Whisper in the Mists Epic 6 (Inactive)

Game Master Davachido

Current combat map

Initiative:
Initiative order: Rybal, Variel, Kopru , Malthu, Drak


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Since Rikaku goes at the end of round 1 he can hit everything without worry, bats included. Thing on the ceiling automatically fails reflex.

leech 1: 1d20 + 2 ⇒ (15) + 2 = 17
leech 2: 1d20 + 2 ⇒ (15) + 2 = 17
leech 3: 1d20 + 2 ⇒ (12) + 2 = 14
swarm: 1d20 + 6 ⇒ (7) + 6 = 13

All the bigger leeches manage to avoid the full brunt of the damage however the swarm can't move out the way enough and takes further damage. All of the remaining leeches freezing and falling out the sky.

Drak then moves in and kills one of the giant leeches leaving two shrieking from the cold Rikaku just left in his wake.

Jazz moves in and attacks another one of the leeches.

attack: 1d20 + 8 ⇒ (10) + 8 = 18
damage: 1d6 + 4 ⇒ (6) + 4 = 10

He also takes down another leech. All that's left is another giant leech and the creature tied to the ceiling.

Round 1 done, Round 2 to act: Rybal, Malthu, Variel (used a move to draw salt so far), Trogg... then enemy and Rikaku afterwards.


Inactive

Malthu will charge at the remaining giant leech, bringing down his double axe with a two-handed strike. Charge: 1d20 + 9 + 2 ⇒ (16) + 9 + 2 = 27. Damage: 1d8 + 6 ⇒ (5) + 6 = 11.


The last giant leech is cleaved in two as Malthu brings down his might axe. The creature above them is still groaning in pain.

Continue to act in initiative for now.


Male Human Ninja (6) HPs 51/51 AC 17 (19 when invisible) FF 14 T 13 CMD 17 Fort +4, Ref +9, Will +3, Init +4 Per +10

Well I hate to be the bearer of bad news but whatever that creature is on the ceiling it appears to be a nest for these things. Rikaku! Freeze it


Perhaps we should keep our distance and put that creature out of its' misery, Rybal says with pity in his voice. He backs up and draws a spear, throwing it at the stomach of the chained "thing".

5ft move as long as it doesn't drop me back another range increment. Draw spear, throw.

1d20 + 4 ⇒ (13) + 4 = 17

Damage 1d8 + 4 ⇒ (8) + 4 = 12


Male Human Ninja (6) HPs 51/51 AC 17 (19 when invisible) FF 14 T 13 CMD 17 Fort +4, Ref +9, Will +3, Init +4 Per +10

I'm worried that hitting the thing with weapons will just open up the creature as more stuff spews out (think of a pinata full of leeches) whereas freezing/burning the thing with AoE magic may kill the stuff inside too. But I could very well be wrong :)


Well, my only evidence to disprove that hypothesis is that the dude crapped out the big leeches before any of us hit him ;-) So I figured hit him fast before he "respawns" so to speak. I do agree that range and spells are the best idea, though.


Male Human Ninja (6) HPs 51/51 AC 17 (19 when invisible) FF 14 T 13 CMD 17 Fort +4, Ref +9, Will +3, Init +4 Per +10

That is true enough :)

Just as a general query does anyone frown on using OOC to discuss tactics? I will try not to metagame but I'll stick to in character if that is prefered


I'll let you guys figure that one out :P

Rybal throws a spear through the creature and it hits it with a slimy squelch. It writhes around in pain but you are unsure if it is more wounded than before.

I don't mind OOC tactics, though don't discuss too much in the gameplay thread in OOC. You can use the discussion thread for that, if you are dicussing tactics IC do it here. I really don't mind which you use. I don't like penalizing players for tactic talks (Your characters are far better in a fight than any of us for example so I'd expect them to be able to think on fight plans quicker than any of us.)


AC13(17)*/Touch13/Flatfoot10/CMD 16||HP30/[30]| Fort:+2 ;Ref:+4 ;Wil+5|Percept +8/Sense Motive +0|Init+7| Elvish Male Witch 6

Variel throws down his salt and draws his longbow, readying an arrow.


Angry Badger (HP 25/26, AC 21)

Clarence looks around the room, trying to see if there is any route up to the thing on the ceiling, or if he should instead gorge himself on the dead leeches on the floor and let the two-legs fight it out.

