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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Rybal spits to show what he thinks of the offer.

You are more generous than I, for you shall get no such offer from me. Leave now, or die.

The words are stated without malice, as though it is a fact.


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 clambers to a roof top and tries to mentally calculate the maximum number of knights he can get into the radius of his fireball.

If they attack, charge etc, then BOOOOM


Right map has been been made. The smaller guys are the knights on foot, the slightly bigger ones that are regimented are the ones on horseback. The leader is the different one. The group to the bottom right is Diaz's group. The other tokens should be apparent who they are.

The knights draw their swords and battle is met.

it's far easier to do this as players then enemies as opposed to full initiative orders. A square is about 30ft by 30ft.

Grand scale battle hooooo!


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

Ok... friend and foe report - Black Knights are baddies, right? Horned knights?


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

The map now has an arrow on it - I am thinking thats the best spread I can possibly get but ideas?


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, lets get this party started

Drak moves and trys to get some cover, hoping to at least start with some surprise, hoping to pick a few key shots before things turn to chaos.

stealth: 1d20 + 11 ⇒ (20) + 11 = 31


Gah, I couldn't get to the computer until now. I was going to ready action to trip the leader while flanking with you so you'd get a few stabs on the leader (I have greater trip now). And with that 20 you would have crit. :-(

Let's see how well they can fight headless. Drak, if the tide turns, run to our friends and bring Akiros here. Rraggh!

Rybal charges into the fray, swinging his enlarged weapon around menacingly.

Free action: Activate Heart of the Defender, DR 5/--.

Move around to engage.

Standard trip the leader, combat expertise: 1d20 + 12 + 1 + 3 + 4 - 1 - 2 ⇒ (13) + 12 + 1 + 3 + 4 - 1 - 2 = 30

This provokes AoOs from everyone from greater trip

AoO Sunder vs the leader's sword after tripping him, I assume he falls off his horse when I trip him and he's mounted: 1d20 + 12 + 1 + 3 - 1 - 2 ⇒ (1) + 12 + 1 + 3 - 1 - 2 = 14

Sunder Damage: 2d8 + 8 ⇒ (1, 4) + 8 = 13

Immediate action ready pike to trip the next person that triggers via movement, this will restore my RP if he ends his turn prone: 1d20 + 12 + 1 + 3 + 4 - 1 - 2 + 1 ⇒ (6) + 12 + 1 + 3 + 4 - 1 - 2 + 1 = 24

AoO 2 to trip the next mounted guy that triggers: 1d20 + 12 + 1 + 3 + 4 - 1 - 2 + 1 ⇒ (7) + 12 + 1 + 3 + 4 - 1 - 2 + 1 = 25

Status effects: Enlarged, Bull's Strength (25 strength), DR 5/--, 9 temp HP (I'm assuming warhorses count as enemies), AC 24 (-1 Size,-1 Dex loss, +2 dodge Combat Expertise), threaten 5-10 ft away with armor spikes and 15-20 ft away with polearm, 4 RP left


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

I'll need to change my target spread... Will do that tmrrw when I have a computer


Inactive

I'm assuming all the knights have been blessed.

"The battle is joined. Let's make them fight on two fronts. Chaaaarge!" Malthu begins the advance through the gates!

Double move - 100 ft.


First day of students at my University so been busy. I will update this in the morning as I feel the post is going to be quite long! Update soon!


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

Fireball to the arrow before Malthu charges... its the Knights but they are likely tougher than footmen.

DC17 6d6 ⇒ (4, 6, 4, 3, 5, 1) = 23

Toasty!


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

After fireballing he jumps from the roof to the ground below.

Acrobatics to avoid damage and land on feet 1d20 + 6 ⇒ (11) + 6 = 17

And he sticks the landing!


Knights: 1d20 + 3 ⇒ (7) + 3 = 10
Knights: 1d20 + 3 ⇒ (16) + 3 = 19
Knights: 1d20 + 3 ⇒ (6) + 3 = 9
Knights: 1d20 + 3 ⇒ (7) + 3 = 10
Knights: 1d20 + 3 ⇒ (4) + 3 = 7
Leader: 1d20 + 6 ⇒ (8) + 6 = 14

Only one of the knights on horseback is able to shield himself from the blast. All the others are surprised from the sudden burst from the heavens as a fireball rains down on them.

Malthu leads a charge towards the front gate.

@Rybal: Just to check, if you are just attacking the leader who does the AoO provoke from? Or are you going slam into the middle of the pack?

The Leader falls off his horse but when he is on the ground he manages to shield his sword from the sundering blow that Rybal brings down upon him. Assume the horses will stay near their prone knights unless you kill/move them.

Drak hides ready to pounce when the opportunity presents himself.

The villagers wait until a signal is given to them to attack. They are hidden from the knights for now.

You see Brice start changing in shape and size until he is some unnatural abomination standing next to Chara. However it is an abomination on your side.

Malthu can see Diaz's party behind the knights he is about to engage with, they give him a thumbs up and look ready to pincer in the knights when swords are met.

5 of the knights on the flank move around to providing a flanking maneuver on Malthu's contingent. 7 of the footmen break away from their pack to provide firing support. They all fire on Malthu's pack, only two of the bolts are aimed at Malthu.

attack: 1d20 + 9 ⇒ (13) + 9 = 22
damage: 1d10 ⇒ 1
attack: 1d20 + 9 ⇒ (15) + 9 = 24
damage: 1d10 ⇒ 7

With Rybal being the biggest target and the one most in the way a flurry of attacks head in his direction.

attack: 1d20 + 9 ⇒ (12) + 9 = 21
attack: 1d20 + 9 ⇒ (11) + 9 = 20
attack: 1d20 + 9 ⇒ (10) + 9 = 19
attack: 1d20 + 9 ⇒ (11) + 9 = 20
attack: 1d20 + 9 ⇒ (8) + 9 = 17
attack: 1d20 + 9 ⇒ (3) + 9 = 12
attack: 1d20 + 9 ⇒ (3) + 9 = 12
attack: 1d20 + 9 ⇒ (3) + 9 = 12

However all the bolts fired at him are fended off by his imposing shield. The foot soldiers look to thinking on changing their strategy.

The knights on horseback attempt to push Rybal away from the leader. The first two the move in are tripped before they can do anything, however the next few attempt to break the line.

