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Death by poison.

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File 140371259442.png - (1.49MB , 1137x749 , streetsoftyr0.png )
4817 No. 4817 edit
The hustle and bustle of a lively market gradually dies down as you turn onto a nearby street. The stalls are eerily vacant, and you don't see any other people. At least, not right away.

Yells of surprise and alarm mix with the sounds of heavy boots and claws on Tyr's cobbled streets. From one end of the lane, two thri-kreen are bounding in your direction. On overlooking rooftops, a handful of elves throw off cloaks and snatch throwing chatkchas from their belts. From the other end of the street, three burly dwarves hustle toward you. Behind the dwarves strides a determined-looking human in a long cloak. He bears the insignia of the city of Urik: a roaring lion.

Expand all images
>> No. 4818 edit
One of the rooftop snipers hurls its throwing star at Killua, but the clever rogue is too nimble for him to land a hit on. The elf falls back, then... Vanishes. You don't know if it's crouching or using some sort of magic, but you've completely lost sight of it. One of the thri-kreen takes advantage of this distraction and charges Killua, slashing at him with its claws and drawing first blood.

A dwarf conscript narrows its eyes and lets out a cry of battle, then charges at Kudust with a gouge, promising horrific damage on contact. Kudust blocks the attack with the help of his trusty shield, to which his opponent replies with a wordless snarl.

Glenn is hit with the chatkcha thrown by another of the elves, as is the ghostly ally accompanying the party; the latter isn't hurt quite as badly. The enemies take cues from their ally and step back, disappearing from sight and sound. The other thri-kreen hurls its own chatkcha at Killua, scoring a hit against him, then moves between him and Glenn for whatever purpose. Speaking of, Glenn fails to block another shot from a rooftop sniper, who likewise hides away after the attack completes.

The opening salvo finished, the human takes the opportunity to speak.
"Rejoice, dogs of Tyr. Hamanu, the Lion God, has chosen you to join the ranks of his worshippers. You should feel honored!" His lips curl into a wry smile. "However," he explains, unable to mask the glee in his voice, "I'm afraid that this is going to hurt."

The air around the Templar crackles with sparks of black lightning. "A lot."

Last edited at 14/06/25(Wed)09:34:15
>> No. 4819 edit
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4819
Elf Sniper 3 misses Killua with Chatkcha
Elf Sniper 3 uses Elven Misdirection and moves away, becoming hidden

Thri-kreen Bounder 2 charges Killua with Claw for 7 damage, ending its movement at F-6

Dwarf Conscript 3 uses Singular Focus against Kudust, gaining a +5 power bonus to damage rolls against him until the end of the encounter
Dwarf Conscript 3 charges Kudust with Gouge, but misses, ending its movement at F-10

Elf Sniper 2 hits Glenn with Chatkcha for 5 damage
Elf Sniper 2 uses Elven Misdirection and moves away, becoming hidden

Elf Sniper 5 hits Ves with Chatkcha for 2 damage (reduced from 5)
Elf Sniper 5 uses Elven Misdirection and moves away, becoming hidden

Thri-kreen Bounder 1 hits Killua with Chatkcha for 7 damage
Thri-kreen Bounder moves to E-7

Elf Sniper 1 hits Glenn with Chatkcha for 5 damage
Elf Sniper 1 uses Elven Misdirection and moves away, becoming hidden


Initiative
Elf Sniper 3 (enemy) : 26
Thri-kreen Bounder 2 (enemy) : 25
Dwarf Conscript 3 (enemy) : 17
Elf Sniper 2 (enemy) : 17
Elf Sniper 5 (enemy) : 16
Thri-kreen Bounder 1 (enemy) : 14
Elf Sniper 1 (enemy) : 14
Kudust (Misha) : 13
Elf Sniper 4 (enemy) : 11
Ves (Voyager) : 10
Glenn (keiki) : 10
Killua (anon-kun) : 10
Dwarf Conscript 1 (enemy) : 7
Dwarf Conscript 2 (enemy) : 7
Sarhan, Templar of Hamanu (enemy) : 6

Players and Allies
Glenn (keiki) : (D-8) 23/33 HP
Kudust Earthheart (Misha) : (E-10) 42/42 HP
Ves (Voyager) : (G-9) -2 HP Half damage from all but psychic and force
Killua Zoldyck (anon-kun) : (F-7) 19/33 HP
Spirit Companion (Voyager) : (Not Present)
Spirit of Athas (Voyager) : (Not Present)

Enemies
Sarhan, Templar of Hamanu (enemy) : (C-16)
Thri-kreen Bounder 1 (enemy) : (E-7)
Thri-kreen Bounder 2 (enemy) : (F-6)
Dwarf Conscript 1 (enemy) : (B-13)
Dwarf Conscript 2 (enemy) : (D-14)
Dwarf Conscript 3 (enemy) : (F-11) +5 bonus to damage against Kudust
Elf Sniper 1 (enemy) : (??)
Elf Sniper 2 (enemy) : (??)
Elf Sniper 3 (enemy) : (??)
Elf Sniper 4 (enemy) : (I-8, elevation 2)
Elf Sniper 5 (enemy) : (??)

Notes
-Learning more about your enemies requires a successful nature check, or arcana for figuring out Sarhan's abilities.
-Market stalls, tables, barrels, stacks, boxes, and anything other than cobblestones that's not sand is difficult terrain.
-The shops and residences are blocking terrain, and require a strength check to enter. Climbing to a rooftop requires a DC 15 athletics check. The slanted rooftops are 10 feet high and difficult terrain. Creatures on the rooftops have cover against creatures at lower elevations.
>> No. 4820 edit
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4820
Nature (Kudust) : Kudust doesn't know any more about these elves, dwarves, or the human Templar than your average person would.

But he is familiar with the thri-kreen. Thri-kreen bond with their clutch mates and greater pack. This cohesion amplifies their hunting and fighting prowess. Thri-kreen prefer to hunt nonsentient creatures, but they make exceptions in desperate times. They do not fight for vengeance; rather, they safeguard their freedom and attack only when threatened. Thri-kreen who stray from this norm are nearly always under the influence of malevolent creatures, spirits, or curses. Shamanistic desert talkers lead the thri-kreen rituals to connect with ancestral spirits. Each thri-kreen taps into the race's memory. Some ancient memories reveal that the thri-kreen once held a powerful empire of their own.

These are thri-kreen bounders. They are level 6 minion skirmishers who make up for weak defenses with deft agility (they have a move speed of 7, and are trained in athletics). This attribute shines when confronted with those who would harm it with bows and thrown weapons, as it is extremely good at dodging projectiles (its Deft Dodger trait gives it a +2 bonus to all defenses against ranged attacks). Up close, it can slash an enemy with its Claw attack, while from afar it can hurl its Chatkcha at a target, which returns to its hand after being thrown. Finally, if it evades an attack, it can slip away and reposition itself with a mighty leap (its Mantis Bound triggers when it is missed by an attack; as a free action, the bounder can jump 3 squares without provoking opportunity attacks).

>> No. 4821 edit
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4821
Withdrawing his shield to bring his craghammer to bear, Kudust says simply, "Ye'll regret thoose words, friend." With a bone-crunching smash, he sends the nearest dwarf stumbling backwards towards his fellows, and the three have their position compromised by the awkward stagger of the now-wounded one. The stalwart warden bears follows up by bearing down on the group fearlessly, his face grim and determined as he surrounds himself with foes and invokes nature's wrath to turn their attention towards him.

Standard Action: Use disrupting advance on the dwarf conscript 3, 22 to hit for 18 damage (added crippling crush damage). Push to C-14 thanks to brutish disruption, it is also slowed until the end of my next turn. The two adjacent dwarf conscripts are slowed until the end of my next turn and take 4 damage from crippling crush. http://orokos.com/roll/203116
Move Action: Walk to C-13.
Free Action: Nature's wrath to mark the three adjacent dwarves.
Nature checks: http://orokos.com/roll/203105 24 for the thri-kreen, 10 or lower for the rest

>> No. 4822 edit
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4822
Kudust slams his craghammer into the other dwarf, sending it hurtling back several feet from the impact. The dwarf conscript tries to steady itself, and ends up unbalancing itself and its allies in the process. Kudust closes the distance and allows himself to be surrounded, then invokes the powers of nature to draw the ire of his enemies.

The last sniper gets a lucky shot in on Killua, creating a small gash and leaving him looking quite wounded. It, like the others, withdraws and conceals itself completely.

The Templar simply looks amused.


Kudust hits Dwarf Conscript 3 with disrupting advance for 18 damage, pushing it to C-14; it and the other Dwarf Conscripts are slowed until the end of his next turn; the two adjacent Dwarf Conscripts also take 4 damage
Kudust moves to C-13
Kudust uses Nature's Wrath and marks all the dwarf conscripts until the end of his next turn

Elf Sniper 4 hits Killua with Chatkcha for 5 damage, bloodying him
Elf Sniper 4 uses Elven Misdirection and moves away, becoming hidden


Initiative
Elf Sniper 3 (enemy) : 26
Thri-kreen Bounder 2 (enemy) : 25
Dwarf Conscript 3 (enemy) : 17
Elf Sniper 2 (enemy) : 17
Elf Sniper 5 (enemy) : 16
Thri-kreen Bounder 1 (enemy) : 14
Elf Sniper 1 (enemy) : 14
Kudust (Misha) : 13
Elf Sniper 4 (enemy) : 11
Ves (Voyager) : 10
Glenn (keiki) : 10
Killua (anon-kun) : 10
Dwarf Conscript 1 (enemy) : 7
Dwarf Conscript 2 (enemy) : 7
Sarhan, Templar of Hamanu (enemy) : 6

Players and Allies
Glenn (keiki) : (D-8) 23/33 HP
Kudust Earthheart (Misha) : (C-13) 42/42 HP
Ves (Voyager) : (G-9) -2 HP half damage from all but psychic and force
Killua Zoldyck (anon-kun) : (F-7) 14/33 HP (bloodied)
Spirit Companion (Voyager) : (Not Present)
Spirit of Athas (Voyager) : (Not Present)

Enemies
Sarhan, Templar of Hamanu (enemy) : (C-16)
Thri-kreen Bounder 1 (enemy) : (E-7)
Thri-kreen Bounder 2 (enemy) : (F-6)
Dwarf Conscript 1 (enemy) : (B-13) -4 HP, slowed, marked
Dwarf Conscript 2 (enemy) : (D-14) -4 HP, slowed, marked
Dwarf Conscript 3 (enemy) : (C-14) -18 HP, slowed, +5 bonus to damage against Kudust, marked
Elf Sniper 1 (enemy) : (??)
Elf Sniper 2 (enemy) : (??)
Elf Sniper 3 (enemy) : (??)
Elf Sniper 4 (enemy) : (??)
Elf Sniper 5 (enemy) : (??)

