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About This Game

PF1 version of the classic Dungeon AP, "The Age of Worms" where heroes desperately try to prevent the resurrection of a dead god of death and worms.

Game System

Pathfinder 1e

Detailed Description

The Game
This campaign is based on the Age of Worms Adventure Paths, and will be using the Pathfinder system. Originally designed for the World of Greyhawk (or some close approximation thereof), the game has been rewritten for a homebrewed campaign world loosely based on the Forgotten Realms. All details necessary to navigate the campaign world (and these are limited to locations and a couple of custom gods) will be found in the background section of the game boards.

Character Requirements
I'm looking for 1 replacement player for the game. We're using a 25-point buy. Replacement character will start at 2nd level, with the AP designed to get up to level 20, if the game were to run long enough. I'm fairly flexible with character race and class with two conditions. First, the game world is not very diverse; humans are over 80% of the population and non-human races can be rare and treated with a hefty amount of bigotry. Dwarves, elves, halflings, half-elves, and gnomes are common enough and are generally tolerated. Other races may not be. Second, as this is an epic adventure path, characters must be "heroic." This doesn't mean that they can't be flawed, mean, or boorish. But assassins and clerics of evil gods aren't going to work here. No evil characters will be accepted into the game.

Player Requirements
I find combat on MW tedious and have been in games where a single combat can take weeks to resolve. This is exasperating to me, especially when the combat does little to advance the actual story of the game. In the interest of pace, I'm looking for folks who can commit to posting regularly (at least 3 times per week, on average) and for folks that are more interested in the story (which is very cool) than rules lawyering and mechanics.

More info on character requirements and backgrounds are available on the game board.

