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Death by poison.

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3544 No. 3544 edit
Stepping lightly up the steps and peering through the door, Tainya finds the car to be covered in grime and dirt. Far more so than the last car, which had piles of bones inside. But again, the contents seem to consist solely of crates and barrels made of old wood. If nothing else, at least the persons who last organized them stacked them together instead of leaving them strewn about the entire car. Securing everything with rope would have been a smart idea, though.

While hardly interesting, she also notices the floor to be made of overlapping sheets of metal. This car was not designed to be appealing to the eye, nor were passengers ever expected to come back here. It was designed to keep its contents secure. And arguably it has done so, though unless you looked inside the containers, it'd be hard to tell what's supposed to be inside.

Expand all images
>> No. 3547 edit
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Before moving, Tainya makes sure that her companions are approaching the cargo car as well. Once they're right behind her, she makes her move: as silent as death itself, Tainya creeps behind the nearest pile of boxes, keeping low, and peers around the corner.

Stealth to hide (37): http://orokos.com/roll/88043
>> No. 3548 edit
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3548
Peering over the crate, Tainya finds boxes, sacks and barrels piled up to the ceiling. Somehow the wooden items have avoided any signs of rot, and the sacks remain secure. Getting from one end of the car to the next might be uncomfortable, though, as there's little space to move between the barrels, boxes and sacks.

Through the stack, Tainya can see there's a locked chest sitting by its lonesome atop a small crate. It may well have been there for about a century. It doesn't look to have been tampered with, either.

>> No. 3549 edit
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3549
Trying his best to move silently, Kuro walks into the car
Stealth (18) http://orokos.com/roll/88056
>> No. 3550 edit
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3550
In spite of his best efforts, Kuro's steps fall heavily on the metal floor. The sound echoes faintly through the room. Once or twice Tainya thinks she hears movement from the stack of boxes in the middle of the room, but nothing seems to happen otherwise. It may just have been her imagination.
>> No. 3551 edit
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3551
Realizing his attempt wasn't very successful, Kuro instructs Melech and Narerka to get inside before the creatures inside decide to attack.
>> No. 3552 edit
Unsure of what to expect, Sophie turns to Melech, saying "Won't you enter ahead of me?"
>> No. 3553 edit
Sora wants to see too.

Throw my eye in as far as possible.
>> No. 3554 edit
>>3552
Melech nods and enters the room with his guard up.
>> No. 3555 edit
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3555
Staying mute, Narerka steps inside the car as silently as he can. Surely he must have done a better job than Kuro.

http://orokos.com/roll/88207 (14)
>> No. 3556 edit
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3556
With (most of) the party inside the train car, stealth seems to have eluded everyone, save for Tainya. Either through carelessness or their own heavy armor clanking, any enemies are sure to notice their position. A rustling from the big stack of boxes in the center of the room confirms this, as a pair of diminutive dire rats emerge from between the gaps. If not for the spikes coming from their spines and the crazed, hungry look on their faces, they'd be almost adorable. For rats the size of a sheepdog, at least.

Dire Rat Knowledge (everyone) : Dire rats are stealthy creatures that like to hunt in small packs, sneaking up on prey and ganging up on one creature at a time. They carry a sickness with them that infects anyone they bite (their bite attack can give a creature dire rat filth fever, a level 1 disease). Normally found in the company of kobolds and goblins, dire rats can be found anywhere that's dark and has food nearby. Dire rats are [b]level 1 brutes[/b].

Sora : You spy movement from various objects around the room. The objects are fairly small, however, and anything hiding inside them would be very small as well. There's much more shaking of various boxes in the big pile of crates, but you don't see anything moving between them.
>> No. 3557 edit
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3557
Initiative
Melech - 32
Sophie - 24
Tainya - 20
Sora - 15
Kuro - 14
Narerka - 13
Dire Rat 1 - 12
Dire Rat 2 - 7

Players
Kuro (C/148) 62/69 HP
Melech (C/148) 79/79 HP
Sophie (F/145) 59/59 HP
Narerka (C/147) 85/87 HP Resist 1 all, +2 AC and Reflex
Tainya (E/147) 69/69 HP
Sora (E/145) 69/71 HP +2 AC and Reflex
Far Sight (D/150)

Enemies
Dire Rat 1 (C/153)
Dire Rat 2 (D/153)

Unknown
Vermin? (C/150)
Vermin? (E/152)
Vermin? (B/153)
Vermin Swarm? (C-D/154-155)

Notes
-Getting bitten by a dire rat forces you to make a saving throw at the end of the encounter. On a failed save, you contract Dire Rat Filth Fever, a level 1 disease.
-Large crates provide cover from attacks and can be climbed up with a successful athletics check to climb
-Squares marked with triangles are difficult terrain and require an additional move action to enter
-Squares marked with i's inside yellow circles require creatures of medium size or larger to squeeze to enter them.

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

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

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

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

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

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

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

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

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

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

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

Sora
-Adjacent enemy shifts or makes attack that doesn't include her, Immediate Interrupt (Battle Awareness)
-Takes damage from a melee or ranged attack, Immediate Interrupt (Swarm Dispersal)
-Score a critical hit with an attack made through Alfsair Spear, No Action (Alfsair Spear)
-While in beast form, adjacent enemy shifts, Immediate Reaction (Predator Armor)
-Hit by a melee or ranged attack, Immediate Interrupt (Cloak of Displacement)
>> No. 3558 edit
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3558
Narerka looks discontently at the newcomers. He furrows his brow and starts speaking in the most neutral tone he can find.

"Whatever you may think, I'm definitely not the one who blew up our cover. I personally blame Kuro"
>> No. 3559 edit
Chuckling at Narerka's comment, Kuro adds, while getting his Greatspear ready. "Hah, that annoying vermin become scared as soon I got into the room!"
Shift to C-147. Get weapon ready.
>> No. 3564 edit
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3564
A bit exasperated at the clumsiness of her colleagues, Tainya takes advantage of the distraction caused by Kuro's bluster to slip away to the north.

Free Action: As part of Kuro's power, shift to C-45.
>> No. 3565 edit
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3565
"Well, looks like this train isn't gonna move yet, the little bastards," Melech scoffed as he ran past the creatures and hopped onto a barrel, then striking at one of the rats.

Move to C-152.
Minor: Divine Challenge, marks both rats
Standard: Ardent Strike against Rat 2 (Atk: 27; Dmg: 14; http://orokos.com/roll/88283)

>> No. 3566 edit
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3566
While Kuro and Tainya get into position, Melech is the first one to squeeze through the narrow passage toward the waiting adversaries. One of the rats is placed under his divine challenge, while the other is smote with divine vigor. Already the dire rat looks to be injured badly, but it still refuses to drop without a fight.

It doesn't get a chance, however, as various objects around the room suddenly begin dripping with ooze and twisting their shapes. Sharp, jagged teeth emerge to form ravenous jaws, and one dire rat is swallowed whole by what used to be a crate. Slimy tendrils surge across the room and begin strangling Kuro, and Melech is caught by a third creature. The big pile of boxes in the middle of the room dissolves, teeth swarming around as the goo takes on a quadrupedal shape. Its body resembles a woodlike texture, but in dripping, liquid form that is shaped into a chitonous exoskeleton. Wobbling on its "feet", the creature rips apart the remaining rat with its massive jaws. Another mouth emerges from its stomach and sprays corrosive acid at the cornered paladin.

