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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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

Orlando feels real relief as he feels the lifelink heal him, and the cultists misses him wide.

Move:
Whips cape around to Feint the guy at (N,7).
Bluff: 1d20 + 12 ⇒ (20) + 12 = 32 vs the enemy Sense Motive, success = following attack is vs. Flat Footed AC.

Standard:
Rapier attack vs guy at (N,7): 1d20 + 11 - 2 ⇒ (10) + 11 - 2 = 19 for a possible 1d6 + 6 + 4 ⇒ (6) + 6 + 4 = 16 piercing, cold iron, magic and precision damage.


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

Varn spots the caster preparing a summoning spell and sends down another fiery ball of death amidst her and the remaining archers! He will remain long enough to see if she falls or remains standing. If she falls, then he will return to the fight below. If she remains standing, then he will maintain his altitude below the lip of the wind wall to avoid the archers' arrows.

Fireball Ref DC 18 for half dmg: 7d6 ⇒ (5, 3, 2, 3, 3, 5, 1) = 22

-1 MP for Wild Arcana. Reflex save DC 18 for half damage for the caster and any archers caught in the blast.


Will wait for Aeron's will save.


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
Aeron Stillwaters wrote:


Beastly! I'll take the 15 HP. Ok, 5' step to N9 attack cultist in M9. Then use a mythic point to attack it again and move back to Q9, eating an AoO from the cultist if he is still up.

Aeron shouldn't be there, but anyways...

Will DC15: 1d20 + 7 ⇒ (14) + 7 = 21


Round 3
Hp 14/73; AC 21/11T/20FF; CMD 20
+9F/+5R/+7W
Mythic power: 3/5
Buffs:n/a

Beaten and bloody, Aeron falls back.

Withdraw to R9


Ah missed that well in that case assume the cultist moved to O9 an attacked only once instead. I think it's my go I will go over all the actions and post tomorrow.


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:
Ah missed that well in that case assume the cultist moved to O9 an attacked only once instead. I think it's my go I will go over all the actions and post tomorrow.

*Shrug* It's not a big deal, all things considered, and it wouldn't have really changed my actions. I think Tessai might have gotten an AoO though.


reflex: 1d20 + 6 ⇒ (9) + 6 = 15

Takes full damage (minus fire resistance) and is still standing. The archers are eliminated.

Alderic will heal Aeron casting a cure moderate wounds.

cure moderate wounds: 2d8 + 5 ⇒ (7, 3) + 5 = 15

Othello and Tessai still need to post. Aeron made the save.


Tessai steps in as Aeron falls back injured, launching an attack at the elite cultist before her - "Don't you fools believe it time to surrender?" - she growls.

Radiance Attack: 1d20 + 8 ⇒ (7) + 8 = 15
Damage if it hits: 1d8 + 17 ⇒ (8) + 17 = 25

Move: to N:9
Standard: Radiance Attack

We need a healer on this group... I could go for healing with LoH right now, but they can swarm Orlando.


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)

Othello moves beside Alderic and fires an arrow straight at one of the cultist.

Moving to S11 and attacking the M11 mook

Attack: 1d20 + 8 ⇒ (18) + 8 = 26
Damage: 1d8 + 2 ⇒ (6) + 2 = 8


Might need to replace aldaric doesn't look like he is coming back

Tessai misses and Othello hit for 8 damage.

updated map

All the elite cultist have taken 40+ damage and have around 55 hp

They attack once more.
attack Orlando: 1d20 + 12 ⇒ (20) + 12 = 321d8 + 6 ⇒ (4) + 6 = 10
attack Orlando: 1d20 + 12 ⇒ (19) + 12 = 311d8 + 6 ⇒ (3) + 6 = 9

attack Tessai: 1d20 + 12 ⇒ (6) + 12 = 181d8 + 6 ⇒ (7) + 6 = 13
attack Tessai: 1d20 + 12 ⇒ (14) + 12 = 261d8 + 6 ⇒ (1) + 6 = 7
attack Tessai: 1d20 + 12 ⇒ (10) + 12 = 221d8 + 6 ⇒ (7) + 6 = 13
attack Tessai: 1d20 + 12 ⇒ (1) + 12 = 131d8 + 6 ⇒ (7) + 6 = 13

As strong breeze forms as a medium air elemental forms in the air next to Varn. It attacks.
slam: 1d20 + 9 ⇒ (3) + 9 = 121d6 + 3 ⇒ (6) + 3 = 9

The archers on top of the south tower and the caster head down the stairs of their towers vanishing from sight for now.