Climb: 1d20 + 12 ⇒ (14) + 12 = 26
Can he get there in one move, or will it take his entire turn?


Male Dwarf Druid 4 (HP 32/32)

Trogg summons a ball of flame into his hand and launches part of it at the creature on the ceiling, trying to hit and hopefully cauterize the most leech infested areas. Casting produce flame, boosted with place magic. 4 minutes left on the spell.

Ranged touch attack: 1d20 + 5 ⇒ (10) + 5 = 15
Damage (fire): 1d6 + 5 ⇒ (3) + 5 = 8


Clarence can get accelerated climbing with a check like , not to mention he does have a climb speed already. That should only take a move action.

Clarence clambers up part of the wall before resting on top of a bookcase within body reach of the creature, he is able to swipe the creature if need be. Just tell me what type of damage you are doing with the natural weapons.

Trogg sets part of the creature on fire and it continues to groan as the stench of searing, bloated flesh fills the room.

The creature cries some more then you hear it retching, it throws up putrid puss ridden vomit towards the doorway. Covering them in this rotting disgusting muck. After the creature finishes vomiting a massive wasp crawls out of its mouth and rests on its head. The wasps starts beating its wings ready to take off. The wasp is medium size.

For those near the doorway, which I think is Rikaku, Rybal, Trogg and Variel. Fort DC 14 or take damage: 3d6 ⇒ (1, 2, 6) = 9 and be sickened for 3 rounds. Saving halves the damage and stops the sickened effect.

Fort saves:

Rikaku: 1d20 + 2 ⇒ (1) + 2 = 3
Rybal: 1d20 + 7 ⇒ (7) + 7 = 14
Variel: 1d20 + 2 ⇒ (1) + 2 = 3
Trogg: 1d20 + 8 ⇒ (4) + 8 = 12 +2 from hardy as this is poison
Wow.. ones for the lowest fort saves.

All that were covered in the vomit hold back the urge to hold throw up themselves, Rybal seems not to be phased from the vile stench. Probably smells no different to half-orcs that haven't showered for weeks.

Rikaku to go, then back to the top.


AC13(17)*/Touch13/Flatfoot10/CMD 16||HP30/[30]| Fort:+2 ;Ref:+4 ;Wil+5|Percept +8/Sense Motive +0|Init+7| Elvish Male Witch 6

Fort Save 1d20 + 2 ⇒ (1) + 2 = 3

All my pbp games seem to be bringing up these sorts of results :). May as well play it for all its worth

Variel falls to his knees, hugging the bow to his chest as he too heaves the contents of his stomach to the floor.


Male Kobold Sorcerer 6

Suddenly covered by a disgusting mess, Rikaku begins to retch, whimpering and shuddering. However, he recovers himself enough to oblige the order to destroy the terrible and disgusting vomiting corpse thingy in the ceiling. Blue flames leap from his mouth and collect in his hands, and Rikaku roars (if you could call it that) as the amassed rimefire surges together into a powerful, chilling blast.

Chilling Ray (Ranged Touch): 1d20 + 6 - 2 ⇒ (14) + 6 - 2 = 18 Not sure if there's any cover or anything that would cause this to be reduced. Will leave it to you.
Damage (Cold): 4d6 + 6 ⇒ (4, 2, 1, 5) + 6 = 18

13/22, sickened for 3 rounds.


Inactive

Are either the body or wasp in reach of Malthu, or is it too high up?


Angry Badger (HP 25/26, AC 21)

Bite: 1d20 + 8 ⇒ (19) + 8 = 27
Damage: 1d4 + 5 ⇒ (2) + 5 = 7


Male Dwarf Druid 4 (HP 32/32)

Trogg targets the wasp with a blast of flame. 2 minutes, 9 rounds left on produce flame.

Ranged touch attack: 1d20 + 5 ⇒ (17) + 5 = 22
Damage (fire): 1d6 + 5 ⇒ (5) + 5 = 10


@Malthu: Both are too high up, the feet are 10 feet off the ground. If you had a reach weapon you could swipe at it. The wasp is on the head of the creature which is large size so is 20 feet off the ground.


Rybal shakes off the goo and moves forward, striking at the feet and belly of the creature. (/w reach)

Move and draw Bardiche.

