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..."


2,501 to 2,550 of 3,921 << first < prev | 46 | 47 | 48 | 49 | 50 | 51 | 52 | 53 | 54 | 55 | 56 | next > last >>
Scarab Sages

Male Half Elf - Recall: Misfortune, Swift Armor use, Divine Protedtion, Familiar, Alter Channel, Combat Healer, Faith's Reach, & Flexible Counterspell Oracle of Milani:Life 10/Heirophant 3 | HP125/125 | AC: 31(30), Tch 15, Flat 28(27)| Fort: +14 | Reflex: +13 | Will: +15, +17 vs Enchantments | Init: +6 | Perception +19/21 in dim light with 60' Darkvision and 30' Blindsight. Cannot see beyond 60'

Er, so what was our mission actually for today? And are we done with it? If we carry the crystal with us we never have to leave its area and take more damage, right?


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)

Is it possible to modify the spell so it hurts our enemies instead?


You do not take damage for leaving the area only entering it. If you carry the crystal with you every person who is not CE will take damage when the area reaches them. The benefits however would be that nobody can teleport into or out of the area. No Othello it is not.


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

After a moment of contemplation, Vary steps back from the crystal and explains the properties to his comrades. "It is unfortunate that I cannot reverse those spells. I would like to take this stone for research; however, I believe it is too dangerous an item to leave. If we cannot convert it to benefit us, then it should be destroyed."

Our overall mission is to take back the city and retrieve an artifact to help the Mendevian Crusade. I cannot recall if we know the location of the item, but it has to be in the last remaining place we have yet to assault.


Dispel Magic?


While reversing the spells on the crystal or changing them is possible the exact method is not mentioned simply that one must be well versed in "dark magic" or have a powerful demon aiding him. In this case it was done by a marilith

Scarab Sages

Male Half Elf - Recall: Misfortune, Swift Armor use, Divine Protedtion, Familiar, Alter Channel, Combat Healer, Faith's Reach, & Flexible Counterspell Oracle of Milani:Life 10/Heirophant 3 | HP125/125 | AC: 31(30), Tch 15, Flat 28(27)| Fort: +14 | Reflex: +13 | Will: +15, +17 vs Enchantments | Init: +6 | Perception +19/21 in dim light with 60' Darkvision and 30' Blindsight. Cannot see beyond 60'

What would be the effect of placing it in an extra dimensional space like a bag of holding or a haversack? I sorta hate to destroy it. Having a no teleport zone with us at all times could be handy...


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

Dispel Magic wouldn't work... only suppresses for a short period. And I'm assuming this crystal would be considered an artifact. I do like Tzad's idea though! If we could suppress the effect utilizing extra dimensional methods... then we could possibly capture a powerful enough demon and force them to assist... Now, we just have to find some sort of extra dimensional pocket... In regards to the teleportation blocking, as Varn levels up his Riftwarden PrC he will become quite skilled at immediately recognizing and blocking teleportation effects. Check it out here.


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

It is an evil artifact. I don't know that using it is something a crusader should do. Also, dimensional anchor is only like a 4th level spell, so we will have the means of stopping teleportation soon enough.

Scarab Sages

Male Half Elf - Recall: Misfortune, Swift Armor use, Divine Protedtion, Familiar, Alter Channel, Combat Healer, Faith's Reach, & Flexible Counterspell Oracle of Milani:Life 10/Heirophant 3 | HP125/125 | AC: 31(30), Tch 15, Flat 28(27)| Fort: +14 | Reflex: +13 | Will: +15, +17 vs Enchantments | Init: +6 | Perception +19/21 in dim light with 60' Darkvision and 30' Blindsight. Cannot see beyond 60'

OK. Lets break it then. I was not aware it was even evil. "Made from a murdered demon" did not sound all that bad. Tzadkiel is not gonna touch it. :)


Tessai fully agrees with Aeron and Tzadkiel, but asks her companions to be her destroying the stone.


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

Well I guess it might not be, but considering the forbiddance is for any alignment other than CE and it increases healing to undead, I would put it in the evil camp.


