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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Male Human Ranger 2

Beren rises the next morning. He heads down to the yard behind the inn and goes through some combat manuevers with his axe and does some exercises to get the knots out of his muscles. He then goes back in and washes up in a bowl of clean water. He makes his way back to the common room feeling ready for whatever the day might bring.

Hey everyone, I will be going on my first vacation in about ten years. I will be on a beach in Mexico and as far away from any tech as I can get, and not be back until April 2nd. DM, feel free to bot Beren until I get back to keep the action moving forward


Have a good time! Don't get too sun burnt.

The party wakes up after having a good undisturbed rest. Arriving down to have breakfast they discuss on what to do next. There are several avenues that they might pursue.


  • Tremain the gnome that attacked the goblin
  • The forest to the southeast
  • Being lead by a goblin to the mountainside door
  • Try to pick up the trail of the adventurers to find Chara
  • Investigate the cave
  • Information in the note left to Sventon
  • Other suggestions.

The group also has a few allies in the town now as well.


  • Misha & Flint
  • Varis


Male Dwarf Druid 4 (HP 32/32)

"There are two things out of all our options that must be done today. Chara's trail will grow cold if we don't follow it, and who knows if we'll ever find the goblin again if we don't meet him today. I've prepared magic to help us scout the door in the mountain."


"Agreed, Trogg. I'd like to make sure the rest of the goblins are holding true to their word, as well. I say we check Chara's trail and see if it leads us out of town, then circle around to the tower afterwards."


Male Kobold Sorcerer 6

Rikaku spends the morning going through his fastidious personal hygiene routine, emerging only after he has double-checked that not a single grain of dirt or the slightest blemish remains. Afterwards he emerges out into the dining area to convene with the rest of the party - but only after bothering Beltzer for some leftover scraps of meat (or better yet, crackling!) from last night's dinner.

"Rikaku see no problem with plan," he chirps, rather much more interested in his food than the activities of the day. "We must keep eye for scary big-folk big-home, too!"


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

It is agreed... let us then try our fortunes. Chara then the goblins.


Beren nods at the party agreeing to the course of action, Variel points out where the Nosso Lar is in town. He spends a little while trying to track where Chara might have gone. Eventually tracking her leaving out of the west gate of town, which he says is strange as most of the adventurers left to the East gate. By the track markings she met with a group of people before heading west directly along the path. Further searching brings the group heading towards to old mansion towards the North West of town.

Giving Beren enough time to track with take 20 for 26 on his surival.

Is there anything the party would like to do or discuss before heading off towards the mansion?


Male Dwarf Druid 4 (HP 32/32)

"Do we have enough time to get to the mansion, verify that Chara is safe, and still meet the goblin before he runs off? He's one of the few solid leads we've got."


Beren ponders though reckons it depends on how long they take at the mansion. Perhaps they can send a message towards the tower and get the goblin to wait at the inn odd as that sounds so the party can take their time in tracking down Chara.


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

Maybe we can use our new allies for that? They would know Varis at least - being simple creatures they'd not know much more that his look and smell I'd wager but that should be enough to delay them until our arrival.


"Hmmm... Varis might be up to it if we asked him. I don't know if the goblin would be willing or even allowed to come into town. Personally, I think the goblins will likely wait for our return even if it's later in the evening -- but if you are worried, let's ask Varis to deliver a quick message."


A message is dispatched to Varis, he assures the group that he will keep an eye on the goblins and send a message if something happens. The party then moves onto the mansion. Approaching it seems very derelict, the front door is busted in, Beren can spy fresh tracks entering the main doorway. The mansion is made of a ground floor and a first floor. Most of the windows have been boarded up with wood, not many of the windows seem whole behind the wood. Many windows have cracks or shattered glass. As the party approaches the main area they hear the scream of a male from inside the house.

perception DC16:
The sound of the scream sounded blood gurgling, someone was likely stabbed through the lungs or their lungs are in bad shape. You can also hear that there are things creeping on the outside of the house.

perception DC18:
You get above, you also know that there sounds like there is 2 creatures outside trying to mask their presence or at least their sounds.

perception DC20:
You get above, you also find out that one of the creatures is walking on 4 legs and one is walking on 2.

