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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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 84/84; AC 21/11T/20FF; CMD 20
+10F/+5R/+8W
Mythic power: 1/5
Buffs:weapon:good

Blow a mythic point to use fleet charge straight in (bypasses DR).

"Die Demon!!!"

Attack: 1d20 + 15 + 1 ⇒ (8) + 15 + 1 = 24 1/6(high good): 1d6 ⇒ 6
Damage: 2d4 + 25 + 1 ⇒ (1, 1) + 25 + 1 = 28

Full attack
Attack: 1d20 + 13 ⇒ (12) + 13 = 25 1/6(high good): 1d6 ⇒ 3
Attack: 1d20 + 8 ⇒ (10) + 8 = 18 1/5(high good): 1d5 ⇒ 1
That should take care of 2 of the mirror images. 3 remain.


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 steps into the vacant spot left by Aeron and reaches into one of his component pouches; he retrieves a small vial containing powdered silver. He removes the cork and pours the silver in a small circle around him while speaking arcane words... A glow begins to emanate from the silver powder and begins to spread out into an wispy, silvery aura in a 10-foot diameter around Varn to encompass all his comrades. "You have no power here, demon. We will send you back to the Abyss! Tell your masters they are next!"

5' step forward one space into the spot that Aeron just left. Casting Magic Circle Against Evil. Everyone is currently under the spells effect with the Vrock just on the outskirts. Unless the Vrock has a higher SR than 21, he cannot enter the circle at all.

SR check to enter the circle: 1d20 + 14 ⇒ (7) + 14 = 21


The keeping him out part applies only to summoned creatures. The vrock was not summoned he entered the material plane trough the planar rift at the center of the worldwound.


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 you are correct! I apparently overlooked that little piece of information lol. Well, the good news is we still have the extra added protection.


Oracle (Wood) 7/Heirophant 1 | HP 30/46 | AC: 21 (14) | Fort: +5 | Reflex: +5 | Will: +8 | Init: +6 | Percep: +11

Seeing their foe before them at last, Korric springs into action with the rest of her group. The stone walls around them ripple and quiver as the Half-Orc chants under her breath. The stone directly above the demon shifts like disturbed water, and begins to take a new shape. Soon, the walls stop their movement, and a massive stone fist drops from the ceiling, bigger than the demon itself, right on top of him.

Since Stone Shape doesn't specify attacking with it, Korric is dropping roughly a 1500 lb. stone fist directly onto the demon, let's say from a height of 10-15 ft. (not sure how tall the room is). That's roughly the equivalent of 16 cubic ft., which is her casting maximum, of solid rock. I'll leave it to you, GM, to decide if I have to make an attack roll of some kind, or if he gets some kind of save to avoid being utterly crushed.


There is no stone above the demon you are on the roof of the tower. If you could do it I'd have it do 6d6 damage with a reflex for half. Oh and Aeron actually took out 3 illusions since his 3rd attack missed his ac but by less than 5.


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_____

Immediate action:
Mythic surge to leap forward ten feet to attack the demon.
Rapier attack vs Flat Footed AC: 1d20 + 13 + 1 ⇒ (3) + 13 + 1 = 17 for a possible 1d6 + 8 + 5 ⇒ (1) + 8 + 5 = 14 piercing, cold iron, magic, good and precision damage bypassing all DR.

Move action:
Feint with cape.
Bluff vs his sense motive to attack FF AC: 1d20 + 13 ⇒ (2) + 13 = 15

Standard action:
Rapier attack: 1d20 + 13 ⇒ (6) + 13 = 19 for a possible 1d6 + 8 + 5 ⇒ (3) + 8 + 5 = 16 piercing, cold iron, magic, good and precision damage.


Oracle (Wood) 7/Heirophant 1 | HP 30/46 | AC: 21 (14) | Fort: +5 | Reflex: +5 | Will: +8 | Init: +6 | Percep: +11
DireMerc wrote:
There is no stone above the demon you are on the roof of the tower. If you could do it I'd have it do 6d6 damage with a reflex for half. Oh and Aeron actually took out 3 illusions since his 3rd attack missed his ac but by less than 5.

Fair enough. Ret-con'd that she summoned a heavy stone slab behind the demon and just dropped it on him. DC 17 Reflex for half.

6d6 ⇒ (2, 3, 2, 1, 5, 5) = 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 bestows judgement of destruction upon the vrock as he fires two arrows at him.