Standard: Strike! (/w combat expertise, +2 AC/CMD) 1d20 + 5 ⇒ (18) + 5 = 23

Damage, +1 whetstone 1d10 + 5 ⇒ (3) + 5 = 8

Possible AoO vs Wasp if it moves through my area 1d20 + 5 ⇒ (4) + 5 = 9

Damage 1d10 + 4 ⇒ (6) + 4 = 10

Possible AoO vs Wasp if it moves through my area a second time (combat reflexes) 1d20 + 5 ⇒ (16) + 5 = 21

Damage 1d10 + 4 ⇒ (8) + 4 = 12


Inactive

Crap, the forum gremlins ate my post!

Malthu uses Detect Evil on the bound creature, hoping for some insight into what's causing him to become a breeding ground for all these pests.

Frustrated at being unable to reach the enemy, he instead prepares himself should the opportunity arise. "Get down here, you flying parasite!"

Readied Attack, if the wasp or some other crazy creature gets close:
Power Attack: 1d20 + 7 ⇒ (14) + 7 = 21; Damage: 1d8 + 12 ⇒ (1) + 12 = 13


Male Human Ninja (6) HPs 51/51 AC 17 (19 when invisible) FF 14 T 13 CMD 17 Fort +4, Ref +9, Will +3, Init +4 Per +10

No Gremlins. You made the post on the Discussion forum although amusingly enough your rolls are exactly the same. It must be fate :)

Drak will move to the edge of the room while invisible, stealthing and waiting for a good moment to get in position and strike.

Stealth Move to wall: 1d20 + 10 ⇒ (11) + 10 = 21 + invisible

Ready Action: If something lands near the floor Drak will take his standard action to move towards it, flanking the creature if possible.


Rybal has difficulty trying to figure out what the creature is exactly. It was human at some point he thinks, but something changed along the way. It hasn't become a new creature more it has been altered to become this nest-like thing for leeches. As far as he can tell it is perfect for them as it seems to be magically regenerating.

Trogg figures out the regeneration but knows as well that the wounds will stay open with salt similar to the leeches themselves.

Clarence, Trogg and Rybal all attack the creature with other people readying themselves to strike. The creature's blood starts to boil and the group can here bubbles forming and exploding as the walls splatter with blood. It looks as if it is preparing something soon. The wasp flies down to engage Malthu but gets swatted by both Malthu while Rybal swats ineffectually. It does not go down from the strike however and tries to sting Malthu.

sting: 1d20 + 6 ⇒ (6) + 6 = 12

The stinging attack however misses. Drak then invisibly moves to flanking position with the Malthu.


Male Dwarf Druid 4 (HP 32/32)

"Hit it with salt," calls out Trogg as he throws another ball of fire ceiling-ward. 1 minute, 8 rounds left on produce flame.

Ranged touch attack: 1d20 + 5 ⇒ (10) + 5 = 15
Damage (fire): 1d6 + 5 ⇒ (2) + 5 = 7


Angry Badger (HP 25/26, AC 21)

Clarence continues to tear into the humanoid, unbothered by the strangeness of the whole situation.

Bite: 1d20 + 8 ⇒ (17) + 8 = 25
Damage: 1d4 + 5 ⇒ (3) + 5 = 8

Claw: 1d20 + 8 ⇒ (14) + 8 = 22
Damage: 1d3 + 5 ⇒ (3) + 5 = 8

Claw: 1d20 + 8 ⇒ (13) + 8 = 21
Damage: 1d3 + 5 ⇒ (3) + 5 = 8


Male Human Ninja (6) HPs 51/51 AC 17 (19 when invisible) FF 14 T 13 CMD 17 Fort +4, Ref +9, Will +3, Init +4 Per +10

I'm a little lost as to where we are in intitive. Rikaku then us? I'll post my actions though, let me know if it's not right

Standard Action - Attack (flanking+invis): 1d20 + 8 + 2 + 2 ⇒ (2) + 8 + 2 + 2 = 14
Damage: 1d6 + 4 + 2d6 ⇒ (1) + 4 + (1, 5) = 11

Drak will then tumble away from the bug, heading outside the barricade to get some more salt to throw.

At least that is where I assume the salt bag was left

Move with Acrobatics: 1d20 + 10 ⇒ (17) + 10 = 27


Male Kobold Sorcerer 6

Yeah, I'm a bit confused too; I didn't see confirmation of my last ray hitting or missing either?


