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Death by poison.

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3047 No. 3047 edit
With little time given to prepare, most of the more important figures secured the safest travel methods first, such as elemental airships and teleportation. That left the Lightning Rail, which had already run out of cars currently in service. Which left the rails currently not in service, and they would need time to bring the train around and assemble a crew. By a stroke of serendipity, you and the people you have been assigned to escort were close enough to Sharn to make arrangements. The courier arrived at the last minute, but her mission was deemed urgent enough to make it onto the otherwise fairly exclusive trip.

The light of dawn just manages to illuminate the station, which is fairly expansive. A map is posted on a nearby wall, but it appears there's little to do when most of the population is either asleep or being redirected to other, less convenient means of transport. It's currently 5:30 AM, none of you having slept later than 5:15, and one of your escorts has nodded off in an effort to catch an extra nap before the trip begins. The elderly ticketmaster has already approved your travel papers and identification, having apologized profusely for the inconvenience, leaving you time to yourselves before the train pulls around in a half hour. The other dragonmarked patrons are glaring at each other silently across the aisles, except for the dwarf and the gnome who are engaged in lively conversation. They seem to have brought their own guard, though the ticketmaster, in between puffs on a cob pipe, gives the warforged a few wary looks. Sometimes the conversation between the two is interrupted by loud guffawing from a nearby room - possibly another group of diplomats who decided to get drunk early today.

Expand all images
>> No. 3056 edit
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Slightly upset by the lack of sleep, Kuro tries to relax, but it's no good.
"The tension in this place is too annoying, the nations are supposed to get together and ally, but they don't seem to trust themselves very much so far. Some wounds from the war might never heal."

Imprudently, Kuro attempts to talk with the diplomat of Jorasco

"The air sure is tense in this room, isn't it? Maybe it would be better if we could get as friendly as those two."
Diplomacy check (30) http://invisiblecastle.com/roller/view/3725712/
>> No. 3057 edit
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The night prior...

The drow woman sits in her hidden hovel in one of the many towers in Sharn. It would be nearly impossible to find the entrance unless you were very specifically looking for it, and even then, entering might be a chore, given the lack of any kind of railing or support nearby. Tainya needs no such supports, however, as even the most sheer wall is no obstacle to her.

No light emanates from the hole. The drow do not need light to see. And so Tainya continues to study the tome in her hands in near-total darkness, with only a faint sliver of moonlight slipping into her hovel. This light does an excellent job of illuminating the shadowy tendrils that seem to seep out from the book itself, and slither around Tainya's slender form. The words the drow occasionally speaks are not of any language--they are names given to the strange symbols contained in the manual she holds.

"Utsusemi. Tonko. Shihei. Kodoku. Migawari. Katon, Hyoton..." she clenches her fist, and her eyes snap open, as if out of a trance, and she speaks the final words. "Shinobi desu." She closes the book softly, and the runes inscribed therein seem to linger briefly in the air above the page before vanishing as she does so. Her shadow power is now properly focused, and could be channeled through her manual easily with only a short invocation.

Rising from her position near a small table sitting low on the floor next to some burning incense, the drow woman strides over to a larger table in the opposite corner of the hovel. This one is about waist-high, and upon it sit many bottles and vials containing various substances. Tainya opens two small cases and begins to fit each of the bottles and vials inside them, leaving nothing behind. Now and then she picks up one of the objects, bring it to her face, and gently shake the liquid contained therein, carefully monitoring the reaction. For a small handful of such substances, she mixes them together, then carefully sets them into holsters in one of the pockets of her cloak, which seems to absorb the vials without a trace. Then she packs up the cases and stuffs them into larger pockets that seem to magically appear in sections of the garment in order to accept these items, and the cases too vanish. Her deep-pocket cloak accepts them without giving any indication of what she is carrying.

Once the case and all of the vials are safely and securely stored away, Tainya walks over to a small wooden chest and kneels before it. Carefully opening it, she begins to remove several precisely-shaped sharp metal objects and stores them in her cloak. She counts out thirty shuriken before taking four cases of twenty crossbow bolts each and placing them in her cloak as well. She then begins to carefully pull out several crossbow bolts that glow with faint magical power, and carefully arranges them into another pair of quiver-like cases and tucking them away. Once this is done, she stands, and draws forth a buckler with a set of spikes affixed to it. Strapping it to her left forearm, she then brings it down on the chest in a single, lightning-fast motion, reducing the storage item to splinters.

It is then that she stands before a mirror, and brings out an ever-burning torch so she can see her reflection. The image that reflects back at her is that of an eladrin woman with auburn hair and a fair complexion. Noting a few suspicious smears, Tainya quickly fixes them up with a kit containing various types of makeup and dyes. When she is convinced that her disguise is flawless enough, she gives a nod and puts away both the torch and the disguise kit in her cloak.

It's nearly four in the morning. Time to get moving. She quickly dresses herself in regalia and high-class clothing, and puts away her spiked shield and all of her weapons, hiding them in the deep-pocket cloak. The manual of ninjutsu is strapped to her back, hidden beneath both the cloak and her regalia. She then makes sure there is no trace of her remaining in the hovel, and slips out, crawling on the wall in a manner eerily reminiscent of an arachnid.

The actions first described here is attuning Tainya to her +2 manual of ninjutsu, as per the process outlined in the PHB3.
For her improved poison use feature, she prepares one mixture of bloodroot poison and one mixture of carrion crawler brain juice.
For her alchemist theme, she prepares a mixture of spotted toadstool venom.
If possible, I'd also like to make a Streetwise check before we gather at the station to subtly ask around for information on suspicious people meaning to board this special train, even though I rolled low enough to probably not turn up anything: http://invisiblecastle.com/roller/view/3725722/ (18)

>> No. 3059 edit
Sora leans forward, head cupped in her hands, going over the curious people accompanying all the important people she's heard about before - some she's even seen, though from a great distance.

"Here is," she said to herself, "a gathering of gravity. And look who's travelling alongside them! Aren't I the luckiest dog in the world?"

She grins, chuffed with herself, and makes no effort to hide her wagging tail.
>> No. 3060 edit
As well, if possible, Kuro would have also tried to get any info as possible about this travel.
Streetwise (29) http://invisiblecastle.com/roller/view/3726064/

>> No. 3061 edit
Audio 117_Magii_is_Everything.mp3 - (3.55MB , 117 Magii is Everything.mp3 )
3061
Nose deep in a book, Garret d'Jorasco's eyes swivel upward to glance at the group sitting across from him, then back down. In a hushed voice, he whispers, "The elf woman is glaring daggers at me. Perhaps my appearance offends?" But, understanding the call of civility requested by the organizers of the summit, the halfling turns about and examines the group from House Medani from behind his book cover. The one who was still awake seemed friendly enough. Garret snaps the book shut and slides off the bench, striding up to Narerka with a friendly smile and his eyes facing different directions.

"Greetings, friend," he says conversationally, "Are you with Lady Raki?"

Tainya : Your information gathering only led you to confirm what you had already been told. At best, it has proven the intel you received to be true.
Kuro : From what you've gathered, you've learned that the train will be going straight from here to Thaliost non-stop. Because of these unusual circumstances, the crew size has been increased to allow various members to take breaks over the course of the journey. You also recognize the various dragonmarked representatives, as well as recognizing Narerka, Melech, and Sophie.
Regarding the trip, the original stop was to be in Flamekeep, but this was considered too close the the Mournland to be a safe destination. Even so, reports on the road indicate traveling bands of warforged have been sighted across the western half of Khorvaire. Though there haven't been any noted skirmishes or battles yet, rumor has it that they're seeking to cut off the trade routes. As if that wasn't enough, there has been talk that a force of unknown airships has been spotted patrolling the skies...

>> No. 3064 edit
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Tainya sits on the bench near her elven companion, humming innocently and seemingly oblivious to the house members' hostility. In reality, she's trying to listen in on the outburst from the nearby room.

Perception (19): http://orokos.com/roll/82660
(Attempting to overhear more concrete details from the room that loud guffaw came from).

>> No. 3065 edit
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The room is altogether rather tense. Sora decides to relax her vigil a bit, instead focusing on the various sensations that give flavour to atmosphere.

Perception and Insight, Perception for the obvious and Insight for moods of everyone or general atmosphere things.

http://invisiblecastle.com/roller/view/3726576/

Way to roll below taking 10.

>> No. 3066 edit
Seeing his effort to cheer the mood to be effective, Kuro tests his luck and decides to talk with someone himself. Seeing the Half-elf getting busy with D'Jorasco, Kuro walks to the Eladrin and the Tiefling and makes his best try not to look nervous.
"A pleasure to meet you. Kuro Nobunaga, I come accompanying the honorable Garret D'Jorasco. I'm looking forward to working with you." says Kuro addressing Melech. "And if there is any way I could be of service, please allow me to be helpful, Miss Lemongrass."
>> No. 3067 edit
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3067
"Huh. Fancy name you got there," he muttered, pushing his body upright. "Name's Melech. The best service you could do for me is going back to your seat."
>> No. 3068 edit
"No need to be so curt, Melech." said Sophie, smiling at her bodyguard's remark but feeling sorry for the man, "I greatly appreciate your offer, Kuro, but I'd say we're fine at the moment. It is a pleasure to meet you as well."
>> No. 3069 edit
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"What is wrong with this guy? ..."
Slightly surprised by Melech's reaction, Kuro wonders what made Sophie's bodyguard to get upset. However, Kuro controls himself, and refuses to act impolitely in front of a VIP


"...Don't you worry, Miss Sophie. I will leave your security in the capable hands of Melech. I was interested in meeting the rest of the people who are taking the rail, as this could be a dangerous trip. In any case, I won't bother you with my presence for a while. I hope you have a pleasant journey. " saying this, and a bit stressed, Kuro returns to his seat.
>> No. 3070 edit
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Narerka shifted his gaze to the friendly voice calling him. Not having paid any attention to the people around him at first, he was surprised to see so close to him D'Jorasco's peculiar facial structure, but that surprise was quickly shoved aside, it wouldn't be honorable of him, and getting surprised of so little would be laughable for someone assigned as a bodyguard.

Oh. Greetings sir.
I am in charge of her guard. Is there anything I can help you with um...


Narerka stopped, letting his mind fumble in search of the name of his interlocutor.
He was always bad with names, and while he could remember the faces of people really easily, this particular face, one which he already seen a dozen of time, even though right under his eyes was completely disassociated with any name for Narerka.

Moris, Narerka's cat, made a muffled meowing, which seemed like a sign of salutation to D'Jorasco.


"Oh. Sir Jorasco."

He threw his as fast as the lightning speed at which he reminisced of that name he looked for.
>> No. 3074 edit
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Tainya, Sora:It's a bit muffled with the door mostly shut, but you can hear bits and pieces of the conversation. A man, most likely, mentions "two platinum for rust buckets and mutts, and they just walked right in here", likely a bounty of sorts. You can pick out three different voices, two of which sound raspy.

Sora : Aside from the people in the northeastern room, the tension in the room likely stems from distrust and suspicion. Every so often you can see one of the nobles cast a glance at you, or at another one of the diplomats, while trying not to make it obvious that they're watching. You seem to be getting more looks, however, which could have to do with your late arrival and unusual appearance. The loud guffawing from the group in the other room doesn't help matters.

The Jorasco representative smiles politely and offers his hand to Narerka, "Please call me Garret, I don't like the formal titles when I'm not dealing with politicians. What might your name be?"
>> No. 3075 edit
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3075
Tainya makes sure not too many eyes are focused in her direction before saying, "Pardon, but it sounds like there's trouble coming from ze east. Watch yourself un moment, I need to investigate."

With that, she stands up suddenly, still wearing a somewhat ditzy expression and declaring, "Well, if ze train iz running late, maybe there's some time to do some last-minute shopping!" The bubbly red-haired eladrin girl then walks towards the door to the northeast, near where the dwarf and gnome are having their conversation, paying them no heed as she walks.
>> No. 3080 edit
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3080
Parthia nods silently in acknowledgement, watching her companion with a stern expression. The dwarf and gnome don't know what to make of Tainya's enthusiasm and stop talking, their guard watching stoically. From the nearby room, the sound of chairs scraping can be heard as at least one figure, a halfing from the looks of it, peers through the door crack in the direction of what sounded like an easy conquest.

Sora: You hear the sound of metal clinking from one of the washrooms. Like somebody walking in very heavy armor.
>> No. 3082 edit
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Tainya walks "innocently" over to the northmost door on the east wall. Once there, she whirls around and leans back on the door, trying to close it behind her. She places her hands behind her back, folding them, and smiles brightly as she looks at the gnome and dwarf, asking, "Excusez-moi, do either of you know ze way to ze shopping district?"

Almost invisibly, three iron spikes and a hammer slip into Tainya's hands, as she listens closely to what's going on on the other side of the door. The keen viewer might notice that her body is poised like a coiled spring, ready to take action if provoked...

Attempt to stealthily slip three iron spikes into my off-hand and a hammer from my climber's kit into my main hand. Stealth (35): http://orokos.com/roll/82784
Listen in on what's going on in the lounge area with my passive perception of (23). Ready an action to nail one spike into the door if I hear them moving towards it.

>> No. 3084 edit
Still confused, Kuro hears the Eladrin leaving the room. "Last-minute shopping? ... I bet she just wanted some fresh air. Actually, it's not a bad idea."
"Sir, I'll return in a few minutes. Please stay here."
Saying this, he goes out and gets a smoke. The tobacco helps him relax.

"We better not get attacked during the travel, I'm not sure if I can work with that guy ...
Hmm, and I wonder where that girl went"

>> No. 3087 edit
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3087
The halfling inside the lounge grabs the door by its edges in an attempt to get a better look at Tainya. Leering at her, the drunkard slurs, "Hey there hot shtuff, I cans showsh ya the-" before the door is unceremoniously slammed on his fingers. A howl of pain echoes through the station, as the halfling's fingers retract, agonized curses being made. Tainya and Sora can hear the sounds of chairs scraping inside the room and feet rushing towards the door. Everybody save for Narerka also sees the doors to the washrooms thrown open as a dwarf in heavy, black armor and a human woman dressed in mage robes exclaim, almost in unison, "What the hell is going on out here?!"
Kuro finds the outside air is cool and slightly damp. Somewhere off in the distance, the sound of sea birds can be heard. This isn't abnormal, as Sharn lies at "The Hilt" of Dagger River, which flows out to Redcliff Bay and the Thunder Sea. The platform is made from well-weathered wood, and is illuminated by a series of flameless torches. His smoke break is otherwise uneventful, save for what had just transpired inside.
>> No. 3088 edit
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The Half-Elf smiles in reaction to D'Jorasco's friendliness.
"My name is Narerka, pleased to meet you, Garret."

Despite not having seen the action, the loud sound of doors being violently opened and the screams of the two intruders did tell Narerka that something unusual was happening.
Plus, the surprised expression of everyone would have given away to everyone that something was up.
Slow to react, Narerka moves to see what is happening, being weary of any danger, he gets ready to draw his sword.


Move to P15 I guess
>> No. 3089 edit
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3089
Still not having finished his smoke, the loud sounds alert Kuro.
I return to see what happened
>> No. 3090 edit
Sora inches to the very edge of her seat, curious what the hubbub is.

Passive Insight to detect motives and attempt to glean whether they might be disturbed or something.

Otherwise I take 10 on Insight.

>> No. 3091 edit
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Underneath her cloak, her spiked shield slides down her left arm, and immediately after driving in the spike she tightens the band to fix the shield to her forearm. She also makes a dodging shift to the north as she does this at the sudden appearance of a creature from the washroom.

"My, my," Tainya says with a smile, before suddenly whirling around, now facing the door and southward, with the iron spike and hammer at the ready. "Pardon moi! Malcontents here it seems!" With that, she drives the first iron spike in between the door and its frame with a rather loud thunk.

The spike "locks" the door, adding 5 to the Strength DC to break it down, or setting the DC to 15 if there is nothing else holding the door up. Each additional spike adds another 5. Anyone within 20 squares can hear the sound of it being driven into the door. Oh and shift 1 square north and equip my spiked shield before driving it in.
>> No. 3092 edit
Sophie is startled by the sudden noise but manages to suppress her surprise. She turns to Melech and requests, "Would you please go over to the eladrin at the back and inquire what's happened?
>> No. 3094 edit
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Sending a sweet smile towards Sophie, he replies, "Yes, milady."

He stiffly walked over towards Tainya's side and asked, "So... What's going on here?"

Move to L-27.
>> No. 3095 edit
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3095
"Oi, Monsieur!" the "eladrin" explains nonchalantly, preparing to drive another spike into the door. "I'm afraid ze group in here may be plotting somezing, how do you say, unsavory!"
>> No. 3097 edit
Audio 04_新月舞踏.mp3 - (2.76MB , 04 新月舞踏.mp3 )
3097
As the adventurers and company shuffle around the station to see the cause of the commotion, the halfling screams, "That shtupid bitch crushed my hand!" and tries to rattle the door to no success. "What'sh thish? Guysh, the doorsh jammed!"
"Looks like we got ah'selves a bunch of unfortunate bystanders now," the dwarf growls, as he takes a giant warhammer in both hands. "What do ya think, boss?"
From behind the firmly shut door, a gruff voice commands, "Kill 'em all and take their stuff!" The human woman makes a gesture, and the temperature in the station plummets. The air shimmers in a few areas before crudely shaped forms appear, encased in frost. Half of them resemble humanoids, while the other half look like hulking monsters. Finally, the halfling from earlier goes the long way into the concourse, emerging near the south exit. "I shpy the half-breed," he slurs, leering at Sora as he waves his dagger threateningly, "let's shkin 'er!" In the middle of all this, Raki d'Medani finally wakes up and takes stock of the situation.

You've got a fight on your hands!

>> No. 3098 edit
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3098
Human Frost Mage summons allies (No Action)
Halfling Rogue fails to open door
Halfling Rogue double-moves to T/26


Initiative
Halfling Rogue: 31
Tainya: 29
???: 26
Frost Soldier 2: 25
Frost Beast 3: 24
Kuro: 23
Frost Soldier 1: 23
???: 22
Sophie: 21
Melech: 20
Narerka: 19
Frost Beast 4: 19
Sora: 17
Frost Soldier 3: 15
Frost Beast 1: 15
Non-Combatants: 13
Frost Soldier 4: 13
Dwarf Blackguard: 12
Frost Beast 2: 11
Human Frost Mage: 7

Players
Kuro (G/22) 69/69 HP
Melech (L/27) 79/79 HP
Sophie (P/24) 59/59 HP
Narerka (P/15) 87/87 HP
Tainya (J/27) 69/69 HP
Sora (U/21) 71/71 HP
Moris (Passive Mode)

Enemies
Human Frost Mage (L/28)
Halfling Rogue (T/26)
???
???
Dwarf Blackguard (N/28)
Frost Soldier 1 (O/11)
Frost Soldier 2 (K/23)
Frost Soldier 3 (P/23)
Frost Soldier 4 (M/12)
Frost Beast 1 (U/25)
Frost Beast 2 (Q/24)
Frost Beast 3 (U/11)
Frost Beast 4 (J/22)

Other
Non-Combatants

Notes
-Benches are difficult terrain and cost an extra square of movement to move across.
-The door with the nail in it requires a DC 21 strength check to break down.
-Learning about the frost soldiers, frost beasts, and human frost mage requires an Arcana check. Learning about the dwarf blackguard requires a Religion or Dungeoneering check. Learning about the halfling rogue requires a Nature check. Knowledge checks can be made as a free action, but you can't make the same check against the same creature twice.
>> No. 3100 edit
"Prepare yourselves, we have got company!"
Get my Greatspear, Shift 4 squares to K-25 (Get 1 item bonus to AC and Reflex until the end of my next turn)
>> No. 3101 edit
Sophie glances at the creatures near her.
Arcana (26), Religion (25), Nature (20), Dungeoneering (12) http://orokos.com/roll/82975
>> No. 3102 edit
Sora's cloak instinctively guards her.

Displacement Cloak grants a +2 bonus to AC and Reflex until I get hit with an attack to either defence. I get +1 AC from Sophie's Shield Bonus feat, too. 27 AC/24 Reflex then until I get hit.
>> No. 3103 edit
Also, Sora knows stuff.

Knowledge checks:
http://orokos.com/roll/82979

>> No. 3104 edit
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"Excusez-moi!" Tainya calls out in a shrill voice, the remaining iron spikes in her hand clattering to the ground. In a flash, the hammer in her hand is replaced by a handheld crossbow, and is loaded with an arrow that seems to be faintly glowing a fiery orange and red. A split-second later, the bolt is loosed, and it strikes one of the large frost creatures, exploding into a burst of fire that burns the other nearby frost summon-and, unfortunately, the other eladrin. "A thousand pardons Mademoiselle!" Tainya shouts in Sophie's direction, before raising her free hand to her face and beginning to make strange gestures.

The fiery-haired eladrin's voice becomes a whisper as she chants a single word: "Tonko." As she sweeps her hand to the side, tendrils of grayish energy seep out of the "eladrin's" regalia, coating her entire body in a shadow that distorts her image. She then suddenly bounds into the air, and she does so, her image seems to dissolve into complete invisibility to most nearby, and they don't even hear her land--nor see her pull out a small vial containing a greenish-gray liquid from her cloak as she crouches near the station's corner.

Free Action(s): Drop remaining iron spikes on the ground. Use quick swap to swap my hammer for my +2 hand crossbow of speed. Load hand crossbow with a +2 firestorm arrow.
Standard Action: Use a ranged basic attack against frost beast 2. Attack (25): http://orokos.com/roll/82998, Damage (19) http://orokos.com/roll/82999, and Sophie, Frost Beast 2, and Frost Soldier 3 take 8 fire damage from firestorm arrow.
Minor Action: Use cloak of shades to become invisible to creatures more than 5 squares away. Gain concealment against all others. Lasts until the end of my next turn.
Move Action: Using ghost on the rooftops, make a long jump to P-21. As part of the movement, make a Stealth check with a -5 penalty for moving more than 2 squares (31) http://orokos.com/roll/83000
Free Action: Pull spotted toadstool venom out of my deep-pocket cloak.

>> No. 3107 edit
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3107
Sora: You know the following details about your enemies:
Dwarf Blackguard: The dwarf blackguard attacks with a vicious warhammer for heavy damage (Warhammer deals 3d10+6 damage on a hit), favoring might over defense. Against multiple enemies, he can swing his hammer around and knock foes away (Mighty Swing targets one or two creatures and either pushes them 1 square or knocks them prone). Every so often, the dwarf will augment his attacks with dark energy, giving foes lingering frostbite even on a miss ([b]Dread Smite adds 4 cold and necrotic damage to Warhammer as a free action, dealing this damage even if the attack misses, and inflicts ongoing 5 cold and necrotic damage on a hit). The dwarf blackguard is a level 10 brute.

Halfling Rogue: The halfling rogue darts around quickly and nimbly, evading enemy attacks that would pin it down (Nimble Reaction grants a +2 bonus to AC against opportunity attacks). Its attack relies on the halfling race's power to disappear and weaponizes it, dealing greater damage against enemies caught off guard by its attacks (Vanishing Strike deals additional damage if the halfling has combat advantage against the target, and the halfling turns invisible until the start of its next turn on a successful hit). The halfling rogue is a level 9 lurker.


Sophie : You know everything Sora does about your enemies, as well as the following:
Frost Soldier: Frost Soldiers are summoned creatures who attack with blades of ice. Their strikes leave their enemies numb and unable to move (Chilling Strike deals cold damage and immobilizes enemies until the start of the Frost Soldier's next turn). Their thick icy armor deflects most blows with ease, but will wither under heat or powerful shockwaves (Frost Soldiers are immune to cold damage and have resist 15 all against damage, except for attacks with the fire or thunder keywords). They are level 9 minion soldiers.

Frost Beast: Frost Beasts, like Frost Soldiers, are summoned creatures, these resembling enormous monsters. They attack by swiping at enemies with their frostbitten claws from a distance (Savage Strike deals cold damage and has a reach of melee 2). Their hides are thicker than the armor protecting frost soldiers, but they have the same weaknesses as well (Frost Beasts are immune to cold damage and have resist 15 all against damage, except for attacks with the fire or thunder keywords). They are level 10 minion brutes.

Human Frost Mage: The frost mage, naturally, attacks entirely with ice and cold magic (all her attacks deal cold damage). In melee, she attacks with her staff covered in ice crystals (Frost Staff), and at range, she fires off two attacks at different creatures, coating them with heavy frost (Ice Bolts targets one or two creatures at range, and targets are slowed until the end of the mage's next turn). Foes that trap her in melee are subjected to a vicious localized blizzard that leaves their legs frozen and their muscles stiff (Deep Freeze is a close blast that restrains targets until the end of the mage's next turn). Finally, the mage can summon a snowstorm of fierce winds that sweeps away foes (Vortex of Ice slides enemies in an area burst up to three squares and knocks them prone, sliding them one square on a miss and dealing half damage). She is a level 9 controller.

Dwarf Blackguard: Like any other dwarf, the blackguard is resistant to being pushed around (moves one less square due to forced movement and can save against falling prone with Stand Your Ground). In fact, the blackguard actively counter-attacks anybody who attempts to shove him around (Soldier of Fortune is an immediate interrupt that lets the dwarf use Warhammer with a +5 power bonus to damage when subjected to forced movement by an enemy). The dwarf blackguard is a level 10 brute.


Kuro shifts into a better position before Tainya's blazing arrow melts the ice creatures into harmless puddles, Sophie mildly singed by the attack. Another figure emerges from the lower area, barking orders at his allies. "10,000 gold for the mutt's hide!" sufficiently motivates his nearest accomplices that they seem that much more determined to achieve victory. The warrior nearest Kuro manages to connect with a chilling smite, while one of the frost beasts rakes Parthia's back with its claws. She seems badly injured, but isn't in danger just yet.

Kuro uses Battlefront Shift and Iajutsu to shift 4 squares and gains a +2 power bonus to his next attack roll against Frost Soldier 2
Tainya's attack kills the targeted enemies and deals minor damage to Sophie
Tainya becomes invisible to enemies more than 5 squares away
Human Warlord double-moves
Human Warlord uses Bolstering Presence to grant Halfling Rogue and Frost Beast 1 a +5 power bonus to damage until the end of his next turn
Frost Soldier 2 just barely connects with chilling strike and Kuro is immobilized and takes 8 cold damage
Frost Beast 3 hits Parthia with savage strike for 10 cold damage


Initiative
Halfling Rogue: 31
Tainya: 29
Human Warlord: 26
Frost Soldier 2: 25
Frost Beast 3: 24
Kuro: 23
Frost Soldier 1: 23
???: 22
Sophie: 21
Melech: 20
Narerka: 19
Frost Beast 4: 19
Sora: 17
Frost Soldier 3: 15
Frost Beast 1: 15
Non-Combatants: 13
Frost Soldier 4: 13
Dwarf Blackguard: 12
Frost Beast 2: 11
Human Frost Mage: 7

Players
Kuro (J/25) 61/69 HP immobilized
Melech (L/27) 79/79 HP
Sophie (P/24) 59/51 HP
Narerka (P/15) 87/87 HP
Tainya (P/21) 69/69 HP Hidden/Invisible to creatures more than 5 squares away (concealment otherwise)
Sora (U/21) 71/71 HP +2 to AC/Reflex until an attack hits either defense
Moris (Passive Mode)

Enemies
Human Frost Mage (L/28)
Halfling Rogue (T/26) +5 power bonus to damage
Human Warlord (T/28)
???
Dwarf Blackguard (N/28)
Frost Soldier 1 (O/11) Resist 15 all except fire and thunder
Frost Soldier 2 (K/23) Resist 15 all except fire and thunder
Frost Soldier 3 (P/23) Resist 15 all except fire and thunder DEAD
Frost Soldier 4 (M/12) Resist 15 all except fire and thunder
Frost Beast 1 (T-U/24-25) Resist 20 all except fire and thunder, +5 power bonus to damage
Frost Beast 2 (Q-R/24-25) Resist 20 all except fire and thunder DEAD
Frost Beast 3 (T-U/11-12)Resist 20 all except fire and thunder
Frost Beast 4 (J-K/22-23) Resist 20 all except fire and thunder

Other
Non-Combatants (Parthia -10 HP)

Notes
-Benches are difficult terrain and cost an extra square of movement to move across.
-The door with the nail in it requires a DC 21 strength check to break down.
-Learning about the frost soldiers, frost beasts, and human frost mage requires an Arcana check. Learning about the dwarf blackguard requires a Religion or Dungeoneering check. Learning about the halfling rogue and human warlord requires a Nature check. Knowledge checks can be made as a free action, but you can't make the same check against the same creature twice.
>> No. 3108 edit
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3108
Feeling powerless against the strong armor of the summoned soldier, Kuro start giving battle orders.
"Melech, Sophie is alright! Just focus on the enemy!"
Standard action: Direct the strike to Melech. He gets a free Meele basic attack with a +1 bonus to attack (Chieftain's Greatspear)
Free action: Curse the minion and eat an OA

>> No. 3112 edit
File 135008598329.png - (1.79MB , 1167x749 , stationfight3.png )
3112
With few options available, Kuro gives Melech directions to attack. The frost soldier tries to take advantage of this opening, but isn't as lucky this time, and the strike is easily deflected. The paladin delivers a clean slash to the spellcaster, though she's still got plenty of fight left in her. Another frost soldier tries to rush Narerka, but he swiftly parries the blow with his sword. The last of the enemies emerges from the other room, another rogue, this one a half-elf, who leers at Sophie like she was a piece of meat.

Kuro grants Melech a basic attack with Direct the Strike, provoking an opportunity attack from Frost Soldier 2
Frost Soldier 2's OA misses
Melech hits Human Frost Mage for 14 damage (http://orokos.com/roll/83064)
Frost Soldier 1 charges Narerka but misses
Half-Elf Rogue double-moves to R/27


Initiative
Halfling Rogue: 31
Tainya: 29
Human Warlord: 26
Frost Soldier 2: 25
Frost Beast 3: 24
Kuro: 23
Frost Soldier 1: 23
Half-Elf Rogue: 22
Sophie: 21
Melech: 20
Narerka: 19
Frost Beast 4: 19
Sora: 17
Frost Soldier 3: 15
Frost Beast 1: 15
Non-Combatants: 13
Frost Soldier 4: 13
Dwarf Blackguard: 12
Frost Beast 2: 11
Human Frost Mage: 7

Players
Kuro (J/25) 61/69 HP immobilized
Melech (L/27) 79/79 HP
Sophie (P/24) 59/51 HP
Narerka (P/15) 87/87 HP
Tainya (P/21) 69/69 HP Hidden/Invisible to creatures more than 5 squares away (concealment otherwise)
Sora (U/21) 71/71 HP +2 to AC/Reflex until an attack hits either defense
Moris (Passive Mode)

Enemies
Human Frost Mage (L/28) -14 HP
Halfling Rogue (T/26) +5 power bonus to damage
Human Warlord (T/28)
Half-Elf Rogue (R/27)
Dwarf Blackguard (N/28)
Frost Soldier 1 (P/14) Resist 15 all except fire and thunder
Frost Soldier 2 (K/23) Resist 15 all except fire and thunder
Frost Soldier 3 (P/23) Resist 15 all except fire and thunder DEAD
Frost Soldier 4 (M/12) Resist 15 all except fire and thunder
Frost Beast 1 (T-U/24-25) Resist 20 all except fire and thunder, +5 power bonus to damage
Frost Beast 2 (Q-R/24-25) Resist 20 all except fire and thunder DEAD
Frost Beast 3 (T-U/11-12)Resist 20 all except fire and thunder
Frost Beast 4 (J-K/22-23) Resist 20 all except fire and thunder

Other
Non-Combatants (Parthia -10 HP)

Notes
-Benches are difficult terrain and cost an extra square of movement to move across.
-The door with the nail in it requires a DC 21 strength check to break down.
-Learning about the frost soldiers, frost beasts, and human frost mage requires an Arcana check. Learning about the dwarf blackguard requires a Religion or Dungeoneering check. Learning about the halfling rogue, half-elf rogue and human warlord requires a Nature check. Knowledge checks can be made as a free action, but you can't make the same check against the same creature twice.
>> No. 3113 edit
"I'm fine. Never mind me; we should get rid of these brutes!" Sophie calls out to the other eladrin. She casts a spell to daze the half-elf, halfling and human near her, then a colorful attack against the dwarf, afterwards moving back a little to avoid possible damage.

Keeping an eye on the warlord, she informs, "Watch out for the frost mage's summons (Sorry, Kuro), for they might immobilize you! Don't get too close to the frost mage or blackguard, either; you'll get frozen or attacked for sure."

Color Orb, Illusory Obstacles, and Knowledge check for the warlord: http://orokos.com/roll/83065 http://orokos.com/roll/83066 ; Color Orb damage (12): http://orokos.com/roll/83067
Move to Q/21.

>> No. 3114 edit
File 135009708155.png - (1.66MB , 1167x749 , stationfight4.png )
3114
Sophie: You know the following about the human warlord:
Human Warlord: The human warlord wears heavy armor and carries a greatsword to deliver heavy damage with (Greatsword deals 2d10+6 damage), and can swing it twice in quick succession (Double Attack allows the warlord to use greatsword twice). Rallying his allies behind him, he can organize a quick, brutal assault on command (Call of War allows the warlord to use greatsword, and each ally within 5 squares can shift 2 squares and make a melee basic attack as a free action). His comrades aren't exactly inspired by him, but can be made to fight harder (Bolstering Presence grants allies in a close burst 3 a +5 bonus to damage until the end of the warlord's next turn). The human warlord is a level 10 elite soldier.


With nobody to threaten her spells, the eladrin weaves a potent illusion that traps her enemies in an illusory terrain, leaving them disoriented and unable to rush in. Urged on by Kuro's presence, she fires a ball of scintillating lights at the dwarf that dazzle and mesmerize him, leaving him in a daze. Now that most of the ruffians are unable to act, the summons remain the only credible threat aside from the mage, who is still trapped in the latrine.

Sophie's Illusory Obstacles hits and dazes the human warlord, halfling rogue, and half-elf rogue, and they cannot charge until the end of Sophie's next turn
Sophie spends an action point and heals 9 HP from Kuro's Inspiring Presence
Sophie uses Color Orb and hits the dwarf blackguard for 12 psychic damage, and the blackguard is dazed until the end of her next turn
Sophie moves to Q/21


Initiative
Halfling Rogue: 31
Tainya: 29
Human Warlord: 26
Frost Soldier 2: 25
Frost Beast 3: 24
Kuro: 23
Frost Soldier 1: 23
Half-Elf Rogue: 22
Sophie: 21
Melech: 20
Narerka: 19
Frost Beast 4: 19
Sora: 17
Frost Soldier 3: 15
Frost Beast 1: 15
Non-Combatants: 13
Frost Soldier 4: 13
Dwarf Blackguard: 12
Frost Beast 2: 11
Human Frost Mage: 7

Players
Kuro (J/25) 61/69 HP immobilized
Melech (L/27) 79/79 HP
Sophie (Q/21) 59/59 HP
Narerka (P/15) 87/87 HP
Tainya (P/21) 69/69 HP Invisible to creatures more than 5 squares away (concealment otherwise) and hidden
Sora (U/21) 71/71 HP +2 to AC/Reflex until an attack hits either defense
Moris (Passive Mode)

Enemies
Human Frost Mage (L/28) -14 HP
Halfling Rogue (T/26) +5 power bonus to damage, cannot charge, dazed
Human Warlord (T/28) cannot charge, dazed
Half-Elf Rogue (R/27) cannot charge, dazed
Dwarf Blackguard (N/28) -12 HP dazed
Frost Soldier 1 (P/14) Resist 15 all except fire and thunder
Frost Soldier 2 (K/23) Resist 15 all except fire and thunder
Frost Soldier 3 (P/23) Resist 15 all except fire and thunder DEAD
Frost Soldier 4 (M/12) Resist 15 all except fire and thunder
Frost Beast 1 (T-U/24-25) Resist 20 all except fire and thunder, +5 power bonus to damage
Frost Beast 2 (Q-R/24-25) Resist 20 all except fire and thunder DEAD
Frost Beast 3 (T-U/11-12)Resist 20 all except fire and thunder
Frost Beast 4 (J-K/22-23) Resist 20 all except fire and thunder

Other
Non-Combatants (Parthia -10 HP)

Notes
-Benches are difficult terrain and cost an extra square of movement to move across.
-The door with the nail in it requires a DC 21 strength check to break down.
-Learning about the frost soldiers, frost beasts, and human frost mage requires an Arcana check. Learning about the dwarf blackguard requires a Religion or Dungeoneering check. Learning about the halfling rogue, half-elf rogue and human warlord requires a Nature check. Knowledge checks can be made as a free action, but you can't make the same check against the same creature twice.
>> No. 3121 edit
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3121
As the quiet station turned into a battlefield of colorful magic and flashy sword play, Narerka is slow to react.
However he still regains his senses before things take a turn for the worse.
Out of his duty of bodyguard, he shuts the way between the frost beast and Raki D'Medani and Garret D'Jorasco.


Move to M-13.

"Don't you worry, I got this !" He shouts.
Conjuring the power of the thunder into his sword, he unleashes a devastating thunder blow to the beast menacing his employer.
Not wasting any time, he cast his Aegis of Shielding on the beast that tried to attack him before, greatly reducing its ability to injure anyone else than Narerka himself.


Standard action : Booming Blade on Frost Beast M-12
http://orokos.com/roll/m-Squitcher
Attack roll : 34
Damage roll : 13
That was a good shot.