It is about as evil as evil gets. This is basically pure crystallize evil used as a battery


"Very well then" - Tessai moves to the stone, Radiance shedding a soft glow - "It is sad that such a powerful artifact for Good has now been thwarted into this mockery" - she speaks decisively - "Stand back friends, and into safety - it is only fitting that Radiance brings this to an end" - she finishes, waiting for the companions to move back into safety, then brings the sword to bear in a mighty two handed chop, as many times as needed to splinter the crystal.

Kinda like THIS

Scarab Sages

Male Half Elf - Recall: Misfortune, Swift Armor use, Divine Protedtion, Familiar, Alter Channel, Combat Healer, Faith's Reach, & Flexible Counterspell Oracle of Milani:Life 10/Heirophant 3 | HP125/125 | AC: 31(30), Tch 15, Flat 28(27)| Fort: +14 | Reflex: +13 | Will: +15, +17 vs Enchantments | Init: +6 | Perception +19/21 in dim light with 60' Darkvision and 30' Blindsight. Cannot see beyond 60'

The oracle complies with Tessai, wondering if the cold iron weapon can penetrate the crystal's hardness.


Radiance manages to shatter the crystal into pieces and it's magic dissipates.

With nothing more to do at the mausoleum you return to your camp to prepare for the siege of the citadel.


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 will gather a piece of the crystal to keep for studying in hopes of garnering additional information about their enemies from the artifact. Once back at the camp, Varn will seek out someone to remove the negative levels...


Tessai moves around the troops, checking on morale, and making sure everyone is committed and going strong. Then she joins Varn, in trying to find a way to remove the negative levels.


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 also returns to camp, penning the lastest adventure into his journal and looking for help to remove his one negative level.

Scarab Sages

Male Half Elf - Recall: Misfortune, Swift Armor use, Divine Protedtion, Familiar, Alter Channel, Combat Healer, Faith's Reach, & Flexible Counterspell Oracle of Milani:Life 10/Heirophant 3 | HP125/125 | AC: 31(30), Tch 15, Flat 28(27)| Fort: +14 | Reflex: +13 | Will: +15, +17 vs Enchantments | Init: +6 | Perception +19/21 in dim light with 60' Darkvision and 30' Blindsight. Cannot see beyond 60'

Before we return to camp Tzadkiel would have cast Locate object on the vampire leader's dagger (See my discussion post]. Any chance of that working?


Forgot to mention it before but you can all level up to level 8.

You do not detect the dagger whitin the range of the spell. Assuming you waited to get back to camp to cast it.

There is no cleric capable of removing negatives levels other than Tzadkiel.

Scarab Sages

Male Half Elf - Recall: Misfortune, Swift Armor use, Divine Protedtion, Familiar, Alter Channel, Combat Healer, Faith's Reach, & Flexible Counterspell Oracle of Milani:Life 10/Heirophant 3 | HP125/125 | AC: 31(30), Tch 15, Flat 28(27)| Fort: +14 | Reflex: +13 | Will: +15, +17 vs Enchantments | Init: +6 | Perception +19/21 in dim light with 60' Darkvision and 30' Blindsight. Cannot see beyond 60'

Tzadkiell would have used a Mythic point (2 remaining) to cast Locate Object immediately. Does that make a difference? I sure would like that vampire dead. :) And good news, if we are leveling Tzad can cast Restoration and remove negative levels. He will definitely learn Restoration as one of his spells!


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

Hurray for Tzad!


Thanks Tzadkiel - you rule. I'm still taking notes on your Oracle ;)


Casting it right away you would sense the dagger moving towards the citadel


What's the plan now? Hit the citadel right? What kind of intel do we have thus far on it DireMerc?


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

Have we reduced all the enemy forces outside the Citadel?


You know it has a garrison of savages (men and woman who live out in the worldwound) and a garrison of lesser demons along with cultist of the ivory tower and most likely a few greater demons.

The approach is guarded by artillery catapults and ballistas mounted on the walls and some casters.

All the local hostiles forces have retreated to the citadel for now.