Bull rush: 1d20 + 12 ⇒ (1) + 12 = 13
Bull rush: 1d20 + 12 ⇒ (15) + 12 = 27
Bull rush: 1d20 + 12 ⇒ (2) + 12 = 14

One of them manages to break through pushing him only a margin back. Enough to shield his leader as he gets back up. The leader casts a spell through his blade, all the knights nearby him start to have a cold looking aura around their weapons.

@Rybal: If you are able to attack the leader due to him provoking from where he is standing after you've been pushed the knights have an ability to intervene and get hit instead. So roll against them if able.

End of round 1, if I've forgotten something do say. (Snow and Villagers still ready for attack)

Onto Round 2.


Ha ha ha! Drak, stop hiding! These headless fools can't see--no wonder they can't hit anything!

I will delay for Drak to move into position. If you do and ready action to stab after I attack, you should get multiple sneak attacks in (one from my trip, one from your ready action). Assuming Drak does that (and if not, just take away 2 from all of my attacks), and I can attack unimpeded against the leader since the bullrush failed, I will...

Rybal pivots around to flank with Drak, swinging his massive weapon again and again at the headless-formerly-horseman.

5 ft step up to flank if needed, can't tell based on bullrush results.

Free action: DR 5/-- from Heart of the Defender

Swift action to ready pike to attack after I trip the leader, second and final usage of ready pike

First attack, with flanking, to trip leader, /w combat expertise: 1d20 + 12 + 1 + 3 + 4 - 1 - 2 + 2 ⇒ (19) + 12 + 1 + 3 + 4 - 1 - 2 + 2 = 38

triggers ready action for ready pike, attack for straight damage vs prone AC: 1d20 + 12 - 1 + 3 - 1 - 2 + 2 + 1 ⇒ (18) + 12 - 1 + 3 - 1 - 2 + 2 + 1 = 32

damage: 2d8 + 9 ⇒ (3, 4) + 9 = 16

This also triggers my AoO from greater trip, for me and Drak.

attack for damage vs prone AC: 1d20 + 12 - 1 + 3 - 1 - 2 + 2 + 1 ⇒ (11) + 12 - 1 + 3 - 1 - 2 + 2 + 1 = 25

damage: 2d8 + 9 ⇒ (3, 1) + 9 = 13

second iterative attack for straight damage on the leader vs prone AC: 1d20 + 12 - 1 + 3 - 1 - 2 + 2 + 1 - 5 ⇒ (8) + 12 - 1 + 3 - 1 - 2 + 2 + 1 - 5 = 17

damage: 2d8 + 9 ⇒ (2, 4) + 9 = 15

AoO when the dude stands up, straight damage vs prone AC: 1d20 + 12 - 1 + 3 - 1 - 2 + 2 + 1 ⇒ (13) + 12 - 1 + 3 - 1 - 2 + 2 + 1 = 27

damage: 2d8 + 9 ⇒ (1, 5) + 9 = 15

2nd AoO, trip attempt on the first guy who triggers with movement, will trigger AoOs from friendlies as well: 1d20 + 12 + 1 + 3 + 4 - 1 - 2 ⇒ (13) + 12 + 1 + 3 + 4 - 1 - 2 = 30

DR 5/--, Temp HPs are now 13 by my count (including enemy horses), RP is back to 4. AC at 24, CMD is crazy high. Phew, that's everything. C'mon Drak, take this chump down!

Note) I will use Improved Shield Wall if the two farmers next to me or Variel get hit with an attack. This will drop me to 1 RP.


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

Drak does stop hiding and will spring his ambush, activating his pact blade as he does so. Flanking with 'giant' Rybal.

Attack+Flanking: 1d20 + 11 + 2 ⇒ (12) + 11 + 2 = 25
Damage+SA: 1d6 + 6 + 3d6 ⇒ (4) + 6 + (1, 4, 1) = 16

AOO if applicable+Flanking+Relentless: 1d20 + 11 + 2 + 1 ⇒ (19) + 11 + 2 + 1 = 33
Damage+Relentless+Sneak Attack: 1d6 + 6 + 1 + 3d6 ⇒ (1) + 6 + 1 + (1, 6, 6) = 21

Critical Confirmation for AOO: 1d20 + 11 + 2 + 1 ⇒ (14) + 11 + 2 + 1 = 28
Damage+Relentless: 1d6 + 6 + 1 ⇒ (3) + 6 + 1 = 10


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

Didnt the fireball take out their horses? Or spook them?


Inactive

Malthu is stung by a pair of crossbow bolts, but is completely unfazed. Lay on Hands: 3d6 + 3 ⇒ (2, 1, 3) + 3 = 9. The bolts seem to drop from his body, leaving him unharmed. "Through the gates!" he cries.

He aims his lance at the first enemy he sees. Charge: 1d20 + 8 + 2 ⇒ (16) + 8 + 2 = 26; Damage: 2d8 + 24 ⇒ (2, 6) + 24 = 32
Redflame bites at the same opponent.
Bite: 1d20 + 9 + 2 ⇒ (8) + 9 + 2 = 19; Damage: 1d4 + 5 ⇒ (1) + 5 = 6

-2 AC from the charge.


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 moves past the hut and starts summoning up allies.


@Variel: It wouldn't kill the horse but you're right they should at least make a ride check to calm the horses.

ride: 1d20 + 7 ⇒ (17) + 7 = 24
ride: 1d20 + 7 ⇒ (10) + 7 = 17
ride: 1d20 + 7 ⇒ (9) + 7 = 16
ride: 1d20 + 7 ⇒ (14) + 7 = 21
ride: 1d20 + 7 ⇒ (13) + 7 = 20

The two riders that fell off the horses see their horses run off from the fire. The other riders managed to tame their stallions panic.

Malthu charges forward with the knights slamming into the opposing force. The readied wall of soldiers strike back at their foes. Malthu almost unsaddles his foe with the impact of the strike.

attack against Malthu: 1d20 + 12 ⇒ (17) + 12 = 29
damage: 2d6 + 9 ⇒ (4, 4) + 9 = 17

The sheer number of blows from Rybal and Drak bring down the leader, her sword falls into the ground still pulsating magic around it.

The villagers lie in wait for when they are needed.

Misha takes the opportunity to give covering fire. She fires a pistol shot over Drak giving him concealment from his enemies.

Malthu sees Al open up two potions that he hands to his siblings. They drink up and Diaz draws his claws moving in to flank with Malthu. Landing on the horse itself and slashing the woman off her horse.

Ingrid charges forward striking one of the soldier line with a bolt of lightning from her blade. Stunning her.

The Knights with crossbows load up, they form into two packs and take a firing line pose. They aim for the big guy.