And Minor action : Aegis of Shielding on Frost Beast P-14

>> No. 3125 edit
File 13501708613.png - (1.66MB , 1167x748 , stationfight5.png )
3125
Narerka tries to get between the monsters and his charge, but one of the warriors lands a solid hit that leaves his legs feeling leaden and heavy. Undeterred, the swordmage hits it with his blade, sending a shockwave ripping through the creature that shatters it into tiny pieces.

Narerka provokes an opportunity attack from Frost Soldier 1
Frost Soldier 1 uses Chilling Strike and CRITS for 8 damage, and Narerka is immobilized until the start of its next turn
Narerka uses Booming Blade against Frost Soldier 1 for 13 thunder damage, killing it

Initiative
Halfling Rogue: 31
Tainya: 29
Human Warlord: 26
Frost Soldier 2: 25
Frost Beast 3: 24
Kuro: 23
Frost Soldier 1: 23
Half-Elf Rogue: 22
Sophie: 21
Melech: 20
Narerka: 19
Frost Beast 4: 19
Sora: 17
Frost Soldier 3: 15
Frost Beast 1: 15
Non-Combatants: 13
Frost Soldier 4: 13
Dwarf Blackguard: 12
Frost Beast 2: 11
Human Frost Mage: 7

Players
Kuro (J/25) 61/69 HP immobilized
Melech (L/27) 79/79 HP
Sophie (Q/21) 59/59 HP
Narerka (P/15) 79/87 HP immobilized
Tainya (P/21) 69/69 HP Invisible to creatures more than 5 squares away (concealment otherwise) and hidden
Sora (U/21) 71/71 HP +2 to AC/Reflex until an attack hits either defense
Moris (Passive Mode)

Enemies
Human Frost Mage (L/28) -14 HP
Halfling Rogue (T/26) +5 power bonus to damage, cannot charge, dazed
Human Warlord (T/28) cannot charge, dazed
Half-Elf Rogue (R/27) cannot charge, dazed
Dwarf Blackguard (N/28) -12 HP dazed
Frost Soldier 1 (P/14) Resist 15 all except fire and thunder DEAD
Frost Soldier 2 (K/23) Resist 15 all except fire and thunder
Frost Soldier 3 (P/23) Resist 15 all except fire and thunder DEAD
Frost Soldier 4 (M/12) Resist 15 all except fire and thunder
Frost Beast 1 (T-U/24-25) Resist 20 all except fire and thunder, +5 power bonus to damage
Frost Beast 2 (Q-R/24-25) Resist 20 all except fire and thunder DEAD
Frost Beast 3 (T-U/11-12)Resist 20 all except fire and thunder
Frost Beast 4 (J-K/22-23) Resist 20 all except fire and thunder

Other
Non-Combatants (Parthia -10 HP)

Notes
-Benches are difficult terrain and cost an extra square of movement to move across.
-The door with the nail in it requires a DC 21 strength check to break down.
-Learning about the frost soldiers, frost beasts, and human frost mage requires an Arcana check. Learning about the dwarf blackguard requires a Religion or Dungeoneering check. Learning about the halfling rogue, half-elf rogue and human warlord requires a Nature check. Knowledge checks can be made as a free action, but you can't make the same check against the same creature twice.
>> No. 3127 edit
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3127
"Ah! So, it's a party you want, 'eh?," Melech growled, swiftly stabbing the guy again.

"And here, lemme give you somethin' for your troubles," he grinned as he pushed the sword in deeper.

Minor action: Virtue (19 thp)
Minor action: Divine Challenge against Mage(L-28)
Standard action: Enfeebling Strike against Mage(L-28) (Attack: 21, Damage: 16) (http://orokos.com/roll/83085)
>> No. 3128 edit
File 135018588526.png - (1.66MB , 1167x748 , stationfight6.png )
3128
Melech finds strength in his faith, bolstering himself with divine power, before placing his challenge on the frost mage, threatening punishment if she attacks his allies. Unfortunately, when he tries to follow up with an attack, the mage manages to deflect the attack with her staff, sneering at the paladin. One of the frost beasts tries to lay into the warforged, but its swipe is very easily sidestepped.

Melech gains 19 temporary hit points and resist all 3 with Virtue
Melech places Divine Challenge on the human frost mage
Melech misses with Enfeebling Strike
Frost Beast 4 misses the warforged with Savage Strike


Initiative
Halfling Rogue: 31
Tainya: 29
Human Warlord: 26
Frost Soldier 2: 25
Frost Beast 3: 24
Kuro: 23
Frost Soldier 1: 23
Half-Elf Rogue: 22
Sophie: 21
Melech: 20
Narerka: 19
Frost Beast 4: 19
Sora: 17
Frost Soldier 3: 15
Frost Beast 1: 15
Non-Combatants: 13
Frost Soldier 4: 13
Dwarf Blackguard: 12
Frost Beast 2: 11
Human Frost Mage: 7

Players
Kuro (J/25) 61/69 HP immobilized
Melech (L/27) 79/79 HP +19 THP, resist 3 all
Sophie (Q/21) 59/59 HP
Narerka (P/15) 79/87 HP immobilized
Tainya (P/21) 69/69 HP Invisible to creatures more than 5 squares away (concealment otherwise) and hidden
Sora (U/21) 71/71 HP +2 to AC/Reflex until an attack hits either defense
Moris (Passive Mode)

Enemies
Human Frost Mage (L/28) -14 HP, divine challenge
Halfling Rogue (T/26) +5 power bonus to damage, cannot charge, dazed
Human Warlord (T/28) cannot charge, dazed
Half-Elf Rogue (R/27) cannot charge, dazed
Dwarf Blackguard (N/28) -12 HP dazed
Frost Soldier 1 (P/14) Resist 15 all except fire and thunder DEAD
Frost Soldier 2 (K/23) Resist 15 all except fire and thunder
Frost Soldier 3 (P/23) Resist 15 all except fire and thunder DEAD
Frost Soldier 4 (M/12) Resist 15 all except fire and thunder
Frost Beast 1 (T-U/24-25) Resist 20 all except fire and thunder, +5 power bonus to damage
Frost Beast 2 (Q-R/24-25) Resist 20 all except fire and thunder DEAD
Frost Beast 3 (T-U/11-12)Resist 20 all except fire and thunder
Frost Beast 4 (J-K/22-23) Resist 20 all except fire and thunder

Other
Non-Combatants (Parthia -10 HP)

Notes
-Benches are difficult terrain and cost an extra square of movement to move across.
-The door with the nail in it requires a DC 21 strength check to break down.
-Learning about the frost soldiers, frost beasts, and human frost mage requires an Arcana check. Learning about the dwarf blackguard requires a Religion or Dungeoneering check. Learning about the halfling rogue, half-elf rogue and human warlord requires a Nature check. Knowledge checks can be made as a free action, but you can't make the same check against the same creature twice.
>> No. 3130 edit
A quick assessment of the situation teaches Sora all she needs to know.

"I'll help!" Although it seems like they're after her...

The courier moves north, turning to her enemies and unleashing a blast of thorns from her spear.


Move Action: Move to Q-23.
Standard Action: Thorn Spray, Close Blast 5 towards Human Warlord so I should hit all dazed peoples.
Dice: http://orokos.com/roll/83092 (CA incorporated, +1 damage from my whetstone)

On a hit: Each target has a -5 penalty to their defences.

Holding next move until I've seen what Thorn Spray hits et all.

>> No. 3132 edit
>>3130
Sora showers her enemies in painful thorns. While the rogues dodge the attacks, the giant ice monster and the warlord take the brunt of the attack, their defenses significantly weakened by the armor-piercing spray.

Sora moves to Q/23
Sora's Thorn Spray hits Frost Beast 1 (but is negated by its resistance) and human warlord for 13 damage, and both suffer a -5 penalty to all defenses until the end of her next turn

>> No. 3133 edit
Spotting the rogues dodging her attack, Sora prepares another spell; plants sprout from her spear, quickly enveloping the hengeyokai and nearby allies in thick foliage.

Minor: Verdant Bounty on P-21. Heavily obscured Burst 2 and +5 to stealth checks for allies.
>> No. 3138 edit
File 135025510632.png - (1.72MB , 1167x749 , stationfight7.png )
3138
Plants spring to life beneath the hengeyokai's feet as the area is covered in thick foliage, concealing herself and her allies. One of the frost beasts lurches forward towards her and, in spite of her protection, manages to wound Sora before she disperses into a swarm of insects, reducing the damage. The various dragonmarked representatives scramble for the exits, except for Gardain and Cidri, who cower and try to protect themselves.

The warforged shifts away from his previous position and mutters an incantation. Fire erupts from its hands as a greatspear forms where no weapon had been before. Making no display or comment, ever stoic, it lunges at the giant frost beast and stabs through its thick frozen hide, the creature melting from the inside out. A residual bit of magic leaps toward the weapons of Kuro and Melech, which glow with a faint heat.

Garret is set upon by one of the frost soldiers, which smites him soundly and leaves him trapped and unable to run. The blackguard stumbles out of the bathroom and tries to cut off Melech from aiding her allies. The immediate temperature suddenly becomes unbearably cold as the frost mage points a finger at her gathered targets and shrieks,
"Shatter into a thousand pieces, you scum!" A torrent of snow blasts forth, hitting Melech and Gardain head on and leaving them encased in a thick sheet of ice. The cold bites at their bones and makes their equipment feel heavy, a thick ice column trapping them where they stand. Melech takes the hit far better than the dwarf, who shows signs of frostbite.

Finally, the halfling carefully stumbles across the perceived hazardous terrain, drunkenly swaying over toward Sora and menacing her with the foul stench of alcohol on his breath.


Sora uses Verdant Bounty, and allies in the zone are heavily obscured and gain a +5 bonus to stealth checks
Frost Beast 1 moves to R-S/21-22
Frost Beast 1 rolled 32 for its attack roll and hits Sora with Savage Strike for 15 cold damage.
Sora uses Swarm Dispersal as an immediate interrupt, and gains resist 10 to all damage until the end of her next turn, reducing the damage taken to 5 cold damage; her Cloak of Displacement's power ceases to function
Garret shifts to N/14, Parthia moves to L/17, Raki moves to I/17, Cidri and Gardain take the total defense action, and the warforged shifts to K/25 before it uses Burning Weapons against Frost Beast 4, killing it and granting itself, Kuro and Melech an additional 3 fire damage to their melee and fire attacks
Frost Soldier 4 moves to N/13 and hits Garret d'Jorasco with Chilling Strike for 8 cold damage, and Garret is immobilized until the start of its next turn
Dwarf Blackguard moves to M/27
Human Frost Mage casts Deep Freeze, missing Kuro, the warforged, and Cidri, but hitting Gardain and Melech for 21 cold damage, reduced to 18 for Melech; both are [yellow]restrained[/yellow] until the end of her next turn
Halfling Rogue moves to Q/24


Initiative
Halfling Rogue: 31
Tainya: 29
Human Warlord: 26
Frost Soldier 2: 25
Frost Beast 3: 24
Kuro: 23
Frost Soldier 1: 23
Half-Elf Rogue: 22
Sophie: 21
Melech: 20
Narerka: 19
Frost Beast 4: 19
Sora: 17
Frost Soldier 3: 15
Frost Beast 1: 15
Non-Combatants: 13
Frost Soldier 4: 13
Dwarf Blackguard: 12
Frost Beast 2: 11
Human Frost Mage: 7

Players
Kuro (J/25) 61/69 HP immobilized, 3 fire damage with melee attacks
Melech (L/27) 79/79 HP +1 THP, resist 3 all, 3 fire damage with melee attacks, [yellow]restrained[/yellow]
Sophie (Q/21) 59/59 HP heavily obscured and +5 to stealth
Narerka (P/15) 79/87 HP immobilized
Tainya (P/21) 69/69 HP Invisible to creatures more than 5 squares away (concealment otherwise) and hidden, heavily obscured and +5 to stealth
Sora (U/21) 66/71 HP heavily obscured and +5 to stealth, resist 10 all
Moris (Passive Mode)

Enemies
Human Frost Mage (L/28) -14 HP, divine challenge
Halfling Rogue (Q/24) +5 power bonus to damage, cannot charge, dazed
Human Warlord (T/28) -13 HP cannot charge, dazed, -5 penalty to all defenses
Half-Elf Rogue (R/27) cannot charge, dazed
Dwarf Blackguard (M/27) -12 HP dazed
Frost Soldier 1 (P/14) Resist 15 all except fire and thunder DEAD
Frost Soldier 2 (K/23) Resist 15 all except fire and thunder
Frost Soldier 3 (P/23) Resist 15 all except fire and thunder DEAD
Frost Soldier 4 (M/12) Resist 15 all except fire and thunder
Frost Beast 1 (R-S/21-22) Resist 20 all except fire and thunder, +5 power bonus to damage, -5 to all defenses
Frost Beast 2 (Q-R/24-25) Resist 20 all except fire and thunder DEAD
Frost Beast 3 (T-U/11-12)Resist 20 all except fire and thunder
[Frost Beast 4 (J-K/22-23) Resist 20 all except fire and thunder DEAD

Other
Non-Combatants (Parthia -10 HP) (Garret -8 HP, immobilized) (Warforged deals 3 fire damage with melee attacks) (Gardain -21 HP [yellow]restrained[/yellow])

Notes
-Benches are difficult terrain and cost an extra square of movement to move across.
-The door with the nail in it requires a DC 21 strength check to break down.
-Learning about the frost soldiers, frost beasts, and human frost mage requires an Arcana check. Learning about the dwarf blackguard requires a Religion or Dungeoneering check. Learning about the halfling rogue, half-elf rogue and human warlord requires a Nature check. Knowledge checks can be made as a free action, but you can't make the same check against the same creature twice.
-Creatures that are heavily obscured have total concealment, except against adjacent enemies, where it only grants partial concealment. A creature that has partial concealment gains a +2 bonus to all defenses against melee and ranged attacks, while a creature that has total concealment gains a +5 bonus to all defenses against melee and ranged attacks. In addition, creatures with total concealment can make stealth checks to hide at the end of a movement.
-Creatures that are [yellow]restrained[/yellow] cannot move or be moved even with forced movement, and take a -2 penalty to attack rolls.
>> No. 3140 edit
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3140
Tainya is a bit startled by the overgrowth suddenly overtaking her form, and yet she manages to not break her composure and remains still and silent. She'd like to thank the one who conjured the foliage, but remaining hidden precluded that possibility.

The ninja seems to glide through the plant cover with ease, somehow becoming even more invisible. It was only natural to her, of course, as this dense cover made her feel as though she was back at home, in the jungles of Xen'drik. It is then that she picks her target--the mage who was calling forth the frosty minions and the big blasts of ice. She points her favored hand crossbow at the woman and looses a bolt, attacking from the shadows. The bolt is aimed right at the mage's throat, and before it even lands, Tainya has another magical freezing bolt loaded into her crossbow, and as the bolt explodes into a burst of ice she whispers "Hyoton," and fires the second bolt.

Tainya lingers at the edge of the plants for a moment to confirm the kill.

Move Action Walk to N-23. Use a stealth check to hide, +5 bonus: http://orokos.com/roll/83121 (40) I believe that is sufficient to become hidden from all enemies.
Standard Action: Use ranged basic attack on frost mage, http://orokos.com/roll/83122 (26 to hit or 24 if she has cover, 45 damage plus 7 cold damage.
Free Action: Load another freezing arrow.
Minor Action: Use hidden shot against frost mage, http://orokos.com/roll/83123 (33 to hit or 31 if she has cover, 11 damage plus 12 cold damage).
Note: Attacking means I'm no longer hidden, though I'm still in a heavily obscured space.

>> No. 3142 edit
File 135025917169.png - (1.75MB , 1167x749 , stationfight8.png )
3142
Blink and you'd miss it. One second the frost mage is in fighting shape, her minions threatening the entire station. The next, and she has a pair of arrows sticking out of her throat and ice crystals poking holes through her skin while she slumps to the ground, her summons vanishing in a puff of smoke as the temperature returns to normal. The halfling drunkenly exclaims, "Hey, that bitsch just killed the ishe broad!" With little else he can do, the warlord staggers around the illusory terrain and tries to threaten Sora with his blade.

Warmth returns to Kuro's legs, and he can move freely again.


Tainya moves to N/23 and becomes hidden
Tainya hits the human frost mage for 45 damage plus 7 cold damage with a ranged basic attack and freezing arrow
Tainya hits the human frost mage for 11 damage plus 12 cold damage with Hidden Shot; her Death Attack class feature reduces the target's few remaining hit points to 0 and KILLS the frost mage
Human Warlord moves to R/24


Initiative
Halfling Rogue: 31
Tainya: 29
Human Warlord: 26
Frost Soldier 2: 25
Frost Beast 3: 24
Kuro: 23
Frost Soldier 1: 23
Half-Elf Rogue: 22
Sophie: 21
Melech: 20
Narerka: 19
Frost Beast 4: 19
Sora: 17
Frost Soldier 3: 15
Frost Beast 1: 15
Non-Combatants: 13
Frost Soldier 4: 13
Dwarf Blackguard: 12
Frost Beast 2: 11
Human Frost Mage: 7

Players
Kuro (J/25) 61/69 HP 3 fire damage with melee attacks
Melech (L/27) 79/79 HP +1 THP, resist 3 all, 3 fire damage with melee attacks, [yellow]restrained[/yellow]
Sophie (Q/21) 59/59 HP heavily obscured and +5 to stealth
Narerka (P/15) 79/87 HP immobilized
Tainya (N/23) 69/69 heavily obscured and +5 to stealth
Sora (U/21) 66/71 HP heavily obscured and +5 to stealth, resist 10 all
Moris (Passive Mode)

Enemies
Human Frost Mage (L/28) -89 HP + death attack, divine challenge DEAD
Halfling Rogue (Q/24) +5 power bonus to damage, cannot charge, dazed
Human Warlord (R/24) -13 HP cannot charge, dazed, -5 penalty to all defenses
Half-Elf Rogue (R/27) cannot charge, dazed
Dwarf Blackguard (M/27) -12 HP dazed
Frost Soldier 1 (P/14) Resist 15 all except fire and thunder DEAD
Frost Soldier 2 (K/23) Resist 15 all except fire and thunder UNSUMMONED
Frost Soldier 3 (P/23) Resist 15 all except fire and thunder DEAD
Frost Soldier 4 (M/12) Resist 15 all except fire and thunder UNSUMMONED
Frost Beast 1 (R-S/21-22) Resist 20 all except fire and thunder, +5 power bonus to damage, -5 to all defenses UNSUMMONED
Frost Beast 2 (Q-R/24-25) Resist 20 all except fire and thunder DEAD
Frost Beast 3 (T-U/11-12)Resist 20 all except fire and thunder UNSUMMONED
[Frost Beast 4 (J-K/22-23) Resist 20 all except fire and thunder DEAD

Other
Non-Combatants (Parthia -10 HP) (Garret -8 HP, immobilized) (Warforged deals 3 fire damage with melee attacks) (Gardain -21 HP [yellow]restrained[/yellow])

Notes
-Benches are difficult terrain and cost an extra square of movement to move across.
-The door with the nail in it requires a DC 21 strength check to break down.
-Learning about the frost soldiers, frost beasts, and human frost mage requires an Arcana check. Learning about the dwarf blackguard requires a Religion or Dungeoneering check. Learning about the halfling rogue, half-elf rogue and human warlord requires a Nature check. Knowledge checks can be made as a free action, but you can't make the same check against the same creature twice.
-Creatures that are heavily obscured have total concealment, except against adjacent enemies, where it only grants partial concealment. A creature that has partial concealment gains a +2 bonus to all defenses against melee and ranged attacks, while a creature that has total concealment gains a +5 bonus to all defenses against melee and ranged attacks. In addition, creatures with total concealment can make stealth checks to hide at the end of a movement.
-Creatures that are [yellow]restrained[/yellow] cannot move or be moved even with forced movement, and take a -2 penalty to attack rolls.
>> No. 3143 edit
File 135007965230.png - (58.56KB , 330x443 , kan_fumana1.png )
3143
In response to Tainya's accomplishment, Kuro speaks to the group.
"One man down! Suddenly that bounty doesn't sound that good, does it man?" says Kuro, mocking the Blackguard.

Then he retreats and walks close to barely-visible Eladrin and attempts to hide in the foliage.
"That was good, this guy back is unguarded, keep those arrows flying."

Minor: Inspired Belligerence against the Blackguard.
Move: Move to N-22 (Stealth check (22-5=17) http://orokos.com/roll/83124
Standard: Direct the strike, grant Tainya an attack against the Blackguard

>> No. 3144 edit
File 135026132233.gif - (697.32KB , 480x270 , 1348974625349.gif )
3144
Tainya notices the blackguard flailing away when the warlord points him out, and quickly loads a bolt into her hand crossbow and fires!

Free Actions: Load a mundane crossbow bolt into my hand crossbow and make a ranged basic attack vs. the dwarf blackguard, http://orokos.com/roll/83125 (35 to hit, 23 damage.
>> No. 3146 edit
File 135026394296.png - (1.79MB , 1167x749 , stationfight9.png )
3146
With Kuro's encouragement, Tainya fires another bolt from her crossbow and pegs the blackguard in the shoulder, much to the dwarf's frustration. Having gone mostly unnoticed until now, the half-elf rogue moves up to Tainya and continually makes feinting motions with his weapons. This is somewhat distracting to say the least.

Kuro uses Inspired Belligerence on the dwarf blackguard, and it grants combat advantage and takes an additional 4 damage from attacks
Kuro moves to N/22 and hides
Kuro uses Direct the Strike, and Tainya's ranged basic attack hits the dwarf blackguard for 23 damage
Half-Elf Rogue moves to N/24, and its Distracting Swordplay aura causes Tainya to take a -2 penalty to attack rolls


Initiative
Halfling Rogue: 31
Tainya: 29
Human Warlord: 26
Frost Soldier 2: 25
Frost Beast 3: 24
Kuro: 23
Frost Soldier 1: 23
Half-Elf Rogue: 22
Sophie: 21
Melech: 20
Narerka: 19
Frost Beast 4: 19
Sora: 17
Frost Soldier 3: 15
Frost Beast 1: 15
Non-Combatants: 13
Frost Soldier 4: 13
Dwarf Blackguard: 12
Frost Beast 2: 11
Human Frost Mage: 7

Players
Kuro (N/22) 61/69 HP 3 fire damage with melee attacks, heavily obscured and +5 to stealth, hidden (17)
Melech (L/27) 79/79 HP +1 THP, resist 3 all, 3 fire damage with melee attacks, [yellow]restrained[/yellow]
Sophie (Q/21) 59/59 HP heavily obscured and +5 to stealth
Narerka (P/15) 79/87 HP immobilized
Tainya (N/23) 69/69 heavily obscured and +5 to stealth, -2 penalty to attack rolls
Sora (U/21) 66/71 HP heavily obscured and +5 to stealth, resist 10 all
Moris (Passive Mode)

Enemies
Human Frost Mage (L/28) -89 HP + death attack, divine challenge DEAD
Halfling Rogue (Q/24) cannot charge, dazed
Human Warlord (R/24) -13 HP cannot charge, dazed, -5 penalty to all defenses
Half-Elf Rogue (N/24) cannot charge, dazed
Dwarf Blackguard (M/27) -35 HP dazed, granting combat advantage and takes +4 damage from attacks
Frost Soldier 1 (P/14) Resist 15 all except fire and thunder DEAD
Frost Soldier 2 (K/23) Resist 15 all except fire and thunder UNSUMMONED
Frost Soldier 3 (P/23) Resist 15 all except fire and thunder DEAD
Frost Soldier 4 (M/12) Resist 15 all except fire and thunder UNSUMMONED
Frost Beast 1 (R-S/21-22) Resist 20 all except fire and thunder, +5 power bonus to damage, -5 to all defenses UNSUMMONED
Frost Beast 2 (Q-R/24-25) Resist 20 all except fire and thunder DEAD
Frost Beast 3 (T-U/11-12)Resist 20 all except fire and thunder UNSUMMONED
[Frost Beast 4 (J-K/22-23) Resist 20 all except fire and thunder DEAD

Other
Non-Combatants (Parthia -10 HP) (Garret -8 HP, immobilized) (Warforged deals 3 fire damage with melee attacks) (Gardain -21 HP [yellow]restrained[/yellow])

Notes
-Benches are difficult terrain and cost an extra square of movement to move across.
-The door with the nail in it requires a DC 21 strength check to break down.
-Learning about the frost soldiers, frost beasts, and human frost mage requires an Arcana check. Learning about the dwarf blackguard requires a Religion or Dungeoneering check. Learning about the halfling rogue, half-elf rogue and human warlord requires a Nature check. Knowledge checks can be made as a free action, but you can't make the same check against the same creature twice.
-Creatures that are heavily obscured have total concealment, except against adjacent enemies, where it only grants partial concealment. A creature that has partial concealment gains a +2 bonus to all defenses against melee and ranged attacks, while a creature that has total concealment gains a +5 bonus to all defenses against melee and ranged attacks. In addition, creatures with total concealment can make stealth checks to hide at the end of a movement.
-Creatures that are [yellow]restrained[/yellow] cannot move or be moved even with forced movement, and take a -2 penalty to attack rolls.
>> No. 3147 edit
"Trying to distract her? Bugger off, will you?" says Sophie, causing the half-elf to become entranced by the dwarf's armor and move towards it.

Charm of the Defender, slide target (N/24) to N/27: http://orokos.com/roll/83142 (17+2 from CA)
Move to N/18

>> No. 3153 edit
File 135033138723.png - (1.77MB , 1167x749 , stationfight10.png )
3153
At Sohpie's command, the half-elf staggers toward the blackguard in a daze, its ability to tell friend from foe discombobulated. Too late it and its allies shake off the effects of Sophie's earlier spells, and the rogue sees nothing but enemies wherever it looks, forced to hold its ground.

Sophie uses Charm of the Defender on the half-elf rogue, and it is slid to N/27 and immobilized. It cannot use its immediate reaction power because it is still dazed at this time
Sophie moves to N/18


Initiative
Halfling Rogue: 31
Tainya: 29
Human Warlord: 26
Frost Soldier 2: 25
Frost Beast 3: 24
Kuro: 23
Frost Soldier 1: 23
Half-Elf Rogue: 22
Sophie: 21
Melech: 20
Narerka: 19
Frost Beast 4: 19
Sora: 17
Frost Soldier 3: 15
Frost Beast 1: 15
Non-Combatants: 13
Frost Soldier 4: 13
Dwarf Blackguard: 12
Frost Beast 2: 11
Human Frost Mage: 7

Players
Kuro (N/22) 61/69 HP 3 fire damage with melee attacks, heavily obscured and +5 to stealth, hidden (17)
Melech (L/27) 79/79 HP +1 THP, resist 3 all, 3 fire damage with melee attacks, [yellow]restrained[/yellow]
Sophie (N/18) 59/59 HP
Narerka (P/15) 79/87 HP
Tainya (N/23) 69/69 heavily obscured and +5 to stealth
Sora (U/21) 66/71 HP heavily obscured and +5 to stealth, resist 10 all
Moris (Passive Mode)

Enemies
Human Frost Mage (L/28) -89 HP + death attack, divine challenge DEAD
Halfling Rogue (Q/24)
Human Warlord (R/24) -13 HP -5 penalty to all defenses
Half-Elf Rogue (N/27) immobilized, Charm of the Defender
Dwarf Blackguard (M/27) -35 HP granting combat advantage and takes +4 damage from attacks
Frost Soldier 1 (P/14) Resist 15 all except fire and thunder DEAD
Frost Soldier 2 (K/23) Resist 15 all except fire and thunder UNSUMMONED
Frost Soldier 3 (P/23) Resist 15 all except fire and thunder DEAD
Frost Soldier 4 (M/12) Resist 15 all except fire and thunder UNSUMMONED
Frost Beast 1 (R-S/21-22) Resist 20 all except fire and thunder, +5 power bonus to damage, -5 to all defenses UNSUMMONED
Frost Beast 2 (Q-R/24-25) Resist 20 all except fire and thunder DEAD
Frost Beast 3 (T-U/11-12)Resist 20 all except fire and thunder UNSUMMONED
[Frost Beast 4 (J-K/22-23) Resist 20 all except fire and thunder DEAD

Other
Non-Combatants (Parthia -10 HP) (Garret -8 HP, immobilized) (Warforged deals 3 fire damage with melee attacks) (Gardain -21 HP [yellow]restrained[/yellow])

Notes
-Benches are difficult terrain and cost an extra square of movement to move across.
-The door with the nail in it requires a DC 21 strength check to break down.
-Learning about the frost soldiers, frost beasts, and human frost mage requires an Arcana check. Learning about the dwarf blackguard requires a Religion or Dungeoneering check. Learning about the halfling rogue, half-elf rogue and human warlord requires a Nature check. Knowledge checks can be made as a free action, but you can't make the same check against the same creature twice.
-Creatures that are heavily obscured have total concealment, except against adjacent enemies, where it only grants partial concealment. A creature that has partial concealment gains a +2 bonus to all defenses against melee and ranged attacks, while a creature that has total concealment gains a +5 bonus to all defenses against melee and ranged attacks. In addition, creatures with total concealment can make stealth checks to hide at the end of a movement.
-Creatures that are [yellow]restrained[/yellow] cannot move or be moved even with forced movement, and take a -2 penalty to attack rolls.
>> No. 3161 edit
File 135040622124.jpg - (37.03KB , 782x577 , 1347556548066.jpg )
3161
As Narerka regains full control over his senses, entranced by the flow of the battle, he dashes, ready to attack and make use of Psychic Powers to inflict damage upon his enemies

Move to Q-21.
Cast Beguiling Strands on Human Warlord (R-24)and Halfling Rogue(Q-24) ( Yeah I wrote Half-elf, dumb me )
http://orokos.com/roll/83205
http://orokos.com/roll/83205
And push them 3 cases up both

>> No. 3162 edit
>>3161
Human warlord attack roll here : http://orokos.com/roll/83206
>> No. 3163 edit
File 13504072239.png - (1.76MB , 1167x749 , stationfight11.png )
3163
The half elf advances into the conjured foliage and sends a wave of spectral strands at his enemies. The halfling and human targets are herded by the attacks toward their already entranced ally.

Narerka moves to Q/21
Narerka uses Beguiling Strands and hits the halfling rogue and human warlord for 5 psychic damage and pushes them to N/26 and O/27 respectively


Initiative
Halfling Rogue: 31
Tainya: 29
Human Warlord: 26
Frost Soldier 2: 25
Frost Beast 3: 24
Kuro: 23
Frost Soldier 1: 23
Half-Elf Rogue: 22
Sophie: 21
Melech: 20
Narerka: 19
Frost Beast 4: 19
Sora: 17
Frost Soldier 3: 15
Frost Beast 1: 15
Non-Combatants: 13
Frost Soldier 4: 13
Dwarf Blackguard: 12
Frost Beast 2: 11
Human Frost Mage: 7

Players
Kuro (N/22) 61/69 HP 3 fire damage with melee attacks, heavily obscured and +5 to stealth, hidden (17)
Melech (L/27) 79/79 HP +1 THP, resist 3 all, 3 fire damage with melee attacks, [yellow]restrained[/yellow]
Sophie (N/18) 59/59 HP
Narerka (Q/21) 79/87 HP heavily obscured and +5 to stealth
Tainya (N/23) 69/69 heavily obscured and +5 to stealth
Sora (U/21) 66/71 HP heavily obscured and +5 to stealth, resist 10 all
Moris (Passive Mode)

Enemies
Human Frost Mage (L/28) -89 HP + death attack, divine challenge DEAD
Halfling Rogue (N/26) -5 HP
Human Warlord (O/27) -18 HP -5 penalty to all defenses
Half-Elf Rogue (N/27) immobilized, Charm of the Defender
Dwarf Blackguard (M/27) -35 HP granting combat advantage and takes +4 damage from attacks
Frost Soldier 1 (P/14) Resist 15 all except fire and thunder DEAD
Frost Soldier 2 (K/23) Resist 15 all except fire and thunder UNSUMMONED
Frost Soldier 3 (P/23) Resist 15 all except fire and thunder DEAD
Frost Soldier 4 (M/12) Resist 15 all except fire and thunder UNSUMMONED
Frost Beast 1 (R-S/21-22) Resist 20 all except fire and thunder, +5 power bonus to damage, -5 to all defenses UNSUMMONED
Frost Beast 2 (Q-R/24-25) Resist 20 all except fire and thunder DEAD
Frost Beast 3 (T-U/11-12)Resist 20 all except fire and thunder UNSUMMONED
[Frost Beast 4 (J-K/22-23) Resist 20 all except fire and thunder DEAD

Other
Non-Combatants (Parthia -10 HP) (Garret -8 HP, immobilized) (Warforged deals 3 fire damage with melee attacks) (Gardain -21 HP [yellow]restrained[/yellow])

Notes
-Benches are difficult terrain and cost an extra square of movement to move across.
-The door with the nail in it requires a DC 21 strength check to break down.
-Learning about the frost soldiers, frost beasts, and human frost mage requires an Arcana check. Learning about the dwarf blackguard requires a Religion or Dungeoneering check. Learning about the halfling rogue, half-elf rogue and human warlord requires a Nature check. Knowledge checks can be made as a free action, but you can't make the same check against the same creature twice.
-Creatures that are heavily obscured have total concealment, except against adjacent enemies, where it only grants partial concealment. A creature that has partial concealment gains a +2 bonus to all defenses against melee and ranged attacks, while a creature that has total concealment gains a +5 bonus to all defenses against melee and ranged attacks. In addition, creatures with total concealment can make stealth checks to hide at the end of a movement.
-Creatures that are [yellow]restrained[/yellow] cannot move or be moved even with forced movement, and take a -2 penalty to attack rolls.
>> No. 3164 edit
File 134622765914.jpg - (111.25KB , 600x450 , uno-baby-lovebird.jpg )
3164
"Tch, now that he's gone," Melech muttered, then turned to face his neighboring midget. "Let's see to it that this won't miss, hm?"

Divine Challenge (Dwarf M-27)
Enfeebling Strike: http://orokos.com/roll/83171 (Attack: 28, Damage: 24) (Dwarf M-27)

>> No. 3165 edit
File 135041504588.png - (1.78MB , 1167x749 , stationfight12.png )
3165
With the mage gone, Melch focuses his righteous fury on the nearby dwarf, threatening to sear it with divine light. Following up with a brutal attack, the dwarf feels weaker after being struck, his grip on his weapon loose.

Melech uses divine challenge against the dwarf blackguard
Melech uses enfeebling strike, dealing 21 damage plus 3 fire damage to the dwarf blackguard, who takes a -2 penalty to attack rolls


Initiative
Halfling Rogue: 31
Tainya: 29
Human Warlord: 26
Frost Soldier 2: 25
Frost Beast 3: 24
Kuro: 23
Frost Soldier 1: 23
Half-Elf Rogue: 22
Sophie: 21
Melech: 20
Narerka: 19
Frost Beast 4: 19
Sora: 17
Frost Soldier 3: 15
Frost Beast 1: 15
Non-Combatants: 13
Frost Soldier 4: 13
Dwarf Blackguard: 12
Frost Beast 2: 11
Human Frost Mage: 7

Players
Kuro (N/22) 61/69 HP 3 fire damage with melee attacks, heavily obscured and +5 to stealth, hidden (17)
Melech (L/27) 79/79 HP +1 THP, resist 3 all, 3 fire damage with melee attacks, [yellow]restrained[/yellow]
Sophie (N/18) 59/59 HP
Narerka (Q/21) 79/87 HP heavily obscured and +5 to stealth
Tainya (N/23) 69/69 heavily obscured and +5 to stealth
Sora (U/21) 66/71 HP heavily obscured and +5 to stealth, resist 10 all
Moris (Passive Mode)

Enemies
Human Frost Mage (L/28) -89 HP + death attack, divine challenge DEAD
Halfling Rogue (N/26) -5 HP
Human Warlord (O/27) -18 HP -5 penalty to all defenses
Half-Elf Rogue (N/27) immobilized, Charm of the Defender
Dwarf Blackguard (M/27) -59 HP granting combat advantage and takes +4 damage from attacks, divine challenge, -2 to attack rolls
Frost Soldier 1 (P/14) Resist 15 all except fire and thunder DEAD
Frost Soldier 2 (K/23) Resist 15 all except fire and thunder UNSUMMONED
Frost Soldier 3 (P/23) Resist 15 all except fire and thunder DEAD
Frost Soldier 4 (M/12) Resist 15 all except fire and thunder UNSUMMONED
Frost Beast 1 (R-S/21-22) Resist 20 all except fire and thunder, +5 power bonus to damage, -5 to all defenses UNSUMMONED
Frost Beast 2 (Q-R/24-25) Resist 20 all except fire and thunder DEAD
Frost Beast 3 (T-U/11-12)Resist 20 all except fire and thunder UNSUMMONED
[Frost Beast 4 (J-K/22-23) Resist 20 all except fire and thunder DEAD

Other
Non-Combatants (Parthia -10 HP) (Garret -8 HP, immobilized) (Warforged deals 3 fire damage with melee attacks) (Gardain -21 HP [yellow]restrained[/yellow])

Notes
-Benches are difficult terrain and cost an extra square of movement to move across.
-The door with the nail in it requires a DC 21 strength check to break down.
-Learning about the frost soldiers, frost beasts, and human frost mage requires an Arcana check. Learning about the dwarf blackguard requires a Religion or Dungeoneering check. Learning about the halfling rogue, half-elf rogue and human warlord requires a Nature check. Knowledge checks can be made as a free action, but you can't make the same check against the same creature twice.
-Creatures that are heavily obscured have total concealment, except against adjacent enemies, where it only grants partial concealment. A creature that has partial concealment gains a +2 bonus to all defenses against melee and ranged attacks, while a creature that has total concealment gains a +5 bonus to all defenses against melee and ranged attacks. In addition, creatures with total concealment can make stealth checks to hide at the end of a movement.
-Creatures that are [yellow]restrained[/yellow] cannot move or be moved even with forced movement, and take a -2 penalty to attack rolls.
>> No. 3166 edit
Sora advances wordlessly, closing in on the enemy warlord... and changing shape as she does! Her hair grows longer until it captures her entire body, then it becomes softer and smaller, and before long the hengeyokai has assumed the form of a snow-white hound.

