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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You retreat back to the entrance were some of your men help you pull back and close the doors. Outside your forces are also being attacked by several of the swarms and are doing what they can to hold them off.


"These swarms are all over this place! We should retreat and push on towards Drezen."


"The swarms will likely not pursue us very as they will want to stay close to their queen but this passage will be blocked until we come back and kill the queen."


"We have no means of defeating them! Stand back!" - Tessai shouts at the men under attack - "Tomorrow will be another day men! And we will make sure these monstrosities do not stay behind to attack any others!" - she urges.

I say rest a night, and burn this place to the ground in the morning :D


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)

Some side trip this was :(


You are forced to retreat and the bugs continue to hunt and harass your forces as you make your way north towards Drezen. Sixteen men die to the bugs before you manage to get clear of them. You make camp and the next day you march on and make your way to drezen the city is now before you.

You are approaching the city from the south.

The castle is before you to the north across a bridge guarded by a small force.

To the north-west there is a large dome of negative energy surrounding what appears to be a mausoleum. A large group of zombies and ghouls roam the nearby graveyards.

To the north-east is what remains of the town itself. A large force of men is gathered here. Scouts report that they are a mix of humans and tieflings poorly armed and some starving but they outnumber you 2 to 1.

map of drezen area


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 looked down at the map.
"Well, what do you think? Straight up the middle to the citadel, or deal with the outlying forces first with the citadel last?"
He looked up and grinned.
"My vote is to deal with the outlying forces first. That way if they prove too strong we can maneuver, or retreat. If we hit the citadel and we cant get in immediately, we might be surrounded and cut off."


Irabeth comes up "I agree, we should eliminate the forces south of the river to secure our side. The troops on the soutbank are just rabble if we charge them they wills scatter"


"Agreed - as Orlando has suggested I say we deal with the outlying forces to begin with" - Tessai nods - "Before proceeding however, I would like to have the cemetery and bridges scouted, so we can have an idea of what reinforcements may be upon us if we decide to take the south side of the river"


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 examines the strange doom from a distance for a time while the others make their plans of attack. "I agree, scouting would be good. Also, see if you scouts are able to obtain any information on that strange doom of negative energy. I would like to know more about what is happening over there..."


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 looks to forces in the east and speaks up, "If I may suggest, and this just a thought, but might we instead "convince" the rabble to join our side for this battle. Most of them are opportunists and not worshipers, they would know that they would be slaughtered by our better equipped and fed troops. Obviously, they cannot be trusted beyond filling our numbers and they would most likely fled during or after the battle. But it is better than wasting energy fighting against them.


"It's...Possible it could work...The reports we got seem to suggest a lack of food. If we offer then some they may agree to work for us. Of course we cant trust them either as they are likely to betray us at the first opportunity and too feed so many would greatly strain our supplies." replies Irabeth clearly not fond of the idea.


"I agree with Othello - such plan may deserve a chance. However I would not like to proceed into the area without first a thorough scouting of the cemetery and the bridges - if any conversations turn into a fight, we need to know what to expect from those directions"

I say if anyone from the group wants to scout, go for it and lay down the plan on how they are going about doing it. If not, we can use the scouts from the army.

"Also dame Irabeth speaks wisely, if we are given an opportunity to negotiate, it will be necessary to evaluate their intentions carefully - if the strain placed on the army would be too much, I would rather not have them with us at all" - she nods.


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

"This is a demon worshiping army inside the Worldwound, people! We are deep in enemy territory, with tenuous supply lines at best, and I wont go on short rations for the likes of such scum. I say we show them the same mercy as their fellows showed the citizens of Kenabres."

I don't really care one way or the other, but Aeron is pretty much in bloody vengeance mode at present.


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

"Whatever we do, we must scout first."
Orlando will go with one of the scouting parties (he's gotta learn the craft after all).


Orlando and Anivian go out to examine the graveyards and the black dome while Aeron and Nurah go scout the bridge.

The black dome is somewhat transparent but you cant seem much other than a stone building with a large entrance. If orlando attempt to cross the treshold into the black dome I will let you know what happen otherwise not much more to say here.

