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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towers are 20 by 20, 80 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

Thanks for that, Merc. So Varn could easily place a Wind Wall around both towers without breaking his invisibility... in theory. What do you guys think?


Sounds solid Varn - what about scouting? Is anyone taking up the suggestion? If not, I'm agreeing with Aeron that we just press the advantage and GO! I don't feel like using the army's scouts - this one is up to us.

Personally there aren't many preparations Tessai can carry out - but Varn has a lot of options. I can see Tessai drawing their attention while a flying, invisible Aeron lands in the midst of the archers to... Well... Pulverize them :D

So, Varn, say your piece - I am limited in how forthcoming I can be with Tessai - at the moment her only resource in pressing the advantage is charging across the bridge.

Additionally, it would be important to know if Adalric and Othello are with us.


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

There's not much I can do to contribute except for providing copious amounts of healing, so I'm up for any plan that isn't obviously suicidal. :-)


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)

Sounds fine with me.


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 moves we just charge on in. It's not likely the next towers will have anything we haven't already seen.


Right so wind wall around the towers and charge in?


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

Okay, so it looks as if we still have one Potion of Invisibility that's been unclaimed on the Party Loot list. Varn will take that and then resume flying towards the other towers. He will then cast Wind Wall twice and shape the Wall to wrap around the parapets of the towers. He make sure the wall does not touch any of the archers to avoid breaking his invisibility.

Varn nods to his companions. "I believe this will be our best plan. I will take our last potion of invisibility to conceal my approach, I will then wrap two walls of wind around the towers to keep the archers from interfering with your approach. Once done, I will rejoin you all at the base of the towers. Any questions?"


"No questions friend Varn - I am ready to move forward" - Tessai retorts resolute - "Be careful of that enemy caster, and how will we know when your spell has been cast?"

Otherwise Tessai is ready to move out ;)


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 will shoot off a blue spark into the air. That will be your queue to attack. Be careful!"

As soon as all questions are answered, Varn will consume the pot. of invisibility and fly directly to the towers. He will then complete his actions as posted above. Once both walls have been put into place, he will use Prestidigitation to shoot a blue spark into the air... and then move 30' away lol


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

When the signal is sent, Aeron starts running for the base of the towers.


You cross the bridge and the archers are unable to fire because of the wind walls cast by Varn.

As you cross the center of the bride there is a rumbling and a 30 foot section of the bridge collapses behind you cutting you off from your troops. Even so many ready arrows to give you long range support.

dispel check: 1d20 + 8 ⇒ (6) + 8 = 14

Also soon after the bridge collapse the wind-wall around the north tower vanishes.

Four more of the elite dual blade wielders come out to engage you and they are accompanied by what remains of the cultist force. Those that haven't fled already.

That was their round now your go again.

combat 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

AC25
Round 1______________
Charge to N8. Attack the guy there.
Orlando smiled at his unfortunate opponent.
"Allow me to introduce myself. Orlando Nedraid, at your service!"
Charge rapier attack: 1d20 + 11 + 1 + 2 ⇒ (14) + 11 + 1 + 2 = 28 for a possible 1d6 + 6 + 4 ⇒ (5) + 6 + 4 = 15 magic, piercing, cold iron and precision damage.

AC23 till next 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

Merc, I don't think that Dispel succeeds on a 14, unless there's something of which I am not aware. The DC for dispelling that Wind Wall should be 18. 11+ ECL of 7 due to Wild Arcana granting a +2 to CL.


Orlando, that was really risky - you chance being surrounded on the next round. Also, Tessai has retributive reach, so everyone could stand to gain sticking next to her ;)

Tessai moves forward to take the center of the bridge, standing fast against any opponent daring to approach.

Move: Double to O:10


Quite right for some reason I thought if was dc 11+spell level


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 (19) 21/11T/20FF; CMD 20
+9F/+5R/+7W
Mythic power: 5/5
Buffs:n/a

With Tessai in place to watch his back, Aeron charges in (M13) and attacks.

Attack: 1d20 + 14 + 2 ⇒ (6) + 14 + 2 = 22
Damage: 2d4 + 25 ⇒ (3, 3) + 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

No problem, Merc! I make mistakes all the time as well. Also, going to look at the map and try to have a post up tomorrow.


