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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It's not the first chamber but you cant miss it. There is a little side area you can explore here but going forward you must go trough the room with the forge to go deeper down


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 will poke his head into the side area, just to make sure nothing is there to catch us from behind.
Perception: 1d20 + 6 ⇒ (7) + 6 = 13
Knowledge:Dungeoneering: 1d20 + 2 ⇒ (14) + 2 = 16


Two large prison cells flank this large interrogation chamber. The entryway to each cell is lined with multiple layers of arcane sigils scribed into the floor, lintels, and even the barred door. While the symbols around the western cell door glow with red light, those to the east do not and its prison door hangs open. The cell with the door open is decorated with hundreds of butterflies carved into the walls with claws. There is an inscription on the floor.

HEAR MY PRAYER, LADY LUCK. FOR IT IS
LUCK I NEED IN ESCAPING THIS CELL. NOT
JUST THE LIFE BEHIND THESE BARS, BUT AN
ETERNITY SPENT SHACKLED TO THE ABYSS
ITSELF. IF YOU TRULY ARE THE TENDER
OF DREAMS, THEN TENDER UNTO ME A NEW
EXISTENCE. LET ME SING THE SONG OF THE
SPHERES, SEE THE STARS WITH NEW EYES, AND
ESCAPE THE PIT INTO WHICH MY SOUL WAS
CAST. BRING ME GOOD FORTUNE, MY LADY.
BRING ME A NEW SPIRIT MADE CLEAN. AND
I WILL FOREVER BE YOURS, IN LIFE, AND IN
FAITH. I AM READY. FINALLY READY.

There is a strange warmth here a calmness in the air.


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

Pulling his head back, Orlando looked at the others amazed.
"Not what I expected."


Female Oracle 1/Paladin 9/Guardian 2 Tiefling (Pitborn)
Quick Stats:
HP: 127/144 | AC 30, touch 13, flat-footed 28 | Fort +14, Ref +15, Will +15 | Init +3 | Senses Darkvision 60 ft.; Perception +3

Tessai looked at the butterflies and prayer and nodded. "A Desnan priest, no doubt. But long gone, it seems."

Perception, just in case there's anything to find in this cell: 1d20 + 3 ⇒ (3) + 3 = 6 Geez...

Scarab Sages

Male Half Elf - Recall: Misfortune, Swift Armor use, Divine Protedtion, Familiar, Alter Channel, Combat Healer, Faith's Reach, & Flexible Counterspell Oracle of Milani:Life 10/Heirophant 3 | HP125/125 | AC: 31(30), Tch 15, Flat 28(27)| Fort: +14 | Reflex: +13 | Will: +15, +17 vs Enchantments | Init: +6 | Perception +19/21 in dim light with 60' Darkvision and 30' Blindsight. Cannot see beyond 60'

Or some being trying to bargain with Desna for its freedom. Still, it sounds genuine in its plea. Be wary of this other cell. It looks empty but could still bind some malevolent creature withing. Remember we hunt a shadow demon and such things do not possess a corporeal body. Tzadkiel moves closer to the closed cell, the daylight from his armor penetrating the entire cell lighting up its darkest corners. Meanwhile Lith casts and concentrates on Detect Evil.

Is there a 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

Perc: 1d20 + 12 ⇒ (12) + 12 = 24 Aeron helps Tessai investigate, making sure to stay within 10 feet of Tzad.

"What's with the glowing red terror room 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)

What do I roll for the claw marks?


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 casts Detect Magic and sweeps the room, looking for any magical indication as to what exactly is occurring within this strange room...


spellcraft dc 25:

The runes are permanent antimagic fields and dimension locks

one is still active but the other is not for some reason although the runes seem intact

Varn make a will save.


Varn will save: 1d20 + 11 ⇒ (15) + 11 = 26
Varn spellcraft: 1d20 + 23 ⇒ (8) + 23 = 31

Sent you a pm.


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 suddenly recoils back with a gasp before falling to his knees and emptying his stomach all over the ground. He then rolls over onto his back and says nothing for a few moments as he breathes heavily...

