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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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

Frustrated, Orlando backed off.
"I cannot seem to get the gist of this one! Magic is involved no doubt."


So into the darkness then or does someone dispel the arcane lock?

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 wrote:
Likely going to cast a daylight or similar effect (Tzadk knows both Daylight and Brightest Light, which is sorta Daylight +) after hearing Varn's brief.

Never heard from Varn, but darkness is darkness.

This darkness shall not stand against Milani. Tzadkiel intones as he raises his shield that houses his holy symbol and calls upon his goddess. Light so bright that at first it seems to be an explosion floods out of the shield. In a 60' radius centered on the oracle light level settles to that of full daylight.

This is Brightest Light, a 4th level spell that is like Daylight but will last for 9 hours. Plus if Tzadkiel runs into a darkness spell that is 4th level or higher he has a chance to dispel it with this spell. If he tries to do so, regardless of success, this spell reduces to torch light for its duration.


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'm running low on Mythic Points, so I'd rather avoid spending those on Dispel Magic until we have to. I have a feeling we are going to need them for the Shadow Demon fight. So I think Daylight it is.


Tzadkiel manages to push back the darkness revealing a 30 foot long tunnel that leads to a pit.

A five-foot ledge runs the length of this circular pit. To the southeast, a giant statue of a six-armed woman with a serpentine body rises out of the pit. It looms over each ledge with outstretched arms bearing an intimidating array of exotic weapons.

The statue in this chamber depicts the marilith general, Aponavicius, armed with a katana, a shotel, a falcata, a khopesh, and a kusarigama.

The pit itself is 10 feet deep, and appears to be empty.


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 down into the pit. "Why would she be looming over a pit?"

[dice=Perception check due to that "appears to be empty" bit]1d20+3[/dice] Ugh. Pit? What pit?


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 will cast a spell to detect any magical auras around.


Varn detects Illusion and Transmutation magic at work in and around the pit.


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

"Hold! There is Illusion and Transmutation magic at work here." He then spends a moment to identity the magics he spots.

Spellcraft: 1d20 + 21 ⇒ (11) + 21 = 32


The floor of the pit is an illusion but without directly interacting with or using another spell you cannot tell what is actually there.

The purpose of the transmutation magic eludes you but there is a shimmering field all around the pit that will detect any living being attempting to cross.


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

"So human guinea pig time? Or does someone have a better idea?"


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 eyed the distances involved.
It it possible to run/jump onto the statue?


dc 25 acrobatic check and you can. Fail by 5 or more and you fall i the pit thought


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

"Hm. I bet that pit is protecting that statue.
"Let's see what's over there!"

With a sudden grin, Orlando waived the others out of the way and backed up 20 feet. Then he made a running broad jump to the neck of the statue.
Acrobatics: 1d20 + 24 ⇒ (8) + 24 = 32


When he does so the statues eyes glow for a moment and it looks right at him. He feels a powerful force slam into him.

(as the spell TELEKINESIS to make a bull rush to knock him into the pit)

CMB: 1d20 + 14 ⇒ (20) + 14 = 34

Orlando is flung backwards and falls towards the pit.

Can anyone do anything to help? Would have to be a swift free or immediate action.


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

Wish you guys would've given me a bit more time to examine this pit lol.

Seeing Orlando slammed downward, Varn immediately casts a quick spell to slow his companions'/ rapid rate of decent!

Cast Feather Fall.


The spell takes effect and Orlando's fall slows significantly but he will still reach the bottom of the pit in mere seconds (1 round).

Roll init. Statue init: 1d20 - 1 ⇒ (16) - 1 = 15

Post your action for the round if you beat the init.

Orlando falls into the pit on enemy's turn.

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'

Init: 1d20 + 5 ⇒ (9) + 5 = 14


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

Init: 1d20 + 8 ⇒ (6) + 8 = 14

Aeron is baffled by the sudden series of events.


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

Init: 1d20 + 6 ⇒ (5) + 6 = 11


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)

Init: 1d20 + 7 ⇒ (19) + 7 = 26

Othello will try to grab the slow-falling Orlando.


Grab wouldn't be possible as he is out of reach you could however try to jump across the pit to push him to safely to the other side with an acrobatics check.


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

Initiative: 1d20 + 10 ⇒ (2) + 10 = 12


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 can work with that.

Acrobat: 1d20 + 3 ⇒ (14) + 3 = 17

Either this works or hope that nothing is down there.