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
Tessai wrote:
Orlando, that was really risky...

Well yeah; Swashbuckler here! We get into as well as out of trouble!


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 fires two arrows at the guy directly in front of him. (L13)

Attack: 1d20 + 8 ⇒ (9) + 8 = 171d20 + 8 ⇒ (11) + 8 = 19
Damage: 1d8 + 2 ⇒ (5) + 2 = 71d8 + 2 ⇒ (6) + 2 = 8


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 the million dollar question. Can someone take 2 Swift Actions in one round if they do not use a Move or Standard Action? I'll make my post assuming that Varn cannot and I will put a Spoiler Tag below if he IS able to use 2 Swift Actions as a Move/Standard Action.

From Varn's high ground position he spots the forces rush out of the towers and move to engage his comrades! Before he is able to react, some of his companions move forward to engage the threat... He takes a moment to examine the battlefield and draws forth his strange, new powers to send another fireball screaming into the midst of his enemies!

Fireball Ref DC18: 7d6 ⇒ (1, 6, 4, 6, 1, 5, 2) = 25

Wild Arcana Fireball into the intersection of the following squares. J9, J10, K9, and K10. This will spread the fireball to hit all enemies, except for L13 (he's the lucky one!). This shape will also missing all companions! Took me a while to figure out the spread so I can maximize my casting without hurting anyone lol! -1 MP.

All enemies (except L13 will need to make Ref DC 18 for half damage.

If allowed two Swifts:
Varn will send yet another fireball into his enemies in rapid succession! Fireball Ref DC 18: 7d6 ⇒ (4, 1, 1, 2, 5, 3, 2) = 18

If only one Swift Action, then the following:

As soon as Varn's fireball detonates he begins flying back towards his companions... Not sure where I am on the map lol


You can only take 1 swift action per round and no more. I should also point out that while spending a mythic point for wild arcana is a swift action the casting time of the spell you cast doesn't change so fireball is still a standard to cast. So even if you did have 2 swift you wouldn't be able to cast 2 fireball without quickening one of them.

Since Varn was invisible and in flight I didn't put him on the map he can be were you want him to be.

I had a busy weekend and I'm just about to go to bed but I will review everything and update all my games tomorrow morning.


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:

You can only take 1 swift action per round and no more. I should also point out that while spending a mythic point for wild arcana is a swift action the casting time of the spell you cast doesn't change so fireball is still a standard to cast. So even if you did have 2 swift you wouldn't be able to cast 2 fireball without quickening one of them.

Since Varn was invisible and in flight I didn't put him on the map he can be were you want him to be.

I had a busy weekend and I'm just about to go to bed but I will review everything and update all my games tomorrow morning.

I see! I was completely misunderstanding the way Wild Arcana works. I was thinking the spell was cast as a Swift Action per the ability. That actually makes a lot more sense. Also, good to know about the Swift Action. Thanks for the clarification, Merc!


kept getting distracted and it ended up taking me like 4 hours to finish this post -_-

Aeron takes down a cultist.

Othello shoots one injuring him.

Varn unleashes a fireball on the group devastating their numbers. All of the cultist rabble except for two are down, the remaining two managed to avoid the fireball entirely somehow. Two of the elite cultist are unharmed and the other two have minor burns.

reflex saves:

reflex: 1d20 + 7 ⇒ (5) + 7 = 12
reflex: 1d20 + 7 ⇒ (15) + 7 = 22
reflex: 1d20 + 7 ⇒ (8) + 7 = 15
reflex: 1d20 + 7 ⇒ (19) + 7 = 26

reflex: 1d20 + 4 ⇒ (4) + 4 = 8
reflex: 1d20 + 4 ⇒ (12) + 4 = 16
reflex: 1d20 + 4 ⇒ (16) + 4 = 20
reflex: 1d20 + 4 ⇒ (3) + 4 = 7
reflex: 1d20 + 4 ⇒ (20) + 4 = 24
reflex: 1d20 + 4 ⇒ (1) + 4 = 5
reflex: 1d20 + 4 ⇒ (6) + 4 = 10

