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..."


1,901 to 1,950 of 3,921 << first < prev | 34 | 35 | 36 | 37 | 38 | 39 | 40 | 41 | 42 | 43 | 44 | next > last >>

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______________

"Right with you Tessai!" Grinned Orlando, flattening himself beside the tower door until it opened, then moving in to attack.

Move: one right and five down on the grid to attack the lower left target.
Standard: attack super cultist.
Rapier attack: 1d20 + 11 + 1 ⇒ (4) + 11 + 1 = 16 for a possible 1d6 + 6 + 4 ⇒ (2) + 6 + 4 = 12 magic, cold iron and piercing damage


Aeron are you attacking the guys to the north or to the south?


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

South. Setting up a flank.


Still need a post from Tessai, Alderic and Othello.

Othello hasn't posted in a while so if he becomes the only one left I will NPC him for now.


Tessai moves north to guard the passage - "You shall not pass" - she warns the warriors in front of her, standing before them, and launching an attack on the one to the left, Radiance shining.

Move (50' due to Haste): 8 north + 1 northwest to stand in front of the left one
Standard: Attack with Radiance 2h

Radiance: 1d20 + 9 ⇒ (19) + 9 = 28
Damage if it hits: 1d8 + 17 ⇒ (1) + 17 = 18

Radiance crit confirm: 1d20 + 9 ⇒ (17) + 9 = 26
Additional damage if it crits: 1d8 + 17 ⇒ (8) + 17 = 25

Just a note to say that Tessai has retributive reach, so she threatens the path to the door, if the one on the right tries to head there ;)

AoO from Retributive Reach if needed:

Radiance AoO: 1d20 + 9 ⇒ (15) + 9 = 24
Damage if it hits: 1d8 + 17 ⇒ (4) + 17 = 21


Male Human(Cheliax) Inquistor 9/ Marshal 2 | HP 63/63| AC 20 | T 14 | FF 16 | CMD 18 | Fort +8| Ref +7| Will +11| Init +7 | Perc +12 | MP 7/7 J 3/3 B 9/9 AH 9/9 TG 5/5| a(20) cia(20)

Othello moves to get a clear line of shot and aims at the cultist at the bottom right. "You picked the wrong god," he mutters to himself and fires his arrow.

Attack: 1d20 + 8 ⇒ (14) + 8 = 22
Damage: 1d8 + 2 ⇒ (8) + 2 = 10


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

Adalric quietly moves 10ft to his right so he can watch both the north and the south. Drawing from his magical reserves, he attempts to wrest one of the cultist's weapons from his grasp.

Casting pilfering hand on the upper-right cultist
Disarm: 1d20 + 11 ⇒ (15) + 11 = 26 (vs. FF CMD)

@Everyone: I forgot to re-establish Life Link on the party before we started combat, so be slightly more cautious than usual. I'll get it back online after we take out these cultists. :-)


Aeron struck a cultist and Tessai also lands a devastating blow.

Orlando moves up and strikes but the cultist avoids his attack.

Adalric manages to make one drop his dual bladed sword.

Othello shoots one with an arrow.

The cultist attack the two in the north tower moving to flank Tessai and the one wounded by Aeron attacking Aeron.

The one disarmed by Adalric attempts a spell. Murderous command on Aeron, dc 15 will save to resist. If you fail you spend your round attack your closest ally.

flank attack on Tessai: 1d20 + 14 ⇒ (7) + 14 = 211d8 + 6 ⇒ (2) + 6 = 8
flank attack on Tessai: 1d20 + 14 ⇒ (16) + 14 = 301d8 + 6 ⇒ (2) + 6 = 8
flank attack on Tessai: 1d20 + 14 ⇒ (4) + 14 = 181d8 + 6 ⇒ (7) + 6 = 13
flank attack on Tessai: 1d20 + 14 ⇒ (6) + 14 = 201d8 + 6 ⇒ (1) + 6 = 7

attack on Aeron: 1d20 + 12 ⇒ (10) + 12 = 221d8 + 6 ⇒ (1) + 6 = 7
attack on Aeron: 1d20 + 12 ⇒ (17) + 12 = 291d8 + 6 ⇒ (5) + 6 = 11

Updated map

Varn can post round 1 and everyone else post round 2.