Using judgement as a swift action. Using cold-iron arrows

Attack1: 1d20 + 9 ⇒ (6) + 9 = 15
Attack2: 1d20 + 9 ⇒ (16) + 9 = 25

Damage1: 1d8 + 2 + 3 ⇒ (8) + 2 + 3 = 13
Damage2: 1d8 + 2 + 3 ⇒ (7) + 2 + 3 = 12


Going to need to chance Korric's action because as Aeron stated stone shape is a touch spell. Also Tessai hasn't posted.


Without hesitation, Tessai moves around the central area, calling upon Radiance and Iomedae to bolster her strength against the demon.

Radiance Attack, Smite: 1d20 + 14 ⇒ (1) + 14 = 15
Damage: 1d8 + 14 ⇒ (1) + 14 = 15

Wow...


I'm going to proceed Korric's spell doesn't work as intended it seems so going to need another retcon on that. Let me know what you decided to do.

The demon got an attack of op on Aeron when he moved up going to roll that now. attack bite: 1d20 + 13 ⇒ (5) + 13 = 181d8 + 5 ⇒ (5) + 5 = 10
That's a miss.

Hmm I thought it said 1 is good when I first saw Aeron's post. If high is good then the first attack hit the real demon and Aeron took 2 images and not 3.

miss and miss by less than 5
Orlando completely misses once and destroys an image.

miss and potential hit high is good: 1d100 ⇒ 5
Othello also completely misses once and destroys the last image.

With one image left Tessai attacks and totally misses.

The demon is mostly unharmed thanks to it's mirror images. One remains and it took a bit of damage. Now that several opponents got closer it unleashes it's spores and counter attacks.

Spores deal automatic damage to everyone who is adjacent (Aeron, Tessai and Orlando) and continue to do damage every round until stopped or they stop by themselves after 10 rounds. (holy water or casting bless or casting remove disease)
spore damage: 1d8 ⇒ 5

The demon looks at the wound inflicted by Aeron's blow. "Not bad human but you are still no match for me!"
Focusing all it's attacks on Aeron.
attack Claw: 1d20 + 13 ⇒ (14) + 13 = 272d6 + 5 ⇒ (6, 4) + 5 = 15
attack Claw: 1d20 + 13 ⇒ (13) + 13 = 262d6 + 5 ⇒ (4, 6) + 5 = 15

attack Bite: 1d20 + 13 ⇒ (14) + 13 = 271d8 + 5 ⇒ (5) + 5 = 10

attack Talon: 1d20 + 13 ⇒ (5) + 13 = 181d6 + 5 ⇒ (6) + 5 = 11
attack Talon: 1d20 + 13 ⇒ (11) + 13 = 241d6 + 5 ⇒ (4) + 5 = 9

Landing 4 hits for 49 damage.

Your go you can all post again.


Oracle (Wood) 7/Heirophant 1 | HP 30/46 | AC: 21 (14) | Fort: +5 | Reflex: +5 | Will: +8 | Init: +6 | Percep: +11

She swears under her breath, watching the wall of stone she called forth crash over the demon's back but do nothing. Seeing the big warrior move in and get hit pretty badly, she'll move in behind him and lay a hand on his shoulder, surrounding his body with a faint glow of magical energy to help fend off the creature a little better.

Protection from Evil cast on Aeron.


Male Elf Wizard 6/ Riftwarden 4/Archmage 3 | HP 77/77 | AC 15(22) | T 14 | FF 11(14) | CMD 20 | Fort +10 | Ref +11 | Will +13 | Init +7 | Perc +14 | RW - 12/13 | MP 10/11 | PC 10/10

Yeouch! I should have converted that stupid Twilight Knife into Haste before we came up here...

Seeing the Vrock lay heavily into Aeron, Varn quickly uses his knowledge of his bonded spells and spends several precious seconds to rewrite his chosen spells for the day...

Full Round Action - Spell Bond; Converting Twilight Knife into Haste... Hold on until next round guys! Also, Korric, Aeron is already protected by Varn's Circle of Protection From Evil... Might want to throw a little healing his way instead?


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_____

Immediate action:
Mythic surge to to fast attack the demon in a dramatic blur.
Rapier attack vs Flat Footed AC: 1d20 + 13 + 1 ⇒ (14) + 13 + 1 = 28 for a possible 1d6 + 8 + 5 + 1 ⇒ (5) + 8 + 5 + 1 = 19 piercing, cold iron, magic, good and precision damage bypassing all DR.