The remaining cultist move in to attack. The elite cultist provoked an attack for Tessai and that was the only aoo.

attacks:

Elite cultist attack W/two bladed sword on Tessai: 1d20 + 12 ⇒ (4) + 12 = 161d8 + 6 ⇒ (4) + 6 = 10

Elite cultist attack W/two bladed sword on Aeron: 1d20 + 14 ⇒ (18) + 14 = 321d8 + 6 ⇒ (2) + 6 = 8

Elite cultist attack W/two bladed sword on Orlando: 1d20 + 12 ⇒ (10) + 12 = 221d8 + 6 ⇒ (2) + 6 = 8

Elite cultist attack W/two bladed sword on Orlando: 1d20 + 12 ⇒ (13) + 12 = 251d8 + 6 ⇒ (2) + 6 = 8

Cultist attack w/longsword on Aeron: 1d20 + 6 ⇒ (1) + 6 = 71d8 + 1 + 1d6 ⇒ (7) + 1 + (4) = 12

Cultist attack w/longsword on Tessai: 1d20 + 4 ⇒ (1) + 4 = 51d8 + 1 ⇒ (8) + 1 = 9

encounter map


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
Hp 65/73; AC 21/11T/20FF; CMD 20
+9F/+5R/+7W
Mythic power: 5/5
Buffs:n/a

Aeron grunts in pain and lashes out with his blade.

Attack N12: 1d20 + 14 ⇒ (5) + 14 = 19
Damage?: 2d4 + 25 ⇒ (1, 1) + 25 = 27

Move to L13


Aeron, why not M:12 for a flank with Tessai?

AoO: 1d20 + 8 ⇒ (13) + 8 = 21
Damageif it hits: 1d8 + 17 ⇒ (7) + 17 = 24

Tessai stands her ground and launches an attack at one of the cultists drawing closer on her.

Move: None
Standard: Atttack on N:11
Note: HP edited to max due to Adalric's channel

Attack: 1d20 + 8 ⇒ (3) + 8 = 11
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 up to get a better shot and fires at an enemy.

Move to S14 and fire at L14

Attack: 1d20 + 8 ⇒ (16) + 8 = 24
Damage: 1d10 + 2 ⇒ (6) + 2 = 8


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 smiles grimly at the success of his magics and pulls out his wand of magic missile. While still hovering 10 feet above the battlefield, he points the wand and sends out two magical bolts towards one of the elite cultists engaged with Orlando!

Movement Action - Draw Wand. Standard Action - Deploy Wand at M9 elite cultist. -1 charge, 32 remaining.

Magic Missile: 2d4 + 2 ⇒ (2, 1) + 2 = 5


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

Trying to make it harder for them to flank me, so selfish reasons really.


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

Attacks the one at (M,8).

Bluff: 1d20 + 12 ⇒ (3) + 12 = 15 vs enemy Sense Motive. Success allows my attack vs his Flat Footed AC.

Rapier attack vs hopefully flat footed AC: 1d20 + 11 ⇒ (16) + 11 = 27 for a possible 1d6 + 6 + 4 ⇒ (4) + 6 + 4 = 14 magic, cold iron, piercing and precision damage.
Hasted Rapier attack: 1d20 + 11 ⇒ (9) + 11 = 20 for a possible 1d6 + 6 + 4 ⇒ (6) + 6 + 4 = 16 magic, cold iron, piercing and precision damage.


We're still hasten?


I would say no, the haste spell was cast several minutes ago it would have expired by now.


Thought so :P


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

Right then; Haste is off.


Every attack hit but no cultist go down.

I looked into it and as far as I can tell wind wall has no effect on spells going trough it

From atop the north tower a fireball comes trough the wind wall and explodes directly below Varn. The explosion hits Varn and Tessai.
fireball: 8d6 ⇒ (1, 6, 1, 3, 1, 4, 1, 2) = 19 reflex dc 15 for half.

The cultist continue to attack.

