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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Anivia and Aeron are both scouts.


He has a focus for conjuration and opposed is Necromancy and Illusion.

Arvashial's spellboooks

1st level
-Mage Armor
-Shield
-Sleep
-Summon Monster I
-True Strike
-Mount
-Magic Missile
-Obscuring Mist
-Feather fall

2nd level
-Acid Arrow
-Levitate
-Resist Energy
-Summon Monster II

3rd level
-Haste
-Summon monster III
-Magic circle against Evil
-Heroism


How Is Aeron a scout? 8/


He is a 6th level rogue. That makes him a decent scout.


Aeron is a 6th level rogue..? I'm confused DireMerc.

Would that be Aron? :D


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 can scout, kinda. My perceptions is only middling, and I don't have tracking. Should I take it, or are our troops better?


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

NPC Aeron.

Not hulking block of fighty awesomeness Aeron.


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:

He has a focus for conjuration and opposed is Necromancy and Illusion.

Arvashial's spellboooks

1st level
-Mage Armor
-Shield
-Sleep
-Summon Monster I
-True Strike
-Mount
-Magic Missile
-Obscuring Mist
-Feather fall

2nd level
-Acid Arrow
-Levitate
-Resist Energy
-Summon Monster II

3rd level
-Haste
-Summon monster III
-Magic circle against Evil
-Heroism

Sweet, thanks Merc! I'll have to double check this against my spellbook, but I know I can use a good portion of those.

Spellcraft - Sleep: 1d20 + 15 ⇒ (3) + 15 = 18
Spellcraft - Summon Monster I: 1d20 + 15 ⇒ (9) + 15 = 24
Spellcraft - True Strike: 1d20 + 15 ⇒ (2) + 15 = 17
Spellcraft - Mount: 1d20 + 15 ⇒ (20) + 15 = 35
Spellcraft - Acid Arrow: 1d20 + 15 ⇒ (17) + 15 = 32
Spellcraft - Summon Monster II: 1d20 + 15 ⇒ (20) + 15 = 35
Spellcraft - Summon Monster III: 1d20 + 15 ⇒ (3) + 15 = 18
Spellcraft - Heroism: 1d20 + 15 ⇒ (4) + 15 = 19

Sweet. That should be all of them. I'll work on adding them to my spellbook shortly. Let's just assume this was all done during our down time prior to leaving and/or during the trip.


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

Does the barricade completely cover the width of the bridge? What's the apparent sturdiness if the barricade?

I say Orlando can have the Eagle Eyes if he could make a decent scout. Or Othello if he's scoutish?


The bulk of the barricade is the two wagons which block the 20 feet in the midle. The rest is just assorted junk stacked up 3 feet high.


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

Thank you, Merc, for the clarification. Also, firstly... here's some charges back to Adalric's Wand of CMW Mythic Recharge: 1d10 + 1 ⇒ (10) + 1 = 11

Now, for my plan in dealing with the barricade. Varn will use Wild Arcana to Fireball the barricade in an attempt to destroy it, or at least a section. Right now, he can use it 4 times if necessary and can hit the barricade from a distance of 600 ft. What do you guys think? And each fireball would be 7d6 damage with Wild Arcana.


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

"Can we tell if the barricade is manned?" Orlando asked.
He looks towards the barricade with his Eyes of the Eagle.
Perception: 1d20 + 5 + 5 ⇒ (13) + 5 + 5 = 23


I think I like the idea Varn, but we need to make sure the army is ready to attack if needed, in case our enemies come rushing across the bridge.


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

Agreed. I'm thinking we get our forces in position, then Varn can blast away at the bridge from a distance and then join in with taking down any errant enemy forces.


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

So the consensus is that we blast the barricades with fireball(s) and then send in the cavalry?

Shall we make with the fireballin'?


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

Fire!


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 stand by my plans of ill thought.


Guys, I have a feeling this game is beginning to lag - have we lost Aeron?


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

Nope. Aeron exists to hit things, not drive the narrative, unless hitting things will drive the narrative.

Otherwise I lurk in the shadows.


My fault I'm in the middle of some stuff right now. I'm changing jobs and moving overseas to germany from Canada. I will resume posting at my usual rate after I have sorted some stuff out.


As a note my real life group just started part 3 of the worldwound and they almost got wiped here. They just barely escaped with their lives.

Mainly cause they had nothing that could hurt swarms.


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

So, I've been looking at the spells available to me at this level and sadly... we cannot defeat these things with the 3rd level spells. They're fire resistant and the best AoEs I have are... ALL FREAKING FIRE RELATED! I can pull off two 7d6 fireballs, but that would include us in the radius. And Varn only has 15 HP now... I think our best bet is for Varn to throw up a Wall of Wind in front of the exit/entrance and get the heck out of dodge.

The only other options I can think of include Stone Call, but again... we're stuck in the radius.... Unless someone can think up something I haven't, we should run.

Whoever came up with fire resistant swarms is an a-hole!!


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

Now that we're out of the silence, I can heal everyone, but it'll take several rounds to reestablish Life Link on everyone (I have to drop it to stay alive). I can summon a Small Air Elemental to do the whirlwind thing, but it won't last very long. Other than that, I can't do much.


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

Admixture evoker for the win.

Anyways the fireballs would possibly do the trick with the +50% damage. Otherwise run away.


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 fireballs would still do 50% extra... I need a map before I can start blasting though. Merc, could you get me an updated map?


" Uh,...Apone, I want you to
lay down a suppressing fire
with the incinerators and
fall back by squads to the
APC, over."

"Say again? All after
incinerators?"

"I said..."

:D


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

is it possible for us to fight the swarms with proper prep?