Perhaps his faith shielded him, perhaps the gods of Eberron are not quite dead, or perhaps he was merely lucky. Whatever the case, the tiefling manages to take the onslaught in stride and emerges unscathed. But then the sticky liquid pools at his feet and starts eating away at his armor. This is all the opportunity the giant thing needs. It spawns two more mouths on its "head" which extend on thick, oozing limbs and crunch through Melech's armor with agonizing strength. The paladin suddenly finds himself gravely wounded just as the adventurers collect their wits. They've survived the ambush, but the real battle has only just begun!

>> No. 3568 edit
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3568
Kuro shifts to C/147
Tainya shifts to C/145
Melech moves to C/152
Melech places divine challenge on Dire Rat 1
Melech hits Dire Rat 2 with ardent strike for 14 damage, and the dire rat is subject to his divine sanction

All other enemies use Shapeshift and change to ooze form. Everyone is surprised!
Mimic 3 CRITS Dire Rat 1 with ravening maw for 29 damage, plus 12 damage from its Ambush trait, killing it
Mimic 1 hits Kuro with crushing tendrils for 9 damage, plus 7 damage from its Ambush trait, and Kuro is grabbed with a -5 penalty to escape attempts
Mimic 2 hits Melech with crushing tendrils for 11 damage, plus 7 damage from its Ambush trait, and Melech is grabbed with a -5 penalty to escape attempts
Composite Mimic uses Devour! It hits Dire Rat 2 with snap for 34 damage, killing it. It misses Melech with acid glob (but he still takes a -2 penalty to all defenses for being in the zone) and hits twice with snap for 27 and 19 damage, bloodying him


Initiative
Melech - 32
Sophie - 24
Mimic 1 - 23
Composite Mimic - 21
Tainya - 20
Mimic 3 - 17
Mimic 2 - 16
Sora - 15
Kuro - 14
Narerka - 13
Dire Rat 1 - 12
Dire Rat 2 - 7

Players
Kuro (C/147) 46/69 HP +1 AC and Reflex, grabbed with a -5 penalty to escapes
Melech (D/152) 15/79 HP (bloodied) squeezing, grabbed with a -5 penalty to escapes, -2 to all defenses
Sophie (F/145) 59/59 HP
Narerka (C/147) 85/87 HP Resist 1 all, +2 AC and Reflex
Tainya (C/145) 69/69 HP
Sora (E/145) 69/71 HP +2 AC and Reflex
Far Sight (D/150)

Enemies
Dire Rat 1 (C/153) -41 HP DEAD
Dire Rat 2 (D/153) -48 DEAD
Mimic 1 (C/150)
Mimic 2 (E/152)
Mimic 3 (B/153)
Composite Mimic (C-D/154-155)

Notes
-Large crates provide cover from attacks and can be climbed up with a successful athletics check to climb
-Squares marked with triangles are difficult terrain and require an additional move action to enter
-Squares marked with i's inside yellow circles require creatures of medium size or larger to squeeze to enter them.
-Learning about the mimics and composite mimics requires a successful dungeoneering check
-Enemies in the zone created by acid glob take a -2 penalty to all defenses until they end their turns outside the zone, and must pass a DC 19 acrobatics or athletics check to exit the zone. Movement inside the zone is otherwise unrestricted.
>> No. 3569 edit
"What the--" Melech roared before being attacked, then grabbed by one of the mimics. He coughed and spat out blood.
"You little bastards better not get any farther than this!" He first thrust his sword in the air, then teleported over to the head Mimic and swung.

Minor: Lay on Hands on self, +19
AP: Minor, Divine Challenge (Also +9 HP)
Move: Winter's Arrival to B-154
Standard: Shackles of Justice on Composite Mimic (atk: 30, dmg: 20; http://orokos.com/roll/88296)

>> No. 3570 edit
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3570
Rallying defiantly against the beasts that attacked him, Melech blesses himself with a healing light that soothes some of his injuries. The giant mimic is divinely marked and the paladin fades into a chilly breeze, escaping the acid and the smaller mimic's grab, much to its vexation. The small once-sack shrieks in anger as the paladin reforms a few feet away, bringing a large snowfall with him. He hacks at the giant beast with his sword, causing it to quiver slightly. Bands of light wrap themselves around its body and begin to squeeze, much to the creature's discomfort. But with its prey close by, the composite mimic can't help trying to take a bite or two. The paladin valiantly deflects one of the mouths with his shield, but his back is left exposed. One of the composite mimic's other mouths takes advantage of the distraction and chomps down heavily, leaving the paladin bleeding badly again. In retribution, the bands of light flare with holy energy and sear the abomination, which hisses in anger.

Melech uses Lay on Hands and heals himself for 19 hit points and gains resist 3 all
Melech uses Divine Challenge against Composite Mimic and the target is marked
Melech uses Winter's Arrival and teleports to B/154; adjacent squares are difficult terrain until the end of his next turn
Melech spends an action point and heals 9 HP
Melech hit Composite Mimic with Shackles of Justice for 20 damage, and the Composite Mimic takes 2d6 radiant damage whenever it deals damage (save ends)
Composite Mimic's Feast of Frenzy is triggered! It misses once with snap and hits once for 15 damage (reduced from 18), bloodying Melech again. As consequence it takes 6 radiant damage


Initiative
Melech - 32
Sophie - 24
Mimic 1 - 23
Composite Mimic - 21
Tainya - 20
Mimic 3 - 17
Mimic 2 - 16
Sora - 15
Kuro - 14
Narerka - 13
Dire Rat 1 - 12
Dire Rat 2 - 7

Players
Kuro (C/147) 46/69 HP +1 AC and Reflex, grabbed with a -5 penalty to escapes
Melech (B/154) 28/79 HP (bloodied) resist 3 all
Sophie (F/145) 59/59 HP
Narerka (C/147) 85/87 HP Resist 1 all, +2 AC and Reflex
Tainya (C/145) 69/69 HP
Sora (E/145) 69/71 HP +2 AC and Reflex
Far Sight (D/150)

Enemies
Dire Rat 1 (C/153) -41 HP DEAD
Dire Rat 2 (D/153) -48 DEAD
Mimic 1 (C/150)
Mimic 2 (E/152)
Mimic 3 (B/153)
Composite Mimic (C-D/154-155) -26 HP divine challenge, Shackles of Justice (save ends)

Notes
-Getting bitten by a dire rat forces you to make a saving throw at the end of the encounter. On a failed save, you contract Dire Rat Filth Fever, a level 1 disease.
-Large crates provide cover from attacks and can be climbed up with a successful athletics check to climb
-Squares marked with triangles are difficult terrain and require an additional move action to enter
-Squares marked with i's inside yellow circles require creatures of medium size or larger to squeeze to enter them.
>> No. 3571 edit
Sophie enters the car, soon becoming very worried. Determined to prevent too much further damage to Melech, she coaxes the giant mimic to a position from which it now poses a threat to its allies. She continues on to cast illusory mirrors surrounding it and one of the smaller mimics.
"Keep off him, dammit!"

