juballa's page

Organized Play Member. 11 posts. No reviews. No lists. No wishlists. 3 Organized Play characters.




Except I don't know the title. And I only remember the barest bit of the plot.

I recall that there was a fortress, and the party was sent back in time at least once (possibly more) to experience life in the fortress in the past, and gain clues that would help them in the present when they returned.

This was likely around 3.0/3.5 days, but possibly earlier. I'm pretty sure it was 3rd party.

Anyone know what I'm talking about? Thanks!


We're told they prevent demons from crossing the barrier. Presumably, they also prevent demonic magic, such as teleport.

But we're also told that demons can get through (in the fluff for the Exposed to Awfulness trait, WotR Player's Guide p 6).

Are we ever told the mechanics for attempting to cross? Or what happens when a demon tries?

What happens if you put a demon in a sealed box and put that box on a wagon and drive it across the wardstone border?


I've been reading the various threads about Mythic balance, or lack thereof, with great interest.

My players and I dislike Raise Dead and the like; we prefer death to be relatively permanent. To that end, we've decided that Raise Dead (as written) is now a 9th level cleric spell. No other forms of resurrection exist. We're also considering making Raise Dead have a very long casting time, to account for the roleplaying aspects we want (convincing a god to allow the soul to return).

Given that tidbit, does anyone have any advice on how that decision will interact with the Mythic rules?


Is Jormurdun going to be featured in the AP at all? One of my players is planning to play a dwarven cleric who's looking for the lost Sky Citadel.