Notes
-Learning more about your enemies requires a successful nature check, or arcana for figuring out Sarhan's abilities.
-Market stalls, tables, barrels, stacks, boxes, and anything other than cobblestones that's not sand is difficult terrain.
-The shops and residences are blocking terrain, and require a strength check to enter. Climbing to a rooftop requires a DC 15 athletics check. The slanted rooftops are 10 feet high and difficult terrain. Creatures on the rooftops have cover against creatures at lower elevations.

Last edited at 14/06/25(Wed)12:03:27
>> No. 4823 edit

Arcana check for Sarhan, Templar of Hamanu (please ignore the unlabeled and meaningless nature check) http://orokos.com/roll/203149
Arcana reroll http://orokos.com/roll/203150
Nature knowledge checks for Thri-Kreen Bounder, Dwarf Conscript, Elf Sniper http://orokos.com/roll/203152
Nature rerolls for just Thri-Kreen Bounder and Dwarf Conscript http://orokos.com/roll/203153

----------

Knowledge checks summary.

Arcana:
(29) Sarhan, Templar of Hamanu http://orokos.com/roll/203150

Nature:
(29) Thri-Kreen Bounder http://orokos.com/roll/203153
(26) Dwarf Conscript http://orokos.com/roll/203153
(29) Elf Sniper http://orokos.com/roll/203152


Last edited at 14/06/25(Wed)13:04:51
>> No. 4824 edit
>>4823
Nature (Ves) : Ves knows everything about the Thri-kreen Bounders that Kudust knows.

Elves are tall, long-legged desert rovers whose tribes wander the face of Athas. Traders and herders, elves rarely stay in one place for long. They are also charlatans, entertainers, thieves, and raiders. Each of the great city-states hosts a branch of the Elven Market - a never-ending bazaar where the elves (and others who deal in goods of dubious origin) sell their wares. Many elven goods are cheap baubles of little worth, or were stolen from their rightful owners. Still, elves have a knack for being in the right place at the right time to peddle their wares, and even the most officious templar appreciates the selection of goods in the elven market.

Normally hired out to protect merchants, and their own caravans as well, an Elf Sniper prefers to keep watch from the rooftops, in shadowy corners, and anywhere it can hide. It is a level 3 minion lurker who attacks primarily at range. It uses its chatkcha to attack, then slips into wherever it can hide, flawlessly blending into the shadows (Elven Misdirection allows the sniper to move up to two squares. If it has any cover or concealment, it can make a Stealth check to hide; finding them requires a DC 25 perception roll if they are hidden from you). From there, it can cause significant harm to creatures that are unawares (Sharpshooter's Advantage allows the sniper to deal 3 extra damage against any creature it is hidden from). When forced into melee, they fall back on daggers carved from bone to defend themselves (Bone Dagger is a melee basic attack).

The dwarves of Athas are known for their stoicism and single-mindedness. They fix their minds on the task at hand, whether it is a challenging feat of engineering, an intricate work of craft, a struggle for survival, or a quest for revenge. It's just not in their nature to abandon a task or leave work half-done; dwarves set aside the object of their focus only after much grumbling and coercion.

Dwarf Conscripts are workers by trade, drafted into military service. Work hardened laborers, they are ready, and able, to fight, kill, and die to drive away their enemies (a Dwarf Conscript is a level 2 brute). They have the typical hardiness inherent to dwarves (Stand the Ground can allow it to reduce any forced movement by 1 square, Steady-Footed allows it to roll saving throws to avoid falling prone). Their weapon of choice is usually the gouge, which is every bit as grisly as its name implies (on a critical hit with its Gouge attack, the conscript pushes the target 1 square and knocks it prone). Their single minded stubbornness is weaponized as a focus upon a single enemy, and they will attack their prey until it is dead (Singular Focus lets the conscript choose an enemy; it gains a +5 bonus to damage rolls against that enemy until its target drops to 0 hit points or fewer, at which point the power recharges).

As for the templar, he is an agent of Hamanu, and radiates all the confidence that his position affords him. He is quite strong, and his attacks are varied as a templar who openly defiles (Sarhan is a level 4 elite controller). He calls upon the power of his master to deliver punches that have deceptively long reach (Hamanu's Fist has a melee reach of 2, and attacks AC; it deals psychic damage on a hit, and Sarhan slides the target 1 square). The baleful gaze of the Sorcerer-King is a forceful presence that inspires dread (Hamanu's Glare is has a range of 5, attacks AC, and deals psychic damage on a hit, and Sarhan pushes the target 2 squares). Otherwise, he can attack many nearby enemies by summoning ghostly shackles (Fettering Glare is a close burst 2 that targets an enemy's will; on a hit, the target takes psychic damage and is knocked prone; if the attack hits, the next ally of Sarhan that damages the target before the end of Sarhan's next turn can reroll one attack roll before the end of that ally's next turn, using either result). Most of his powers, however, trigger in response to things happening to him. He can seep life from an ally to recover from crippling afflictions (Borrowed Chance is an immediate reaction to Sarhan getting afflicted to a save ends effect; one ally within 10 squares of Sarhan takes 9 necrotic damage, and Sarhan makes a saving throw against the triggering effect; if he fails his save, the power is not expended), create an invisible aura of empowerment (Mantle of the Sorcerer King is a free action that triggers when an enemy is adjacent to Sarhan at the start of his turn; that enemy grants combat advantage until the end of Sarhan's current turn. If Sarhan attacks and damages the triggering enemy while this effect is active, one ally of his can make a basic attack as a free action against that enemy), retaliate when he is hurt (when Sarhan is first bloodied, his Reprimand of the Sorcerer King triggers as a no action and attacks will; creatures in a close burst 2 that are hit take 7 psychic damage) (Soul Chasm triggers when Sarhan is bloodied, creating an aura 1 that deals 5 necrotic damage to any other creature that ends its turn in the aura), and when using powerful attacks (Defiling Attack triggers when Sarhan rolls for a power that he cannot use at-will; it allows him to make 2 attack rolls and use either result; the target of the attack and one of his allies takes 4 necrotic damage that ignores resistances and immunities). As for what he means about making you one of Hamanu's worshippers, you are unsure.

>> No. 4825 edit
"Only their leader needs to die" Killua says, rather composed considering the situation.
Clever Strike against Thri-kreen Bounder 1 (31) (non-lethal)
Shift to G-6
http://orokos.com/roll/203148

>> No. 4826 edit
>>4824
With a lot of narrating to do, Ves starts with the most important detail. "That one uses mental attacks. Get him first!"

Relay other details after that.
>> No. 4827 edit
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4827
The assassin Killua has no problem exploiting an opening created by his ally, and bashes the blunt end of his knife against the thri-kreen's face. This knocks it out cold. He then shifts into position to attack the other bounder, as Ves relays the dangers they encounter.

Killua hits Thri-kreen Bounder 1 with Clever Strike and knocks it unconscious
Killua shifts to G-6


Initiative
Elf Sniper 3 (enemy) : 26
Thri-kreen Bounder 2 (enemy) : 25
Dwarf Conscript 3 (enemy) : 17
Elf Sniper 2 (enemy) : 17
Elf Sniper 5 (enemy) : 16
Thri-kreen Bounder 1 (enemy) : 14
Elf Sniper 1 (enemy) : 14
Kudust (Misha) : 13
Elf Sniper 4 (enemy) : 11
Ves (Voyager) : 10
Glenn (keiki) : 10
Killua (anon-kun) : 10
Dwarf Conscript 1 (enemy) : 7
Dwarf Conscript 2 (enemy) : 7
Sarhan, Templar of Hamanu (enemy) : 6

Players and Allies
Glenn (keiki) : (D-8) 23/33 HP
Kudust Earthheart (Misha) : (C-13) 42/42 HP
Ves (Voyager) : (G-9) 12/14 HP half damage from all but psychic and force
Killua Zoldyck (anon-kun) : (G-6) 14/33 HP (bloodied)
Spirit Companion (Voyager) : (Not Present)
Spirit of Athas (Voyager) : (Not Present)

Enemies
Sarhan, Templar of Hamanu (enemy) : (C-16)
Thri-kreen Bounder 1 (enemy) : (E-7) Unconscious
Thri-kreen Bounder 2 (enemy) : (F-6)
Dwarf Conscript 1 (enemy) : (B-13) -4 HP, slowed, marked
Dwarf Conscript 2 (enemy) : (D-14) -4 HP, slowed, marked
Dwarf Conscript 3 (enemy) : (C-14) -18 HP, slowed, +5 bonus to damage against Kudust, marked
Elf Sniper 1 (enemy) : (??)
Elf Sniper 2 (enemy) : (??)
Elf Sniper 3 (enemy) : (??)
Elf Sniper 4 (enemy) : (??)
Elf Sniper 5 (enemy) : (??)

Notes
-Learning more about your enemies requires a successful nature check, or arcana for figuring out Sarhan's abilities.
-Market stalls, tables, barrels, stacks, boxes, and anything other than cobblestones that's not sand is difficult terrain.
-The shops and residences are blocking terrain, and require a strength check to enter. Climbing to a rooftop requires a DC 15 athletics check. The slanted rooftops are 10 feet high and difficult terrain. Creatures on the rooftops have cover against creatures at lower elevations.

Last edited at 14/06/25(Wed)16:40:19
>> No. 4828 edit
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4828
"I have an object of worship already, but you are welcome to convert to venerating the spirits. You can start by promising not to defile."

A long-forgotten water spirit engulfs most of the battlefield, drowning annoyances to unconsciousness.

Free action: Elemental Spirit boon to conjure spirit companion to J-11, elevation 2.
Move action: to F-9.
Minor action: Mage Hand to J-6, elevation 2 (should be just above the roof)
Standard action: Spirit of the Healing Flood. Half damage on a miss. Allies in burst have 2 regen while bloodied, and can end the effect on self as a minor to heal 10 HP.
http://orokos.com/roll/203213
http://orokos.com/roll/203214
No action: Heroic Effort to turn the 9 into a hit.


Last edited at 14/06/25(Wed)21:08:44
>> No. 4829 edit
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4829
"Lower thine weapons lest- ribbit- Never mind..!"

With haste, Glenn hops towards the closest Dwarf and strikes.

Minor: Berserker's Charge
Standard: Charge Dwarf Conscript 2 http://orokos.com/roll/203268

>> No. 4830 edit
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4830
A spirit of water appears on the nearby rooftop as Ves quickly takes action. The shaman glides into the most effective position for her next action, conjuring an invisible hand that fills nearby enemies with nameless dread. With great effort, Ves conjures a spirit of ages gone by, of rain and flooding waters that flow through her allies and empowers them. The elves on the rooftops, the dwarves in the streets, the thri-kreen threatening Killua, all experience the sensation of drowning in a great flood as spiritual waters cascade over them. The snipers and bounders are unable to endure, and pass out, while one of the dwarves appears to be in poor shape.