Combining attacks, 3 less attacks per group, +9 to hit and damage.

attack: 1d20 + 18 ⇒ (14) + 18 = 32
attack: 1d20 + 18 ⇒ (6) + 18 = 24
damage: 1d10 + 9 ⇒ (2) + 9 = 11
damage: 1d10 + 9 ⇒ (8) + 9 = 17

The group of foot soldiers near Malthu do the same, rain of bolts is not working on many heavily armoured targets. They attack with two heavily focused volleys bringing down two of the knights.

Some of Malthu's group couldn't fit through the gate all at once so they wheeled round to take the oncoming charge. The two factions clash steel and begin fighting at the rear.

This is your 2nd AoO since the first one is what helped kill the leader.

The two knights next to Rybal attempt to stand up. One of them is knocked prone onto the ground. If Drak has one more AoO he can use it here.

The remaining knights can see the threat that is this very large orc. Their blades filled with frost they strike out at Rybal.

attack: 1d20 + 11 ⇒ (2) + 11 = 13
attack: 1d20 + 11 ⇒ (9) + 11 = 20
attack: 1d20 + 11 ⇒ (18) + 11 = 29
attack: 1d20 + 11 ⇒ (13) + 11 = 24

Two of them managed to get through his armour.

damage(cold): 2d6 + 12 ⇒ (4, 5) + 12 = 21
damage(cold): 2d6 + 12 ⇒ (1, 6) + 12 = 19

Chara and Brice lie in wait until the order is given.

Round 2 over

Round 3.


GM Davachido, on the map there's only one guy next to me (squares are 30 x 30, right?). I'm assuming that the three nearest guys should be adjacent to me, and they're on horseback. I hope you don't mind, but I moved them on the map. I believe each of the horses should have gotten one attack on me too. 24 AC and 5 DR, do your worst! ;-) By my calculations, I took 17 damage after DR and my temporary HP, so I'm at 41/58. Not too bad with the vicious damage these dudes can throw out. Here goes!

Rybal growls in pain and anger as the icy swords find weak points in his armor.

Rraagh! Snow, they like the cold! he yells. We can't disappoint our guests! Give them what they want! He points his blade towards the footmen (the footmen are wielding crossbows, right? She should nail them with her breath). Then, to the townsfolk: Best get the wagons ready too!

The massive warrior steps back deftly, holding his shield defensively in front of him as he swipes at his assailants.

Free: Heart of the defender, 3 RP remaining

5ft move back.

attack one, trip on one close guy with armor spike, combat expertise and fighting defensively: 1d20 + 10 + 1 + 3 + 4 - 1 - 2 - 4 ⇒ (14) + 10 + 1 + 3 + 4 - 1 - 2 - 4 = 25

attack 2, trip on other close guy with armor spike: 1d20 + 5 + 1 + 3 + 4 - 1 - 2 - 4 ⇒ (4) + 5 + 1 + 3 + 4 - 1 - 2 - 4 = 10

AoO #1 trip on far guys (not wasting AoOs on people who stand): 1d20 + 12 + 1 + 3 + 4 - 1 - 2 - 4 ⇒ (1) + 12 + 1 + 3 + 4 - 1 - 2 - 4 = 14

AoO #2 trip on far guys (not wasting AoOs on people who stand): 1d20 + 12 + 1 + 3 + 4 - 1 - 2 - 4 ⇒ (9) + 12 + 1 + 3 + 4 - 1 - 2 - 4 = 22

HP: 41/58, 10 Temp HPs, 3/5 RP, DR 5/--, AC at 27, CMD 35 (40 vs trip, 38 vs bullrush/drag/overrun, 37 vs sundering my weapon)

Note that AoOs go off before the triggering action, so you can't use an AoO to trip someone who is standing up from prone. I mean, you could, but you would trip them, then they would stand. So that other guy should be standing (and maybe just hit for some damage?) so I won't regain an RP from last 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 finishes summoning 1d3 ⇒ 2 celestial Worker ants.

Ant 1

Giant Ant Worker:

CR 1
XP --
M Size celestial
Init +0; Senses darkvision 60 ft., scent; Perception +5
DEFENSE
AC 15, touch 10, flat-footed 15; (+5 natural)
hp 18 (2d8+9)
Fort +6, Ref +0, Will +1
Immune mind-affecting effects
SR 5
Celestial - Resist Acid, Cold, and Electricity 5
OFFENSE
Speed 50 ft, climb 20 ft.
Melee bite +3 (1d6+2)
Special Attack Smite evil
STATISTICS
Str 14, Dex 10, Con 17, Int —, Wis 13, Cha 11
Base Atk +1; CMB +3 (+7 grapple);
CMD 13 (21 vs. trip)
Feats Toughness (Bonus)
Skills Climb +10, Perception +5, Survival +5; Racial Modifiers +4 Perception, +4 Survival
SPECIAL ABILITIES
Smite evil 1/day as a swift action (adds CHA bonus (0) to attack rolls and damage bonus equal to HD (+2) against evil/good foes; smite persists until target is dead or the celestial/fiendish creature rests).

They attack the men indicated by the crosses on the map, smiting. (Pretty sure these guys are Neutral flunkies but you never know and Celestial is at least cold resistant)

Ant 1 1d20 + 3 ⇒ (18) + 3 = 21 + 1d6 + 2 ⇒ (5) + 2 = 7 *add 2 dmg if Evil
Ant 2 1d20 + 3 ⇒ (8) + 3 = 11 + 1d6 + 2 ⇒ (4) + 2 = 6 *add 2 dmg if Evil

Free Action: Tells the farmers not to go ahead of the trees.

I think we are about to get some heat in my area and on my flank its 2 farmers and Rybal, who has knights to manage - I want to wave up Chara and Brice to fill the gap, is that ok?


Variel, keep in mind that you finish the spell before your current turn, so you can still go now.


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

Hi GM - I noted that I had not updated by spell choices, lazy on my part - do you have any objections for me splitting out Dispel Magic for something else. Don't want to be seen as cheating


@Variel: Sure that's fine.

@Rybal: That's fine moving them a bit, makes sense. Lots of tokens so I lose track a bit.

Will wait a bit longer then will bot the other two for this round.


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

So Drak shifts his momentum and strikes at nearby soldiers, darting and weaving.

5' step

Rapier Attack: 1d20 + 7 ⇒ (10) + 7 = 17
Damage: 1d6 + 5 ⇒ (4) + 5 = 9

Pact Blade Attack: 1d20 + 8 ⇒ (11) + 8 = 19
1d6 + 4 ⇒ (2) + 4 = 6

Drak then laughs as he turns invisible.