Move to D/145.
Charm of the Defender on Composite Mimic: http://orokos.com/roll/88298 (29)
Slide Composite Mimic to C-D/151-152.
Maze of Mirrors on Composite Mimic http://orokos.com/roll/88299 (29)
Maze of Mirrors on B/153 http://orokos.com/roll/88300 (37) -AP
Dungeoneering Check: http://orokos.com/roll/88305 (28)

>> No. 3576 edit
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3576
Dungeoneering (Sophie) : While it seems like little more than a joke when told across the tavern table, the threat of a chest of treasure suddenly turning into a monstrosity and attacking looters is not something to laugh at. Mimics are quite real and quite deadly. Object mimics are level 8 lurkers and creatures of the Far Realms. They pose as objects designed to entice their prey close, or to remain inconspicuous as they sneak up on unsuspecting adventurers (mimics are trained in bluff and stealth. When a mimic senses a potential meal, it abandons its form and attacks (once per round, any type of mimic can use shapeshift as a minor action to switch between ooze form, which takes no penalties for squeezing, and object form, which is immobile and cannot attack yet has resist 10 to all damage and can pretend to be an object of its size category), then reverts to an object made of a tough material to weather blows for its next attack. Posing as, for example, chests overflowing with treasure at the end of a long and grueling trek through a dragon's lair, they use their element of surprise to try and kill weakened adventurers in a single attack (their ambush trait allows them to deal 2d6 extra damage against surprised creatures). Depending on how far away their prey is, a mimic can use one of several attacks. At close range, it can bash a creature with its weight (slam is its basic attack, shared by all types of mimics). At medium range, a mimic can increase the size of its jaw until it can bite a creature from more than 10 feet away (ravening maw is an attack with a range of melee 2 that slows a target hit by it until it saves, but must be recharged to use again[/b]). And at long range it uses its slimy form to project appendages that constrict and strangle its prey while slowly digesting them (crushing tendrils has a range of melee 3. It deals low damage and grabs a target, and the target takes a -5 penalty to escape attempts. As a standard action, it can sustain the grab, dealing 15 acid damage to the creature it has grabbed). Mimics are patient creatures that can go for years without a meal, and possess a formidable intelligence (all mimics can speak common and deep speech), which they devote almost single-mindedly towards their next meal. Sneaking up on any type of mimic is next to impossible, as they can sense prey even in the darkest depths (all mimics have darkvision and tremorsense 5). Their ooze-like forms give them some resistance against corrosion as well (all mimics have acid resistancethat increases by 5 per tier).
Composite mimics are created from a mimic colony that has fed significantly, merging together to combine their strength and intelligence into a powerful monstrosity (composite mimics are level 10 solo brute leaders). They work synergistically with their allies through silent communication to coordinate effective ambushes (a composite mimic's pack mentality trait grants allied mimics within 5 squares a +5 power bonus to bluff and stealth checks, and its allies also gain a +2 power bonus to attack rolls and damage rolls). It has a multitude of mouths over its body that can reform into more mouths if not discouraged (each time the composite mimic loses a quarter of its hit points, its Many Parts, All Hungry trait becomes active. When this happens, one of its mouths is destroyed. Whenever a mouth is destroyed, it grows two new mouths at the start of its next turn unless it is hit and takes damage from a fire attack before then. This trait can only be triggered once in a single round, meaning if it loses half its hit points in one round, it can only regrow two heads if it doesn't take fire damage before the start of its next turn) and will bite anything in range (its snap attack is its basic attack and deals 3d12 damage) at every possible opportunity (its Feast of Frenzy attack allows it to use snap twice against any enemy that ends its turn within range) against anything that comes too close (the composite mimic has threatening reach against whatever is in range of its snap attack) and does so instinctively (its many parts trait lets it take free actions while stunned or dominated) and with great ferocity, even with just one mouth (The composite mimic's signature move, it will use this attack whenever possible, and can do so at will. As a standard action, a composite mimic can use devour to attack a number of times equal to the number of mouths it currently has (though mouths can be destroyed mid-attack). If it has only two mouths remaining, it gains a +5 bonus to damage rolls with any attacks it makes through devour, and gains a +15 bonus to damage rolls when it uses devour with only one mouth remaining). When its prey draws close enough, a composite mimic regurgitates a puddle of sticky acid that slowly digests the target and leaves them trapped fast, worsening if the mimic is desperate (acid glob is a close blast 3 versus fortitude that recharges when the mimic loses a mouth. It deals 2d8+5 acid damage and ongoing 5 acid damage on a hit (save ends) and creates a zone in the blast that lasts until the composite mimic loses a mouth, at which point the zone disappears. Enemies that enter or begin their turns in the zone take a -2 penalty to all defenses until they end their turns outside the zone. An enemy attempting to leave the zone must succeed on a DC 19 acrobatics or athletics check to successfully do so; if its attempt fails, it must end its movement in the square it currently occupies. When the mimic uses acid glob with 2 or fewer mouths remaining, the DC increases to 24 and the penalty to defenses will worsen to -4 to all defenses). Unlike other mimics, it can shapeshift to change its size, which allows it to focus on attacking or defense depending on its size (when it uses shapeshift, it can change its size from large to medium or huge. At medium size, its snap attack has a range of melee 2 and it gains a +2 bonus to all defenses. At large size, its snap attack has a range of melee 3. At huge size, its snap attack has a range of melee 4 and it takes a -5 penalty to all defenses. It can still only use shapeshift once per round as a minor action). But by far its most dangerous ability is that which lets it take its allies into itself to gain more mouths to attack with and energy to immediately make an attack ([b]call of the hive mind is a once per round free action that can only be used by the composite mimic on its turn. It reduces an allied mimic adjacent to it to 0 hit points. When it does so, it gains 1 action point, and an additional mouth). They hate combustibles and explosives, however, as it temporarily disrupts their cohesion (composite mimics have vulnerable 5 fire).
Mimics that live in solitude may grow into deadly impersonator mimics that take the guise of people they've devoured (impersonator mimics are level 16 controllers). When they shapeshift, they can take on humanoid forms much like changelings and doppelgangers (impersonator mimics can assume a humanoid form, gaining a +4 bonus to bluff checks when doing so. It can use all languages known by the last humanoid creature it killed). They lure their prey with enchantments that leave them vulnerable when they regain their senses (as a minor action an impersonator mimic can use call to harvest which, on a hit, slides a creature 4 squares and has them grant combat advantage until the end of the mimic's next turn). When a creature gets close enough, the impersonator mimic encases the target with a thick shell of ooze and controls that creature's every movement remotely (forcible conversion is a melee 2 attack versus fortitude that dominates a target until it saves). In ruins and other remote locations, an impersonator's lair is inhabited by mimic spawn (level 16 minion lurkers) posing as objects suited to the environment. Mimic spawn stay close to their impersonator mimic masters and follow them until they attack with slam. They prefer to alternate between striking and being sheltered by the impersonator mimic (a mimic spawn's one with master trait allows them to occupy the same space as an impersonator mimic and move with the impersonator mimic while occupying its space. It cannot attack, be targeted, or take damage while doing so). Mimic spawn stay close, ready to sacrifice themselves to empower their masters (once per round during its turn, an impersonator mimic can absorb a mimic spawn in its space or adjacent to it as a free action, reducing it to 0 hit points. When it does so, it gains 1 action point).
Impersonator mimics absorb the languages and memories of the creatures they devour and impersonate their victims while they scout for new prey. A young girl begs for bread at the door, and an old lady's act of kindness is her last; in the form of an old lady, and impersonator mimic lures a passing farmhand inside, begging for help moving a table; as the farmhand, it accompanies a team of woodcutters. For the impersonator mimic, each persona it assumes means another victim's unmarked grave, leaving no traces behind. When an impersonator mimic or composite mimic kills enough, it eventually reproduces new object mimics that will mature into impersonator mimics or composite mimics themselves. Entire towns have been wiped out by just one ingenious mimic breeding out of control.