Scarab Sages

Male Half Elf - Recall: Misfortune, Swift Armor use, Divine Protedtion, Familiar, Alter Channel, Combat Healer, Faith's Reach, & Flexible Counterspell Oracle of Milani:Life 10/Heirophant 3 | HP125/125 | AC: 31(30), Tch 15, Flat 28(27)| Fort: +14 | Reflex: +13 | Will: +15, +17 vs Enchantments | Init: +6 | Perception +19/21 in dim light with 60' Darkvision and 30' Blindsight. Cannot see beyond 60'
Tessai wrote:
Thanks Tzadkiel - you rule. I'm still taking notes on your Oracle ;)

Thanks. Its an interesting role - trying to be the best support character you can be. I am having fun with it and you guys appreciating my efforts adds to that fun. :)

Scarab Sages

Male Half Elf - Recall: Misfortune, Swift Armor use, Divine Protedtion, Familiar, Alter Channel, Combat Healer, Faith's Reach, & Flexible Counterspell Oracle of Milani:Life 10/Heirophant 3 | HP125/125 | AC: 31(30), Tch 15, Flat 28(27)| Fort: +14 | Reflex: +13 | Will: +15, +17 vs Enchantments | Init: +6 | Perception +19/21 in dim light with 60' Darkvision and 30' Blindsight. Cannot see beyond 60'
DireMerc wrote:
Casting it right away you would sense the dagger moving towards the citadel

Earlier

The oracle spends his second to last mythic point to cast Locate Object as he concentrates on the unique dagger the vampire boss used. A since of location (direction and distance) comes to him immediately after casting. He concentrates and notes that the dagger seems to be moving away from the group and is almost out of his spell's range. In less than a minute he is sure and tells the party That vampire leader - at least one of his coffins must be in the citadel. He is retreating there now. I suspect we will have to face him again.


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)

"Aye, he won't be running from us any longer.


"As long as we can find an acceptable means of ingress" - Tessai nods at Othello - "Assaulting a defended position such as this one can take forever"


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

"Hm. A tough nut indeed. Still, no fortress is perfect. We might be able to sneak in through the sewers like Reijo the Red did that one time; Or turn gaseous form and go in through a chimney like the sorceress White Hera. There is always a way." Orlando commented, drinking from a glass as he perused a tactical map with the others.
"I wonder if the artillery on the walls is vulnerable." He mused.

Scarab Sages

Male Half Elf - Recall: Misfortune, Swift Armor use, Divine Protedtion, Familiar, Alter Channel, Combat Healer, Faith's Reach, & Flexible Counterspell Oracle of Milani:Life 10/Heirophant 3 | HP125/125 | AC: 31(30), Tch 15, Flat 28(27)| Fort: +14 | Reflex: +13 | Will: +15, +17 vs Enchantments | Init: +6 | Perception +19/21 in dim light with 60' Darkvision and 30' Blindsight. Cannot see beyond 60'

I have no tactical knowledge of siege warfare but I do wonder if we need to rush to victory. We seem to have the enemy contained. if we can limit their ability to resupply they will grow weaker, no?

Again, I don't have the campaign history or mission knowledge to understand if we have any time constraints. Is it our mission to open the gates for the army? To weaken the walls? To hit and run? I find it hard to believe that our side wants us to take the entire citadel.


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

I don't think we have any real time constraints, at least in terms of number of days. If we take a month it might be a problem. If there any objectives we can take before committing our army, I think we should go after them. We aren't really set up for siege warfare.


I believe we have secured most of Drezen? DireMerc?

"If we find an acceptable means of ingress, we may stage a covert assault, find a way to open the gates, and allow the army inside" - Tessai comments with his companions, turning to Tzadkiel - "We have no immediate reinforcements on our side, while they may have many more resources already on the way - time may be against us on this" - the paladin ponders.

"Damn, that scout report was scarce..."


There is a bit of a siege mechanic for this section each major victory or blow against the defenders gives points while casualties and loss battles removes points. Each day you also lose 2 points.

Siege Points / Army Attitude
0 Doomed
1–5 Hopeless
6–10 Desperate
11–15 Nervous
16–20 Hopeful
21–25 Confident
26 or more Victory Is Assured

You currently stand at 17 points

You have a team of sappers in the army that can assemble siege weapons they needed 2 days to prepare them and they started yesterday.