Swift Action: Vanish


Inactive

Sorry for the delay. Posting on a phone and feeling very tired. Can you please help me with the details?

Malthu drops his lance. Drawing his double scimitar, he calls on Sarenrae's power and strikes!

-Posted with Wayfinder


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
Rybal wrote:
Variel, keep in mind that you finish the spell before your current turn, so you can still go now.

Just bought a new computer - will post in 12 hrs.


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

I think we are about to get some heat in my area and on my flank its 2 farmers and Rybal, who has knights to manage - I want to wave up Chara and Brice to fill the gap, is that ok?


Yeah, have Brice and Chara move up to help our flank. Have the farmers move around, avoid combat, and start pushing the wagon barricades into place. Then Snow can breath weapon the footmen on our side, Malthu hits his contingent and we meet in the middle. Don't forget, Variel, Drak, and Malthu--you guys should use your unique item abilities. Most of them have free actions.


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 attempts to identify the horsemen.,. Being headless isn't normal.


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

What Knowledge? 1d20 ⇒ 11. IF Religion for undead thats 17


Inactive

Okay, have a computer and internet. Hopefully I'm taking my turn correctly here! Please use this instead of my previously listed action.

"Thanks for the assist, Diaz! We need to take down the knights still in the way, so we can disrupt the footmem!" Malthu turns his focus northward, attempting yet another mounted charge.

Attack: 1d20 + 8 + 2 ⇒ (16) + 8 + 2 = 26; Damage: 2d8 + 24 ⇒ (2, 8) + 24 = 34.

-2 AC for a round.

Though he continues to be wounded, many of his wounds continue to mend. Lay on Hands: 3d6 + 3 ⇒ (3, 1, 6) + 3 = 13

As for his steed, it attempts to bite the same target! Bite: 1d20 + 9 + 2 ⇒ (12) + 9 + 2 = 23; Damage: 1d4 + 5 ⇒ (1) + 5 = 6


Drak shanks another of the knights and vanishes into the air.

Rybal trips up one of them but is unable to knock the other one over. The two of them get back up and the group begins to surround Rybal. One isn't knocked over while one of them falls over as he approaches. Two of them had to get up, one got knocked over so only two left to attack you.

attack: 1d20 + 11 ⇒ (1) + 11 = 12
attack: 1d20 + 11 ⇒ (11) + 11 = 22

Neither manage to scrape his armour.

Variel sends of the ants to do battle with the footmen and momentarily later Chara and Brice come to cover the flank with them. One of the ants manages to damage a footman.

Variel let's his book do some studying of his foes. Most of the women out here are ordinary women though he can detect something enthralling them. Something is off about that, very off. However several of them Marking them are headless undead soldiers. They are like the dullahans the group has fought before.

Snow swoops in breathing upon one of the groups. Most of them are injured by the large frost breath, all bar one that takes the breath without so much as flinching. She commands them to open fire on the dragon. Snow takes a flurry of bolts, she is largely undamaged but does take a few hits.

On Malthu's side the battle rages on, Malthu leans in with a lance and smacks down another attacker. After blades have been met, two of the knights fall, whereas one of the enemy is felled. Al moves up to support Variel's flank.


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 drops another fireball, this time just beyond the headless man... the intent to catch as many of the warriors in it as possible while sparing his scorpions... Variel needs them to tie up and stall his foes for his next trick.

DC 17 Fireball 6d6 ⇒ (4, 3, 5, 4, 1, 4) = 21

Ant 1 1d20 + 3 ⇒ (4) + 3 = 7 and 1d6 + 2 ⇒ (2) + 2 = 4 *add 2 dmg if Evil
Ant 2 1d20 + 3 ⇒ (10) + 3 = 13 and 1d6 + 2 ⇒ (3) + 2 = 5 *add 2 dmg if Evil


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 tells the farmers to get back!


Inactive

"Yes, it's Snow! Let her pummel the footsoldiers. Knights, fall back inside the walls and pick off the enemy one by one!"

Malthu heads back toward the gate, calling the lingering knights back within the walls. He stows his lance, draws his double scimitar, and enters into a defensive stance, prepared to strike any enemy horsemen that would come near, and giving the opportunity for the knight beyond the walls to withdraw.

Readied attack:
Power Attack, Bless, Combat Expertise: 1d20 + 9 + 1 - 2 ⇒ (15) + 9 + 1 - 2 = 23; Damage: 1d6 + 13 ⇒ (3) + 13 = 16.
+2 to AC


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 uses his special power to hex the paladins foe as a free action, dropping his AC by two and declares him as the designated target.


Rybal steels himself for another onslaught, then roars, swinging his mailed fist at the hexed rider, throwing him to the ground.

Free action to gain DR, 1 RP spent (one regained after last round). I might use Shield Wall if someone gets hurt—I have to see the circumstances.

trip marked guy, flanking, combat expertise vs his hexed AC: 1d20 + 10 + 1 + 3 + 4 - 1 - 2 + 2 ⇒ (4) + 10 + 1 + 3 + 4 - 1 - 2 + 2 = 21

This provokes from me and Drak

AoO 1 for damage: 1d20 + 10 - 1 + 3 - 1 - 2 + 2 ⇒ (17) + 10 - 1 + 3 - 1 - 2 + 2 = 28

Damage: 1d8 + 7 ⇒ (2) + 7 = 9

Second iterative attack for damage on prone guy: 1d20 + 5 - 1 + 3 - 1 - 2 + 2 ⇒ (20) + 5 - 1 + 3 - 1 - 2 + 2 = 26

Damage (crit): 2d8 + 14 ⇒ (3, 5) + 14 = 22

AoO on the first guy who provokes from movement, trip: 1d20 + 12 + 1 + 3 + 4 - 3 ⇒ (17) + 12 + 1 + 3 + 4 - 3 = 34

HP: 41/58, 9 Temp HPs, 3/5 RP, DR 5/--, AC at 24, CMD 32 (37 vs trip, 35 vs bullrush/drag/overrun, 34 vs sundering my weapon)


Just waiting on Drak to post, will do the rest in the meantime.

