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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The door slides open with a loud cracking noise.

You go in and see that the door was connected to a mechanism that allowed the stone to be rolled with ease from this side and that the weight would bring the stone back in place once you let go so the door would close by itself.

In the southwestern part of this room, stout stone chairs surround
a block of larger stone that serves as a table. The table's top strewn
with bone dice and cracked clay jugs. Stained canvas pillows rest
on the chairs. A copper bowl filled with coals hangs from the
ceiling, filling the room with warmth and an orange glow.


Loot Tracker Human 4 Ranger | HP 38/38 | AC 18 | T 14 | FF 14 | CMD 21 | Fort +6 | Ref +8 | Will +4 | Init +4 | Perc +10

Impressed with Selka's strength in rolling the stone, Raven looks around what appears to be a campsite or barracks room. She tries to determine what and how many lived her by looking at the bedrolls, tracks, etc

Survival, track: 1d20 + 8 + 1 ⇒ (8) + 8 + 1 = 17

Whatever she finds, she shares with the others so we all have some idea the type and number of what we're dealing with here.


Looking around you find a pantry were racks of hooks hangs from the ceiling with cured slabs of meat dangling from them and filling the room with a smoky aroma. A group of barrels appears to hold other preserved foodstuffs.

You guess this place supports around one or two dozen.

There is also a tunnel going south.


Elf Wizard 2 | AC14 (T13F11) CMD15 | HP 13/13 | Saves F+5 R+3 W+6 | Per+6 I Int +3

Varn looks about the newly opened room for dangers or anything of value.

perception: 1d20 + 6 ⇒ (11) + 6 = 17

Well this looks like a tidy little base. So between 12 and 24 people and we have taken down a couple as long as they are moving in groups we shouldn't have that many problems. but they may be heading here if they heard us force the door.


Male Human 2nd Level Monk (Zen Archer)| HP 17/17 | AC 16 | T 16 | FF 14 | CMD 19 | Fort +5 | Ref +5 | Will +7 | Init +6 | Perc +9 | PS 2/2

Aeron nods to Selka at her excellent ability of forcing open the door while at the same time blushing slightly at his inability to force it open. When Varn mentions such a large number of possible enemies, Aeron frowns as he looks around. "I know we're in a hurry to get to the surface, but perhaps we should clear out this place? No sense in leaving enemies behind only to have them stick us in our backs..."


Loot Tracker Human 4 Ranger | HP 38/38 | AC 18 | T 14 | FF 14 | CMD 21 | Fort +6 | Ref +8 | Will +4 | Init +4 | Perc +10

Agreed! says Raven simply. She moves to the only remaining exit door, and tries to silently creep down the hall, listening for sounds of any inhabitants.

Stealth: 1d20 + 7 ⇒ (5) + 7 = 12
Perception: 1d20 + 8 ⇒ (18) + 8 = 26


You peek into the next room and you see a fireplace and a pool of water in the center. Down the hall in font of a door is a female guard in armor holding a glaive. You try to remain hidden but the guard spots you and charges forward to attack with a powerful blow that strike the wall just above your head.

perception: 1d20 + 5 ⇒ (10) + 5 = 15

attack: 1d20 + 7 ⇒ (5) + 7 = 121d10 + 3 ⇒ (9) + 3 = 12

Init: 1d20 + 3 ⇒ (18) + 3 = 21

Raven is about 20 feet from the rest of the group.

Local Map


DireMerc, for some reason the maps are not loading for me :/

In any case:

Initiative: 1d20 + 1 ⇒ (9) + 1 = 10

Seeing the sudden attack on her companion, Tessai immediately moves forward towards the attacker, trying to land a blow of her own - "Stand down" - she urges the assailant - "You will be given a chance to surrender"

Morningstar attack: 1d20 + 6 ⇒ (9) + 6 = 15Damage: 1d8 + 5 ⇒ (7) + 5 = 12


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

"What is this? A guard! We must be on the right track..." Avers Orlando.
He draws his sword and then moves to try to get into flank position on the guard with Tessai.
Acrobatics: 1d20 + 7 ⇒ (12) + 7 = 19


Orlando, can you see the map correctly?