Glenn, meanwhile, focuses his anger upon an enemy and charges down one of the coscripts, his fullblade's impact only slightly absorbed by the dwarf's hide armor. One of the conscripts nearest to Kudust manages to deal a fairly heavy blow to him with its gouge, while the dwarf than Glenn charged attacks the bullywug in kind. While Kudust's intervening strike isn't able to hit its mark, neither is the conscript's, as Glenn proves too agile to hit even with his heavy armor.

The templar steps forward, moving past the nearby cart with little impedement, then stopping near Glenn and Kudust. Black lightning arcs from his hands as he draws upon the vitality of the two, as well as one of the conscripts, to fuel his reckless magics.
"I am Sarhan, templar of Hamanu," he proclaims, the ground beneath Kudust and Glenn erupting in spectral chains, "Behold the glorious boon he has gifted me with!" Glenn and Kudust are yanked to the ground with terrible force by the psychic shackles, leaving both of them in very bad shape. He turns his gaze to the ghastly apparition that wiped out most of his following and glares at her.

"Disappear," his voice booms, directing a psychic attack with the intent to eradicate the ghost; Glenn takes advantage of his preoccupation and delivers a heavy blow to him that causes his energies to miss their mark. Sarhan scowls at Glenn, snarling, "Insolent frog!" The injured conscript, fearing no retribution from Kudust, brings his hammer down on Glenn and knocks him out cold.

Kudust feels the power of the rain spirit revitalizing him, but one solid hit would still take him completely out of the fight.


Ves conjures her Spirit Companion at J-11, elevation 2 as a free action
Ves moves to F-9
Ves conjures a Mage Hand at J-6, elevation 2
Ves uses Spirit of the Healing Flood hitting Thri-kreen Bounder 2 and all the Elf Snipers, knocking them unconscious (after expending Heroic Effort); she also hits Dwarf Conscript 1 for 12 damage and misses the other two for half of that; this bloodies Dwarf Conscript 3

Glenn enters the Berserker's Charge stance
Glenn charges Dwarf Conscript 2 and hits for 11 damage, ending his movement at D-13

Dwarf Conscript 1 uses Singular Focus against Kudust, gaining a +5 power bonus to damage rolls against him until the end of the encounter
Dwarf Conscript 1 hits Kudust with Gouge for 17 damage

Dwarf Conscript 2 uses Singular Focus against Glenn, gaining a +5 power bonus to damage rolls against him until the end of the encounter
Dwarf conscript 2 attacks Glenn, and Kudust's Warden's Fury misses; Dwarf Conscript 2 misses Glenn with its Gouge

Sarhan moves to E-14
Sarhan uses Defiling Attack dealing 4 necrotic damage to Kudust, Glenn, and Dwarf Conscript 2, allowing him to roll twice on Fettering Glare; both Glenn and Kudust are hit for 16 psychic damage and fall prone, Kudust failing her saving throw against it; the next ally of Sarhan that hits them before the end of his next turn can roll twice on attacks, and Kudust and Glenn are both bloodied
Sarhan spends an action point! Sarhan uses Hamanu's Glare against Ves, provoking an opportunity attack from Glenn; Glenn hits Sarhan for 20 damage by enhancing with Power Attack; Sarhan's attack just barely misses

Dwarf Conscript 3 hits Glenn with Gouge for 16 nonlethal damage, knocking him unconscious until he is healed; the dwarf can roll twice on its next attack roll and use either result

Kudust regenerates 2 HP


Initiative
Elf Sniper 3 (enemy) : 26
Thri-kreen Bounder 2 (enemy) : 25
Dwarf Conscript 3 (enemy) : 17
Elf Sniper 2 (enemy) : 17
Elf Sniper 5 (enemy) : 16
[s]Thri-kreen Bounder 1 (enemy) : 14

Elf Sniper 1 (enemy) : 14
Kudust (Misha) : 13
Elf Sniper 4 (enemy) : 11
Killua (anon-kun) : 10
Ves (Voyager) : 10
Glenn (keiki) : 10
Dwarf Conscript 1 (enemy) : 7
Dwarf Conscript 2 (enemy) : 7
Sarhan, Templar of Hamanu (enemy) : 6

Players and Allies
Glenn (keiki) : (D-13) 0/33 HP (unconscious) regen 2 while bloodied, end for 10 HP, prone
Kudust Earthheart (Misha) : (C-13) 7/42 HP (bloodied) regen 2 while bloodied, end for 10 HP, prone
Ves (Voyager) : (F-9) 12/14 HP half damage from all but psychic and force, regen 2 while bloodied, end for 10 HP
Killua Zoldyck (anon-kun) : (G-6) 14/33 HP (bloodied), regen 2 while bloodied, end for 10 HP
Spirit Companion (Voyager) : (J-11, elevation 2)
Spirit of Athas (Voyager) : (Not Present)
Mage Hand (Voyager) : (J-6, elevation 2)

Enemies
Sarhan, Templar of Hamanu (enemy) : (E-14)
Thri-kreen Bounder 1 (enemy) : (E-7) Unconscious
Thri-kreen Bounder 2 (enemy) : (F-6) Unconscious
Dwarf Conscript 1 (enemy) : (B-13) -16 HP, slowed, marked, +5 bonus to damage against Kudust
Dwarf Conscript 2 (enemy) : (D-14) -10 HP, slowed, marked, +5 bonus to damage against Glenn
Dwarf Conscript 3 (enemy) : (C-14) -24 HP (bloodied), slowed, +5 bonus to damage against Kudust, marked, roll twice on next attack roll
Elf Sniper 1 (enemy) : (A-6) Unconscious
Elf Sniper 2 (enemy) : (A-10) Unconscious
Elf Sniper 3 (enemy) : (J-5) Unconscious
Elf Sniper 4 (enemy) : (J-8) Unconscious
Elf Sniper 5 (enemy) : (J-12) Unconscious

Notes
-Learning more about your enemies requires a successful nature check, or arcana for figuring out Sarhan's abilities.
-Market stalls, tables, barrels, stacks, boxes, and anything other than cobblestones that's not sand is difficult terrain.
-The shops and residences are blocking terrain, and require a strength check to enter. Climbing to a rooftop requires a DC 15 athletics check. The slanted rooftops are 10 feet high and difficult terrain. Creatures on the rooftops have cover against creatures at lower elevations.

Last edited at 14/06/26(Thu)15:41:44
>> No. 4831 edit
File 140382324834.gif - (52.62KB , 300x360 , dwaratha.gif )
4831
Temporarily overwhelmed by the templar's psychic power, Kudust's expression remains nevertheless resolute as he rolls over and slowly picks himself up, waiting for a sign that it's time to counter-attack.

Immediate Interrupt: warden's fury misses. http://orokos.com/roll/203330
Stand the Ground: Save fails http://orokos.com/roll/203331
Delay until after Ves

>> No. 4832 edit
Killua holds too, waiting for the best time to sneak in.
Delay after Kudust.
>> No. 4833 edit
"We need you conscious, Frog. You can sleep when you're dead."

Move action: G-10. Spirit companion moves to D-14, elevation 1.
Minor action: Healing Spirit, targeting Glenn for surge+4 healing. Kudust gets the 1d6.
- Requesting Ribbit, Ribbit to heal us, too.
Standard action: Ready action. Trigger: Glenn standing up.
The action is Ironbreaker Claws against Dwarf Conscript 2 (D-14). On a hit, Glenn can MBA the same dwarf as a free action.

>> No. 4834 edit
File 140383283854.png - (1.47MB , 1144x749 , streetsoftyr6.png )
4834
The shaman works tirelessly to keep the group alive, moving into action and sending her spirit companion to provide aid. A boon of primal energy surges through Glenn and brings him back from unconsciousness, while the spirit stands poised to strike as soon as he is upright again.

Ves moves to G-10 and moves her Spirit Companion to D-14, elevation 1
Ves uses Healing Spirit, healing Glenn for 12 hit points; he is no longer unconscious; Kudust is healed 1 hit point http://orokos.com/roll/203385
Ves readies an action to use Ironbreaker Claws against Dwarf Conscript 2 when Glenn stands from prone


Initiative
Elf Sniper 3 (enemy) : 26
Thri-kreen Bounder 2 (enemy) : 25
Dwarf Conscript 3 (enemy) : 17
Elf Sniper 2 (enemy) : 17
Elf Sniper 5 (enemy) : 16
[s]Thri-kreen Bounder 1 (enemy) : 14

Elf Sniper 1 (enemy) : 14
Elf Sniper 4 (enemy) : 11
Killua (anon-kun) : 10
Ves (Voyager) : 10
Kudust (Misha) : 13 (delayed)
Glenn (keiki) : 10
Dwarf Conscript 1 (enemy) : 7
Dwarf Conscript 2 (enemy) : 7
Sarhan, Templar of Hamanu (enemy) : 6

Players and Allies
Glenn (keiki) : (D-13) 12/33 HP (bloodied) regen 2 while bloodied, end for 10 HP, prone
Kudust Earthheart (Misha) : (C-13) 8/42 HP regen 2 while bloodied, end for 10 HP, prone
Ves (Voyager) : (G-10) 12/14 HP half damage from all but psychic and force, regen 2 while bloodied, end for 10 HP
Killua Zoldyck (anon-kun) : (G-6) 14/33 HP (bloodied), regen 2 while bloodied, end for 10 HP
Spirit Companion (Voyager) : (D-14, elevation 1)
Spirit of Athas (Voyager) : (Not Present)

Enemies
Sarhan, Templar of Hamanu (enemy) : (E-14)
Thri-kreen Bounder 1 (enemy) : (E-7) Unconscious
Thri-kreen Bounder 2 (enemy) : (F-6) Unconscious
Dwarf Conscript 1 (enemy) : (B-13) -16 HP, slowed, marked, +5 bonus to damage against Kudust
Dwarf Conscript 2 (enemy) : (D-14) -10 HP, slowed, marked, +5 bonus to damage against Glenn
Dwarf Conscript 3 (enemy) : (C-14) -24 HP (bloodied), slowed, +5 bonus to damage against Kudust, marked, roll twice on next attack
Elf Sniper 1 (enemy) : (A-6) Unconscious
Elf Sniper 2 (enemy) : (A-10) Unconscious
Elf Sniper 3 (enemy) : (J-5) Unconscious
Elf Sniper 4 (enemy) : (J-8) Unconscious
Elf Sniper 5 (enemy) : (J-12) Unconscious

Notes
-Learning more about your enemies requires a successful nature check, or arcana for figuring out Sarhan's abilities.
-Market stalls, tables, barrels, stacks, boxes, and anything other than cobblestones that's not sand is difficult terrain.
-The shops and residences are blocking terrain, and require a strength check to enter. Climbing to a rooftop requires a DC 15 athletics check. The slanted rooftops are 10 feet high and difficult terrain. Creatures on the rooftops have cover against creatures at lower elevations.
>> No. 4836 edit
File 140383837526.gif - (467.26KB , 200x200 , deal with.gif )
4836
Climbing to his feet, Kudust braces himself and calls upon his inner reserves of strength before swinging his stone hammer in a whirling arc, attempting to force his enemies to the ground. As his hammer connects with the last one, the warden stomps the ground, and the earth beneath his own feet as well as the feat of each of the other dwarves begins to creak and rumble.