Once Varn is able to regain control of himself, he stands and looks at the room once again without his magical detection. "Do not examine that room with magical detection spells. Whomever was inside this cell was very important. If I am understanding my reading correctly, this cell had permanent anti-magic fields and dimensional locks. Extremely potent magic was used and Desna herself ripped through reality to teleport this prisoner from here." He blinks slowly and rubs his forehead. "Who was in there that was so important that Desna would become so directly involved?"


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 walked around the chamber, wondering what had been prisoned there...
Perception: 1d20 + 6 ⇒ (13) + 6 = 19
He considered the butterflies and the inscription.
Knowledge:History: 1d20 + 8 ⇒ (12) + 8 = 20
Knowledge:Nobility: 1d20 + 8 ⇒ (11) + 8 = 19


Female Oracle 1/Paladin 9/Guardian 2 Tiefling (Pitborn)
Quick Stats:
HP: 127/144 | AC 30, touch 13, flat-footed 28 | Fort +14, Ref +15, Will +15 | Init +3 | Senses Darkvision 60 ft.; Perception +3

Tessai frowns. "Desna herself intervened to make sure this prisoner escaped? A high priest or paladin general, surely. The gods do not touch directly Golarion lightly."



You recall In his journal Staunton mentions a special prisoner who’s been kept in the Drezen dungeons—a succubus by the name of Aureshalae who was captured by Aponavicius the Marilith. Staunton knows the succubus is some sort of Abyssal heretic and that the marilith wanted her kept prisoner until a special oubliette in the Rasping Rifts on the Abyss was ready for her. The fact that the succubus escaped not long after Aponavicius left Drezen in Staunton’s hands is a major point of worry for the dwarf. He’s sent several minions out into the Worldwound to track her, noting that her loss of certain demonic abilities is the one saving grace and hoping her inability to teleport or become ethereal will allow his agents to find her and return her to Drezen before Aponavicius finds out she’s managed to flee into the wilds of the Wounded Lands. The final note in the diary talks of how he hired an annis hag cultist of Sifkesh to track her down as well, and that if this final attempt fails, he intends to seek out Arueshalae himself once “this matter with the so-called heroes of Kenabres is settled.”


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)

"A heretic succubus, eh? This war really does the best and worst out of people." Othello pondered.

He looks to the butterflies and message and thought to himself, Why Desna of all gods, though?


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

"All very interesting, but nothing we need to worry about right now. Let's keep moving."


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

But Orlando stood in the cell with a wondrous look on his face.
He gently traced out one of the butterly sigils with a finger.
"I... I KNOW the person who was in this cell." He said, turning to the others.
"I have... always tended to get in over my head. As a child once, I went and played further afield than I should have and became lost. It turned out that I had ventured across the line into the Worldwound No matter where I went, I had no idea where I was, and there were ... THINGS around who I swear were stalking me."
He shook his head.
"I probably would never have made it back home if it hadn't been for a woman I met."
He smiled at the memory.
"Astonishingly beautiful. And mysterious! She wouldn't give her name. But she helped me to trick our way through a group of Deskari cultists who were patrolling about to catch such fools as I was then...
"She never told me her name, but I remember her beauty, and a deep sense of sadness she seemed to carry with her...
"Her skill with the bow was impressive as hell as well, but the thing I remember most about her was the symbol of Desna she wore."

He traced one of the butterflies on the wall.
"She often held onto it without seeming to realize it, as if the connection to the goddess was something she clung to in a sense of need, as someone might clutch at a rope while dangling over a vast pit."
He stepped back slowly out of the cell.
"She left me. Just before I was picked up by a patrol of crusaders, who escorted be back to safety.
"I've never seen her again, though I think of her now and then, when something reminds me of her."

He nodded to the wall of the cell.
"Like that butterfly."
He turned to you.
"It was HER! I KNOW it was!"


Female Oracle 1/Paladin 9/Guardian 2 Tiefling (Pitborn)
Quick Stats:
HP: 127/144 | AC 30, touch 13, flat-footed 28 | Fort +14, Ref +15, Will +15 | Init +3 | Senses Darkvision 60 ft.; Perception +3

"As well she was rescued, then." The idea of a deity personally rescuing anyone seems to have given the tiefling a great deal to think about, but she nods at Aeron. "But nothing we need to worry about right now. Tzadkiel's spells are wasting. Let's be about our mission."