She immediately latches into a furious and swift attack, shoving the Warlord across and onto the ground before moving on to the nearby rogue and repeating her ferocious attack.


Move Action: To P-27.
Minor Action: Wild Shape! (I'm saving the Werewolf.) Due to Wild Shape and my Predator armour, I get +1 Fort and +1 Will.

Standard Action: Predator's Flurry
Primary Attack: VS Warlord, pushing to M-26. Polearm momentum means he drops Prone. He's also dazed, and takes 9 damage.
Primary Attack Roll: http://orokos.com/roll/83214
Effect: Shift to N-25.
Secondary Attack: VS Rogue, pushing to N-28. Polearm momentum, dazed, and 13 damage... assuming I hit.
Secondary Attack Roll: http://orokos.com/roll/83215

>> No. 3170 edit
File 13504344768.png - (1.67MB , 1167x749 , stationfight13.png )
3170
Sora's sudden transformation prompts the drunk to exclaim, "Hey, she'sh shiftering too! That'sh another thoushand easy!" before she attempts to knock him out. Unfortunately, unlike the warlord, who is eating stone and been knocked for a loop, the halfling actually avoids the attack altogether with surprising reflexes for someone so thoroughly sloshed. Meanwhile, the group of diplomats continue moving to the exit, those who can't move trying to regain their vigor. The warforged grants its charge a boost on top of any other healing, and the dwarf looks shiny and new with nary a scratch on him.

Lashing out wildly in his paranoia, the half-elf rogue draws blood from the blackguard, whose swing goes wild and completely fails to hit Melech. The puppeted rogue stabs at the halfling, dealing significant damage to him and prompting some angry slurring in response. In spite of this, the halfling's attack hits home and stains the white wolf's fur red with blood, his leering, cocky grin the last thing seen as he vanishes from sight. Fortunately for the heroes, he's not very subtle, and his hiding location is made obvious to anyone attentive.


Sora moves to P/27
Sora uses Wild Shape
Sora hits Human Warlord with Predator's Flurry, pushing him to M/26, knocking him prone, and dazing him
Sora shifts to N/25 as part of the attack
Sora misses the Halfling Rogue

Parthia moves to I/16, Garret and Gardain use second wind, Cidri shifts to K/26, and Mark uses Healing Infusion on Gardain to grant him 11 HP

Half-Elf Rogue hits Dwarf Blackguard with Short Sword for 18 damage plus 3 poison damage, bloodying the blackguard!

Dwarf Blackguard uses Mighty Swing but misses Melech

Half-Elf Rogue hits Halfling Rogue for 12 damage plus 6 poison damage

Halfling Rogue hits Sora with Vanishing Strike for 16 damage, and it is invisible until the start of its next turn
Halfling Rogue moves and makes a stealth check to hide. Anybody with a passive perception higher than 19 knows his location is P/27


Initiative
Halfling Rogue: 31
Tainya: 29
Human Warlord: 26
Frost Soldier 2: 25
Frost Beast 3: 24
Kuro: 23
Frost Soldier 1: 23
Half-Elf Rogue: 22
Sophie: 21
Melech: 20
Narerka: 19
Frost Beast 4: 19
Sora: 17
Frost Soldier 3: 15
Frost Beast 1: 15
Non-Combatants: 13
Frost Soldier 4: 13
Dwarf Blackguard: 12
Frost Beast 2: 11
Human Frost Mage: 7

Players
Kuro (N/22) 61/69 HP
Melech (L/27) 79/79 HP +1 THP
Sophie (N/18) 59/59 HP
Narerka (Q/21) 79/87 HP
Tainya (N/23) 69/69
Sora (N/26) 40/71 HP wild shape
Moris (Passive Mode)

Enemies
Human Frost Mage (L/28) -89 HP + death attack, divine challenge DEAD
Halfling Rogue (P/27) -33 HP, invisible, hidden
Human Warlord (M/26) -27 HP, dazed, prone
Half-Elf Rogue (N/27) immobilized, Charm of the Defender
Dwarf Blackguard (M/27) -80 HP (bloodied) granting combat advantage and takes +4 damage from attacks, divine challenge, -2 to attack rolls
Frost Soldier 1 (P/14) Resist 15 all except fire and thunder DEAD
Frost Soldier 2 (K/23) Resist 15 all except fire and thunder UNSUMMONED
Frost Soldier 3 (P/23) Resist 15 all except fire and thunder DEAD
Frost Soldier 4 (M/12) Resist 15 all except fire and thunder UNSUMMONED
Frost Beast 1 (R-S/21-22) Resist 20 all except fire and thunder, +5 power bonus to damage, -5 to all defenses UNSUMMONED
Frost Beast 2 (Q-R/24-25) Resist 20 all except fire and thunder DEAD
Frost Beast 3 (T-U/11-12)Resist 20 all except fire and thunder UNSUMMONED
[Frost Beast 4 (J-K/22-23) Resist 20 all except fire and thunder DEAD

Other
Non-Combatants (Parthia -10 HP) (Garret -8 HP, immobilized) (Warforged deals 3 fire damage with melee attacks) (Gardain -21 HP [yellow]restrained[/yellow])

Notes
-Benches are difficult terrain and cost an extra square of movement to move across.
-The door with the nail in it requires a DC 21 strength check to break down.
-Learning about the frost soldiers, frost beasts, and human frost mage requires an Arcana check. Learning about the dwarf blackguard requires a Religion or Dungeoneering check. Learning about the halfling rogue, half-elf rogue and human warlord requires a Nature check. Knowledge checks can be made as a free action, but you can't make the same check against the same creature twice.
-Creatures that are heavily obscured have total concealment, except against adjacent enemies, where it only grants partial concealment. A creature that has partial concealment gains a +2 bonus to all defenses against melee and ranged attacks, while a creature that has total concealment gains a +5 bonus to all defenses against melee and ranged attacks. In addition, creatures with total concealment can make stealth checks to hide at the end of a movement.
-Creatures that are [yellow]restrained[/yellow] cannot move or be moved even with forced movement, and take a -2 penalty to attack rolls.
>> No. 3171 edit
File 135043734378.gif - (831.27KB , 500x281 , 1345008047123.gif )
3171
As the battle continues to unfold around her, Tainya takes the vial in her left hand and opens it, spreading the contents on the tip of a crossbow bolt. She then tucks that crossbow bolt away and loads her crossbow with another bolt, targeting the injured blackguard.

...the bolt somehow snaps in half as it exits the crossbow, and the shards don't even come close to hitting the dwarf.

"Merde..." she mutters, loading another unpoisoned bolt into her crossbow. However, in one quick motion she withdraws her hand from the crossbow and fires the second bolt, this one flying true towards its target.

Standard Action: Ranged basic attack vs. blackguard. http://orokos.com/roll/83244 (Natural 1 auto-miss)
Minor Action: Use weapon of speed for an additional attack on the blackguard. http://orokos.com/roll/83245 (26 to hit, 30 damage).

>> No. 3175 edit
File 135048602374.png - (1.61MB , 1167x749 , stationfight14.png )
3175
After Tainya's second bolt hits its mark, the blackguard is left in pretty bad shape, wheezing through his thick helmet. The half-elf rogue doesn't help matters by attacking their leader, who shakily stands up and glares wrathfully at Sora. "Men," he growls, "It's time to put down this bitch." With that declared, he hacks at Sora with his greatsword, drawing a deep gash across her back. The halfling races back and plunges his dagger into the open wound, twisting the knife agonizingly until the great white wolf collapses on the ground from pain. Not to be outdone, the blackguard hefts its hammer and smashes Melech with it, a wicked energy coursing through the paladin's veins and turning her blood to ice.

Tainya's ranged basic attack misses!
Tainya's ranged basic attack hits Dwarf Blackguard for 30 damage

Half-Elf Rogue deals 14 damage plus 4 poison damage to Human Warlord

Human Warlord stands from prone
Human Warlord spends an action point and uses Call of War
-Human Warlord's Greatsword attack hits Sora for 26 damage, bloodying her
-Halfling Rogue shifts to N/26 and CRITS Sora with Vanishing Strike for 24 damage; Sora is now DYING!
-Dwarf Blackguard uses Warhammer and hits Melech for 28 damage, plus 4 cold and necrotic damage and ongoing 5 cold and necrotic damage (save ends) from Grave Smite


Initiative
Halfling Rogue: 31
Tainya: 29
Human Warlord: 26
Frost Soldier 2: 25
Frost Beast 3: 24
Kuro: 23
Frost Soldier 1: 23
Half-Elf Rogue: 22
Sophie: 21
Melech: 20
Narerka: 19
Frost Beast 4: 19
Sora: 17
Frost Soldier 3: 15
Frost Beast 1: 15
Non-Combatants: 13
Frost Soldier 4: 13
Dwarf Blackguard: 12
Frost Beast 2: 11
Human Frost Mage: 7

Players
Kuro (N/22) 61/69 HP
Melech (L/27) 48/79 HP ongoing 5 cold and necrotic damage (save ends)
Sophie (N/18) 59/59 HP
Narerka (Q/21) 79/87 HP
Tainya (N/23) 69/69 HP
Sora (N/26) 0/71 HP (Bloodied) wild shape, prone, DYING
Moris (Passive Mode)

Enemies
Human Frost Mage (L/28) -89 HP + death attack, divine challenge DEAD
Halfling Rogue (P/27) -33 HP, invisible
Human Warlord (M/26) -45 HP, dazed
Half-Elf Rogue (N/27) immobilized, Charm of the Defender
Dwarf Blackguard (M/27) -110 HP (bloodied) granting combat advantage and takes +4 damage from attacks, divine challenge, -2 to attack rolls
Frost Soldier 1 (P/14) Resist 15 all except fire and thunder DEAD
Frost Soldier 2 (K/23) Resist 15 all except fire and thunder UNSUMMONED
Frost Soldier 3 (P/23) Resist 15 all except fire and thunder DEAD
Frost Soldier 4 (M/12) Resist 15 all except fire and thunder UNSUMMONED
Frost Beast 1 (R-S/21-22) Resist 20 all except fire and thunder, +5 power bonus to damage, -5 to all defenses UNSUMMONED
Frost Beast 2 (Q-R/24-25) Resist 20 all except fire and thunder DEAD
Frost Beast 3 (T-U/11-12)Resist 20 all except fire and thunder UNSUMMONED
[Frost Beast 4 (J-K/22-23) Resist 20 all except fire and thunder DEAD

Other
Non-Combatants (Parthia -10 HP)

Notes
-Benches are difficult terrain and cost an extra square of movement to move across.
-The door with the nail in it requires a DC 21 strength check to break down.
-Learning about the frost soldiers, frost beasts, and human frost mage requires an Arcana check. Learning about the dwarf blackguard requires a Religion or Dungeoneering check. Learning about the halfling rogue, half-elf rogue and human warlord requires a Nature check. Knowledge checks can be made as a free action, but you can't make the same check against the same creature twice.
-Creatures that are heavily obscured have total concealment, except against adjacent enemies, where it only grants partial concealment. A creature that has partial concealment gains a +2 bonus to all defenses against melee and ranged attacks, while a creature that has total concealment gains a +5 bonus to all defenses against melee and ranged attacks. In addition, creatures with total concealment can make stealth checks to hide at the end of a movement.
-Creatures that are [yellow]restrained[/yellow] cannot move or be moved even with forced movement, and take a -2 penalty to attack rolls.
>> No. 3193 edit
File 13505921381.png - (85.67KB , 291x477 , kan_odorokia453.png )
3193
Seeing an ally in danger, Kuro waste no time.
He jumps into the benches and exclaim while still looking at his enemies.
"Come on girl! You got a mission to accomplish! Let not this scum see the last of you!" Immediately after saying that, the warlord uses the long reach of his spear and attempt to weaken the blackguard, leaving a perfect opening for Tainya
Movement action: Move to M-25
Minor action: Rousing words; Sora spends 2 healing surges and heals 34 + 11 = 45 hit points!
Standard action: Intuitive strike against the blackguard! (29 vs Will) (16 damage) (On a hit, allies get +2 to attack against the blackguard) http://orokos.com/roll/83390
Action point!: Direct the strike to Tainya

>> No. 3199 edit
File 135059647153.gif - (1.26MB , 483x281 , super sayain akari.gif )
3199
Still a bit miffed about the miss from before, the "eladrin" lines up another shot, and another bolt leaves Tainya's crossbow, shooting unerringly towards the blackguard. This one is aimed directly at the back of the dwarf's skull.

Free Action: Load crossbow with a mundane bolt and fire it with a ranged basic attack against the blackguard. http://orokos.com/roll/83396 (32 to hit, 26 damage on a hit).
>> No. 3203 edit
"Take this, bastard!"
Noticing Sophie's incoming attack, Kuro lands a well aimed hit against the enemy Warlord, sliding him into the area of her attack.
Immediate interrupt: Triggers with Sophie Maze of Mirrors; Crit for (25+4) damage and 6 crit extra damage. Slide the warlord to O-27
http://orokos.com/roll/83447
http://orokos.com/roll/83450

>> No. 3206 edit
Sophie moves from her safe corner a little, muttering an incantation that made the enemies suddenly find themselves surrounded by mirrors.
Move to P/19
Maze of Mirrors on O/27: (20, 32, 23 vs. Will) http://orokos.com/roll/83448 http://orokos.com/roll/83449

>> No. 3211 edit
File 135075242636.png - (1.67MB , 1167x749 , stationfight15.png )
3211
When the help of her impromptu allies fails to prevent her from passing out, Sora's tattoo flares with energy that manages to sting the warlord for attacking her. However, a few words of reassurance from Kuro bring her back to consciousness. Taking the fight to the blackguard, Kuro creates an opening for Tainya to successfully lobotomize the dwarf, who slumps forward from the force of the shot. Sophie follows up with a potent illusion, which Kuro knocks the warlord into with a forceful attack, leaving the bad guys trapped in an illusory maze of mirrors.

Dimensional Vortex misses!
Sora's reroll does not stop the warlord from hitting!

Warlord takes 3 force damage from Sora's tattoo for bloodying her

Kuro moves to M/25
Kuro uses Rousing Words, allowing Sora to spend 2 healing surges and heal 49 hit points
Kuro uses Intuitive Strike against the Dwarf Blackguard and deals 16 damage, granting allies with combat advantage against it a +2 power bonus to attack rolls
Kuro spends an action point and uses Direct the Strike
Tainya's ranged basic attack deals 26 damage and the dwarf blackguard dies

Kuro uses Join the Crowd as an immediate interrupt and CRITS the warlord for 35 damage, sliding him to O/27
Sophie moves to P/19
Sophie uses Maze of Mirrors and hits the half-elf rogue, halfling rogue, and human warlord, immobilizing them and making them take a -4 penalty to attack rolls


Initiative
Halfling Rogue: 31
Tainya: 29
Human Warlord: 26
Frost Soldier 2: 25
Frost Beast 3: 24
Kuro: 23
Frost Soldier 1: 23
Half-Elf Rogue: 22
Sophie: 21
Melech: 20
Narerka: 19
Frost Beast 4: 19
Sora: 17
Frost Soldier 3: 15
Frost Beast 1: 15
Non-Combatants: 13
Frost Soldier 4: 13
Dwarf Blackguard: 12
Frost Beast 2: 11
Human Frost Mage: 7

Players
Kuro (N/22) 61/69 HP
Melech (L/27) 48/79 HP ongoing 5 cold and necrotic damage (save ends)
Sophie (N/18) 59/59 HP
Narerka (Q/21) 79/87 HP
Tainya (N/23) 69/69 HP
Sora (N/25) 49/71 HP wild shape, prone
Moris (Passive Mode)

Enemies
Human Frost Mage (L/28) -89 HP + death attack, divine challenge DEAD
Halfling Rogue (N/26) -33 HP invisible, immobilized and -4 to attack rolls
Human Warlord (O/27) -83 HP dazed, immobilized and -4 to attack rolls
Half-Elf Rogue (N/27) immobilized and -4 to attack rolls
Dwarf Blackguard (M/27) -152 HP (bloodied) granting combat advantage and takes +4 damage from attacks, divine challenge, -2 to attack rolls DEAD
Frost Soldier 1 (P/14) Resist 15 all except fire and thunder DEAD
Frost Soldier 2 (K/23) Resist 15 all except fire and thunder UNSUMMONED
Frost Soldier 3 (P/23) Resist 15 all except fire and thunder DEAD
Frost Soldier 4 (M/12) Resist 15 all except fire and thunder UNSUMMONED
Frost Beast 1 (R-S/21-22) Resist 20 all except fire and thunder, +5 power bonus to damage, -5 to all defenses UNSUMMONED
Frost Beast 2 (Q-R/24-25) Resist 20 all except fire and thunder DEAD
Frost Beast 3 (T-U/11-12)Resist 20 all except fire and thunder UNSUMMONED
[Frost Beast 4 (J-K/22-23) Resist 20 all except fire and thunder DEAD

Other
Non-Combatants (Parthia -10 HP)

Notes
-Benches are difficult terrain and cost an extra square of movement to move across.
-The door with the nail in it requires a DC 21 strength check to break down.
-Learning about the frost soldiers, frost beasts, and human frost mage requires an Arcana check. Learning about the dwarf blackguard requires a Religion or Dungeoneering check. Learning about the halfling rogue, half-elf rogue and human warlord requires a Nature check. Knowledge checks can be made as a free action, but you can't make the same check against the same creature twice.
-Creatures that are heavily obscured have total concealment, except against adjacent enemies, where it only grants partial concealment. A creature that has partial concealment gains a +2 bonus to all defenses against melee and ranged attacks, while a creature that has total concealment gains a +5 bonus to all defenses against melee and ranged attacks. In addition, creatures with total concealment can make stealth checks to hide at the end of a movement.
-Creatures that are [yellow]restrained[/yellow] cannot move or be moved even with forced movement, and take a -2 penalty to attack rolls.
>> No. 3212 edit
File 134491728935.png - (120.31KB , 300x300 , jeorgeafterwalking5steps.png )
3212
Melech stepped on top of the dwarf's carcass, looked directly at the warlord and grinned maliciously. Within a short moment, he disappeared from sight and again behind the human, right before stabbing him in the back.
Minor: Divine Challenge on Human Warlord.
Move/Teleport to P-26: Winter's Arrival.
Valorous Smite against Warlord(O-27): Attack - 28; Damage - 13+6 = 19(http://orokos.com/roll/83603, http://orokos.com/roll/83605).
Saving throw: 2 (http://orokos.com/roll/83604)

>> No. 3213 edit
File 135084159121.png - (1.66MB , 1167x749 , stationfight16.png )
3213
The lingering chill of the blackguard's attack continues to gnaw at Melech, but the tiefling is undeterred. Divinely declaring the warlord an enemy, Melech disappears into a flurry of snow and emerges adjacent to the warlord, having brought enough snowfall back with him to make footing treacherous. His weapon hits the warlord with a resounding hum that sends residual divine power after the rogues, threatening to sear them with holy light. Narerka follows up by reappearing next to the warlord and sending a wave of force through the assembled miscreants. At this time, the warlord looks to be in pretty bad shape.

Melech takes 5 cold and necrotic damage
Melech uses divine challenge and the human warlord is marked
Melech uses Winter's Arrival and teleports to P/26; adjacent squares are difficult terrain for enemies until the end of his next turn
Melech uses Valorous Smite and hits human warlord for 19 damage; the half-elf and halfling rogues and subject to his divine sanction until the end of his next turn
Melech fails his saving throw

Narerka uses Armathor's Step and teleports to P/27, gaining a +2 power bonus to his next attack roll against the warlord
Narerka uses Thunderwave and hits the warlord and half-elf rogue for 10 thunder damage (http://orokos.com/roll/83615); the warlord is bloodied


Initiative
Halfling Rogue: 31
Tainya: 29
Human Warlord: 26
Frost Soldier 2: 25
Frost Beast 3: 24
Kuro: 23
Frost Soldier 1: 23
Half-Elf Rogue: 22
Sophie: 21
Melech: 20
Narerka: 19
Frost Beast 4: 19
Sora: 17
Frost Soldier 3: 15
Frost Beast 1: 15
Non-Combatants: 13
Frost Soldier 4: 13
Dwarf Blackguard: 12
Frost Beast 2: 11
Human Frost Mage: 7

Players
Kuro (N/22) 61/69 HP
Melech (P/27) 43/79 HP ongoing 5 cold and necrotic damage (save ends)
Sophie (N/18) 59/59 HP
Narerka (P/26) 80/87 HP
Tainya (N/23) 69/69 HP
Sora (N/25) 49/71 HP wild shape, prone
Moris (Passive Mode)

Enemies
Human Frost Mage (L/28) -89 HP + death attack, divine challenge DEAD
Halfling Rogue (N/26) -33 HP invisible, immobilized and -4 to attack rolls, divine sanction
Human Warlord (O/27) -112 HP(BLOODIED) dazed, immobilized and -4 to attack rolls, divine challenge
Half-Elf Rogue (N/27) -10 HP immobilized and -4 to attack rolls, divine sanction
Dwarf Blackguard (M/27) -152 HP (bloodied) granting combat advantage and takes +4 damage from attacks, divine challenge, -2 to attack rolls DEAD
Frost Soldier 1 (P/14) Resist 15 all except fire and thunder DEAD
Frost Soldier 2 (K/23) Resist 15 all except fire and thunder UNSUMMONED
Frost Soldier 3 (P/23) Resist 15 all except fire and thunder DEAD
Frost Soldier 4 (M/12) Resist 15 all except fire and thunder UNSUMMONED
Frost Beast 1 (R-S/21-22) Resist 20 all except fire and thunder, +5 power bonus to damage, -5 to all defenses UNSUMMONED
Frost Beast 2 (Q-R/24-25) Resist 20 all except fire and thunder DEAD
Frost Beast 3 (T-U/11-12)Resist 20 all except fire and thunder UNSUMMONED
[Frost Beast 4 (J-K/22-23) Resist 20 all except fire and thunder DEAD

Other
Non-Combatants (Parthia -10 HP)

Notes
-Benches are difficult terrain and cost an extra square of movement to move across.
-The door with the nail in it requires a DC 21 strength check to break down.
-Learning about the frost soldiers, frost beasts, and human frost mage requires an Arcana check. Learning about the dwarf blackguard requires a Religion or Dungeoneering check. Learning about the halfling rogue, half-elf rogue and human warlord requires a Nature check. Knowledge checks can be made as a free action, but you can't make the same check against the same creature twice.
-Creatures that are heavily obscured have total concealment, except against adjacent enemies, where it only grants partial concealment. A creature that has partial concealment gains a +2 bonus to all defenses against melee and ranged attacks, while a creature that has total concealment gains a +5 bonus to all defenses against melee and ranged attacks. In addition, creatures with total concealment can make stealth checks to hide at the end of a movement.
-Creatures that are [yellow]restrained[/yellow] cannot move or be moved even with forced movement, and take a -2 penalty to attack rolls.
>> No. 3214 edit
Sora stands a bit shakily, glaring daggers at the nearby enemies. With a fierce roar the hengeyokai unleashes a storm of razor sharp hairs, as if she's a Bulbasaur performing Razor Leaf, slicing at the crowd of enemies.

Immediately after, she shambles out of the form, staggering towards Tainya.


"A bit more than I could handle," Sora mumbles.

Move: Stand
Standard: Swarming Locusts, centring it to hit all three enemies and no allies.
Roll: http://orokos.com/roll/83644
They are also in a zone that makes them grant CA to everyone.

Minor: Wild Shape to hengeyokai, shift 1 to the left as added action.

>> No. 3216 edit
File 135087555510.png - (1.65MB , 1167x749 , stationfight17.png )
3216
After creating a tiny thicket of itchy hairs to keep her enemies off-guard, Sora shifts back into her normal form and retreats. By now, all of the dragonmarked nobles save for Sophie have evacuated the station. The warforged presses a button on his large spear, and the weapon transforms into an almost as large crossbow to cover their escape. Meanwhile, the halfling comes out of hiding to drunkenly swing at Kuro and slur something about his mother that should not be repeated. A burst of light sears the little punk and leaves him smelling crispy.

Sora stands from prone
Sora uses Swarming Locusts and hits the warlord and half-elf for 13 damage, creating a zone that causes enemies to grant combat advantage
Sora uses wild shape and reverts from beast form, shifting 1 square as part of the action

The rest of the non-combatants head outside, and Parthia uses Second Wind to regain hit points

Halfling Rogue misses Kuro with Vanishing Strike (nat 1) and gets zapped with divine sanction for 9 radiant damage, bloodying it


Initiative
Halfling Rogue: 31
Tainya: 29
Human Warlord: 26
Frost Soldier 2: 25
Frost Beast 3: 24
Kuro: 23
Frost Soldier 1: 23
Half-Elf Rogue: 22
Sophie: 21
Melech: 20
Narerka: 19
Frost Beast 4: 19
Sora: 17
Frost Soldier 3: 15
Frost Beast 1: 15
Non-Combatants: 13
Frost Soldier 4: 13
Dwarf Blackguard: 12
Frost Beast 2: 11
Human Frost Mage: 7

Players
Kuro (M/25) 61/69 HP
Melech (P/27) 43/79 HP ongoing 5 cold and necrotic damage (save ends)
Sophie (P/19) 59/59 HP
Narerka (P/26) 80/87 HP
Tainya (N/23) 69/69 HP
Sora (N/24) 49/71 HP
Moris (Passive Mode)

Enemies
Human Frost Mage (L/28) -89 HP + death attack, divine challenge DEAD
Halfling Rogue (N/26) -42 HP (BLOODIED) immobilized and -4 to attack rolls, divine sanction, granting combat advantage
Human Warlord (O/27) -125 HP(BLOODIED) immobilized and -4 to attack rolls, divine challenge, granting combat advantage
Half-Elf Rogue (N/27) -23 HP immobilized and -4 to attack rolls, divine sanction, granting combat advantage
Dwarf Blackguard (M/27) -152 HP (bloodied) granting combat advantage and takes +4 damage from attacks, divine challenge, -2 to attack rolls DEAD
Frost Soldier 1 (P/14) Resist 15 all except fire and thunder DEAD
Frost Soldier 2 (K/23) Resist 15 all except fire and thunder UNSUMMONED
Frost Soldier 3 (P/23) Resist 15 all except fire and thunder DEAD
Frost Soldier 4 (M/12) Resist 15 all except fire and thunder UNSUMMONED
Frost Beast 1 (R-S/21-22) Resist 20 all except fire and thunder, +5 power bonus to damage, -5 to all defenses UNSUMMONED
Frost Beast 2 (Q-R/24-25) Resist 20 all except fire and thunder DEAD
Frost Beast 3 (T-U/11-12)Resist 20 all except fire and thunder UNSUMMONED
[Frost Beast 4 (J-K/22-23) Resist 20 all except fire and thunder DEAD

Other
Non-Combatants

Notes
-Benches are difficult terrain and cost an extra square of movement to move across.
-The door with the nail in it requires a DC 21 strength check to break down.
-Learning about the frost soldiers, frost beasts, and human frost mage requires an Arcana check. Learning about the dwarf blackguard requires a Religion or Dungeoneering check. Learning about the halfling rogue, half-elf rogue and human warlord requires a Nature check. Knowledge checks can be made as a free action, but you can't make the same check against the same creature twice.
-Creatures that are heavily obscured have total concealment, except against adjacent enemies, where it only grants partial concealment. A creature that has partial concealment gains a +2 bonus to all defenses against melee and ranged attacks, while a creature that has total concealment gains a +5 bonus to all defenses against melee and ranged attacks. In addition, creatures with total concealment can make stealth checks to hide at the end of a movement.
-Creatures that are [yellow]restrained[/yellow] cannot move or be moved even with forced movement, and take a -2 penalty to attack rolls.
>> No. 3218 edit
File 13508772008.gif - (576.92KB , 480x270 , 1348011532082.gif )
3218
The eladrin-looking woman hastily backs away from the approaching were-thing, calling out, "Personal space, mon cabot!" Before you can even blink, the hand crossbow in her hand is replaced by a thin, sharpened metal object, and the strange bodyguard is already applying a thick, greenish-gray liquid to the tip.

With a flick of her wrist, the shuriken slices through the air and stabs into the leader of the aggressors, delivering a potent toxin before magic propels the projectile back to the "eladrin's" hand. The empty vial clatters to the ground and seems to dissolve, leaving no trace but microscopic fragments of a glass-like substance.

Move Action: Move to M-22.
Free Action: Quick swap my hand crossbow of speed for magic shuriken.
Minor Action: Apply spotted toadstool venom to the magic shuriken.
Standard Action: Use ranged basic attack with my shuriken against the warlord. (30 to hit, 15 damage). On a hit, applies spotted toadstool venom (26 vs. Fortitude), weakened until the end of my next turn on a hit. http://orokos.com/roll/83704

>> No. 3220 edit
File 135094253679.png - (1.66MB , 1167x749 , stationfight18.png )
3220
Tainya skittishly withdraws before applying a dab of poison to her returning shuriken. It slices up the warlord nicely and leaves his muscles feeling like they're full of gravel. "Come on! They'll net us a fortune, men!" the warlord hoarsely cries out, appealing to his companions' greed to strengthen their resolve. The mirrored reflections taunt him and obscure his sight, making his normally vicious slashes miss their mark by quite a bit.

Tainya moves to M/22
Tainya's ranged basic attack hits the warlord for 15 damage, and the warlord is weakened until the end of her next turn

Warlord uses Bolstering Presence to grant allies +5 bonus to damage
Warlord uses Double Attack against Melech, but misses both times


Initiative
Halfling Rogue: 31
Tainya: 29
Human Warlord: 26
Frost Soldier 2: 25
Frost Beast 3: 24
Kuro: 23
Frost Soldier 1: 23
Half-Elf Rogue: 22
Sophie: 21
Melech: 20
Narerka: 19
Frost Beast 4: 19
Sora: 17
Frost Soldier 3: 15
Frost Beast 1: 15
Non-Combatants: 13
Frost Soldier 4: 13
Dwarf Blackguard: 12
Frost Beast 2: 11
Human Frost Mage: 7

Players
Kuro (M/25) 61/69 HP
Melech (P/27) 43/79 HP ongoing 5 cold and necrotic damage (save ends)
Sophie (P/19) 59/59 HP
Narerka (P/26) 80/87 HP
Tainya (M/22) 69/69 HP
Sora (N/24) 49/71 HP
Moris (Passive Mode)

Enemies
Human Frost Mage (L/28) -89 HP + death attack, divine challenge DEAD
Halfling Rogue (N/26) -42 HP (BLOODIED) immobilized and -4 to attack rolls, divine sanction, granting combat advantage, +5 to damage rolls
Human Warlord (O/27) -140 HP(BLOODIED) immobilized and -4 to attack rolls, divine challenge, granting combat advantage, weakened
Half-Elf Rogue (N/27) -23 HP immobilized and -4 to attack rolls, divine sanction, granting combat advantage, +5 to damage rolls
Dwarf Blackguard (M/27) -152 HP (bloodied) granting combat advantage and takes +4 damage from attacks, divine challenge, -2 to attack rolls DEAD
Frost Soldier 1 (P/14) Resist 15 all except fire and thunder DEAD
Frost Soldier 2 (K/23) Resist 15 all except fire and thunder UNSUMMONED
Frost Soldier 3 (P/23) Resist 15 all except fire and thunder DEAD
Frost Soldier 4 (M/12) Resist 15 all except fire and thunder UNSUMMONED
Frost Beast 1 (R-S/21-22) Resist 20 all except fire and thunder, +5 power bonus to damage, -5 to all defenses UNSUMMONED
Frost Beast 2 (Q-R/24-25) Resist 20 all except fire and thunder DEAD
Frost Beast 3 (T-U/11-12)Resist 20 all except fire and thunder UNSUMMONED
[Frost Beast 4 (J-K/22-23) Resist 20 all except fire and thunder DEAD

Other
Non-Combatants

Notes
-Benches are difficult terrain and cost an extra square of movement to move across.
-The door with the nail in it requires a DC 21 strength check to break down.
-Learning about the frost soldiers, frost beasts, and human frost mage requires an Arcana check. Learning about the dwarf blackguard requires a Religion or Dungeoneering check. Learning about the halfling rogue, half-elf rogue and human warlord requires a Nature check. Knowledge checks can be made as a free action, but you can't make the same check against the same creature twice.
-Creatures that are heavily obscured have total concealment, except against adjacent enemies, where it only grants partial concealment. A creature that has partial concealment gains a +2 bonus to all defenses against melee and ranged attacks, while a creature that has total concealment gains a +5 bonus to all defenses against melee and ranged attacks. In addition, creatures with total concealment can make stealth checks to hide at the end of a movement.
-Creatures that are [yellow]restrained[/yellow] cannot move or be moved even with forced movement, and take a -2 penalty to attack rolls.
>> No. 3221 edit
Ignoring (for now) the Halfling comment about his sacred mother, Kuro concentrates on his real enemy, the opponent leader. "Are you maggot trying to inspire your allies with gold!? How low can you scum go? The ones like you are who I dislike the most!" saying this, Kuro finds an opening and stabs the warlord, leaving him weak to any further attack. Then he moves toward the Paladin and attempt to support him. "Melech, stay strong! Once this guy is down the fight is over!"
Standard: Warlord strike against the evil Warlord (30,21) On a hit, until the end of my next turn, any ally who hits the warlord gets a +5 bonus to their damage roll. http://orokos.com/roll/83734
Move action: Shift to N-25 (+1 to AC and Reflex)
Minor action: Inspiring word on Melech, heals 28hp and gets a free save throw. http://orokos.com/roll/83733

>> No. 3222 edit
File 135100658419.png - (1.25MB , 1005x623 , stationfight19.png )
3222
Piercing through the enemy's armor with relative ease, Kuro exposes a weak point for the rest of the party to exploit. He moves closer to Melech and says some words of encouragement to keep him going. The paladin's looking better, but the creeping cold gnawing at his bones hasn't abated at all.

Kuro's Warlord's Strike hits the warlord for 21 damage; until the end of his next turn, allies gain a +5 power bonus to damage rolls against him
Kuro shifts to N/25
Kuro uses Inspiring Word on Melech and heals him for 28 HP and grants a saving throw http://orokos.com/roll/83753 (4)


Initiative
Halfling Rogue: 31
Tainya: 29
Human Warlord: 26
Frost Soldier 2: 25
Frost Beast 3: 24
Kuro: 23
Frost Soldier 1: 23
Half-Elf Rogue: 22
Sophie: 21
Melech: 20
Narerka: 19
Frost Beast 4: 19
Sora: 17
Frost Soldier 3: 15
Frost Beast 1: 15
Non-Combatants: 13
Frost Soldier 4: 13
Dwarf Blackguard: 12
Frost Beast 2: 11
Human Frost Mage: 7

Players
Kuro (N/25) 61/69 HP +1 AC and Reflex
Melech (P/27) 71/79 HP ongoing 5 cold and necrotic damage (save ends)
Sophie (P/19) 59/59 HP
Narerka (P/26) 80/87 HP
Tainya (M/22) 69/69 HP
Sora (N/24) 49/71 HP
Moris (Passive Mode)

Enemies
Human Frost Mage (L/28) -89 HP + death attack, divine challenge DEAD
Halfling Rogue (N/26) -42 HP (BLOODIED) immobilized and -4 to attack rolls, divine sanction, granting combat advantage, +5 to damage rolls
Human Warlord (O/27) -161 HP(BLOODIED) immobilized and -4 to attack rolls, divine challenge, granting combat advantage, weakened, +5 bonus to damage rolls against him
Half-Elf Rogue (N/27) -23 HP immobilized and -4 to attack rolls, divine sanction, granting combat advantage, +5 to damage rolls
Dwarf Blackguard (M/27) -152 HP (bloodied) granting combat advantage and takes +4 damage from attacks, divine challenge, -2 to attack rolls DEAD
Frost Soldier 1 (P/14) Resist 15 all except fire and thunder DEAD
Frost Soldier 2 (K/23) Resist 15 all except fire and thunder UNSUMMONED
Frost Soldier 3 (P/23) Resist 15 all except fire and thunder DEAD
Frost Soldier 4 (M/12) Resist 15 all except fire and thunder UNSUMMONED
Frost Beast 1 (R-S/21-22) Resist 20 all except fire and thunder, +5 power bonus to damage, -5 to all defenses UNSUMMONED
Frost Beast 2 (Q-R/24-25) Resist 20 all except fire and thunder DEAD
Frost Beast 3 (T-U/11-12)Resist 20 all except fire and thunder UNSUMMONED
[Frost Beast 4 (J-K/22-23) Resist 20 all except fire and thunder DEAD

Other
Non-Combatants

Notes
-Benches are difficult terrain and cost an extra square of movement to move across.
-The door with the nail in it requires a DC 21 strength check to break down.
-Learning about the frost soldiers, frost beasts, and human frost mage requires an Arcana check. Learning about the dwarf blackguard requires a Religion or Dungeoneering check. Learning about the halfling rogue, half-elf rogue and human warlord requires a Nature check. Knowledge checks can be made as a free action, but you can't make the same check against the same creature twice.
-Creatures that are heavily obscured have total concealment, except against adjacent enemies, where it only grants partial concealment. A creature that has partial concealment gains a +2 bonus to all defenses against melee and ranged attacks, while a creature that has total concealment gains a +5 bonus to all defenses against melee and ranged attacks. In addition, creatures with total concealment can make stealth checks to hide at the end of a movement.
-Creatures that are [yellow]restrained[/yellow] cannot move or be moved even with forced movement, and take a -2 penalty to attack rolls.
>> No. 3223 edit
Sophie smiles to herself, thinking about the incoming amusement as she gets ready to manipulate the half-elf's mind and make him launch a powerful swing against his leader.