  1. What's new in this game
  2. Duncans one hit is enough to put Jalabar down. It’s Edmund’s turn I think.
  3. Sounds interesting, but I couldn’t find it on Netflix
  4. He has to pass significant challenges to level up, so not each episode. Its very heavily influenced by RPG/J-RPG.
  5. Sounds interesting. Are they leveling him each episode or does it take some significant effort to level up?
  6. So i've been watching The Unwanted Undead Adventurer on Netflix. Pretty interesting story about an adventurer who, while trying to achieve the next rank in the Adventurer's Guild, gets killed in a dungeon but resurrects as an undead skeleton. He kills a few mobs in the dungeon (mostly skeletons and slime) and apparently 'levels up' into a ghoul, and then a thrall etc. His aim was to be a mithril-class adventurer and hopefully along the way find some way to look human again (since its complicated for him to appear to his guild as undead). Its based on a Japanese novel series.
  7. Yeah i added the +2, but it wouldn't have helped with my turn. Two 1s, and fourth roll didn't pass the concealment check.
  8. Did you take the extra attack option from Blessing of Fervor, or are you using the +2 to attack, defense and reflex saves?
  9. With a little luck Jalabar won't have any meaningful support for at least another round.
  10. The dice gods do not like Duncan this round.
  11. Aranaias' healing light was a welcome respite, stitching together Duncan's wounds and easing the persistent thrum of pain. "Good call," Duncan grunted, nodding his thanks to the priest. He felt the familiar warmth of Solev's power coursing through him, chasing away the aches and fatigue. It was good to be back in fighting shape. Kendrick, too, was back on his feet, his gaze resolute. Duncan offered a reassuring nod, a silent promise that he had his back. They'd seen worse together, and they'd make it through this, too. Focusing on Jalabar, still obscured by the steam, Duncan triggered his boots of speed, ready to react to her unpredictable movements. A quick prayer to Solev channeled more healing energy into himself, bolstering his defenses. He swung the bardiche, aiming to cut her off, but his first two strikes met only air. "Damn, she's fast," he muttered, readjusting his grip. The third strike connected, a solid blow against the tiefling's defenses. But Jalabar, a phantom in the swirling steam, shifted out of reach before Duncan could land his final attack. She was a slippery opponent, but Duncan knew patience and perseverance would win the day. Actions Free: Boots of Speed Swift: Lay on Hands (Self) Full Attack vs Jalabar (with 50% miss chance) Attack 1 Miss chance (lower than 50% hits) Damage Attack 2 Miss chance (lower than 50% hits) Damage Attack 3 Miss chance (lower than 50% hits) Damage Attack 4 Miss chance (lower than 50% hits) Damage Stat block Show this [URL=/sheets/?id=130698][B][SIZE=+1]Duncan "DragonSlayer" Szordrin[/SIZE][/B][/URL] Male LG Human Paladin / Warder / Battle Templar, [B]Level[/B] 9 / 1 / 6, [B]Init[/B] 0, [B]HP[/B] 171/103, [B]DR[/B] 15/Adamantine, [B]Speed[/B] 20' [B]AC[/B] 30, [B]Touch[/B] 14, [B]Flat-footed[/B] 28, [B]CMD[/b] 44, [B]Fort[/B] 27, [B]Ref[/B] 18, [B]Will[/B] 21, [B]CMB[/B] +25, [B]Base Attack Bonus[/B] 14, [B]Action Points[/B] 1 [B]Fortuitous +3 Bardiche [/B] +26 (1d10+13, 19-20 /x2) [B] null [/B] null (null, null) [B] Chakram [/B] +15 (1d8+8, x2) [B] +3 champion radiant flight mithril full plate[/B] (+12 Armor, +1 Shield, -1 Size, +3 Natural, +3 Deflect) [B]Abilities[/B] Str null, Dex null, Con 16, Int 14, Wis 7, Cha 26 [B]Condition[/B] :- Aegis: +2 morale bonus to AC and Will saves to allies within 20' Aura of Good Aura of Courage: +4 to saves vs fear effects for allies within 10' Aura of Resolve: +4 to saves vs charm effects for allies within 10' Guardian of the Faith Stance: DR10/Adamantine, allies within 20' get +4 to AC, CMD and all saves Immune to Disease Immune to Fear Resistant to Fire (10) Resistant to Acid (10) Resistant to Cold (5) Resistant to Electricity (4) Favored Terrain (Underground): +4 to Init, Know (Geography), Perception, Stealth, Survival Favored Terrain (Urban): +2 to Init, Know (Geography), Perception, Stealth, Survival Defensive Focus Active: No [Increase threatened area by additional 10', +2 to CMD vs opponents tumbling using Acrobatics] --- Effects: Haste Displacement Enlarge Person Keen Edge Blessing of Fervor Divine Bond Iron Body (DR/15, immune to blindness, critical hits, ability score damage, deafness, disease, drowning, electricity, poison, stunning) - --- [b]Detect Evil[/b] At-Will [b]Smite Evil[/b] 1 used of 3/day (+8 hit, +9 dmg, +8 deflection to AC) [b]Lay on Hands[/b] 3 used of 10/day (4d6 hp) [b]Divine Bond[/b] 1 used of 2/day for 9 mins (+2) [b]Boots of Speed[/b] 5 used out of 10 / day [b]Combat Stamina[/b] 0 used out of 17 / day Male LG Human Paladin / Warder / Battle Templar, Level 9 / 1 / 6, Init 0, HP 171/103, DR 15/Adamantine, Speed 20' AC 30, Touch 14, Flat-footed 28, CMD 44, Fort 27, Ref 18, Will 21, CMB +25, Base Attack Bonus 14, Action Points 1 Fortuitous +3 Bardiche +26 (1d10+13, 19-20 /x2) null null (null, null) Chakram +15 (1d8+8, x2) +3 champion radiant flight mithril full plate (+12 Armor, +1 Shield, -1 Size, +3 Natural, +3 Deflect) Abilities Str null, Dex null, Con 16, Int 14, Wis 7, Cha 26 Condition :- Aegis: +2 morale bonus to AC and Will saves to allies within 20' Aura of Good Aura of Courage: +4 to saves vs fear effects for allies within 10' Aura of Resolve: +4 to saves vs charm effects for allies within 10' Guardian of the Faith Stance: DR10/Adamantine, allies within 20' get +4 to AC, CMD and all saves Immune to Disease Immune to Fear Resistant to Fire (10) Resistant to Acid (10) Resistant to Cold (5) Resistant to Electricity (4) Favored Terrain (Underground): +4 to Init, Know (Geography), Perception, Stealth, Survival Favored Terrain (Urban): +2 to Init, Know (Geography), Perception, Stealth, Survival Defensive Focus Active: No [Increase threatened area by additional 10', +2 to CMD vs opponents tumbling using Acrobatics] --- Effects: Haste Displacement Enlarge Person Keen Edge Blessing of Fervor Divine Bond Iron Body (DR/15, immune to blindness, critical hits, ability score damage, deafness, disease, drowning, electricity, poison, stunning) - --- Detect Evil At-Will Smite Evil 1 used of 3/day (+8 hit, +9 dmg, +8 deflection to AC) Lay on Hands 3 used of 10/day (4d6 hp) Divine Bond 1 used of 2/day for 9 mins (+2) Boots of Speed 5 used out of 10 / day Combat Stamina 0 used out of 17 / day
  12. All (except for Jalabar) heal for 30 and receive the benefits of Blessing of Fervor
  13. Aranaias glides forward (5' Adjust), raises his eyes heavenward, and invokes both the healing and protective powers of Solev on himself and his companions. There is a flash of light as healing envelopes his friends, and then a calm sense of strength and empowerment descends on them. Blessing of Fervor Statblock [URL=/sheets/?id=2822672][B][SIZE=+1]Aranaias Aladhen[/SIZE][/B][/URL] M Neutral Good Elf Priest, [B]Level[/B] 16, [B]Init[/B] 10, [B]HP[/B] 93/93, [B]Speed[/B] 120 [B]AC[/B] 36, [B]Touch[/B] 17, [B]Flat-footed[/B] 32, [B]CMD[/b] 22, [B]Fort[/B] 18, [B]Ref[/B] 14, [B]Will[/B] 24, [B]CMB[/B] +8/+3, [B]Base Attack Bonus[/B] 8/3 [B] +1 Mace (Rod of 7 Parts) [/B] ( , ) [B] Celelstial armor +3 Chainmail, Fly 1x/day[/B], [B] Buckler (With Magic Vestment cast on it) Ring of Force Shield +2[/B] (+9 Armor, +7 Shield, +4 Dex, +3 Natural, +3 Deflect) [B]Abilities[/B] Str null, Dex null, Con 12, Int 16, Wis null, Cha null [B]Condition[/B] Fly 16 rounds , Blessing of Fervor 1 - 7/2 xAnt Haul, xRite of Bodily Purity, Bless Water, 4x Shield of Faith (+5)/Burning Hands, Protection from Evil, Comprehend Languages 2 - 7/2 2 Spear of Purity, 4 Blessing of Courage and Life, Ironskin (+8)/Flaming Sphere, Align Weapon, Detect Thoughts 3 - 7/2 2 Prayer, 2 xxDispel Magic, xMagic Vestment, xInvisibility Purge, Bestow Curse /Fireball, Magic Circle Against Evil, Speak with Dead 4 - 5/2 2xx Blessing of Fervor, 2 Restoration, Holy Smite, /xWall of Fire, xHoly Smite, Divination 5 - 5/2 2 Flame Strike, 2 Breath of Life, x Angelic