The villagers move back after setting some carts blocking in the crossbowmen into the passage. He then throws are fireball in and hexes a target.

reflex: 1d20 + 6 ⇒ (18) + 6 = 24
reflex: 1d20 + 3 ⇒ (18) + 3 = 21
reflex: 1d20 + 3 ⇒ (7) + 3 = 10
reflex: 1d20 + 3 ⇒ (5) + 3 = 8
reflex: 1d20 + 3 ⇒ (15) + 3 = 18
reflex: 1d20 + 3 ⇒ (17) + 3 = 20

Most of them manage to avoid the brunt of the blast but it doesn't stop the fact that the great ball of fire still hurt. The two scorpions continue to keep the enemies at bay but don't manage to do much damage to them.

Chara and Brice leap over the carts. Brice picks up Chara in his monstrous arm and throws her into the fight. She pierces one of the crossbow men through the helmet as Brice shoulder tackles the other felling it. Ali moves up and chucks a potion to Variel giving him a thumbs up. The potion he gives you is a potion of protection from arrows. There seems to be something about the bottle that is designed quite well, it looks like you can imbibe the potion in a single gulp. You can drink it is a swift action.

He takes another one and throws it into the crowd. The blast seems to go in a line away from the scorpions and the two frontliners. Finishing off the one Chara is fighting.

Rybal trips over the flanked knight, he does some damage as he falls. Then pierces the guy straight through the chest. Drak is looming over looking ready to finish the guy off. He doesn't have much hp yet, I'm guessing Drak's AoO will kill him.

The prone one attempts to get up but is again tripped by Rybal's whirling spear.

The three remaining circle Rybal trying to get into flanking positions.

attack: 1d20 + 13 ⇒ (12) + 13 = 25
attack: 1d20 + 13 ⇒ (9) + 13 = 22
attack: 1d20 + 13 ⇒ (14) + 13 = 27

Two of them manage to break through his impervious defence.

damage (cold): 2d6 + 12 ⇒ (4, 5) + 12 = 21
damage (cold): 2d6 + 12 ⇒ (2, 6) + 12 = 20

Flint and Misha seeing Rybal in trouble begin to support him without any orders. Flint casts a protection of cold on Rybal. Preventing the next 48 cold damage coming his way. Misha blinds one of the knights with a black powder shot. In pink, so everyone has concealment against her.

Snow lands and begins swiping at some of the crossbowmen killing two of them. She catching her breath before swooping through again. The captain and one of the knights charges the other flank of the crossbowmen killing one of them.

Malthu goes to take the oncoming charge while the other two remaining knights retreat. One of them staying to support Malthu.

The knights, Diaz and Ingrid kill one of the remaining enemies leaving one very battered.

The enemy knights charge foward, one of them hanging back swing her sword and a pulsating blue glow begins to emit from it. The other knights weapons also begin to harmonize with it similar to the blade in the fight up north.

The knight doing this says to Malthu "You are either brave or foolish to blockade the route. I admire that, though I won't have to for long!"

attack: 1d20 + 11 ⇒ (19) + 11 = 30
attack: 1d20 + 11 ⇒ (13) + 11 = 24
attack: 1d20 + 11 ⇒ (6) + 11 = 17

Two of the attacks hit him and the knight by his side also gets struck by the frost.

damage (cold): 2d6 + 12 ⇒ (1, 1) + 12 = 14
damage (cold): 2d6 + 12 ⇒ (5, 1) + 12 = 18

Rybal leans in and hits one of them as they move in, the knight doing the same though he looks worse for ware.

Diaz shouts from behind the gate. "We're coming to back you up! Hold on! Don't die before we get there.


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

Ant 1 1d20 + 3 ⇒ (13) + 3 = 16 and 1d6 + 2 ⇒ (3) + 2 = 5
Ant 2 1d20 + 3 ⇒ (6) + 3 = 9 and 1d6 + 2 ⇒ (4) + 2 = 6

The ants close to attack new targets.

Free hex action and attack pending to see if the victim of my designated hex dies due to Drak. I am thinking a big arse glitter dust blast of the guys around Rybal


Would you mind using your free action hex to healing hex me? I'm down to 19 HP. Glitterdust would be nice if it works, but can you blind something that doesn't have a head? I have no idea, but Variel would probably know based on your knowledge results. I'll wait for Drak's turn too before I go.


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

they all don't have heads? I thought it was just 3 of them scattered around and lined in blue. Healing hex is touch range... Will you be able to stay up a round to thin them out assuming glitter dust works? Otherwise I'll have charge past the to get to you


Ok, so let's say Drak kills the one dude and then attacks another. Maybe I can move around closer to you and attack some of them, trying to get out of the range of the glitterdust. Then you blast them, then move up and heal me. Good?


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

Sorry for the delay in posting. Changes at work messing up my posting schedule, not to mention my sleep schedule. I should hopefully find a new normal soon.

Popping out of invisibility Draks strikes out at some of those who surround Rybal.

Attack+Invisiblity+Flanking: 1d20 + 8 + 2 + 2 ⇒ (14) + 8 + 2 + 2 = 26
Damage+SA: 1d6 + 5 + 3d6 ⇒ (6) + 5 + (2, 4, 1) = 18

Attack+Flanking: 1d20 + 9 + 2 ⇒ (6) + 9 + 2 = 17
Damage+SA: 1d6 + 4 + 3d6 ⇒ (4) + 4 + (4, 5, 5) = 22

Potential AOO+flanking+relentless: 1d20 + 11 + 2 ⇒ (14) + 11 + 2 = 27
Damage+SA+Relentless: 1d6 + 6 + 1 + 3d6 ⇒ (4) + 6 + 1 + (1, 3, 6) = 21


The blades cut through his armor and chill him to the core, but still Rybal stands, grip frozen on his weapon. The mage's spell warms his wounds like the rising sun, renewing his vigor. The battered orc smiles again and, noting Variel preparing an incantation, maneuvers around to give him a better target.

Free action: Heart of the Defender, still at 3 of 5.

I'm assuming Drak's assault killed the marked dude. The pink guy is blind and the yellow guy is prone, so I'm assuming I'll provoke 2 AoOs from my movement.

Move: Declare fighting defensively this round (I think I can do that), then move to indicated spot, provoking from the 2 guys SE of me I believe.

Are the blue guys the only headless ones? If so, I'm going after him.

