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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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"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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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.

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