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No. 3138
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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.
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