Do we have a map? Is there more than 1 door to pick here?


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

"Yes, yes, we should continue.
"I wonder though. That journal we found. The only mention of a prisoner escaping was some forsworn succubus. That can't be right... could it?"
Orlando asked, continuing to search the complex.


The area with the cells is a dead end. Having seen all there is to see here you go the other way.

You find your way into what must be the forge room.

A ten-foot-wide cage encloses an elevated lift at the top of this high terrace. A line of chains and an array of pulleys allow the cage to be lowered down into the room or moved across the room to a set of double doors at the far side of the chamber. The terrace and cage both overlook a large chamber with walls that seem to glow red hot. Heat wavers in the air, and wisps of vapor periodically waft up from the floor and walls, but the temperature atop the terrace is rather cool. Below, in the center of the room, squats a large forge made of black and red metal.

You see two salamanders working the forge while another two swim in a pool of molten steel nearby.


Female Oracle 1/Paladin 9/Guardian 2 Tiefling (Pitborn)
Quick Stats:
HP: 127/144 | AC 30, touch 13, flat-footed 28 | Fort +14, Ref +15, Will +15 | Init +3 | Senses Darkvision 60 ft.; Perception +3

DM, are we all still within the 10 minutes of Tzad's Resist Energy (Fire) spell? Either way, is Resist (Fire) 20 enough to wade through a pool of molten metal?

Tessai peers down at the salamanders and nods to herself. She glances at Orlando. "Can you get this cage down to the floor?"

Scarab Sages

Male Half Elf - Recall: Misfortune, Swift Armor use, Divine Protedtion, Familiar, Alter Channel, Combat Healer, Faith's Reach, & Flexible Counterspell Oracle of Milani:Life 10/Heirophant 3 | HP125/125 | AC: 31(30), Tch 15, Flat 28(27)| Fort: +14 | Reflex: +13 | Will: +15, +17 vs Enchantments | Init: +6 | Perception +19/21 in dim light with 60' Darkvision and 30' Blindsight. Cannot see beyond 60'

If we are not, Tzad will recast it.


It is still up yes you have only spent 2-3 minutes at most since you entered the basement.


Female Oracle 1/Paladin 9/Guardian 2 Tiefling (Pitborn)
Quick Stats:
HP: 127/144 | AC 30, touch 13, flat-footed 28 | Fort +14, Ref +15, Will +15 | Init +3 | Senses Darkvision 60 ft.; Perception +3

Will Resist (Fire) 20 (25 in Tess's case) keep the PCs from being burned by the molten metal?


Well it depends being splashed by it deals 5d6 fire damage. Being submerge in it deals 20d6 fire damage per round.


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:
"Can you get this cage down to the floor?"

"Let me check it out." Orlando replied.

He started examining the mechanism used to move the cage.
Disable Device: 1d20 + 8 ⇒ (18) + 8 = 26


Female Oracle 1/Paladin 9/Guardian 2 Tiefling (Pitborn)
Quick Stats:
HP: 127/144 | AC 30, touch 13, flat-footed 28 | Fort +14, Ref +15, Will +15 | Init +3 | Senses Darkvision 60 ft.; Perception +3

20d6 = Ouch.


dice: 20d6 ⇒ (2, 5, 3, 1, 5, 5, 6, 3, 5, 1, 2, 2, 6, 6, 3, 6, 4, 2, 3, 2) = 72
Nah don't think fire resist 25 would cut it.

The cage seems that is can move either horizontoly or verticly (one way it takes you across the room to another passage at the same height you are now (20 feet above the floor) or it can be used to lower you down to the floor below were the salamanders are (the molten steel pool only covers a small 20 foot section of the room which is about hundred feet long and wide)

As a full round action a character can move the cage 10 feet in any direction. (either move it forward or back across or up or down)
Someone needs to stay behind to operate the cage however.

Steel bars block the way so you can just jump down or fly without breaking the bars or using the cage.