Othello jump and slams into Orlando but not hard enough to send them both over to the other side. Close enough however that they might be able to grab on. (Orlando and Othello make a dc 20 reflex save to grab the ledge or fall in)

Missing Tessai Also.


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

Ref save: 1d20 + 19 ⇒ (15) + 19 = 34 Success! Orlando grabs the ledge.

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'

I get a sick feeling about what might be down in that pit that is masked by the illusion...


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

Yup, which is sort of why I was wanting to do a little more delving into this before action commenced, such as having something dropped down the pit first. Hopefully Othello makes his save, because I used my one Feather Fall saving Orlando...


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

Init: 1d20 + 3 ⇒ (12) + 3 = 15

Tessai was too slow to react in time to help.


Actually you tied and have a higher modifier so you go before the statue does Tessai.

Othello should makes his reflex save.


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: 1d20 + 7 ⇒ (19) + 7 = 26

Othello manages to catch himself on to a ledge.


Good for you.

Tessai what do you do?


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 rushes over and reaches down to help Othello up off the ledge. "Here!"

If she can't just haul him up on her turn, Aid Another on his Climb check to get up. She's strong enough to bench press Othello, so it shouldn't be an issue.


Double move to get to him you wouldn't be able to pull him up this round

Tessai runs along the edge of the pit going around to were Othello is.

As she bends over to try and lift him up the status unleashes another Telepathic push to try and shove Tessai into the pit as well.

CMD bull rush: 1d20 + 14 ⇒ (12) + 14 = 26

If that doesn't beat your cmd your fine, if it beats it by less than 5 your go over the edge and can make a dc 15 reflex save to grab on to the edge. If it beats it by 5 or more you go into the pit no chance to grab on.

Everyone else can go.

Othello and Orlando can make a dc 10 acrobatics to pull themselves up as a move action failing the check by 5 or more means you lose your grip and fall in.


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

DC 15 is an auto save for her on all saves unless we're doing automatic fails on a 1.

Ref vs DC 15: 1d20 + 14 ⇒ (14) + 14 = 28

Tessai feels the blast of energy try to knock her off the ledge but pushes through it to get to Othello. "I've got you! Grab my hand, Othello!"


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

Acrobatics: 1d20 + 24 ⇒ (4) + 24 = 28
Orlando scrambled up easily and turned to offer help to Othello.
Aid Another Climb check: 1d20 + 8 ⇒ (9) + 8 = 17


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

Is the statue attackable/reachable?


Yes it is. It counts as attacking an object. A successful dispel magic would also render it inactive for 1d4 rounds.

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'

Destroy the statue. Tzadkiel encourages, ready to provide healing when needed.


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)

Acrobatics: 1d20 + 3 + 2 ⇒ (20) + 3 + 2 = 25

"Thanks, you two. That was... embrassing."


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 smiles. "That's what we do." She nods at the statue. "Now let's teach that thing a lesson." Once Othello is set, she draws Radiance and turns to the statue, trying to figure out a way to get close enough to attack it without getting pushed into the pit.

Is there a way to get at it from the side without being in the bull rush effect zone?


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 114/127; AC 24/12T/23FF; CMD 29
+13(12)F/+8(7)R/+11(10)W
Mythic power: 5/7
Buffs: Resist Fire 20, Mythic Shield other

Aeron steps up to try to smash the statue.

Sunder: 1d20 + 18 ⇒ (1) + 18 = 19 and completely whiffs his swing.


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

How many minutes have passed since our last fight? Would Varn's Fly spell still be active? Would've had 10 minutes upon initial casting.


Since fight the Salamanders? Probably 5 minutes or so.


I Think were just waiting for varn action now? Varn can post 2 rounds worth

The statue begins to move and spins it's arms around it's body slashing out with it's blades striking everywhere around the pit.

Everyone in a space adjacent to the pit (Aeron, Tessai, Orlando and Othello) must make a dc 18 reflex save for half damage.

spinning blades: 10d6 ⇒ (2, 3, 1, 4, 6, 4, 1, 1, 4, 2) = 28

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

Ref save: 1d20 + 19 ⇒ (10) + 19 = 29 Success! Orlando rolled back, dodging most of the damage. Takes 13.


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

Raising his heavy crossbow, Orlando fired it at the statue.
heavy crossbow attack: 1d20 + 14 ⇒ (16) + 14 = 30 for a possible 1d10 ⇒ 5 piercing damage.


The bolt harmlessly bounces off (hardness more than 5)

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