Irabeth for the moment continues watching the flow of the battle ordering the paladins to hold on crossing the bridge until the towers are secured.
There are still arrows being fire from above but shields raised the paladins aren't too bothered by it.


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

Will DC15: 1d20 + 7 ⇒ (13) + 7 = 20

Aeron growls in pain as the cultist's blade tears through the steel of his armour, but despite the pain of his injuries he still manages to shake off the murderous whisperings that try to worm their way into his mind.

Round 2
Hp 55/73; AC 22(21)/11T/20FF; CMD 20
+9F/+5R/+7W
Mythic power: 5/5
Buffs:Haste

With a defiant shout, Aeron's blade whistles in once more:
Attack 1: 1d20 + 14 + 1 ⇒ (19) + 14 + 1 = 34
Confirm?: 1d20 + 14 + 1 ⇒ (14) + 14 + 1 = 29
Cri x2: 4d4 + 50 ⇒ (2, 1, 4, 3) + 50 = 60

Blood and gore spray the room. Not pausing, Aeron uses the momentum of his swing to carry him next to the weaponless cultist (5'step) and his blade flashes once more.

Attack 2(haste): 1d20 + 14 + 1 ⇒ (16) + 14 + 1 = 31
Damage: 2d4 + 25 ⇒ (2, 4) + 25 = 31


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

Round 1

Varn continues to ascend towards the top of the tower, climbing an additional 90 feet (to a total of 130 feet).

How tall is the tower?

Active Spells:
Haste - 4/5 Rounds
Fly 69/70 rounds.


DireMerc, according to my movement Tessai actually shouldn't be placed in that square, but instead in C:5 - I believe that that would mean the one now in E:5 should be in D:5, and would have eaten Tessai's AoO for 21 points of damage if hit (due to Retributive Reach)? She would still be flanked though.

Also, since Tessai has Sudden Block, she will use it on that roll of 30 as an Immediate Action, making him roll twice vs. AC25 and taking the worse roll - can I announce it after the roll? If so, she strikes back:

Sudden Block Strike Back (Bypasses DR): 1d20 + 9 ⇒ (20) + 9 = 29
Damage if it hits: 1d8 + 17 ⇒ (7) + 17 = 24

Sudden Block Crit Confirm (Bypasses DR): 1d20 + 9 ⇒ (15) + 9 = 24
Additional damage if it crits: 1d8 + 17 ⇒ (3) + 17 = 20

"You do not seem to understand that we stand in the Goddess Light" - she roars - "And will not be stopped by the likes of you, or your ilk!"

With astonishing speed, as bestowed by Varn's magical powers, she shifts her position and swings once, then twice against the enemy she has wounded before.

Radiance Attack (on C5 I believe): 1d20 + 9 ⇒ (12) + 9 = 21
Damage if it hits: 1d8 + 17 ⇒ (3) + 17 = 20

Hasted Radiance Attack (on C5 I believe): 1d20 + 9 ⇒ (14) + 9 = 23
Damage if it hits: 1d8 + 17 ⇒ (8) + 17 = 25

MOVE: Shift to B:6
Standard: Full Attack (x2 with Haste)


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)

Finding his hand being much quicker, Othello quickly shoots as many arrows as he can at his target.

He will be shooting at same cultist as last time(Bottom right). Unless Aeron kills him first, in which case the attack goes to the top right cultist. Its a mythic rapid shot, ignoring the -2 penalty, so with haste this will be fun.