Move Action: Stand from prone.
Minor Action: Use second wind. Regain 10 hit points, gain a +2 bonus to all defenses and an additional +4 to AC until the start of my next turn.
Standard Action: Use roots of stone on all the dwarf conscripts. 25, 26, and 26 to hit 1, 2, 3, for 11 damage. In addition, I create a zone of rippling earth in a close burst 1 that lasts until the end of my next turn, any enemy that leaves the zone takes 4 damage and falls prone. Note that this hit also knocks the dwarves prone because they are slowed (World Serpent's Grasp). http://orokos.com/roll/203398
Free Action: Use nature's wrath, mark each adjacent enemy until the end of my next turn.

>> No. 4837 edit
File 14038476453.png - (1.49MB , 1144x749 , streetsoftyr7.png )
4837
Back on his feet, Kudust revitalizes himself and braces against further attacks. Ripples of power flow through the cobblestones as the warden swings his hammer. The weapon connects with each of the conscripts, and knocks two of them flat on the ground. Further tremors threaten them if they should move away.

Kudust stands from prone
Kudust spends his second wind and regains 10 hit points; he also gains a +2 bonus to defenses and a +4 bonus to AC until the end of his next turn
Kudust uses Roots of Stone and creates a zone in a close burst one; All the dwarf conscripts are hit for 11 damage, and Dwarf Conscripts 1 and 3 are knocked prone; if any of the conscripts leave the zone, they will be knocked prone and take 4 damage
Kudust uses Nature's Wrath to mark all the conscripts until the end of his next turn


Initiative
Elf Sniper 3 (enemy) : 26
Thri-kreen Bounder 2 (enemy) : 25
Dwarf Conscript 3 (enemy) : 17
Elf Sniper 2 (enemy) : 17
Elf Sniper 5 (enemy) : 16
[s]Thri-kreen Bounder 1 (enemy) : 14

Elf Sniper 1 (enemy) : 14
Elf Sniper 4 (enemy) : 11
Ves (Voyager) : 10
Kudust (Misha) : 13 (delayed)
Killua (anon-kun) : 10 (delayed)
Glenn (keiki) : 10
Dwarf Conscript 1 (enemy) : 7
Dwarf Conscript 2 (enemy) : 7
Sarhan, Templar of Hamanu (enemy) : 6

Players and Allies
Glenn (keiki) : (D-13) 12/33 HP (bloodied) regen 2 while bloodied, end for 10 HP, prone
Kudust Earthheart (Misha) : (C-13) 18/42 HP (bloodied) regen 2 while bloodied, end for 10 HP, +2 to defenses, +4 to AC
Ves (Voyager) : (G-10) 12/14 HP half damage from all but psychic and force, regen 2 while bloodied, end for 10 HP
Killua Zoldyck (anon-kun) : (G-6) 14/33 HP (bloodied), regen 2 while bloodied, end for 10 HP
Spirit Companion (Voyager) : (D-14, elevation 1)
Spirit of Athas (Voyager) : (Not Present)

Enemies
Sarhan, Templar of Hamanu (enemy) : (E-14)
Thri-kreen Bounder 1 (enemy) : (E-7) Unconscious
Thri-kreen Bounder 2 (enemy) : (F-6) Unconscious
Dwarf Conscript 1 (enemy) : (B-13) -27 HP (bloodied), marked, +5 bonus to damage against Kudust, prone
Dwarf Conscript 2 (enemy) : (D-14) -21 HP, marked, +5 bonus to damage against Glenn
Dwarf Conscript 3 (enemy) : (C-14) -35 HP (bloodied), +5 bonus to damage against Kudust, marked, roll twice on next attack, prone
Elf Sniper 1 (enemy) : (A-6) Unconscious
Elf Sniper 2 (enemy) : (A-10) Unconscious
Elf Sniper 3 (enemy) : (J-5) Unconscious
Elf Sniper 4 (enemy) : (J-8) Unconscious
Elf Sniper 5 (enemy) : (J-12) Unconscious

Notes
-Learning more about your enemies requires a successful nature check, or arcana for figuring out Sarhan's abilities.
-Market stalls, tables, barrels, stacks, boxes, and anything other than cobblestones that's not sand is difficult terrain.
-The shops and residences are blocking terrain, and require a strength check to enter. Climbing to a rooftop requires a DC 15 athletics check. The slanted rooftops are 10 feet high and difficult terrain. Creatures on the rooftops have cover against creatures at lower elevations.
>> No. 4838 edit
File 140385279336.jpg - (15.29KB , 320x180 , 4546546546.jpg )
4838
After the Ghost saves the day with her magic tricks, Killua moves ahead and throws a glance to the remaining enemies.
Not very smart, not very tough, but they might hurt a little. Their boss is a different thing and he would rather catch him vulnerable. He decides to stay away and just throws his left hand dagger against the weakest dwarf.

Minor to heal 10 hp (Should be at 26 because regen 2)
Move to G-11
Ranged attack against Dwarf Conscript 3 (The roll says its a charge but its because I messed up) (17, 17 damage) http://orokos.com/roll/203413

>> No. 4839 edit
File 140385343022.png - (1.48MB , 1144x749 , streetsoftyr8.png )
4839
Killua invokes the boon of the rain spirit to immediately close most of his wounds. With his injuries no longer a concern, the rogue leaps onto a nearby crate and hurls a dagger at the weakest of the dwarf conscripts. The blade spins through the air and hits the prone dwarf blunt end-first, knocking him out.

Killua ends Spirit of the Healing Flood's effect to regain 10 hit points
Killua moves to G-11
Kullua makes a Ranged Basic Attack against Dwarf Conscript 3 for 17 damage and knocking it unconscious


Initiative
Elf Sniper 3 (enemy) : 26
Thri-kreen Bounder 2 (enemy) : 25
Dwarf Conscript 3 (enemy) : 17
Elf Sniper 2 (enemy) : 17
Elf Sniper 5 (enemy) : 16
[s]Thri-kreen Bounder 1 (enemy) : 14

Elf Sniper 1 (enemy) : 14
Elf Sniper 4 (enemy) : 11
Ves (Voyager) : 10
Kudust (Misha) : 13 (delayed)
Killua (anon-kun) : 10 (delayed)
Glenn (keiki) : 10
Dwarf Conscript 1 (enemy) : 7
Dwarf Conscript 2 (enemy) : 7
Sarhan, Templar of Hamanu (enemy) : 6

Players and Allies
Glenn (keiki) : (D-13) 14/33 HP (bloodied) regen 2 while bloodied, end for 10 HP, prone
Kudust Earthheart (Misha) : (C-13) 18/42 HP (bloodied) regen 2 while bloodied, end for 10 HP, +2 to defenses, +4 to AC
Ves (Voyager) : (G-10) 12/14 HP half damage from all but psychic and force, regen 2 while bloodied, end for 10 HP
Killua Zoldyck (anon-kun) : (G-11) 26/33 HP
Spirit Companion (Voyager) : (D-14, elevation 1)
Spirit of Athas (Voyager) : (Not Present)

Enemies
Sarhan, Templar of Hamanu (enemy) : (E-14)
Thri-kreen Bounder 1 (enemy) : (E-7) Unconscious
Thri-kreen Bounder 2 (enemy) : (F-6) Unconscious
Dwarf Conscript 1 (enemy) : (B-13) -27 HP (bloodied), marked, +5 bonus to damage against Kudust, prone
Dwarf Conscript 2 (enemy) : (D-14) -21 HP, marked, +5 bonus to damage against Glenn
Dwarf Conscript 3 (enemy) : (C-14) -52 HP (bloodied), +5 bonus to damage against Kudust, marked, roll twice on next attack, prone Unconscious
Elf Sniper 1 (enemy) : (A-6) Unconscious
Elf Sniper 2 (enemy) : (A-10) Unconscious
Elf Sniper 3 (enemy) : (J-5) Unconscious
Elf Sniper 4 (enemy) : (J-8) Unconscious
Elf Sniper 5 (enemy) : (J-12) Unconscious

Notes
-Learning more about your enemies requires a successful nature check, or arcana for figuring out Sarhan's abilities.
-Market stalls, tables, barrels, stacks, boxes, and anything other than cobblestones that's not sand is difficult terrain.
-The shops and residences are blocking terrain, and require a strength check to enter. Climbing to a rooftop requires a DC 15 athletics check. The slanted rooftops are 10 feet high and difficult terrain. Creatures on the rooftops have cover against creatures at lower elevations.
>> No. 4840 edit
File 139071909144.png - (53.06KB , 419x248 , 1371878400312.png )
4840
>>4817
Glenn motions to the friendly ghost with a nod.

"Thank ye watery maiden, thine healing is most timely."

Free: Ribbit, Ribbit when made to spend that surge
Move: Stand from prone
Free: Granted MBA http://orokos.com/roll/203486
Minor: Battle Wrath
Standard: MBA on Sarhan http://orokos.com/roll/203493

>> No. 4841 edit
File 140397783573.png - (1.46MB , 1144x749 , streetsoftyr9.png )
4841
While being healed, Glenn uses his unique physiology to share his vitality with Kudust. The frog jumps back into a standing position, and Ves's spirit companion seizes the opportunity to bash the dwarf it was hovering over, sending it stumbling right into Glenn. Glenn uses the opening for an attack with the flat part of his blade, and the dwarf conscript falls. Taking a more aggressive stance, Glenn strikes a glancing blow against Sarhan and draws his ire.

The last conscript climbs unsteadily back to its feet and takes a moment to weigh its options. The disapproving glare of the Templar is all it needs to reaffirm its conviction, delivering a crushing blow that pierces Kudust's defenses and sends him to the ground unconscious. With the warden down, the dwarf focuses on Glenn, preparing to assault him at a moment's notice.

A brief wave of dizziness hits Glenn, and Sarhan punches at him, fist infused with arcane might. A last-second sword parry is all that saves the frog from being thrown into the jaws of the conscript, and Glenn is rewarded with seeing the Templar lose his temper. The minion of the Lion God moves into a position to flank Glenn, just waiting for the dwarf conscript to step over Kudust's unconscious body to begin the beatdown.