Standard: trip the blue guy south of me: 1d20 + 12 + 1 + 3 + 4 - 1 - 2 - 4 ⇒ (1) + 12 + 1 + 3 + 4 - 1 - 2 - 4 = 14

AoO 1 when someone provokes from movement, trip (which also provokes if any of my allies are adjacent: 1d20 + 12 + 1 + 3 + 4 - 1 - 2 - 4 ⇒ (2) + 12 + 1 + 3 + 4 - 1 - 2 - 4 = 15

AoO 2 when someone provokes from movement, trip (which also provokes if any of my allies are adjacent: 1d20 + 12 + 1 + 3 + 4 - 1 - 2 - 4 ⇒ (7) + 12 + 1 + 3 + 4 - 1 - 2 - 4 = 20

HP: 19/58, 11 Temp HPs, 3/5 RP, DR 5/--, Cold immunity: 48/48 points, AC at 27, CMD 35 (40 vs trip, 38 vs bullrush/drag/overrun, 37 vs sundering my weapon)


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

Glisterdust awaiting confirmation of human-esc targets, worst case? Flaming hands... possibly web, though I am saving that one so far. I can go free action hex to lower saves as well if I can't get next to you to hex you with healing


Inactive

Did Malthu's readied attack from last round connect?

"You are the foolish one for attacking this town. Why do you want to die for such a place as this?"

Malthu attacks with his double scimitar. Spending an RP
Attack: 1d20 + 7 + 1 ⇒ (10) + 7 + 1 = 18; Damage: 1d6 + 9 ⇒ (4) + 9 = 13
Attack: 1d20 + 7 + 1 ⇒ (12) + 7 + 1 = 20; Damage: 1d6 + 7 ⇒ (5) + 7 = 12

Redflame also lashes out at the enemy knight.
Bite: 1d20 + 9 ⇒ (17) + 9 = 26; Damage: 1d4 + 5 ⇒ (3) + 5 = 8
Hoof: 1d20 + 7 ⇒ (5) + 7 = 12; Damage: 1d6 + 2 ⇒ (2) + 2 = 4
Hoof: 1d20 + 7 ⇒ (7) + 7 = 14; Damage: 1d6 + 2 ⇒ (2) + 2 = 4

The steed then slowly withdraws back into town 5-foot step, while Malthu calls on the last of his healing. Lay on Hands: 3d6 + 2 ⇒ (5, 2, 5) + 2 = 14


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

Just waiting on the GM -I'm coming!


Previous round

Drak stabs one of the knights as he pops out of invisibility and slays the other knight that becomes open due to Rybal's superiority in melee.

@Malthu: Yes your attack did, sorry near the bottom I used Rybal's name instead of yours. I keep mixing up the Orc names for some reason.

Round 5 (so far)

Rybal walks over the men to reposition but he opens up his side to attack.

attack: 1d20 + 11 ⇒ (16) + 11 = 27
attack: 1d20 + 11 ⇒ (4) + 11 = 15

One attack just manages to scrap into a chink in his armour.

damage (cold): 2d6 + 12 ⇒ (3, 3) + 12 = 18

However the protective spell that Flint put on Rybal stops any of the damage doing anything. 30 cold damage left.

Rybal moves into the fray but doesn't manage to land a strike against the headless soldier. His attack landing wildly short.

Meanwhile Malthu attacks several times, managing to catch his blade twice on his foe. Redflame biting down on the arm of the enemy before pulling back with hooves in the air. Though the knight is able to dodge that.

The headless knight replies. "Victory is assured, whether we die or not. So why wouldn't we? You are a fool to trust naught but your blade and fears!"

One of Variel's minions lands a strike while the other misses.

Will do the NPCs when all PCs have acted. Variel was waiting on this post I know, Drak to act as well.


I think my DR/-- comes into play before resistances, right? Because had the dude just stabbed when I didn't have the cold protection, my DR would have made it 13 damage instead of 18. So I should still have 35 cold damage immunity left if I'm right (and very grateful for that spell, btw). Variel was waiting for his turn to see if all of the riders were headless, or just the three outlined in blue. I thought the former, he thought the latter (and now I'm agreeing with him). But he wanted to make sure before deciding his action. Thanks again for running this! This battle is epic, and I know it's no easy task to run it.

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Hello and welcome.

Posting rules will be fairly standard for Paizo boards. Use bold to denote talking and italics to denote thoughts of your character. I will be using proper initiative rules to resolve combat however post at any time you are available for your turn. Try to include if statements in your post just incase the situation changes at some point before your turn comes up.

Same goes for out of combat things. For example if you are looking for something in a room say something like "I search the room, if I find something I try to find out what it is" as an example.

Now the next bit like I said in recruitment is I like to relate people to each other as the party will have known each other for some time. So I will name someone then ask you to relate yourself to another person. Read their backstory and write something in the discussion thread to say how you met and/or interact with each other. You can then update your backgrounds as you wish. So we go.

Jazz > Beren
Rikaku > Trogg
Sventon > Variel
Variel > Jazz
Beren > Rikaku
Trogg > Sventon

The document for house rules will constantly be found in the campaign info page. I have updated it for some of the things that came up in the recruitment thread.


Male Human Ranger 2

Excited to be starting this game. I will take a close look at Jazz and Rikaku's background and see if there is some obvious ties, otherwise I wll start to throw out ideas we can discuss.


Well basically you will write something to include yourself into Rikaku's backstory at the moment. Jazz will write something to include himself into your backstory. Once we do this cycle 2-3 times everyone should have quite a neat interwoven story, at least that's the idea.


Male Kobold Sorcerer 6

Hey all! Thank you especially, Davachido, I'm happy to have been accepted into your game!

Trogg seems to have simply been exploring - especially mountainous areas. Perhaps he came across where Rikaku came out of. Not sure about Trogg's attitude towards kobolds--most cave-dwelling races like dwarves don't like them, but maybe he took pity on him? Or maybe he didn't, and Rikaku is totally scared of him now. :P

How would Trogg react to a tiny white winged kobold declaring in broken common that he's a dragon and he's kinda lost?

By the way... we're allowed to buy wands and scrolls only, apart from mundane gear, correct? How about partially charged wands? (i.e. wands with less than 50 charges)


Male Dwarf Druid 4 (HP 32/32)
Rikaku wrote:
Trogg seems to have simply been exploring - especially mountainous areas. Perhaps he came across where Rikaku came out of. Not sure about Trogg's attitude towards kobolds--most cave-dwelling races like dwarves don't like them, but maybe he took pity on him?

Sounds good to me.


Male Elf Ninja 3

Sventon here,

How about, that Sventon's paretns were originally from Variel's community, until they died on a trip, but not before they left their son in the care of humans (like i wrote in my bio) and left a book that explained everything to Sventon. He also tattooed his face in the traditional pattern some of the elves in the community would do. And that is how Variel spotted him in a crowded street and recognizing the tatoos introduced himself?

