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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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 am at the beach with my family this week and thus posting will be a little restricted. I will try to keep up though. Please bot me if I get too far behind.


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

Happy birthday, GM!


Big CONGRATS DireMerc. Enjoy your 26 ;)


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

The serious problem with Deeper Darkness is that it's impossible to defeat. There is no light spell of greater level. So unless I can reach the BBEG vampire and succeed at a Touch Attack with a Dispel Magic check... we're pretty much screwed.


Daylight beats deeper darkness.

Edit:Maybe not actually let me research this a bit.


OK so after doing research the following happens.

If you cast daylight on his armor his spell is 100% negated.

If you cast daylight on an item you have then both effects are negated where they overlap, but neither is dispelled; the illumination level will revert to the natural illumination in the overlapping area. Currently would be light because of Orlando's torch.


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

Aha! Well then, I stand corrected! Thank you for double checking that, Merc! That we can deal with :)

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 agree with this with the addition that you only need to target the darkness to dispel it, not the item it was cast on.


That only works if you ready the action to counterspell him casting darkness otherwise you actually need to cast it on the item he cast it on.

Also daylight like darkness needs to be cast on an object.


People, I will be away on work from the 11th to the 18th June. I should have access to the internet, but my schedule is so packed, I'm not sure I will be able to post at all - feel free to bot me if needed.


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
Tzadkiel wrote:
I cannt fix those til I level to 8. That is the oracle tax; slower spell progression. Sorry.

No problem, Tzad! I know the feeling... I really like the Riftwarden PrC, but I have that I will lose out on Caster Levels. I don't know anyway to get around that loss either in Pathfinder. I know 3.5 had a feat which would grant +4 effective CL with the caveat that your CL could not go higher than your ECL.


well that would fix the caster level issue but it wouldn't let him cast the spell anyway. You will level up fairly soon anyway.


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, would you consider letting Varn take that feat at a later level? Perhaps it's something he could designate some research into to help with the caster level loss.

Also, the vamps have any gear/loot on them?


Yes and they do not drop any on account that they revert into gaseous form at death and fly back to their coffins to regenerate.


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

Just a heads up to you guys. It's my son's 2nd birthday tomorrow and I will not be around tomorrow or Saturday (his party).


People, just a heads up - I will be away with the family during the weekend, and back on next Tuesday. Bot me if needed ;)


I will also be away until monday so no prob


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 clearly Varn would like the headband and spellbook. I also wouldn't mind tha wand of dimension door. He has no need of anything else, but if someone else wants the wand we can figure something out.


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

Ok so loot list is updated.

I am taking the cloak of resistance +2 and giving my cloak of resistance +1 to Tessai and I am taking the ring of protection +1 (unless someone really needs it)

Varn can take the headband, spellbook and wand.

Once we actually can buy and sell things again we should be rolling in coin.


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

That works for me! I'll get Varn's sheet updated shortly.

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'

So, here is a thought, Tzadkiel can cast Locate Object on the wicked looking dagger the vampire boss used. Then with Detect Undead he can locate undead in a 60' cone, if needed. That would use up his lat two mythic points for the day though. Thoughts.


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

Going to go ahead and post this now while I have the time and don't forget... Also, I think we can sell the dwarf's spellbook that I have. It's not a lot, but it's something! There's a spoiler in my character sheet if we want to figure out it's value.

Spellcraft Grease: 1d20 + 19 ⇒ (20) + 19 = 39 DC 16
Spellcraft Blindness/Deafness: 1d20 + 19 ⇒ (5) + 19 = 24 DC 17
Spellcraft False Life: 1d20 + 19 ⇒ (10) + 19 = 29 DC 17
Spellcraft Ghoul Touch: 1d20 + 19 ⇒ (5) + 19 = 24 DC 17
Spellcraft Spectral Hand: 1d20 + 19 ⇒ (2) + 19 = 21 DC 17
Spellcraft Touch of Idiocy : 1d20 + 19 ⇒ (14) + 19 = 33 DC 17
Spellcraft Hold Person: 1d20 + 19 ⇒ (13) + 19 = 32 DC 18
Spellcraft Lightning Bolt: 1d20 + 19 ⇒ (10) + 19 = 29 DC 18
Spellcraft Ray of Exhaustion: 1d20 + 19 ⇒ (12) + 19 = 31 DC 18
Spellcraft Vampiric Touch: 1d20 + 19 ⇒ (5) + 19 = 24 DC 18

Yay! I learned all the spells from the spellbook. I'll add them to Varn's sheet once we are in an area that he could reasonably learn them.