Your go again.


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

Orlando stumbled as his enemy pulled an impossible double slash on him, hitting him twice despite his taking every defensive precaution he could think of. He thanked the powers that be for the gentle healing of the lifelink. And yet their armor was so efficient they were near impossible to hit, even with feinting!
He had to do something different or he was going to lose to these foul cultists. Then, the thought of something…

Round_____________

Grinning, he saluted his current opponent and used an amazing Mythic Display of Dexterity to tumble over to (L,11) to flank the guy at (M,10) with Tessai.
Acrobatics: 1d20 + 14 + 20 ⇒ (2) + 14 + 20 = 36
Flank attack with+1 cold iron rapier: 1d20 + 11 + 2 - 2 ⇒ (15) + 11 + 2 - 2 = 26 for a possible 1d6 + 6 + 4 ⇒ (6) + 6 + 4 = 16 piercing, magic, cold iron and precision damage.


Orlando manages to catch a cultist off-guard and takes him down.


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

Round 4
Hp 29/73; AC 21/11T/20FF; CMD 20
+9F/+5R/+7W
Mythic power: 3/5
Buffs:n/a

Move into P9 and attack O9

Somewhat refreshed from Aldaric's magic, Aeron steps back into the fray:

Attack O9: 1d20 + 14 + 2 ⇒ (11) + 14 + 2 = 27
Damage: 2d4 + 25 ⇒ (1, 2) + 25 = 28


Another goes down to a strong blow from Aeron


Tessai swings at the last of the cultists still standing - "You were warned"

Attack on M:10: 1d20 + 8 ⇒ (3) + 8 = 11
Damage: 1d8 + 17 ⇒ (8) + 17 = 25

Move:Shift to N:10
Standard: Attack on M:10

I can't hit anything.


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

Knowledge: Planes: 1d20 + 13 ⇒ (13) + 13 = 26

Varn recognizes the air elemental and quickly dodges around its weak attack. Despite that his knowledge of the planes leads him to the inevitable conclusion; facing an air elemental in the sky is folly. The wizard quickly withdraws down to the solid ground, amidst his companions. "Dispatch this minion quickly. We are going to have company... the archers from the southern tower have gone below. As has that damnable tiefling who continues to elude my wrath." He then points up at the air elemental above them. "Also, there is that." He adds with a shrug.

Full Withdraw action to land into O10.


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)

Othello tries to finish off the last cultist with two arrows.

Attack 1: 1d20 + 8 ⇒ (9) + 8 = 17
Attack 2: 1d20 + 8 ⇒ (4) + 8 = 12 Miss
Damage 1: 1d8 + 2 ⇒ (6) + 2 = 8


Make sure to let me know when you heal 5 because of lifelink so I can modify aldaric's hp. So far I assume Aeron olrando and tessai have all healed 15? 20? His hp would be getting low.

Othello misses twice. (ac 19)

The remaining elite cultist attacks Aeron.
attack: 1d20 + 12 ⇒ (18) + 12 = 301d8 + 6 ⇒ (4) + 6 = 10
attack: 1d20 + 12 ⇒ (12) + 12 = 241d8 + 6 ⇒ (2) + 6 = 8

The elemental comes down and attacks alderic who is the closest target.
attack: 1d20 + 9 ⇒ (4) + 9 = 131d6 + 3 ⇒ (4) + 3 = 7

updated map

Almost done...I remember this encounter took like 4 hours with my RL group. Who just finished part 3 recently actually


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

Varn quickly yanks his wand of magic missiles from his belt and sends two bolts slamming into the air elemental. "Quickly! Protect Adalric!"

Magic Missile: 2d4 + 2 ⇒ (3, 4) + 2 = 9

Move Action - Draw Wand. Standard - Use Wand. -1 Charge from Wand of MM.

Wow! A four hour encounter, that's crazy! I think we did pretty well at getting through this considering that information. And we were one PC down.


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

Seeing the danger, Orlando charges the elemental!
Charge attack with+1 cold iron rapier: 1d20 + 11 + 2 - 2 ⇒ (18) + 11 + 2 - 2 = 29 for a possible 1d6 + 6 + 4 ⇒ (4) + 6 + 4 = 14 piercing, magic, cold iron and precision damage.
...Crit confirm?: 1d20 + 11 + 2 - 2 ⇒ (5) + 11 + 2 - 2 = 16
I know, I know; elementals not vulnerable to critical hits. But if it confirms I get a Panache point back.