Once you besiege the citadel, your advisors all suggest the same course of action: a number of surgical strikes against the Citadel to infiltrate it, take out its commanders, and find and locate the Sword of Valor—all before enough time has passed for the defenders to grow desperate enough to call for help from the demon main force to the south.

Irabeth: must stay behind to command the army unless she is replaced by another commander.

Anevia: While Anevia would like to accompany the party into the citadel, but she also knows that if she’s left outside the walls, she can skulk around and cause distraction after distraction in the form of sniping, damage to siege weapon crews, and the like. If the PCs allow her to undertake this mission, the distractions she causes impose a –1 penalty on all enemy initiative checks inside Citadel Drezen (this penalty does
not extend to the Drezen basement). There’s a 25% chance each day of shenanigans that Anevia is attacked and wounded enough that she needs to take a day off while she recovers.

Aravashnial: While the riftwarden accompanies the PCs if asked, he would prefer to be given leave to scout out the ruins for magical supplies. If the PCs allow this, he returns each night with 1d4 random potions and one random scroll to aid them, to a maximum of 10 potions and five scrolls in all.

Aron: Aron can accompany Anevia to help provide distractions—if he does so, the initiative check penalty imposed upon the denizens of the citadel increases to –2. Like Anevia, he runs a 25% chance of becoming injured each day.

Sosiel: If Sosiel remains behind, he can support Anevia and Aron alike in their distraction missions—this removes any chance of them being injured during their missions.

Nurah: would like to accompany the party as she has been in the citadel once before. Many years ago before it fell. She provides a decent map of the layout.

map of the citadel


Ok, I like the idea of the surgical strikes. My suggestion would be that Irabeth: stays behind; Anevia: distractions; Aravashnial: scout the ruins for magical supplies; Aron: accompany Anevia; Sosiel: stays behind with Anevia and Aron; Nurah: comes with, even though I fear a double-cross :P

My question is - surgical strikes where, and to what exactly? Have we received any scout reports that are relevant for such decision?


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

I would concur with Tessai as for force disposition.
As for where surgical strikes, that depends on how we get in.

Hm. I could try to impersonate an enemy officer, taking you guys in as captured...


Just let me know when you have decided on a plan of attack.


I would like to start with some surgical strikes, but honestly don't know where - we wait for the sappers to finish, then fly in (or Air Walk in) through one of the towers once the citadel is 'distracted' with their attacks? What do you guys/gals think?

Scarab Sages

Male Half Elf - Recall: Misfortune, Swift Armor use, Divine Protedtion, Familiar, Alter Channel, Combat Healer, Faith's Reach, & Flexible Counterspell Oracle of Milani:Life 10/Heirophant 3 | HP125/125 | AC: 31(30), Tch 15, Flat 28(27)| Fort: +14 | Reflex: +13 | Will: +15, +17 vs Enchantments | Init: +6 | Perception +19/21 in dim light with 60' Darkvision and 30' Blindsight. Cannot see beyond 60'

Waiting for even one day will allow the sappers to finish the siege engine (which should give us some bonuses I would think) and allow for a number of divination spells that might help us understand where to strike. I am for waiting. Do we have a party leader?


Let us say we do ;)

After listening to her companions and advisors, Tessai ponders for a moment, staring at the map lain out on the table of the main tent. After a while, she pulls the large flaps open to stare directly at the Citadel.

"We wait until tomorrow" - she speaks calmly, but without hesitation. You can see her left hand gripping Radiance's hilt tightly - "My heart screams to attack, but Tzadkiel's words ring true with wisdom. I feel we will need our maximum strength, and as much information we can garner about our goal" - the paladin adds - "Then we make our move. Decisively!"