Move action:
Feint with cape.
Bluff vs his sense motive to attack FF AC: 1d20 + 13 ⇒ (11) + 13 = 24

Standard action:
Rapier attack: 1d20 + 13 ⇒ (8) + 13 = 21 for a possible 1d6 + 8 + 5 ⇒ (5) + 8 + 5 = 18 piercing, cold iron, magic, good and precision damage.


"You are a fool" - Tessai roars at the demon, shifting to make sure she is adjacent to Aeron - "And you will be banished today, I do declare in the name of the Goddess!" - Radiance swings, one and again with impossible speed.

Smite Evil Attack: 1d20 + 14 ⇒ (12) + 14 = 26
Damage if it hits: 1d8 + 27 ⇒ (4) + 27 = 31

Smite Evil Attack (additional standard action): 1d20 + 14 ⇒ (18) + 14 = 32
Damage if it hits: 1d8 + 27 ⇒ (7) + 27 = 34

Free Action: Using MP for an additional standard action
Swift Action: Smite Evil vs. Vrock
Standard: Attacking twice

Also, going to use Sudden Block next round, on his first attack, whether against Aeron or me (or Orlando if he is adjacent). If against Aeron, he will be the one getting the extra attack against the Vrock. Damage from this attack bypasses all DR. And there is a +1 bonus to AC.


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

Ow, Ow, Ow!

Round 2
Hp 30/84; AC 23(21)/11T/20FF; CMD 20
+10F/+5R/+8W (+2)
Mythic power: 1/5
Buffs:weapon:good, prot from evil

Bleeding and coughing demonic spores, Aeron refuses to go down.

Full attack

Attack: 1d20 + 15 ⇒ (18) + 15 = 33
Confirm?: 1d20 + 15 ⇒ (15) + 15 = 30
Damage: 4d4 + 50 ⇒ (1, 4, 4, 3) + 50 = 62

Attack 2: 1d20 + 8 ⇒ (10) + 8 = 18Miss

If it is still up, I'll use my last mythic point to attack, then move back behind the casters, eating an AoO. Another full attack could kill me.

Mythic attack: 1d20 + 13 ⇒ (12) + 13 = 25
Damage: 2d4 + 25 ⇒ (3, 1) + 25 = 29


If you stand next to Tessai, there are good chances you'll be hit one less time ;)

Korric, Varn has cast Magic Circle against Evil - it is affecting all of us, thus casting Protection from Evil on Aeron is unnecessary?


Between Tessai and Aeron you manages to bring down the demon.

"What? Impossi...." says the demon as it is struck down and fades away dissipating into a foul smelling green smoke.


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 holds his next spell as he watches Tessai and Aeron obliterate the vrock. "By the gods, the two of you are a sight to see in battle." He quickly casts a simple cantrip to see if there are any magical auras in the area...


Does anyone have holy water or the ability to cast bless otherwise we have 9 more rounds of spore damage that will still happen

Also the altar radiates moderate necromancy and transmutation magic.


Oracle (Wood) 7/Heirophant 1 | HP 30/46 | AC: 21 (14) | Fort: +5 | Reflex: +5 | Will: +8 | Init: +6 | Percep: +11
Tessai wrote:

If you stand next to Tessai, there are good chances you'll be hit one less time ;)

Korric, Varn has cast Magic Circle against Evil - it is affecting all of us, thus casting Protection from Evil on Aeron is unnecessary?

Oh. Whoops. I had looked back at the other posts to see if such a buff had been placed, but I didn't see it reflected in anyone's stats.

Korric was also surprised at how quickly the demon fell between just two of her allies. Putting her spear away, and taking note of the alter radiating Necromantic energy herself, she offers to be a bit more helpful in identifying what exactly has been cast on this alter.

Spellcraft: 1d20 + 7 ⇒ (14) + 7 = 21


Actually Tessai does NOT have bless :P


Assuming you also use detect magic there.

You examine the altar and you cant determine it's exact purpose but it was most likely used as part of the ritual to change people into demons. It has restraints in place to hold a victim on it and the necromancy energy is designed to keep someone alive beyond what they could normally survive.

Doesn't like anyone has either bless, or holy water soo..