Atttack 1: 1d20 + 8 ⇒ (13) + 8 = 21
Atttack 2: 1d20 + 8 ⇒ (4) + 8 = 12 Might be a miss
Atttack 3: 1d20 + 8 ⇒ (15) + 8 = 23

Damage 1: 1d8 + 2 ⇒ (8) + 2 = 10
Damage 2: 1d8 + 2 ⇒ (7) + 2 = 9 In case Attack 2 hits somehow
Damage 3: 1d8 + 2 ⇒ (3) + 2 = 5


If I recall correctly the two cultist were at c4 and e4 before so if you moved to c5 instead of were I put you then they still only need to take a 5 step to b5 and d5 instead. Neither provoke an attack. As for sudden block I believe your supposes to declare it before the result of the roll but for play by post there is no way around it I will say you can declare it after.

flank attack on Tessai re-roll: 1d20 + 14 ⇒ (20) + 14 = 341d8 + 6 ⇒ (2) + 6 = 8

Ouch well at least it takes the worst result so he still hits but not a crit.

However your counter attack for the sudden block takes down the NW cultist. Tessai then lands two more hits on the cultist at C5.

Aeron takes down the cultist to the south-west. Haste doesn't let you take a 5 between attacks it only give you an extra attack on a full round attack without moving.

Varn -the tower is 80 feet high once you can see the top each tower has 8 archer at the top and the north tower also has a very old looking woman there in black robes and carrying a tome and a staff.

Still need a post from Adalric and Orlando for round 2 and Varn can modify his round since he can reach the top of the tower this round.


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

Round 1

Varn ascends up towards the top of the tower, and spots the nearby archers as well as what he believes to be the caster who threw fireballs down into their forces. He would deal with her momentarily... right now he had archers to deal with!

Varn draws from his well of mythic power and let's loose with a fireball amidst the closest archers before ascending even higher in an attempt to get an even higher vantage point!

Fireball: 7d6 ⇒ (4, 2, 5, 4, 5, 2, 6) = 28

One move action, Swift action to activate Swift Arcana, Second Move action to continue ascending! So, he should be at 130 feet.

Active Spells:
Haste - 4/5 rounds.
Fly 69/70 rounds.


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_____________

Move:
Orlando improved Feints the enemy next to him with his cape, success allows attack vs. Flat footed AC.
Bluff vs Sense Motive or CMD: 1d20 + 12 ⇒ (17) + 12 = 29

Standard:
Rapier attack: 1d20 + 11 + 4 ⇒ (7) + 11 + 4 = 22 for a possible 1d6 + 6 + 4 ⇒ (2) + 6 + 4 = 12 cold iron, magic, piercing and precision damage.


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

Not to get all rules lawyery, but haste lest you take an extra attack whey you full attack and you can take a 5' step as part of a full attack. Per PRD: re:haste 'When making a full attack action, a hasted creature may make one extra attack with one natural or manufactured weapon. " and re:Full attack "The only movement you can take during a full attack is a 5-foot step. You may take the step before, after, or between your attacks."


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

Adalric's earlier efforts to heal Orlando had taken quite a toll on him. Seeing his allies were in no immediate danger, he takes a moment to patch himself up.

CLW: 1d8 + 5 + 2 ⇒ (3) + 5 + 2 = 10


DireMerc wrote:
If I recall correctly the two cultist were at c4 and e4 before so if you moved to c5 instead of were I put you then they still only need to take a 5 step to b5 and d5 instead. Neither provoke an attack. As for sudden block I believe your supposes to declare it before the result of the roll but for play by post there is no way around it I will say you can declare it after.

Actually I think they were mirroring the positioning of the other two in the opposite room, standing in C:4 and F:4, but I guess it is irrelevant. And thanks for the clarification on sudden block, I will try to announce if beforehand.


If I make a mistake I don't mind someone pointing it out.

Quote:
"The only movement you can take during a full attack is a 5-foot step. You may take the step before, after, or between your attacks."

This is news to me. I always thought you could take a 5 foot step either before or after all your attack during a full attack and not in between.