Elf Wizard 2 | AC14 (T13F11) CMD15 | HP 13/13 | Saves F+5 R+3 W+6 | Per+6 I Int +3

init: 1d20 + 3 ⇒ (11) + 3 = 14
K.local: 1d20 + 8 ⇒ (8) + 8 = 16

Varn starts at the sudden shower of sparks before aiming at the gap between his allies and the woman to fire a bolt at her.

attack: 1d20 + 1 + 2 ⇒ (13) + 1 + 2 = 16
damage: 1d6 + 4 ⇒ (6) + 4 = 10


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 see the local map. Looks like you start in the doorway. One of my eaten posts had me following you.


Maps worsk fine for me. Try the link at the top it's the one called local map. Also there is a sorta hidden image in the text in case you guys missed it ;)


Sorted - I had to log into my gmail account ;)


Loot Tracker Human 4 Ranger | HP 38/38 | AC 18 | T 14 | FF 14 | CMD 21 | Fort +6 | Ref +8 | Will +4 | Init +4 | Perc +10

Trying to hold off the guards glaive until help from her friends arrives, Raven gets a good swing in while the guard recovers from her two handed miss, smashing the guard in the face with her hammer.

Initiative: 1d20 + 3 ⇒ (11) + 3 = 14
Raven Warhammer: 1d20 + 6 ⇒ (14) + 6 = 20
Raven Damage: 1d8 + 3 ⇒ (8) + 3 = 11


Initiative:
Selka=21
Guard=21
Aeron=15
Var=14
Raven=14
Tessai=10

Selka init 1d20 + 7 ⇒ (14) + 7 = 21
Aeron init 1d20 + 2 ⇒ (13) + 2 = 15

Selka is the fastest to react and she runs down an tries to stab at the guard with her longspear getting a very good stab in.
attack: 1d20 + 5 ⇒ (14) + 5 = 191d8 + 6 ⇒ (7) + 6 = 13

The guard takes a step back and heals herself she shouts out "Get in here you mongrels! Were under attack!"
CLW: 1d8 + 1 ⇒ (7) + 1 = 8

Raven takes a step forward and slam in her hammer dealing a good blow.

And Varn moves up and fires one of his wooden javelins that takes her down.

There are no enemies left in the area but stick to initiative for now and post you actions for round 2.


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

And Orlando too! (Init.): 1d20 + 3 ⇒ (18) + 3 = 21

Seeing the guard go down, he quickly moves to flank the opposite door.


Male Human 2nd Level Monk (Zen Archer)| HP 17/17 | AC 16 | T 16 | FF 14 | CMD 19 | Fort +5 | Ref +5 | Will +7 | Init +6 | Perc +9 | PS 2/2

Aeron will follow Orlando's lead and flank the other side of the door with his hammer at the ready!

Sorry I didn't get a post in sooner!


I'll wait for my turn on the initiative count to post.


Hmmm our group got really smaller suddenly - we are waiting on Raven, correct?


I'm in the middle of a move myself and I don't have the internet at my new apartment so my posting is limited. I will check in when I can but I was just waiting for a post from each of you.

So far Orlando and Aeron moved to each side of the door.

Tessai and Raven can post and I will bot Selka and varn.


Tessai wades into the room, standing guard, and readying an action to attack if any enemy comes through the door - "Do you hear anything?" - she whispers to Aeron and Orlando closeby.

Perception: 1d20 + 1 ⇒ (4) + 1 = 5


Loot Tracker Human 4 Ranger | HP 38/38 | AC 18 | T 14 | FF 14 | CMD 21 | Fort +6 | Ref +8 | Will +4 | Init +4 | Perc +10

Expecting more trouble through the doorway, Raven belts her warhammer, and draws and readies her longbow to fire at the first person to cross the threshold.