Characters at the lower level take 1d6 points of fire damage per round from the heat unless they have fire resist 6 or more ( I think you got that covered for everyone)


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 nodded when he was sure he knew how to operate the mechanism.
"Well, looks like the cage can go up or down, and/or across the room; but someone has to stay here to operate it."
He looked to the others.
"So, drop down and deal with the salamanders, or just go across to the far side?"


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

Hmmm.... Is there any where else to explore before we tackle this part? Also can't we just drop the salamanders with ranged attacks?


You can attack them at range but it should be noted that some salamanders have the spell like ability to cast fireball 3/times day

Scarab Sages

Male Half Elf - Recall: Misfortune, Swift Armor use, Divine Protedtion, Familiar, Alter Channel, Combat Healer, Faith's Reach, & Flexible Counterspell Oracle of Milani:Life 10/Heirophant 3 | HP125/125 | AC: 31(30), Tch 15, Flat 28(27)| Fort: +14 | Reflex: +13 | Will: +15, +17 vs Enchantments | Init: +6 | Perception +19/21 in dim light with 60' Darkvision and 30' Blindsight. Cannot see beyond 60'

Salamanders are also large and might try to grapple the weaker members of the group and drag them into the molten metal. That would be nasty. Thad could burn a 4th level spell to add Protection from Fire to everyone. That would soak up 108 points of fire damage before you even need to consider the resist 20. Do 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 is all for Tzadkiel's plan!

Scarab Sages

Male Half Elf - Recall: Misfortune, Swift Armor use, Divine Protedtion, Familiar, Alter Channel, Combat Healer, Faith's Reach, & Flexible Counterspell Oracle of Milani:Life 10/Heirophant 3 | HP125/125 | AC: 31(30), Tch 15, Flat 28(27)| Fort: +14 | Reflex: +13 | Will: +15, +17 vs Enchantments | Init: +6 | Perception +19/21 in dim light with 60' Darkvision and 30' Blindsight. Cannot see beyond 60'

The half elf's priority is to protect his friends from damage. Sensing the threat he Tzadkiel uses a mythic point to cast a 4th level spell, giving everyone Protection from Fire (108 points of damage). This should last 15 minutes for all of us.

Go get those evil fire elementals. he encourages.


Female Oracle 1/Paladin 9/Guardian 2 Tiefling (Pitborn)
Quick Stats:
HP: 127/144 | AC 30, touch 13, flat-footed 28 | Fort +14, Ref +15, Will +15 | Init +3 | Senses Darkvision 60 ft.; Perception +3

Tessai frowns and looks at her companions. "Would we not be better off attacking from above? The heat means nothing to me, but I would not care to try to breathe molten metal."

Why not start ranged, let them cluster down below us, then move to melee once a couple have been dropped?


The way the cage works you can only move it 10 feet per round as a full round action by operating the controls. It would take 2 rounds to get to the ground using the cage and they will most definitely notice the cage moving.


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

Tzad, plus anyone with decent ranged attacks stay topside. Aeron goes down with the melees (maybe with just Tessai?) The Prot from fire should keep everyone pretty safe from the fireballs. Aeron could also go alone. With Tzad's shield other, he's got like 230 hp or so.


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)

That sounds good for 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 is in agreement to Aeron's plan.


Female Oracle 1/Paladin 9/Guardian 2 Tiefling (Pitborn)
Quick Stats:
HP: 127/144 | AC 30, touch 13, flat-footed 28 | Fort +14, Ref +15, Will +15 | Init +3 | Senses Darkvision 60 ft.; Perception +3

Tess has almost nothing to contribute from range; she'll go with 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

Varn is ready to go! Sorry about my lack of posting lately, just been a little overwhelmed with everything. Anything you guys would like specifically from Varn spell-wise?