Glenn uses Ribbit, Ribbit healing himself and allies within 3 squares for 4 HP; he also regenerates 2 HP
Glenn stands from prone
Ves' Ironbreaker Claws hits Dwarf Conscript 2 for 15 damage, bloodying it; Glenn is granted an attack that hits for 11 damage, knocking the conscript unconscious
Glenn changes his stance to the Battle Wrath stance, gaining a +2 power bonus to damage rolls
Glenn hits Sarhan with a Melee Basic Attack for 13 damage

Dwarf Conscript 1 stands from prone
Dwarf Conscript 1 CRITS Kudust with Gouge for 23 damage and knocks Kudust unconscious; Singular Focus recharges
Dwarf Conscript 1 uses Singular Focus on Glenn, gaining a +5 power bonus to damage rolls against him until the end of the encounter

Sarhan's Mantle of the Sorcerer King triggers, and Glenn grants combat advantage for this turn
Sarhan just misses Glenn with Hamanu's Fist and loses his boon
Sarhan shifts to E-13

Kudust cannot make death saving throws against unconsciousness, so his turn is skipped


Initiative
Elf Sniper 3 (enemy) : 26
Thri-kreen Bounder 2 (enemy) : 25
Dwarf Conscript 3 (enemy) : 17
Elf Sniper 2 (enemy) : 17
Elf Sniper 5 (enemy) : 16
[s]Thri-kreen Bounder 1 (enemy) : 14

Elf Sniper 1 (enemy) : 14
Elf Sniper 4 (enemy) : 11
Kudust (Misha) : 13 (delayed)
Killua (anon-kun) : 10 (delayed)
Glenn (keiki) : 10
Ves (Voyager) : 10 (delayed)
Dwarf Conscript 1 (enemy) : 7
Dwarf Conscript 2 (enemy) : 7
Sarhan, Templar of Hamanu (enemy) : 6

Players and Allies
Glenn (keiki) : (D-13) 18/33 HP regen 2 while bloodied, end for 10 HP, Battle Fury Stance
Kudust Earthheart (Misha) : (C-13) 0/42 HP (Unconscious) regen 2 while bloodied, end for 10 HP, prone
Ves (Voyager) : (G-10) 12/14 HP half damage from all but psychic and force, regen 2 while bloodied, end for 10 HP
Killua Zoldyck (anon-kun) : (G-11) 26/33 HP
Spirit Companion (Voyager) : (D-14, elevation 1)
Spirit of Athas (Voyager) : (Not Present)

Enemies
Sarhan, Templar of Hamanu (enemy) : (E-13) -33 HP
Thri-kreen Bounder 1 (enemy) : (E-7) Unconscious
Thri-kreen Bounder 2 (enemy) : (F-6) Unconscious
Dwarf Conscript 1 (enemy) : (B-13) -27 HP (bloodied), +5 bonus to damage against Glenn
Dwarf Conscript 2 (enemy) : (D-14) -21 HP, marked, +5 bonus to damage against Glenn Unconscious
Dwarf Conscript 3 (enemy) : (C-14) -52 HP (bloodied), +5 bonus to damage against Kudust, marked, roll twice on next attack, prone Unconscious
Elf Sniper 1 (enemy) : (A-6) Unconscious
Elf Sniper 2 (enemy) : (A-10) Unconscious
Elf Sniper 3 (enemy) : (J-5) Unconscious
Elf Sniper 4 (enemy) : (J-8) Unconscious
Elf Sniper 5 (enemy) : (J-12) Unconscious

Notes
-Learning more about your enemies requires a successful nature check, or arcana for figuring out Sarhan's abilities.
-Market stalls, tables, barrels, stacks, boxes, and anything other than cobblestones that's not sand is difficult terrain.
-The shops and residences are blocking terrain, and require a strength check to enter. Climbing to a rooftop requires a DC 15 athletics check. The slanted rooftops are 10 feet high and difficult terrain. Creatures on the rooftops have cover against creatures at lower elevations.

Last edited at 14/06/28(Sat)10:51:36
>> No. 4842 edit
Killua notices the ghost murderous intent and waits just a little more before making his move.
Delay after Ves
>> No. 4843 edit
"We recommend not interfering with the healing spirits. This isn't giving them a very good first impression."

Minor action: Healing Spirit. Target Kudust, healing for surge+4, and 1d6 for Glenn. http://orokos.com/roll/203636
Minor action: Spirit of Athas, conjured next to Sarhan.
Standard action: Spirit of Athas attack vs. Sarhan. http://orokos.com/roll/203639
- On hit, -2 penalty to attack and defenses until EoNT.
- Spirit is dismissed, giving +2 to defenses for allies who were within 2 squares of the spirit.


Last edited at 14/06/28(Sat)12:34:36
>> No. 4844 edit
File 140398515869.png - (464.85KB , 800x600 , killua.png )
4844
Killua jumps ahead and faces the maniac that planned the ambush, throwing him a glare full of contempt. "You know what else hurts? A knife in your face."
Then, just after saying something like that, he forcefully stabs Sarhan in the leg, knocking him down.
Move to F-13
Assassins's Shroud against Sarhan
Dazing Strike against Sarhan (32, 23 damage after Takedown Strike) http://orokos.com/roll/203642

>> No. 4845 edit
File 140398892866.png - (1.47MB , 1144x749 , streetsoftyr10.png )
4845
The spirit companion once again imparts healing energies, this time giving the bulk of it to Kudust and only some to Glenn. Kudust is conscious once again. Ves then conjures an elemental spirit adjacent to Sarhan; dust swirls in the air as an elemental of earth and stone appears, then charges Sarhan. It bursts on impact, damaging the templar and and leaving behind motes of earth that infuse and bolster Ves's allies.

Killua moves to flank Sarhan with Glenn, placing a shroud of darkness over him using his powers of shadow. The shroud is removed to reveal a weak point for him to strike at, and Killua does so, knocking Sarhan to the ground and leaving him reeling from the blow. This triggers a surge of psychic energy that batters Glenn and Killua both, once again putting the heroic frog in peril.


Ves uses Healing Spirit on Kudust, healing him for 14 HP and healing Glenn for 1 HP
Ves conjures the Spirit of Athas at E-12
Ves uses the Spirit of Athas Attack and hits Sarhan for 10 damage; Sarhan takes a -2 penalty to attack rolls and defenses until the end of her next turn; the spirit is dismissed, and each ally gains a +2 bonus to defenses until the end of her next turn

Killua moves to F-13
Killua uses Assassin's Shroud on Sarhan
Killua hits Sarhan with Dazing Strike and uses Takendown Strike as a free action, dealing 23 damage; Sarhan is knocked prone and dazed until the end of Killua's next turn; Sarhan is bloodied and uses Reprimand of the Sorcerer King, hitting Glenn and Killua for 7 psychic damage; Glenn is bloodied

Glenn regenerates 2 HP


Initiative
Elf Sniper 3 (enemy) : 26
Thri-kreen Bounder 2 (enemy) : 25
Dwarf Conscript 3 (enemy) : 17
Elf Sniper 2 (enemy) : 17
Elf Sniper 5 (enemy) : 16
[s]Thri-kreen Bounder 1 (enemy) : 14

Elf Sniper 1 (enemy) : 14
Elf Sniper 4 (enemy) : 11
Kudust (Misha) : 13 (delayed)
Ves (Voyager) : 10 (delayed)
Killua (anon-kun) : 10 (delayed)
Glenn (keiki) : 10
Dwarf Conscript 1 (enemy) : 7
Dwarf Conscript 2 (enemy) : 7
Sarhan, Templar of Hamanu (enemy) : 6

Players and Allies
Glenn (keiki) : (D-13) 14/33 HP regen 2 while bloodied, end for 10 HP, Battle Fury Stance, +2 to defenses
Kudust Earthheart (Misha) : (C-13) 14/42 HP (bloodied) regen 2 while bloodied, end for 10 HP, prone, +2 to defenses
Ves (Voyager) : (G-10) 14/14 HP half damage from all but psychic and force, regen 2 while bloodied, end for 10 HP
Killua Zoldyck (anon-kun) : (F-13) 23/33 HP +2 to defenses
Spirit Companion (Voyager) : (D-14, elevation 1)
Spirit of Athas (Voyager) : (Dismissed)

Enemies
Sarhan, Templar of Hamanu (enemy) : (E-13) -66 HP (bloodied), prone, dazed
Thri-kreen Bounder 1 (enemy) : (E-7) Unconscious
Thri-kreen Bounder 2 (enemy) : (F-6) Unconscious
Dwarf Conscript 1 (enemy) : (B-13) -27 HP (bloodied), +5 bonus to damage against Glenn
Dwarf Conscript 2 (enemy) : (D-14) -21 HP, marked, +5 bonus to damage against Glenn Unconscious
Dwarf Conscript 3 (enemy) : (C-14) -52 HP (bloodied), +5 bonus to damage against Kudust, marked, roll twice on next attack, prone Unconscious
Elf Sniper 1 (enemy) : (A-6) Unconscious
Elf Sniper 2 (enemy) : (A-10) Unconscious
Elf Sniper 3 (enemy) : (J-5) Unconscious
Elf Sniper 4 (enemy) : (J-8) Unconscious
Elf Sniper 5 (enemy) : (J-12) Unconscious

Notes
-Learning more about your enemies requires a successful nature check, or arcana for figuring out Sarhan's abilities.
-Market stalls, tables, barrels, stacks, boxes, and anything other than cobblestones that's not sand is difficult terrain.
-The shops and residences are blocking terrain, and require a strength check to enter. Climbing to a rooftop requires a DC 15 athletics check. The slanted rooftops are 10 feet high and difficult terrain. Creatures on the rooftops have cover against creatures at lower elevations.
>> No. 4846 edit
File 139112630525.png - (63.88KB , 419x296 , 1371968996926.png )
4846
Noting the wounded Dwarf Conscript, Glenn focuses his attention towards it.

Move: Shift to E-14
Minor: Berserker's Charge
Standard: Charge Dwarf Conscript 1 ending on C-14 (20,20) http://orokos.com/roll/203801

>> No. 4847 edit
File 140406615168.png - (1.51MB , 1144x749 , streetsoftyr11.png )
4847
With the templar unable to stop him, Glenn moves back a few paces and changes up his footing. In a stance suitable for charging, he does just that, bringing his blade to bear against the last conscript and bashing it heavily with the flat part of his blade. The conscript can take no more punishment, and falls to the ground.

Sarhan focuses his wrath on the apparition, giving Killua an opportunity to stab him in the back. With an angry roar, he unleashes a blast of psychic energy upon Ves, but she manages to avoid the worst of the attack.