Not sure if a readied action is appropriate here, but if so I'll roll the dice below. If not, just give me the drawn bow as Round 2 action.

Raven Longbow, PBS: 1d20 + 7 + 1 ⇒ (5) + 7 + 1 = 13
Damage, PBS: 1d8 + 2 + 1 ⇒ (5) + 2 + 1 = 8


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 presses his ear against the door.
Perception: 1d20 + 5 ⇒ (11) + 5 = 16


You can hear some movement behind the door some running and shouting.


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 2/3?, Initiative 15
hp 29/29; AC 18/12T/16FF; CMD 19
+6F/+4R/+4W

The mounting tension is suffocating. Preparing for violence, Aeron raises his hammer, the leather wrapping its hilt creaking beneath his tense grip.

Readied attack(PA, FF): 1d20 + 7 ⇒ (17) + 7 = 24
Damage: 2d6 + 10 ⇒ (5, 6) + 10 = 21


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 enters the room and steps back from the eminent violence that is about to enter the room. He draws his longbow and puts an arrow to the string while they wait... prepared to fire at the first enemy that enters the room!

Readied Attack: 1d20 + 4 ⇒ (5) + 4 = 9
Damage: 1d8 ⇒ 2

Well... the new Aeron is already doing better than I was with him! Had that been my attack roll, pretty sure it would have been a miss lol! See what I mean? A '5'.... Sigh.


Selka
Orlando
Enemies
Aeron
Var
Raven
Tessai

The door comes open and a mongrelman rushes in and tries to attack Aeron. Before he can do anything he is shot by raven and pounded in the chest by Aeron and drops to the floor dead.

A second one comes in and clumsily attacks Aeron who easily avoids the blow.
attack: 1d20 + 6 ⇒ (1) + 6 = 71d6 + 3 ⇒ (3) + 3 = 6

Selka takes a stab at the mongrelman using the reach of her spear but cant manage a hit.
attack: 1d20 + 6 ⇒ (7) + 6 = 131d8 + 5 ⇒ (4) + 5 = 9

A table separates the room and behind it a human cultist in full plate armor stands back in a defensive position holding a glaive protecting someone.

A woman stand behind him, clearly someone of rank judging by her uniform. she hold on to a glaive one hand and with her other she takes out a wand and summons a glowing weapon of force that takes the shape of a glaive and attacks Aeron but misses.attack: 1d20 + 5 ⇒ (5) + 5 = 101d8 + 1 ⇒ (8) + 1 = 9

Cultist captain

Map of the area: Map


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

Round 1_____

Move action: Moves through the mongrelmans position (Acrobatically) to try to get into flank position (D,3) on the mongrelman with Aeron.
Acrobatics: 1d20 + 7 ⇒ (12) + 7 = 19

Standard action: Flank attack the mongrelman.
Rapier flank attack: 1d20 + 3 + 2 ⇒ (11) + 3 + 2 = 16 for a possible 1d6 + 2 + 1d6 ⇒ (6) + 2 + (1) = 9 piercing sneak attack damage.


Loot Tracker Human 4 Ranger | HP 38/38 | AC 18 | T 14 | FF 14 | CMD 21 | Fort +6 | Ref +8 | Will +4 | Init +4 | Perc +10

I'll go ahead and post in case i'm unavailble when turn comes up, Just DM-PC me if my move doesn't make sense by then.

Raven notches another arrow, and after Aeren and Orlando drop the mongrelman in the doorway, she takes a clean shot at the plate armored cultist.

Seems like a good time to use Ranger Focus which adds +2 to attacks to that target until combat ends.

Raven Longbow, PBS, Ranger focus: 1d20 + 7 + 1 + 2 ⇒ (4) + 7 + 1 + 2 = 14 likely a miss given the armor, but hoepfully not.
Damage, PBS: 1d8 + 2 + 1 ⇒ (6) + 2 + 1 = 9


Not able to get past friend or foe, Tessai holds her actions in check, readying herself to move into the room as soon as an opening presents itself - "Be careful" - she warns her companions - "We need to reach that spellcaster in the back as soon as possible"


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 3, Initiative 15
hp 29/29; AC 18/12T/16FF; CMD 19
+6F/+4R/+4W

Attack(PA,FF): 1d20 + 7 ⇒ (3) + 7 = 10

Aeron brings his mighty hammer to bear once more, but he fails to connect with his foe.