I'll be away to a conference till Wednesday, so I'll reply next then.


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

Perception 1d20 + 6 ⇒ (4) + 6 = 10

It may be faster for the DM to make the perception and initiative rolls on behalf of the players...

Variel starts moving towards the house and readies his rapier.


Perception 1d20 + 4 ⇒ (3) + 4 = 7

"A man..." Jazz stops and considers, listening, "not the girl we're looking for, but somebody who probably needs some help anyway." He pushes on for the house -- not necessarily in a hurry, but with not a moment wasted.


Angry Badger (HP 25/26, AC 21)

Perception: 1d20 + 5 ⇒ (3) + 5 = 8

Clarence finds the human structure entirely uninteresting.


Male Dwarf Druid 4 (HP 32/32)

Perception: 1d20 + 10 ⇒ (3) + 10 = 13

"Aye. Let's come to his aid." Trogg hustles forward with the rest of the party.


Male Kobold Sorcerer 6

Taking 10 for Perception 16.

Having been particularly quiet through the journey, Rikaku perks up with a look of distress as the man's scream shatters his reverie. "Big-folk stabbed through chest I think, breathe is hard for him... might be dead, might not... also I hear outside something, somewhere nearby, be aware!" The kobold clutches his spear nervously and peers around, searching for signs of movement. He follows the group towards the building as he chants a spell in draconic, causing a translucent sheen of icy-white dragon scales to materialise across his body like a mass-less suit of dragonscale armor.

Casting mage armor, giving me AC 18 for the next 3 hours.


@Variel: I have done all the initiative rolls so far and for perception I post the answers before players even roll so how much more time do you want me to save? xD I'm just allowing you the choice of taking 10 (out of combat) or risk rolling most of the time.

As the party walks towards the house the air seems to go still. Rikaku doesn't hear anything more from around the house.

Rikaku:
You hear the word: "Desire" Whispered kindly into your ear.

The wind stops for a second before the house blinks from existence. The wind returns a moment later and so too does the house. Looking at the house it almost seems like it is somewhat different, though you can't place what. It isn't the shape or design of the structure as that is still the same. Instead it feels like the house shouldn't be here at all, like it doesn't exist. One of the group inspects the house physically by reaching out and touching it. The house is truly there but it doesn't stop it from being off putting.

Entering the front door the party enters a small atrium, it is a small semi circular room with a spiral staircase in the center and two corridors. One left and one right. Rikaku hears a couple of quick brushing sounds. Swiftly turning around the sounds stops. What would the party like to do?

For the house disappearing, you may use as many skills as you wish for this check. Just say if you are rolling or taking 10 for it.

knowledge: Arcana DC15:
Magic isn't what displaced the house, as much as you think it could be.

knowledge: History DC15:
Records seem to say that there wasn't a mansion this big near town, though there was a mansion

knowledge: Local DC15:
Rumour has it that the noble who owned this house suddenly upgraded it before being killed. There was no construction crew however and it somehow got bigger.

knowledge: The planes DC15:
This mansion is only partially existing on this plane, some strong power is afoot.

knowledge: Nature DC15:
The wood and stone of this mansion were once 'alive' akin to treants or golems. If feels like the masonary or capentry of this mansion 'died'.

knowledge: Arcane, the Planes, Nature DC20:
By the way this place is constructed some form of magical creature helped build it.

knowledge: Local or History DC20:
Rumour and a few records seem to say a rich traveler clothed in white passed through town just before the owner of the mansion died.