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

Add a level of Swashbuckler
Swashbuckler hitpoints: 1d10 ⇒ 1


Don't forget you can reroll 1's for hp.


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

Add a level of Swashbuckler
Reroll Swashbuckler hitpoints: 1d10 ⇒ 2

BAB: +1/+1

Level 8 ability score increase: +1 Charisma

Deed: Superior Feint
Deed: Swashbucklers Grace
Deed: Targeted Strike
Nimble +2

Add 6 points of skills:
Acrobatics
Bluff
Knowledge:History
Sense Motive
Stealth
Use Magic Device


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

Hey Merc, reference the Head of Vast Intellect that Varn took from the tiefling. What skill does it have associated with it? Will level Varn up shortly!

HP: 1d8 + 2 ⇒ (7) + 2 = 9


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

Add Level of Riftwarden PrC

Level 8 ability score increase: +1 Constitution
+1 BaB
+1 Ref
+9 HP (7+2 Con)

Special Abilities:
- Planar Channel
- Caster Level +1
- Spells per day: +1 1st, +1 4th level
- Spells known: Black Tentacles, Summon Monster IV, Wandering Star Motes

Add 10 points of Skills:
- Acrobatics
- Craft: Alchemy
- Fly
- Knowledge: Arcana
- Knowledge: Local
- Knowledge: Nature
- Knowledge: Planes
- Perception
- Sense Motive
- Spellcraft


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

Learning 4th level spells from the tiefling's book...

Animate Dead: 1d20 + 20 ⇒ (9) + 20 = 29 DC 19
Dimension Door: 1d20 + 20 ⇒ (3) + 20 = 23 DC 19
Enervation: 1d20 + 20 ⇒ (8) + 20 = 28 DC 19
Stoneskin: 1d20 + 20 ⇒ (4) + 20 = 24 DC 19

Merc, given that I cannot fail at learning spells from this point forward... do you even want me to roll the Spellcraft check? Or should we just assume Varn can learn the spells?

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 levels taking an 8th level or Oracle. I had built the oracle taking average hit points +1 for every level so far, with the exception of full hit points for first level. If that is not OK I'll roll some hit points.

Tzad's Will save increases by +1.

His Constitution increase to 18, which in turn increases his hit points by 8 and his fort save by +1.

His BAB increases by 1 as well.

He learns Stabilize (zero Level), Cure Critical Wounds, Restoration (4th level), and some other 4th level spell (under consideration - any recommendations? Thinking Greater Path of Glory. It could heal each party member up to 40 points per casting.)

He gains 4 skill points and spends them on:

Diplomacy +1
Pecerption +1
Sense Motive +2


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: 1d10 ⇒ 8

Bonus feat: Improved crit.
+1 CHA

@Tzadkiel: Death ward? Dismissal?


HP: 1d10 ⇒ 9
+1 to CON
gained 1 level 2 spell/day

3 skill points
+1 in Diplomacy
+1 in Kn Planes
+1 in Sense Motive

Alias updated.


if you cannot fail then no roll is needed varn but remember you need to spend 1 hour studying each spell you made 14 checks so far and you don't have 14 hours to spend studying I think.


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:
if you cannot fail then no roll is needed varn but remember you need to spend 1 hour studying each spell you made 14 checks so far and you don't have 14 hours to spend studying I think.

Good point. What is our plan with assaulting the citadel? I think we should probably take a rest to regain spells and MPs. Also that will give those of us with negative levels an opportunity to get rid of them.

Depending on the time available to Varn He would like to learn Stoneskin and Enervation first, then work his way down the list from 4th level down to first.