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 uses his powers of Void to look into the soul of the mongrelman blocking the doorframe... and notices a weakness in the way the poor soul is standing. With a sardonic smile he reveals that same weakness to his comrades. "Strike him again, this time from the right side!"

Reveal Weakness on the mongrelman... he takes -1 to AC and Saving Throws for 1 round. (Which I'm assuming would be until the beginning of Varn's next round.)


Round 1

Selka: attacks and misses

Orlando: Moves into flank and stabs the mongrelman

Enemies: The armored cultist moves forward and reaching over the mongrelman with his glaive tries to stab at Aeron.
attack: 1d20 + 5 ⇒ (13) + 5 = 181d10 + 4 ⇒ (3) + 4 = 7

The cultist captain uses her wand summoning a second spiritual weapon that attacks raven while the first attacks Aeron again.

attack on Raven: 1d20 + 5 ⇒ (12) + 5 = 171d8 + 1 ⇒ (7) + 1 = 8
attack on Aeron: 1d20 + 5 ⇒ (1) + 5 = 61d8 + 1 ⇒ (3) + 1 = 4

Aeron: Swing at the mongrelman and misses

Varn: Uses void ability to weaken mongrelman (-1 ac and saves)

Raven: Fires an arrow at the armored cultist but the shot fails to penetrate his armor (not even close)

Tessai: Waits for a chance to move forward.

Round 2, begin posting.


"Push through!" - Tessai urges her companions, while she waits, frustrated about not being able to offer her assistance.

DireMerc, since Tessai was waiting for an opening that did not show up, could she instead cast Protection from Evil on Aeron during round 1?

On round 2, she will delay until an opening presents itself, at which time she will move into the room to attack the one with the wand.


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 3, Initiative 15
hp 22/29; AC 18/12T/16FF; CMD 19
+6F/+4R/+4W

Aeron grunts in pain, as the glaive slips through his defenses and swings back bright with blood.

1d20 + 7 + 2 ⇒ (20) + 7 + 2 = 29
Confirm: 1d20 + 7 + 2 ⇒ (4) + 7 + 2 = 13 (Guessing Nope)
Damage: 2d6 + 10 ⇒ (3, 3) + 10 = 16

Assuming that dropped the Mongrelman, if not ignore

Stepping over the body of his fallen foe, Aeron moves into the room, moving away from the glaive wielding guard.(D5?)

Acro to avoid AoO: 1d20 - 1 ⇒ (9) - 1 = 8


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

Round 2_____

Standard action: Flank attack the mongrelman.
Rapier flank attack: 1d20 + 3 + 2 ⇒ (12) + 3 + 2 = 17 for a possible 1d6 + 2 + 1d6 ⇒ (5) + 2 + (5) = 12 piercing sneak attack damage.


Ok you can cast protection from evil for round 1 since you act last on init.

Selka: attacks and misses the mongrelman

Orlando: stabs the mongrelman in the back

Enemies: Mongrelman turns around attacks Orlando
attack: 1d20 + 6 ⇒ (1) + 6 = 71d6 + 3 ⇒ (2) + 3 = 5

The captain moves into the corner and summons a third spiritual weapon on Orlando that attacks followed by the others.
spiritual weapon attack on orlando: 1d20 + 6 ⇒ (20) + 6 = 261d8 + 1 ⇒ (2) + 1 = 3
spiritual weapon attack on Raven: 1d20 + 6 ⇒ (2) + 6 = 81d8 + 1 ⇒ (3) + 1 = 4
spiritual weapon attack on Aeron: 1d20 + 6 ⇒ (5) + 6 = 111d8 + 1 ⇒ (3) + 1 = 4

The armored cultist takes a step back moving into a position were he can better cover her and stabs at Orlando but misses.
attack on orlando: 1d20 + 5 ⇒ (8) + 5 = 131d10 + 5 ⇒ (10) + 5 = 15

Aeron: smacks the mongrelman in the back of head dropping him and steps into the room.