Sorry that is my fault for the confusion, I just forgot to confirm that Rikaku did indeed hit, it is now Rikaku's turn again. So it's in the round it's: Rikaku, Party, Enemy.


Male Kobold Sorcerer 6

Chilling Ray: 1d20 + 6 - 2 ⇒ (2) + 6 - 2 = 6

Rikaku tries to keep piling on the cold flames into the disgusting thing on the roof, but a sudden pain wracks his stomach and he is unable to do anything but bowl over and gag.


Inactive

Any info about the odd creature from detect evil?

Malthu steps into flanking position with Rybal, then strikes furiously at the wasp with both ends of his weapon. His weapon finds a vulnerable point!

Power Attack, Primary: 1d20 + 5 + 2 ⇒ (20) + 5 + 2 = 27; Damage: 1d8 + 8 ⇒ (2) + 8 = 10
Power Attack, Secondary: 1d20 + 5 + 2 ⇒ (2) + 5 + 2 = 9; Damage: 1d8 + 4 ⇒ (7) + 4 = 11
Crit Damage 1: 1d8 + 8 ⇒ (5) + 8 = 13
Crit Damage 2: 1d8 + 8 ⇒ (5) + 8 = 13


The wasp is cleaved into two pieces as Malthu cuts it in half. His earlier detect evil shows nothing evil about these creatures. Perhaps they were created in some evil ritual but they themselves are not. Maybe they are defending themselves just like animals would.


"We should slay that thing up there, and risk whatever the consequence may be. It's only going to keep spawning these little problems, and we might as well deal with them all at once while we have the chance."

"Can Clarence slash it down?" he asks Trogg, looking carefully at the badger to seemingly gauge if it'd rather he'd addressed the ferocious little monster directly.


Male Dwarf Druid 4 (HP 32/32)

"Unlikely. The chain's probably quite strong."


The thing on the roof is still moving about, you don't have far to go to stop it you've guys have figured out most of it.

Current round: Malthu has acted, party to act, Enemy, Rikaku.


Male Human Ninja (6) HPs 51/51 AC 17 (19 when invisible) FF 14 T 13 CMD 17 Fort +4, Ref +9, Will +3, Init +4 Per +10

Since the bug was THOROUGHLY killed by Malthu - Drak will listen to the dwarf, looking to get rid of whatever poor creature is on the roof being used as a nest.

Drak moves to where the salt is behind the barricade if I understand correctly, drops his weapons and grabs more salt.

I assume that would be 2 move actions (one for moving and one for getting the salt) thus ending Drak's actions for the round


AC13(17)*/Touch13/Flatfoot10/CMD 16||HP30/[30]| Fort:+2 ;Ref:+4 ;Wil+5|Percept +8/Sense Motive +0|Init+7| Elvish Male Witch 6

Variel staggers to his feet and moves out of the foul corrupt fluids before sending an arrow into the chained morbid creature.

Bow 1d20 + 5 - 2 ⇒ (17) + 5 - 2 = 20
Dmg 1d8 + 1 - 2 ⇒ (2) + 1 - 2 = 1


Rybal strikes again at the creature, then backs away. (5 ft step)

Attack 1d20 + 7 ⇒ (15) + 7 = 22

Damage 1d10 + 4 ⇒ (2) + 4 = 6


Right well, Drak will be able to stop the creature as soon as he throws that salt so I will do the one turn the creature gets before it dies.

Variel manages to hit the creature though it barely pierces it due to Variel not pulling the string as far back as he should. Rybal also manages to swing and take off a good portion of its leg. The creature's blood is boiling audibly loud now. The blood starts to spit like a oil over a fire. Finally the group can hear gurgling of blood reach its mouth, then finally the creature vomits out a spike of coagulated blood at Rybal.

ranged touch: 1d20 + 5 ⇒ (19) + 5 = 24
damage: 2d6 ⇒ (2, 6) = 8

The spike shears straight through Rybal. Rybal feels that something dangerous has entered his body.

fortitude: 1d20 + 7 ⇒ (14) + 7 = 21

Though he manages to resist whatever it might have been. While Rybal is reeling, Drak takes the salt and throws it at the creature. The bone and sinew of the creature begin to give way. The creature was only being held up by its regeneration. The body starts to collapse and crunch underneath the weight of the chain before it splits open. Falling off the chain it lands in a crumpled heap on the ground, with its own weight crushing the life out of it until it gasps a last few times before dying.