The elite cultist at the bottom attacks Aeron.
attack aeron: 1d20 + 12 ⇒ (4) + 12 = 161d8 + 6 ⇒ (8) + 6 = 14
attack aeron: 1d20 + 12 ⇒ (1) + 12 = 131d8 + 6 ⇒ (5) + 6 = 11

The two rable cultist 5 step into position to flank Tessai.(5 step)
attack Tessai: 1d20 + 6 ⇒ (17) + 6 = 231d8 + 1 + 1d6 ⇒ (8) + 1 + (3) = 12
attack Tessai: 1d20 + 6 ⇒ (11) + 6 = 171d8 + 1 + 1d6 ⇒ (1) + 1 + (4) = 6

The elite cultist attacks Tessai.
attack Tessai: 1d20 + 12 ⇒ (18) + 12 = 301d8 + 6 ⇒ (4) + 6 = 10
attack Tessai: 1d20 + 12 ⇒ (12) + 12 = 241d8 + 6 ⇒ (5) + 6 = 11

The two elite cultist in front of Orlando move to flank him (5 step)
attack Orlando: 1d20 + 14 ⇒ (11) + 14 = 251d8 + 6 ⇒ (2) + 6 = 8
attack Orlando: 1d20 + 14 ⇒ (8) + 14 = 221d8 + 6 ⇒ (8) + 6 = 14
attack Orlando: 1d20 + 14 ⇒ (14) + 14 = 281d8 + 6 ⇒ (6) + 6 = 12
attack Orlando: 1d20 + 14 ⇒ (9) + 14 = 231d8 + 6 ⇒ (5) + 6 = 11

updated map

I numbered the cultist with small numbers not sure if you can see it. It's mainly so I can keep track of their hp


Reflex Save: 1d20 + 11 ⇒ (19) + 11 = 30

Bolstered by her faith, Tessai is able to shake off most of the incoming damage from the spell.

"You are foolish in trying to surround me, and you will pay for it dearly" - the paladin roars at those around her, stepping to the side for a flank with Orlando, and launching an attack with Radiance.

As she does so, a glimmering golden glow envelops her, as her wounds close by the blessing of Iomedae.

Swift: LoH
Move: 5' to P:10
Standard Radiance Attack

LoH: 2d6 + 2 + 2 + 4 ⇒ (5, 2) + 2 + 2 + 4 = 15

Radiance Attack on O:9: 1d20 + 8 + 2 ⇒ (4) + 8 + 2 = 14
Damage if it hits: 1d8 + 17 ⇒ (8) + 17 = 25

Gonna use sudden block against the next melee attack that hits me

DireMerc, the numbers are visible, barely ;)


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
Hp 65/73; AC 21/11T/20FF; CMD 20
+9F/+5R/+7W
Mythic power: 4/5
Buffs:n/a

The cultist's blows clang against Aeron's armour and he swings away!

Attack #1: 1d20 + 14 ⇒ (13) + 14 = 27
Damage: 2d4 + 25 ⇒ (2, 3) + 25 = 30

Use Mythic power to move to M10 and attack (fleet charge). If the first attack dropped the enemy then I'll move and attack, if not I'll attack then move (eating an AoO if the enemy is still up)

Attack#1 or #3: 1d20 + 14 ⇒ (14) + 14 = 28
Damage: 2d4 + 25 ⇒ (4, 4) + 25 = 33


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

5' Step to (M,7)
Swirl cape to Feint the guy at (N,7).
Bluff: 1d20 + 12 ⇒ (18) + 12 = 30 vs the enemy Sense Motive, success = following attack is vs. Flat Footed AC.

Rapier attack vs guy at (N,7): 1d20 + 11 ⇒ (3) + 11 = 14 for a possible 1d6 + 6 + 4 ⇒ (1) + 6 + 4 = 11 piercing, cold iron, magic and precision damage.


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

Ref Save DC 15: 1d20 + 7 + 3 ⇒ (9) + 7 + 3 = 19 Whew...

Varn dodges most of the incoming fireball; however, the burns that do strike him take their toll. The wizard quickly flies back towards Adalric and lands next Y10 to the healer, barely able to remain on his feet. "Quickly, I need healing!"

Merc, can you please DMPC Adalric for some autobot heals? Varn is at 3 HP and cannot take another hit. I would have preferred some healing prior to this; however, he's been MIA for sometime.