How about that Vaariel?

As for Trogg, hmmm, they could have met on the road, with clarence mistaking Sventon's leg for food. Trogg healed Sventon and they camped together, and were attacked by bandits. After defending themselves from them, they became friends as people who fight together usually do, and have kept contact since then as well as they could.


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

I'm cool with that... hell, I'll take tattoos too if it helps.


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

Jazz - he's a professional. Not particularly friendly or tied into his elven background. I think the best way for us to share a background is to share experience together in an previously quested adventuring party.


Male Dwarf Druid 4 (HP 32/32)
Sventon Fayore wrote:
As for Trogg, hmmm, they could have met on the road, with clarence mistaking Sventon's leg for food. Trogg healed Sventon and they camped together, and were attacked by bandits. After defending themselves from them, they became friends as people who fight together usually do, and have kept contact since then as well as they could.

Odd. The backstory I was considering proposing also had Clarence biting Sventon, although in a completely different context (in a tavern where they meet to discuss adventuring together).


Male Elf Ninja 3

Which one would you prefer?

It's a badger, it bites people. :D


1 person marked this as a favorite.
Angry Badger (HP 25/26, AC 21)

Grrr


Hi everyone, thanks for choosing me Davachido and I'm happy to be here!

So after reading through Beren's backstory, I thought that maybe Jazz had gone through martial training in Beren's forest village after he disowned his Elven roots. When the militia went and waged war on that goblin tribe, Jazz could have been one of the soldiers prescripted for the fight, and then Beren and Jazz stuck together after that as they had a like-minded little compassion for those who stood in their way.

As for Variel, it would make sense for two Elves without any more contact with their heritage to find a bit of comfort in each other -- even though Jazz has no interest in returning to his family, that doesn't mean he doesn't feel a little bit sorry for himself and wouldn't find comfort in those of his own kind. If they did some adventuring together, then it ties in Beren as well considering he and Jazz were likely traveling together.


Male Elf Ninja 3

Man, three elves. Nice


Male Human Ranger 2

Jazz, I think that works having you train in Beren's village. I think Beren's spin on it would be that after losing the love of his life his life in the village felt empty. When Jazz suggested that they hit the road and seek out adventure, it felt like the thing to do as the rush of battle temporarily filled the void in his life. I can see Beren as being the straight man to Jazz's bravado.


Male Human Ranger 2

Rikaku, while you were lurking around the mountain village, you may have been caught in a snare that Beren had set as they were traveling through the area. Beren, seeing that you could speak common and did not act like kobolds he had heard of in his youth, took pity on you annd released you.

Later, after you had joined up with Trogg, we could have met again while Jazz and I were looking for a campsite on the road. We agreed to share the small cave and everyone talked as we took our turns at watches and sat out a storm the next day. After the storm passed we began traveling together and the rest is history.


@Rikaku Yes you can buy partially charged wands if you'd like.

So far I see,

Jazz > Beren
Jazz was conscripted to fight against the same goblins that Beren took down. After the adventure they stuck together due to like-minded ideals.

Rikaku > Trogg
Rikaku met Trogg on his way out of the mountains, after a little while they traveled together though Rikaku is slightly afraid of the dwarf.

Sventon > Variel
Sventon's parents were from Variel's community. Variel was able to recognise Sventon later in life due to the traditional tattoos that Sventon wears. They introduced themselves and connected due to their similarities.

Variel > Jazz (Beren)
Jazz and Beren met Variel along their adventuring times. During these times adventuring Variel and Jazz connected over their similarities and found solace that there was another elf similar.

Beren > Rikaku
Beren caught Rikaku by accident in a snare. Though he saw that the kobold was not typical for his kind. So he released the kobold.

Trogg > Sventon
While discussing a potential adventure in a tavern, Clarence bit Sventon's leg. Trogg healed the elf and while on the road the two bonded over defending each other from the dangers of the world.

Some good stuff! So one more round and then I'll start the gameplay thread.

Jazz > Trogg
Rikaku > Jazz
Sventon > Rikaku
Variel > Beren (I know there was already a mention in another one but expand on it a little in this case)
Beren > Sventon
Trogg > Variel


Male Elf Ninja 3

Hmm, how about this?

Trogg introduced Sventon and Rikkaku, and since Sventon doesn't really care for species that much, he took a liking to the little kobold.

As for Beren, they could have met in an Inn and discussed adventuring over a pint or two, and then found their styles fitting enough, and grew to like each other during those advenutres?


Male Dwarf Druid 4 (HP 32/32)

I figure Trogg probably bought some herbs from Variel and struck up a conversation about plants and the healing arts.


Male Kobold Sorcerer 6

Maybe Jazz was hired by someone to clear out the tribe of kobolds that had been bothering Wittervol, poaching farm animals, causing minor cave-ins, avalanches, and annoyances on the mountain pass, etcetera. Rikaku would've been younger then, still a juvenile, and was thus spared from being killed by the adventuring party along with his clutch-mates. Or perhaps they managed to hide the baby kobolds in a small tunnel that the bigger folk were too big to get into. So Jazz and his then-adventuring partners would've thinned out the ranks of his tribe.


As for Jazz and Trogg, I like how Beren outlined Jazz and Beren running into Trogg and Rikaku during a storm one night, but maybe Jazz and Trogg also had already known each other beforehand, making that chance encounter even more lucky.

I was thinking that Jazz and Trogg probably met in a roadside tavern some months earlier and just had a good night of socializing, then parted ways. Jazz had just captured a bounty he'd been chasing for some time, and had the poor bastard tied up in his room (Trogg didn't need to know about it :P) and so Jazz had to leave early in the morning to go collect his fee, thus a reason for them to depart from each other but still be quite friendly the next time they met.

EDIT: Also, I realize we're working on character background, but to address a little bit of my character's future, I was hoping to multiclass into Magus and continue with that until level 6. I'd only lose 1 step in BAB bonus and would gain some blasty spellcasting abilities. So, assuming that's acceptable with the GM, Jazz will be very interested in the arcane magics of Variel and Rikaku in the early stages of the game. I also might rearrange a bit of my knowledge skills to reflect this arcane curiosity, as I hate it when multiclassing feels sudden, forced, and unrealistic.


@Jazz: Yea that sounds perfectly fine.