Hypnotism on N/27 - melee basic attack against warlord: (28) http://orokos.com/roll/83793
>> No. 3225 edit
File 135109975247.png - (1.22MB , 1005x623 , stationfight20.png )
3225
The half-elf's eyes glaze over as it moves like a rag doll, slicing into the warlord with its short sword. The illusion of mirrors gradually crumbles apart, leaving the heavily injured warlord to exclaim, "What the hells are you doing?! Attack them!" The lingering cold from the blackguard's attack continues to harm Melech, though it's less severe than before.

Sophie's Hypnotism hits the Half-Elf Rogue, who makes a melee basic attack against the Human Warlord for 21 damage and suffers 8 radiant damage from divine sanction

Melech takes 5 cold and necrotic damage


Initiative
Halfling Rogue: 31
Tainya: 29
Human Warlord: 26
Frost Soldier 2: 25
Frost Beast 3: 24
Kuro: 23
Frost Soldier 1: 23
Half-Elf Rogue: 22
Sophie: 21
Melech: 20
Narerka: 19
Frost Beast 4: 19
Sora: 17
Frost Soldier 3: 15
Frost Beast 1: 15
Non-Combatants: 13
Frost Soldier 4: 13
Dwarf Blackguard: 12
Frost Beast 2: 11
Human Frost Mage: 7

Players
Kuro (N/25) 61/69 HP +1 AC and Reflex
Melech (P/27) 66/79 HP ongoing 5 cold and necrotic damage (save ends)
Sophie (P/19) 59/59 HP
Narerka (P/26) 80/87 HP
Tainya (M/22) 69/69 HP
Sora (N/24) 49/71 HP
Moris (Passive Mode)

Enemies
Human Frost Mage (L/28) -89 HP + death attack, divine challenge DEAD
Halfling Rogue (N/26) -42 HP (BLOODIED) divine sanction, granting combat advantage, +5 to damage rolls
Human Warlord (O/27) -182 HP(BLOODIED) divine challenge, granting combat advantage, weakened, +5 bonus to damage rolls against him
Half-Elf Rogue (N/27) -31 HP divine sanction, granting combat advantage, +5 to damage rolls
Dwarf Blackguard (M/27) -152 HP (bloodied) granting combat advantage and takes +4 damage from attacks, divine challenge, -2 to attack rolls DEAD
Frost Soldier 1 (P/14) Resist 15 all except fire and thunder DEAD
Frost Soldier 2 (K/23) Resist 15 all except fire and thunder UNSUMMONED
Frost Soldier 3 (P/23) Resist 15 all except fire and thunder DEAD
Frost Soldier 4 (M/12) Resist 15 all except fire and thunder UNSUMMONED
Frost Beast 1 (R-S/21-22) Resist 20 all except fire and thunder, +5 power bonus to damage, -5 to all defenses UNSUMMONED
Frost Beast 2 (Q-R/24-25) Resist 20 all except fire and thunder DEAD
Frost Beast 3 (T-U/11-12)Resist 20 all except fire and thunder UNSUMMONED
[Frost Beast 4 (J-K/22-23) Resist 20 all except fire and thunder DEAD

Other
Non-Combatants

Notes
-Benches are difficult terrain and cost an extra square of movement to move across.
-The door with the nail in it requires a DC 21 strength check to break down.
-Learning about the frost soldiers, frost beasts, and human frost mage requires an Arcana check. Learning about the dwarf blackguard requires a Religion or Dungeoneering check. Learning about the halfling rogue, half-elf rogue and human warlord requires a Nature check. Knowledge checks can be made as a free action, but you can't make the same check against the same creature twice.
-Creatures that are heavily obscured have total concealment, except against adjacent enemies, where it only grants partial concealment. A creature that has partial concealment gains a +2 bonus to all defenses against melee and ranged attacks, while a creature that has total concealment gains a +5 bonus to all defenses against melee and ranged attacks. In addition, creatures with total concealment can make stealth checks to hide at the end of a movement.
-Creatures that are [yellow]restrained[/yellow] cannot move or be moved even with forced movement, and take a -2 penalty to attack rolls.
>> No. 3233 edit
File 135115153698.png - (1.20KB , 75x82 , bird.png )
3233
Melech gave a quick and gruff nod towards Kuro, the large surge of energy healing his wounds. Ignoring the slight pain, he raised his weapon and swung it onto the Warlord once again.
Invigorating Smite on Warlord: Attack - 31, Damage - 30 (http://orokos.com/roll/83848)
Divine Mettle: 21 (http://orokos.com/roll/83849)
Paladin's Wrath

>> No. 3235 edit
File 135118765566.png - (1.74MB , 1167x749 , stationfight20.png )
3235
Melech's renewed vigor is channeled into a vicious attack that hits the warlord dead on, slicing open his armor and drawing an enormous gash across his chest. With an angry grunt, the warlord collapses to the ground, very much dead. Melech's good fortune continues when he calls for a divine boon to ward off the creeping chill, his flesh no longer rotting and regaining its normal hue. Once again, the wrath of his god threatens his enemies if they choose to ignore him. In response to the leader's death, the halfling belches obnoxiously, swaying on the spot, claiming "'sh more for ush now. Letsh kill 'em."

Melech's Invigorating Smite hits the warlord for 30 damage, killing him
Melech uses Divine Mettle on himself, saving against ongoing damage
Melech uses Paladin's Wrath, subjecting enemies to his divine sanction until the end of his next turn


Initiative
Halfling Rogue: 31
Tainya: 29
Human Warlord: 26
Frost Soldier 2: 25
Frost Beast 3: 24
Kuro: 23
Frost Soldier 1: 23
Half-Elf Rogue: 22
Sophie: 21
Melech: 20
Narerka: 19
Frost Beast 4: 19
Sora: 17
Frost Soldier 3: 15
Frost Beast 1: 15
Non-Combatants: 13
Frost Soldier 4: 13
Dwarf Blackguard: 12
Frost Beast 2: 11
Human Frost Mage: 7

Players
Kuro (N/25) 61/69 HP +1 AC and Reflex
Melech (P/27) 66/79 HP
Sophie (P/19) 59/59 HP
Narerka (P/26) 80/87 HP
Tainya (M/22) 69/69 HP
Sora (N/24) 49/71 HP
Moris (Passive Mode)

Enemies
Human Frost Mage (L/28) -89 HP + death attack, divine challenge DEAD
Halfling Rogue (N/26) -42 HP (BLOODIED) divine sanction, granting combat advantage
Human Warlord (O/27) -212 HP(BLOODIED) divine challenge, granting combat advantage, weakened, +5 bonus to damage rolls against him DEAD
Half-Elf Rogue (N/27) -31 HP divine sanction, granting combat advantage
Dwarf Blackguard (M/27) -152 HP (bloodied) granting combat advantage and takes +4 damage from attacks, divine challenge, -2 to attack rolls DEAD
Frost Soldier 1 (P/14) Resist 15 all except fire and thunder DEAD
Frost Soldier 2 (K/23) Resist 15 all except fire and thunder UNSUMMONED
Frost Soldier 3 (P/23) Resist 15 all except fire and thunder DEAD
Frost Soldier 4 (M/12) Resist 15 all except fire and thunder UNSUMMONED
Frost Beast 1 (R-S/21-22) Resist 20 all except fire and thunder, +5 power bonus to damage, -5 to all defenses UNSUMMONED
Frost Beast 2 (Q-R/24-25) Resist 20 all except fire and thunder DEAD
Frost Beast 3 (T-U/11-12)Resist 20 all except fire and thunder UNSUMMONED
[Frost Beast 4 (J-K/22-23) Resist 20 all except fire and thunder DEAD

Other
Non-Combatants

Notes
-Benches are difficult terrain and cost an extra square of movement to move across.
-The door with the nail in it requires a DC 21 strength check to break down.
-Learning about the frost soldiers, frost beasts, and human frost mage requires an Arcana check. Learning about the dwarf blackguard requires a Religion or Dungeoneering check. Learning about the halfling rogue, half-elf rogue and human warlord requires a Nature check. Knowledge checks can be made as a free action, but you can't make the same check against the same creature twice.
-Creatures that are heavily obscured have total concealment, except against adjacent enemies, where it only grants partial concealment. A creature that has partial concealment gains a +2 bonus to all defenses against melee and ranged attacks, while a creature that has total concealment gains a +5 bonus to all defenses against melee and ranged attacks. In addition, creatures with total concealment can make stealth checks to hide at the end of a movement.
-Creatures that are [yellow]restrained[/yellow] cannot move or be moved even with forced movement, and take a -2 penalty to attack rolls.
>> No. 3237 edit
Surprised by the drunkard's comment, Kuro shouts with a menacing stare. "Fool! Forfeit right now and your lives might be spared!"
>> No. 3238 edit
File 135127037286.jpg - (163.25KB , 1280x720 , 1347123449730.jpg )
3238
Narerka goes on to hit with a thunder strike the nearest enemy he can find.
He also place his aegis of shielding on the Half-elf rogue, reducing his combat effectiveness against others.


Move to O-26.
Standard action : Booming blade on Halfling Rogue.
http://orokos.com/roll/83916 : attack roll
http://orokos.com/roll/83917 : Damage roll
Minor action : Aegis of shielding on half elf rogue

>> No. 3242 edit
File 135127339885.png - (1.35MB , 1149x731 , stationfight20.png )
3242
The rogues just guffaw when Kuro extends the olive branch of peace, and the halfling actually strikes back with a swift knife attack when Narerka motions to attack him. After being seared with radiant energy for its insolence, the halfling vanishes before the swordmage's strike hits its mark with a resounding crash. A mystic ward is placed over the other rogue, threatening to nullifying the effectiveness of its attacks.

Narerka moves to O/26
Narerka attacks the Halfling, who uses Vanishing Strike as an immediate interrupt with combat advantage
Vanishing Strike hits for 17 damage, and the rogue takes 8 radiant damage from divine sanction; the halfling turns invisible until the start of its next turn!
Narerka's Booming Blade hits for 14 thunder damage and will deal additional damage if the halfling starts its next turn not adjacent to Narerka
Narerka's Swordmage Aegis overwrites Melech's divine sanction on the half-elf rogue, marking him


Initiative
Halfling Rogue: 31
Tainya: 29
Human Warlord: 26
Frost Soldier 2: 25
Frost Beast 3: 24
Kuro: 23
Frost Soldier 1: 23
Half-Elf Rogue: 22
Sophie: 21
Melech: 20
Narerka: 19
Frost Beast 4: 19
Sora: 17
Frost Soldier 3: 15
Frost Beast 1: 15
Non-Combatants: 13
Frost Soldier 4: 13
Dwarf Blackguard: 12
Frost Beast 2: 11
Human Frost Mage: 7

Players
Kuro (N/25) 61/69 HP +1 AC and Reflex
Melech (P/27) 66/79 HP
Sophie (P/19) 59/59 HP
Narerka (O/26) 80/87 HP
Tainya (M/22) 69/69 HP
Sora (N/24) 49/71 HP
Moris (Passive Mode)

Enemies
Human Frost Mage (L/28) -89 HP + death attack, divine challenge DEAD
Halfling Rogue (N/26) -64 HP (BLOODIED) divine sanction, granting combat advantage, invisible
Human Warlord (O/27) -212 HP(BLOODIED) divine challenge, granting combat advantage, weakened, +5 bonus to damage rolls against him
Half-Elf Rogue (N/27) -31 HP[/red aegis of shielding, granting combat advantage
Dwarf Blackguard (M/27) -152 HP (bloodied) granting combat advantage and takes +4 damage from attacks, divine challenge, -2 to attack rolls DEAD
Frost Soldier 1 (P/14) Resist 15 all except fire and thunder DEAD
Frost Soldier 2 (K/23) Resist 15 all except fire and thunder UNSUMMONED
Frost Soldier 3 (P/23) Resist 15 all except fire and thunder DEAD
Frost Soldier 4 (M/12) Resist 15 all except fire and thunder UNSUMMONED
Frost Beast 1 (R-S/21-22) Resist 20 all except fire and thunder, +5 power bonus to damage, -5 to all defenses UNSUMMONED
Frost Beast 2 (Q-R/24-25) Resist 20 all except fire and thunder DEAD
Frost Beast 3 (T-U/11-12)Resist 20 all except fire and thunder UNSUMMONED
[Frost Beast 4 (J-K/22-23) Resist 20 all except fire and thunder DEAD

Other
Non-Combatants

Notes
-Benches are difficult terrain and cost an extra square of movement to move across.
-The door with the nail in it requires a DC 21 strength check to break down.
-Learning about the frost soldiers, frost beasts, and human frost mage requires an Arcana check. Learning about the dwarf blackguard requires a Religion or Dungeoneering check. Learning about the halfling rogue, half-elf rogue and human warlord requires a Nature check. Knowledge checks can be made as a free action, but you can't make the same check against the same creature twice.
-Creatures that are heavily obscured have total concealment, except against adjacent enemies, where it only grants partial concealment. A creature that has partial concealment gains a +2 bonus to all defenses against melee and ranged attacks, while a creature that has total concealment gains a +5 bonus to all defenses against melee and ranged attacks. In addition, creatures with total concealment can make stealth checks to hide at the end of a movement.
-Creatures that are restrained cannot move or be moved even with forced movement, and take a -2 penalty to attack rolls.
>> No. 3243 edit
Melech, within a short moment, summoned the powers of Torm towards the half-elf.
Price of Cowardice against Half-elf: atk 32, dmg 22 (http://orokos.com/roll/83929)
>> No. 3245 edit
File 135127970345.png - (1.35MB , 1149x731 , stationfight21.png )
3245
Step back in time for a moment.

Before the halfling has a chance to recover from being seared with divine light, a second burst of radiance from Melech erupts from behind his eyes, causing him to scream in anguish as his sight is stolen from him. Unable to take any more punishment, the rogue slumps to the ground, dead. The last enemy, slow on the uptake, doesn't seem bothered that it's the only one left.


Melech's Price of Cowardice kills the halfling rogue!

Initiative
Halfling Rogue: 31
Tainya: 29
Human Warlord: 26
Frost Soldier 2: 25
Frost Beast 3: 24
Kuro: 23
Frost Soldier 1: 23
Half-Elf Rogue: 22
Sophie: 21
Melech: 20
Narerka: 19
Frost Beast 4: 19
Sora: 17
Frost Soldier 3: 15
Frost Beast 1: 15
Non-Combatants: 13
Frost Soldier 4: 13
Dwarf Blackguard: 12
Frost Beast 2: 11
Human Frost Mage: 7

Players
Kuro (N/25) 61/69 HP +1 AC and Reflex
Melech (P/27) 66/79 HP
Sophie (P/19) 59/59 HP
Narerka (O/26) 80/87 HP
Tainya (M/22) 69/69 HP
Sora (N/24) 49/71 HP
Moris (Passive Mode)

Enemies
Human Frost Mage (L/28) -89 HP + death attack, divine challenge DEAD
Halfling Rogue (N/26) -88 HP (BLOODIED) divine sanction, granting combat advantage, invisible DEAD
Human Warlord (O/27) -212 HP(BLOODIED) divine challenge, granting combat advantage, weakened, +5 bonus to damage rolls against him
Half-Elf Rogue (N/27) -31 HP aegis of shielding, granting combat advantage
Dwarf Blackguard (M/27) -152 HP (bloodied) granting combat advantage and takes +4 damage from attacks, divine challenge, -2 to attack rolls DEAD
Frost Soldier 1 (P/14) Resist 15 all except fire and thunder DEAD
Frost Soldier 2 (K/23) Resist 15 all except fire and thunder UNSUMMONED
Frost Soldier 3 (P/23) Resist 15 all except fire and thunder DEAD
Frost Soldier 4 (M/12) Resist 15 all except fire and thunder UNSUMMONED
Frost Beast 1 (R-S/21-22) Resist 20 all except fire and thunder, +5 power bonus to damage, -5 to all defenses UNSUMMONED
Frost Beast 2 (Q-R/24-25) Resist 20 all except fire and thunder DEAD
Frost Beast 3 (T-U/11-12)Resist 20 all except fire and thunder UNSUMMONED
[Frost Beast 4 (J-K/22-23) Resist 20 all except fire and thunder DEAD

Other
Non-Combatants

Notes
-Benches are difficult terrain and cost an extra square of movement to move across.
-The door with the nail in it requires a DC 21 strength check to break down.
-Learning about the frost soldiers, frost beasts, and human frost mage requires an Arcana check. Learning about the dwarf blackguard requires a Religion or Dungeoneering check. Learning about the halfling rogue, half-elf rogue and human warlord requires a Nature check. Knowledge checks can be made as a free action, but you can't make the same check against the same creature twice.
-Creatures that are heavily obscured have total concealment, except against adjacent enemies, where it only grants partial concealment. A creature that has partial concealment gains a +2 bonus to all defenses against melee and ranged attacks, while a creature that has total concealment gains a +5 bonus to all defenses against melee and ranged attacks. In addition, creatures with total concealment can make stealth checks to hide at the end of a movement.
-Creatures that are restrained cannot move or be moved even with forced movement, and take a -2 penalty to attack rolls.
>> No. 3247 edit
File 135128784147.jpg - (137.89KB , 640x928 , 1347322769395.jpg )
3247
"Surely you realize you cannot win, monsieur," Tainya comments at the current state of the battle, her hand easing towards the part of her cloak with her hand crossbow stowed. "You should surrender now."
>> No. 3248 edit
Sora dominates the hell out of the rogue's brain.

"There, there, down boy," she says soothingly.

Standard: Charm Beast.
Roll: http://orokos.com/roll/83934

>> No. 3249 edit
File 135129036426.png - (1.39MB , 1149x731 , stationfight22.png )
3249
In defiance of all common sense, the sloshed half-elf flips off Tainya and leers at her like a piece of meat. It looks a bit odd when his eyes go blank after Sora seizes control of his thoughts. The rogue is now hers to command until he regains his mind.

Sora's Charm Beast hits and the Half-Elf Rogue is now dominated

Initiative
Halfling Rogue: 31
Tainya: 29
Human Warlord: 26
Frost Soldier 2: 25
Frost Beast 3: 24
Kuro: 23
Frost Soldier 1: 23
Half-Elf Rogue: 22
Sophie: 21
Melech: 20
Narerka: 19
Frost Beast 4: 19
Sora: 17
Frost Soldier 3: 15
Frost Beast 1: 15
Non-Combatants: 13
Frost Soldier 4: 13
Dwarf Blackguard: 12
Frost Beast 2: 11
Human Frost Mage: 7

Players
Kuro (N/25) 61/69 HP +1 AC and Reflex
Melech (P/27) 66/79 HP
Sophie (P/19) 59/59 HP
Narerka (O/26) 80/87 HP
Tainya (M/22) 69/69 HP
Sora (N/24) 49/71 HP
Moris (Passive Mode)

Enemies
Human Frost Mage (L/28) -89 HP + death attack, divine challenge DEAD
Halfling Rogue (N/26) -88 HP (BLOODIED) divine sanction, granting combat advantage, invisible DEAD
Human Warlord (O/27) -212 HP(BLOODIED) divine challenge, granting combat advantage, weakened, +5 bonus to damage rolls against him
Half-Elf Rogue (N/27) -31 HP aegis of shielding, dominated
Dwarf Blackguard (M/27) -152 HP (bloodied) granting combat advantage and takes +4 damage from attacks, divine challenge, -2 to attack rolls DEAD
Frost Soldier 1 (P/14) Resist 15 all except fire and thunder DEAD
Frost Soldier 2 (K/23) Resist 15 all except fire and thunder UNSUMMONED
Frost Soldier 3 (P/23) Resist 15 all except fire and thunder DEAD
Frost Soldier 4 (M/12) Resist 15 all except fire and thunder UNSUMMONED
Frost Beast 1 (R-S/21-22) Resist 20 all except fire and thunder, +5 power bonus to damage, -5 to all defenses UNSUMMONED
Frost Beast 2 (Q-R/24-25) Resist 20 all except fire and thunder DEAD
Frost Beast 3 (T-U/11-12)Resist 20 all except fire and thunder UNSUMMONED
[Frost Beast 4 (J-K/22-23) Resist 20 all except fire and thunder DEAD

Other
Non-Combatants

Notes
-Benches are difficult terrain and cost an extra square of movement to move across.
-The door with the nail in it requires a DC 21 strength check to break down.
-Learning about the frost soldiers, frost beasts, and human frost mage requires an Arcana check. Learning about the dwarf blackguard requires a Religion or Dungeoneering check. Learning about the halfling rogue, half-elf rogue and human warlord requires a Nature check. Knowledge checks can be made as a free action, but you can't make the same check against the same creature twice.
-Creatures that are heavily obscured have total concealment, except against adjacent enemies, where it only grants partial concealment. A creature that has partial concealment gains a +2 bonus to all defenses against melee and ranged attacks, while a creature that has total concealment gains a +5 bonus to all defenses against melee and ranged attacks. In addition, creatures with total concealment can make stealth checks to hide at the end of a movement.
-Creatures that are restrained cannot move or be moved even with forced movement, and take a -2 penalty to attack rolls.
>> No. 3250 edit
File 134983835287.png - (59.94KB , 265x209 , 1347667260189.png )
3250
Appalled at the half-elf's response, Tainya calmly walks up to him and slaps him across the face. She really puts her wrist into it. Her wrist has razor-sharp blades attached to it.

To prove her point, she exchanges the shuriken in her hand for a thin fencing sword, and points it at the drunk's face. "I can make it more painful, if you'd like."

Move Action: Move to M-27. Pass through ally spaces to get there, and move around him without fear of OAs.
Standard Action: Use melee basic attack with my wrist razors. Added bonus damage from attack finesse http://orokos.com/roll/83935 (Attack 33, Damage 12 (Ignore the extra 6 that I conjured from nowhere).
Free Action: Quick swap my magic shuriken for rapier.

>> No. 3253 edit
File 135129216643.png - (1.56MB , 1167x749 , stationfight23.png )
3253
Tainya's attack draws some blood, but the half elf's face is still frozen in its sickening grin.

Tainya moves to M/27
Tainya's wrist razors hit for 12 damage


Initiative
Halfling Rogue: 31
Tainya: 29
Human Warlord: 26
Frost Soldier 2: 25
Frost Beast 3: 24
Kuro: 23
Frost Soldier 1: 23
Half-Elf Rogue: 22
Sophie: 21
Melech: 20
Narerka: 19
Frost Beast 4: 19
Sora: 17
Frost Soldier 3: 15
Frost Beast 1: 15
Non-Combatants: 13
Frost Soldier 4: 13
Dwarf Blackguard: 12
Frost Beast 2: 11
Human Frost Mage: 7

Players
Kuro (N/25) 61/69 HP +1 AC and Reflex
Melech (P/27) 66/79 HP
Sophie (P/19) 59/59 HP
Narerka (O/26) 80/87 HP
Tainya (M/27) 69/69 HP
Sora (N/24) 49/71 HP
Moris (Passive Mode)

Enemies
Human Frost Mage (L/28) -89 HP + death attack, divine challenge DEAD
Halfling Rogue (N/26) -88 HP (BLOODIED) divine sanction, granting combat advantage, invisible DEAD
Human Warlord (O/27) -212 HP(BLOODIED) divine challenge, granting combat advantage, weakened, +5 bonus to damage rolls against him
Half-Elf Rogue (N/27) -43 HP aegis of shielding, dominated
Dwarf Blackguard (M/27) -152 HP (bloodied) granting combat advantage and takes +4 damage from attacks, divine challenge, -2 to attack rolls DEAD
Frost Soldier 1 (P/14) Resist 15 all except fire and thunder DEAD
Frost Soldier 2 (K/23) Resist 15 all except fire and thunder UNSUMMONED
Frost Soldier 3 (P/23) Resist 15 all except fire and thunder DEAD
Frost Soldier 4 (M/12) Resist 15 all except fire and thunder UNSUMMONED
Frost Beast 1 (R-S/21-22) Resist 20 all except fire and thunder, +5 power bonus to damage, -5 to all defenses UNSUMMONED
Frost Beast 2 (Q-R/24-25) Resist 20 all except fire and thunder DEAD
Frost Beast 3 (T-U/11-12)Resist 20 all except fire and thunder UNSUMMONED
[Frost Beast 4 (J-K/22-23) Resist 20 all except fire and thunder DEAD

Other
Non-Combatants

Notes
-Benches are difficult terrain and cost an extra square of movement to move across.
-The door with the nail in it requires a DC 21 strength check to break down.
-Learning about the frost soldiers, frost beasts, and human frost mage requires an Arcana check. Learning about the dwarf blackguard requires a Religion or Dungeoneering check. Learning about the halfling rogue, half-elf rogue and human warlord requires a Nature check. Knowledge checks can be made as a free action, but you can't make the same check against the same creature twice.
-Creatures that are heavily obscured have total concealment, except against adjacent enemies, where it only grants partial concealment. A creature that has partial concealment gains a +2 bonus to all defenses against melee and ranged attacks, while a creature that has total concealment gains a +5 bonus to all defenses against melee and ranged attacks. In addition, creatures with total concealment can make stealth checks to hide at the end of a movement.
-Creatures that are restrained cannot move or be moved even with forced movement, and take a -2 penalty to attack rolls.
>> No. 3254 edit
"...Just knock him down. We need him to tell us who was paying for this ambush."
Not very eager to fight a drunk, dominated fool, Kuro attacks the rogue with the dull side of his spear.
Standard: Basic meele attack, (21,18) if it misses use heroic effort to add +4 to the attack roll. http://orokos.com/roll/83950
>> No. 3255 edit
For her part, Sora commands the rogue. "Knock yourself out. Literally."

Let Rogue take Standard Action to attack itself non-lethally.
>> No. 3256 edit
File 13513512309.png - (1.66MB , 1167x749 , stationfightfin.png )
3256
[i]Kuro smacks the insolent rogue upside the head with his spear, who finally seems to be showing signs of exhaustion. Not to be outside, the rogue raises its own blade and slashes at himself, drawing a surprising amount of blood for what should have been a non-lethal attack. and an insidious amount of poison courses through its veins. Its face goes green for a moment, then it passes out on the ground with a thud, looking awfully pale and sickly.[i/]

Kuro's melee basic attack (with Heroic Effort) hits for 18 damage and bloodies the rogue
The Half-Elf Rogue CRITS itself with Short Sword for 18 damage, plus 12 poison damage, and is out cold


Final Results:

Initiative
Halfling Rogue: 31
Tainya: 29
Human Warlord: 26
Frost Soldier 2: 25
Frost Beast 3: 24
Kuro: 23
Frost Soldier 1: 23
Half-Elf Rogue: 22
Sophie: 21
Melech: 20
Narerka: 19
Frost Beast 4: 19
Sora: 17
Frost Soldier 3: 15
Frost Beast 1: 15
Non-Combatants: 13
Frost Soldier 4: 13
Dwarf Blackguard: 12
Frost Beast 2: 11
Human Frost Mage: 7

Players
Kuro (N/25) 61/69 HP +1 AC and Reflex
Melech (P/27) 66/79 HP
Sophie (P/19) 59/59 HP
Narerka (O/26) 80/87 HP
Tainya (M/27) 69/69 HP
Sora (N/24) 49/71 HP
Moris (Passive Mode)

Enemies
Human Frost Mage (L/28) -89 HP + death attack, divine challenge DEAD
Halfling Rogue (N/26) -88 HP (BLOODIED) divine sanction, granting combat advantage, invisible DEAD
Human Warlord (O/27) -212 HP(BLOODIED) divine challenge, granting combat advantage, weakened, +5 bonus to damage rolls against him
Half-Elf Rogue (N/27) -93 HP aegis of shielding, dominated INCAPACITATED
Dwarf Blackguard (M/27) -152 HP (bloodied) granting combat advantage and takes +4 damage from attacks, divine challenge, -2 to attack rolls DEAD
Frost Soldier 1 (P/14) Resist 15 all except fire and thunder DEAD
Frost Soldier 2 (K/23) Resist 15 all except fire and thunder UNSUMMONED
Frost Soldier 3 (P/23) Resist 15 all except fire and thunder DEAD
Frost Soldier 4 (M/12) Resist 15 all except fire and thunder UNSUMMONED
Frost Beast 1 (R-S/21-22) Resist 20 all except fire and thunder, +5 power bonus to damage, -5 to all defenses UNSUMMONED
Frost Beast 2 (Q-R/24-25) Resist 20 all except fire and thunder DEAD
Frost Beast 3 (T-U/11-12)Resist 20 all except fire and thunder UNSUMMONED
[Frost Beast 4 (J-K/22-23) Resist 20 all except fire and thunder DEAD

Other
Non-Combatants

Notes
-Benches are difficult terrain and cost an extra square of movement to move across.
-The door with the nail in it requires a DC 21 strength check to break down.
-Learning about the frost soldiers, frost beasts, and human frost mage requires an Arcana check. Learning about the dwarf blackguard requires a Religion or Dungeoneering check. Learning about the halfling rogue, half-elf rogue and human warlord requires a Nature check. Knowledge checks can be made as a free action, but you can't make the same check against the same creature twice.
-Creatures that are heavily obscured have total concealment, except against adjacent enemies, where it only grants partial concealment. A creature that has partial concealment gains a +2 bonus to all defenses against melee and ranged attacks, while a creature that has total concealment gains a +5 bonus to all defenses against melee and ranged attacks. In addition, creatures with total concealment can make stealth checks to hide at the end of a movement.
-Creatures that are restrained cannot move or be moved even with forced movement, and take a -2 penalty to attack rolls.
>> No. 3258 edit
Audio 113_Relieve.mp3 - (1.37MB , 113 Relieve.mp3 )
3258
Healing Surges Spent:
Sora : 2
Melech : 2

Action Points Used:
Sophie
Kuro

Remaining Hit Points:
Kuro (N/25) 61/69 HP
Melech (P/27) 66/79 HP
Sophie (P/19) 59/59 HP
Narerka (O/26) 80/87 HP
Tainya (M/27) 69/69 HP
Sora (N/24) 49/71 HP
Moris (Passive Mode)
>> No. 3264 edit
Satisfied, Sora takes a gander at the rest of the party. "Well, err, I didn't expect that to happen!" she exclaims.
>> No. 3265 edit
File 135139219775.png - (279.28KB , 562x576 , 1351102134557.png )
3265
Once the last aggressor drops to the ground, Tainya smiles innocently and tucks her rapier away in her cloak very quickly. Looking around at the others who joined her in the fight, she comments, "Unpleasant lot, oui? It's a good thing ze diplomats had such capable escorts!"
>> No. 3266 edit
"...Does anyone else needs healing?"
Not very pleased with the whole event, Kuro heals Sora and attempts to stabilize the Rogue.
Inspiring word to Sora, heal take 10 to the Rogue.
>> No. 3267 edit
File 134982258768.gif - (304.59KB , 330x331 , akari~n.gif )
3267
"Merci, monsieur, but non," Tainya replies to the walord, as she casually walks to the north and retrieves the iron spikes she dropped on the ground.

Move to K-17, pick up spikes on the ground.

Turning back to her allies with a bright smile, she bows and says, "Now, if you'll excusez-moi..." As she speaks, the "eladrin's" form slowly dissolves into a shadow-like figure before dissappearing entirely.

Use walk through shadow to teleport to P-28. At this point, I should be out of everyone's line of sight.

Once safely in the private room, Tainya quietly locks the door, sits down, and pulls out her alchemy case. She then opens it, pulls out several of the vials, and a sickly-looking greenish-gray mushroom, and pours a very small amount of an acidic substance over the mushroom. The "skin" of the mushroom boils away, and Tainya catches the drippings in another small vial, similar to the one used to hold the greenish-gray substance she applied to her shuriken before.

Lock the door, and take a short rest in the private room. Prepare another application of spotted toadstool venom.
>> No. 3268 edit
"Not very sociable," Sora remarks. When she turns to the others and has a good look at them all, her confident grin turns sheepish, and she gestures apologetically, "Oh! I'm sorry! A commoner mixing it up with esteemed nobles and lords... I, I'll take my leave, too."

With a last glance at the apparently dying rogue (serves him right), Sora backs off a bit, making sure not to stand in the very centre of the conglomeration.
>> No. 3269 edit
File 135059414868.png - (84.98KB , 291x478 , ka2_fumana66.png )
3269
Once Kuro makes sure the rogue is breathing again, he takes his weapons and tools and save them for now in his bag of holding. Then he take a pair of iron manacles and use them to restrain the rogue. After that he moves the unconscious half-elf to a corner and reports the situation to D'Jorasco.
"The threat is over Sir. We kept one of the bandits alive, he's unconscious and restrained right now. We should be able to get some information from him once he wake up. No major injuries seem to have taken place, besides the courier girl having a bad time, I made sure she's fine now."
>> No. 3272 edit
File 135154237584.png - (1.90MB , 1150x909 , station3.png )
3272
Once the sounds of battle die down, the dragonmarked representatives return to the station. Gardain and Cidri walk closer to the action than their retainer would like, and the big warforged cuts them off with its crossbow-turned-greatspear. "Sir," it rumbles, blocking the path to the half-elf captive, "Please don't come too close to this one; he might have rabies." Cidri d'Sivis scowls at this, but Gardain lets out a hearty laugh as he leads his friend back from the front lines. The dwarf offers a smile to Sora, who might otherwise feel unwelcome around these people.

Parthia stands in a corner seperate from everyone else, eyes closed, and hand over her chest to catch her breath. Likely waiting for her guardian to return and not feeling particularly talkative. Garret stands by Kuro's side, somewhat upset.
"I must say," he drolls, "that when you were appointed to guard me, I expected you to keep me out of harm's way." The halfling's eyes swivel toward the booth with the stationmaster, who seems remarkably calm at this time. Big puffs of smoke lazily billow out the ticket window. "I did say your smoking habit would be the death of you someday, but it was very nearly the death of me today. Please don't let it happen again, yes?" After venting, though, Garret seems more animated and takes an interest in the others."

As for Raki, she was hunched over the waking form of the half-elf rogue and scrutinizing him as only a detective would. The now much more sober half-elf releases whatever vomit built up in his cheeks onto his ragged leather armor, leering at Raki with a stupid grin. The lady of the Medani house remained unimpressed.

>> No. 3273 edit
Sophie tries to hide her worry as she heads towards Melech, not letting her feelings show until she reaches him.
Speaking in a loud whisper, she says,
"Melech! Are you hurt? You seemed awfully cold for a while there... Oh, I'm sorry I wasn't by you!"
>> No. 3274 edit
File 135156900351.jpg - (337.82KB , 1024x720 , 1351030248539.jpg )
3274
Once Tainya finishes brewing a new batch of spotted toadstool venom, she discreetly leaves the private room and walks over to Parthia, still wearing a bright smile. "Ah, Mademoiselle. Not injured, I hope? Those ruffians were quite the brutish curs." Looking in Sora's direction, she giggles and adds, "No offense, mon cabot."
>> No. 3275 edit
File 135158712825.png - (85.34KB , 291x478 , kan_majimea37.png )
3275
Not proud of his carelessness, Kuro stays quiet at D'Jorasco words, and simply nods in agreement.
The Warlord meditates for a while about his mistake, and decides not to smoke during a mission again, then he takes the rest of his cigarettes and throws them in a nearby trash bin.

Once he dealt with that problem, he walks near to Sora and comments
"Not everyone here is a lord or a noble. Kuro Nobunaga is the name, you did a great job against those bandits a while ago, it's pretty clear they thought of you as a menace as they attempted to take you down."
>> No. 3276 edit
File 13516142778.jpg - (24.78KB , 462x464 , 1346200184652.jpg )
3276
The heat of the battle already gone as quick as it happened, Narerka sheathes his trusty longsword and pat calmly Moris.

"You alright ?" He utters quietly. Moris climbs up on his shoulder with a warm purr as a response.

Not feeling particularly social, he walks up to Raki's side.


"Not too bruised, miss ?"

Noticing the remaining foe's state and the unmoving glare of his employer, Narerka draws his longswords and puts it two inches away from the Half-elf's neck.

"Anything you'd like to do to him ? I'm all for it, personally"
>> No. 3280 edit
File 135165371062.jpg - (33.17KB , 250x250 , eaglethingopenmouth.jpg )
3280
>>3273
"Pfft, not a single scratch on me," he grinned, puffing out his chest. "Although, I should be the one asking you that, Madam."
>> No. 3283 edit
File 131414903489.png - (488.44KB , 888x886 , sak_a11 bothered 1.png )
3283
If one were to pay close attention, one would notice that, in addition to catching her breath, Lady Parthia d'Phiarlan is shivering slightly, eyes clenched shut. Upon being queried by Tainya, she opens her eyes and nods a couple times, whispering, "I'm fine now. Thank you." With someone to focus on, the noble of House Phiarlan seems more relaxed, her expression regaining its stoic look of disinterest. "The train should be here by a quarter to six, so be prepared."