Sophie casts several hexes on the mimics, making sure that the largest one will be a greater threat to its allies than to hers. Trapped in an illusory maze of mirrors and unable to distinguish friend from foe, the composite mimic makes an attempt to bite at one of its allies, but misses completely, suffering from the paladin's burning mark. The mimic pays it no mind, its appendages bathing Kuro in acid that wounds him significantly. It suddenly begins to change into the form of a sturdy lockbox, its tendrils frozen in their grip on the warlord.

And then the giant abomination becomes even more abominable, as one of the smaller mimics dissolves into slime and merges with it, forming a fifth hungry mouth. To compound on the horror, it swells in size, taking up even more space in the car while its body becomes noticeably less armored. Unable to see clearly through the illusions cast on it, its mouths snap at where Melech is. The paladin is ready this time, and deflects each and every single blow as though they were nothing. But the composite mimic is persistent, and hungry, and now it is angry. Its shackles of light tighten painfully as it assaults Melech once more through the mirror maze, this time finding its mark. Despite the wizard's best efforts, the paladin's bones break with a sickening crunch as two mouths rip into him. The paladin is left for dead, his blood coating the creature's teeth. It still knows there is more food, however, and its mouths extend across the room to take a bite out of Kuro. Sophie's enchantments keep it at bay this time, though, and its attacks miss completely. Now all it has to show for its increased size is significantly lower defenses and being a bigger target for attack. The last remnants of Melech's divine bands dissolve into the monster's acidic hide.


Sophie moves to D/145
Sophie hits Composite Mimic with Charm of the Defender and slides it to C-D/151-152. It is subject to Charm of the Defender until the end of her next turn
Sophie spends an action point and hits Composite Mimic and Mimic 3 with Maze of Mirrors. Both are immobilized and take a -4 penalty to attack rolls until the end of her next turn

Charm of the Defender triggers, but Composite Mimic misses Mimic 1 with snap and takes 9 radiant damage from divine challenge
Mimic 1 sustains crushing tendrils and Kuro takes 15 acid damage, bloodying him
Mimic 1 uses shapeshift and changes to object form; it is immobilized and cannot attack, and has resist 10 to all damage. It must use shapeshift again before the end of its next turn to sustain its grab

Composite mimic uses call of the hive mind as a free action, and Mimic 3 dies. The composite mimic gains one additional action point and one mouth
Composite mimic uses shapeshift and changes its size to huge, increasing its reach by 1 and reducing all its defenses by 5.
Composite mimic uses devour against Melech, but all five attacks miss!
Composite mimic spends an action point! Composite mimic uses devour against Melech and hits for 23 damage (reduced from 26, and it takes 8 radiant damage and 25 damage (reduced from 28, and it takes 8 radiant damage); Narerka's dimensional vortex fails to hit, and Melech is now DYING. The composite mimic is no longer marked. It uses its remaining three attacks against Kuro, but all of them miss.
Composite mimic saves against shackles of justice


Initiative
Melech - 32
Sophie - 24
Mimic 1 - 23
Composite Mimic - 21
Tainya - 20
Mimic 3 - 17
Mimic 2 - 16
Sora - 15
Kuro - 14
Narerka - 13
Dire Rat 1 - 12
Dire Rat 2 - 7

Players
Kuro (C/147) 31/69 HP (bloodied) +1 AC and Reflex, grabbed with a -5 penalty to escapes
Melech (B/154) -20/79 HP (DYING) resist 3 all, prone
Sophie (F/145) 59/59 HP
Narerka (C/147) 85/87 HP Resist 1 all, +2 AC and Reflex
Tainya (C/145) 69/69 HP
Sora (E/145) 69/71 HP +2 AC and Reflex
Far Sight (D/150)

Enemies
Dire Rat 1 (C/153) -41 HP DEAD
Dire Rat 2 (D/153) -48 DEAD
Mimic 1 (C/150) Object Form (cannot attack or move, resist 10 all)
Mimic 2 (E/152)
Mimic 3 (B/153) maze of mirrors (-4 attack and immobilized) DEAD
Composite Mimic (B-C-D/151-152-153) -51 HP reach 4 and -5 to all defenses, charm of the defender, maze of mirrors (-4 attack and immobilized)

Notes
-Large crates provide cover from attacks and can be climbed up with a successful athletics check to climb
-Squares marked with triangles are difficult terrain and require an additional move action to enter
-Squares marked with i's inside yellow circles require creatures of medium size or larger to squeeze to enter them.
-Learning about the mimics and composite mimics requires a successful dungeoneering check
-Enemies in the zone created by acid glob take a -2 penalty to all defenses until they end their turns outside the zone, and must pass a DC 19 acrobatics or athletics check to exit the zone. Movement inside the zone is otherwise unrestricted.
-The composite mimic's threatening reach allows it to make opportunity attacks against creatures with its reach as opposed to only creatures that are adjacent.
>> No. 3578 edit
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3578
Tainya whirls her cloak dramatically, her form vanishing as she does. She appears near the mimic, muttering "Kuyami..." as she does so.

None from the outside can see her move, but they see the great mimic reel from a sudden strike and topple, and then the soft sound of a crossbow bolt being loosed, and a shudder ripple through the mimic's body.

Move Action: Walk through Shadow to teleport to B-150.
Minor Action: Use cloud of darkness to create a zone that blinds enemies and blocks line of sight in a close burst 1.
Standard Action: Use knockout against the composite mimic, using my wrist razors. http://orokos.com/roll/88360 (31 vs. Fort for 13 damage and the mimic falls unconscious until it takes damage.
Spend an Action point!
Standard Action: Load a +2 freezing bolt into my hand crossbow. Coup de grace the mimic for 87 damage (37 to hit, I assume that's good enough to hit an unconscious creature) http://orokos.com/roll/88361 (12 of it is cold damage and the mimic is slowed until the end of my next turn). (Critical: 8([w])+8(attack finesse)+12(sneak attack)+12(cold)+10(base)+30(assassin's strike)+2d6(crit dice).

>> No. 3585 edit
Reacting to the mimic's attack, Kuro retaliates with a swing of his greatspear, and inspires Narerka to get into the battlefield.
Vengeance is mine (miss) http://orokos.com/roll/88427
>> No. 3586 edit
File 135767497287.png - (0.99MB , 1130x547 , cargo7b.png )
3586
With a flourish, Tainya disappears into a cloud of darkness directly adjacent to the big mimic. Smashing one of the mouth's teeth in sends it reeling as it falls to the ground in shock. She rouses it with a deadly accurate freezing shot, her assassin training allowing her to make certain it deals as much damage as possible. The attack is brutally effective, as the mimic roars in sudden agony, the broken mouth dissolving into bubbly froth while the giant abomination's body churns. The acidic zone flows back towards it in response, and acts as a bandage on the area that Tainya struck. Beneath the patch of ooze, shapes move and poke at the "skin" while the mimic attempts to recover. It feebly lashes out at Tainya, but it completely fails to hit her. The same can't be said for its ally, though, when one of the massive jaws takes a huge bite out of its ally. The lesser mimic screams something that only Narerka can understand, roughly translating to, "Great Father, what are you doing?! Our enemies are over there!"