When you cast a spell with a save please indicate the type of save and the dc.

Assuming reflex dc 18 for the fireball.

cultist archer reflex: 1d20 + 1 ⇒ (20) + 1 = 21
cultist archer reflex: 1d20 + 1 ⇒ (11) + 1 = 12
cultist archer reflex: 1d20 + 1 ⇒ (19) + 1 = 20
cultist archer reflex: 1d20 + 1 ⇒ (17) + 1 = 18

cultist archer reflex: 1d20 + 1 ⇒ (12) + 1 = 13
cultist archer reflex: 1d20 + 1 ⇒ (1) + 1 = 2
cultist archer reflex: 1d20 + 1 ⇒ (14) + 1 = 15
cultist archer reflex: 1d20 + 1 ⇒ (19) + 1 = 20

cultist mage: 1d20 + 6 ⇒ (10) + 6 = 16

Half the archers on the north tower are killed by Varn's fireball and the other half are badly injured. The caster was badly burned but still stands as well.

The remaining cultist who can still stand aim up and fire at varn and the cultist mage sends a fireball right back at him shooting it from her staff.

archer: 1d20 + 3 ⇒ (6) + 3 = 91d8 ⇒ 4
archer: 1d20 + 3 ⇒ (20) + 3 = 231d8 ⇒ 5
archer: 1d20 + 3 ⇒ (1) + 3 = 41d8 ⇒ 8

archer confirm crit: 1d20 + 3 ⇒ (10) + 3 = 131d8 ⇒ 6

fireball: 8d6 ⇒ (4, 4, 4, 4, 6, 2, 2, 1) = 27 Reflex dc 14.

The remaining cultist in the bottom of the north tower attacks Tessai.

attack Tessai: 1d20 + 12 ⇒ (11) + 12 = 231d8 + 6 ⇒ (1) + 6 = 7
attack Tessai: 1d20 + 12 ⇒ (6) + 12 = 181d8 + 6 ⇒ (1) + 6 = 7

The other takes a step back to H15 and will begin casting another spell.

Casting Confusion on Aeron dc 16 will save.

You can all post again.


With defenses enhanced by Varn's magic, her own, and her armor, Tessai stands unscathed against the cultist attack - "Do you understand now?" - she asks honestly - "You have chosen a misshapen path, and it has led you here, where you have no possible chance of victory. Pray for a chance at redemption in the Afterlife, and the Goddess may listen" - the tiefling adds, swinging Radiance again.

Radiance Attack: 1d20 + 9 ⇒ (2) + 9 = 11
Damage if it hits: 1d8 + 17 ⇒ (3) + 17 = 20

Radiance Haste Attack: 1d20 + 9 ⇒ (1) + 9 = 10
Damage if it hits: 1d8 + 17 ⇒ (3) + 17 = 20

Swinging poorly btw...


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_____________

Move:
Orlando improved Feints the enemy next to him with his cape again, success allows attack vs. Flat footed AC.
Bluff vs Sense Motive or CMD: 1d20 + 12 ⇒ (10) + 12 = 22

Standard:
Rapier attack: 1d20 + 11 + 4 ⇒ (6) + 11 + 4 = 21 for a possible 1d6 + 6 + 4 ⇒ (6) + 6 + 4 = 16 cold iron, magic, piercing and precision damage.


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: Good to know. And ya, the whole being able to 5' step between attacks makes a huge difference.

Will DC16: 1d20 + 7 ⇒ (9) + 7 = 16 Aeron has the step up feat, so the cultist would need to make a concentration check to avoid an AoO. Not that it really matters in this case.