Glenn shifts to E-14
Glenn enters the Berserker's Charge stance
Glenn charges Dwarf Conscript 1 with a Melee Basic Attack and hits for 20 damage, knocking it unconscious

Sarhan uses Hamanu's Glare against Ves; this provokes an opportunity attack from Killua that hits for 16 damage (http://orokos.com/roll/203832); Sarhan hits Ves for 6 psychic damage and pushing her 2 squares to H-8


Initiative
Elf Sniper 3 (enemy) : 26
Thri-kreen Bounder 2 (enemy) : 25
Dwarf Conscript 3 (enemy) : 17
Elf Sniper 2 (enemy) : 17
Elf Sniper 5 (enemy) : 16
[s]Thri-kreen Bounder 1 (enemy) : 14

Elf Sniper 1 (enemy) : 14
Elf Sniper 4 (enemy) : 11
Kudust (Misha) : 13 (delayed)
Ves (Voyager) : 10 (delayed)
Killua (anon-kun) : 10 (delayed)
Glenn (keiki) : 10
Dwarf Conscript 1 (enemy) : 7
Dwarf Conscript 2 (enemy) : 7
Sarhan, Templar of Hamanu (enemy) : 6

Players and Allies
Glenn (keiki) : (C-14) 16/33 HP (bloodied), regen 2 while bloodied, end for 10 HP, Battle Fury Stance, +2 to defenses
Kudust Earthheart (Misha) : (C-13) 16/42 HP (bloodied), regen 2 while bloodied, end for 10 HP, prone, +2 to defenses
Ves (Voyager) : (H-8) 8/14 HP half damage from all but psychic and force, regen 2 while bloodied, end for 10 HP
Killua Zoldyck (anon-kun) : (F-13) 23/33 HP +2 to defenses
Spirit Companion (Voyager) : (D-14, elevation 1)
Spirit of Athas (Voyager) : (Dismissed)

Enemies
Sarhan, Templar of Hamanu (enemy) : (E-13) -83 HP (bloodied), prone, dazed
Thri-kreen Bounder 1 (enemy) : (E-7) Unconscious
Thri-kreen Bounder 2 (enemy) : (F-6) Unconscious
Dwarf Conscript 1 (enemy) : (B-13) -27 HP (bloodied), +5 bonus to damage against Glenn Unconscious
Dwarf Conscript 2 (enemy) : (D-14) -21 HP, marked, +5 bonus to damage against Glenn Unconscious
Dwarf Conscript 3 (enemy) : (C-14) -52 HP (bloodied), +5 bonus to damage against Kudust, marked, roll twice on next attack, prone Unconscious
Elf Sniper 1 (enemy) : (A-6) Unconscious
Elf Sniper 2 (enemy) : (A-10) Unconscious
Elf Sniper 3 (enemy) : (J-5) Unconscious
Elf Sniper 4 (enemy) : (J-8) Unconscious
Elf Sniper 5 (enemy) : (J-12) Unconscious

Notes
-Learning more about your enemies requires a successful nature check, or arcana for figuring out Sarhan's abilities.
-Market stalls, tables, barrels, stacks, boxes, and anything other than cobblestones that's not sand is difficult terrain.
-The shops and residences are blocking terrain, and require a strength check to enter. Climbing to a rooftop requires a DC 15 athletics check. The slanted rooftops are 10 feet high and difficult terrain. Creatures on the rooftops have cover against creatures at lower elevations.
>> No. 4848 edit
File 140407726388.gif - (547.11KB , 416x240 , mou ikkai fish.gif )
4848
Kudust pauses for a moment, again taking his time getting up, to wait until the rogue can get into position.

Delay until after the rogue.
>> No. 4849 edit
File 140407780396.jpg - (31.21KB , 600x450 , 133697716810.jpg )
4849
Seeing his prey rather weakened, the rogue moves for the "kill". He stabs the lunatic again, leaving it ready for further damage and stays ready to counterattack him.
Shift to E-14
Riposte Strike! (17 damage) Ready to counterattack if I get attacked of one ally adjacent to me. http://orokos.com/roll/203862
Sneak in the attack against Sarhan
Assassin shroud on Sarhan

>> No. 4850 edit
>>4847
Ow, my head.

"Still not convinced? But you can't argue with the importance of water and its spirits. Do you need a reminder?" asks Ves, dessicating the templar with her hand and absorbing the moisture.

Minor action: Spirit's Sacrifice giving me 4 THP.
Minor action: Call SC to E-13, elevation 1.
Standard action: Charge Hamanu (to F-12) with Corrupting Touch. http://orokos.com/roll/203869
- On a hit, vulnerable 1 all, and using Stolen Years. Also, Sneak in the Attack extra damage. http://orokos.com/roll/203870
No action: Stolen Years. Corrupting Touch hit target is weakened (save ends) and I gain a healing surge.


Last edited at 14/06/29(Sun)15:17:01
>> No. 4851 edit
File 140408221743.png - (1.51MB , 1144x749 , streetsoftyr12.png )
4851
Killua moves around Sarhan and delivers another successful stab in the templar's back. Preparing to counter if he or his allies are harmed, Killua marks the weakest part of the templar's armor. This makes it easy for Ves - after reinvigorating herself with the help of her spirit - to charge down Sarhan. Her hand reaches through his flesh, and Sarhan is subject to terrible pain as both moisture and time are stolen from him. He ages rapidly, hair growing white, skin becoming pale and wrinkled, and gasps, "How... could... before his head smacks against the pavement and his eyes roll back into his head.

Killua shifts to E-14
Killua hits Sarhan with Riposte Strike and will counter if he or his adjacent allies are attacked
Killua uses Sneak in the Attack against Sarhan
Killua places his Assassin's Shroud on Sarhan

Ves uses Spirit's Sacrifice and gains 4 THP; her spirit companion disappears
Ves calls her spirit companion to E-13, elevation 1
Ves charges Sarhan with Corrupting Touch for 8 necrotic damage, plus 12 damage from Sneak in the Attack, plus Stolen Years leaving him weakened (save ends), killing Sarhan


Players and Allies
Glenn (keiki) : (C-14) 16/33 HP (bloodied), regen 2 while bloodied, end for 10 HP, Battle Fury Stance
Kudust Earthheart (Misha) : (C-13) 16/42 HP (bloodied), regen 2 while bloodied, end for 10 HP, prone
Ves (Voyager) : (F-12) 8/14 HP +4 THP, half damage from all but psychic and force, regen 2 while bloodied, end for 10 HP
Killua Zoldyck (anon-kun) : (E-14) 23/33 HP +2 to defenses
Spirit Companion (Voyager) : (E-13, elevation 1)
Spirit of Athas (Voyager) : (Dismissed)

Enemies
Sarhan, Templar of Hamanu (enemy) : (E-13) -120 HP (bloodied), prone, assassin's shroud, vulnerable 1 all, weakened[/save ends DEAD
Thri-kreen Bounder 1 (enemy) : (E-7) Unconscious
Thri-kreen Bounder 2 (enemy) : (F-6) Unconscious
Dwarf Conscript 1 (enemy) : (B-13) -27 HP (bloodied), +5 bonus to damage against Glenn Unconscious
Dwarf Conscript 2 (enemy) : (D-14) -21 HP, marked, +5 bonus to damage against Glenn Unconscious
Dwarf Conscript 3 (enemy) : (C-14) -52 HP (bloodied), +5 bonus to damage against Kudust, marked, roll twice on next attack, prone Unconscious
Elf Sniper 1 (enemy) : (A-6) Unconscious
Elf Sniper 2 (enemy) : (A-10) Unconscious
Elf Sniper 3 (enemy) : (J-5) Unconscious
Elf Sniper 4 (enemy) : (J-8) Unconscious
Elf Sniper 5 (enemy) : (J-12) Unconscious
>> No. 4852 edit
>>4851
Surprised, Ves quickly retracts her hand. "... Did I overdo it? Oh well... The spirits must not have liked him."

With Ves's supervision, her Unseen Servant begins searching the templar's body.

Last edited at 14/06/29(Sun)23:32:41
>> No. 4854 edit
File 140412230010.png - (49.30KB , 256x256 , urist.png )
4854
Urist gets up and rights himself, trying to catch his breath. "Damned fool..." he mutters, looking to the templar. "But wha does Hamanu want wit' us?"

Stand from prone. Wait until I regen to 22 hit points, then use a minor action to regain 10 and be up to 32 hit points.
>> No. 4855 edit
Action points spent
None

Healing surges remaining
Glenn : 9/10
Kudust : 11/13
Killua : 7/7
Ves : 5/4

Experience Gained
1041 experience points (260 experience points each)
>> No. 4856 edit
Killua scratch his head, a little troubled by the now white haired, dead templar.
"Ah, it would have been more convenient to kill him after the answered a few questions. Well, you got him pretty badly, didn't you?"
Go and loot the minions, take any weapon from them.
>> No. 4857 edit
File 132053424896.png - (372.29KB , 536x886 , sak_a13 default 1.png )
4857
While the rest of the party cannot see it, Ves's faithful servant scrutinizes the belongings of the Templar. First is his yellow token of office, a stylized lion roaring. A simple examination shows that it isn't gold, but crystal instead, making it worthless to the average merchant. Within the pockets of Sarhan's cloak, the servant procures a small sack tied with a string, containing 550 gp. In his other pocket, he has a bottle of ink with a stopper in it, and several long, thin bones that could be used as needles. Off the top of her head, Ves doesn't know the significance of this (it requires a hard DC Arcana check).

The others collect 3 gouges, 54 chatkchas, and 5 bone knives off of the other foes. It's far too much for him to carry by any stretch of the imagination.

You can hear the sounds of the city slowly returning, which likely means having to deal with the Tyrian Guard, the city's watch.

>> No. 4858 edit
File 140415800489.png - (112.46KB , 600x270 , 1371958151257.png )
4858
Glenn gestures to the rest of the party.

"Ribbit. Take what thee must and let us be our way, I wish not to tangle with the city guard."
>> No. 4859 edit
File 135892973691.jpg - (272.30KB , 1280x720 , 1332822318886.jpg )
4859
Picking up the dagger he threw before, Killua nods to the frog-man.
"Well, they're good at cleaning up, so let's run and let em' handle this."
>> No. 4860 edit
>>4859
"Here, carry these," says Ves, as the unseen servant hands Killua the templar trinkets.

She then focuses on discerning the flow of the spirit world around said items.


Speak with spirits and an Arcana check (28) http://orokos.com/roll/204103
>> No. 4861 edit
File 132012252818.png - (21.13KB , 200x200 , sak_expert.png )
4861
Arcana (Ves) : The pot of ink and needles are almost certainly used for inking tattoos. This is because it is known that Hamanu developed a ritual that allows him to use the tattoos as the endpoints of psionic compulsions. When Hamanu or one of his high templars performs this ritual, those who bear the tattoos are forced to telepathically anwer questions put to them. Thus, if he had succeeded, you would potentially be interrogated by Hamanu or his templars, at any time, all while they sit comfortably behind the safety of the walls of Urik.
>> No. 4862 edit
>>4858
>>4859
>>4861
"So he was a mind control tattoo artist. I agree. Let's go elsewhere for supplies."