Varn: no action posted

Raven: no action posted

Tessai: (you can reach her if you want as a double move that provokes an attack from the armored cultist) let me know what you decide.

updated map: Map


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

Sorry, I had a very, very busy day at work due to icy roadway conditions. I spent my entire shift driving from crash to crash and didn't even get a chance to eat lunch. That said... here we go.

Varn slips into the room behind Aeron, using the large warrior as a meat shield. He moves far enough in to give enough room between him and the armored cultist. Once in position near the table to look at the glaive wielder. The wizards eyes go completely black as he taps into his powers of the Void, looking for a weakness in their enemy's soul. After a moment he sees what he's looking for, a hitch in the warrior's hip. "Attack at the hip! He's weak there!" He shouts to Aeron and Orlando.

Movement to E2. Using Reveal Weakness on the armored cultist. -1 Penalty to AC and all SVs.

Also... I'm not exactly sure how the Reveal Weakness ability indicates the weakness, so hopefully my interpretation is acceptable, DireMerc. If you'd rather we work it out a different way, perhaps something that is visible somehow to my allies or something?


You interpretation is fine.

Ok raven you up and Orlando go ahead and post your round 3.

I will then npc selka and do enemies 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

Round 3_____

"Forgive..." Orlando ducks another spiritual glaive attack. "...me Varn, but..." He ducks another attack. "... I have to attend..." He dodges again, but is hit. "Ow! Attend to yon caster..." He ducks again. "... lest I be nibbled..." He dives over a swing. "... to death!"

Move Action: Tumbles over the table on the way to (G,6).
Acrobatics: 1d20 + 7 ⇒ (18) + 7 = 25

Standard action: Attack the Captain.
Rapier attack: 1d20 + 3 ⇒ (6) + 3 = 9 for a possible 1d6 + 2 ⇒ (6) + 2 = 8 piercing damage.


Gonna bot Raven for this round.

Raven moves to the door and shoots around the corner at the armored cultist targeting the weak spot she manages to pierce his armor.
raven attack: 1d20 + 10 ⇒ (18) + 10 = 281d8 + 3 ⇒ (3) + 3 = 6

Selka moves whitin reach and also takes a stab at the armored cultist also landing a good blow.
selka attack: 1d20 + 6 ⇒ (18) + 6 = 241d8 + 5 ⇒ (4) + 5 = 9

Orlando moves up pass the guard not giving him a chance to strike and takes a stab at the cultist but she easily avoids it.

"I wont let you!" shouts the armored cultist ingoring the damage he has taken and focusing more on his duty. The armored cultist immediately falls back and attacks Orlando stabbing him in the ribs.
attack: 1d20 + 5 ⇒ (19) + 5 = 241d10 + 5 ⇒ (2) + 5 = 7

"You've made a foolish mistake." says the captain giving Orlando a stern gaze and speaking in a cold tone. intimidate: 1d20 + 10 ⇒ (4) + 10 = 14
The captain puts away the wand and grabs her weapon with both hands.

Orlando is shaken for 1 round: shaken character takes a -2 penalty on attack rolls, saving throws, skill checks, and ability checks

Ok so now Aeron, Varn, Raven and Tessai can go post round 3 and Orlando can post round 4.


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 3, Initiative 15
hp 22/29; AC (20)18/12T/16FF; CMD 19
+6F/+4R/+4W (+2)
Buffs:Prot from Evil

Aeron moves to strike at the armoured cultist. "You will let him."

Attack(PA, FF): 1d20 + 7 ⇒ (14) + 7 = 21 (flank if possible)
Damage: 2d6 + 10 ⇒ (2, 1) + 10 = 13


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'm going to go ahead and post my actions, but don't forget guys... if your initiative if before Varn's the armored cultist still has a -1 AC and SV penalty.