Round 3
Hp 55/73; AC 22(21)/11T/20FF; CMD 20
+9F/+5R/+7W
Mythic power: 5/5
Buffs:Haste

Shaking off another attempt to wrest his will from him Aeron steps in and continues to press the attack:

Attack 1: 1d20 + 14 + 1 ⇒ (19) + 14 + 1 = 34
Confirm?: 1d20 + 14 + 1 ⇒ (7) + 14 + 1 = 22
Damage?: 4d4 + 50 ⇒ (3, 2, 3, 1) + 50 = 59 1/2 if no confirm

Attack 2: 1d20 + 10 + 1 ⇒ (15) + 10 + 1 = 26
Damage?: 2d4 + 25 ⇒ (1, 2) + 25 = 28


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

Round 2

Ref Save: 1d20 + 11 ⇒ (3) + 11 = 14 Whew! That was way too close!

Sorry about that, Merc! Not sure why I didn't think to post that stuff for you.

Varn grits his teeth as one of the remaining archers puts an arrow into his thigh. He suddenly sees the robed woman sending a fireball in his direction is just barely able to avoid most of the explosion as it rips through the air. He casts a dark look back at her... "Let me reply in kind, foul minions!"

The elven wizard once again draws upon his newly acquired powers, pulling the heat out of the air around him and sends yet another fireball screaming down to explode amongst the archers and the woman!

Fireball Ref vs DC 18: 7d6 ⇒ (1, 3, 5, 4, 5, 5, 3) = 26

He watches his handiwork with a grim smile, waiting for the smoke and fire to clear to see if anyone remains alive, specifically the cultist...

If the cultist is still standing after the fireball, then Varn will cast Magic Missile upon her as well. I'll go ahead and post that damage to save time. If the fireball kills everyone atop the tower then Varn will draw out his Potion of Invisibility and drink it.

Magic Missile: 3d4 + 3 ⇒ (1, 4, 1) + 3 = 9

Swift Action - Wild Arcana to cast Fireball, Standard Action (if applicable) - Cast Magic Missile. OR Swift Action - Wild Arcana, Move Action - Retrieve Pot. of Invis., Standard Action - Consume Potion.

Active Spells:
Haste - 3/5 rounds.
Fly - 68/70 rounds.


Just curious under your name it says you have +7 reflex but you rolled +11? Why?

The cultist fighting Orlando and Aeron is down.

reflex: 1d20 + 6 ⇒ (10) + 6 = 16

Varn's fireball eliminates all the archers on the tower but the old woman is still alive. Her hood is blown back revealing small horns on her head. She has some fiendish heritage with some resistance to fire it seems.

Varn follows up with a magic missile and while she is hurt she still isn't down. Still rather than attack again she yells at the archers on the other tower to take down the caster and opens a dimension door that she uses to escape.

Still need Adalric and Othello.


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, should have broken that down a little better. Varn's standard Reflex save is +7 (+4 Dex, +1 Class, +2 Resistance). He receives a +1 Ref from Haste and another +3 to saves against spells and SLA's from Void Awareness. I don't add to Void bonus, because it doesn't apply to all saves. I always add in situational bonuses into my main save bonus.


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

Adalric will attempt to wrest one of the remaining cultist's weapon away.

casting pilfering hand on whichever cultist appears least injured
Disarm: 1d20 + 11 ⇒ (4) + 11 = 15


The only remaining cultist downstairs is the one fighting Tessai. Adalric attempts to disarm him but he manages to keep his weapon.

Othello fires at the last cultist.

attack: 1d20 + 8 ⇒ (2) + 8 = 101d8 + 2 ⇒ (4) + 2 = 6
attack: 1d20 + 8 ⇒ (16) + 8 = 241d8 + 2 ⇒ (2) + 2 = 4
attack: 1d20 + 8 ⇒ (1) + 8 = 91d8 + 2 ⇒ (1) + 2 = 3

He misses twice and lands on shot hitting him in the hip.