With time now the group can look around the room, it is a small atelier to a mage of some kind. There is a table set up on one side of the room with a circle seen next to it. The circle is complete but is waiting for activation as Trogg discovered the day before. On the table is a set of equipment used to distill ingredients for spell components and the like.

Variel (arcana): 1d20 + 9 ⇒ (9) + 9 = 18

Adjacent to the table is a set of shelves with some common supplies for casting, however Variel discovers that some of the reagents for the circle are here too. This circle must've been a common practice in the room to have it here so readily.

Trogg and Variel could activate this circle between them if they so chose to see what it does.

There is a small bed in this room as well with a painting of Dragash and what the group presumes to be his mother on his left. The painting shows another hand coming around Dragash to his other side. However the painting has been torn so you can't see who was by his other side. Since this looks like a family painting presumably it is his father.

Looking up at the chain there seems to be some iconography on it in the centre. The creature was previously encapsulating this iconography with its body so it is drenched with blood. The group can't really make it out but perhaps the group could find a way to clean it, though it is 15 feet up and 7 feet away from the wall.

What would the group like to do?


Inactive

Malthu will gather the wounded together, and after dislodging the spear of blood from Rybal, he will call forth the healing light of Sarenrae. All nearby bask in a warm glow and those who are wounded watch their cuts and bruises mend.

Channel 1: 1d6 ⇒ 2
Channel 2: 1d6 ⇒ 6
Healing 8 points of damage.

He gestures toward the circle. "Is it a portal?"


AC13(17)*/Touch13/Flatfoot10/CMD 16||HP30/[30]| Fort:+2 ;Ref:+4 ;Wil+5|Percept +8/Sense Motive +0|Init+7| Elvish Male Witch 6

Vvariel uses a healing hex on any who wants it.

Any takers?


Male Dwarf Druid 4 (HP 32/32)

Trogg's down 4 hit points, Clarence is down 9. Heal Clarence and hold off on Trogg until later.


Rybal retrieves his spear and wipes off the goo, waving away Variel's healing efforts. I'm fine, treat the others.

Only down 4 HP at the moment, so I'll wait too.


Male Dwarf Druid 4 (HP 32/32)

Missed Malthu's channels. Trogg's at full and Clarence is down one hit point, not enough to require a hex.

"This very well might be a portal, Malthu. The other magic circles we've encountered in these parts certainly were."

"There appears to be something on the chain up there. Anyone have any ideas how to get it down without going through the ceiling?"

Trogg glances around the room, looking for books that might explain what is going on around here - what the portal does, why the humanoid was chained to the ceiling, more sections of Snow's diary, etc. Is the painting on the wall? Is there a gap between the bed and the floor? Are the bookcases built into the wall or freestanding?
Perception: 1d20 + 12 ⇒ (5) + 12 = 17


Male Kobold Sorcerer 6

The channels restored me to 21/22, so I'm fine.

Rikaku looks up at the design on the ceiling, if only to avoid closely investigating the remains of the horrible vomiting thing. "Rikaku wonder if could fly up there..." The kobold's tiny little wings twitch emphatically.

If I climbed on top of a bookshelf, would I be able to glide over and try to grab the chain? I could then climb up that and wipe off the blood with a bit of cloth or something.


AC13(17)*/Touch13/Flatfoot10/CMD 16||HP30/[30]| Fort:+2 ;Ref:+4 ;Wil+5|Percept +8/Sense Motive +0|Init+7| Elvish Male Witch 6

There may be no need for that... the flying I mean.

Variel uses his mage hand cantrip to see if he can recover the icon.

He then looks at the circle.

I am not positive we want to activate that circle - it could be a door to somewhere we need to get to as much as a gate for something unfortunate to come through to us. Let us see what can be found first here in this house...

He looks for books among the furniture or any concealed compartments that may hold books.


Male Human Ninja (6) HPs 51/51 AC 17 (19 when invisible) FF 14 T 13 CMD 17 Fort +4, Ref +9, Will +3, Init +4 Per +10

We want a closer look at that chain? Let me see what I can do.

Drak tries to jump up and grab the chain.