For now, Ves follows the party as best as she can by moving from one hiding spot to the next. Whenever she has the time, Ves takes one minute to conjure a Silent Image to make herself look like a solid creature. It lasts for 1 hour or until discharged.
>> No. 4863 edit
Once everyone's ready, Killua leads the colorful party to somewhere else less dangerous.
Streetwise check to lose the crowd that saw us fighting/looting (19) http://orokos.com/roll/204118
>> No. 4864 edit
File 140418313847.jpg - (102.12KB , 1558x406 , moetanks.jpg )
4864
Kudust looks hesitant, then replies cautiously, "An' where were ye plannin' to escape too? We still gotta find tha Face in tha Stone." Looking around nervously, he adds, "Could be a good excuse tae skip town if ya ask me. Start by followin' tha trail of tha lost caravan. Or we could find out wha those lads wanted with us..."
>> No. 4865 edit
>>4864
"Anywhere but right here with the dead body. But before we set out, can we afford a wagon, maybe enclosed?"
>> No. 4866 edit
"Well, I was going to kill him anyway."
"Let's make haste first, we'll worry about shopping later."
>> No. 4867 edit
File 131766743133.png - (488.32KB , 888x886 , sak_a11 default 1.png )
4867
Deftly avoiding any pursuit, the group traverses through the alleyways and back into the crowded areas of the marketplace. The sounds of commerce return as the group reemerges in a bazaar several blocks away, still within the Merchant District. The guards patrolling the streets don't give them a second glance.

The party finds themselves in the Iron Square, the crowded central terminus of the district. Shadowed by the large ziggurat built of blocks of varying hues, stands from the various merchant houses sit, staffed by members of lower ranks; one of House Shom's vendors, a small hooded figure, glances your way.

A variety of wares are being peddled, some of them being of dubious value and veracity (one man is trying to sell 'dragon detectors' : twigs with strips of paper on the end). While there are many exotic animals in small cages, there's no sign of wagons or beasts of burden for sale, all of them being used by the merchants to transport their goods. Hilariously, in spite of the name, there is no sign of any metals being openly sold.

>> No. 4868 edit
File 140424581586.png - (240.08KB , 615x518 , 18541534561231.png )
4868
"That guy, he probably knows us" the rogue motions the party to the small guy from House Shom. Once they face it, Killua introduces himself.

"Greetings, good sir. We're the adventurers that took the House Shom's request to find the hidden temple. We're currently looking for some goods, a beast of burden and some sort of wagon. It would be a great help, were we to find any survivors."
Diplomacy (16) http://orokos.com/roll/204341

Last edited at 14/07/01(Tue)13:19:41
>> No. 4869 edit
File 131827574750.png - (374.92KB , 536x886 , sak_a23 bothered 1.png )
4869
The figure hesitates for a moment, then moves in close. They produce a scroll from within their robes and, after flipping it around a couple of times, clear their throat and speak in a deep, gruff voice. "Adventurers," it states, speaking slowly, "The administration of House Shom wishes to extend the services of the bearer of this letter in whatever capacity they are able to aid with your quest. They are... Capable... Of fending for themselves, and should be of great benefit to you in the event of battle. Please consider taking them with you to the Face in the Stone."

The figure waits for a response, then seems to remember Killua's question. "Follow me," it replies, then heads around the ziggurat at a somewhat fast pace, without bothering to check and see if the party would follow. At the very least, they don't seem to be heading to the Warrens..

Insight (Ves) : Though the speaker is trying to mask it, and they're doing a very good job at it, you can tell that they are not using their real voice. Furthermore, they sound as though they had difficulty reading what was written on the scroll.
>> No. 4870 edit
Killua follows the creature and asks the rest of the party to do the same.
>> No. 4871 edit
>>4869
"You're not showing your face to your coworkers?"

I'll follow too.
>> No. 4872 edit
File 139107413916.gif - (300.74KB , 400x225 , hidamari vision.gif )
4872
Though suspicious, Kudust decides that his best use would be to follow and protect the rest of the party in case they get into trouble.

Follow the party and keep an eye out for trouble.
>> No. 4873 edit
File 135663225528.png - (489.52KB , 888x886 , sak_a11 laughing 1.png )
4873
The person slows for a moment, but does not stop walking. They don't turn to face Ves, or her illusory doppelganger. But her question is answered in the same gruff voice, easily heard, easily understood. "My appearance makes it very difficult to be taken seriously," it explains, coming up on the Smith's District. "I would prefer not to show, not within the city walls."

Chimneys stab through the roof of every building here, billowing smoke in various greys. You are led past the Brickyards that built the ziggurat, past the walls of the Slave Pits, and past the workshops. Two large buildings are your destination, with a small sign hanging over both of them, reading "Rarvin's Wagonworks". There are several wagons set out in front of the shops, a few of them covered, some not. Pushing another one out from behind one of the buildings is a heavy-set human man. They move the cart to the front, then take notice of your group, and possibly sensing your intent to purchase. With a wide grin, the man moves up to meet you and bellows, "Welcome to Rarvin's Wagonworks, best quality wagons in all of Tyr, and you can quote me on that!" With enthusiastic gesticulations, he goes into his sales pitch, as though he knew it by heart, explaining that they build and sell vehicles of all kinds : wagons, argosies, chariots, howdahs, and more. If the party doesn't see a vehicle they like out here, they have more inside the showroom, the building next to the one he just came out of. They also do repairs, and custom orders can be finished in mere weeks, for a nominal markup.

"So," Mr. Rarvin asks, rubbing his hands together, "You folks looking to buy, or are you here to make a custom order?" The hooded figure has remained silent the entire time.

Last edited at 14/07/02(Wed)10:19:48
>> No. 4874 edit
>>4873
"We've yet to look at available wagon-pullers in our price range. Should we be browsing these first?"

streetwise (10) http://orokos.com/roll/204666

>> No. 4875 edit
File 138764269195.png - (492.04KB , 888x886 , sak_a21 laughing 3.png )
4875
>>4874
Mr. Rarvin laughs heartily and shrugs off Ves's question. "Yeah, probably should start there first!"

The hooded figure bows its head to the party, growling, "My sincerest apologies," before starting off back the way they came. Mr. Rarvin watches with an expression of bemusement.

Insight (Ves) : You sense disappointment in the figure's voice. Though it's unclear what they're disappointed at.
>> No. 4876 edit
>>4875
"We'll come back."

Follow.
>> No. 4877 edit
Killua silently follows too.
>> No. 4878 edit
File 138561476830.png - (373.17KB , 536x886 , sak_a13 laughing 2.png )
4878
You find yourselves returning to the Merchant District before being led east. Down Caravan Way to the Caravan District, the crowds thicken, although you note that there are fewer people leading around animals and wagons. The din of the marketplace consists of traders screaming about their wares and animals shrieking inside their pens. The figure brings you to a stable, its sign reading "Messenger's Mount" and swinging in the wind. There's a faint odor of animal spoor that you can smell even from outside.

The man who greets you is another human, with brown hair an a big smile.
"Need something to ride through the desert?" he inquires. The hooded figure nods,

"Great, then! You all look like you could do well with bunch of crodlus to pull your skiffs and wagons. Herd animals by nature, so they feel most comfortable with a group, and can go without food for about a week before they start getting antsy. I can sell you a few, starting at 290 gold each. And if you don't mind splurging - I certainly wouldn't - you can pick up some war crodlus, highly trained and willing to let you ride them, no vehicle required. They go for about 1300 each, but they're mighty fierce fighters."

Insight (Ves) : You can sense that they are willing to haggle down the price, but it requires a successful diplomacy check to make them consider your offer; rolls may be granted a significant circumstantial bonus depending on certain factors, but you won't know until after you've posted them. You also sense there are animals they haven't told you about, for whatever reason, but successfully inquiring about them does not require a diplomacy check.
>> No. 4879 edit
File 140442078931.jpg - (46.84KB , 486x301 , 10541564121.jpg )
4879
"We're looking for something strong enough to pull a wagon, wouldn't you have something like that?"
Diplomacy lol (10) http://orokos.com/roll/204869
>> No. 4880 edit
File 140442197369.jpg - (94.14KB , 640x944 , crodlu.jpg )
4880
>>4879
The man grins, responding with, "Knew I'd guessed right. But here, let me show you show you..." He heads back in for a moment, then leads out a pair of large, flightless birds by reins around their long necks. In place of feathers, they have scales, and have long reptilian tails. They regard you with some interest, possibly sniffing at you.

"These two are Bucky," the man informs you, gesturing to the left one with his head, "and Beaky." he continues, gesturing to the one on the right. "They should be what you folks need to pull a wagon through the desert; excellent endurance, very friendly as long as you don't hit them too hard. You can have the both of them for 560 gold."
>> No. 4881 edit
File 140442275436.jpg - (101.15KB , 1006x564 , 15641561231231.jpg )
4881
Killua examines the crodlus and find their names a little funny.
"They look tough, but pulling a big wagon might be a little demanding for them. What about a larger beast of burden?"
>> No. 4882 edit
File 132649624930.png - (199.33KB , 398x554 , sak_youaresosmall.png )
4882
>>4881
The man snorts, "They may not be as big or strong as an inix, but two of them's more than enough to pull a wagon full of passengers across the desert. They're also less picky eaters, and you can feed them whatever bits of vegetation you might happen upon. If you're dead set on a bigger animal, then you'll have to ask to rent one from one of the merchant houses. They're far more expensive than anything I'm selling, though, and that's the truth."
>> No. 4883 edit
>>4880
Ves throws Killua a whisper. "They'll haggle, and we'll need to, but who knows what'll help. Our affiliation with House Shom, perhaps?" Ghost Sound, whispering so only Killua can hear.

"Sir, the sign reads Mount, not Crodlu. What else do you have, inside?"
>> No. 4884 edit
File 135259278626.png - (372.34KB , 536x886 , sak_a13 bothered 1.png )
4884
>>4883
"We got a few kanks, insects bigger than you or I, with large pincers on their jaws; they make fine war mounts. They're 1090 gold each. Otherwise, we don't have anything suitable..." His face darkens as he seems to recall something else with displeasure, "Welllllll, there's a couple of id fiends that we're trying to train. They're been lobotomized, mind you, so they're not a threat, but I think somebody took out a bit too much. They're not responding very well to training, is what I'm saying. Lazing about most of the time, keep forgetting commands. I wouldn't recommend them, but if you think you can train 'em better than us, they're yours for 2500 gold. Otherwise I was just going to ship them off to Draj for some coin."
>> No. 4885 edit
Ves grasps for some hint to the size of the initial markup. Insight vs. Markup. http://orokos.com/roll/204913

"Do you know anything about these mount prices?" whispers Ves, directly this time, to the hooded guide.