The graveyard is filled with zombies, ghould and ghast around two hundred in number (ghould and ghast account for around 20% of that) they seems to be wandering about aimlessly for the moment waiting around. Some of the ghouls and ghast are digging up the graves looking for any inanimate corpses.

when you return to the main force Nurah and Aeron report that there is a small force of demons and humans gathered around the bridge. The bridge has 4 towers 2 on each end from were archers can fire down on anyone approaching or trying to cross and the bridge is only wide enough for around 8 men to stand in a line.


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, with the scouting party inspecting the graveyards, decides to get in closer. He held up his hand to signal the other scouts to hold their positions as he stealthfully approached the stone necropolis through the black semitransparent dome, staying out of line of sight of the undead infesting the place.
Stealth: 1d20 + 8 ⇒ (6) + 8 = 14
He flattened beside the entranceway, trying to listen at what might be going on inside.
Perception: 1d20 + 5 ⇒ (11) + 5 = 16


So you enter the black dome? Alright make a will save.


Gogo Orlando tha scout! :D

Aeron Stillwaters wrote:
"This is a demon worshiping army inside the Worldwound, people! We are deep in enemy territory, with tenuous supply lines at best, and I wont go on short rations for the likes of such scum. I say we show them the same mercy as their fellows showed the citizens of Kenabres."

Tessai nods at Aeron - "I agree with you Aeron, but there may be others cowed, or simply dragged into their service. Mayhaps unwillingly... So, a single chance to recover their freedom may be in order"


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 ⇒ (11) + 5 = 16 Am I still mad? Does that affect the roll?


It doesn't affect the roll but yes you should make another will save for madness.

As Orlando crosses the threshold of the dome of darkness he is wracked with intense pain and takes 36 damage.


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 (madness): 1d20 + 5 ⇒ (19) + 5 = 24

Orlando screamed in pain and reversed course, trying to get away from the horrible pain of the black dome.


madness is always dc 16 so your good there.

Orlando makes it without any further damage and you head back to camp I assume.


So whats your next move?


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

Adalric gasps in horror at Orlando's injuries. "What happened?" During Orlando's report, he begins tending his wounds.

CMW: 2d8 + 5 ⇒ (7, 1) + 5 = 13

EDIT: Will Save (madness) DC 16: 1d20 + 6 ⇒ (16) + 6 = 22 (just noticed Orlando got a new roll)
If I'm reading the text right, I get another save next week at DC 10.


His check was because he was in a high stress situation not to cure his madness that only happens after 1 week and it has only been 1 day


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

Ah, I misunderstood. Thanks for clarifying. :-)


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 don't know what it was; All I could feel was the pain!" He cried out in anguish.


So sending the army to wipe out the closest bunch?


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

Sure. Seems as good a place to start as any.


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

Inbetween begging for healing, Orlando will agree to have the army attack the closest bunch.


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

CMW: 2d8 + 5 ⇒ (2, 2) + 5 = 9

Sorry, not sure how much more you needed


You give the order and you men mount up and charge towards the city. In one fell swoop they manage to clear out the main street however many of the cultist have time to get out of the way and enter the buildings and the alleys some of them attempt a counter-attack and the fighting seems to break down when out of the Inn comes a massive horned demon. The paladins focus their fire on the thing but even so several of them fall before it can be brought low. When the creature dies the remaining cultist flee towards the northern bridge with less than half their number remaining.


"We have bloodied them, shall we pursue we can catch them on the bridge and slaughter them."


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 took 36 points damage from that black dome.

"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" - she adds.

Why do I feel we are heading for a trap?

Just so it is clear, Tessai will be in this chase, and not standing back.


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

The bridge is too narrow for the army to be effective. Let the enemy fall back. The PCs should clear the bridge 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

I think the remaining cultists are heading for the bridge. They will beat us there, given that they are fleeing ahead of us... That was my understanding.

Varn agrees with Tessai. "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."


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

Adalric will establish a Life Link with Orlando for 4 rounds, healing for 20hp.


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:

The bridge has 4 towers 2 on each end from were archers can fire down on anyone approaching or trying to cross and the bridge is only wide enough for around 8 men to stand in a line.

Our army will be crushed if we chase them onto the bridge. Our superior numbers mean nothing on it. We should have taken it first before engaging with the cultists.