Acrobatics - High Jump: 1d20 + 10 ⇒ (18) + 10 = 28

If successful
He will see if he can figure out a way to bring the chain down to the rest of the group

Disable Device check?

Disable Device: take 10 for (10+11 -> 21)


The supplies for casting do include books required for said casting too, so Variel finds some on the shelves.

Trogg inspects the room closer, the painting is on the wall. Indeed there is a gap between the wall and the bed. Looking underneath there Trogg spots a small chest ( Tiny size category ) that has been sealed quite tightly to the bottom of the bed frame. The chest is currently locked. The bookcases are free standing, looking through the books and at the circle Trogg can see that the circle is similar though not like the ones they spotted in the tunnel and in the tower. This one likely serves a different purpose, as to what he doesn't know. Looking through the books he finds most of them are about arcane theory of some kind.

Trogg (arcana): 1d20 + 1 ⇒ (1) + 1 = 2
Variel (arcana): 1d20 + 9 ⇒ (12) + 9 = 21

Unfortunately Trogg's knowledge of the arcane is a little too rudimentary to understand what the books are going on about. However because of chapter headings and the title's of the books he does know that they are about divination magic.

Variel however understands that these are ritual circles for communication. They are beyond his ability to prepare himself however but he understands the concept. There are three ritual circles in one here, one is to divine the location of who it communicating too, one to open a link for communication and one to make sure the components aren't all expended, just the primer. Some very complex magic but set up in a way that anyone could use it if they knew at least the basic casting to complete the circle. Who is on the other side?, Variel wonders.

Considering the chain is 15 feet up, and a character would take up 5 foot. You need to high jump 9-10 feet. Which is a really high DC (36-40), unless I'm missing something. However there is a solution with a check like that.

Drak just before jumping gets Rybal to make a foothold with his hands and gives Drak a leg up to the chain. With their combined efforts Drak grabs hold of the chain. Drak looks at the chain up and down slowly climbing towards the edges of the chain that are in the wall. Drak can tell that the chain has been rusted quite a bit however the bolts holding the metal plate that the chain is attached to can still move. With his tools he can undo them.

I take it Drak does want to unscrew them.

One side of the chain comes clear and falls to the ground, any of the group that are nearby can easily dodge the falling metal. Drak runs to up the other side quite easily now that the chain is down and undoes the other end. The chain now left on the floor the group can get about cleaning it.

Cleaning the away the coagulated blood and dead leeches the group sees the symbol underneath. It is one that even the more knowledgeable of them is unfamiliar with. The icon is a picture of a hand holding up an orb, within the centre of the orb is mist.

Malthu (nobility): 1d20 + 5 ⇒ (12) + 5 = 17

Malthu does not recognize what the symbol means or who it belongs to but does realize it is heraldry. Thus this is likely denote someone's noble house or status, who or what he doesn't know.


AC13(17)*/Touch13/Flatfoot10/CMD 16||HP30/[30]| Fort:+2 ;Ref:+4 ;Wil+5|Percept +8/Sense Motive +0|Init+7| Elvish Male Witch 6

Did my mage hand attempt not work?

Edit: Forget that - I need to redo my cantrips as mage hand is not an option for me


Male Dwarf Druid 4 (HP 32/32)

"There's something under the bed that won't come loose easily. Anyone want to try their luck at it?"

Trogg looks behind the painting and the bookcases, searching for anything out of place. Perception: 1d20 + 12 ⇒ (20) + 12 = 32

He also examines the body, trying to figure out what it once was (human, elf, dwarf, etc.).
Perception: 1d20 + 12 ⇒ (14) + 12 = 26
Knowledge (nature): 1d20 + 4 ⇒ (14) + 4 = 18
Knowledge (dungeoneering or arcana): 1d20 + 1 ⇒ (20) + 1 = 21


The mage hand would work too, since Drak can take it off the wall I didn't think you would need to use mage hand afterwards. You could use mage hand to clean off the stuff though without touching the blood though, or as Rybal suggested prestidigitation.

Trogg takes a look at the body, the scariest thing about it is the bones aren't linked up to muscles anymore. Which is why the creature is just a heap on the ground, the bones seem to be floating in the flesh. If Trogg wanted to he could probably just remove a bone by pulling hard enough. Trogg figures out that this used to be a human woman.

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