Scarab Sages

Male Half Elf - Recall: Misfortune, Swift Armor use, Divine Protedtion, Familiar, Alter Channel, Combat Healer, Faith's Reach, & Flexible Counterspell Oracle of Milani:Life 10/Heirophant 3 | HP125/125 | AC: 31(30), Tch 15, Flat 28(27)| Fort: +14 | Reflex: +13 | Will: +15, +17 vs Enchantments | Init: +6 | Perception +19/21 in dim light with 60' Darkvision and 30' Blindsight. Cannot see beyond 60'

Your oracle has reach healing too. Can deliver touch spells at short range = 50'. Plus familiar can also deliver them. So go already. :)


Tessai and Aeron enter the cage and someone (orlando?) operates the controls to lower it.

The salamanders notice and you begin your attack.
(you can roll a ranged attack or cast a spell as part of surprise round)

The Salamanders respond with a volley of fireball (hitting Orlando, Tessai and Aeron and anyone else near the bars)
fireball reflex dc 18: 10d6 ⇒ (2, 2, 2, 3, 4, 1, 1, 5, 6, 5) = 31
fireball reflex dc 18: 10d6 ⇒ (3, 5, 5, 2, 5, 1, 1, 1, 6, 1) = 30
fireball reflex dc 18: 10d6 ⇒ (4, 5, 4, 6, 4, 4, 6, 1, 3, 4) = 41

While another begins a summoning spell (summon monster VI)

We are bypassing init. Your turn. You can all post in any order.

Assume the cage is 10 feet down and needs to move another 10 feet to reach the bottom (one more round from orlando to lower to the floor). From the cage the closest salamander is 40 feet away. The pool of molten steel is 100 feet 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

Orlando operated the controls to lower the cage (and anyone inside) towards the floor below.
When the fire creatures blasted fireballs towards him, he flung himself to the floor to avoid the blast waves.
Ref save vs Fireball 1: 1d20 + 19 ⇒ (4) + 19 = 23 Save!
Ref save vs Fireball 2: 1d20 + 19 ⇒ (2) + 19 = 21 Save!
Ref save vs Fireball 3: 1d20 + 19 ⇒ (20) + 19 = 39 Save!
Even so, the fire would have burned him severely but for the Protection spell Tzadkiel had cast on him.
He then sprang up to operate the mechanism again to lower the cage the rest of the way to the floor.


Female Oracle 1/Paladin 9/Guardian 2 Tiefling (Pitborn)
Quick Stats:
HP: 127/144 | AC 30, touch 13, flat-footed 28 | Fort +14, Ref +15, Will +15 | Init +3 | Senses Darkvision 60 ft.; Perception +3

Assuming she can throw a javelin through the cage walls.

Ref save 1: 1d20 + 14 ⇒ (17) + 14 = 31 Save, half = 16 HP fire, -25 Fire Resistance = 0 damage
Ref save 2: 1d20 + 14 ⇒ (9) + 14 = 23 Save, half = 15 HP fire, -25 Fire Resistance = 0 damage
Ref save 3: 1d20 + 14 ⇒ (16) + 14 = 30 Save, half = 21 HP fire, -25 Fire Resistance = 0 damage

Tessai flinches away from the flames but between her natural affinity for fire and Tzadkiel's spell, the explosions do little but ruffle her hair and clothes. She pulls one of the javelins off her back and throws it at the nearest salamander. The weapon explodes into a bolt of lightning as it leaves her hand. "Take this, monsters!"

Javelin of Lightning, 5d6 electricity damage, DC 14 Ref save

Scarab Sages

Male Half Elf - Recall: Misfortune, Swift Armor use, Divine Protedtion, Familiar, Alter Channel, Combat Healer, Faith's Reach, & Flexible Counterspell Oracle of Milani:Life 10/Heirophant 3 | HP125/125 | AC: 31(30), Tch 15, Flat 28(27)| Fort: +14 | Reflex: +13 | Will: +15, +17 vs Enchantments | Init: +6 | Perception +19/21 in dim light with 60' Darkvision and 30' Blindsight. Cannot see beyond 60'

Tzadkiel stands at the brink and trusting in Milani's protection allows the fire to wash over him as he takes aim at the Salamander who is trying to summon.