The archers on the roof fire at Varn trying to take him down before he launches a fireball at them too.

attack: 1d20 + 3 ⇒ (8) + 3 = 111d8 + 2 ⇒ (8) + 2 = 10
attack: 1d20 + 3 ⇒ (12) + 3 = 151d8 + 2 ⇒ (7) + 2 = 9
attack: 1d20 + 3 ⇒ (12) + 3 = 151d8 + 2 ⇒ (3) + 2 = 5
attack: 1d20 + 3 ⇒ (1) + 3 = 41d8 + 2 ⇒ (6) + 2 = 8

attack: 1d20 + 3 ⇒ (8) + 3 = 111d8 + 2 ⇒ (8) + 2 = 10
attack: 1d20 + 3 ⇒ (1) + 3 = 41d8 + 2 ⇒ (7) + 2 = 9
attack: 1d20 + 3 ⇒ (20) + 3 = 231d8 + 2 ⇒ (2) + 2 = 4
attack: 1d20 + 3 ⇒ (10) + 3 = 131d8 + 2 ⇒ (2) + 2 = 4

The remaining cultist continues to attack Tessai. "Your words mean nothing and your minor victory here means nothing. In death I go to serve my lord and will in time return and you will all perish here. Even as I speak your numbers dwindle while ours are limitless!"

attack: 1d20 + 12 ⇒ (8) + 12 = 201d8 + 6 ⇒ (2) + 6 = 8
attack: 1d20 + 12 ⇒ (11) + 12 = 231d8 + 6 ⇒ (5) + 6 = 11

Your go again.


Male Human Bard1/Swash(Insp Blade)9/Myth Trick 3 AC27(31) (T21F17) CMD33 | HP97/97 | Saves F7R21W9 | Perc +7 | Init:+12 | Panache: 4/4 | MythPower: 8/9 | Bard Perf: 7/7 | Status: OK

Round 4______

Orlando double moves up the stairway.


Tessai is barely able to avoid the cultist's attacks, but the preternatural speed offered by Varn's spell allows her to stay safe - "Very well then" - she snarls at the cultist - "If that is your choice, than Iomedae's will is that I send you to it as soon as possible" - the tiefling adds, swinging twice.

Radiance Attack 1: 1d20 + 9 ⇒ (5) + 9 = 14
Damage if it hits: 1d8 + 17 ⇒ (5) + 17 = 22

Radiance Attack 2: 1d20 + 9 ⇒ (13) + 9 = 22
Damage if it hits: 1d8 + 17 ⇒ (1) + 17 = 18


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 follows Orlando to the stairway.


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

Round 3

Varn let's out a grunt as yet another arrow breaks through his defenses and sticks into his thigh. He looks at the archers, debating for a moment, then yanks a potion from his belt pouch and drinks the bitter tasting fluid. Immediately he disappears from view!

Movement Action - Draw Potion of Invisibility from belt pouch. Standard Action - Drink potion! With only 13 HP left and 8 archers ready to fire... I don't feel like tempting fate.


M Human Warpriest (Arsenal Chaplain) of Iomedae 2| HP 19 | AC 18 | T 14 | FF 14| CMD 18 | Fort +5 | Ref +4 | Will +5 | Init +5 | Perc +2

Round 4
Hp 55/73; AC 22(21)/11T/20FF; CMD 20
+9F/+5R/+7W
Mythic power: 5/5
Buffs:Haste

Aeron hustles after Orlando (60ft).


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

Hold Action until I know the status of the last cultist


You go up the stairs and find the second floor of each tower holds a small stash of supplies but no guards. You press on. The tower Tessai and Othello have climbed has no more guards and Orlando and Aeron manage to eliminate the remainder of the archers in close combat. (In 3 rounds I'd say)

Technically no longer in combat but do keep track of how many rounds you spend doing stuff.


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

Channel Positive: 4d6 ⇒ (3, 6, 6, 2) = 17 (+8 for those with Life Link)

Adalric takes a moment to cast a Healing Surge on his companions.


Hah, I hadn't even realized the last cultist was down. I assume that means my attacks hit, or at least one of them?


oh right that guy was still alive. well he is almost down so lets say you manage to take him down too before going up the stairs were just going to roll another round of attacks.

attack Tessai: 1d20 + 12 ⇒ (10) + 12 = 22
attack Tessai: 1d20 + 12 ⇒ (19) + 12 = 31

Critical treat? Use a re-roll?


