slow and it bogged things down even with my real life group (who are not halfway into part 3) so I'm trying to keep things moving at a steady pace as much as I can.


Male Elf Wizard 6/ Riftwarden 4/Archmage 3 | HP 77/77 | AC 15(22) | T 14 | FF 11(14) | CMD 20 | Fort +10 | Ref +11 | Will +13 | Init +7 | Perc +14 | RW - 12/13 | MP 10/11 | PC 10/10

True, most of us did say IC to pursue the army across the bridge and then nothing else IC. I say the PCs should take the fight to the towers and once we have taken them, then move some of our own forces into them. We can continue from there...

On a different note, I just realize I can finally put points into FLY!! Next level I think will be another level of wizard to get a few more spells and even out my number of Reveal Weakness per day at 10. I'm planning on starting my levels in the Riftwarden PrC at level 7, just as an FYI, Merc.

I am also very excited to get...

Archives of Nethys wrote:
Eldritch Flight (Sp, Su) (Mythic Adventures pg. 18 (Amazon)): You gain a bonus on Fly checks equal to your tier. As a standard action, you can expend one use of mythic power to fly (as the fly spell) for a number of minutes equal to your tier. At 6th tier, you instead gain a supernatural fly speed of 60 feet (40 feet if you wear medium or heavy armor, or are carrying a medium or heavy load).


Male Human(Cheliax) Inquistor 9/ Marshal 2 | HP 63/63| AC 20 | T 14 | FF 16 | CMD 18 | Fort +8| Ref +7| Will +11| Init +7 | Perc +12 | MP 7/7 J 3/3 B 9/9 AH 9/9 TG 5/5| a(20) cia(20)

Thats partly my fault guys sorry. I was away on the holidays and the places I was staying at have little to no internet connection. I should have told you guys ahead of time.


HP: 13/13 | MP 14/22 | Condition: 12 | Status Effects: x | Fumble Points: x Farmer 1

Hey, sorry for my absence, everyone. I just got back from celebrating my one-year wedding anniversary. I'll have a post up momentarily.


Just try to leave a note when your gone for a while. I'm just glad your both still around.

Also a notice that tomorrow morning I will be getting surgery to remove my gallbladder. I may be unable to post for a few days.


M Human Warpriest (Arsenal Chaplain) of Iomedae 2| HP 19 | AC 18 | T 14 | FF 14| CMD 18 | Fort +5 | Ref +4 | Will +5 | Init +5 | Perc +2
DireMerc wrote:

Just try to leave a note when your gone for a while. I'm just glad your both still around.

Also a notice that tomorrow morning I will be getting surgery to remove my gallbladder. I may be unable to post for a few days.

Yikes! Hope everything goes well.


I wish you a speedy recovery DireMerc. All the best.


Operation went well, spending most of my time in bed playing with my tablet now so will try to resume posting. Wont be able to edit the maps until later thought cause that requires my computer.


Male Elf Wizard 6/ Riftwarden 4/Archmage 3 | HP 77/77 | AC 15(22) | T 14 | FF 11(14) | CMD 20 | Fort +10 | Ref +11 | Will +13 | Init +7 | Perc +14 | RW - 12/13 | MP 10/11 | PC 10/10

Glad to hear everything went well, Merc! Here's hoping for a speedy recovery.


M Human Warpriest (Arsenal Chaplain) of Iomedae 2| HP 19 | AC 18 | T 14 | FF 14| CMD 18 | Fort +5 | Ref +4 | Will +5 | Init +5 | Perc +2

Excellent news!


Good to know everything went well DireMerc. Welcome back.


Male Elf Wizard 6/ Riftwarden 4/Archmage 3 | HP 77/77 | AC 15(22) | T 14 | FF 11(14) | CMD 20 | Fort +10 | Ref +11 | Will +13 | Init +7 | Perc +14 | RW - 12/13 | MP 10/11 | PC 10/10

Hey Merc, would you by chance allow me to retrain Varn's mythic feat that I picked at 1st tier? I was looking to see what mythic items he might be able to craft and realized I picked that feat way too early. I feel it is a wasted feat right now and could really benefit from switching it to Extra Mythic Power. Just let me know either way, thanks!


Sure thing Varn go for it.


Male Elf Wizard 6/ Riftwarden 4/Archmage 3 | HP 77/77 | AC 15(22) | T 14 | FF 11(14) | CMD 20 | Fort +10 | Ref +11 | Will +13 | Init +7 | Perc +14 | RW - 12/13 | MP 10/11 | PC 10/10
DireMerc wrote:
Sure thing Varn go for it.

Thanks, Merc. You the man!


Male Elf Wizard 6/ Riftwarden 4/Archmage 3 | HP 77/77 | AC 15(22) | T 14 | FF 11(14) | CMD 20 | Fort +10 | Ref +11 | Will +13 | Init +7 | Perc +14 | RW - 12/13 | MP 10/11 | PC 10/10

Hey Merc, question for you. The description for invisibility is a little vague on what exactly would cause the spell to stop functioning. I get standard attacks, or attack spells, but then it mentions any spell that would include a foe in it's area of effect. So... by that wording... would casting Fog Cloud on the towers with the archers break invisibility? It doesn't require any saving throws, nor does it attack anyone; however, it would be considered a spell which includes a foe in it's area of effect.