While seriously hurt, the mimic moves closer towards the already wounded Kuro and extends its jaw until Kuro is complely enveloped in a giant bite. Kuro is coated with a sticky mucus that keeps him from moving quickly, which he couldn't do very well in the first place, still held fast by the currently immobile mimic. Before the attacker changes its form, Kuro makes a swift counter-attack that manages to miss, but unbalances the mimic enough for Narerka to rush in and slash through its gelatinous body. The mimic is in great pain when it shifts into a more sturdy form, now acting purely to survive.

Tainya teleports to B/150
Tainya uses cloud of darkness. Enemies in the zone are blinded, and the zone blocks line of sight for everyone except her
Tainya's knockout against the composite mimic deals 13 damage and it falls unconscious
Tainya spents an action point!
Tainya hits the composite mimic with a coup de grace for 75 damage and 12 cold damage. The mimic is slowed until the end of her next turn. As it has lost more than a quarter of its hit points, one of the mimics mouths disappears and the zone created by acid glob disappears
Composite Mimic uses Feast of Frenzy on Tainya, but misses both times

Charm of the Defender triggers, and the Composite Mimic miraculously hits Mimic 3 with snap for 30 damage
Mimic 2 moves to D/149
Mimic 2 uses Ravening Maw and hits Kuro for 21 damage, slowing him. Kuro reacts with Vengeance is Mine and misses, and Narerka moves to D/148 and hits the mimic for 12 damage, bloodying
Mimic 2 uses Shapeshift and changes to object form; it is immobilized and cannot attack, and has resist 10 to all damage


Initiative
Melech - 32
Sophie - 24
Mimic 1 - 23
Composite Mimic - 21
Tainya - 20
Mimic 3 - 17
Mimic 2 - 16
Sora - 15
Kuro - 14
Narerka - 13
Dire Rat 1 - 12
Dire Rat 2 - 7

Players
Kuro (C/147) 10/69 HP (bloodied) +1 AC and Reflex, grabbed with a -5 penalty to escapes, slowed (save ends)
Melech (B/154) -20/79 HP (DYING) resist 3 all, prone
Sophie (F/145) 59/59 HP
Narerka (D/149) 85/87 HP Resist 1 all, +2 AC and Reflex
Tainya (C/145) 69/69 HP cloud of darkness
Sora (E/145) 69/71 HP +2 AC and Reflex
Far Sight (D/150)

Enemies
Dire Rat 1 (C/153) -41 HP DEAD
Dire Rat 2 (D/153) -48 DEAD
Mimic 1 (C/150) Object Form (cannot attack or move, resist 10 all)
Mimic 2 (E/152) -42 HP (bloodied) Object Form (cannot attack or move, resist 10 all)
Mimic 3 (D/149) maze of mirrors (-4 attack and immobilized) DEAD
Composite Mimic (B-C-D/151-152-153) -151 HP reach 4 and -5 to all defenses, 4 mouths, charm of the defender, maze of mirrors (-4 attack and immobilized), prone, slowed, will generate two additional mouths on its next turn unless it is hit with a fire attack before then

Notes
-Large crates provide cover from attacks and can be climbed up with a successful athletics check to climb
-Squares marked with triangles are difficult terrain and require an additional move action to enter
-Squares marked with i's inside yellow circles require creatures of medium size or larger to squeeze to enter them.
-Learning about the mimics and composite mimics requires a successful dungeoneering check
-Enemies in the zone created by acid glob take a -2 penalty to all defenses until they end their turns outside the zone, and must pass a DC 19 acrobatics or athletics check to exit the zone. Movement inside the zone is otherwise unrestricted.
-The composite mimic's threatening reach allows it to make opportunity attacks against creatures with its reach as opposed to only creatures that are adjacent.
>> No. 3592 edit
Sora reacts to the battlefield with great fury. Her form begins to semble again as she makes to transform into a wolf, but... the shapeshift seemingly halts halfway, and is more ferocious than the white wolf form she'd assumed before. Now stands on the battlefield a ferocious were-wolf, stuck between wolf and human form, wielding a spear with all the expertise of a beast.

From the tip of the spear flies a ferocious hawk, seething with the fury of fire as it descends on the composite mimic and harasses it with flames.

Meanwhile, Sora charges into combat with a roar! She swiftly moves closer to the mimic, jumping it as a predator would its prey, stabbing the spear at the inanimate object!

She swings her spear carelessly as the courier turns on the composite mimic!


Minor Action: Wolf Shape into half-Werewolf

ACTION POINT Standard Action: Fire Hawk at Composite Mimic
Roll: http://orokos.com/roll/88509
Bonuses not included.

Move Action: To D-150.

Standard Action: Predator's Flurry against Mimic 1!
Roll: http://orokos.com/roll/88510
Probably misses, but if a 3 somehow hits, push it to C-152.

Secondary Attack: Predator's Flurry against Composite Mimic!
Roll: http://orokos.com/roll/88511
Probably misses, but if it doesn't, push as far to the right as possible.

On a hit, they are dazed and knocked prone.

>> No. 3594 edit
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3594
Sora shifts into a savage half-wolf form, allowing her to hold her spear like a humanoid and attack with the ferocity of a beast. A flame in the shape of a hawk springs from her weapon and dives at the giant mimic. The creature howls in pain, the patch where one of its mouths used to be charred into uselessness. The burning hawk circles the beast, looking for a further opening to exploit. While this is happening, the hengeyokai attempts to attack the mimic holding down Kuro, dodging a poorly aimed attack from the composite mimic, but her spear rebounds off its oozy hide as though it were rubber. She uses the momentum to swing her spear around and hit the giant abomination with her weapon, knocking it away and leaving it addled. The big creature uses its regained sight to try and land a more accurate attack against Sora, but both attempts still miss.

Kuro has his work cut out for him.


Sora uses Wolf Shape and takes on a humanoid-wolf hybrid form, gaining a +2 power bonus to speed
Sora hits the composite mimic with fire hawk for 13 fire damage (increased from 8); the composite mimic cannot generate additional mouths this time, and Sora can repeat the attack if it provokes an opportunity attack from her
Sora moves to D/150, and the composite mimic's opportunity attack misses
Sora spends an action point and regains full health!
Sora attacks with Predator's Flurry against Mimic 1 but just misses (because her attack bonus is 15, not 17), then hits the composite mimic with the secondary attack for 11 damage, dazing it until the end of her next turn and pushing it two squares. It is no longer blinded from cloud of darkness but can not take opportunity actions until it is no longer dazed
Composite Mimic uses Feast of Frenzy but misses Sora with both attacks


Initiative
Melech - 32
Sophie - 24
Mimic 1 - 23
Composite Mimic - 21
Tainya - 20
Mimic 3 - 17
Mimic 2 - 16
Sora - 15
Kuro - 14
Narerka - 13
Dire Rat 1 - 12
Dire Rat 2 - 7

Players
Kuro (C/147) 10/69 HP (bloodied) +1 AC and Reflex, grabbed with a -5 penalty to escapes, slowed (save ends)
Melech (B/154) -20/79 HP (DYING) resist 3 all, prone
Sophie (F/145) 59/59 HP
Narerka (C/147) 85/87 HP Resist 1 all, +2 AC and Reflex
Tainya (C/145) 69/69 HP cloud of darkness
Sora (D/150) 71/71 HP hybrid form and +2 speed, +2 AC and Reflex