Tessai, Aeron and Orlando take damage: 9d4 ⇒ (3, 3, 3, 2, 2, 2, 3, 3, 3) = 24 more damage before the spores whither away.


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 have two bottles of holy water, for those who need them.


Oh ok well that would likely be you and Aeron. Also remove disease also works.


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 always put the spell I cast and just started to link to the spell. As you can see in the post. Just for future reference so there's no overlapping of spells.


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

I also have two bottles of holy water


Should be fine use three of them between the two of you and you can prevent further damage from the spore.

The remaining demons quickly rout and flee paradise hills going towards the fortress. Paradise hill is taken.


Oracle (Wood) 7/Heirophant 1 | HP 30/46 | AC: 21 (14) | Fort: +5 | Reflex: +5 | Will: +8 | Init: +6 | Percep: +11

After discovering the horrible nature of the altar before her, Korric stands up and relays this information to the rest of the group. After Tessai, Aeron and Orlando stop coughing up yellow spore clouds. "This alter has seen much blood spilled upon it. Countless rituals have been performed here to turn normal people into demons. And the energy radiating from it ensured they would not die during the process. It must be destroyed."


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

Treasures?

"Good work everyone. I think I need to lie down for a bit."

I'm down 54hp. I think we'll need to invest to some wands of clw. I think we should rest now, but I've blown all my mythic points, so I might be biased. How are the casters doing for spells are the like?


No treasure at this point no. You do however get around 50 troops added to you army as you free the prisoners.

You can level up to level 7 as well.

Looking into it the river is not very deep (5 feet deep) men can cross
altought slowly. Your troops can come across but the supply wagons cannot cross the bridge.


Oracle (Wood) 7/Heirophant 1 | HP 30/46 | AC: 21 (14) | Fort: +5 | Reflex: +5 | Will: +8 | Init: +6 | Percep: +11

Fine on spells. And Korric is packing a fully charged Wand of CLW.


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

HPs: 1d10 ⇒ 10 I assume Leadership is off the table?


Do the leveling up and such in ooc but yes leadership is a no go.


All done with the level up?

You set up camp on the south end of the river to protect the supply wagons were the materials to build the siege weapons are stored.

Let me know when you are ready to proceed.


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

Ready!


Lets proceed, assume the cleric in the army heal any wounds you still had. This encounter happens around midnight so you get 4 hours of rest and may not be in full armor when it begins. This also assumes that each of you sleeps in his or her own tent near the center of camp were the "commanders" tents are.

You get some rest during the night but you only get a few hours of sleep before you hear cries of alarms and ringing bells (The signal for enemy attack)

The camp is under attack by a large force of undead from the black dome to the west and by flying gargoyles that launch fireballs from their mouths.

Ok so assume you have about a minute to prepare for combat before it gets to you and let me know what you do and your status when it starts.


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

Well that sucks. Varn is not going to be of much use in this fight... I only have what few spells left over from the previous day and my mythic points to use. After that, I think he's going to be useless.


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: X
Hp 94/94; AC 12/12T/10FF; CMD 20
+10F/+5R/+8W
Mythic power: 1/5?
Buffs:none

@DireMerc: 1 minute isn't enough time to don his armour, so Aeron will just grab his weapons and prepare to fend off the attack. Also, for the vrock fight, did my last crit drop it or did I need to use the mythic point. Didn't seem like a big deal at the time, but turns out it could be a matter of life or death.
@Varn: Most fights are over in 3 rounds, so as long as you have a couple of spells, I'm sure you will be fine.


Yes your crit dropped it.


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 dons his chain shirt, swordbelt and crossbow.
"Once more into the breach dear friends!"
He inspires courage to allies: +1/+1


Oracle (Wood) 7/Heirophant 1 | HP 30/46 | AC: 21 (14) | Fort: +5 | Reflex: +5 | Will: +8 | Init: +6 | Percep: +11

More out of habit than anything, Korric opted to sleep upright in her tent, spear and quarterstaff close at hand. It was when the cries and screams of other soldiers jolted her awake, as well as the sounds of explosions detonating all over the camp. Unable to clasp her breastplate on, she grabbed her quarterstaff and charged out of her tent, calling to any panicked soldiers, "Get archers firing on those monsters in the air! Keep staggered to avoid those fireballs!"

Hearing Orlando not far from her, she ran over to him and asked, "Orlando, does this army have spellcasters, or it is just foot soldiers?"