Also, if Varn has any MPs at the end of the days he can burn 1 point to recharge starves and wands! So if we need refills, just remind me.


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)

HP: 1d8 + 1 ⇒ (6) + 1 = 7

+1 Wisdom

+1 Fort + Will

+1 BAB

New Ability: Second Judgement, Aura of Heroism

+1 Spells per Day: 2nd and 3rd

New Spell: Witness

8 skills points (6 + 1 Int + 1FC)
- Know(Planes) +1
- Know(Religion) +1
- Perception +1
- Sense Motive +1
- Stealth +1
- Intimidate +1
- Bluff +1
- Diplomancy +1


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

This one will require some planning... We need to send a scout out and find the weakest spot for the party to infiltrate. We can weaken the seigneur weapons and maybe a few casters in preparation of our army moving in.

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'

On the negative levels - I need to know how may people had them. I think 3. And were any permanent?

If three, then Tzadkiel will be down three of his four 4th level spells if we act the next day. That is fine if that is the decision but I wanted that info to be part of the decision process. Having not played up to this point I am unsure of the resources at our disposal and if we have a need to act quickly.


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 has two negative levels currently. If we wait until the next day, he will get an opportunity to make a save to remove one of the levels. That way we don't have to burn as many spells.

I think delaying and gathering information may be our best bet... Though it also gives our enemy an opportunity to strike first...

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'

One spell will remove both negative levels unless they are permanent levels.

Tzadkiel could use Divination to try to gather information about the citadel, its defenses, and safest way 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

Oh! I hadn't really looked into Restoration that much. I believe these are just temporary negative levels.


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 one negative level. We can, and probably should spend at least the next day scouting anyway.


none of them are permanent yet as nobody has made the same yet as it hasn't been 24 hours yet


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 could also use a MP to cast Arcane Eye to do a little snooping.


So Tzakiel you don't get your new spells till you rest for the night but since the negative levels were gotten late at night you can prepare restoration the next morning and have plenty of time to cast it before they need to make their saves to see if it becomes permanent. Don't forget the spells has 100 gold worth of material components thought but I will say they are available.


Just let me know what I need to roll :D


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

DireMerc, I will definitely be without internet from July 20-25th. Also, I am moving at the end of the month, so things might get a little dodgier than usual around that time, as I deal with setting up new internet and the like.

Please bot as necessary.


Yeah I also moving into a new apartment with my girlfriend on the 27th. I will do my best to keep posting daily however and bot as needed.

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'

Things I am thinking about:

1) Loot - I need 300 gp of mats to cast the three restorations. What all do we have to split and sell before we begin the siege? And do we have the ability to buy and sell at the moment?

2) Time - Each day we wait costs us two points. So waiting is bad. But our siege weapons will not be ready for another day. Does that mean we cannot begin the siege until then?

If we go the fist day (the morning after we come back from the graveyard) I think we loose no points but we do not have siege weapons and your oracle will be down 3 of his 4 highest spell slots. Is that right?

3) People: My question is: Is it worth a -2 initiative to the enemy to leave three operatives behind? I know that makes the game easier to run but tactically its likely better to have those three with us. no?

4) Sappers: What do they do after day 2?


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 agree with Tessai's suggestion on the allocation of our agents at hand. During the time we wait for the siege weapons to be built... Varn can wreak some havoc inside the citadel with Fireballs, Summon Monster, and Magic Missile spells. The range of Fireball makes it extremely preferable. I can sling down at least 4 fireballs with my standard spells for the day and then another 8 if I spend all my MPs with reserving 1 to cast Fly. Let me know what you all think about that option... I could probably take out any siege engines the enemy has with enough concentrated fireballs.


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

Tzadikiel, we are doing a group bank like situation, so there is tons of cash for reagents.

The bonuses are pretty huge, so it's probably better to leave the NPCs behind. They're not mythic, so odds are they'll die if they come with us. Nurah doesn't give any bonuses for leaving her behind, which means we're supposed to bring her along, for good or ill.


the sappers will try to breach one of the walls once they have the siege weapons ready.

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