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 bows gratefully to 'Adalric in relief.
Well, if it is an obvious bottleneck, perhaps we should stop the army and perform some kind of commando raid by the PC's is appropriate. What do the people with Profession:Soldier think? Orlando will ask.


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... I forgot about the towers... They could definitely ran down some terror on us. Also, just for my recollections, we had the main army which we just took down most of... then another army of undead beneath the negative energy doom? Anything else I might be missing?


You give chase and try to run down the fleeing cultist as they run to the bridge. Many more of them fall but as you men arrive at the bridge arrows are rained on them from the two closest towers and a fireballs is launched from the eastern one.

"Caster on the tower! shouts a soldier"

The riders to the front make their way to the closest towers, dismount and try to make their way inside. They manages to break open the doors and go into the towers but you can tell that's thing are not going well and most of them are backing away from the tower doors and several didn't make it back out.

At this point I will give you the opportunity to step in.


"Go investigate or give the order to retreat! I will stand ready to counter any more fireballs from the tower but beware of the caster he may decide to try a different spell next"


"Damn!" - Tessai roars when she realizes they are suffering casualties from those that attempted an assault on the Tower - "Let us move in ourselves!" - she shouts to her companions, riding up to the entrance, dismounting and casting a protective spell - "Iomedae bless us"

Moving up to the entrance to the tower, and casting Protection from Evil.

"If any of you can fly, assault the upper part of the tower!" - she urges her companions.


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 watches grimly as several more of their paladins fall in battle, gritting his teeth as he spots the fireball detonate amidst their forces. "We should bring our forces back, the six of us (assuming Othello is still with us?) will take down whatever force is holding the tower!"

The wizard nods to Tessai, but grabs her shoulder just as she makes to run off. "Wait just a moment!" Varn casts Haste upon the group. "I shall assault the tower tops and rejoin you as soon as I am able. Good luck!" With that, Varn draws into the reserve of his newly found power to cast a spell to give him flight! He then begins moving upward as quickly as he can!

Haste upon the group. -1 MP to use Wild Arcana to cast Fly. Moving upward at 1/2 speed... so 45' upward towards the top of the tower.

Spell Tracker:
Haste - 5/5 rounds.
Fly - 70/70 rounds.


In the room at the bottom of the tower Tessai sees two men in black armor wielding twin bladded swords from their manner, their outfits and from the dead paladins at their feet you can tell these are no ordinary cultist. They are clearly very skilled warriors...Elite cultist if you will or perharps something more judging by those glowing eyes...Elite cultist

Encounter map

edit: I see varn managed to sneak in a post while I was making mine. Thats ok lets say your about 40 feet up in that space.


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:

In the room at the bottom of the tower Tessai sees two men in black armor wielding twin bladded swords from their manner, their outfits and from the dead paladins at their feet you can tell these are no ordinary cultist. They are clearly very skilled warriors...Elite cultist if you will or perharps something more judging by those glowing eyes...Elite cultist

Encounter map

edit: I see varn managed to sneak in a post while I was making mine. Thats ok lets say your about 40 feet up in that space.

Mwa-haha! Mine is an evil laugh!


I also realized I forgot to add coordinates and to roll init for combat.

Here is init:
varn init: 1d20 + 4 ⇒ (5) + 4 = 9
Tessai init: 1d20 + 1 ⇒ (20) + 1 = 21
Aeron init: 1d20 + 6 ⇒ (17) + 6 = 23
Othello init: 1d20 + 7 ⇒ (8) + 7 = 15
Orlando init: 1d20 + 7 ⇒ (15) + 7 = 22
Adalric init: 1d20 + 2 ⇒ (15) + 2 = 17

Enemies init: 1d20 + 2 ⇒ (11) + 2 = 13

Will add the coordinates to the map a bit later.


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 1

Hp 73/73; AC 22(21)/11T/20FF; CMD 20
+9F/+5R/+7W
Mythic power: 5/5
Buffs:Haste

Aeron darts in the tower and swings around to attack the cultist from behind. 60' movement with haste. His massive sword swings in causing terrible damage.

Attack: 1d20 + 14 + 1 ⇒ (17) + 14 + 1 = 32
Damage: 2d4 + 25 ⇒ (3, 4) + 25 = 32

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