I think Tessai only healed 5 ever through Life Link. And will heal another 5 now ;)

Tessai moves around the remaining cultist, into a flank position with Aeron - "It is over" - she speaks calmly, as Radiance swings.

Radiance Attack: 1d20 + 2 + 8 ⇒ (10) + 2 + 8 = 20
Damage if it hits: 1d8 + 17 ⇒ (7) + 17 = 24

Move: To N7
Standard: Radiance Attack


The last elite cultist is brought down by Tessai.


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

Ugh, why do they keep hitting me, I never did nothing to nobody...5hp from life link
Round 5
Hp 16/73; AC 21/11T/20FF; CMD 20
+9F/+5R/+7W
Mythic power: 2/5
Buffs:n/a

Bleeding, Aeron moves (S8) to destroy the elemental attacking his bandaid factory. Use an mythic point to get the extra attack

Attack: 1d20 + 14 ⇒ (2) + 14 = 16 Miss?
Attack 2: 1d20 + 14 ⇒ (15) + 14 = 29
Damage?: 2d4 + 25 ⇒ (3, 4) + 25 = 32


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)

"This is ridiculous. Their just grasping now." He goes up behind Aeron and casts Cure Moderate Wounds on him.

Magic Heals: 2d8 + 5 ⇒ (2, 1) + 5 = 8


Elemental is down. The archers try to flee and there is no sign of the caster.


Elemental up, or can I go again?


Aeron took it down only had 30 hp.

Basically out of combat at this point.


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

Varn curses the cowardly tiefling who fled the battlefield. "We must hurry to secure this position! I wish I knew to where that tiefling ran. Soon enough, she will face her demonic parentage..."


Tessai moves towards the towers - "This is not over yet. Come!"

Move to H:7


You search the towers but don't see any signs of the old female tiefling caster. She must have teleported away again or become invisible.


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

Orlando resheathed his blade and recovered his crossbow.
"No trace of the caster."
He looked around for other things to attack.
Perception: 1d20 + 5 ⇒ (3) + 5 = 8
Do I make a madness check here?


sure dc 16 wil save failure means you see a hallucination


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

Will save: 1d20 + 5 ⇒ (17) + 5 = 22 Save!


you see something and realize it's your mind playing tricks on you and you shake it off


"Let us call upon the army, and make sure the area is firmly in our grasp" - Tessai comments to her companions - "How can we make sure that damned caster is not still around?"


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)

Othello casts 'Sees Invisiblity' to see if the caster is and still there invisible (of course).


Looking around Othello sees no sign of the caster.


Tessai signals the army to join them, and secure the position - "Thank you Othello" - she nods at her companion.

Assuming he shared with the others he has used his powers to scan the tower ;)


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)

Naturally :)


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

Grateful the hallucinations have died down, Orlando helps scout and secure the area.
"I'm not mad! I'm not mad! HeheheHEhehe..."


You can all level up to level 6 while you figure out your next move


For the moment the bridge is secured although the cultist have managed to deny you it's you for the time being. Seems they managed to destroy some of the supports under the bridge to cause the middle section to fall into the river. The current isn't very strong and you soldiers can easily swim across once they remove their armor. The supply wagons will not be able to come across however.

Up on paradise hill there is a force of demons holding dozens of men captive in cages.


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

In the command tent, Orlando grinned at the others.
"Well, who's up for a hostage rescue?"


"My heart boils at the sight" - Tessai growls.

I must admit after so long I don't know in which bridge we are - the on south of Paradise Hill, or the one south of Citadel Drezen?


Here is the map

Your forces however remain on the southbank. They did not cross the bridge before it collapsed.


Thanks DireMerc.

"What concerns me the most is that if we press on, we will be cutoff by the fallen bridge" - Tessai comments.

Is there an opposing 'army' up on Paradise Hill DireMerc, or would it be something we could tackle on our own while the army crosses and secures the area around the bridge?

Also... Aeron poses an important question - without a healer, I'm not sure we should press on.


I'm thinking you can have soldiers cross over and launch an attack while you go in and take out the leader and free prisoners ect.


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

Sounds good. Let's do that.


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

Orlando nods in agreement.


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)

I'm fine with it

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