Varn reaches into his spell component pouch and removes a wad of black cloth wrapped about a bit of sulfur. He holds the the object in his left palm while speaking a few words in elven and twirling his right index finger over the sulfur, which begins to smoulder. He tosses the sulfur into the air with a flourish and watches as the components suddenly disappear with a flash of dark smoke...

Suddenly a tiny, black dragon made upon of black sparks flutters out from the cloud of smoke towards the armored cultist. The dragon-like creature flaps around the chairs and continues on towards its target until it explodes around the cultist in a shower of blackened sparks and heat!

Snapdragon Fireworks upon the armored cultist. He needs to make a DC 15 Reflex save or take full damage and be dazzled for 1 round. *If the others drop the armored cultist before Varn's turn, then he will cast the same spell on the Captain.*

Damage: 1d4 ⇒ 3


Round 3

Tessai wades into the room, moving directly to the armored cultist that is putting up a tremendous resistance, attacking with her morningstar, and hoping to bring him down.

I am not 100% sure of the current positioning after the armoured cultist attacked Orlando, but I am assuming he moved to F:6, and was then flanked by Aeron (if Orlando is still up) in E:6 - this means that Tessai will move to E:5 and attack him - if Aeron's attack, took him down, Tessai moves instead to F:6, and attacks the captain.

Morningstar Attack: 1d20 + 6 ⇒ (15) + 6 = 21Damage: 1d8 + 5 ⇒ (8) + 5 = 13


Forgot the spiritual weapons last round. Also a glaive is a reach weapon so he can attack orlando from E6 and Aeron cant flank and provokes an attack moving up to him..

The spiritual weapon attacking Aeron vanishes as the effect ends and the magic fades The other two however continue.

spiritual weapon attack on orlando: 1d20 + 6 ⇒ (7) + 6 = 131d8 + 1 ⇒ (6) + 1 = 7
spiritual weapon attack on Raven: 1d20 + 6 ⇒ (7) + 6 = 131d8 + 1 ⇒ (6) + 1 = 7

Aeron moves up and shouts at the armored cultist who takes a swing at Aeron but Aeron avoids the blow and lands a powerful hit on the armored cultist who nearly buckles but keeps standing.
attack of op: 1d20 + 5 ⇒ (9) + 5 = 141d10 + 5 ⇒ (4) + 5 = 9

Varn fires his Fiery dragon at the armored cultist who shields himself with his arm just in time and remains standing. reflex: 1d20 + 1 ⇒ (20) + 1 = 21

Tessai moves up and attacks and just barely misses.

His ac is 22, Aeron hit because of Varn's ability but it is no longer in effect on Tessai's turn. The armored cultist is pretty weak only 3 hp left.

Raven fire another arrow at the cultist but misses.
attack: 1d20 + 10 ⇒ (1) + 10 = 111d8 + 3 ⇒ (7) + 3 = 10

Orlando, then selka and ennemies.

updated map


Aaaaahhhhh, so close. Thanks for the clarifications DireMec :D


Loot Tracker Human 4 Ranger | HP 38/38 | AC 18 | T 14 | FF 14 | CMD 21 | Fort +6 | Ref +8 | Will +4 | Init +4 | Perc +10

Sorry, had technological difficulties this weekend, but am back to working internet etc at this point. Thanks for Botting me, and glad to be back in contact with the world 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

Round 4_____

Adopts a Defensive stance. (AC21)
Shaken.

Standard action: Attack the Captain.
Rapier attack: 1d20 + 3 - 2 - 4 ⇒ (20) + 3 - 2 - 4 = 17 for a possible 1d6 + 2 ⇒ (1) + 2 = 3 piercing damage.
...Crit confirm?: 1d20 + 3 - 2 - 4 ⇒ (12) + 3 - 2 - 4 = 9 for a possible extra 1d6 + 2 ⇒ (4) + 2 = 6 piercing damage.

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