Raki has a far off look in her eyes when her retainer speaks with her, saying in a loud voice, "Did you notice? The shops here are closed, so they could not have acquired alcohol from the station."
>> No. 3289 edit
File 135059414868.png - (84.98KB , 291x478 , ka2_fumana66.png )
3289
Leaving his talk with the Courier for later, Kuro address to the detective. "Could it be a store was still open? or maybe they had some wine bottles with them? I think we can check that if we give a look to the room and see what they were drinking." Saying this, the warlord goes and attempt to open the door Tainya nailed.
Strength check to open the door: (16) http://invisiblecastle.com/roller/view/3761258/
>> No. 3291 edit
Audio 05_Bestest_Detectives_in_the_World.mp3 - (3.44MB , 05 Bestest Detectives in the World.mp3 )
3291
Despite Kuro's efforts, the spike wedges the door firmly shut. The detective answers him with another question, "If they brought it from home, then what were they doing here? They seem to have come here for an explicit purpose, namely a bounty based on specific races." Much more animated than she was earlier, Raki turns to face the warlord with a confident smile, "My theory is that they were out drinking the entire night. Then some local with heavy prejudices and a heavier coinpurse was offering money for the task."

And then the detective frowns in puzzlement, "However, I cannot understand how they would have gotten here first before we even arrived. We're the only ones who have permission to board the trains today." Without any evidence or confirmation, all she has to go on is speculation, and that can only go so far. The half-elf hasn't been paying much attention, and offers no input besides his unnerving look.
>> No. 3295 edit
File 13519759193.png - (59.56KB , 330x442 , kan_ikaria33.png )
3295
Not being able to confirm Raki's theory, Kuro thinks it's time to make the bandit speak.
"Miss D'Medani, please allow me" Kuro gently whispers. Saying this and once the VIP has moved back, Kuro gets close to the restrained rogue "You better stop this act now and talk, you were sparred from your drunkard companions, and personally I wouldn''t mind sending you to hell with them. Tell me, where did you heard about the bounty!?"
Intimidate take ten (26)
>> No. 3297 edit
With nobody to protect him and finally realizing the consequences of what might happen, the half-elf quickly becomes scared out of his mind and spills his guts. "Iwwaz Jack Kinsington. He runs the Queen's Head tavern near the Guild of Cunning Artificers. Some lady with blue hair said there was a were an' a rustbucket coming to the station. We jus' camped out an' waited and then you showed up."

Once he finishes talking, a loud thundering noise comes from somewhere nearby and starts to draw closer. Parthia heads outside, murmuring, "It's coming."
>> No. 3298 edit
File 135198752231.png - (85.38KB , 291x478 , kan_defa2.png )
3298
Pleased with the confession, Kuro moves back and question "Jack Kinsington. Sir, does that name sounds familiar?" asks the warlord to D'Jorasco. After that, Kuro will go and have a talk with the Ticketmaster. "Yo, could you talk with the security here? We need someone to pick up this rogue here."
>> No. 3299 edit
File 13519944767.jpg - (109.33KB , 1280x720 , 1341523055095.jpg )
3299
Tainya's face brightens when she hears the train has arrived. "Magnifique!" she exclaims, following Parthia out and turning to face the approaching train.
>> No. 3302 edit
"The train's about to arrive," said Sophie, "we ought to head out to it." She turns to go outside, looking back at Melech.
>> No. 3304 edit
File 135206026368.png - (1.83MB , 1162x733 , station4.png )
3304
Garret d'Jorasco shakes his head at Kuro's inquiry, "[brown]Never heard of him. I'm a healer, not a town mayor.[/brown]" Old Kriv the stationmaster is a bit more helpful, though. "I know that man, real piece of work," he notes, "Big man, hates anything he thinks is 'impure'. Once tried to get me fired 'cause he didn't like 'scalies'. I'll be sure to tell the guards aboot it. They should report in within a couple hours. Thank ya' kindly for taking care of the rabble." With all said and done, Kriv returns to his smoke break.

By now all the nobles save Sophie had left for the outside platform. The path of conductor stones dully begins to glow as streaks of blue appear on the western horizon. As the object approaches, the blue streaks are revealed to be arcing electric currents across a massive engine, crackling and thundering down the line while hanging suspended five feet above the path. It takes only a minute for the train to slow down and reach the platform, a wide spiked arch portruding ahead of it several feet above, which would be bad news for anybody who was twelve feet tall. The air fills with static and makes your hair stand on end as electricity arcs between the various portrusions and the stones. From out of the engine car, a voice calls out, "Alright, where's the passengers?" before a man with a big set of goggles and some chewing tobacco steps out, peering at the people gathered. "We've got a bit of a snag here."
>> No. 3306 edit
File 135206825867.jpg - (96.80KB , 1280x720 , 1347667495286.jpg )
3306
"A snag?" Tainya repeats, smiling and placing herself between Parthia and the "man." She glances to the others assembled, and then to the train, before adding, "Monsieur, what seems to be ze problème?"

Use perception to scan the area and people gathered for suspicious activity. http://orokos.com/roll/84546
>> No. 3307 edit
File 131827574750.png - (374.92KB , 536x886 , sak_a23 bothered 1.png )
3307
>>3306
Tainya (Perception) : You can't be certain, but you think you might have seen movement through the dusty windows.

The engineer looks surprisingly calm for somebody with bad news, announcing, "Well, this here train's been out of commission for a real long time. We wanted to fix it up before we got it to ya, but a bunch of nasty things made their homes inside some of the passenger cars." He shakes his head, spitting at the dirt in irritation, "I'm too old for this nonsense, barely beat back a beholder in the engine room. And the crew's not going in until there's no monsters inside. Can ya do something about it?"
>> No. 3308 edit
File 135207274440.png - (84.80KB , 291x478 , kan_nayamua.png )
3308
With more information at hand, Kuro attempts to recall more about this man. Unfortunately not having a lot of time to think, the warlord moves and stay close to D'Jorasco.
Streetwise on Jack Kinsington (27) http://orokos.com/roll/84548
>> No. 3309 edit
File 135207557772.gif - (2.29MB , 480x270 , heart attack akari.gif )
3309
As if to accenuate her response, Tainya pulls out the arm with the spiked shield still attached into full view, and her hand crossbow in her other hand. "Indeed it iz so, there appears to be movement on ze inside of your train," she comments, in the same cheerful voice that somehow now sounds eerie. "From ze spat that just took place here, I'd say we have a capable group of bodyguards to take care of zuch things, non?" With that, the "eladrin" turns her grinning visage back to those who fought alongside her earlier.
>> No. 3310 edit
File 135207713646.jpg - (73.01KB , 400x261 , unimportantcharacter.jpg )
3310
>>3308
Kuro (Streetwise) : With a reputation as a vocal hater of races that don't fit his narrow criteria, Jack Kinsington gains a significant following whenever a "witch hunt" starts. In the past, he's fanned the flames of all sorts of hate crimes, but never done anything that was actually illegal. Putting out a contract on other people, however, should definitely land him behind bars.
>> No. 3311 edit
File 135158712825.png - (85.34KB , 291x478 , kan_majimea37.png )
3311
"Monsters?! For god's sake, how long has been this train out of commission?!" the warlord exclaims, looking surprised. "We cannot afford to depart late. Should we ask Melech and the Courier for help, 'Made-moiselle'?"
>> No. 3312 edit
File 135139219775.png - (279.28KB , 562x576 , 1351102134557.png )
3312
Tainya giggles at the warlord's fumbling attempt to mimic her 'accent,' and replies, "Most wise, monsieur! An' ze half-elf too, he seems an accomplished èpèiste."
>> No. 3313 edit
Nodding to Tainya, Kuro informs to Narnerka, Melech and Sora about the situation.
>> No. 3314 edit
Sophie listens out as Kuro tells other bodyguards about the situation, curious. She approaches him and says, "Is what I heard right, Kuro? If possible, I would like to help."
>> No. 3315 edit
File 135214653828.png - (84.95KB , 291x478 , kan_fumana3.png )
3315
"It is, Miss Sophie. But it should be Melech the one who should decide if it's prudent your intermission here."
>> No. 3316 edit
Sora stands a bit shyly nearby, still intimidated by, golly, she just fought side-by-side with the personal guards of some of the hottest heads in this plane! There'd be people who'd kill for that chance.

... On the other hand, these people killed. Clearly, murder was a good way to achieve such ambitions.

At Kuro's request, she could do little but nod and sign consent, although she wasn't sure if it'd be comfortable. After all, there were plenty who thought her true form was the work of demons, the grinning face which would make people run for the hills and fear for their wives and lives.

Not their kids. Usually, they threw the kids at her.

Sora wrinkled her nose in disgust at the memory.

>> No. 3317 edit
File 135158712825.png - (85.34KB , 291x478 , kan_majimea37.png )
3317
Attempting to read Sora's reaction, Kuro says "I-I apologize for my earlier reaction. I have no problem with any person with your kind of power, but it was sort of unexpected."
>> No. 3318 edit
File 135222300698.gif - (304.83KB , 325x325 , 134743105797.gif )
3318
Having listened to the engineer's talk. Narerka can't help but grimace at the prospect of taking on another sets of monster. He was never one to appreciate forced situations, especially conflicted ones.
Nevertheless, after throwing a glance at the young lady that he was supposed to take care of, he sighed and walked over to the group that had formed around the engineer.


" Well that sure ain't no royal carriage is it now ? Ah... I guess we can't let monsters enjoy the ride along with us eh ? That saddens me, very much so. "

The half-elf gaze upon the VIPs, the association of their presence being like a big dysfunctional family.

"As much of you, my main concern is to protect my employer, and if sweeping away those rascals who didn't take the care of reserving tickets is one way to do it, I don't want to risk my employer's life while doing it.
Enmity among the higher peoples is always pretty strong, but I fear even more that an outsider decides that this school trip is too uneventful to their liking. Much like those ruffians there."

Narerka makes a slight movement with his chin towards the devastated place where the battle took place

" So I'm willing to take out these intruders only if those guests... Who am I kidding, my employer only matters for me, is kept safe here "

Moris, still sitting over Narerka's left shoulder, stands up on his black and fluffy paws, and elegantly walking behind the Half-elf's head and getting on his right shoulder, he utters a vivid meowing.
Narerka pats his with his left hand with a smirk, and he talks to Tainya.


"Oh, um... Miss ?
Moris says he doesn't like your accent"
>> No. 3319 edit
File 135223117715.gif - (119.20KB , 480x270 , 1350333724362.gif )
3319
Tainya tilts her head, and gives Narerka a quizzical expression. "Mon what, monsieur?"
>> No. 3323 edit
Melech stood there with his hand on his chin for a while, perhaps even a week, looking slightly troubled. Then, he finally looked back at Sophie, nodding.

"You can go, as long as you don't get too close, all right?"
>> No. 3325 edit
File 135248288885.png - (1.98MB , 1002x913 , station5.png )
3325
Raki murmurs something to herself that sounds an awful lot like "I knew that" while the majority of the dragonmarked nobles hang back. Gardain and his protector seem to be discussing the cost of something or other, but otherwise the only particularly animated character is the engineer that just hopped off the train. He strides up to the party with a tired gait, and you can see he has a couple fresh cuts on his face. His arms are riddled with old wounds and scars, and fairly muscular. The man carries a well-worn greatspear with him, but uses it like an old man might use a walking cane. Removing his goggles from over his eyes, the engineer speaks with relief, "I appreciate the help, fellas. To answer your question, this was planned to be a real fancy pants line and was commissioned way back in 893 YK. It was state of the art, had its own heating, lighting, and running water through the power of its bound elementals. 'course, the very next year, the Great War broke out and this was put away in storage so's the cheaper cars could haul troops and resources between places. Leave something alone for that long, and something nasty's gonna move in." Lance taps the ground with his walking stick/weapon a couple times in irritation.

"So," the dragonmarked heir says, looking imploringly at the gathered group. "The wife tells me that I shouldn't let myself get banged up so much with my condition, and that last encounter was more than enough to make her flip when I get home. All's I can do is my job, to get you all to your destination in one piece. So could you do this old man a favor and get rid of all the nasties in the other cars?"

During the course of the speech, Raki had taken it upon herself to stand in a corner and sleep standing up.

Finding out what Lance's "condition" is without asking him personal questions requires a Heal check of 18 or higher. As you are currently not in initiative or a dangerous situation, you are allowed to Take 10 on the roll, using a roll value of 10 instead of rolling the dice.
>> No. 3327 edit
Sora is quite adept at telling conditions with a simple glance.

Take 10 on heal for a 25.
>> No. 3328 edit
"Hey, are you okay?"
take 10 on heal
>> No. 3329 edit
File 131596910930.png - (20.64KB , 200x200 , saku_doctor.png )
3329
Sora, Kuro : With your knowledge, you can determine that what looked like scars and bruises on his arms at first are actually clusters of petechiae and purpura, red and purple discolorations on the skin due to bleeding beneath the skin. His cuts continue to drip blood even now, as though they were fresh. Based on this, you suspect that Lance suffers from hemorrhagic diathesis, where blood fails to coagulate and form clots. Effectively, a cut could bleed for hours. What this means for him in battle is Lance cannot spend healing surges, recover hit points, or gain temporary hit points in a fight, and can only recover HP during an extended rest. The life expectancy of people with such conditions, regardless of race, is usually less than fifty years.
>> No. 3336 edit
File 135007965230.png - (58.56KB , 330x443 , kan_fumana1.png )
3336
Understanding the complicated condition of Lance, and thinking his skills are nowhere near of being able to cure him, Kuro simply agrees.
"Don't make your wife worry too much man, we will deal with this."
>> No. 3338 edit
File 13525649397.gif - (2.24MB , 640x360 , 1344060236415.gif )
3338
"Ze other cars, you say?" Tainya replies, hands on her hips. "Are ze beasts spread out over multiples?"
>> No. 3342 edit
File 135259278626.png - (372.34KB , 536x886 , sak_a13 bothered 1.png )
3342
Lance feels like he's being scrutinized and looks a bit nervous, but it passes quickly. He nods to Kuro in thanks before answering Tainya's question, "Yes, 'fraid so. From what I heard, bunch of spiders holed up in one of the crew cars. The dining hall has little beastman problem, one of the workers was nearly hit by a spear. And, uh, there might be something in one of the cargo cars. The people investigating said they thought they saw movement and ran. It could just be a normal rat infestation for all I know, but from my experience, that's rarely the case."
>> No. 3343 edit
File 135259386852.gif - (283.18KB , 480x270 , 1347161675627.gif )
3343
"Ah, understood, monsieur!" Tainya says, nodding, as she approaches the train. She hops over next to the cart where she spotted movement, and then, in a manner eerily reminiscent of an arachnid, climbs straight up the side of the car and peeks directly into the window where she thought she saw movement. "Allow moi to have a look-see then!"

Noting the dust obscuring her view, she quickly palms a glass cutter from her cloak and slices a small section of glass, barely the size of her palm, out of the window, and peers inside the car.
>> No. 3344 edit
File 135259546114.png - (250.58KB , 1162x749 , traincarpeek1.png )
3344
Climbing on the side of the train, Tainya finds the air buzzing with static. Lightning arcs between the decorative "blades" portruding from the bottom of the the car, acting as a lightning rod and keeping her from being zapped by the conductor stones. With a small piece of the window punched out, Tainya has a fair view of the room inside. It's small, and has a faded carpet on the floor. There's cobwebs everywhere, and a fair bit of dust in the air.

There's also a spider the size of a large dog on the far wall. It appears to be facing in her direction, making a quiet chittering noise. It's not doing anything threatening at the moment, though.


Identifying the spider requires a level 10 Nature check
>> No. 3345 edit
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3345
Oddly enough, Tainya hadn't seen many spiders. She adjusts her position, trying to scan more of the car, and attempting to scan every inch of the inside visible from her current vantage point--though that proves to be somewhat difficult.

Nature: http://orokos.com/roll/84949 (14)
Perception: http://orokos.com/roll/84950 (19)

>> No. 3346 edit
File 135260235710.png - (367.23KB , 1162x749 , traincarpeek2.png )
3346
Moving around reveals little details about the area that Tainya can see. It has a bunk bed and a ladder, for one. Possibly for workers to rest between shifts. There's also a small wooden closet for clothes and, due to the lack of endtables, probably personal effects as well.

Moving around seems to aggravate the spider, its mandibles clacking noisily as it starts shrieking.


Perception : You can hear movement from somewhere close by. Maybe another room inside the car? It sounds like something skittering around on several legs - either another spider, or some other type of insect.
>> No. 3347 edit
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3347
Tainya leaps back off the side of the car onto the platform, and turns to face the rest of the group. "Seems to be a rather gandiose spider in there," the "eladrin" comments. "'Bout ze size of a mutt, I'd say. It's in a small room. Ze spider seems like it'll stay there if left alone, perhaps ze beast-people should come first?"
>> No. 3349 edit
File 135260334056.png - (58.64KB , 330x443 , kan_defa114.png )
3349
"I wonder if there was something left inside the car that managed to attract so many awful creatures... So should we start from the dining hall?"
Give a good look to the train, and determine every point from where it's possible to get in.
>> No. 3350 edit
Sophie, glad that Melech let her partake in the rough business, says, after listening to the talk regarding the monsters in the train, "The dining hall does seem like a good place to start."
>> No. 3351 edit
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3351
As his "companions" were debating on the way to take care of these undesired visitors, Narerka stepped aside and walked over to Lady Raki, and called her out, not noticing she was sleeping

"So you got not objections about this, do you ? I'd hate to fluster you, milady"

He said all of this with a wide grin on his face that he wasn't even trying to hide, courtesy wasn't really a habit of his.

However, the grin quickly disappeared, letting only a concerned and serious gaze, eyebrows furrowed.


"You've been acting strange ever since the attack. Is there a problem ?
You know, I'm here for your sake, and as a dutiful professional, as much as a man with a huge moral sense..."

His face visibly relaxed, and a friendly smile formed over his face. However his gaze was still serious

"I can't let you bear everything on your own."
>> No. 3352 edit
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3352
Lance doesn't appear to have any problem with the suggestion. This is confirmed when he replies, "It don't matter to me what order you investigate them in. Just as long as you get it done in the next fifteen minutes."

A quick glance over the cars reveals that all of them have a single door near the front on the broadest side. Exits are located at the front and back of each car, connecting one car to the next. All of them save for the engine room have windows, as well. However, it's doubtful that they open from the outside.

Raki shrugs indifferently at Narerka's query, replying sleepily,
"I'm perfectly fine, though your concern is appreciated." She covers her mouth and yawns, smiling politely afterwards. "I usually prefer to sleep until twelve, though, so I apologize for appearing lethargic. If I'm not needed for something, I'd prefer to get back some of the sleep that was stolen from me."
>> No. 3354 edit
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3354
"Very well, if everyone is ready then let's start with the dinning cart."
Move to the dinning cart door and wait for the rest to get ready.
>> No. 3355 edit
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3355
Tainya follows closely behind Kuro, humming innocently, as if her crawling on the side of a train car and slicing through a window to see inside was perfectly natural. However, behind her back, she's already sliding her hand crossbow into her primary hand, and making sure her spiked buckler is secured tightly to her left forearm. She loads her crossbow with a ordinary bolt, and seems ready to go.
>> No. 3356 edit
Melech creeped up to the wall, turning around to see if Sophie was still there. "Don't get too close, Madam."

Moves to the other side of the door.
>> No. 3357 edit
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3357
Narerka smiled sadly to Raki.

"I see. Sorry to have bothered you, and take care.
Actually, Moris'll take care of you while I'm busy fending off some pirate spider or whatever."

Narerka shaked softly his shoulder where Moris was standing, put a knee to ground and lowered the shoulder in question.
The thin and long black cat jumped to the ground, and walked like a princess showing it's latest flashy dress at a ball, elegantly and with a lot of controlled, short motions.
He crawled softly around Raki's left leg, and uttered a soft and sweet meowing.

Narerka went back to the group of brave adventurers ( or so they seemed ) that had formed around the train. Since they were seemingly trying to be sneaky, he got behind Tainya while unsheathing his trusty longsword and made a slight tap on her shoulder to announce his presence.


"So, what's the big picture ?" He murmured

Minor action : switch familiar fro passive mode to active mode.
>> No. 3358 edit
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3358
Tainya seems a bit startled by a sword suddenly tapping on her shoulder, and she whirls to face the half-elf in surprise. The "eladrin" quickly collects herself, recomposes her smile and replies, "Well, if ze spiders're a more passive threat, I thought it best to seek out ze more dangerous ones first, oui? Zey are pinned down in the cars, so it should not be a problem."

Tainya's hands remain behind her back, hidden by her cloak, and the loaded hand crossbow is quickly exchanged for her enchanted shuriken. Slowly, a vial of deep crimson liquid slides into her other hand, and she palms it delicately...

Swap my hand crossbow for magic shuriken +1. When we're about to open the door, apply bloodroot poison to my magic shuriken.
>> No. 3359 edit
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3359
Raki doesn't seem to mind the company of Moris the cat, leaning down and petting it. She still looks bored, however, and says, "Best of luck to you, then," before Narerka departs.

The dining car is the sixth car on the train, including the engine. It takes a couple minutes to walk along the long platform made to accomodate it. Each car looks fairly weathered, and they're secured with a large pin and a set of heavy chains. On the front end of each car is a single ladder to allow access to the outside roof. Electricty crackles beneath the cars, but seems to be caught by or suppressed through the blade-like decorations. This leaves the stairs, on the side of the car, easily accessible. They stop roughly half a foot from the ground and show some evidence of erosion from sand or debris, but Kuro finds them able to easily support his weight without much protest.

Even with the crackling sounds in the air, it's hard not to overhear the sounds from inside, which sound like a group of creatures arguing with eachother, their voices gutteral. However, shortly after Kuro stands by the door, the sounds quiet, and a voice rasps,
"I smell fresh meat!" From inside comes the sound of things clattering and breaking as some entities within scatter around.

Sora, Tainya : You smell something from behind the door. It has a foul stench like sulfur and decaying flesh.
>> No. 3360 edit
Sora points to the door and finally speaks up. "I'd prepare some divine magic if you have it, because whatever's behind that door is putrid and foul, and very likely past expiration."

She eyes her allies, then makes sure she is at the very rear of the group. No sense in surprising them in front of their eyes, if need would be... Not that there would be any, hopefully.
>> No. 3361 edit
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3361
"Get ready, they noticed us."
>> No. 3363 edit
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3363
Tainya carefully coats the shuriken with the red liquid, and the vial seems to dissolve in her hand afterwards as she puts the throwing weapon away, swapping back to her hand crossbow. She finally takes her hands out from behind her back, and while she's wearing a silly-looking grin, she looks ready for action.

Apply bloodroot poison to my +1 magic shuriken. Then quick swap it for my hand crossbow.
>> No. 3364 edit
"Reveal yourselves, foul beasts!"
Still not armed, Kuro opens the door with a strong swing.
>> No. 3365 edit
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3365
The worn metal door opens slowly with a loud groaning sound. Kuro is treated to a poorly lit view of the interior, a marbled checkboard floor adorning it like a ballroom. And a terrible, sickly stench. At the far end, perched atop a countertop, is a human-like creature. Its sickly green body is covered in sores and its chin is covered in barb-like hairs. It looks at Kuro with an unmistakable hunger, heaving its morningstar excitedly. "Rejoice, brothers! Today we shall feast upon manflesh!" it exclaims to its unknown companions.
>> No. 3366 edit
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3366
Initiative
Kuro - 27
Tainya - 26
Sora - 18
Melech - 16
Narerka - 14
Sophie - 13
Meazel Bravo 2 - 9

Players
Kuro (F/92) 62/69 HP
Melech (N/A) 67/79 HP
Sophie (N/A) 59/59 HP
Narerka (N/A) 81/87 HP Resist 1 all
Tainya (N/A) 69/69 HP
Sora (N/A) 71/71 HP

Enemies
Meazel Bravo 2

Notes
-Creatures without low-light vision or darkvision treat creatures in dim light as lightly obscured, taking a -2 penalty to melee and ranged attack rolls against such targets
-Squares marked by triangles are difficult terrain and require an extra square of movement to enter
-Finding more information about Meazels requires a successful History check or Nature check

Situational Bonuses
Kuro
-On spending an action point while being able to see Kuro, regain 9 HP
-Kuro has a +2 bonus to all defenses against charge attacks
-Kuro can flank an enemy from 1 square away
-Kuro deals an additional 1d6 damage on a critical hit
-An ally healed by one of Kuro's healing powers can roll a saving throw
-An ally granted an attack by Kuro gains a +1 item bonus to the attack roll
-Kuro heals an additional 2 HP with healing powers
-Kuro gains a +1 item bonus to AC and Reflex until the end of his next turn when he shifts
-An enemy must spend 1 extra square of movement to enter a space adjacent to Kuro

Melech
-Melech gains a +2 bonus to damage rolls and a +1 bonus to attack rolls against bloodied targets
-When Melech hits a creature that has not yet acted, it takes a -6 penalty to attack rolls against him
-Melech has a +1 power bonus to saving throws
-Melech has resist 10 fire
-Melech gains resist 3 to all damage until the end of his next turn when he spends a healing surge
-Melech can make a save against being dazed or stunned at the start of his turn, even if the effect is not (save ends)
-All allies gain a +1 shield bonus to AC while Melech is using a shield

Sophie
-Sophie gains a +2 bonus to all defenses against enemies subject to effects caused by her
-Sophie gains a +5 racial bonus to saving throws against charm effects
-Sophie moves one additional square when shifting or teleporting with one of her powers
-Sophie can decrease a damage roll by 2 to increase the size of a burst or blast at-will or encounter wizard attack power by 1 square
-Sophie has combat advantage with ranged and area attacks against enemies flanked by her allies
-Sophie deals 2 extra damage with attacks that target will, and gains combat advantage against a single target hit with an illusion attack until the end of her next turn
-When Sophie targets a creature's Will defense, the target takes a -1 penalty to its first saving throw against an effect imposed by the attack

Narerka
-Narerka has a +2 item bonus to saving throws against effects with the charm or illusion keywords
-Allies within 10 squares of Narerka gain a +1 bonus to Diplomacy checks
-Narerka gains a +3 bonus to attack rolls when he spends an action point
-Narerka gains a +1 bonus to attack rolls against an enemy that violates his Aegis mark until the end of his next turn
-Narerka takes a -5 penalty to attack rolls against his allies
-Narerka has resist 1 all against damage
-Narerka gains a +2 item bonus to AC and Reflex at the start of every encounter until an attack hits one of those defenses

Tainya
-Tainya can make an alchemical item during a short rest without expending components
-Tainya gains a +2 bonus to attack rolls and a +2 item bonus to attack rolls with alchemical items
-Tainya can draw and stow weapons once per turn as a free action
-Once per turn, Tainya deals an extra 1d8 damage with one-handed weapons, a garrote, a blowgun, or a shortbow
-Once per encounter, Tainya deals an extra 2d8 damage to a target granting combat advantage to her
-If Tainya deals damage to an enemy and leaves them with 10 HP or fewer, she can reduce them to 0 HP
-Tainya can reduce falling damage by 6 + her level and doesn't fall prone if this reduces damage taken to 0
-During an extended rest, Tainya can prepare 2 vials of assassins' poisons
-Tainya gains a +5 bonus to bluff checks to pass off her disguises
-Tainya's attacks ignore poison resistance and immunity
-Tainya doesn't take a penalty to attacking targets that are prone and deals an extra 2 damage
-Tainya deals an extra 1 damage with attacks against bloodied enemies
-Tainya can reroll any damage dice that come up as 1 with Assassin's Strike while she has combat advantage against the target
-When Tainya or an ally within 5 squares spend a healing surge to recover hit points, they regain 2 additional hit points

Sora
-Sora gains a +2 racial bonus to saving throws against effects that immobilize, restrain, or slow her, and a +2 bonus to checks to escape graps
-Sora gains a +2 item bonus to AC and Reflex at the start of every encounter until an attack hits one of those defenses
-Sora can knock prone a creature that she pushes or slides at least 2 squares with an attack made through a polearm or spear
-Sora gains a +1 bonus to attack rolls and a +2 bonus to damage rolls while charging in beast form
-Sora pushes a target when she dazes or stuns it with a primal power
-Sora deals an extra 1d6 damage while charging
-While in beast form, Sora gains a +1 item bonus to Fortitude and Will
-While in beast form, Sora deals 1d10 extra damage against targets granting combat advantage
-Enemies grabbing Sora take 1d8 damage at the start of their turn
-The first time Sora is bloodied, she deals 3 force damage that bloodied her

Enemies


Situational Powers
Kuro
-Roll Initiative, Free Action (Iajutsu, Battlefront Shift, Casque of Tactics)
-Hit by an attack, Immediate Reaction (Vengeance is Mine)
-Ally makes a close or area attack, Immediate Interrupt (Join the Crowd)
-Miss an attack or fail a saving throw, Free Action (Heroic Effort)
-Enemy granting combat advantage to self or ally, Minor Action (Inspired Belligerence)

Melech
-Roll Initiative, Free Action (Casque of Tactics)
-Dazed or stunned by an attack, Immediate Interrupt (Steadfast Amulet)
-Adjacent ally attacked by adjacent enemy, Immediate Reaction (Vigilant Blade)
-Marked target doesn't include you in an attack, Immediate Interrupt (Price of Cowardice)
-Hit with a charge attack, No Action (Valiant Charge)

Sophie
-Hit by an attack, Immediate Interrupt (Staff of Defense, Shield)
-Using a burst or blast power, Free Action (Staff of the War Mage)
-Subject to an effect a save can end, No Action (Flowform Armor)
-Make a saving throw against dazing, immobilizing, petrification, restraining, or stunning, No Action (Phylactery of Action)
-Standing from prone, Minor Action (Acrobat Boots)
-Subject to an effect a save can end, Minor Action (Periapt of Cascading Health)

Narerka
-Enemy within 10 squares violates Swordmage Aegis mark, Immediate Interrupt (Aegis of Shielding)
-Ally within 2 squares hit by an attack that does not include Narerka, Immediate Interrupt (Guardian Counter)
-An enemy within 10 squares hits an ally with a melee attack, Immediate Interrupt (Dimensional Vortex)
-A visible enemy marked by Swordmage Aegis moves away from Narerka, Immediate Interrupt (Fettering Aegis)
-A creature marked by Narerka's Swordmage Aegis targets him and an ally at the same time, Immediate Interrupt (Armor of Aegis Expansion)
-Hit by a melee or ranged attack, Immediate Interrupt (Cloak of Displacement)
-Hit by a melee attack, Immediate Interrupt (Reduce damage by 10)
-Attack with a weapon sheathed in scabbard since last extended rest, Free Action (Ruby Scabbard)

Tainya
-Enemy within 5 squares hit with a weapon attack, No Action (Assassin's Strike)
-Move up to her speed when climbing or making a long jump, Move Action (Ghost of the Rooftops)
-Subject to an effect a save can end, No Action (Flowform Armor)

Sora
-Adjacent enemy shifts or makes attack that doesn't include her, Immediate Interrupt (Battle Awareness)
-Takes damage from a melee or ranged attack, Immediate Interrupt (Swarm Dispersal)
-Score a critical hit with an attack made through Alfsair Spear, No Action (Alfsair Spear)
-While in beast form, adjacent enemy shifts, Immediate Reaction (Predator Armor)
-Hit by a melee or ranged attack, Immediate Interrupt (Cloak of Displacement)

Enemies
>> No. 3367 edit
"If anything, you are dining in hell!"
Taking the chance, Kuro quickly moves and his resolve allows Narnerka to step up as well. Once he's on the train, Kuro get his greatspear ready and give another look to the place.
Iajutsu: Shift to D-92, draw greatspear
Battlefront Shift: Give Narneka a free shift up to half of his speed.
History and Nature knowlegde checks (26,12) http://orokos.com/roll/85227

>> No. 3369 edit
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3369
History (Kuro) : In ages past, a plague wreaked havoc across an isolated human city. Terror and rage engulfed the residents as riots and fires flared out of control. Just when all seemed lost, a soothing voice was heard in the ears and minds of the city's panicked people.
"Your gods have fled this place. The spirits of the world no longer walk your streets. Your mages' spells have failed you. In your hour of need, I alone hear your please." To the wretched victims, this apparition made a simple bargain. In exchange for their fealty, the people of the city would enjoy limitless food, and the plague would cause no more deaths.
History does not record whether these doomed folk made any effort to discover the true nature of their would-be savior, or whether they were too desperate to care. In the end, however, they struck a pact with Baalzebul, duke of Maladomini, the seventh hell. In their desperation to survive, the folk of the city became the first meazels. They were not slain by the plague, as Baalzebul had promised, but instead were stricken with the weeping sores and endless hunger that were its hallmarks.
The meazels found that the food they formerly ate did not nourish them anymore. In search of the limitless food Baalzebul had promised, they left their city for the wide world, where they soon discovered that the flesh of sentient humanoids was the only thing that could nourish their ravening apetites.


The smell overwhelms Kuro as he reflexively advances further. He spots four other meazels, two of them lurking up on the walls and ready with longbows, their arrows dripping with poison. Another meazel bravo is posed atop a barstool, and another menaces him with a sharp line of steel wire. All around the area can be found pieces of bone and rotten meat spoiling the otherwise pleasant decorations. The meazels have done nothing to take care of the place.
>> No. 3370 edit
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3370
Annoyed by the strong odor, the Warlord gets inside, moving adjacent to once of the Meazels and attacking the one to his left with his greatspear.
(Please move Narnerka inside using the free shift I gave him)
Move to E-95
Intuitive strike against the Meazel in C-95 (Critical hit thanks to Iaijustu!) for 24 damage!
http://orokos.com/roll/85228 http://orokos.com/roll/85229

>> No. 3371 edit
File 135295327367.png - (936.62KB , 1162x622 , diningencounter3.png )
3371
Kuro lands a particularly potent strike on one of the meazels, leaving a weakpoint open for his allies to attack. The one next to him simply places a hand on his body, hissing, "I shall flay your skin from your bones, human!" Kuro's body quickly erupts in painful boils, wracking him with intense pain that makes him unable to force his eyes open. The diseased creature holds its garrote up in anticipation as the area around it is slowly subjected to infection.

Kuro moves to E/95
Kuro CRITS Meazel Bravo 1 with Intuitive Strike for 24 damage
Meazel Strangler uses Plague Touch on Kuro, dealing 13 damage; Kuro is now blinded and taking ongoing 5 necrotic damage (save ends both)


Initiative
Kuro - 27
Meazel Strangler - 26
Tainya - 26
Meazel Bravo 1 - 25
Sora - 18
Melech - 16
Meazel Hunter 2 - 15
Narerka - 14
Meazel Hunter 1 - 13
Sophie - 13
Meazel Bravo 2 - 9

Players
Kuro (F/92) 49/69 HP blinded and ongoing 5 necrotic damage (save ends)
Melech (N/A) 67/79 HP
Sophie (N/A) 59/59 HP
Narerka (N/A) 81/87 HP Resist 1 all
Tainya (N/A) 69/69 HP
Sora (N/A) 71/71 HP

Enemies
Meazel Hunter 1 (E/102 elevation 2)
Meazel Hunter 2 (A/101 elevation 2)
Meazel Strangler (E/96)
Meazel Bravo 1 (C/95) -24 HP Intuitive Strike
Meazel Bravo 2 (B/92)

Notes
-Creatures without low-light vision or darkvision treat creatures in dim light as lightly obscured, taking a -2 penalty to melee and ranged attack rolls against such targets
-Squares marked by triangles are difficult terrain and require an extra square of movement to enter
-Finding more information about Meazels requires a successful History check or Nature check
>> No. 3373 edit
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3373
Tainya's form seems to dissolve into shadowy tendrils, and then she is gone. Those gathered inside the car see her reappear in the midst of the fray, but only for a moment as she bends over--no longer holding her hand crossbow, but instead holding a small, sharpened piece of metal coated with a thin red liquid--and whispers, "Kuyami." When she utters this world, black mist seems to seep out of her very flesh, and swirls around her into it forms into a tight bubble of pure blackness that completely hides the "eladrin" from view. A split-second later, three shurikens fly out of the darkness, and though one goes wild and without direction, the remaining two fly unerringly towards the strange humanoids. All three of these projectiles seem to be coated in the deadly poison Tainya prepared before.

Free Action: Quick swap my hand crossbow fo speed for the poisoned magic shuriken.
Move Action: Use walk through shadow to teleport to B-97.
Minor Action: Use cloud of darkness racial power. Create a zone of absolute darkness on a close burst 1, enemies in the zone are blinded. The zone completely blocks line of sight for everyone but Tainya, meaning she is invisible to everyone (though not hidden).
Standard Action: Use poisonous shuriken (using the magic shuriken with bloodroot venom applied, plus two mundane shuriken--magic shuriken towards the first target), targeting bravo 1 (29), bravo 2 (natural 1), strangler (32). A hit deals 5 damage. If bravo 1 is hit, then each target hit takes an extra 6 poison damage and is dazed (save ends). http://orokos.com/roll/85232
Lore: Nature lore for bravo, strangler, hunter (14, 22, 16) http://orokos.com/roll/85235

>> No. 3375 edit
File 135300776980.png - (2.46MB , 1150x1247 , diningencounter4.png )
3375
Nature (Tainya) : All meazels carry a terrible plague with them that spreads to anybody who maintains contact for too long (Wretched Curse of Baalzebul affects enemies that begin their turn adjacent to a meazel, the affected taking a -2 penalty to defenses and gaining vulnerable 5 to all damage until the end of their next turn. Enemies that begin their turns adjacent to an infected creature are infected until the end of their next turn). They have given up on morality and ethics in favor of survival (chaotic evil), and feed upon humanoids they capture. All meazels have darkvision, and are immune to any form of disease. A meazel strangler, in particular, flanks with its allies so it can grab its food by the neck, before it drags the creature away. Its wickedly sharp garrot allows it to grab an enemy and hold it fast, biting deeper into the victim's neck the longer it holds its prey.