Enemies
Dire Rat 1 (C/153) -41 HP DEAD
Dire Rat 2 (D/153) -48 DEAD
Mimic 1 (C/150) Object Form (cannot attack or move, resist 10 all), blinded
Mimic 2 (E/152) -30 HP Object Form (cannot attack or move, resist 10 all)
Mimic 3 (D/149) maze of mirrors (-4 attack and immobilized) DEAD
Composite Mimic (C-D-E/153-154-155) -175 HP reach 4 and -5 to all defenses, 4 mouths, charm of the defender, maze of mirrors (-4 attack and immobilized), prone, slowed, fire hawk, dazed
Notes
-Large crates provide cover from attacks and can be climbed up with a successful athletics check to climb.
-Squares marked with triangles are difficult terrain and require an additional move action to enter.
-Squares marked with i's inside yellow circles require creatures of medium size or larger to squeeze to enter them.
-Learning about the mimics and composite mimics requires a successful dungeoneering check.
-Enemies in the zone created by acid glob take a -2 penalty to all defenses until they end their turns outside the zone, and must pass a DC 19 acrobatics or athletics check to exit the zone. Movement inside the zone is otherwise unrestricted.
-The composite mimic's threatening reach allows it to make opportunity attacks against creatures with its reach as opposed to only creatures that are adjacent. It cannot make opportunity attacks while dazed, stunned, or unconscious.
>> No. 3595 edit
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3595
Seeing the mimic as a simple obstruction in his duty, Kuro pushes the creature's tendrils and escapes its grab with relative ease. Once he's free, the warlord walks into Tainya's cloud of darkness, attempting to get as near as possible to Melech, and as he does it his magical armor power activates and grants him some vitality.
"Was that all, Paladin? I thought you were far sturdier! Heh, it might look as if I was injured, but the truth is that I'm barely getting warmed up!"
Escape grab, shift to C-148 http://orokos.com/roll/88540
Move to B-149
Spend Dwarven Drakescale Armor power! Heal 20 hp with a free action.
Minor action, Enter the Crucible! Spend a healing surge to gain resist 10 to all damage and invulnerability to weakened status!
Action point! Rousing words to Melech, Healing him back to +49 hp! (19+19+2+9)
Save against slow (11) http://orokos.com/roll/88541

>> No. 3596 edit
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3596
"Eh. You better hold off if you're a man, paladin, as I am gracious, I'll let you sit back for now and enjoy the show, you'll have all the time in the world to mourn your lack of wits later. "

Flashing a cocky grin, Narerka stands firm on his legs. He gazes at the huge mass of the Composite Mimic, trying to gauge it.

"Ladies, let's jam !"

As soon as he utters those words, his body seems to disappear into thin air like it never even was there in the first place, leaving in its place a flurry of sparks.

The flamboyant half-elf reappears in a flurry of thunder just beside the cloud of darkness, and most of all the towering mass of the composite mimic, hurt by the bolts flying around.
Not satisfied yet, Narerka invokes once again the power of the Aegis of Defense to mark the huge creature, and then strikes a thunder slash on it with his longsword.



Spends an Action Point and use Dimensional thunder ( Gains a +3 bonus on the attack roll )
Teleport to C/152
Dimensional Thunder :
http://orokos.com/roll/88547
(Attack Roll) : 23
http://orokos.com/roll/88548
(Damage Roll) : 17

Minor Action : Aegis of Defense on the Composite Mimic

Standard Action : Booming Blade on Composite Mimic

Booming Blade :
http://orokos.com/roll/88549
(Attack roll) : 31
http://orokos.com/roll/88550
(Damage roll) : 13

>> No. 3598 edit
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3598
Valiantly throwing off the creature's slimy tendrils, Kuro escapes into the cloud of darkness to recuperate. Taking on a defensive stance, the warlord bolsters his ability to resist pain. A few words of encouragement are all he needs to give to bring the paladin back from the brink, and he shakes off the gunk that was slowing him down. Feebly, the composite mimic tries its darndest to hit him, but can't land an attack. The swordmage Narerka vanishes with a thunderclap, then reappears adjacent to the composite mimic, bringing a wave of sonic force with him that batters the creature even after his attack hits. He compounds on this with a second thundering strike, and threatens retribution if, somehow, the mimic were to escape its position adjacent to him. It tries to snap at him, but Sophie's illusion confuses it enough that it can't land a single hit.

The dire rats are extremely dead. Melech is back from the brink.


Kuro escapes the grab and shifts to C/148
Kuro moves to B/149
Kuro uses his dwarven armor's power as a free action to heal 20 HP
Kuro spends a healing surge and enters the Enter the Crucible stance. Until the stance ends, he gains resist 10 to all damage and becomes immune to weakening
Kuro spends an action point!
Kuro uses Rousing Words on Melech and heals him for 49 HP. Melech is no longer dying, but is still prone
Kuro saves against slowing
Composite Mimic misses Kuro both times with Feast of Frenzy

Narerka spends an action point! However, as he cannot see Kuro, he does not benefit from Inspiring Presence
Narerka uses Dimensional Thunder, teleporting to C/152 and hitting the composite mimic for 17 thunder damage and ongoing 5 thunder damage (save ends)
Narerka subjects the composite mimic to his Aegis of Shielding
Narerka hits the composite mimic with booming blade for 13 thunder damage, and subjects it to booming blade
Composite Mimic misses Narerka both times with Feast of Frenzy


Initiative
Melech - 32
Sophie - 24
Mimic 1 - 23
Composite Mimic - 21
Tainya - 20
Mimic 3 - 17
Mimic 2 - 16
Sora - 15
Kuro - 14
Narerka - 13
Dire Rat 1 - 12
Dire Rat 2 - 7

Players
Kuro (B/149) 30/69 HP (bloodied) +1 AC and Reflex, Enter the Crucible
Melech (B/154) 49/79 HP resist 3 all, prone
Sophie (F/145) 59/59 HP
Narerka (C/152) 85/87 HP Resist 1 all, +2 AC and Reflex
Tainya (C/145) 69/69 HP cloud of darkness
Sora (D/150) 71/71 HP hybrid form and +2 speed, +2 AC and Reflex

Enemies
Dire Rat 1 (C/153) -41 HP DEAD
Dire Rat 2 (D/153) -48 DEAD
Mimic 1 (C/150) Object Form (cannot attack or move, resist 10 all), blinded
Mimic 2 (E/152) -42 HP (bloodied) Object Form (cannot attack or move, resist 10 all)
Mimic 3 (D/149) maze of mirrors (-4 attack and immobilized) DEAD
Composite Mimic (C-D-E/153-154-155) -212 HP reach 4 and -5 to all defenses, 4 mouths, charm of the defender, maze of mirrors (-4 attack and immobilized), prone, slowed, fire hawk, dazed, ongoing 5 thunder damage (save ends), aegis of shielding, booming blade

Notes
-Large crates provide cover from attacks and can be climbed up with a successful athletics check to climb.
-Squares marked with triangles are difficult terrain and require an additional move action to enter.
-Squares marked with i's inside yellow circles require creatures of medium size or larger to squeeze to enter them.
-Learning about the mimics and composite mimics requires a successful dungeoneering check.
-Enemies in the zone created by acid glob take a -2 penalty to all defenses until they end their turns outside the zone, and must pass a DC 19 acrobatics or athletics check to exit the zone. Movement inside the zone is otherwise unrestricted.
-The composite mimic's threatening reach allows it to make opportunity attacks against creatures with its reach as opposed to only creatures that are adjacent. It cannot make opportunity attacks while dazed, stunned, or unconscious.
>> No. 3599 edit
File 135785963518.png - (17.35KB , 589x482 , halppls.png )
3599
Melech stood back up and spat out blood, retorting, "Tell me that when you've stopped bleeding all over the place!"
He tightened his grip on his sword for a short moment and slashed.