Last edited at 14/07/03(Thu)16:25:00
>> No. 4886 edit
File 134981995296.png - (475.82KB , 888x886 , sak_a11 default 1g.png )
4886
>>4885
Insight (Ves) : You're certain that there's been a recent mark-up, and that the normal price is at least ten percent lower.

While the figure hasn't been especially expressive since you left the Smith's District, Ves senses a definite eagerness when it responds to her query. "All the mounts have been marked up by thirty percent of their normal price," they explain, "Normally they would cost twenty-five to thirty percent less to purchase. I'm almost completely certain that they are attempting to make as much money as they can due to bandit raids meaning fewer new customers and fewer return customers buying things like feed. It doesn't follow the normal 'supply and demand' rule, which means they're putting on a front to make it look as though there is more demand than there actually is, and control the prices accordingly. He shouldn't have tried to sell those id fiends, it revealed how desperate he really was." The figure pauses in the middle of its ramble and coughs politely, "In any case, if you call him out on the fact that we are the only customers he's likely to have, he will almost certainly relent and drop the price on the crodlus."
>> No. 4887 edit
>>4886
Befitting a House Shom representative. "Thank you, it really helps."

Taking a few moments to think of what to say, Ves addresses the merchant.

"We sympathize with your concern about the recent drop in sales. As you can see, we're adventurers, and we are under the employ of House Shom, which has set us on the task of putting an end to the raids. However, our own pockets can only afford so much for the necessary supplies... We must cooperate in such times. All we ask of your part is a fair price. It would be toward a noble goal, and upon our successful return, we promise to put in a good word for your business to our employers."
>> No. 4888 edit
The seller frowns, not expecting to be seen through so completely. The crodlus, for their part, remain oblivious to the conversation like the animals they are. To corroborate Ves's assertion, the hooded figure produces an emblem bearing the symbol of the merchant house : three white dragonflies.

"Well, if you're doing us a favor, I guess it's only fair," he says, defeated. "Normal price for crodlus is 230 gold and 1000 gold each." The hooded figure nods at Ves in response.

Last edited at 14/07/03(Thu)17:45:01
>> No. 4889 edit
File 140443625550.png - (1.25MB , 1366x768 , 84156456412341.png )
4889
"I'll use the money from the Templar, we will figure out the math later."

"Then we will be glad to take good care of Bucky and Beaky" says Killua, taking 460 gold pieces from his pouch.
>> No. 4890 edit
>>4888
"We appreciate your cooperation. I am called Ves. Could we have your name?"

As a formality, look at the chocobo for health. (18) http://orokos.com/roll/204942

Also, I need to ask about maintaining crodlu, so I'll do that after introductions.


Last edited at 14/07/03(Thu)18:42:55
>> No. 4891 edit
>>4889
With the price settled upon and the gold given, the man hands the reins of the crodlus to Killua. "Ibl B'juk. My family's had this stable for three generations."

Nature (Ves) : The crodlu appear lively, strong and in good health from what you can tell.
>> No. 4892 edit
File 139129310115.gif - (554.28KB , 500x720 , 1365186548370.gif )
4892
Kudust offers his share of gold to purchasing the crodlus, but finds they are paid for with the money looted from the templar. The dwarf then moves over one to examine the pair. "Better keep yer trinkets in yer pockets, lest they try to snatch 'em away. Didn't see many where ahm from..."

Crodlu Knowledge: http://orokos.com/roll/204977 (Nature) 11
>> No. 4893 edit
File 140449408833.png - (151.48KB , 461x404 , crodlu.png )
4893
>>4892
Nature (Kudust) : Wild crodlus form small herds of about a dozen members, each led by a dominant female. In a given herd, females outnumber males and are related to one another. The dominant female's mate outranks other males but is otherwise part of the herd. Males leave their birth herd on reaching adulthood to seek a mate in another herd.
Once per year, crodlus mate and lay eggs. The young can run and hunt within minutes of hatching, though few escape predators and humanoid raiders.
Crodlus are curious - sometimes to a fault - and have been observed examining objects and holding such items with their forelimbs. In the wild, they use simple tools such as sticks to drive small prey out of hiding.
Crodlus flee from larger predators and treat weaker or smaller creatures as prey. Humanoids train crodlus as mounts, despite their unpredictable nature. Domesticated crodlus are found among any beings capable of handling and feeding the beasts.

>> No. 4894 edit
Ribbit, ribbit, there's a chocobo and I wish to mount it.

http://orokos.com/roll/205009

Last edited at 14/07/04(Fri)12:09:54
>> No. 4895 edit
File 139052149154.png - (49.83KB , 421x248 , 1371975408009.png )
4895
"Ribbit..! Forget thine city of sin, let us make haste! The desert a waits~!"
>> No. 4896 edit
"It looks fun" says Killua, while mounting the other crodlu in a single movement.
Acrobatics (21) http://orokos.com/roll/205013
>> No. 4897 edit
File 132053424896.png - (372.29KB , 536x886 , sak_a13 default 1.png )
4897
>>4894
Glenn leaps atop Beaky with ease, landing on its back and eliciting a brief squawk from the avian creature. It doesn't attempt to throw him off, though, and after turning around to regard him briefly, it quickly turns its attention ahead. Killua has to scramble up the side of his, but 'Bucky' seems mostly content.
>> No. 4898 edit
File 140450343553.png - (61.21KB , 800x473 , 1336864519895.png )
4898
"Ribbit so.. where are we going!?"
>> No. 4899 edit
>>4898
"Back to Rarvin's Wagonworks," replies Ves, amused by the eager crodlu riders.
>> No. 4900 edit
"This is pretty cool, what a shame we aren't mounting them later."
Having fun with his crodlu, Killua faces the hooded creature and introduces himself. "Hey that was good, we knew about the raids, but I never thought of using it to make him give us a better price. My name's Killua, could you tell us yours?"

Last edited at 14/07/04(Fri)13:04:10
>> No. 4901 edit
File 140451040882.png - (375.56KB , 536x886 , sak_a13 laughing 3.png )
4901
>>4900
With the mounts purchased and tested, the small figure leads the party back to the wagonworks. In response to Killua's prodding, it grunts, "I could," and doesn't share anything else.

You return to find Mr. Rarvin discussing things with another, younger human, whom he sends into the showroom. Upon seeing your return, he grins.
"Welcome back, travelers, he greets, with the same exuberance as before. "Looks like you got your beast of burden issue sorted out! Looking to get a wagon to go with them?"
>> No. 4902 edit
File 140452748332.jpg - (107.89KB , 1019x566 , 1489423561.jpg )
4902
"Yes sir, we are looking for an enclosed wagon to travel through the desert. Got something for us?"
>> No. 4903 edit
File 140454723130.gif - (967.50KB , 640x360 , 1354901175338.gif )
4903
Kudust mumbles to himself something about finding a covered wagon would probably be difficult, but refrains from saying anything out loud. Maybe they'd get lucky.
>> No. 4904 edit
File 140459000655.png - (539.43KB , 933x886 , sak_a22 laughing 3.png )
4904
"A covered wagon? For being pulled by pair of crodlus?" Mr. Rarvin gestures behind himself, presenting such a vehicle. "You'll want something like this, then. Standard price is 35 gold."
>> No. 4905 edit
>>4904
"Is that a fair price? Quality?" whispers Ves to hoody again.

Last edited at 14/07/05(Sat)13:55:34
>> No. 4906 edit
>>4905
The hooded figure considers it for a moment, then nods.
>> No. 4907 edit
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4907
Seeing the approval in the face's of the economists in the group, Killua grabs more gold from his pouch and says "That sounds about good, we got a deal."
>> No. 4908 edit
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4908
Mr. Rarvin accepts the gold, and helps the party secure the crodlus in their harnesses. The beasts protest at first, but don't make any attempt to run or attack. The wainwright also gives them instructions on how to maintain the wagon and wishes them well.

The hooded figure makes a few false starts before climbing onto the wagon properly.
"The gate out of the city is through Caravan Way, to the east," it explains, making itself comfortable in the back. "I suggest we all prepare supplies sufficient for a week long journey to be safe."
>> No. 4909 edit
>>4908
"Would that be two weeks to account for returning alive?" asks Ves.

"... Anyway, 55 gold bits left. Split it among us five?"
>> No. 4910 edit
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4910
>>4909
The figure pauses, then nods. "Right. Two weeks of supplies. And I can contribute 40 gold bits on top of that."
>> No. 4911 edit
"So, we still got a few gold bits from Mr. Templar, so everyone gets their fair share" says Killua, struggling to make some basic math. "Ah, I guess you get your share too" admits the rogue with a smile.

Give 11gp to everyone, I add 11gp to my money stack as well. When the times come, Killua will directly offer hoody a 9gp loan.
>> No. 4912 edit
>>4910
"Then we'll need to stock the wagon before heading out. By the way, I'm a spirit, so don't be alarmed if I don't buy food and water for myself."

Unless someone wants to be the cart driver, Ves sets her unseen servant to the task.

I'm ready to go supply shopping.
>> No. 4913 edit
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4913
The remaining money from the templar is split amongst the entire party, the hooded figure accepting their share.

Ves's mention of being a spirit doesn't elicit any response from them, and the group sets off for the Caravan District. After getting several odd looks from bystanders for driving a cart invisibly, the figure moves up to the front and mimes driving the cart. People mostly stop paying attention after that.

Despite the crowds, it's relatively easy to find all the supplies you'd need for two weeks. The total comes up to 220 gold bits - 60 for Kudust, Glenn, and the figure, and 40 for Killua.

>> No. 4914 edit
"Will we be needing navigational aids? Maps?" Ves asks the hooded driver.
>> No. 4915 edit
>>4914
The figure shakes its head. "For that I came prepared."
>> No. 4916 edit
>>4915
"Oh, really? Mind showing me? Your identity is one thing, but I'd like to know about our preparations."

If Astaroth wants to explain later instead, I'm okay with assuming that, when asked, hoody explains in a way Ves can understand,
>> No. 4917 edit
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4917
>>4916
Reaching inside of its cloak, the figure removes a heavy backpack and a belt pouch. From these it produces a map case with a map of the general destination area, some writing quills and a sealed pot of ink, a traveler's kit including the aforementioned map case, snares, chalk and slate, and a shovel.
>> No. 4918 edit
>>4917
"An oasis, not far from our route. Perhaps there's a chance to resupply on the way?"

Ves also purchases (has Killua pull the money out of her share) a barrel of water and some feed for the crodlu, as per Ibl B'juk's instructions.

Astaroth's mount survival rules summary:
- One "Mount Survival Day" (large creature) costs 3 gp.
- A crodlu only needs these at the rate they need to rest, which is only once per 72-hour period (3 days). Therefore, a crodlu needs one MSD every 3 days.

So 5 MSDs per crodlu, 10 total with two crodlus, should get us through the two-week journey. Cost is 30 gp total. I'll just pay it myself, since I barely have enough.


Last edited at 14/07/06(Sun)20:03:09
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