Meazel stranglers are level 13 natural humanoid controllers. Meazel hunters are level 12 natural humanoid artillery. Meazel bravos are level 11 natural humanoid brutes.


Tainya vanishes inside the car, concealing herself in a burst of pure darkness. One of her attacks goes wild and misses its target, but two of the meazels feel a slight sting before being overwhelmed with dizziness. A cold sweat covers their skin as they feel feverish, something that should not have happened after their pact. Maddened with hunger, the meazel bravo charges down Narerka and smashes his left shoulder with its morningstar, which makes a sickening crunching sound. Fueled by its bloodlust, the meazel overcomes its illness, growling, "I like my meat boneless."

Tainya uses Walk through Shadow and teleports to B/97
Tainya uses Cloud of Darkness
Tainya's Poisonous Shuriken hits meazel bravo 1 and meazel strangler for 5 damage, plus 6 poison damage and both are dazed (save ends)

Meazel bravo 1 charges Narerka with its morningstar attack for 24 damage
Meazel bravo 1 is no longer dazed


Initiative
Kuro - 27
Meazel Strangler - 26
Tainya - 26
Meazel Bravo 1 - 25
Sora - 18
Melech - 16
Meazel Hunter 2 - 15
Narerka - 14
Meazel Hunter 1 - 13
Sophie - 13
Meazel Bravo 2 - 9

Players
Kuro (F/92) 49/69 HP blinded and ongoing 5 necrotic damage (save ends)
Melech (N/A) 67/79 HP
Sophie (N/A) 59/59 HP
Narerka (E/92) 58/87 HP Resist 1 all
Tainya (B/97) 69/69 HP Cloud of Darkness
Sora (N/A) 71/71 HP

Enemies
Meazel Hunter 1 (E/102 elevation 2)
Meazel Hunter 2 (A/101 elevation 2)
Meazel Strangler (E/96) -11 HP dazed (save ends)
Meazel Bravo 1 (D/93) -35 HP Intuitive Strike
Meazel Bravo 2 (B/92)

Notes
-Creatures without low-light vision or darkvision treat creatures in dim light as lightly obscured, taking a -2 penalty to melee and ranged attack rolls against such targets
-Squares marked by triangles are difficult terrain and require an extra square of movement to enter
-Finding more information about Meazels requires a successful History check or Nature check

Situational Bonuses
Kuro
-On spending an action point while being able to see Kuro, regain 9 HP
-Kuro has a +2 bonus to all defenses against charge attacks
-Kuro can flank an enemy from 1 square away
-Kuro deals an additional 1d6 damage on a critical hit
-An ally healed by one of Kuro's healing powers can roll a saving throw
-An ally granted an attack by Kuro gains a +1 item bonus to the attack roll
-Kuro heals an additional 2 HP with healing powers
-Kuro gains a +1 item bonus to AC and Reflex until the end of his next turn when he shifts
-An enemy must spend 1 extra square of movement to enter a space adjacent to Kuro

Melech
-Melech gains a +2 bonus to damage rolls and a +1 bonus to attack rolls against bloodied targets
-When Melech hits a creature that has not yet acted, it takes a -6 penalty to attack rolls against him
-Melech has a +1 power bonus to saving throws
-Melech has resist 10 fire
-Melech gains resist 3 to all damage until the end of his next turn when he spends a healing surge
-Melech can make a save against being dazed or stunned at the start of his turn, even if the effect is not (save ends)
-All allies gain a +1 shield bonus to AC while Melech is using a shield

Sophie
-Sophie gains a +2 bonus to all defenses against enemies subject to effects caused by her
-Sophie gains a +5 racial bonus to saving throws against charm effects
-Sophie moves one additional square when shifting or teleporting with one of her powers
-Sophie can decrease a damage roll by 2 to increase the size of a burst or blast at-will or encounter wizard attack power by 1 square
-Sophie has combat advantage with ranged and area attacks against enemies flanked by her allies
-Sophie deals 2 extra damage with attacks that target will, and gains combat advantage against a single target hit with an illusion attack until the end of her next turn
-When Sophie targets a creature's Will defense, the target takes a -1 penalty to its first saving throw against an effect imposed by the attack

Narerka
-Narerka has a +2 item bonus to saving throws against effects with the charm or illusion keywords
-Allies within 10 squares of Narerka gain a +1 bonus to Diplomacy checks
-Narerka gains a +3 bonus to attack rolls when he spends an action point
-Narerka gains a +1 bonus to attack rolls against an enemy that violates his Aegis mark until the end of his next turn
-Narerka takes a -5 penalty to attack rolls against his allies
-Narerka has resist 1 all against damage
-Narerka gains a +2 item bonus to AC and Reflex at the start of every encounter until an attack hits one of those defenses

Tainya
-Tainya can make an alchemical item during a short rest without expending components
-Tainya gains a +2 bonus to attack rolls and a +2 item bonus to attack rolls with alchemical items
-Tainya can draw and stow weapons once per turn as a free action
-Once per turn, Tainya deals an extra 1d8 damage with one-handed weapons, a garrote, a blowgun, or a shortbow
-Once per encounter, Tainya deals an extra 2d6 damage to a target granting combat advantage to her
-If Tainya deals damage to an enemy and leaves them with 10 HP or fewer, she can reduce them to 0 HP
-Tainya can reduce falling damage by 6 + her level and doesn't fall prone if this reduces damage taken to 0
-During an extended rest, Tainya can prepare 2 vials of assassins' poisons
-Tainya gains a +5 bonus to bluff checks to pass off her disguises
-Tainya's attacks ignore poison resistance and immunity
-Tainya doesn't take a penalty to attacking targets that are prone and deals an extra 2 damage
-Tainya deals an extra 1 damage with attacks against bloodied enemies
-Tainya can reroll any damage dice that come up as 1 with Assassin's Strike while she has combat advantage against the target
-When Tainya or an ally within 5 squares spend a healing surge to recover hit points, they regain 2 additional hit points

Sora
-Sora gains a +2 racial bonus to saving throws against effects that immobilize, restrain, or slow her, and a +2 bonus to checks to escape graps
-Sora gains a +2 item bonus to AC and Reflex at the start of every encounter until an attack hits one of those defenses
-Sora can knock prone a creature that she pushes or slides at least 2 squares with an attack made through a polearm or spear
-Sora gains a +1 bonus to attack rolls and a +2 bonus to damage rolls while charging in beast form
-Sora pushes a target when she dazes or stuns it with a primal power
-Sora deals an extra 1d6 damage while charging
-While in beast form, Sora gains a +1 item bonus to Fortitude and Will
-While in beast form, Sora deals 1d10 extra damage against targets granting combat advantage
-Enemies grabbing Sora take 1d8 damage at the start of their turn
-The first time Sora is bloodied, she deals 3 force damage that bloodied her

Enemies
-Enemies that begin their turns within the aura gain -2 to all defenses and vulnerable 5 to all damage. Allies that begin their turns adjacent are also affected

Situational Powers
Kuro
-Roll Initiative, Free Action (Iajutsu, Battlefront Shift, Casque of Tactics)
-Hit by an attack, Immediate Reaction (Vengeance is Mine)
-Ally makes a close or area attack, Immediate Interrupt (Join the Crowd)
-Miss an attack or fail a saving throw, Free Action (Heroic Effort)
-Enemy granting combat advantage to self or ally, Minor Action (Inspired Belligerence)

Melech
-Roll Initiative, Free Action (Casque of Tactics)
-Dazed or stunned by an attack, Immediate Interrupt (Steadfast Amulet)
-Adjacent ally attacked by adjacent enemy, Immediate Reaction (Vigilant Blade)
-Marked target doesn't include you in an attack, Immediate Interrupt (Price of Cowardice)
-Hit with a charge attack, No Action (Valiant Charge)

Sophie
-Hit by an attack, Immediate Interrupt (Staff of Defense, Shield)
-Using a burst or blast power, Free Action (Staff of the War Mage)
-Subject to an effect a save can end, No Action (Flowform Armor)
-Make a saving throw against dazing, immobilizing, petrification, restraining, or stunning, No Action (Phylactery of Action)
-Standing from prone, Minor Action (Acrobat Boots)
-Subject to an effect a save can end, Minor Action (Periapt of Cascading Health)

Narerka
-Enemy within 10 squares violates Swordmage Aegis mark, Immediate Interrupt (Aegis of Shielding)
-Ally within 2 squares hit by an attack that does not include Narerka, Immediate Interrupt (Guardian Counter)
-An enemy within 10 squares hits an ally with a melee attack, Immediate Interrupt (Dimensional Vortex)
-A visible enemy marked by Swordmage Aegis moves away from Narerka, Immediate Interrupt (Fettering Aegis)
-A creature marked by Narerka's Swordmage Aegis targets him and an ally at the same time, Immediate Interrupt (Armor of Aegis Expansion)
-Hit by a melee or ranged attack, Immediate Interrupt (Cloak of Displacement)
-Hit by a melee attack, Immediate Interrupt (Reduce damage by 10)
-Attack with a weapon sheathed in scabbard since last extended rest, Free Action (Ruby Scabbard)

Tainya
-Enemy within 5 squares hit with a weapon attack, No Action (Assassin's Strike)
-Move up to her speed when climbing or making a long jump, Move Action (Ghost of the Rooftops)
-Subject to an effect a save can end, No Action (Flowform Armor)
-Hit an enemy with an attack while hidden, Minor Action (Hidden Shot)

Sora
-Adjacent enemy shifts or makes attack that doesn't include her, Immediate Interrupt (Battle Awareness)
-Takes damage from a melee or ranged attack, Immediate Interrupt (Swarm Dispersal)
-Score a critical hit with an attack made through Alfsair Spear, No Action (Alfsair Spear)
-While in beast form, adjacent enemy shifts, Immediate Reaction (Predator Armor)
-Hit by a melee or ranged attack, Immediate Interrupt (Cloak of Displacement)

Enemies
>> No. 3376 edit
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3376
"Camarades! Be wary of standing near them, zhey possess a horrible curse!" Tainya shouts at her allies from the darkness.
>> No. 3379 edit
Sora knows her Meazels.

Move: To C-101 (right in front of entrance)
Standard: Charm Beast B-92.
Roll: (If it is a beast add 2) http://orokos.com/roll/85355
Minor: Sensing Eye at C-92.

Knowledge: http://orokos.com/roll/85352
http://orokos.com/roll/85353

>> No. 3380 edit
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3380
Nature (Sora): Sora knows everything that Tainya knows about the meazels, as well as the following:

Usually, a meazel strangler will attack with its short sword (short sword is an mba). However, if it sees a vulnerable enemy, it will snare that enemy with its garrote (garrote can only be used against a creature granting combat advantage, and allows the strangler to grab the target; sustaining the grab is a standard action and deals heavy damage to the target). While it has a creature grabbed, it prefers to move the creature away from its allies, letting said creature absorb any blows that miss it (Drag to the Feast allows the strangler to pull a grabbed creature its speed without provoking opportunity attacks from that creature; opportunity attacks that miss the strangler during this movement instead hit the creature being dragged). If it cannot gain combat advantage through its allies, it will infect an enemy directly to weaken it and make it vulnerable and unable to retaliate (Plague Touch blinds a creature and inflicts ongoing necrotic damage).
Meazel hunters like to attack from ambush, or where they cannot be reached by enemies. They climb up walls and rubble to snipe at enemies from above. A hunter focuses its distracting shot on heavily armored targets (Distracting Shot targets will, and a creature hit grants combat advantage until the end of the hunter's next turn). In melee, it attacks enemies with a regular spear (spear is a melee basic attack), and its longbow is equipped with poisoned arrows (Longbow is a ranged basic attack that deals poison damage, and a target hit by the attack is slowed until the end of the hunter's next turn). Against weaker targets, it uses plague-tainted shot to isolate them from their allies and slowly cripple them (Plague Tainted Shot deals ongoing 10 necrotic damage (save ends) and any ally of the target that starts its turn adjacent takes 10 necrotic damage).


Sora stops short of entering and focuses a mental attack against the meazel currently in her line of sight. The creature resists, but it comes out of the encounter worse for wear, left vulnerable after the assault on its mind. Sora uses her psionic power and can briefly see things inside the room as though she were standing inside.

Sora misses with Charm Beast and Meazel Bravo 2 is dazed until the end of her next turn
Sora uses Sensing Eye and can see out of C/92 until the end of her next turn


Initiative
Kuro - 27
Meazel Strangler - 26
Tainya - 26
Meazel Bravo 1 - 25
Sora - 18
Melech - 16
Meazel Hunter 2 - 15
Narerka - 14
Meazel Hunter 1 - 13
Sophie - 13
Meazel Bravo 2 - 9

Players
Kuro (F/92) 49/69 HP blinded and ongoing 5 necrotic damage (save ends)
Melech (N/A) 67/79 HP
Sophie (N/A) 59/59 HP
Narerka (E/92) 58/87 HP Resist 1 all
Tainya (B/97) 69/69 HP Cloud of Darkness
Sora (N/A) 71/71 HP Sensing Eye (C/92)

Enemies
Meazel Hunter 1 (E/102 elevation 2)
Meazel Hunter 2 (A/101 elevation 2)
Meazel Strangler (E/96) -11 HP dazed (save ends)
Meazel Bravo 1 (D/93) -35 HP Intuitive Strike
Meazel Bravo 2 (B/92) dazed

Notes
-Creatures without low-light vision or darkvision treat creatures in dim light as lightly obscured, taking a -2 penalty to melee and ranged attack rolls against such targets
-Squares marked by triangles are difficult terrain and require an extra square of movement to enter
-Finding more information about Meazels requires a successful History check or Nature check

Situational Bonuses
Kuro
-On spending an action point while being able to see Kuro, regain 9 HP
-Kuro has a +2 bonus to all defenses against charge attacks
-Kuro can flank an enemy from 1 square away
-Kuro deals an additional 1d6 damage on a critical hit
-An ally healed by one of Kuro's healing powers can roll a saving throw
-An ally granted an attack by Kuro gains a +1 item bonus to the attack roll
-Kuro heals an additional 2 HP with healing powers
-Kuro gains a +1 item bonus to AC and Reflex until the end of his next turn when he shifts
-An enemy must spend 1 extra square of movement to enter a space adjacent to Kuro

Melech
-Melech gains a +2 bonus to damage rolls and a +1 bonus to attack rolls against bloodied targets
-When Melech hits a creature that has not yet acted, it takes a -6 penalty to attack rolls against him
-Melech has a +1 power bonus to saving throws
-Melech has resist 10 fire
-Melech gains resist 3 to all damage until the end of his next turn when he spends a healing surge
-Melech can make a save against being dazed or stunned at the start of his turn, even if the effect is not (save ends)
-All allies gain a +1 shield bonus to AC while Melech is using a shield

Sophie
-Sophie gains a +2 bonus to all defenses against enemies subject to effects caused by her
-Sophie gains a +5 racial bonus to saving throws against charm effects
-Sophie moves one additional square when shifting or teleporting with one of her powers
-Sophie can decrease a damage roll by 2 to increase the size of a burst or blast at-will or encounter wizard attack power by 1 square
-Sophie has combat advantage with ranged and area attacks against enemies flanked by her allies
-Sophie deals 2 extra damage with attacks that target will, and gains combat advantage against a single target hit with an illusion attack until the end of her next turn
-When Sophie targets a creature's Will defense, the target takes a -1 penalty to its first saving throw against an effect imposed by the attack

Narerka
-Narerka has a +2 item bonus to saving throws against effects with the charm or illusion keywords
-Allies within 10 squares of Narerka gain a +1 bonus to Diplomacy checks
-Narerka gains a +3 bonus to attack rolls when he spends an action point
-Narerka gains a +1 bonus to attack rolls against an enemy that violates his Aegis mark until the end of his next turn
-Narerka takes a -5 penalty to attack rolls against his allies
-Narerka has resist 1 all against damage
-Narerka gains a +2 item bonus to AC and Reflex at the start of every encounter until an attack hits one of those defenses

Tainya
-Tainya can make an alchemical item during a short rest without expending components
-Tainya gains a +2 bonus to attack rolls and a +2 item bonus to attack rolls with alchemical items
-Tainya can draw and stow weapons once per turn as a free action
-Once per turn, Tainya deals an extra 1d8 damage with one-handed weapons, a garrote, a blowgun, or a shortbow
-Once per encounter, Tainya deals an extra 2d6 damage to a target granting combat advantage to her
-If Tainya deals damage to an enemy and leaves them with 10 HP or fewer, she can reduce them to 0 HP
-Tainya can reduce falling damage by 6 + her level and doesn't fall prone if this reduces damage taken to 0
-During an extended rest, Tainya can prepare 2 vials of assassins' poisons
-Tainya gains a +5 bonus to bluff checks to pass off her disguises
-Tainya's attacks ignore poison resistance and immunity
-Tainya doesn't take a penalty to attacking targets that are prone and deals an extra 2 damage
-Tainya deals an extra 1 damage with attacks against bloodied enemies
-Tainya can reroll any damage dice that come up as 1 with Assassin's Strike while she has combat advantage against the target
-When Tainya or an ally within 5 squares spend a healing surge to recover hit points, they regain 2 additional hit points

Sora
-Sora gains a +2 racial bonus to saving throws against effects that immobilize, restrain, or slow her, and a +2 bonus to checks to escape graps
-Sora gains a +2 item bonus to AC and Reflex at the start of every encounter until an attack hits one of those defenses
-Sora can knock prone a creature that she pushes or slides at least 2 squares with an attack made through a polearm or spear
-Sora gains a +1 bonus to attack rolls and a +2 bonus to damage rolls while charging in beast form
-Sora pushes a target when she dazes or stuns it with a primal power
-Sora deals an extra 1d6 damage while charging
-While in beast form, Sora gains a +1 item bonus to Fortitude and Will
-While in beast form, Sora deals 1d10 extra damage against targets granting combat advantage
-Enemies grabbing Sora take 1d8 damage at the start of their turn
-The first time Sora is bloodied, she deals 3 force damage that bloodied her

Enemies
-Enemies that begin their turns within the aura gain -2 to all defenses and vulnerable 5 to all damage. Allies that begin their turns adjacent are also affected

Situational Powers
Kuro
-Roll Initiative, Free Action (Iajutsu, Battlefront Shift, Casque of Tactics)
-Hit by an attack, Immediate Reaction (Vengeance is Mine)
-Ally makes a close or area attack, Immediate Interrupt (Join the Crowd)
-Miss an attack or fail a saving throw, Free Action (Heroic Effort)
-Enemy granting combat advantage to self or ally, Minor Action (Inspired Belligerence)

Melech
-Roll Initiative, Free Action (Casque of Tactics)
-Dazed or stunned by an attack, Immediate Interrupt (Steadfast Amulet)
-Adjacent ally attacked by adjacent enemy, Immediate Reaction (Vigilant Blade)
-Marked target doesn't include you in an attack, Immediate Interrupt (Price of Cowardice)
-Hit with a charge attack, No Action (Valiant Charge)

Sophie
-Hit by an attack, Immediate Interrupt (Staff of Defense, Shield)
-Using a burst or blast power, Free Action (Staff of the War Mage)
-Subject to an effect a save can end, No Action (Flowform Armor)
-Make a saving throw against dazing, immobilizing, petrification, restraining, or stunning, No Action (Phylactery of Action)
-Standing from prone, Minor Action (Acrobat Boots)
-Subject to an effect a save can end, Minor Action (Periapt of Cascading Health)

Narerka
-Enemy within 10 squares violates Swordmage Aegis mark, Immediate Interrupt (Aegis of Shielding)
-Ally within 2 squares hit by an attack that does not include Narerka, Immediate Interrupt (Guardian Counter)
-An enemy within 10 squares hits an ally with a melee attack, Immediate Interrupt (Dimensional Vortex)
-A visible enemy marked by Swordmage Aegis moves away from Narerka, Immediate Interrupt (Fettering Aegis)
-A creature marked by Narerka's Swordmage Aegis targets him and an ally at the same time, Immediate Interrupt (Armor of Aegis Expansion)
-Hit by a melee or ranged attack, Immediate Interrupt (Cloak of Displacement)
-Hit by a melee attack, Immediate Interrupt (Reduce damage by 10)
-Attack with a weapon sheathed in scabbard since last extended rest, Free Action (Ruby Scabbard)

Tainya
-Enemy within 5 squares hit with a weapon attack, No Action (Assassin's Strike)
-Move up to her speed when climbing or making a long jump, Move Action (Ghost of the Rooftops)
-Subject to an effect a save can end, No Action (Flowform Armor)
-Hit an enemy with an attack while hidden, Minor Action (Hidden Shot)

Sora
-Adjacent enemy shifts or makes attack that doesn't include her, Immediate Interrupt (Battle Awareness)
-Takes damage from a melee or ranged attack, Immediate Interrupt (Swarm Dispersal)
-Score a critical hit with an attack made through Alfsair Spear, No Action (Alfsair Spear)
-While in beast form, adjacent enemy shifts, Immediate Reaction (Predator Armor)
-Hit by a melee or ranged attack, Immediate Interrupt (Cloak of Displacement)

Enemies
>> No. 3384 edit
Sora relays her knowledge to the rest of the party.
>> No. 3385 edit
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3385
Melech got into the car and gave death glare before teleporting between the two and stabbing one in the back.
"Man, you guys smell like shit."

Move: Into the car, F-92
Minor: Paladin's Wrath
Move: Winter's Arrival, C-92
Action Point: Enfeebling Strike against Bravo 1 D-93 (Atk - 27 ; Dmg - 13) (http://orokos.com/roll/85380)

>> No. 3386 edit
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3386
Melech enters the train and gives a threatening look to all the meazels threatening his allies. They find it off-putting and feel threatened by him as a result. Not yet finished, the paladin disappears in a flurry of snow before reforming several feet away between the pair of meazel bravos, bringing some of the cold with him. Before they know what happened, one of them is stabbed by Melech while its guard is down, and it feels distracted, as well as agonized, as a result. Because of his boldness, Melech feels some of his vitality return.

Unable to get a clear shot through Tainya's concealing shroud, one of the hunters scales the train car until it sits on a ledge above the serving tables. From its higher vantage point, it gets an easy shot at Kuro and hits him with a very blunt arrow to the head. The warlord develops a splitting headache and is unable to defend himself as effectively as a result.


Melech enters the train car
Melech's Paladin's Wrath sanctions all enemies within 5 squares
Melech uses Winter's Arrival and teleports to C/92; all adjacent squares become difficult terrain until the end of his next turn
Melech regains 9 HP from spending an action point
Melech's Enfeebling Strike hits Meazel Bravo 1 for 13 damage; it takes a -2 penalty to all attack rolls until the end of Melech's next turn

Meazel hunter 2 moves to B/105, elevation 2
Meazel hunter 2 hits Kuro with Distracting Shot for 12 damage; Kuro grants combat advantage until the end of the hunter's next turn


Initiative
Kuro - 27
Meazel Strangler - 26
Tainya - 26
Meazel Bravo 1 - 25
Sora - 18
Melech - 16
Meazel Hunter 2 - 15
Narerka - 14
Meazel Hunter 1 - 13
Sophie - 13
Meazel Bravo 2 - 9

Players
Kuro (F/92) 37/69 HP blinded and ongoing 5 necrotic damage (save ends), granting combat advantage
Melech (C/92) 78/79 HP
Sophie (N/A) 59/59 HP
Narerka (E/92) 58/87 HP Resist 1 all
Tainya (B/97) 69/69 HP Cloud of Darkness
Sora (N/A) 71/71 HP Sensing Eye (C/92)

Enemies
Meazel Hunter 1 (E/102 elevation 2)
Meazel Hunter 2 (B/105 elevation 2)
Meazel Strangler (E/96) -11 HP dazed (save ends), divine sanction
Meazel Bravo 1 (D/93) -48 HP Intuitive Strike, -2 to attack rolls, divine sanction
Meazel Bravo 2 (B/92) dazed, divine sanction

Notes
-Creatures without low-light vision or darkvision treat creatures in dim light as lightly obscured, taking a -2 penalty to melee and ranged attack rolls against such targets
-Squares marked by triangles are difficult terrain and require an extra square of movement to enter
-Finding more information about Meazels requires a successful History check or Nature check
>> No. 3387 edit
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3387
Narerka can't help but escape a scream of pain as his left shoulder gets destroyed.
Kneeling down from the impact, he runs his fingers across the wound, infuriated.


"You... goddamn... motherfucker. I won't let you... I won't allow you to live any longer, get destroyed"

Holding his longsword with his functioning left hand, still kneeling down, Narerka whispers in a strange language.
"Magica Custodia"
As he does, he proceeds to stand up, moves further behind him his left foot and faces his opponent, sword ready to strike.

With a smirk deformed by pain and rage, the wounded half-elf rushes directly and uncontrollably towards the Meazel that hit him, and unleashes a thunder strike with his sword.


Minor Action : Get into stance "Hosts of Shields"

Move Action : move to E-93

Standard Action : Booming Blade on Meazel bravo 1.
Attack roll http://orokos.com/roll/85466
Damage roll http://orokos.com/roll/85467

>> No. 3390 edit
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3390
Narerka's incantation conjures a swarm of tiny shields. They float around him in a ring, wavering slightly. Blind with fury, the swordmage moves into position, provoking another attack from the meazel. In spite of everything against it, its morningstar finds a weak point in the sheilds' defenses, and deals a solid blow to his chest, which is starting to break out in painful blisters. It's singed by divine light in retribution for this, and Narerka follows up with a thundering strike that leaves it badly bruised. The half-elf isn't looking so great, however.

The remaining meazel hunter also can't get a clear shot through Tainya's obscuring darkness, and moves closer to its target. It loads up an arrow soaked in something green and rotting and takes careful aim at the paladin. With a grunt, it lets the arrow fly and manages to nail a weak spot in Melech's armor. The wound quickly starts to fester and causes the paladin great agony as it emits a noxious smell.


Narerka is affected by Wretched Curse of Baalzebul
Narerka provokes an opportunity attack from Meazel Bravo 1, which hits for 29 damage (increased from 25); Narerka is now bloodied
Meazel Bravo 1 takes 9 radiant damage from divine sanction
Narerka hits Meazel Bravo 1 with booming blade for 12 thunder damage, bloodying it
Meazel Hunter 1 moves to E/98 elevation 2
Meazel Hunter 1 uses plague-tainted shot and hits Melech for 13 damage and ongoing 10 necrotic damage (save ends)


Initiative
Kuro - 27
Meazel Strangler - 26
Tainya - 26
Meazel Bravo 1 - 25
Sora - 18
Melech - 16
Meazel Hunter 2 - 15
Narerka - 14
Meazel Hunter 1 - 13
Sophie - 13
Meazel Bravo 2 - 9

Players
Kuro (F/92) 37/69 HP blinded and ongoing 5 necrotic damage (save ends), granting combat advantage
Melech (C/92) 65/79 HP ongoing 10 necrotic damage and 10 necrotic damage to adjacent allies (save ends)
Sophie (N/A) 59/59 HP
Narerka (E/93) 29/87 HP (BLOODIED) Resist 1 all, +2 power bonus to AC and Reflex, Wretched Curse of Baalzebul
Tainya (B/97) 69/69 HP Cloud of Darkness
Sora (N/A) 71/71 HP Sensing Eye (C/92)

Enemies
Meazel Hunter 1 (E/98 elevation 2)
Meazel Hunter 2 (B/105 elevation 2)
Meazel Strangler (E/96) -11 HP dazed (save ends), divine sanction
Meazel Bravo 1 (D/93) -71 HP (BLOODIED) Intuitive Strike, -2 to attack rolls, divine sanction, booming blade
Meazel Bravo 2 (B/92) dazed, divine sanction

Notes
-Creatures without low-light vision or darkvision treat creatures in dim light as lightly obscured, taking a -2 penalty to melee and ranged attack rolls against such targets
-Squares marked by triangles are difficult terrain and require an extra square of movement to enter
-Finding more information about Meazels requires a successful History check or Nature check
>> No. 3413 edit
Sophie enters the train. The foul smell is strong, but she doesn't let it affect her. She boldly attacks the Meazels' minds, making them see mountains of fresh meat, distracting them from her allies and positioning them where she wishes. Figuring that Kuro would have trouble in the dim light, she also focuses a simple attack on his armor to ease his vision.

Move to E-92.
Visions of Avarice on B-94: http://orokos.com/roll/85567
Pull Bravo 1 to C-94
Pull Bravo 2 to B-94
Pull Hunter to C-95
Minor Action: Light on Kuro's armor

>> No. 3414 edit
File 135346981473.png - (1.00MB , 1162x749 , diningencounter8.png )
3414
Sophie's illusion creates a pile of fresh human meat piled high on the countertop. Unable to resist the smell, the meazels are drawn to it like moths to a flame, one of them actually falling to the ground with a heavy thud before advancing on the percieved appetizers. They stand transfixed by it, disbelieving and distracted, until one of them snaps out of it. A little too late, however, as it can't attack anything from its position.

The deadly touch of the meazel hurts Kuro even more as his body breaks out in blisters and sores, a terrible hunger gnawing at him that leaves him feeling weak. His eyesight still hasn't returned to him either, leaving him trapped in absolute darkness, adjacent to the one meazel that was not fooled by the potent illusion.


Sophie moves to E/92
Sophie's Visions of Avarice slides Meazel Bravo 1 to C/94, Meazel Bravo 2 to A/94, and Meazel Hunter 1 to C/95 (Meazel Hunter falls and takes 5 damage); all targets are immobilized (save ends)
Sophie cast light on Kuro

Meazel Bravo 2 can't do anything because of its position and immobility!
Meazel Bravo 2 saves against being immobilized

Kuro is affected by Wretched Curse of Baalzebul
Kuro takes ongoing 10 necrotic damage (increased from 5) and is now bloodied


Initiative
Kuro - 27
Meazel Strangler - 26
Tainya - 26
Meazel Bravo 1 - 25
Sora - 18
Melech - 16
Meazel Hunter 2 - 15
Narerka - 14
Meazel Hunter 1 - 13
Sophie - 13
Meazel Bravo 2 - 9

Players
Kuro (F/92) 27/69 HP (BLOODIED) blinded and ongoing 5 necrotic damage (save ends), granting combat advantage, Wretched Curse of Baalzebul, light
Melech (C/92) 65/79 HP ongoing 10 necrotic damage and 10 necrotic damage to adjacent allies (save ends)
Sophie (E/92) 59/59 HP
Narerka (E/93) 29/87 HP (BLOODIED) Resist 1 all, +2 power bonus to AC and Reflex, Wretched Curse of Baalzebul
Tainya (B/97) 69/69 HP Cloud of Darkness
Sora (N/A) 71/71 HP Sensing Eye (C/92)

Enemies
Meazel Hunter 1 (C/95) -5 HP immobilized (save ends)
Meazel Hunter 2 (B/105 elevation 2)
Meazel Strangler (E/96) -11 HP dazed (save ends), divine sanction
Meazel Bravo 1 (C/94) -71 HP (BLOODIED) Intuitive Strike, -2 to attack rolls, divine sanction, booming blade, immobilized (save ends)
Meazel Bravo 2 (A/94) dazed, divine sanction

Notes
-Creatures without low-light vision or darkvision treat creatures in dim light as lightly obscured, taking a -2 penalty to melee and ranged attack rolls against such targets
-Squares marked by triangles are difficult terrain and require an extra square of movement to enter
-Finding more information about Meazels requires a successful History check or Nature check
>> No. 3416 edit
File 135283455533.png - (85.73KB , 291x477 , kan_ikaria2.png )
3416
Hurt, blind and bloodied, Kuro has seen better days before. The curse from the Meazels mixed with that deep blow from before is really hindering him. However that doesn't affect his willingness to accomplish his mission. Holding his spear tightly, Kuro shouts to the group, with a strict, yet warm tone. "Do you think these guys smell!? You haven't been in the Lizardfolk sewers then! Don't slack and finish that one off already!"
Minor action: Inspiring word in Kuro, heals for 32 hp and saves from blind and on going damage. http://orokos.com/roll/85594
Minor action: Rousing words on Narnerka, ubber healing him for 48 hit points! (21+21+2+4)
Standard action: Direct the strike! Grant an attack to Tainya with a +1 bonus to attack.

>> No. 3417 edit
File 13525649397.gif - (2.24MB , 640x360 , 1344060236415.gif )
3417
Even as Tainya catches the magic shuriken in her hand, she quickly tosses it a second time at the warlord's urging, reacting faster than even she thought possible.

Direct the Strike: Use RBA against Bravo 1 (35), a hit deals 21 damage http://orokos.com/roll/85596
http://orokos.com/roll/85597 (Forgot to roll attack finesse for some reason).

>> No. 3419 edit
File 135351171739.png - (0.99MB , 1162x749 , diningencounter9.png )
3419
A few words of inspiration give Kuro and Narerka a second wind, and suddenly their injuries don't seem so grievous. Kuro's sight returns to him quickly afterwards, and the creeping contagion seems to have stopped for now. An opening presents itself and Kuro draws Tainya's attention to the injured bravo, and her boomerang shuriken slices along its left arm. It seethes with anger, injured but not down.

Unable to contain itself any longer, the strangler lunges at Kuro in a frenzy. It screams at him as it wields its garrote with deadly efficiency, yelling
"I'll flay the flesh from your bones, human!" It wraps razor wire around Kuro's neck and tugs painfully, while Narerka makes a gesture with his sword, and...

...it pulls against the injured bravo's neck and spills a lot of its allies sickly green blood, getting seared with divine light in retribution for its attack. It yelps in surprise and confusion, no longer dazed, but still puzzled as how it grabbed its ally.


Kuro heals himself with inspiring word for 32 HP, and saves against being blinded and ongoing damage
Kuro heals Narerka with rousing words for 48 HP
Kuro uses direct the strike and grants Tainya an attack, which hits Meazel Bravo 1 for 21 damage

Meazel Strangler CRITS Kuro with garrote for 20 damage
--Except Narerka interrupts with dimensional vortex and redirects the attack to Meazel Bravo 1, who takes 20 damage and is grabbed!
Meazel Strangler takes 9 radiant damage from divine sanction
Meazel Strangler saves against being dazed


Initiative
Kuro - 27
Meazel Strangler - 26
Tainya - 26
Meazel Bravo 1 - 25
Sora - 18
Melech - 16
Meazel Hunter 2 - 15
Narerka - 14
Meazel Hunter 1 - 13
Sophie - 13
Meazel Bravo 2 - 9

Players
Kuro (F/92) 59/69 HP granting combat advantage, Wretched Curse of Baalzebul, light
Melech (C/92) 65/79 HP ongoing 10 necrotic damage and 10 necrotic damage to adjacent allies (save ends)
Sophie (E/92) 59/59 HP
Narerka (E/93) 77/87 HP Resist 1 all, +2 power bonus to AC and Reflex, Wretched Curse of Baalzebul
Tainya (B/97) 69/69 HP Cloud of Darkness
Sora (N/A) 71/71 HP Sensing Eye (C/92)

Enemies
Meazel Hunter 1 (C/95) -5 HP immobilized (save ends)
Meazel Hunter 2 (B/105 elevation 2)
Meazel Strangler (B/94) -20 HP divine sanction
Meazel Bravo 1 (C/94) -112 HP (BLOODIED) -2 to attack rolls, divine sanction, booming blade, immobilized (save ends), grabbed
Meazel Bravo 2 (A/94) dazed, divine sanction

Notes
-Creatures without low-light vision or darkvision treat creatures in dim light as lightly obscured, taking a -2 penalty to melee and ranged attack rolls against such targets
-Squares marked by triangles are difficult terrain and require an extra square of movement to enter
-Finding more information about Meazels requires a successful History check or Nature check
>> No. 3422 edit
File 13535320023.gif - (1.17MB , 480x270 , 1336872131717.gif )
3422
Tainya hastily moves through the shadows, trying to remain silent as she does so, and quickly loads a bolt into her crossbow, then fires two bolts--aimed at different targets--from her hidden position. Immediately after firing the second, she bites her lip a bit, as if realizing that it probably wasn't going to be enough.

Move Action: Walk to C-98 and Hide (24) http://orokos.com/roll/85624
Standard Action: Use ranged basic attack against Strangler (36 to hit). On hit, deals 19 damage http://orokos.com/roll/85626
Minor Action: Use hidden shot against bravo 1 (29 to hit). On hit deals 9 damage (+1 because it's bloodied). http://orokos.com/roll/85627

>> No. 3423 edit
File 135353667272.png - (0.99MB , 1162x749 , diningencounter10.png )
3423
Tainya shifts within the inky black cloud and fires a couple shots from her crossbow while remaining hidden. One of them hits the strangler dead on, while another grazes the nearly-dead bravo. Said meazel bravo is too enthralled with the illusory meal to notice it was hit by an attack. Soon enough, the traces of the dark cloud Tainya summoned vanish into thin air.