Sure.


attack reroll: 1d20 + 12 ⇒ (2) + 12 = 14

Both attacks miss and you manage to finish him off. The rest goes as above.


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 walks back down to the ground floor to recover his crossbow.
He waives his appreciation to 'Adalric.


Does this mean the bridge is under the army's control?


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 lands atop the tower with Orlando and Aeron, still invisible. "Worry not, friends. It is me, Varn. I was able to take care of the archers on the other tower, as well as a pesky spellcaster. Unfortunately the caster ported away before I could take her down." Varn will follow Orlando down the stairs to rejoin with the others.

Once regrouped, Varn will make the suggestion of manning the towers as quickly as possible. "We need to place our own contingent of archers upon the tower. Perhaps we could even find some debris to lay across the bridge as a sort of barricade?"


"This side is secure and what remains of the enemy is hold up on the other side. Most of the cultist rabble seems to have kept running rather than stay to defend but there will likely be more elite guards and archers on the other side. That caster might be there too apparently."


"Well done all, and good to see you are safe Varn - your magic has played a very important part in our victorious skirmish" - Tessai congratulates her companions - "You are absolutely right, we need to man these towers, and this is the chance for the army to secure the southbank, up until the Drezen cemetery, but I want no one to go further than the last street before that dreaded place" - she nods at Irabeth.

Bottom line, Tessai wishes no one to risk their lives unnecessarily until they understand what exactly they are facing there.

"Waiting here may prove too dangerous with that caster running around free on the other end, so I want to rout the rest of the cultists from the other side of the bridge, but I am not sure what forces we will be facing - what do you think friends? Shall we scout the area for a second round?" - the tiefling turns to her companions.

Perhaps an invisible scout? :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

Round 5/6?
Hp 73/73; AC 21/11T/20FF; CMD 20
+9F/+5R/+7W
Mythic power: 5/5
Buffs:n/a

"Let's continue to press our advantage. If we can clear out those other towers, we can hold the bridge against a counter attack. Varn, you got any magics handy to give us cover from those archers?"


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 contemplates for a moment before responding to Aeron's inquiry. "Yes, I believe I have a few ideas which might work out quite well."

A few options... Depending on the response from Merc on the question I posed, that will likely diminish some options. I can either drop some fog clouds on the towers and we can approach that way. Or I can cast Wind Wall around the archers on the towers. Or I can cast invisibility sphere upon our group and we can approach the towers that way. I will hold off on these suggestions in character until I hear back from Merc.


[/ooc]Just a question were are you standing currently?[/ooc]

"Get some archer atop these towers says Irabeth

some soldiers dismount and draw their bows heading up the towers.


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

"Absolutely! We should press the advantage while we have it."
He looked intently at the other fortifications.
How many other towers to be conquered are there?


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 studies the remaining towers to be conquered and the path towards them. "I believe I have an idea. I know of a spell that will create of sphere of magical invisibility around me and on those who are nearby when I cast the spell. If you still close, the spell will conceal all of us to allow our approach to the towers unnoticed. We can then assault the towers as we did before. Once you leave the area of the spell, it will wear off you. I believe our best chance for you all to assault the towers from the ground while I attack again from above. I can wrap a wall of air around each of the towers to disrupt their archers without breaking my invisibility. I can then either rejoin you all, or have a little fun of mine own."

What is the diameter of the towers at the top? My plan is to wrap a Wind Wall around the perimeter of each tower, but I need to know if I have enough space to make this work.

1,901 to 1,950 of 3,921 << first < prev | 34 | 35 | 36 | 37 | 38 | 39 | 40 | 41 | 42 | 43 | 44 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / The Worldwound Incursion All Messageboards

Want to post a reply? Sign in.