Move: Stand up.
Standard: Invigorating Smite against Composite Mimic (Atk 20; Dmg 21; http://orokos.com/roll/88710)

>> No. 3600 edit
File 135786073018.png - (0.99MB , 1162x550 , cargo10.png )
3600
No longer dying, Melech stands back up and smites the abomination with divine power. A spark of divine energy closes the worst of Kuro's wounds, and he no longer appears to be close to dying any time soon. The giant mimic's fourth mouth disappears with a scream below the surface of its body, the area frothing and bubbling. In a rage, it makes another attempt to put the paladin back down, but Sophie's enchantments keep it from landing a single blow, smashing its face into the side of the car.

Melech stands from prone
Melech hits Composite Mimic with Invigorating Smite for 21 damage, bloodying it, and Kuro is healed 8 HP
Composite Mimic's Feast of Frenzy misses


Initiative
Melech - 32
Sophie - 24
Mimic 1 - 23
Composite Mimic - 21
Tainya - 20
Mimic 3 - 17
Mimic 2 - 16
Sora - 15
Kuro - 14
Narerka - 13
Dire Rat 1 - 12
Dire Rat 2 - 7

Players
Kuro (B/149) 38/69 HP +1 AC and Reflex, Enter the Crucible
Melech (B/154) 49/79 HP
Sophie (F/145) 59/59 HP
Narerka (C/152) 85/87 HP Resist 1 all, +2 AC and Reflex
Tainya (C/145) 69/69 HP cloud of darkness
Sora (D/150) 71/71 HP hybrid form and +2 speed, +2 AC and Reflex

Enemies
Dire Rat 1 (C/153) -41 HP DEAD
Dire Rat 2 (D/153) -48 DEAD
Mimic 1 (C/150) Object Form (cannot attack or move, resist 10 all), blinded
Mimic 2 (E/152) -42 HP (bloodied) Object Form (cannot attack or move, resist 10 all)
Mimic 3 (D/149) maze of mirrors (-4 attack and immobilized) DEAD
Composite Mimic (C-D-E/153-154-155) -233 HP (bloodied) reach 4 and -5 to all defenses, 4 mouths, charm of the defender, maze of mirrors (-4 attack and immobilized), prone, slowed, fire hawk, dazed, ongoing 5 thunder damage (save ends), aegis of shielding, booming blade, will grow two new heads on its next turn unless it takes fire damage before then

Notes
-Large crates provide cover from attacks and can be climbed up with a successful athletics check to climb.
-Squares marked with triangles are difficult terrain and require an additional move action to enter.
-Squares marked with i's inside yellow circles require creatures of medium size or larger to squeeze to enter them.
-Learning about the mimics and composite mimics requires a successful dungeoneering check.
-Enemies in the zone created by acid glob take a -2 penalty to all defenses until they end their turns outside the zone, and must pass a DC 19 acrobatics or athletics check to exit the zone. Movement inside the zone is otherwise unrestricted.
-The composite mimic's threatening reach allows it to make opportunity attacks against creatures with its reach as opposed to only creatures that are adjacent. It cannot make opportunity attacks while dazed, stunned, or unconscious.
>> No. 3601 edit
>>3599
Scoffing at the mimic's sad attempt, Melech held out his arm and quickly healed his wounds.
Minor: Lay on Hands (+19)
>> No. 3602 edit
Sophie, more relaxed now, casts another spell at the two remaining Mimics, soon realizing maybe she had taken it too easy.

Illusory Obstacles on D/149 http://orokos.com/roll/88756 (18, nat 1) and C/150 http://orokos.com/roll/88755 (21).
>> No. 3608 edit
File 135805159938.png - (1.02MB , 1162x749 , cargo11.png )
3608
The eladrin's complacency leaves her attack unable to affect one of the mimics. The other one finds the surrounding landscape warping around it and remains in its object form for protection. But now that the composite mimic had the opportunity to do so, two new, gnashing set of teeth erupt from its dripping form, both snarling as "saliva" drips from the freshly formed fangs. The abomination forces itself upright and its newest mouth engulfs the most heavily injured of its allies. There's no protest as the object mimic disappears into the mass, reforming as a sixth set of teeth. Narerka's armor empowers his swordmage aegis' ability to defend as the giant thing spews its digestive acids upon him and two of his allies, the slime even stickier and more corrosive than it was before. Tainya is able to ward off the digestive process with her magic armor, and shouldn't find escaping to be very difficult either. The composite mimic assesses its remaining targets, then five hungry mouths extend from the amorphous blob and try to eat Sora alive. The agile hengeyokai has no trouble dodging most of the attacks, held fast in the muck as she is, but one misstep allows a lucky bite to pierce through her protective armor and cloak, blood gushing from a wound on her back.

Sophie's illusory obstacles hits mimic 1 and misses mimic 2, and mimic 1 is dazed and cannot charge until the end of Sophie's next turn

Mimic 1 does nothing this round
Composite Mimic takes ongoing 5 thunder damage
Composite Mimic gains two new mouths, for a total of 5 mouths
Composite Mimic stands from prone
Composite Mimic uses call of the hive mind and mimic 2 dies. The composite mimic gains 1 new mouth and an additional action point for a total of 6 mouths
Composite Mimic spends an action point and uses devour! It hits Narerka, Sora, and Tainya with acid glob for 12 acid damage (reduced from 19 by Narerka's Armor of Aegis Expansion power, and Narerka takes 11) and each of them take ongoing 5 acid damage (save ends) and creates a new zone of sticky acid. It attacks Sora with [b]snap and misses 4 times before hitting once for 27 damage, bloodying her and removing her cloak of displacement's protection
Tainya's Flowform Armor allows her to save against the ongoing acid damage
Composite Mimic saves against ongoing 5 thunder damage


Initiative
Melech - 32
Sophie - 24
Mimic 1 - 23
Composite Mimic - 21
Tainya - 20
Mimic 3 - 17
Mimic 2 - 16
Sora - 15
Kuro - 14
Narerka - 13
Dire Rat 1 - 12
Dire Rat 2 - 7

Players
Kuro (B/149) 38/69 HP +1 AC and Reflex, Enter the Crucible
Melech (B/154) 68/79 HP
Sophie (F/145) 59/59 HP
Narerka (C/152) 74/87 HP Resist 1 all, +2 AC and Reflex, ongoing 5 acid damage (save ends), -4 to all defenses
Tainya (C/145) 57/69 HP cloud of darkness, -4 to all defenses
Sora (D/150) 32/71 HP bloodied hybrid form and +2 speed, +2 AC and Reflex, ongoing 5 acid damage (save ends), -4 to all defenses