Male Dwarf Druid 4 (HP 32/32)

Knowledge (nature): 1d20 + 4 ⇒ (8) + 4 = 12


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

knowledge: Arcana DC15: 1d20 + 8 ⇒ (20) + 8 = 28

knowledge: History DC15: 1d20 + 8 ⇒ (18) + 8 = 26

knowledge: Local DC15: 1d20 + 5 ⇒ (1) + 5 = 6

knowledge: The planes DC15: 1d20 + 8 ⇒ (2) + 8 = 10

knowledge: Nature DC15 1d20 + 8 ⇒ (8) + 8 = 16


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

This house... seems strange, perhaps it was in part constructed or aided in its construction by a magical being. Its wood and stone almost seem to have once been 'living' the way a treant would be but it feels dead to me now. Historically as far as I know there was a mansion mentioned in the area though not in this specific area. History, such as it is, say a rich traveler clothed in white passed through town just before the owner of the mansion died.

Very curious.


Arcana 1d20 + 6 ⇒ (3) + 6 = 9
Dungeoneering 1d20 + 6 ⇒ (2) + 6 = 8
Engineering 1d20 + 6 ⇒ (2) + 6 = 8
Local 1d20 + 6 ⇒ (9) + 6 = 15

"There was once a time when the house was smaller. The old owner upgraded it, though he never hired a construction crew."


Male Kobold Sorcerer 6

Rikaku jumps almost a foot off the ground, nervously looking over his shoulder. "Did anyone hear too?" He asks timidly, both regarding the strange brushing noises and the single word whispered in his ears alone. The rest of the group discusses all kinds of facts about the house, none of which mean very much to the kobold, and he clutches his spear tightly in obvious fear. "We go look around, not stay here. I sense danger."

I vote checking the bottom floor before going up the staircase. Left or right corridor; doesn't bother me.


So, yes where would you all like to go? One vote for downstairs.


Male Dwarf Druid 4 (HP 32/32)

Detecting Magic. Another vote for clearing the current floor first. Is there any obvious difference between the right and left corridors?


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

Left Variel says decisively then casts mage armour.


There isn't much magic around the place, there does seem to be slight echos of magic once being there though. It is so faint that it feels like a trick in your mind.

The corridors don't look that distinct from each other, the right one has a broken frame of a painting in the corridor where the left has a painting of the coloured earths of the region. The party walks on through the left corridor slowly wary of the dangers ahead.

Spoiler:

Variel: 1d20 + 7 ⇒ (19) + 7 = 26
Trogg: 1d20 + 2 ⇒ (15) + 2 = 17
Clarence: 1d20 + 3 ⇒ (17) + 3 = 20
Rikaku: 1d20 + 2 ⇒ (6) + 2 = 8
Jazz: 1d20 + 4 ⇒ (5) + 4 = 9
Beren: 1d20 + 2 ⇒ (6) + 2 = 8
Sventon: 1d20 + 3 ⇒ (1) + 3 = 4
Enemy 1: 1d20 + 0 ⇒ (6) + 0 = 6
Enemy 2: 1d20 + 0 ⇒ (1) + 0 = 1

Midway between the rooms the party hears something stampeding from the corridor they have just come from, to their surprise a large bipedal creature with horns comes charging through and attacks clarence. The creatures large fist comes down at lands a blow with a sickening crack onto Clarences head. Clarence takes 13 damage Some scuttling is heard inside some rooms up ahead and two lizard like creatures with multicoloured scales come out brandishing weapons. A small goblinoid creature rushes out as well but is running further down the corridor.

Order of Initiative: Variel, Clarence, Trogg, Jazz, Rikaku and Beren, horned creature, Sventon, Lizard creatures, goblin.

surprise attack:

attack: 1d20 + 9 ⇒ (18) + 9 = 27
damage: 3d6 + 6 ⇒ (5, 1, 1) + 6 = 13

Combat map is up, check the campaign description.

Place yourselves in the blue box as one square, same rules as last time for moving. Clarence has to start within two squares of the totally not a Minotaur. I will bot Sventon and Beren until they get back, will place them when everyone else has placed themselves.


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 craises his blade against the creature to his side.