Aspect/Fire Shield, Dispel Evil, True Seeing 6 - 4/2 Heal, xHarm, xWind Walk, Word of Recall /Fire Seeds, Blade Barrier, Find the Path 7 - 4/2 2 Destruction, Greater Restoration, Archon's Trumpet /xElemental Body IV, Holy Word, Legend Lore 8 - 2/2 Sacramental Seal, xGreater Angelic Aspect/Incendiary Cloud, Discern Location, Holy Aura M Neutral Good Elf Priest, Level 16, Init 10, HP 93/93, Speed 120 AC 36, Touch 17, Flat-footed 32, CMD 22, Fort 18, Ref 14, Will 24, CMB +8/+3, Base Attack Bonus 8/3 +1 Mace (Rod of 7 Parts) ( , ) Celelstial armor +3 Chainmail, Fly 1x/day, Buckler (With Magic Vestment cast on it) Ring of Force Shield +2 (+9 Armor, +7 Shield, +4 Dex, +3 Natural, +3 Deflect) Abilities Str null, Dex null, Con 12, Int 16, Wis null, Cha null Condition Fly 16 rounds , Blessing of Fervor 1 - 7/2 xAnt Haul, xRite of Bodily Purity, Bless Water, 4x Shield of Faith (+5)/Burning Hands, Protection from Evil, Comprehend Languages 2 - 7/2 2 Spear of Purity, 4 Blessing of Courage and Life, Ironskin (+8)/Flaming Sphere, Align Weapon, Detect Thoughts 3 - 7/2 2 Prayer, 2 xxDispel Magic, xMagic Vestment, xInvisibility Purge, Bestow Curse /Fireball, Magic Circle Against Evil, Speak with Dead 4 - 5/2 2xx Blessing of Fervor, 2 Restoration, Holy Smite, /xWall of Fire, xHoly Smite, Divination 5 - 5/2 2 Flame Strike, 2 Breath of Life, x Angelic Aspect/Fire Shield, Dispel Evil, True Seeing 6 - 4/2 Heal, xHarm, xWind Walk, Word of Recall /Fire Seeds, Blade Barrier, Find the Path 7 - 4/2 2 Destruction, Greater Restoration, Archon's Trumpet /xElemental Body IV, Holy Word, Legend Lore 8 - 2/2 Sacramental Seal, xGreater Angelic Aspect/Incendiary Cloud, Discern Location, Holy Aura
  14. I inadvertently erased the rectangle for the trapped ceiling on R20. The help guide said I should have been able to undo with CTRL+Z command but it did not work.
  15. Kendrick Willowsong Standing as soon as Edmund creates a safe space for Kendrick to do so, he invoked his ancestors again, to aid them. This time a sphere of magical silence to further hinder Izenfen and her other casters. "There right right beneath the green globe. Silence that area." a 20 foot diameter sphere centered on the point in space directly below the bottom of the ectoplasmic sphere. I placed a blue circle on the R20 map about where I think that would be.
  16. They merely have total concealment for a 50% miss chance (that Edmund's Blind Fighting doesn't help with unfortunately).
  17. The way I’m reading DB’s post, we can’t see any of our enemies now. Jalabar is hidden in the mist and Izenfen and crew are behind a wall of ectoplasm. Aranaias can fly over and hit everyone with a Healing Channel, Prayer, or Blessing of Fervor. Or should he hit Duncan with a Heal?
  18. This is beyond mere Rogues, Unchained or not. AC, to-hit and move speed are the only things a Rogue can mess with with their sneak attacks.
  19. So, if Edmund manages to land a shot with Sneak Attack, he can also apply a debilitation. I'd consider lowering their AC by -2 for everybody, or would you rather he tries to affect to-hit or move speed instead?
  20. I do keep my sheet/statblock updated (in both my Herolab as well as in the MW sheets), but i do occasionally forget to include the statblock in my posts (i blame the new interface).
  21. Yeah, it's really hard to keep track of what buffs you have up if there's no statblock in your post. If you all could make sure that you have the blocks in your posts and that they're accurate with activated abilities and hp that'd be helpful. I'll still probably miss some things but it'll be more accurate. With the DR up, Duncan takes 30 less damage, so 15.
  22. Yeah, that was the idea. Don't wanna suck up those opportunity attacks. Uh, help me out here please, what kind of action is it to use Stealth to hide from a creature you have concealment from (Jalabar being in the steam giving concealment cuts both ways after all)? If Edmund can hide as part of moving, say, 10 feet east, then he can snipe Jalabar for sneak attack damage.
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