Tainya moves to C/98 and successfully hides
Tainya's ranged basic attack hits the strangler for 19 damage
Tainya's hidden shot hits bravo 1 for 9 damage
Tainya's Cloud of Darkness disappears, and she is no longer hidden

Meazel Bravo 1 fails its saving throw against immobilization


Initiative
Kuro - 27
Meazel Strangler - 26
Tainya - 26
Meazel Bravo 1 - 25
Sora - 18
Melech - 16
Meazel Hunter 2 - 15
Narerka - 14
Meazel Hunter 1 - 13
Sophie - 13
Meazel Bravo 2 - 9

Players
Kuro (F/92) 59/69 HP granting combat advantage, Wretched Curse of Baalzebul, light
Melech (C/92) 65/79 HP ongoing 10 necrotic damage and 10 necrotic damage to adjacent allies (save ends)
Sophie (E/92) 59/59 HP
Narerka (E/93) 77/87 HP Resist 1 all, +2 power bonus to AC and Reflex, Wretched Curse of Baalzebul
Tainya (C/98) 69/69 HP
Sora (N/A) 71/71 HP Sensing Eye (C/92)

Enemies
Meazel Hunter 1 (C/95) -5 HP immobilized (save ends)
Meazel Hunter 2 (B/105 elevation 2)
Meazel Strangler (B/94) -39 HP divine sanction
Meazel Bravo 1 (C/94) -121 HP (BLOODIED) -2 to attack rolls, divine sanction, immobilized (save ends), grabbed
Meazel Bravo 2 (A/94) dazed, divine sanction

Notes
-Creatures without low-light vision or darkvision treat creatures in dim light as lightly obscured, taking a -2 penalty to melee and ranged attack rolls against such targets
-Squares marked by triangles are difficult terrain and require an extra square of movement to enter
-Finding more information about Meazels requires a successful History check or Nature check
>> No. 3424 edit
Sora swiftly enters the train, moving with all the finesse of a wolf as she sneaks into a corner and unleashes a fierce volley of brambles at the nearby meazels. Afterwards, she invokes a spell to cleanse nearby pollution.

Move: To A-92.
Standard: Thorn Spray to hit all meazels and no allies.. well, aside from the B archer up far away.
Rolls: http://orokos.com/roll/85630

Minor: Clear Chaff to grant Melech a saving throw with +2 bonus.

>> No. 3425 edit
File 135354838629.png - (0.99MB , 1162x749 , diningencounter11.png )
3425
With all the adventurers gathered in the train car, Sora unleashes a vicious volley of thorns at her enemies. Although the most heavily wounded meazel resists them, the rest aren't so lucky, leaving their defenses wide open as a result. Her incantation scours Melech's infection with primal energy, leaving behind no trace that it was ever there.

Sora moves to A/92
Sora hits all but Meazel Bravo 1 with Thorn Spray for 9 damage, and each target hit takes a -5 penalty to all defenses until the end of her next turn.
Sora uses Clear the Chaff, and Melech saves against ongoing necrotic damage


Initiative
Kuro - 27
Meazel Strangler - 26
Tainya - 26
Meazel Bravo 1 - 25
Sora - 18
Melech - 16
Meazel Hunter 2 - 15
Narerka - 14
Meazel Hunter 1 - 13
Sophie - 13
Meazel Bravo 2 - 9

Players
Kuro (F/92) 59/69 HP granting combat advantage, Wretched Curse of Baalzebul, light
Melech (C/92) 65/79 HP
Sophie (E/92) 59/59 HP
Narerka (E/93) 77/87 HP Resist 1 all, +2 power bonus to AC and Reflex, Wretched Curse of Baalzebul
Tainya (C/98) 69/69 HP
Sora (A/92) 71/71 HP

Enemies
Meazel Hunter 1 (C/95) -14 HP immobilized (save ends), -5 to all defenses
Meazel Hunter 2 (B/105 elevation 2)
Meazel Strangler (B/94) -48 HP divine sanction, -5 to all defenses
Meazel Bravo 1 (C/94) -121 HP (BLOODIED) -2 to attack rolls, divine sanction, immobilized (save ends), grabbed
Meazel Bravo 2 (A/94) -9 HP dazed, divine sanction, -5 to all defenses

Notes
-Creatures without low-light vision or darkvision treat creatures in dim light as lightly obscured, taking a -2 penalty to melee and ranged attack rolls against such targets
-Squares marked by triangles are difficult terrain and require an extra square of movement to enter
-Finding more information about Meazels requires a successful History check or Nature check
>> No. 3431 edit
Melech steps near the dying creature and swings.

Move to C-93.
Valorous Smite against Bravo1: Atk 26, Dmg 25(http://orokos.com/roll/85772)

>> No. 3432 edit
File 135388894635.png - (0.97MB , 1162x749 , diningencounter12.png )
3432
Melech lets loose a cry as he cleaves into the meazel, sanctioning all his enemies within his range. Unable to stand against the paladin's attack, the meazel bravo gurgles and slumps to the ground in a heap. Thus far unharmed, one of the hunters moves closer to the fray and fires a poison tipped arrow at Tainya. It manages to hit, and the assassin's legs feel dull and heavy as her movement is restricted.

Melech moves to C/93
Melech uses Valorous Smite against Meazel Bravo 1 and kills it

Meazel Hunter 2 moves to A/102 Elevation 2
Meazel Hunter 2 hits Tainya with its longbow attack for 14 poison damage and Tainya is slowed until the end of its next turn


Initiative
Kuro - 27
Meazel Strangler - 26
Tainya - 26
Meazel Bravo 1 - 25
Sora - 18
Melech - 16
Meazel Hunter 2 - 15
Narerka - 14
Meazel Hunter 1 - 13
Sophie - 13
Meazel Bravo 2 - 9

Players
Kuro (F/92) 59/69 HP Wretched Curse of Baalzebul, light
Melech (C/93) 65/79 HP
Sophie (E/92) 59/59 HP
Narerka (E/93) 77/87 HP Resist 1 all, +2 power bonus to AC and Reflex, Wretched Curse of Baalzebul
Tainya (C/98) 55/69 HP slowed
Sora (A/92) 71/71 HP

Enemies
Meazel Hunter 1 (C/95) -14 HP immobilized (save ends), -5 to all defenses
Meazel Hunter 2 (A/102 elevation 2)
Meazel Strangler (B/94) -48 HP divine sanction, -5 to all defenses
Meazel Bravo 1 (C/94) -146 HP (BLOODIED) -2 to attack rolls, divine sanction, immobilized (save ends), grabbed DEAD
Meazel Bravo 2 (A/94) -9 HP dazed, divine sanction, -5 to all defenses

Notes
-Creatures without low-light vision or darkvision treat creatures in dim light as lightly obscured, taking a -2 penalty to melee and ranged attack rolls against such targets
-Squares marked by triangles are difficult terrain and require an extra square of movement to enter
-Finding more information about Meazels requires a successful History check or Nature check
>> No. 3445 edit
File 13541175957.jpg - (370.09KB , 960x720 , 1354105867795.jpg )
3445
Narerka uses a psychic throw, hurting the three meazels close to him and herding them to the wall.
He moves closer and put Aegis of Shielding on the Hunter one.


Standard Action : Beguiling Strands.
Attack rolls : http://orokos.com/roll/86037
Push Meazel hunter 1 to 95-A.
Move to 95-C
Minor Action : Aegis of shielding on Meazel Hunter 1

>> No. 3446 edit
File 135412103154.png - (938.64KB , 1153x525 , diningencounter13.png )
3446
Strings of light launch from Narerka's hand and chase after the meazels. The hunter stumbles back into the wall as it is stung by the attack. The swordmage moves forward and forms an arcane link with the meazel hunter, threatening to nullify its attacks. The hunter ignores this and fires a shot at Melech, but the arrow seems to waver in midair before changing course slightly, merely grazing the paladin's cheek.

Narerka hits Meazel Hunter 1, Meazel Bravo 2, and Meazel Strangler with Beguiling Strands and deals 5 psychic damage to them; Meazel Hunter 1 is pushed to A/95
Narerka moves to C/95
Narerka uses Aegis of Shielding on Meazel Hunter 1, and it is marked until the end of the encounter

Meazel Hunter 1 uses Distracting Shot and hits Melech for 4 damage (reduced from 13 by aegis of shielding); Melech grants combat advantage until the end of the meazel's next turn
Meazel Hunter 1 saves against immobilization


Initiative
Kuro - 27
Meazel Strangler - 26
Tainya - 26
Meazel Bravo 1 - 25
Sora - 18
Melech - 16
Meazel Hunter 2 - 15
Narerka - 14
Meazel Hunter 1 - 13
Sophie - 13
Meazel Bravo 2 - 9

Players
Kuro (F/92) 59/69 HP Wretched Curse of Baalzebul, light
Melech (C/93) 61/79 HP granting combat advantage
Sophie (E/92) 59/59 HP
Narerka (C/95) 77/87 HP Resist 1 all, +2 power bonus to AC and Reflex
Tainya (C/98) 55/69 HP slowed
Sora (A/92) 71/71 HP

Enemies
Meazel Hunter 1 (A/95) -19 HP, -5 to all defenses, aegis of shielding
Meazel Hunter 2 (A/102 elevation 2)
Meazel Strangler (B/94) -53 HP divine sanction, -5 to all defenses
Meazel Bravo 1 (C/94) -146 HP (BLOODIED) -2 to attack rolls, divine sanction, immobilized (save ends), grabbed DEAD
Meazel Bravo 2 (A/94) -14 HP dazed, divine sanction, -5 to all defenses

Notes
-Creatures without low-light vision or darkvision treat creatures in dim light as lightly obscured, taking a -2 penalty to melee and ranged attack rolls against such targets
-Squares marked by triangles are difficult terrain and require an extra square of movement to enter
-Finding more information about Meazels requires a successful History check or Nature check
>> No. 3448 edit
Sophie maintains the illusion, keeping the nearby enemies in place.She then conjures an illusory mirror maze, making sure the spell won't affect her allies.
"I do hope this is of some help...!" she says under her breath.

She looks toward Melech, a little concerned, and decides to privately give him some moral support:
"Hang in there, Melech!"


Sustain Visions of Avarice on B-94: http://orokos.com/roll/86085
Pull Strangler to B-95
Maze of Mirrors on A-94: http://orokos.com/roll/86087
Ghost Sound on C-92 so only Melech can hear

>> No. 3451 edit
File 135420532181.png - (937.02KB , 1153x525 , diningencounter14.png )
3451
The pile of flesh remains tempting for the meazels, in spite of their knowledge that it's not real. Sophie compounds this illusion with a mirror maze that traps the strangler and bravo in place with little awareness of their surroundings. The hunter recognizes the false mirrors as an illusion, but has trouble convincing himself of that. Trapped in place, the meazel bravo snarls angrily.

Kuro doesn't feel nearly as bad as he did earlier now that the meazels aren't close by.


Sophie sustains Visions of Avarice, but the enemies are as close to the origin point as they possibly can be and are not moved
Sophie's Maze of Mirrors hits the Meazel Strangler and Meazel Bravo 2, leaving them immobilized with a -4 penalty to attack rolls until the end of her next turn; the hunter is slowed until the end of her next turn
Sophie uses a free action to whisper some encouragement to Melech

Meazel Bravo 2 can't do anything from where it's sitting

Kuro is no longer subjected to Wretched Curse of Baalzebul


Initiative
Kuro - 27
Meazel Strangler - 26
Tainya - 26
Meazel Bravo 1 - 25
Sora - 18
Melech - 16
Meazel Hunter 2 - 15
Narerka - 14
Meazel Hunter 1 - 13
Sophie - 13
Meazel Bravo 2 - 9

Players
Kuro (F/92) 59/69 HP light
Melech (C/93) 61/79 HP granting combat advantage
Sophie (E/92) 59/59 HP
Narerka (C/95) 77/87 HP Resist 1 all, +2 power bonus to AC and Reflex
Tainya (C/98) 55/69 HP slowed
Sora (A/92) 71/71 HP

Enemies
Meazel Hunter 1 (A/95) -19 HP, -5 to all defenses, aegis of shielding, slowed
Meazel Hunter 2 (A/102 elevation 2)
Meazel Strangler (B/94) -53 HP divine sanction, -5 to all defenses, immobilized and -4 to attack rolls
Meazel Bravo 1 (C/94) -146 HP (BLOODIED) -2 to attack rolls, divine sanction, immobilized (save ends), grabbed DEAD
Meazel Bravo 2 (A/94) -14 HP divine sanction, -5 to all defenses, immobilized and -4 to attack rolls

Notes
-Creatures without low-light vision or darkvision treat creatures in dim light as lightly obscured, taking a -2 penalty to melee and ranged attack rolls against such targets
-Squares marked by triangles are difficult terrain and require an extra square of movement to enter
-Finding more information about Meazels requires a successful History check or Nature check
>> No. 3452 edit
File 13519759193.png - (59.56KB , 330x442 , kan_ikaria33.png )
3452
"The middle one is next! Finish it off!"
Feeling much better now, Kuro walks ahead and attempts to stab the Strangler, with some apparent difficulty.
Move to C-94.
Warlord strike against the Strangler! (18,24) if it doesn't hit even with the defense penalty then use Heroic effort for extra +4 bonus to the attack.

>> No. 3454 edit
File 135428831712.png - (930.51KB , 1153x525 , diningencounter15.png )
3454
Kuro takes his spot adjacent to his allies before, after some resistance, spearing the meazel strangler like a shishkebab, and leaving behind a gaping wound. Exacerbating the wound would, of course, cause an extremely great amount of pain to the meazel, who finally shows signs of being injured. This just serves to make it angry when it wraps its garrote around Melech's neck and draws blood, screaming in defiance, "We will not be denied our feast!" Melech is held tight.

Kuro moves to C/94
Kuro hits Meazel Strangler with Warlord's Strike for 24 damage after using heroic effort and the meazel strangler is now bloodied; allies gain a +5 bonus to damage rolls against it until the end of his next turn

Meazel Strangler CRITS Melech with its garrote attack for 15 damage, and Melech is grabbed by the Meazel Strangler


Initiative
Kuro - 27
Meazel Strangler - 26
Tainya - 26
Meazel Bravo 1 - 25
Sora - 18
Melech - 16
Meazel Hunter 2 - 15
Narerka - 14
Meazel Hunter 1 - 13
Sophie - 13
Meazel Bravo 2 - 9

Players
Kuro (C/94) 59/69 HP light
Melech (C/93) 46/79 HP granting combat advantage, grabbed
Sophie (E/92) 59/59 HP
Narerka (C/95) 77/87 HP Resist 1 all, +2 power bonus to AC and Reflex
Tainya (C/98) 55/69 HP slowed
Sora (A/92) 71/71 HP

Enemies
Meazel Hunter 1 (A/95) -19 HP, -5 to all defenses, aegis of shielding, slowed
Meazel Hunter 2 (A/102 elevation 2)
Meazel Strangler (B/94) -77 HP (BLOODIED) divine sanction, -5 to all defenses, immobilized and -4 to attack rolls, +5 to damage rolls against it
Meazel Bravo 1 (C/94) -146 HP (BLOODIED) -2 to attack rolls, divine sanction, immobilized (save ends), grabbed DEAD
Meazel Bravo 2 (A/94) -14 HP divine sanction, -5 to all defenses, immobilized and -4 to attack rolls

Notes
-Creatures without low-light vision or darkvision treat creatures in dim light as lightly obscured, taking a -2 penalty to melee and ranged attack rolls against such targets
-Squares marked by triangles are difficult terrain and require an extra square of movement to enter
-Finding more information about Meazels requires a successful History check or Nature check
>> No. 3455 edit
File 135434192077.gif - (318.37KB , 480x270 , 1347395356768.gif )
3455
Tainya barely notices the arrow that grazes her shoulder, and closes her eyes as her legs grow heavy. "Tonko." she chants, tracing a symbol in the air. It glows briefly, and the air around the "eladrin" twists and distorts, blurring her image. She slinks away, stumbling a bit over her nigh-useless legs in the process, but managing a dead aim for the weakest meazel still standing.

Just barely a split-second apart, two crossbow bolts pierce the air, flying straight at the assassin's mark.

Minor Action: Use cloak of shades. Become invisible to creatures more than 5 away, concealment against others.
Move Action: Walk to E-100 and hide (22) http://orokos.com/roll/86251
Standard Action: Use ranged basic attack against the strangler. 35 vs. AC, a hit deals 26 damage (+1 from ki focus expertise).
Spend an action point! Regain HP from inspiring presence.
Standard Action: Use ranged basic attack against the strangler assuming it isn't dead, otherwise bravo 2. 29 vs AC, a hit deals 18 damage.
Free Action: Load another crossbow bolt.

>> No. 3456 edit
File 13543873428.png - (847.89KB , 1153x525 , diningencounter16.png )
3456
Tainya's image distorts like a mirage in the desert's scorching heat before fading away from sight for most of those gathered. The assasin lets a crossbow bolt fly that nails the strangler in its gut, then another that hits it in the shoulder, nicking a vital artery in the neck. The pain and blood loss become too much for the creature to bear, and it falls down dead.

Tainya uses Cloak of Shades and becomes invisible to creatures more than 5 squares away
Tainya moves to E/100 and makes a stealth check to hide
Tainya hits Meazel Strangler with her ranged basic attack for 26 damage
Tainya spends an action point and heals 9 HP
Tainya hits Meazel Strangler with a ranged basic attack for 18 damage; her death attack class feature kills it


Initiative
Kuro - 27
Meazel Strangler - 26
Tainya - 26
Meazel Bravo 1 - 25
Sora - 18
Melech - 16
Meazel Hunter 2 - 15
Narerka - 14
Meazel Hunter 1 - 13
Sophie - 13
Meazel Bravo 2 - 9

Players
Kuro (C/94) 59/69 HP light
Melech (C/93) 46/79 HP granting combat advantage
Sophie (E/92) 59/59 HP
Narerka (C/95) 77/87 HP Resist 1 all, +2 power bonus to AC and Reflex
Tainya (E/100) 64/69 HP slowed, cloak of shades, hidden
Sora (A/92) 71/71 HP

Enemies
Meazel Hunter 1 (A/95) -19 HP, -5 to all defenses, aegis of shielding, slowed
Meazel Hunter 2 (A/102 elevation 2)
Meazel Strangler (B/94) -121 HP (BLOODIED) divine sanction, -5 to all defenses, immobilized and -4 to attack rolls, +5 to damage rolls against it DEAD (DEATH ATTACK)
Meazel Bravo 1 (C/94) -146 HP (BLOODIED) -2 to attack rolls, divine sanction, immobilized (save ends), grabbed DEAD
Meazel Bravo 2 (A/94) -32 HP divine sanction, -5 to all defenses, immobilized and -4 to attack rolls

Notes
-Creatures without low-light vision or darkvision treat creatures in dim light as lightly obscured, taking a -2 penalty to melee and ranged attack rolls against such targets
-Squares marked by triangles are difficult terrain and require an extra square of movement to enter
-Finding more information about Meazels requires a successful History check or Nature check
>> No. 3458 edit
Sora again sembles into a wolf-like form, approaching the meazel nearest to her and lashing out at it with a dizzying smash, before moving on to the other meazle and repeating the gesture.

"Best take advantage now while they're down," a voice speaks to Sora's allies... except for Tainya, who is out of range of Sora's thought projection.

Minor: Wild Shape, shift one to the right as part of the effect.
Standard: Predator's Flurry on A94. Roll: http://orokos.com/roll/86302
Push to A96 on hit, daze it and prone it.
Secondary attack: shift one square to A94, then attack!
Roll: http://orokos.com/roll/86303
Push to A97 on a hit, daze it and prone it.

Move to Minor: Thought Projection, message all allies in close burst 5.

>> No. 3459 edit
>>3458
Never mind the voice message, plants spring up instead. How? It's magic, I ain't gotta explain that, man.

Cancel the mental thought projection, instead:

Move to Minor: Verdant Bounty, centred on C-92.

>> No. 3460 edit
File 135441278329.png - (866.86KB , 1153x525 , diningencounter17.png )
3460
Sora takes advantage of her druid abilities to assume the form of a primal wolf. Moving into the fray, she unleashes a furious barrage of attacks on her enemies that drive them back and knock them senseless. Plants spring from the ground and grow tall in a matter of seconds, concealing most of her allies from the meazels.

Sora uses Wild Shape and assumes beast form; she shifts one square as a free action
Sora hits both targets with Predator's Flurry for 9 damage; both are dazed, pushed 2 squares, and knocked prone; Sora shifts to A/94 as part of the attack
Sora uses Verdant Bounty on C/92 as a minor action; allies within the zone are heavily obscured


Initiative
Kuro - 27
Meazel Strangler - 26
Tainya - 26
Meazel Bravo 1 - 25
Sora - 18
Melech - 16
Meazel Hunter 2 - 15
Narerka - 14
Meazel Hunter 1 - 13
Sophie - 13
Meazel Bravo 2 - 9

Players
Kuro (C/94) 59/69 HP light, heavily obscured
Melech (C/93) 46/79 HP granting combat advantage, heavily obscured
Sophie (E/92) 59/59 HP heavily obscured
Narerka (C/95) 77/87 HP Resist 1 all, +2 power bonus to AC and Reflex
Tainya (E/100) 64/69 HP slowed, cloak of shades
Sora (A/94) 71/71 HP wild shape, heavily obscured

Enemies
Meazel Hunter 1 (A/97) -28 HP, aegis of shielding, slowed, dazed, prone
Meazel Hunter 2 (A/102 elevation 2)
Meazel Strangler (B/94) -121 HP (BLOODIED) divine sanction, -5 to all defenses, immobilized and -4 to attack rolls, +5 to damage rolls against it DEAD (DEATH ATTACK)
Meazel Bravo 1 (C/94) -146 HP (BLOODIED) -2 to attack rolls, divine sanction, immobilized (save ends), grabbed DEAD
Meazel Bravo 2 (A/96) -41 HP divine sanction, immobilized and -4 to attack rolls, dazed, prone

Notes
-Creatures without low-light vision or darkvision treat creatures in dim light as lightly obscured, taking a -2 penalty to melee and ranged attack rolls against such targets
-Squares marked by triangles are difficult terrain and require an extra square of movement to enter
-Finding more information about Meazels requires a successful History check or Nature check
>> No. 3463 edit
Melech moved out from the greenery and attacked one of the 3dpd creatures. "Take this, 'ya bastard!"

Move to B-96
Std: Enfeebling Strike against Bravo 2 (A/96) - atk 35; dmg 14 (http://orokos.com/roll/86430)
Minor: Divine Challenge against Hunter 1 (A-97)

>> No. 3464 edit
File 135459052154.png - (878.63KB , 1153x525 , diningencounter18.png )
3464
Melech moves out of the safety of the tall grass and gives the nearest meazel a good thrashing before layering on its divine challenge. The faraway hunter climbs around the room and takes aim where it believes Tainya to be. An arrow covered in something putrid and rotten plugs her in the chest, eliciting a celebratory hoot from the hunter. While she's no longer slowed by the earlier poisoning, her new wound quickly begins to fester painfully.

Melech moves to B/96
Melech hits Meazel Bravo 2 with Enfeebling Strike; the creature takes a -2 penalty to attack rolls until the end of its next turn
Melech uses divine challenge to mark Meazel Bravo 2

Meazel Hunter 2 moves to D/105
Meazel Hunter 2 hits Tainya with Plague Tainted Shot for 20 damage; Tainya is now taking ongoing 10 necrotic damage
Tainya is no longer slowed


Initiative
Kuro - 27
Meazel Strangler - 26
Tainya - 26
Meazel Bravo 1 - 25
Sora - 18
Melech - 16
Meazel Hunter 2 - 15
Narerka - 14
Meazel Hunter 1 - 13
Sophie - 13
Meazel Bravo 2 - 9

Players
Kuro (C/94) 59/69 HP light, heavily obscured
Melech (C/93) 46/79 HP granting combat advantage, heavily obscured
Sophie (E/92) 59/59 HP heavily obscured
Narerka (C/95) 77/87 HP Resist 1 all, +2 power bonus to AC and Reflex
Tainya (E/100) 44/69 HP cloak of shades, ongoing 10 necrotic damage
Sora (A/94) 71/71 HP wild shape, heavily obscured

Enemies
Meazel Hunter 1 (A/97) -28 HP, aegis of shielding, slowed, dazed, prone
Meazel Hunter 2 (D/105 elevation 2)
Meazel Strangler (B/94) -121 HP (BLOODIED) divine sanction, -5 to all defenses, immobilized and -4 to attack rolls, +5 to damage rolls against it DEAD (DEATH ATTACK)
Meazel Bravo 1 (C/94) -146 HP (BLOODIED) -2 to attack rolls, divine sanction, immobilized (save ends), grabbed DEAD
Meazel Bravo 2 (A/96) -55 HP divine challenge, immobilized and -4 to attack rolls, dazed, prone, -2 to attack rolls

Notes
-Creatures without low-light vision or darkvision treat creatures in dim light as lightly obscured, taking a -2 penalty to melee and ranged attack rolls against such targets
-Squares marked by triangles are difficult terrain and require an extra square of movement to enter
-Finding more information about Meazels requires a successful History check or Nature check
>> No. 3465 edit
File 135277284416.jpg - (115.53KB , 413x309 , 1347672263823.jpg )
3465
Tainya quickly pulls the arrow out of the wound in her chest, gritting her teeth, and her black leathers glow briefly. The festering instantly ceases, and though the wound doesn't close, it doesn't seem that it's going to cause her any further inconvenience. "You think to stop me with zis? Foolish!" she mutters.

No Action: Use flowform armor's power to save against the ongoing damage. (Success, 17) http://orokos.com/roll/86461
>> No. 3466 edit
File 135472767866.gif - (440.47KB , 386x217 , 1354126623504.gif )
3466
Narerka laugh with a cocky grin(/i]

"Wow, you guys ain't looking so good now, are you ? How disappointing, given your strength, you guys should have just bought tickets instead of trying to make it yours.
Well, I don't think your death will make anyone mourn, so let's just finish it."

[i]Narerka conjures thunder from the Ethereal Horizon onto his enemies.


Thunderwave on the two meazels.
Attack roll : http://orokos.com/roll/86532
Damage roll : http://orokos.com/roll/86533

>> No. 3467 edit
File 135473211297.png - (888.78KB , 1153x525 , diningencounter19.png )
3467
A wave of sonic force erupts from the ground beneath the meazels and launches them a few inches into the air from the impact. In a daze, the hunter staggers to its feet and looks around, disoriented.

Narerka hits Meazel Bravo 2 and Meazel Hunter 1 with Thunderwave for 11 thunder damage

Meazel Hunter 1 stands from prone


Initiative
Kuro - 27
Meazel Strangler - 26
Tainya - 26
Meazel Bravo 1 - 25
Sora - 18
Melech - 16
Meazel Hunter 2 - 15
Narerka - 14
Meazel Hunter 1 - 13
Sophie - 13
Meazel Bravo 2 - 9

Players
Kuro (C/94) 59/69 HP light, heavily obscured
Melech (C/93) 46/79 HP granting combat advantage, heavily obscured
Sophie (E/92) 59/59 HP heavily obscured
Narerka (C/95) 77/87 HP Resist 1 all, +2 power bonus to AC and Reflex
Tainya (E/100) 44/69 HP cloak of shades, ongoing 10 necrotic damage
Sora (A/94) 71/71 HP wild shape, heavily obscured

Enemies
Meazel Hunter 1 (A/97) -39 HP, aegis of shielding, slowed, dazed
Meazel Hunter 2 (D/105 elevation 2)
Meazel Strangler (B/94) -121 HP (BLOODIED) divine sanction, -5 to all defenses, immobilized and -4 to attack rolls, +5 to damage rolls against it DEAD (DEATH ATTACK)
Meazel Bravo 1 (C/94) -146 HP (BLOODIED) -2 to attack rolls, divine sanction, immobilized (save ends), grabbed DEAD
Meazel Bravo 2 (A/96) -66 HP divine challenge, immobilized and -4 to attack rolls, dazed, prone, -2 to attack rolls

Notes
-Creatures without low-light vision or darkvision treat creatures in dim light as lightly obscured, taking a -2 penalty to melee and ranged attack rolls against such targets
-Squares marked by triangles are difficult terrain and require an extra square of movement to enter
-Finding more information about Meazels requires a successful History check or Nature check
>> No. 3469 edit
Sophie moves to the safety the foliage provides as she chants the incantation for another spell, creating an illusory barrier around her targets.


Move to C-93.
Illusory Obstacles on Meazel Bravo 2 (33) and Meazel Hunter 1 (30) http://orokos.com/roll/?action=view_all

>> No. 3470 edit
File 135493510118.png - (879.54KB , 1141x525 , diningencounter20.png )
3470
The terrain around the meazels twists and contorts into something nightmarish. Unable to go anywhere, the meazels are still quite frightened by the hellish landscape. But once the distraction of the illusory food disappears, the meazel bravo finds the strength to bring his mace down on Melech's stomach, badly wounding the paladin and knocking the wind out of him.

Sophie's attack hits all targets, and the meazels are dazed and cannot charge
Visions of Avarice is no longer being sustained and disappears

Meazel Bravo 2 hits Melech's fortitude with Gutshot for 21 damage, bloodying and weakening him


Initiative
Kuro - 27
Meazel Strangler - 26
Tainya - 26
Meazel Bravo 1 - 25
Sora - 18
Melech - 16
Meazel Hunter 2 - 15
Narerka - 14
Meazel Hunter 1 - 13
Sophie - 13
Meazel Bravo 2 - 9

Players
Kuro (C/94) 59/69 HP light, heavily obscured
Melech (C/93) 25/79 HP (bloodied) granting combat advantage, heavily obscured, weakened
Sophie (C/93) 59/59 HP heavily obscured
Narerka (C/95) 77/87 HP Resist 1 all, +2 power bonus to AC and Reflex
Tainya (E/100) 44/69 HP cloak of shades
Sora (A/94) 71/71 HP wild shape, heavily obscured

Enemies
Meazel Hunter 1 (A/97) -39 HP, aegis of shielding, dazed and cannot charge
Meazel Hunter 2 (D/105 elevation 2)
Meazel Strangler (B/94) -121 HP (BLOODIED) divine sanction, -5 to all defenses, immobilized and -4 to attack rolls, +5 to damage rolls against it DEAD (DEATH ATTACK)
Meazel Bravo 1 (C/94) -146 HP (BLOODIED) -2 to attack rolls, divine sanction, immobilized (save ends), grabbed DEAD
Meazel Bravo 2 (A/96) -66 HP divine challenge, dazed and cannot charge, prone, -2 to attack rolls

Notes
-Creatures without low-light vision or darkvision treat creatures in dim light as lightly obscured, taking a -2 penalty to melee and ranged attack rolls against such targets
-Squares marked by triangles are difficult terrain and require an extra square of movement to enter
-Finding more information about Meazels requires a successful History check or Nature check
>> No. 3471 edit
File 135007965230.png - (58.56KB , 330x443 , kan_fumana1.png )
3471
"Stay strong young guardian, you have got many adventures to live yet." With a calm voice, Kuro attempts to calm and revitalize Melech. Almost immediately, the warlord confronts the remaining threat. "A real shame the same cannot be said for you!"
Minor action: Inspiring word on Melech, healing him 30hp http://orokos.com/roll/86726
Minor action: Inspired Belligerence against Bravo 2.
Standard action: Intuitive strike against bravo 2! (nat 1) http://orokos.com/roll/86727

>> No. 3472 edit
File 135502028589.png - (886.16KB , 1141x525 , diningencounter21.png )
3472
With a few words of encouragement from the warlord, Melech is back from the brink and bolstered against further harm. Kuro feints at the bravo, leaving it open and exposing a weak point.

Kuro heals Melech for 30 HP; Melech gains resist 3 all
Kuro uses Inspired Belligerence; Meazel Bravo 2 takes 5 additional damage from attacks
Kuro misses with Intuitive Strike


Initiative
Kuro - 27
Meazel Strangler - 26
Tainya - 26
Meazel Bravo 1 - 25
Sora - 18
Melech - 16
Meazel Hunter 2 - 15
Narerka - 14
Meazel Hunter 1 - 13
Sophie - 13
Meazel Bravo 2 - 9

Players
Kuro (C/94) 59/69 HP light, heavily obscured
Melech (C/93) 55/79 HP granting combat advantage, heavily obscured, weakened, resist 3 all
Sophie (C/93) 59/59 HP heavily obscured
Narerka (C/95) 77/87 HP Resist 1 all, +2 power bonus to AC and Reflex
Tainya (E/100) 44/69 HP cloak of shades
Sora (A/94) 71/71 HP wild shape, heavily obscured

Enemies
Meazel Hunter 1 (A/97) -39 HP, aegis of shielding, dazed and cannot charge
Meazel Hunter 2 (D/105 elevation 2)
Meazel Strangler (B/94) -121 HP (BLOODIED) divine sanction, -5 to all defenses, immobilized and -4 to attack rolls, +5 to damage rolls against it DEAD (DEATH ATTACK)
Meazel Bravo 1 (C/94) -146 HP (BLOODIED) -2 to attack rolls, divine sanction, immobilized (save ends), grabbed DEAD
Meazel Bravo 2 (A/96) -66 HP divine challenge, dazed and cannot charge, prone, -2 to attack rolls, +5 to damage rolls against it

Notes
-Creatures without low-light vision or darkvision treat creatures in dim light as lightly obscured, taking a -2 penalty to melee and ranged attack rolls against such targets
-Squares marked by triangles are difficult terrain and require an extra square of movement to enter
-Finding more information about Meazels requires a successful History check or Nature check
>> No. 3473 edit
File 135223117715.gif - (119.20KB , 480x270 , 1350333724362.gif )
3473
As Tainya slips away from her target, continuing to ignore the hunter that is shooting her from behind, she adjusts her aim at the vulnerable foe. It's a good thing I trained to compensate for fallen foes... the assassin thinks as she looses one bolt, and then another, both seeming to come out of empty space to the bravo. Immediately thereafter, her protective cloak of shades fades away, and she smiles at her companions, urging them in a charming voice, "Oui, I could use some assistance in dealing with zis one, yes?" She indicates the meazel clinging to a wall behind her.

Move Action: Move to C-102 and hide. This is 6 squares away from bravo 2, so I become invisible to it. Make a stealth check to hide as part of this movement (32) http://orokos.com/roll/86730
Standard Action: Ranged basic attack (w/ hand crossbow) vs. Bravo 2 (26 vs. AC, a hit deals 27 damage, bonus from Grounding Shot and Inspired Belligerence included) http://orokos.com/roll/86731
Free Action: Reload hand crossbow with a regular bolt.
Minor Action: Hidden shot vs. bravo 2. (30 vs. AC, 18 damage on a hit) http://orokos.com/roll/86732 (Bonus is same as above, forgot to add from grounding shot but also adding ki focus expertise against bloodied foes)
Free Action: Reload hand crossbow with a regular bolt.

>> No. 3474 edit
File 13550233555.png - (872.75KB , 1141x525 , diningencounter22.png )
3474
The assassin moves out of the meazel's sight and fires a volley of shots at the bravo. It looks to be just barely hanging on.

Tainya moves to C/102 and hides
Tainya makes a ranged basic attack against meazel bravo 2 for 27 damage, bloodying it
Tainya uses Hidden Shot and hits meazel bravo 2 for 18 damage


Initiative
Kuro - 27
Meazel Strangler - 26
Tainya - 26
Meazel Bravo 1 - 25
Sora - 18
Melech - 16
Meazel Hunter 2 - 15
Narerka - 14
Meazel Hunter 1 - 13
Sophie - 13
Meazel Bravo 2 - 9

Players
Kuro (C/94) 59/69 HP light, heavily obscured
Melech (C/93) 55/79 HP granting combat advantage, heavily obscured, weakened, resist 3 all
Sophie (C/93) 59/59 HP heavily obscured
Narerka (C/95) 77/87 HP Resist 1 all, +2 power bonus to AC and Reflex
Tainya (C/102) 44/69 HP
Sora (A/94) 71/71 HP wild shape, heavily obscured

Enemies
Meazel Hunter 1 (A/97) -39 HP, aegis of shielding, dazed and cannot charge
Meazel Hunter 2 (D/105 elevation 2)
Meazel Strangler (B/94) -121 HP (BLOODIED) divine sanction, -5 to all defenses, immobilized and -4 to attack rolls, +5 to damage rolls against it DEAD (DEATH ATTACK)
Meazel Bravo 1 (C/94) -146 HP (BLOODIED) -2 to attack rolls, divine sanction, immobilized (save ends), grabbed DEAD
Meazel Bravo 2 (A/96) -111 HP (BLOODIED) divine challenge, dazed and cannot charge, prone, -2 to attack rolls, +5 to damage rolls against it

Notes
-Creatures without low-light vision or darkvision treat creatures in dim light as lightly obscured, taking a -2 penalty to melee and ranged attack rolls against such targets
-Squares marked by triangles are difficult terrain and require an extra square of movement to enter
-Finding more information about Meazels requires a successful History check or Nature check
>> No. 3475 edit
Sora steps back a little, generating her senses just outside the foliage... then crashes forward with a loud roar, lunging at the nearby meazel.

Move to: A92.
Minor: Sensing Eye at B97.
Standard: CHARGE A96! Savage Rend as my MBA.
Roll: http://orokos.com/roll/86741
20 damage on hit, and slide 2 to C96, knock it prone.
Forgot my PW so new account for Orokos etc.

>> No. 3482 edit
File 13550742233.png - (823.24KB , 1141x525 , diningencounter23.png )
3482
Taking a few steps back, Sora focuses her mind on a space near the meazel group. Closing her eyes, she can "see" out of the space as though she were standing there, and has a better view of her adversaries. Charging through the foliage, the wolf tears into the downed meazel bravo with such ferocity that it is sent flying several feet. Unable to take any further punishment, the bravo's head hits the ground with a thunk and it lies unmoving. Melech's close proximity to its ally, unfortunately, subjects him to the plague once more, and his skin is covered in open sores.

The plants called up by Sora fade away with a twinkle, back to where they came from.