Rapier 1d20 + 4 ⇒ (19) + 4 = 23 / damage 1d6 + 1 ⇒ (5) + 1 = 6 - If confirming - Rapier 1d20 + 4 ⇒ (9) + 4 = 13/ damage 1d6 + 1 ⇒ (2) + 1 = 3.... yay! My swordsmanship is paying off... hoping its flatfootedness denies it a decent AC


Angry Badger (HP 25/26, AC 21)

Badly mauled, Clarence retreats to lick his wounds. Withdrawing. 6/19 HP


Male Dwarf Druid 4 (HP 32/32)

Trogg rummages in a pocket, pulls out a wand, steps up to Beren and taps him with it. Bull's Strength (+4 Str for the next minute).


Male Kobold Sorcerer 6

Growling, Rikaku utters a couple of arcane words in draconic, gesticulating wildly at the great horned beast. The floor beneath it suddenly turns cold and slippery, a thin sheet of ice spontaneously forming beneath its cloven feet.

Casting grease on the squares where the minotaur is, DC 14 Reflex save or fall prone.


So everyone knows, I made some changes to Jazz's combat statistics because I had accidentally been misusing one of Davachido's house rules. Jazz now wields a rapier instead of an Elven curved blade, and I changed his Weapon Focus and inventory to match it!

Jazz dances forward at the big horned beast, his rapier flashing out viciously like a scorpion's stinger.

Attack 1d20 + 8 ⇒ (12) + 8 = 20
Damage 1d6 + 4 ⇒ (2) + 4 = 6


Forgot this, but it's Acrobatics to avoid AOO if the large thing has reach...

Acrobatics 1d20 + 6 ⇒ (20) + 6 = 26


Yes he does have reach that you nimbly avoid. I've also realized I haven't put the ACs of the creatures up like I normally do.

Horned creature: AC 14
Lizards: AC 15
goblin: AC 13

@Variel: Remember no need to confirm crits, though you may choose to roll two sets of damage dice or one and double it, this time I'll let you have doubled it.

Variel swishes his new rapier about and lands a critical blow straight between the lizard's eyes and it falls over crumpled in a heap on the ground.

Jazz darts around the horned creatures reach and he lands a good strike to the creatures abdomen. His battle brother Beren now invigorated by Trogg charges head first into the creature.

attack: 1d20 + 11 ⇒ (8) + 11 = 19
damage: 1d12 + 7 ⇒ (8) + 7 = 15

He cleaves through the opening that Jazz left and stands shoulder to shoulder with his old friend, nodding at him to show Jazz that he's got his back.

Sventon draws his Curveblade and goes after the other lizard, catching it as it reels from the surprise battle. The lizard had no idea what hit him as Sventon plunges his sword deep into the creature's chest. It breathes it's last and falls over.

attack: 1d20 + 8 ⇒ (14) + 8 = 22
damage: 1d10 + 2d6 + 3 ⇒ (3) + (3, 3) + 3 = 12

The goblin who was previously running has seen two of his allies just get mauled and falls over terrified from the onslaught. He falls prone and does nothing this round.


I'll update positions in the morning when I get a mouse, hard to do that without one. Main thing is the two lizards are down and Beren is standing next to Jazz and the Horned creature. Goblin hasn't moved


Male Elf Ninja 3

Can't find the post with the link to the combat map


Male Kobold Sorcerer 6

It's in the campaign description at the top of the page. Here!


I botted your last turn, it's the top of initiative again waiting for everyone to post again. Speaking of which I forgot to do the saving throw for the minotaur

Reflex: 1d20 + 5 ⇒ (19) + 5 = 24

The horned creature maintains its footing on the Greasy floor trying not to move anywhere.


Male Kobold Sorcerer 6

Davachido, did the horned creature save vs. the Grease effect or not?


See last past, sorry I forgot. Unfortunately despite it's size it managed to save vs the effect.


Male Dwarf Druid 4 (HP 32/32)

Trogg pulls a wand out of his sleeve and taps Clarence with it.