Reflex 1: 1d20 + 13 ⇒ (7) + 13 = 20
Reflex 2: 1d20 + 13 ⇒ (17) + 13 = 30
Reflex 3: 1d20 + 13 ⇒ (20) + 13 = 33

Range Touch, Admonishing Ray: 1d20 + 9 ⇒ (11) + 9 = 204d6 ⇒ (4, 5, 3, 2) = 14
Range Touch, Admonishing Ray: 1d20 + 9 ⇒ (11) + 9 = 204d6 ⇒ (5, 4, 1, 1) = 11

Two concentration checks to maintain the spell. DC is 10+ Damage Dealt + spell level, so 24+spell level and 21 + spell level. If the caster makes both of these rolls Lith may have an action.

Status and Spells up:

Brightest Light - 9 hours 60'r
Magic Circle Against Evil - 90 minutes
Resist Energy, Communal - Resist Fire 20 10 minutes each
Delay Poison, Communal, cast with a Mythic Point 1 hour each
Mythic Shield Other on Aeron
Shield of Faith on himself -9 minutes
Life Link All
Spell Slots Used:
1st: 8/day - 1
2nd: 8/day - 2
3rd: 7/day - 1
4th: 4/day - 1
Channels used: 0/9
Mythic points used: 1/7
Contingent Channel= Unused.


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

Hp 127/127; AC 24/12T/23FF; CMD 29
+13(12)F/+8(7)R/+11(10)W
Mythic power: 7/7
Buffs: Resist Fire 20, Delay poison, Mythic Shield other, Prot from fire (22/108)

Ref save: 1d20 + 8 ⇒ (18) + 8 = 26
Ref save: 1d20 + 8 ⇒ (1) + 8 = 9
Ref save: 1d20 + 8 ⇒ (8) + 8 = 16

Trapped in the cage, Aeron takes a lot of fire damage, but Tzad's spell absorbs it. He throws a chakram at the salamander that appears to be casting a spell, trying to disrupt it.

Chakram: 1d20 + 15 ⇒ (17) + 15 = 32
Damage?: 1d8 + 7 ⇒ (2) + 7 = 9


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)

Reflex 1: 1d20 + 7 ⇒ (8) + 7 = 15
Reflex 2: 1d20 + 7 ⇒ (1) + 7 = 8
Reflex 3: 1d20 + 7 ⇒ (3) + 7 = 10
:(This is going to hurt

Othello was not able to get out of the fires' blasts. If not for Tzad's spells, it would have killed him.

Seeing that one of them is trying to summon allies, he aims his bow at him and let loose a volley of arrows.

Used Judgement and Purity. For the next time the fireball tries to kill me.

Mythic rapid shot
Attack 1: 1d20 + 12 + 2 ⇒ (12) + 12 + 2 = 26
Attack 2: 1d20 + 12 + 2 ⇒ (7) + 12 + 2 = 21
Attack 3: 1d20 + 7 + 2 ⇒ (20) + 7 + 2 = 29

Crit 3: 1d20 + 7 + 2 ⇒ (9) + 7 + 2 = 18

Damage 1: 1d8 + 2 ⇒ (4) + 2 = 6
Damage 2: 1d8 + 2 ⇒ (3) + 2 = 5
Damage 3: 1d8 + 2 ⇒ (5) + 2 = 7

Crit Damage?: 1d8 + 2 ⇒ (7) + 2 = 91d8 + 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

Ref #1 DC 18: 1d20 + 9 + 3 + 1 ⇒ (16) + 9 + 3 + 1 = 29 Save! 0 Damage
Ref #2 DC 18: 1d20 + 9 + 3 + 1 ⇒ (11) + 9 + 3 + 1 = 24 Save! 0 Damage
Ref #3 DC 18: 1d20 + 9 + 3 + 1 ⇒ (10) + 9 + 3 + 1 = 23 Save! 1 Damage

Varn stands in the middle of the numerous blasts as fireballs detonate all around him, yet when the chaos is complete he shows no worse for wear. He then sends five bolts of mythically charged magical bolts slamming into the nearest of the salamanders.

Mythic Magic Missile: 10d4 + 5 ⇒ (1, 3, 1, 1, 3, 1, 2, 4, 1, 2) + 5 = 24

-1 MP for Mythic Magic Missle

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