Sora moves to A/92
Sora summons a Sensing Eye to B/97
Sora charges Meazel Bravo 2 for 25 damage and slides it to C/96, killing it

Melech is affected by Wretched Curse of Baalzebub


Initiative
Kuro - 27
Meazel Strangler - 26
Tainya - 26
Meazel Bravo 1 - 25
Sora - 18
Melech - 16
Meazel Hunter 2 - 15
Narerka - 14
Meazel Hunter 1 - 13
Sophie - 13
Meazel Bravo 2 - 9

Players
Kuro (C/94) 59/69 HP light
Melech (C/93) 55/79 HP granting combat advantage, weakened, resist 3 all. Wretched Curse of Baalzebul
Sophie (C/93) 59/59 HP
Narerka (C/95) 77/87 HP Resist 1 all, +2 power bonus to AC and Reflex
Tainya (C/102) 44/69 HP
Sora (A/94) 71/71 HP wild shape

Enemies
Meazel Hunter 1 (A/97) -39 HP, aegis of shielding, dazed and cannot charge
Meazel Hunter 2 (D/105 elevation 2)
Meazel Strangler (B/94) -121 HP (BLOODIED) divine sanction, -5 to all defenses, immobilized and -4 to attack rolls, +5 to damage rolls against it DEAD (DEATH ATTACK)
Meazel Bravo 1 (C/94) -146 HP (BLOODIED) -2 to attack rolls, divine sanction, immobilized (save ends), grabbed DEAD
Meazel Bravo 2 (C/96) -136 HP (BLOODIED) divine challenge, dazed and cannot charge, prone, -2 to attack rolls, +5 to damage rolls against it DEAD

Notes
-Creatures without low-light vision or darkvision treat creatures in dim light as lightly obscured, taking a -2 penalty to melee and ranged attack rolls against such targets
-Squares marked by triangles are difficult terrain and require an extra square of movement to enter
-Finding more information about Meazels requires a successful History check or Nature check
>> No. 3483 edit
"Thanks," Melech muttered with his back facing Kuro.
Feeling stronger, he swings at the meazel across from him.


Standard: Invigorating Smite against Hunter 1 (Atk: 31; Dmg: 23) (http://orokos.com/roll/86851)
>> No. 3485 edit
File 135524249578.png - (822.95KB , 1116x525 , diningencounter24.png )
3485
In spite of being weakened and sickened by its curse, Melech delivers a strong blow to the meazel hunter that leaves it bleeding and desperate. Sensing the battle is not in their favor anymore, the remaining meazel moves down from its vantage point and opens the exit door at the rear of the cart. In an attempt to cover its escape, it fires another arrow at Tainya, making her legs useless once more and leaving her heavily injured.

The infectious curse of the meazels settles on Narerka.


Melech hits Meazel Hunter 1 with Invigorating Smite for 12 damage (reduced from 24), bloodying it

Meazel Hunter 2 moves to C/105
Meazel Hunter 2 uses a minor action to open the door
Meazel Hunter 2 hits Tainya with longbow for 15 poison damage, bloodying her and slowing her until the end of its next turn
For starting adjacent to Melech, Narerka is affected by Wretched Curse of Baalzebul


Initiative
Kuro - 27
Meazel Strangler - 26
Tainya - 26
Meazel Bravo 1 - 25
Sora - 18
Melech - 16
Meazel Hunter 2 - 15
Narerka - 14
Meazel Hunter 1 - 13
Sophie - 13
Meazel Bravo 2 - 9

Players
Kuro (C/94) 59/69 HP light
Melech (C/93) 55/79 HP weakened, Wretched Curse of Baalzebul
Sophie (C/93) 59/59 HP
Narerka (C/95) 77/87 HP Resist 1 all, +2 power bonus to AC and Reflex, Wretched Curse of Baalzebul
Tainya (C/102) 29/69 HP (BLOODIED) slowed
Sora (A/94) 71/71 HP wild shape

Enemies
Meazel Hunter 1 (A/97) -51 HP (BLOODIED), aegis of shielding, dazed and cannot charge
Meazel Hunter 2 (C/105)
Meazel Strangler (B/94) -121 HP (BLOODIED) divine sanction, -5 to all defenses, immobilized and -4 to attack rolls, +5 to damage rolls against it DEAD (DEATH ATTACK)
Meazel Bravo 1 (C/94) -146 HP (BLOODIED) -2 to attack rolls, divine sanction, immobilized (save ends), grabbed DEAD
Meazel Bravo 2 (C/96) -136 HP (BLOODIED) divine challenge, dazed and cannot charge, prone, -2 to attack rolls, +5 to damage rolls against it DEAD

Notes
-Creatures without low-light vision or darkvision treat creatures in dim light as lightly obscured, taking a -2 penalty to melee and ranged attack rolls against such targets
-Squares marked by triangles are difficult terrain and require an extra square of movement to enter
-Finding more information about Meazels requires a successful History check or Nature check
>> No. 3486 edit
File 135535132672.jpg - (127.71KB , 1366x768 , 13548107878.jpg )
3486
Narerka rushes in Tainya's direction

"Tainya ! Fall back, I got this"

Holding his left arm before his face, he murmurs in an echoed voice "Be consumed by the flames !" , casting a raging fire who starts to envelop the meazel almost entirely.

Move action : Move to 99-C
Standard Action : Swordmage Shielding fire on Meazel Hunter 2.
Attack roll : http://orokos.com/roll/86957 (Fuck fuck fuck)
Damage roll : http://orokos.com/roll/86958
(Hope hope hope)

>> No. 3487 edit
File 135535907152.jpg - (230.25KB , 800x586 , 134316803982.jpg )
3487
Since the creature still hadn't squirmed away, Melech took the chance to swing again.
Opportunity Attack against Hunter 1: Atk 21; Dmg 12 (http://orokos.com/roll/86967)
>> No. 3488 edit
Narerka moves toward the faraway meazel and tries to engulf it in magic flames. His attack hits the far wall and misses the meazel altogether, but it is still bound by his arcane magic that threatens retribution. Surrounded by enemies, the other meazel hunter takes a shot at Narerka, and manages to evade Melech's punishment. A familiar leaden feeling sinks into the swordmage's legs as the poison-tipped arrow buries itself in his shoulder.

Narerka moves to C/99
Narerka misses Meazel Hunter 2 with Swordmage Shielding Fire, and the target is subject to Swordmage Shielding Fire until the end of the encounter
Narerka is no longer affected by Wretched Curse of Baalzebul

Melech's opportunity attack misses Meazel Hunter 1 with a natural 1
Narerka takes 18 poison damage (reduced from 19) from Meazel Hunter 1's longbow and is slowed until the end of the meazel's next turn


Initiative
Kuro - 27
Meazel Strangler - 26
Tainya - 26
Meazel Bravo 1 - 25
Sora - 18
Melech - 16
Meazel Hunter 2 - 15
Narerka - 14
Meazel Hunter 1 - 13
Sophie - 13
Meazel Bravo 2 - 9

Players
Kuro (C/94) 59/69 HP light
Melech (C/93) 55/79 HP weakened, Wretched Curse of Baalzebul
Sophie (C/93) 59/59 HP
Narerka (C/99) 59/87 HP Resist 1 all
Tainya (C/102) 29/69 HP (BLOODIED) slowed
Sora (A/94) 71/71 HP wild shape

Enemies
Meazel Hunter 1 (A/97) -51 HP (BLOODIED), aegis of shielding, dazed and cannot charge
Meazel Hunter 2 (C/105)
Meazel Strangler (B/94) -121 HP (BLOODIED) divine sanction, -5 to all defenses, immobilized and -4 to attack rolls, +5 to damage rolls against it DEAD (DEATH ATTACK)
Meazel Bravo 1 (C/94) -146 HP (BLOODIED) -2 to attack rolls, divine sanction, immobilized (save ends), grabbed DEAD
Meazel Bravo 2 (C/96) -136 HP (BLOODIED) divine challenge, dazed and cannot charge, prone, -2 to attack rolls, +5 to damage rolls against it DEAD

Notes
-Creatures without low-light vision or darkvision treat creatures in dim light as lightly obscured, taking a -2 penalty to melee and ranged attack rolls against such targets
-Squares marked by triangles are difficult terrain and require an extra square of movement to enter
-Finding more information about Meazels requires a successful History check or Nature check
>> No. 3489 edit
File 135538633491.jpg - (81.99KB , 878x660 , reuters_belgium_love_birds_22Sep11-878x660.jpg )
3489
Sophie sends a horde of illusory lovebirds flying towards the nearest meazel, hoping it'll be finished off soon, then moves so she's not too far away from the other remaining target.

Winged Horde on Meazel Hunter 1: http://orokos.com/roll/86979 (34)
damage: http://orokos.com/roll/86980 (7)

Move to D/97.

>> No. 3490 edit
File 135541071744.png - (830.99KB , 1116x525 , diningencounter26.png )
3490
A host of illusory birds harass the meazel for a small amount of damage. Sophie climbs atop one of the tables in an effort to keep the remaining meazel from fleeing.

Sophie hits Meazel Hunter 1 with Winged Horde for 7 psychic damage and it cannot take opportunity actions and grants combat advantage until the end of her next turn
Sophie moves to D/97
Melech is no longer weakened


Initiative
Kuro - 27
Meazel Strangler - 26
Tainya - 26
Meazel Bravo 1 - 25
Sora - 18
Melech - 16
Meazel Hunter 2 - 15
Narerka - 14
Meazel Hunter 1 - 13
Sophie - 13
Meazel Bravo 2 - 9

Players
Kuro (C/94) 59/69 HP light
Melech (C/93) 55/79 HP Wretched Curse of Baalzebul
Sophie (D/97) 59/59 HP
Narerka (C/99) 59/87 HP Resist 1 all, slowed
Tainya (C/102) 29/69 HP (BLOODIED) slowed
Sora (A/94) 71/71 HP wild shape

Enemies
Meazel Hunter 1 (A/97) -58 HP (BLOODIED), aegis of shielding, cannot make opportunity attacks and granting combat advantage
Meazel Hunter 2 (C/105)
Meazel Strangler (B/94) -121 HP (BLOODIED) divine sanction, -5 to all defenses, immobilized and -4 to attack rolls, +5 to damage rolls against it DEAD (DEATH ATTACK)
Meazel Bravo 1 (C/94) -146 HP (BLOODIED) -2 to attack rolls, divine sanction, immobilized (save ends), grabbed DEAD
Meazel Bravo 2 (C/96) -136 HP (BLOODIED) divine challenge, dazed and cannot charge, prone, -2 to attack rolls, +5 to damage rolls against it DEAD

Notes
-Creatures without low-light vision or darkvision treat creatures in dim light as lightly obscured, taking a -2 penalty to melee and ranged attack rolls against such targets
-Squares marked by triangles are difficult terrain and require an extra square of movement to enter
-Finding more information about Meazels requires a successful History check or Nature check
>> No. 3491 edit
File 135007965230.png - (58.56KB , 330x443 , kan_fumana1.png )
3491
"Half-elf, help me to dispatch the remaining creature. Tainya, give em' no rest!"
Move to D-98
Tactical orders, grant Narnerka and myself a free shift. Shift to E-104
Direct the strike, grant Tainya a free attack.

>> No. 3493 edit
File 135026132233.gif - (697.32KB , 480x270 , 1348974625349.gif )
3493
Tainya is so surprised by the warlord's actions that she can't really make a good attack. "Wha--but--! Monsieur, I am wounded here!" The bolt doesn't even come close to striking its mark.

Free Actions: Ranged basic attack against hunter 1 (Natural 1) http://orokos.com/roll/87041
Reload with another bolt.

>> No. 3494 edit
File 135545866339.png - (839.31KB , 1116x525 , diningencounter27.png )
3494
Kuro hurries forward and shouts a few orders to his allies. Narerka moves ahead somewhat and the warlord gets close to the wounded assassin. Unfortunately, her injuries make her unable to take a clear shot when ordered to, and the bolt embeds itself in the wall.

Kuro moves to D/98
Kuro's Tactical Orders lets him shift to E/102 and Narerka shifts to D/100
Kuro's Direct the Strike allows Tainya to make a basic attack, which misses Meazel Hunter 2


Initiative
Kuro - 27
Meazel Strangler - 26
Tainya - 26
Meazel Bravo 1 - 25
Sora - 18
Melech - 16
Meazel Hunter 2 - 15
Narerka - 14
Meazel Hunter 1 - 13
Sophie - 13
Meazel Bravo 2 - 9

Players
Kuro (E/102) 59/69 HP light
Melech (C/93) 55/79 HP Wretched Curse of Baalzebul
Sophie (D/97) 59/59 HP
Narerka (D/100) 59/87 HP Resist 1 all, slowed
Tainya (C/102) 29/69 HP (BLOODIED) slowed
Sora (A/94) 71/71 HP wild shape

Enemies
Meazel Hunter 1 (A/97) -58 HP (BLOODIED), aegis of shielding, cannot make opportunity attacks
Meazel Hunter 2 (C/105)
Meazel Strangler (B/94) -121 HP (BLOODIED) divine sanction, -5 to all defenses, immobilized and -4 to attack rolls, +5 to damage rolls against it DEAD (DEATH ATTACK)
Meazel Bravo 1 (C/94) -146 HP (BLOODIED) -2 to attack rolls, divine sanction, immobilized (save ends), grabbed DEAD
Meazel Bravo 2 (C/96) -136 HP (BLOODIED) divine challenge, dazed and cannot charge, prone, -2 to attack rolls, +5 to damage rolls against it DEAD

Notes
-Creatures without low-light vision or darkvision treat creatures in dim light as lightly obscured, taking a -2 penalty to melee and ranged attack rolls against such targets
-Squares marked by triangles are difficult terrain and require an extra square of movement to enter
-Finding more information about Meazels requires a successful History check or Nature check
>> No. 3495 edit
File 135546083216.jpg - (210.38KB , 600x720 , do you even happy.jpg )
3495
Thinking she's unlikely to get much assistance anytime soon, the "eladrain" slowly makes her way to the west, trying to fight through the poison, and looses two more bolts in quick succession. Seeing two solid hits is quite satisfying after the last failure, and she gives a somewhat cynical grin, expecting more attacks from behind soon.

Move Action: Walk to E-100.
Standard Action: Use ranged basic attack against hunter 1. 27 vs. AC, a hit deals 26 damage. http://orokos.com/roll/87045
http://orokos.com/roll/87046 (Had to reroll damage because I forgot I don't get the reroll 1s if I don't have CA)
Minor Action: Activate weapon of speed, use ranged basic attack against hunter 1. http://orokos.com/roll/87047 27 vs. AC, a hit deals 17 damage.
End turn with a loaded bolt.

>> No. 3496 edit
File 13554625637.png - (842.85KB , 1116x525 , diningencounter28.png )
3496
Tainya moves back some and takes cover behind her allies. Her trusted crossbow lets fly another bolt that hits a vital artery in the hunter's neck. It flails about for a few seconds before it drops to the ground, very much dead. A quick burst of speed allows her to plug the remaining meazel with another bolt, finally injuring the irksome thing.

Tainya moves to E/100
Tainya uses a ranged basic attack against meazel hunter 1 and deals 26 damage; her Death Attack class feature kills it
Tainya's Weapon of Speed allows her to make a ranged basic attack against meazel hunter 2 as a minor action, dealing 17 damage


Initiative
Kuro - 27
Meazel Strangler - 26
Tainya - 26
Meazel Bravo 1 - 25
Sora - 18
Melech - 16
Meazel Hunter 2 - 15
Narerka - 14
Meazel Hunter 1 - 13
Sophie - 13
Meazel Bravo 2 - 9

Players
Kuro (E/102) 59/69 HP light
Melech (C/93) 55/79 HP Wretched Curse of Baalzebul
Sophie (D/97) 59/59 HP
Narerka (D/100) 59/87 HP Resist 1 all, slowed
Tainya (E/100) 29/69 HP (BLOODIED) slowed
Sora (A/94) 71/71 HP wild shape

Enemies
Meazel Hunter 1 (A/97) -84 HP (BLOODIED), aegis of shielding, cannot make opportunity attacks DEAD (DEATH ATTACK)
Meazel Hunter 2 (C/105) Swordmage Shielding Fire -17 HP
Meazel Strangler (B/94) -121 HP (BLOODIED) divine sanction, -5 to all defenses, immobilized and -4 to attack rolls, +5 to damage rolls against it DEAD (DEATH ATTACK)
Meazel Bravo 1 (C/94) -146 HP (BLOODIED) -2 to attack rolls, divine sanction, immobilized (save ends), grabbed DEAD
Meazel Bravo 2 (C/96) -136 HP (BLOODIED) divine challenge, dazed and cannot charge, prone, -2 to attack rolls, +5 to damage rolls against it DEAD

Notes
-Creatures without low-light vision or darkvision treat creatures in dim light as lightly obscured, taking a -2 penalty to melee and ranged attack rolls against such targets
-Squares marked by triangles are difficult terrain and require an extra square of movement to enter
-Finding more information about Meazels requires a successful History check or Nature check
>> No. 3497 edit
[i]Sora moves closer to Tainya, and after a brief look at the creature, charges forward at

Move to D99.
Standard: CHARGE with Savage Rend! Ending movement at D104.
Roll: http://orokos.com/roll/87054
On a hit, slide two down to E105 and knock prone. On a miss, weep.

Hit or miss, if it moves away, attack it with Savage Rend OA. If it shifts, Battle Awareness into Immediate Interrupt Savage Rend. In both cases slide to D104.
If I hit before, slide it back into D104, or E103 if possible.

>> No. 3498 edit
File 135550323228.png - (847.46KB , 1116x525 , diningencounter29.png )
3498
The ferocious wolf bounds forward effortlessly, charging down the last meazel with the intent of gouging it with her claws. At the last second, the meazel manages to step out of the way, still threatened by Sora's presence and still trying to escape.

Sora moves to D/104
Sora's Savage Rend just misses the Meazel Hunter's reflex
Melech is no longer subjected to Wretched Curse of Baalzebul


Initiative
Kuro - 27
Meazel Strangler - 26
Tainya - 26
Meazel Bravo 1 - 25
Sora - 18
Melech - 16
Meazel Hunter 2 - 15
Narerka - 14
Meazel Hunter 1 - 13
Sophie - 13
Meazel Bravo 2 - 9

Players
Kuro (E/102) 59/69 HP light
Melech (C/93) 55/79 HP
Sophie (D/97) 59/59 HP
Narerka (D/100) 59/87 HP Resist 1 all, slowed
Tainya (E/100) 29/69 HP (BLOODIED) slowed
Sora (C/105) 71/71 HP wild shape

Enemies
Meazel Hunter 1 (A/97) -84 HP (BLOODIED), aegis of shielding, cannot make opportunity attacks DEAD (DEATH ATTACK)
Meazel Hunter 2 (C/105) -17 HP Swordmage Shielding Fire
Meazel Strangler (B/94) -121 HP (BLOODIED) divine sanction, -5 to all defenses, immobilized and -4 to attack rolls, +5 to damage rolls against it DEAD (DEATH ATTACK)
Meazel Bravo 1 (C/94) -146 HP (BLOODIED) -2 to attack rolls, divine sanction, immobilized (save ends), grabbed DEAD
Meazel Bravo 2 (C/96) -136 HP (BLOODIED) divine challenge, dazed and cannot charge, prone, -2 to attack rolls, +5 to damage rolls against it DEAD

Notes
-Creatures without low-light vision or darkvision treat creatures in dim light as lightly obscured, taking a -2 penalty to melee and ranged attack rolls against such targets
-Squares marked by triangles are difficult terrain and require an extra square of movement to enter
-Finding more information about Meazels requires a successful History check or Nature check
>> No. 3502 edit
File 135569050569.png - (6.29KB , 100x100 , acupcake4.png )
3502
Melech glid over to Tainya and hovered his hand near her arm, emitting a light glow. He then focused his gaze upon the last creature and charged.

Move to E-101.
Lay on Hands on Tainya (19).
Charge: Basic attack against Hunter 2. Atk: 36, Dmg: 16 (http://orokos.com/roll/87202).

>> No. 3503 edit
File 135569349815.png - (861.87KB , 1116x525 , diningencounter30.png )
3503
The gallant paladin offers Tainya some much needed healing in the form of a divine blessing, energy passing out of him through his hands and removing the worst of the assassin's wounds. A mighty charge follows that deals a fair amount of damage to the meazel. With no other options available to it, the hunter risks a point blank shot at the swift druid, and although Melech manages to punish it for its recklessness, Sora misses her attack. At the last second, the wolf disappears into a cloud of insects, greatly lessening the damage once she reforms, although her movements are severely hobbled. With nothing else impeding it, the meazel exits the train car!

Or so it would, but the arcane link between it and Narerka flares to life and yanks the creature very painfully. It flies back and finds itself even worse off than before: now it's further from the door and right next to the swordmage, with nothing to show for it but its own blood oozing freely. In desperation, the meazel abandons its bow and tries to ward off the adventurers with its spear, screeching,
"Back! Stay back!"

Narerka's proximity to the creature causes him to relapse, but at this stage, it may not do the meazel any good.

Melech moves to E/101
Melech heals Tainya with Lay on Hands for 19 hit points
Melech hits Meazel Hunter 2 with a charge attack for 16 damage

Meazel Hunter 2 uses longbow against Sora, provoking an opportunity attack from her (miss) and Melech (hit for 15 damage)
Sora uses swarm dispersal as an immediate interrupt to reduce all ranged and melee damage taken by 10 until the end of her next turn
Meazel Hunter 2 hits Sora with longbow for 5 poison damage (reduced from 15) and Sora is slowed until the end of the meazel's next turn
Meazel Hunter 2 tries to move, and trigger's Narerka's Fettering Aegis, hitting for 15 force damage and bloodying Meazel Hunter 2 before pulling it to C/101
Meazel Hunter 2 drops its longbow and takes out its spear

Narerka is affected by Wretched Curse of Baalzebul


Initiative
Kuro - 27
Meazel Strangler - 26
Tainya - 26
Meazel Bravo 1 - 25
Sora - 18
Melech - 16
Meazel Hunter 2 - 15
Narerka - 14
Meazel Hunter 1 - 13
Sophie - 13
Meazel Bravo 2 - 9

Players
Kuro (E/102) 59/69 HP light
Melech (C/104) 55/79 HP
Sophie (D/97) 59/59 HP
Narerka (D/100) 59/87 HP Resist 1 all, slowed, Wretched Curse of Baalzebul
Tainya (E/100) 48/69 HP
Sora (D/104) 66/71 HP wild shape slowed, swarm dispersal

Enemies
Meazel Hunter 1 (A/97) -84 HP (BLOODIED), aegis of shielding, cannot make opportunity attacks DEAD (DEATH ATTACK)
Meazel Hunter 2 (C/101) -48 HP (BLOODIED) Swordmage Shielding Fire
Meazel Strangler (B/94) -121 HP (BLOODIED) divine sanction, -5 to all defenses, immobilized and -4 to attack rolls, +5 to damage rolls against it DEAD (DEATH ATTACK)
Meazel Bravo 1 (C/94) -146 HP (BLOODIED) -2 to attack rolls, divine sanction, immobilized (save ends), grabbed DEAD
Meazel Bravo 2 (C/96) -136 HP (BLOODIED) divine challenge, dazed and cannot charge, prone, -2 to attack rolls, +5 to damage rolls against it DEAD

Notes
-Creatures without low-light vision or darkvision treat creatures in dim light as lightly obscured, taking a -2 penalty to melee and ranged attack rolls against such targets
-Squares marked by triangles are difficult terrain and require an extra square of movement to enter
-Finding more information about Meazels requires a successful History check or Nature check
>> No. 3504 edit
"Well, that spear's just adorable."

Shining with beaming irony, Narerka summons once again his thunder powers to magnify the destructive power of his longblade and swings it towards the spear-brandishing leftover

Booming Blade to that creep.
Attack roll : http://orokos.com/roll/87277
Damage roll : http://orokos.com/roll/87278
Meh. Pretty weak rolls. Sry guys.

>> No. 3505 edit
File 135569349815.png - (861.87KB , 1116x525 , diningencounter30.png )
3505
In spite of Narerka's bold words, the meazel manages to parry his strike with its spear, hissing angrily at him. The sonic energy hits the far wall with a loud thud but doesn't do any visible damage.

Narerka's Booming Blade misses Meazel Hunter 2

Initiative
Kuro - 27
Meazel Strangler - 26
Tainya - 26
Meazel Bravo 1 - 25
Sora - 18
Melech - 16
Meazel Hunter 2 - 15
Narerka - 14
Meazel Hunter 1 - 13
Sophie - 13
Meazel Bravo 2 - 9

Players
Kuro (E/102) 59/69 HP light
Melech (C/104) 55/79 HP
Sophie (D/97) 59/59 HP
Narerka (D/100) 59/87 HP Resist 1 all, slowed
Tainya (E/100) 48/69 HP
Sora (D/104) 66/71 HP wild shape slowed, swarm dispersal

Enemies
Meazel Hunter 1 (A/97) -84 HP (BLOODIED), aegis of shielding, cannot make opportunity attacks DEAD (DEATH ATTACK)
Meazel Hunter 2 (C/101) -48 HP (BLOODIED) Swordmage Shielding Fire
Meazel Strangler (B/94) -121 HP (BLOODIED) divine sanction, -5 to all defenses, immobilized and -4 to attack rolls, +5 to damage rolls against it DEAD (DEATH ATTACK)
Meazel Bravo 1 (C/94) -146 HP (BLOODIED) -2 to attack rolls, divine sanction, immobilized (save ends), grabbed DEAD
Meazel Bravo 2 (C/96) -136 HP (BLOODIED) divine challenge, dazed and cannot charge, prone, -2 to attack rolls, +5 to damage rolls against it DEAD

Notes
-Creatures without low-light vision or darkvision treat creatures in dim light as lightly obscured, taking a -2 penalty to melee and ranged attack rolls against such targets
-Squares marked by triangles are difficult terrain and require an extra square of movement to enter
-Finding more information about Meazels requires a successful History check or Nature check
>> No. 3506 edit
Continuing to keep the remaining meazel from escaping, Sophie dazes the demon, throwing a colorful sphere against it.

Color Orb on Meazel Hunter 2 http://orokos.com/roll/87281 (18)
http://orokos.com/roll/87282 damage: (17)

>> No. 3507 edit
File 135584485111.png - (860.16KB , 1116x525 , diningencounter31.png )
3507
A brilliant ball of scintillating colors flies from Sophie's palm towards the meazel. It doesn't seem to notice, and the attack grazes it without causing harm. The illusion disappears through the far wall without a trace.

Sophie's Color Orb misses

Initiative
Kuro - 27
Meazel Strangler - 26
Tainya - 26
Meazel Bravo 1 - 25
Sora - 18
Melech - 16
Meazel Hunter 2 - 15
Narerka - 14
Meazel Hunter 1 - 13
Sophie - 13
Meazel Bravo 2 - 9

Players
Kuro (E/102) 59/69 HP light
Melech (C/104) 55/79 HP
Sophie (D/97) 59/59 HP
Narerka (D/100) 59/87 HP Resist 1 all
Tainya (E/100) 48/69 HP
Sora (D/104) 66/71 HP wild shape slowed, swarm dispersal

Enemies
Meazel Hunter 1 (A/97) -84 HP (BLOODIED), aegis of shielding, cannot make opportunity attacks DEAD (DEATH ATTACK)
Meazel Hunter 2 (C/101) -48 HP (BLOODIED) Swordmage Shielding Fire
Meazel Strangler (B/94) -121 HP (BLOODIED) divine sanction, -5 to all defenses, immobilized and -4 to attack rolls, +5 to damage rolls against it DEAD (DEATH ATTACK)
Meazel Bravo 1 (C/94) -146 HP (BLOODIED) -2 to attack rolls, divine sanction, immobilized (save ends), grabbed DEAD
Meazel Bravo 2 (C/96) -136 HP (BLOODIED) divine challenge, dazed and cannot charge, prone, -2 to attack rolls, +5 to damage rolls against it DEAD

Notes
-Creatures without low-light vision or darkvision treat creatures in dim light as lightly obscured, taking a -2 penalty to melee and ranged attack rolls against such targets
-Squares marked by triangles are difficult terrain and require an extra square of movement to enter
-Finding more information about Meazels requires a successful History check or Nature check
>> No. 3508 edit
"Show no mercy! May this demon find some rest once we finish with it."
Direct the strike: grant Tainya a free attack.
Move one square up, adjacent to the Meazel

>> No. 3509 edit
File 135596535852.gif - (465.66KB , 480x270 , 1352581691995.gif )
3509
Now confronting her foe at close range, Tainya heeds the warlord's behest and fires another bolt, this aimed directly at the meazel's head.

Free Actions: Direct the strike-granted ranged basic attack[b/] vs. meazel hunter 2, [b]26 vs. AC, with a hit dealing 25 damage. http://orokos.com/roll/87406
Load another bolt.

>> No. 3510 edit
File 135596851857.png - (845.86KB , 1065x525 , diningencounter32.png )
3510
At Kuro's command, Tainya fires another bolt into the meazel, hitting it just above its forehead. It makes inarticulate, angry gurgling sounds, but it refuses to die just yet. The warlord shifts closer to cut off any escape for the fiend.

Kuro grants Tainya an attack with Direct the Strike, which hits the meazel for 25 damage
Kuro shifts to D/102


Initiative
Kuro - 27
Meazel Strangler - 26
Tainya - 26
Meazel Bravo 1 - 25
Sora - 18
Melech - 16
Meazel Hunter 2 - 15
Narerka - 14
Meazel Hunter 1 - 13
Sophie - 13
Meazel Bravo 2 - 9

Players
Kuro (D/102) 59/69 HP light
Melech (C/104) 55/79 HP
Sophie (D/97) 59/59 HP
Narerka (D/100) 59/87 HP Resist 1 all
Tainya (E/100) 48/69 HP
Sora (D/104) 66/71 HP wild shape slowed, swarm dispersal

Enemies
Meazel Hunter 1 (A/97) -84 HP (BLOODIED), aegis of shielding, cannot make opportunity attacks DEAD (DEATH ATTACK)
Meazel Hunter 2 (C/101) -73 HP (BLOODIED) Swordmage Shielding Fire
Meazel Strangler (B/94) -121 HP (BLOODIED) divine sanction, -5 to all defenses, immobilized and -4 to attack rolls, +5 to damage rolls against it DEAD (DEATH ATTACK)
Meazel Bravo 1 (C/94) -146 HP (BLOODIED) -2 to attack rolls, divine sanction, immobilized (save ends), grabbed DEAD
Meazel Bravo 2 (C/96) -136 HP (BLOODIED) divine challenge, dazed and cannot charge, prone, -2 to attack rolls, +5 to damage rolls against it DEAD

Notes
-Creatures without low-light vision or darkvision treat creatures in dim light as lightly obscured, taking a -2 penalty to melee and ranged attack rolls against such targets
-Squares marked by triangles are difficult terrain and require an extra square of movement to enter
-Finding more information about Meazels requires a successful History check or Nature check
>> No. 3511 edit
File 135596884051.gif - (0.96MB , 500x291 , 1347313134378.gif )
3511
"Merci, madame!" Tainya calls out to the paladin as she reloads her crossbow for another shot. Suddenly clinging to the wall with unnatural talent, the "eladrin" skitters upwards before loosing another bolt, this one aimed to kill.

Move Action: Use ghost on the rooftops to climb up the nearby wall as high as I can go.
Standard Action: Use ranged basic attack against the meazel hunter 2. 35 vs. AC, a hit deals 26 damage. http://orokos.com/roll/87413

>> No. 3512 edit
File 135596981235.png - (842.90KB , 1065x525 , diningencounterend.png )
3512
The assassin scales the wall like a spider, finding a small perch to hang on to near the ceiling. From there, she fires one more bolt from her crossbow, piercing the neck of her foe. The meazel claws desperately at the embedded arrow, spitting up blood as it starts to choke. It is all in vain, as moments later the creature falls dead, the glutton's stomach gorged on its own vile blood.

Tainya uses Ghost of the Rooftops and climbs up 3 squares
Tainya makes a ranged basic attack and hits Meazel Hunter 2 and deals 26 damage, killing it

>> No. 3513 edit
Satisfied with the group's work, Kuro comments to Tainya.
"You have got some fast hands, lady. By any chance were you involved with the past war?"
>> No. 3514 edit
Sora sembles back into her sort of humanoid form, casting a quick glance in the next room... psionically.

"This was supposed to be a simple delivery," she mumbles, a bit baffled by how she let herself get roped into this.

Oh, right, she owed them for that battle there. If it was her fault at all. Was it?


Minor: Sensing Eye five squares beyond the opened door.
>> No. 3515 edit
File 13499017696.gif - (448.08KB , 500x281 , 1347319355368.gif )
3515
Tainya quickly drops down to the ground, before anyone starts to wonder how she's clinging to it so easily. She smiles and winks at Kuro's question, then responds verbally, saying, "Oh non, monsieur. I'm merely an aszociate de Chateau Phiarlan. Fighting wars iz not my, how do you say... cup of tea!"
>> No. 3516 edit
Audio 07__Salute!.mp3 - (694.69KB - 192 kbps - 44.1 kHz , 07_ Salute!.mp3 ) Length: 0:28
3516
Healing Surges Spent:
Kuro : 1
Narerka : 2
Melech : 2

Action Points Used:
Melech
Tainya

Remaining Hit Points:

Kuro (D/102) 59/69 HP
Melech (C/104) 55/79 HP
Sophie (D/97) 59/59 HP
Narerka (D/100) 59/87
Tainya (E/100) 48/69 HP
Sora (D/104) 66/71

As the party has reached a milestone, each character recieves one action point. Remember, you can only spend one action point per encounter.
>> No. 3519 edit
File 135611723620.png - (508.88KB , 1065x525 , diningroom.png )
3519
Sora's psionic sight into the next car reveals that, for one, the door is slightly ajar. Beyond the opening, the most obvious thing to be found are the rows of tables covered in white sheets. It could be something like a buffet, or a dining car if there were any chairs. The door at the far end is shut and blocks her view, and the windows don't show anything out of the ordinary through the film of dust settled over them.

Speaking of dust, her keen eye sees several sets of footprints around the car. Some of them lead under the tables and through the other side, and the most recent footprints head out through the open door. Beyond that, there's no hint that the car's been disturbed.

>> No. 3524 edit
File 13562129411.png - (89.42KB , 291x478 , kan_waraia123.png )
3524
"Merely an associate?" Kuro smirks. "I wouldn't like to get on bad terms with the Chateu then."
Still with a silly smile on his face, the warlord takes and plants his Battle Standard on the ground. "Nobody here seem to be very injured, but let me take a look anyway."
>> No. 3525 edit
Sora, listening in a little on the conversation, focuses her attention to the next car.

Move up until I can Sensing Eye in the room.
>> No. 3526 edit
File 135627325457.png - (569.43KB , 1065x525 , diningroomagain.png )
3526
Sora moves her vision past the door blocking her view. More of the next room is exposed, although little changes about what has been observed. The only significant difference is finding a small hatch in the ceiling, just big enough for a person to fit through. Otherwise Sora can't detect anything noteworthy about the next area.
>> No. 3532 edit
Satisfied, Sora turns and regards her allies.

"Next car looks empty... how about you tend to your wounds and we carry on?"
>> No. 3533 edit
File 135656497669.png - (15.61KB , 217x157 , kanonheh_ib4f.png )
3533
After taking care of the party wounds, Kuro pronounces. "There we go, should we investigate the next car then?"
Short rest should be done as explained in the OOC thread: Narnerka, Tainya and Melech will spend one healing surge while everyone else is standing near of my Battle Standard and Tainya.
>> No. 3536 edit
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3536
A repose lasting a few minutes is taken by the adventurers. They tend to their wounds during this time, though a loud, blaring whistle from the front signals that time is limited. Outside the murky windows, shapes can be seen running about while carrying large objects of some sort.

The train's still not entirely safe, though. According to Lance, the spiders still stalk the crew cars, and there's something in the cargo a few cars down. That something could be vermin, or it could be something nasty.


Everyone takes a short rest as outlined in the OOC thread and regains hit points as outlined in the OOC thread. In addition, you regain all your encounter powers and use of your second wind, if you had used it.
>> No. 3537 edit
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3537
"If ah may make a sugges-tion," Tainya says evenly at the conclusion of the rest, "Ze spiders are going nowhere. Perhaps now would be a good time to check out ze cargo infestation, non?"
>> No. 3538 edit
"Sounds fine" Kuro says as he gets down of the train. "Anyway, where is the cargo again?"
>> No. 3540 edit
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3540
Seeing the rest of the group isn't quite a group of action, Tainya takes the lead and heads over to the cargo cart to inspect it from the outside.
>> No. 3542 edit
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3542
>>3540
Stepping outside for a second, Tainya can see the station gradually becoming more lively. Workers mill around the front cars carrying various implements and tools. Much of it seems to be cleaning equipment and replacement parts. Understandable, considering the state the entire train is in.

The cargo car, however, seems pretty uninteresting. There's no movement to be seen through the windows, only stacks of crates, sacks, and boxes. But whoever went in must have left in a hurry, as they didn't bother to shut the door behind them and left scuffmarks in the dust indicating somebody trying very hard to put a lot of distance between themselves and whatever was inside. Beyond that, there's just clutter to be seen inside through the opening. The entire car is deathly quiet.

>> No. 3543 edit
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3543
Tainya slowly approaches the door, and attempts to peer around the side of it while remaining hidden.

Stealth (27): http://orokos.com/roll/87942
Perception (23): http://orokos.com/roll/87943

>> No. 3545 edit
New thread:
>>3544
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