Male Human Ranger 2

Sventon and Beren could have met on the road, Sventon being pursued by the Dukes guards. Beren could have mistakenly thought the dukes men were after him for poaching a deer in the dukes wood, which he had done earlier that day. Beren could have led them through the wilderness, and Sventon could have broken them in to an old hunting cottage where they laid low for a couple days feasting on venison. They made there way to the next village and have crossed paths again a few times, before seeing the advantages of working together and forming the adventuring group.

Beren could have met Variel through Jazz, and come to trust him due to the friendship he has with Jazz.


Male Elf Ninja 3

I like Beren's idea much better then mine ^^


I think we are only missing Variel to make a connection now, otherwise the rest seems fine. I'll begin the gameplay thread to start the ground works.

For combat I will roll for everyone at the start so we don't have a round of posts about initiative. Make sure you have initiative in your profile someplace so I can use it. (I assume you all do but I'll say it anyway)

There is only one other houserule I am considering though it is more to play style of the players. I know some people like combat to be visceral and deadly while others like their characters to be maybe battered but not die to a single bad roll. As it is hard to get a hold of resurrection in E6 my last group liked the ideas of injuries.

Now I'll only implement this rule if we have a unanimous yes, otherwise we'll continue as normal. This is a rule I used from my last E6, if you die you don't die immediately instead at the end of combat you roll on the following chart. You are on 0 hp after you get back up. (Think of it as similar to the injury table from blood bowl if you've ever played that.)

2d6: What is damaged?
2 - Death. You cheated death for the last time.
3 - Right arm, using your right arm for any action results in a -2 penalty for 24 hours.
4 - Left arm, using your left arm for any action results in a -2 penalty for 24 hours.
5-6 Broken. Sustain -2 Fort penalty for 24 hours.
7-8 Battered. Sustain -2 Reflex penalty for 24 hours.
9-10 Busted. Sustain -2 Will penalty for 24 hours.
11 Legs. Half your movement for 24 hours.
12 Only a scratch. Your character gains a permanent scar on the place of his choosing and he counts as not having rolled on this table.

If you have to roll on this table twice in 24 hours you die. So don't fall to unconscious too often.

Thoughts?


Male Kobold Sorcerer 6

So I guess the table kicks in once you would normally die (i.e. you hit -CON hit points) rather than just going below 0 hp? It seems fine to me. Maybe make it a 1d12 with 1-2 being death? That's around 15% chance to die then.


Male Dwarf Druid 4 (HP 32/32)

Anything that lets me cheat death is OK with me.


Male Kobold Sorcerer 6

Finished my equipment. Are we all putting in for a wand of cure light wounds? That's 125gp each for a fully charged wand. That way Trogg doesn't have to prepare any healing spells for us. I factored that into my current possessions, but otherwise I'll buy... idk, another wand or something.

Oh, and I'd like to donate my 2 sunrods to anyone who would like them. Rikaku doesn't exactly need the light with his darkvision.

I'm also ditching my rope, grappling hook and pitons if anyone wants those (but I doubt it), mainly because my wee little 6 Strength makes it hard to carry such heavy things. :)


Male Human Ranger 2

Rikaku, Sorry I do not have that kind of gold left. We should make it a goal to come up with the cash to get one though.


@Rikaku: Yes you only roll when you hit -Con, going back up to 0 is so you can move around though you only have one action if I remember correctly. If people prefer 1d12 we can use that instead of 2d6.


Male Elf Ninja 3

The table is fine with me...


Sorry forgot to mention the gameplay thread is open so you can start posting.


Male Dwarf Druid 4 (HP 32/32)

Buying a party-owned wand of CLW can wait until we beat the other guys to the reward.

None of us appears to have put skill ranks into Diplomacy or Sense Motive.


Male Kobold Sorcerer 6

I can Bluff our way through things at least... :P


Male Elf Ninja 3

Well i wanted to play a thief, not a con man...damn :D


Male Human Ranger 2

note to self, develop some social skills...


Do remember in E6 the numbers for skills do stay relatively low so you don't have to have a huge investment to be good at something. Also don't let low skills stop you from trying something, you might get lucky!


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

Sorry all - was on holiday with the family.

I need a relationship with that kobold IIRC.

I'd say that a good one was that he was part of another group (merchant, mercenary or adventuring - any works) that was in the area and as such Variel was curious to see this rarity and engaged in conversation with him in Draconic.

They struck up a fledgling friendship.


Male Kobold Sorcerer 6

Oh, I know you? Nix part of my first post then. :P

Rikaku was probably shocked to hear someone pronouncing Draconic so poorly, and made some fun of Variel, before graciously agreeing to teach him the finer points of the clearly superior language that he was so unfortunate to not have learned from childhood.


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

Oh he'd never ever ADMIT to having poor draconic. While typical elven arrogance is not one of his traits, he's been speaking the language on and off for 70+ years.

Now is he Kobold good? HEEEEEELL No! (though who's to say they don't have an accent or a dialect? The difference between the Spanish of the Kings Court and the Spanish of a Mexican barrio when compared to their noble cousins - food for thought).

Taking help from the Kobold on the other hand? Yep - not to proud for that. I've built some mistakes in for you.


Map is up, tell me if it doesn't work or is too small. The two mansions are the unlabeled houses near the mountains.


Male Elf Ninja 3

Map is awesome. Which program did you use?


Male Human Ranger 2

Very nice work on the map. I can't wait to get out in it.

Liberty's Edge

Looks like Campaign Cartographer to me :) Nice job with it.


Yes it is indeed Campaign Cartographer 3. Good program albeit a little fiddly.

Sovereign Court

Male Dwarf IT Engineer 1

I'm sorry for the long break, but i have gotten a job. I'm a cable guy now. So i can post once a day, twice tops. I hope that it's ok.


Yea that's fine, though with Sventon which question are you referring too? The last one I've seen the girls answered unless I'm missing one someplace?

Sovereign Court

Male Dwarf IT Engineer 1

Maybe i missed your post...i'll double check

EDIT: Yup, i missed it somehow.

Grand Lodge

Hi All

I am in the SH*T storm to end all SH*T storms at work and will be on a considerable amount of business travel and round the clock meetings.

I'll post as often as I can but it may take 1-2 delay days for combat responses etc. IF the game is bogged on me, the GM (or any player the GM deputises) is fine to make attack actions for me.

Again, not abandoning the game but but will need just a bit of patience on everyones part.


Thanks for the heads up, I hope work doesn't come down on your too hard!


Male Dwarf Druid 4 (HP 32/32)

How common are firearms? (I'm trying to decide if Trogg would be suspicious of her story of being a gunslinging magic user.)

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