CLW: 1d8 + 1 ⇒ (8) + 1 = 9

Clarence: 15/19 HP


Male Kobold Sorcerer 6

Rikaku lets out a squeak of frustration at the beast not succumbing to his ice trick. "How it resist great dragon magic?!" He demands, stomping his foot on the ground. He tries to fire off a blast of cold energy at it, but his frustration plus the difficulty of avoiding everyone in front of him makes it an impossible task. The kobold screeches in annoyance again, steam coming out of his nostrils as he rants in draconic.

Draconic:
"Stupid humans are too big to see over! Always in the way, always, always! GAAAH!"

Ray of Frost: Ranged Touch (-4 in melee, -4 soft cover): 1d20 + 4 - 4 - 4 ⇒ (7) + 4 - 4 - 4 = 3 Miss...


Waiting on Variel and Jazz, I think Sventon is back. Botting Beren otherwise. If no response by end of tonight I will bot the rest of the round.


Male Elf Ninja 3

Sventon charges the goblin at the end of the corridor, his face perfectly calm and letting of no sound whatsoever. The curve blade rises in a searing arc at the hapless creature.

Attack: 1d20 + 6 ⇒ (12) + 6 = 18
damage: 1d10 + 3 ⇒ (6) + 3 = 9


Botting Variel, Jazz and Beren to move things along.

Sventon charges for the goblin slicing through the creature, he won't be getting up again.

Variel let's out an evil eye to let the others be able to hit the creature easier.

will save: 1d20 + 5 ⇒ (15) + 5 = 20

The creature now has -2 AC for 1 round

Jazz and Beren both attack with their weapons trying to finish the creature off.

attack Jazz: 1d20 + 8 ⇒ (13) + 8 = 21
damage: 1d6 + 4 ⇒ (6) + 4 = 10

attack Beren: 1d20 + 9 ⇒ (11) + 9 = 20
damage: 1d12 + 7 ⇒ (1) + 7 = 8

The creature is lurching but is still intent to fight. He swings an attack with each fist, one against each of those adjacent to him.

attack v Jazz: 1d20 + 9 ⇒ (14) + 9 = 23
damage: 3d6 + 6 ⇒ (6, 2, 2) + 6 = 16

attack v Beren: 1d20 + 4 ⇒ (13) + 4 = 17
damage: 3d6 + 6 ⇒ (6, 6, 2) + 6 = 20

Both attacks land with satisfying crunches that the creature seems happy about. Jazz takes 16 damage and Beren takes 20

Back to the top of the round.


Male Dwarf Druid 4 (HP 32/32)

Trogg and Clarence switch places, and Trogg begins an incantation.

Burning an Expeditious Excavation for Summon Nature's Ally I and using Place Magic. A pony will appear behind the monster opposite Beren next round on Trogg's turn.


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

Still doing stupid long hours on my overseas deployment so thanks for bot-ing me

Wincing at the meaty smacks delivered, Variel prepares to use his healing hex on Beren next round and cackle to continue the hex on the creature.


Will wait till this evening again before botting the round.


Male Kobold Sorcerer 6

Eep, sorry, somehow forgot to reply to this one in my usual round through my campaigns!

Unable to aim through the big-folk in the way, and yet not wanting them to suffer any more of those sickening crunches, Rikaku summons his draconic cunning to think of a more creative solution...

"BANG!" He shouts, but no sound comes from his mouth! Instead, a rumbling explosion seems to come from behind the horned beast, as if a small bomb had gone off.

Casting ghost sound somewhere down the corridor behind the minotaur, hoping to distract it somehow. DC 13 Will save to disbelieve. Not sure how this would work or what penalty it would inflict if it fails, maybe like a Bluff or Dirty Trick?


Male Elf Ninja 3

Sventon will walk towards the horned beast while taking out his dagger and try to hit it with a throw.

I assume i get -4 for melee and -4 for soft cover provided by my co-combatants

Dagger throw: 1d20 + 5 - 8 ⇒ (11) + 5 - 8 = 8
damage: 1d4 + 1 ⇒ (3) + 1 = 4

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