Scarab Sages

Male Half Elf - Recall: Misfortune, Swift Armor use, Divine Protedtion, Familiar, Alter Channel, Combat Healer, Faith's Reach, & Flexible Counterspell Oracle of Milani:Life 10/Heirophant 3 | HP125/125 | AC: 31(30), Tch 15, Flat 28(27)| Fort: +14 | Reflex: +13 | Will: +15, +17 vs Enchantments | Init: +6 | Perception +19/21 in dim light with 60' Darkvision and 30' Blindsight. Cannot see beyond 60'

So be it. I shall commune with Milani and ask her guidance for tomorrow. Shall I also spend from the groups resources to ready a Symbol of Healing? 500 gold to have it ready to trigger any time. 2d8+8 healing to all within 60' and the same damage to any undead.

Tzadkiel will spend the next hour in mediation and communion with his goddess asking for guidance in the coming fights. He will ask the following questions:

1) Where can we find the Sword of Valor?

2) Where are the citadel's commanders located?

3) What is the best way to infiltrate the citadel?

Based on these answers Tzadkiel may ask up three more questions.

Divination, chance of success is 78%:

Similar to augury but more powerful, a divination spell can provide you with a useful piece of advice in reply to a question concerning a specific goal, event, or activity that is to occur within 1 week. The advice granted by the spell can be as simple as a short phrase, or it might take the form of a cryptic rhyme or omen. If your party doesn't act on the information, the conditions may change so that the information is no longer useful. The base chance for a correct divination is 70% + 1% per caster level, to a maximum of 90%. If the die roll fails, you know the spell failed, unless specific magic yielding false information is at work.


Less than 22 fails.

1d100 ⇒ 73

1d100 ⇒ 88

1d100 ⇒ 34

1) In the deepest levels of the basement

2) They wander the castle but are usually found at either the highest or lowest levels.

3) The east side is less defended.

Scarab Sages

Male Half Elf - Recall: Misfortune, Swift Armor use, Divine Protedtion, Familiar, Alter Channel, Combat Healer, Faith's Reach, & Flexible Counterspell Oracle of Milani:Life 10/Heirophant 3 | HP125/125 | AC: 31(30), Tch 15, Flat 28(27)| Fort: +14 | Reflex: +13 | Will: +15, +17 vs Enchantments | Init: +6 | Perception +19/21 in dim light with 60' Darkvision and 30' Blindsight. Cannot see beyond 60'

The oracle shares what he has learned from his first three divinations. Milani has answered, praise be. What other questions shall I pose?


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)

"You can find out whats guarding the sword. One of the commanders got to be guarding 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

Varn takes in this knowledge with a thoughtful nod as he contemplates additional information that could prove useful. "Can you determine the disposition of their troops within the Citadel?"

Nicely done, Tzad!

Scarab Sages

Male Half Elf - Recall: Misfortune, Swift Armor use, Divine Protedtion, Familiar, Alter Channel, Combat Healer, Faith's Reach, & Flexible Counterspell Oracle of Milani:Life 10/Heirophant 3 | HP125/125 | AC: 31(30), Tch 15, Flat 28(27)| Fort: +14 | Reflex: +13 | Will: +15, +17 vs Enchantments | Init: +6 | Perception +19/21 in dim light with 60' Darkvision and 30' Blindsight. Cannot see beyond 60'

After receiving council from his party Tzadkiel begins meditating again and asks three more questions over the next half hour.

1) What traps and guardians guards the Sword of Valor?

2) How stands the moral of the enemy troops within the citadel? If this is basically already answered in the Siege Points / Army Attitude number above, which it seems to be then I might pose another question.

3) What type of troops compose the enemy troops within the citadel?

Alternate question for 2: What alarms systems are in place on the walls and within the citadel?


less than 22 fails

%: 1d100 ⇒ 48
%: 1d100 ⇒ 31
%: 1d100 ⇒ 36

1) Many traps, beware the murals of demons. A demon shadows guards the sword beware of shadows that move.

2) Their moral is wavering but not so much that are willing to call for help yet. (That was the moral of your troops not theirs)

3) Various Demons and Cultist and a few mind controlled crusaders. Kill the succubus leader and they can be freed.

2,501 to 2,550 of 3,921 << first < prev | 46 | 47 | 48 | 49 | 50 | 51 | 52 | 53 | 54 | 55 | 56 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / The Worldwound Incursion All Messageboards

Want to post a reply? Sign in.