I guess this is mostly a question for our resident mage.


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

That will most likely depend on how many times Varn can cast fireball in a day. I'm not aware of any 1st-2nd Level AoE damage spells on the Cleric/Oracle list, so I can't do much other than keep everyone alive.


Yeah my last group had to bypass this section and press on without clearing it out. The vescalor queen can pump out a new swarm every 1d3 minutes and they have fire resist 10 and 50 hp.

If you can take out the queen the swarms disperse but getting to her is the hard part.


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

Fair enough.

Let's press on then.


I think that is settled then?


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

Yeah, Varn cannot put out that much AoE right now. At most I can do 5 fireballs at 7d6 damage... With Fire Resist 10... We cannot hope to challenge this right now. Once I get some different elemental AoEs it'll be different. Unfortunately at this level, the only AoE spells are all fire. Which is bushleague if you ask me! Let's move on.


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 guys, I'm down with the flu... If you guys want to GMPC me until I am better. I will keep you updated.


Merry Christmas everyone! I should be back to regular posting speed starting 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

Hey guys, I'm back on my feet now. Still coughing, but feeling better after the holidays. Also, Merry Christmas to those who celebrate it. Happy Holidays to those that don't :)


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

Yes, I hope everyone had a Merry ChristmaHannuKwanza.


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

Let's bring the army to bear against the hodgepodge human/tiefling army and secure that site.

Not to break the immersion, but it might useful to know which encounters are army vs PC centric.


That's for you to decide really. In most situations you can do something as a party such as negotiate with them or eliminate the leaders that can remove or greatly weaken the group or you can just send in the army to clear them out which will most likely result in victory with greater casualties on your side.


Guys, I would like to apologize for my extended posting absence - the Christmas season has become quite family intensive, so my availability for posting got hit hard. As this week moves along, I will be having more time on my hands.

MERRY CHRISTMAS everyone! :D


DireMerc wrote:
That's for you to decide really. In most situations you can do something as a party such as negotiate with them or eliminate the leaders that can remove or greatly weaken the group or you can just send in the army to clear them out which will most likely result in victory with greater casualties on your side.

That is important to know - for example, on the last fight I cannot imagine why us, the PCs would not have been there. As far as I am concerned, Tessai will always be in any battle, as long as they don't happen simultaneously. In the last one, why weren't we there? It would most likely avoid the death of paladins.


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

That's true. After all, I'm a highly-skilled Field Medic, and that shouldn't be limited to PCs.


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

Indeed. Varn would be all over the demon, he has quiet the high bonus for overcoming demon SR! Also, just for story-sake, during our down time Varn will be studying from our Elven Riftwarden. I'm debating taking the PrC next level or waiting until I get 6 levels in wizard first. I don't gain a caster level with my first level of Riftwarden, which really hurts; however, it does put me closer to getting AoE anti-outsider awesomeness...


True it does assume that you are fighting alongside the army and the way it actually works is the army has stats and you give bonuses to those stats for the army combat rolls.

Another options is when the general appears I have the pc's fight the enemy leader in a separate battle but I decided not to do that here because another battle would have bogged us down for a while so I decide to skip it in order to keep the story moving along.

Your army has currently 10/16 hp and heals 1d4 hp a day.


For example army stats look like this.

Zombie Horde (Large)
NE Large army of human zombies
hp 9; ACR 2
DV 14; OM +2
Special: darkvision, mindless, undead
Speed 1; Consumption 0;

your army is

Elite Mounted Knights (Knight of the rose)
LG Medium army of humans (Paladin 4)
hp 16; ACR 2
DV 16; OM +6
Special: Aura of Courage, Divine Health, Channel Positive Energy, Lay on hands, Mercy, Smite Evil, spellcasting,

Resources: improved armor, improved weapons (masterwork, cold iron), trained mounts
Speed 1; Consumption 4


DireMerc, how would our presence modify those stats, if at all? ;)


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

Are we using the mass combat rules from the PRD?

Also, I vote that the default should be PC surgical strikes at every opportunity. Plus handwavy army clean up in the background.


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

Agreed


Guys, just wanted to share this with you, before it gets out of hand - I'm getting kinda frustrated with this game. Between the very sparse posting from players and GM alike, it gets kinda broken and somewhat erratic. As if there is no flow to it.

We don't really move forward with all the information, encounters seem dropped like sporadic episodes, and when we do move forward it seems either we did not do all we could to gather the information we could or we simply overlooked stuff.

Also, in this part of the game, with us leading an army (or being part of it - I'm not really sure), it would be really helpful if all would contribute their opinions (even if through OOC) before we make decisions - saying we shouldn't do something after the decisions have been made doesn't really help us going forward.

I'm not aiming this at anyone in particular, but simply sharing some thoughts. Apologies for the vent.


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

That is a reasonable complaint.

Part of it is just the nature of PbPs. Also I seem to recall that our DM changed jobs and moved countries recently, so that doesn't help with consistency. Also, I think this AP is (or at least has been) pretty episodic/mission based.

Considering that we are actually in the second adventure of the AP, I'm pretty happy that it's still moving at all. That's a big PbP accomplishment in itself.

Sometimes it helps to have a 'Party Leader' to make party decisions and help to drive the narrative. As the tank and a paladin, I'm fine with you taking on that role, if you want. It also helps to have an active board denizen in that role and you have like a bajillion posts.


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

Like Aeron mentioned, I can appreciate your concern Tessai and think perhaps nominating a party leader would be a good idea. I agree that Tessai would be an excellent person for such a role.

The part of the book we are in seems like it would be difficult to get through via PbP due to the nature of leading an army; it's difficult. This doesn't even take into context of having to find food/water and all that stuff.

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