What are your thoughts on the matter?


"For purposes of this spell, an attack includes any spell targeting a foe or whose area of effect includes a foe."

It would break invis yes.


Male Elf Wizard 6/ Riftwarden 4/Archmage 3 | HP 77/77 | AC 15(22) | T 14 | FF 11(14) | CMD 20 | Fort +10 | Ref +11 | Will +13 | Init +7 | Perc +14 | RW - 12/13 | MP 10/11 | PC 10/10

Okay, thanks for the quick reply, Merc! I figured that would be the case due to the wording, but I had searched the forum and there appeared to be a lot of personal opinions on the subject. I figure, always best to get your specific GM's input!


HP: 13/13 | MP 14/22 | Condition: 12 | Status Effects: x | Fumble Points: x Farmer 1

Sorry again, everyone. Work unexpectedly transferred me to a new location, so my life's been rather crazy recently. Things are finally starting to settle down, but I'm going to be stretched pretty thin for a while. I may need to be GMPCd for a bit.


Been there, alright I'll npc you if required.


Male Elf Wizard 6/ Riftwarden 4/Archmage 3 | HP 77/77 | AC 15(22) | T 14 | FF 11(14) | CMD 20 | Fort +10 | Ref +11 | Will +13 | Init +7 | Perc +14 | RW - 12/13 | MP 10/11 | PC 10/10

What are your thoughts on 5' steps and Retreat action while flying?


im fine with it


Male Elf Wizard 6/ Riftwarden 4/Archmage 3 | HP 77/77 | AC 15(22) | T 14 | FF 11(14) | CMD 20 | Fort +10 | Ref +11 | Will +13 | Init +7 | Perc +14 | RW - 12/13 | MP 10/11 | PC 10/10

Cool. Incoming post shortly.


Male Elf Wizard 6/ Riftwarden 4/Archmage 3 | HP 77/77 | AC 15(22) | T 14 | FF 11(14) | CMD 20 | Fort +10 | Ref +11 | Will +13 | Init +7 | Perc +14 | RW - 12/13 | MP 10/11 | PC 10/10

In reference to Adalric's disappearance, I say we just recruitment someone to take over the PC rather than try to recruit yet another PC to miraculously appear to join the party. I am sure we can find plenty of folks willing to take over a Life Oracle, they're pretty boss. What do you guys think?


I'd be up for that. I will start looking.


Life Oracles are amazing, but not everyone is willing/able to take up such a dedicated role. No harm in asking around though ;)


Male Elf Wizard 6/ Riftwarden 4/Archmage 3 | HP 77/77 | AC 15(22) | T 14 | FF 11(14) | CMD 20 | Fort +10 | Ref +11 | Will +13 | Init +7 | Perc +14 | RW - 12/13 | MP 10/11 | PC 10/10

This is true, but our group clearly needs a dedicated healer of some sort. Especially with Varn's dismally low HP... stupid 1's and 2's die rolls... lol


DireMerc, any issue with me going for the Evangelist prestige class?


no problem


M Human Warpriest (Arsenal Chaplain) of Iomedae 2| HP 19 | AC 18 | T 14 | FF 14| CMD 18 | Fort +5 | Ref +4 | Will +5 | Init +5 | Perc +2

Sooooo, combat over. Shall we bring in the army to secure the bridge and set up camp?

I guess we could try to do another area, but I'm super low on HP and setting up camp would also be a good oportunity to retire Aldaric and bring in our new healer.

Thoughts?


My vote is for bringing in the army, and secure the bridge - already posted once or twice to that effect in gameplay ;)


[ooc[Actually just remembered this myself but the cultist did collapse the center of the bridge when you crossed and you army is still all on the other side[/ooc]

Unfortunately Since the cultist destroyed the bridge the army is going to have a hard time crossing.


Male Human(Cheliax) Inquistor 9/ Marshal 2 | HP 63/63| AC 20 | T 14 | FF 16 | CMD 18 | Fort +8| Ref +7| Will +11| Init +7 | Perc +12 | MP 7/7 J 3/3 B 9/9 AH 9/9 TG 5/5| a(20) cia(20)

So securing this bridge would be pointless as of now. Is that what I understand?


Unless you have a way of repairing it pretty much. It's too far for troops to jump and while they can swim you wont be able to get the supply wagons across.


I supposes you could make camp near the end of the bridge and use the towers as watchtowers


So, after we stepped across the bridge, it was collapsed?

Does the army possess the materials to build a temporary repair?