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 aims for one of the cultist attacking Tessai Elite cultist2 and fires 2 arrow in quick succession.

Attack 1: 1d20 + 8 ⇒ (2) + 8 = 101d10 + 2 ⇒ (2) + 2 = 4
Attack 2: 1d20 + 8 ⇒ (14) + 8 = 221d10 + 2 ⇒ (8) + 2 = 10


Hadn't noticed Alderic was gone so long will dmpc until he makes another post.

Tesai swings a strong blow but the cultist avoids the hit.

Aeron strikes the elite cultist who staggers but still stands then he lands another blow dropping him for good.

Orlando manages to trick the elite cultist but he strikes hard armor and his blow is deflected.

Alderic will move forward and channel healing Varn, Tessai, Orlando and Othello.

channel: 4d6 ⇒ (4, 4, 6, 2) = 16

Othello shoots twice missing once and hitting with the other.

A volley of magic missiles come from above and strike Aeron.
magic missile: 4d4 + 4 ⇒ (4, 4, 1, 3) + 4 = 16

Two of the elite cultist turn their attention to Aeron and move to flank him.
elite cultist 2 attack: 1d20 + 14 ⇒ (1) + 14 = 151d8 + 6 ⇒ (8) + 6 = 14
elite cultist 2 attack: 1d20 + 14 ⇒ (20) + 14 = 341d8 + 6 ⇒ (6) + 6 = 12

elite cultist 3 attack: 1d20 + 14 ⇒ (14) + 14 = 281d8 + 6 ⇒ (2) + 6 = 8
elite cultist 3 attack: 1d20 + 14 ⇒ (10) + 14 = 241d8 + 6 ⇒ (4) + 6 = 10

The other elite cultist attacks Orlando.
elite cultist 4 attack: 1d20 + 14 ⇒ (14) + 14 = 281d8 + 6 ⇒ (5) + 6 = 11
elite cultist 4 attack: 1d20 + 14 ⇒ (16) + 14 = 301d8 + 6 ⇒ (1) + 6 = 7

The two remaining rable cultist attack Tessai moving into flanks.
cultist 1 attack: 1d20 + 6 ⇒ (12) + 6 = 181d8 + 1 + 1d6 ⇒ (6) + 1 + (1) = 8
cultist 2 attack: 1d20 + 6 ⇒ (20) + 6 = 261d8 + 1 + 1d6 ⇒ (2) + 1 + (5) = 8

Hit reroll for tessai.
elite cultist 2 attack: 1d20 + 6 ⇒ (4) + 6 = 101d8 + 1 + 1d6 ⇒ (6) + 1 + (3) = 10

elite cultist 2 crit confirm/extra damage if confirm: 1d20 + 14 ⇒ (19) + 14 = 331d8 + 6 ⇒ (7) + 6 = 13

updated map

your go.


Adalric's channel heals Tessai for 24hp.

Also DireMerc, Life Link should be in place, or..?

LAst but not least, since that Sudden Block reroll was a 10, I am assuming Tessai is not hit this round?

"Turn the table on them!" - Tessai urges her companions, and moves to a position that should soon allow them to set up flanks of their own, launching another attack at the cultist, exploiting an opening when he tried to strike at her.

Sudden Block: 1d20 + 8 ⇒ (2) + 8 = 10
Damage if it hits: 1d8 + 17 ⇒ (7) + 17 = 24

Move: 5' to O:9
Standard: Radiance Attack

Radiance: 1d20 + 8 ⇒ (13) + 8 = 21
Damage if it hits: 1d8 + 17 ⇒ (1) + 17 = 18

Will again use Sudden Block if an attack hits me.


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

Stung by one attack, Orlando uses an Immediate action, 1 panache and 1 AoO to try to make an Opportune Parry and Riposte (Ex).
Parry vs Attk 28: 1d20 + 11 ⇒ (10) + 11 = 21 But missed the parry, so he takes all 18 damage from both hits.

Gritting his teeth, Orlando becomes a little more defensive. He shifts his expertise, adding 2 to AC and -2 to hit.