You can don hastily a breastplae in 1 minute but the armor check penalty and armor bonus for hastily donned armor are each 1 point worse than normal. The only thing you wouldn't have time to put on is a half-plate or full plate.


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)

Running out with only his civvies and bow, Othello tries rally the archers with Plasas. "Archers! Fire on the gargoyles! I don't want a single thing alive after this is over!" He grabs a nearby solider and orders,"Get some clerics to the undead! We need to thin them out!"

I think we do have arcane spellcasters in the army.


See ooc discussion for army details

There are already several archers targeting the four gargoyles but their arrows seems to be having very little effect.

The paladins are quite adept at destroying the undead however. It will take more than a horde of zombies and ghouls to break their line.


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 grumbles angrily at his rest being disturbed and he heads out of his tents, fully ready for battle. Upon seeing the flying gargoyles he immediately targets one and lets loose with one of his few precious spells in hopes of quickly ending the flying threat... "Gather quickly! I have one last Haste spell I can cast, and then I am done. I will make this one worth the effort."

Magic Missile: 3d4 + 3 ⇒ (2, 1, 2) + 3 = 8

As soon as the party is gathered, cast Mythic Haste...


Tessai rouses as the sounds of alarm begin. She dons her breastplate hastily, and casts a protective spell against evil.

Donning the breastplate, and casting protection from Evil.

"On me!" - she shouts, moving to the front of the fray against the undead - Listen to Korric and stay abreast! Casters and archers on those flyers. Send them back to hell!" - the paladin reinforces her companion's words.


The battle seems like it will quickly be over the undead are being slices apart and have so far not claimed a single victim and while the gargoyles did a bit of damage they seems to be taking damage from the many arrows aimed their way and the paladins have started using their smite ability to bypass they damage reduction.

Suddenly a creature that was flying far above swoops down and crashes into the ground causing a small quake. The creature had been flying far above hidden from view until it found it's targets.

Ok so this battle is scripted to happen the first night you make camp near the citadel. Basically the ruler of the castle is ticked off and wants you dead and so begins your first encounter with a Mythic creature. It has something new that you will encounter a few times call double initiative. What this does is it rolls init once, and then again with a -20 penalty and acts on both results. So it gets to go twice each round.

init mythic chimera: 1d20 + 10 ⇒ (12) + 10 = 221d20 - 10 ⇒ (16) - 10 = 6

Aeron init: 1d20 + 6 ⇒ (14) + 6 = 20

Varn init: 1d20 + 4 ⇒ (10) + 4 = 14

Korric init: 1d20 + 6 ⇒ (10) + 6 = 16

Tessai init: 1d20 + 1 ⇒ (18) + 1 = 19

Orlando init: 1d20 + 7 ⇒ (14) + 7 = 21

Othello init: 1d20 + 6 ⇒ (13) + 6 = 19

It goes first.

It unleashes a terrifying roar and launches a cone of freezing cold at you.

This breath weapon is enhanced from a normal chimera’s. It deals 6d8 cold damage and 2d8 piercing damage in a 40-foot cone of freezing wind and shards of jagged ice (Reflex DC 19 half)

damage: 6d8 + 2d8 ⇒ (2, 6, 1, 6, 1, 4) + (3, 8) = 31

Hitting Orlando, Aeron and Korric.

Here is your map:encounter map

You can all go and then it goes and then it goes again...Good luck! You get mythic tier 2 if you survive this battle.


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 67/98; AC 13(12)/12T/10FF; CMD 20
+10F/+5R/+8W
Mythic power: 0/5
Buffs:Mythic Haste. (going to assume this went off before the fight)

I'm so dead. It was an honor to serve with you all.

Ref Save: 1d20 + 5 ⇒ (3) + 5 = 8

"Ahhhh! Spread out, don't let the beast get us together.

Blow my last mythic point to swing around and attack. G12

Extra attack: 1d20 + 16 + 1 ⇒ (2) + 16 + 1 = 19

Full Attack 1: 1d20 + 16 + 1 ⇒ (8) + 16 + 1 = 25
Damage?: 2d4 + 25 ⇒ (3, 3) + 25 = 31
Full Attack 2: 1d20 + 9 + 1 ⇒ (16) + 9 + 1 = 26
Damage?: 2d4 + 25 ⇒ (2, 4) + 25 = 31
Haste Attack: 1d20 + 14 + 1 ⇒ (1) + 14 + 1 = 16
62 damage?

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