Male Elf Wizard 6/ Riftwarden 4/Archmage 3 | HP 77/77 | AC 15(22) | T 14 | FF 11(14) | CMD 20 | Fort +10 | Ref +11 | Will +13 | Init +7 | Perc +14 | RW - 12/13 | MP 10/11 | PC 10/10

I forgot the bridge collapsed behind us... Oops. So, just to clarify our position in Drezen; we are on the wrong side of the bridge near the citadel? Or are we near at the bridge near the Hill?


M Human Warpriest (Arsenal Chaplain) of Iomedae 2| HP 19 | AC 18 | T 14 | FF 14| CMD 18 | Fort +5 | Ref +4 | Will +5 | Init +5 | Perc +2

Ok that's mostly fine, strategically.

Can we get make to the army easily, or are we stuck on our own for a while?


You are at the east bridge near the hill. You can swim back the current isn't too strong but you might have to deal with a few aquatic monsters.

Or fly back or dimension door or something.

Ah Also you can level up to level 6.


Male Elf Wizard 6/ Riftwarden 4/Archmage 3 | HP 77/77 | AC 15(22) | T 14 | FF 11(14) | CMD 20 | Fort +10 | Ref +11 | Will +13 | Init +7 | Perc +14 | RW - 12/13 | MP 10/11 | PC 10/10

Thanks Merc. Varn can fly everyone back across. The initial duration of his Fly spell is 7 minutes, not sure exactly how many rounds/minutes have passed since the casting though.

Also, I will do Varn's leveling tomorrow!


Male Elf Wizard 6/ Riftwarden 4/Archmage 3 | HP 77/77 | AC 15(22) | T 14 | FF 11(14) | CMD 20 | Fort +10 | Ref +11 | Will +13 | Init +7 | Perc +14 | RW - 12/13 | MP 10/11 | PC 10/10

Aeron/Tessai, would you be interested in Varn taking Blood Rage as one of his 3rd level spells? Or would you prefer Heroism?

Also.... HP: 1d6 ⇒ 6

6th Level
+6 HP
+1 BAB
+1 Fort/Ref/Will
+7 skill points (+1 Fly, +1 Know: Arcana, +1 Know: Engineering, +1 Know: Nobility, +1 Know: Planes, +1 Perception, +1 Spellcraft)
+1 Wizard Racial FCB +1/2
Spells: +1 per day 2nd & 3rd
Awaiting some feedback before I choose my spells.


Varn, I think my vote goes to Heroism ;)


M Human Warpriest (Arsenal Chaplain) of Iomedae 2| HP 19 | AC 18 | T 14 | FF 14| CMD 18 | Fort +5 | Ref +4 | Will +5 | Init +5 | Perc +2

HP level 6: 1d10 ⇒ 8

*shrug* Heroism is fine. I'm a proponent of mad monkeys personally, or maybe protection from energy.


Wait! I'm getting Divine Bond this level! :D


I guess it doesn't make much sense taking a Weapon ;)

I'm gonna take a horse - perhaps we can assume it came out of the wreckage of the city - we can RP it if you have any good ideas?

Black horse btw.


Male Human(Cheliax) Inquistor 9/ Marshal 2 | HP 63/63| AC 20 | T 14 | FF 16 | CMD 18 | Fort +8| Ref +7| Will +11| Init +7 | Perc +12 | MP 7/7 J 3/3 B 9/9 AH 9/9 TG 5/5| a(20) cia(20)

HP Roll: 1d8 ⇒ 1 What.

Well, I saw an earlier post that we can reroll ones on hp rolls.
Hp Roll#2: 1d8 ⇒ 2 Well crap.


M Human Warpriest (Arsenal Chaplain) of Iomedae 2| HP 19 | AC 18 | T 14 | FF 14| CMD 18 | Fort +5 | Ref +4 | Will +5 | Init +5 | Perc +2

Did we find any loot in the towers or on the dead?

Ok. Taking a look at the map, I assume that the dots are things that we can do.

I say we secure our side of the riverbed, then secure paradise hill before we assault the fortress itself.

I say we camp, grab our new healer and then deal with the graveyard first.


Male Elf Wizard 6/ Riftwarden 4/Archmage 3 | HP 77/77 | AC 15(22) | T 14 | FF 11(14) | CMD 20 | Fort +10 | Ref +11 | Will +13 | Init +7 | Perc +14 | RW - 12/13 | MP 10/11 | PC 10/10

Heorism it is then! Also, Tessai, I think taking the weapon bond would be more beneficial. Not sure how much use you will have with the horse. You can add bonuses and all sorts of other awesome magical abilities to Radiance.

Just my two cents though :)


Male Human Bard1/Swash(Insp Blade)9/Myth Trick 3 AC27(31) (T21F17) CMD33 | HP97/97 | Saves F7R21W9 | Perc +7 | Init:+12 | Panache: 4/4 | MythPower: 8/9 | Bard Perf: 7/7 | Status: OK

Add 1 level of Swashbuckler (inspired blade)
hp: 1d10 ⇒ 2
Dammit!

+1 BaB
Gain Rapier Training +1 to hit/+2 damage with rapiers only, also gain improved critical with rapiers.
+7 skill points.

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