Move:
Whips cape around to Feint the guy at (N,7).
Bluff: 1d20 + 12 ⇒ (17) + 12 = 29 vs the enemy Sense Motive, success = following attack is vs. Flat Footed AC.

Standard:
Rapier attack vs guy at (N,7): 1d20 + 11 - 2 ⇒ (2) + 11 - 2 = 11 for a possible 1d6 + 6 + 4 ⇒ (6) + 6 + 4 = 16 piercing, cold iron, magic and precision damage.


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 aims for one of the cultist that attacked Tessai and launches another three arrows at him.

Attacking cultist#1

Attack 1: 1d20 + 6 ⇒ (13) + 6 = 19
Damage 1: 1d8 + 2 ⇒ (5) + 2 = 7
Attack 2: 1d20 + 6 ⇒ (14) + 6 = 20
Damage 2: 1d8 + 2 ⇒ (7) + 2 = 9
Attack 3: 1d20 + 6 ⇒ (10) + 6 = 16
Damage 3: 1d8 + 2 ⇒ (7) + 2 = 9


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
Hp 6/73; AC 21/11T/20FF; CMD 20
+9F/+5R/+7W
Mythic power: 4/5
Buffs:n/a

Are any of the cultist around Tessai down? I need to run away, so it matters for my turn. Though not really, since I'm a magic missile away from dropping. Also, are the elite cultists TWF? Two +14 attacks is pretty impressive.


They are quite strong yes. They use double-bladed swords so yes two-weapon fighting normally +12, +14 when flanking. Yes Tessai just downed a cultist at P9...As for lifelink. Alderic had removed lifelink from everyone and put it back on Orlando only. but he has been gone a while so I will say he put it back on everyone. So Aeron, Tessai, Orlando and Varn can heal up to 15 each from lifelink.


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
Hp 21/73; AC 21/11T/20FF; CMD 20
+9F/+5R/+7W
Mythic power: 3/5
Buffs:n/a

Beastly! I'll take the 15 HP. Ok, 5' step to N9 attack cultist in M9. Then use a mythic point to attack it again and move back to Q9, eating an AoO from the cultist if he is still up.

Attack 1: 1d20 + 14 ⇒ (13) + 14 = 27
Damage?: 2d4 + 25 ⇒ (1, 3) + 25 = 29
Attack 2: 1d20 + 14 ⇒ (1) + 14 = 15 Whiff


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

Will have a post up shortly.


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

Little did you know "shortly" actually meant 9 hours later... lol. Sorry had an extremely busy day at work.

Finally rejuvenated by their oracle companion's handiwork, Varn quickly casts a spell to protect him from the potential of magic missiles from above and shields himself from attacks. He then begins to ascend up towards the tops of the towers, intent on removing the threat of the other arcane spellcaster from this fight. "Deal with this rabble quickly! I will go take care of our friend above!"

Casting Shield and ascending 15' towards the north tower.


Tessai takes down a rabble cultist after deflecting another blow.

Orlando misses.

Othello takes down the other rabble cultist.

Varn flies up and he sees the caster on top of the tower choosing her next target.

Aldalric will cast a cure moderate wounds on himself as the lifelink is starting to take a toll on him.
cure mod: 2d8 + 5 ⇒ (3, 5) + 5 = 13

Only the elite cultist remain and as one would except they show no sign of backing down or hesitating despise being badly bloodied.

An elite cultist attack Aeron and the other Orlando.

attack Aeron: 1d20 + 12 ⇒ (14) + 12 = 261d8 + 6 ⇒ (1) + 6 = 7
attack Aeron: 1d20 + 12 ⇒ (3) + 12 = 151d8 + 6 ⇒ (7) + 6 = 13

attack Orlando: 1d20 + 12 ⇒ (1) + 12 = 131d8 + 6 ⇒ (1) + 6 = 7
attack Orlando: 1d20 + 12 ⇒ (2) + 12 = 141d8 + 6 ⇒ (8) + 6 = 14

The remaining cultist will attempt a spell casting murderous command on Aeron to try and make him attack Tessai. Will dc 15 to resist.

The caster will begin casting a summoning spell.

updated map

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