Enemies
Dire Rat 1 (C/153) -41 HP DEAD
Dire Rat 2 (D/153) -48 DEAD
Mimic 1 (C/150) Object Form (cannot attack or move, resist 10 all), blinded, dazed and cannot charge
Mimic 2 (E/152) -42 HP (bloodied) Object Form (cannot attack or move, resist 10 all) DEAD
Mimic 3 (D/149) maze of mirrors (-4 attack and immobilized) DEAD
Composite Mimic (C-D-E/153-154-155) -233 HP (bloodied) reach 4 and -5 to all defenses, 6 mouths, slowed, fire hawk, dazed, aegis of shielding, booming blade

Notes
-Large crates provide cover from attacks and can be climbed up with a successful athletics check to climb.
-Squares marked with triangles are difficult terrain and require an additional move action to enter.
-Squares marked with i's inside yellow circles require creatures of medium size or larger to squeeze to enter them.
-Learning about the mimics and composite mimics requires a successful dungeoneering check.
-Enemies in the zone created by acid glob take a -2 -4 penalty to all defenses until they end their turns outside the zone, and must pass a DC 19 DC 24 acrobatics or athletics check to exit the zone. Movement inside the zone is otherwise unrestricted.
-The composite mimic's threatening reach allows it to make opportunity attacks against creatures with its reach as opposed to only creatures that are adjacent. It cannot make opportunity attacks while dazed, stunned, or unconscious.
>> No. 3609 edit
File 135043734378.gif - (831.27KB , 500x281 , 1345008047123.gif )
3609
Tainya tries to free herself from the acidic goop, but after failing, she turns her crossbow on the largest enemy target and fires a quick, barely-aimed shot followed by a second, more precise shot.

Move Action: Move to A-149. Stealth check to hide: http://orokos.com/roll/88909 (37)
Standard Action: Ranged basic attack vs. composite mimic http://orokos.com/roll/88910 (22 vs. AC, 23 damage.
Minor Action: Activate hand crossbow of speed, for another ranged basic attack against the composite mimic. http://orokos.com/roll/88911 29 vs. AC, 19 damage.

>> No. 3611 edit
Sora disperses her form a little when she gets hit, greatly shrugging off much of the damage.

Immediate Interrupt: Swarm Dispersel, resist 10 all until my next turn/end of.
>> No. 3622 edit
File 13580550919.png - (1.01MB , 1145x550 , cargo12.png )
3622
The muck that holds her feet proves surprisingly difficult to escape for the executioner, so Tainya must stand and fight. The composite mimic quickly has two crossbow bolts embedded in its mass, and attacks her in retaliation. Unlike its previous attempts, it only manages to knick the drow, not causing much damage.

Sora is bees and doesn't take acid damage because she is bees.


Tainya fails to leave the zone
Tainya hits the composite mimic with her ranged basic attack for 23 damage
Tainya uses her crossbow of speed to make another ranged basic attack for 19 damage
Tainya triggers the composite mimic's feast of frenzy, and is hit for 5 and 12 damage

Sora does not take ongoing 5 damage thanks to swarm dispersal


Initiative
Melech - 32
Sophie - 24
Mimic 1 - 23
Composite Mimic - 21
Tainya - 20
Mimic 3 - 17
Mimic 2 - 16
Sora - 15
Kuro - 14
Narerka - 13
Dire Rat 1 - 12
Dire Rat 2 - 7

Players
Kuro (B/149) 38/69 HP +1 AC and Reflex, Enter the Crucible
Melech (B/154) 68/79 HP
Sophie (F/145) 59/59 HP
Narerka (C/152) 74/87 HP Resist 1 all, +2 AC and Reflex, ongoing 5 acid damage (save ends), -4 to all defenses
Tainya (C/145) 41/69 HP cloud of darkness, -4 to all defenses
Sora (D/150) 42/71 hybrid form and +2 speed, ongoing 5 acid damage (save ends), -4 to all defenses, resist 10 all

Enemies
Dire Rat 1 (C/153) -41 HP DEAD
Dire Rat 2 (D/153) -48 DEAD
Mimic 1 (C/150) Object Form (cannot attack or move, resist 10 all), blinded, dazed and cannot charge
Mimic 2 (E/152) -42 HP (bloodied) Object Form (cannot attack or move, resist 10 all) DEAD
Mimic 3 (D/149) maze of mirrors (-4 attack and immobilized) DEAD
Composite Mimic (C-D-E/153-154-155) -275 HP (bloodied) reach 4 and -5 to all defenses, 6 mouths, slowed, fire hawk, dazed, aegis of shielding, booming blade

Notes
-Large crates provide cover from attacks and can be climbed up with a successful athletics check to climb.
-Squares marked with triangles are difficult terrain and require an additional move action to enter.
-Squares marked with i's inside yellow circles require creatures of medium size or larger to squeeze to enter them.
-Learning about the mimics and composite mimics requires a successful dungeoneering check.
-Enemies in the zone created by acid glob take a -2 -4 penalty to all defenses until they end their turns outside the zone, and must pass a DC 19 DC 24 acrobatics or athletics check to exit the zone. Movement inside the zone is otherwise unrestricted.
-The composite mimic's threatening reach allows it to make opportunity attacks against creatures with its reach as opposed to only creatures that are adjacent. It cannot make opportunity attacks while dazed, stunned, or unconscious.
>> No. 3625 edit
Sora first clears the chaff, shrugging off the acid with the same ease as the attacks, then attempts to leave the zone.

Of course this doesn't work so she just charms the monster, dominating the shit out of it.


Minor: Clear the Chaff, granting a save to everyone in a close burst 2
http://orokos.com/roll/88914
Chaff cleared.

Move: One down.
http://orokos.com/roll/88915
Nevermind that.

Standard: Charm that sonbitch
Roll: http://orokos.com/roll/88917

>> No. 3634 edit
File 135811364423.png - (1.01MB , 1145x550 , cargo13.png )
3634
Sora summons primal energy to cleanse herself and her allies of the acid that is eating away at them. At once, both her and Narerka no longer feel the stinging pain of being digested alive, the majority of the slime covering them dissolving away into nothing. The stuff holding her feet, however, keeps her trapped near the hulking composite mimic. She focuses her mind on the savage creature, forming a conduit between her mind and the mass of minds that make up the composite mimic. It takes a moment, and the creature fights back against her, but Sora more or less has it under her control for now.

Sora uses clear the chaff, and both her and Narerka save against ongoing damage
Sora fails to escape from the zone created by acid glob
Sora uses charm beast and the mimic is dominated until the end of its next turn
Composite Mimic's feast of frenzy misses twice


Initiative
Melech - 32
Sophie - 24
Mimic 1 - 23
Composite Mimic - 21
Tainya - 20
Mimic 3 - 17
Mimic 2 - 16
Sora - 15
Kuro - 14
Narerka - 13
Dire Rat 1 - 12
Dire Rat 2 - 7

Players
Kuro (B/149) 38/69 HP +1 AC and Reflex, Enter the Crucible
Melech (B/154) 68/79 HP
Sophie (F/145) 59/59 HP
Narerka (C/152) 74/87 HP Resist 1 all, +2 AC and Reflex, -4 to all defenses
Tainya (C/145) 41/69 HP cloud of darkness, -4 to all defenses
Sora (D/150) 42/71 hybrid form and +2 speed, -4 to all defenses

Enemies
Dire Rat 1 (C/153) -41 HP DEAD
Dire Rat 2 (D/153) -48 DEAD
Mimic 1 (C/150) Object Form (cannot attack or move, resist 10 all), dazed and cannot charge
Mimic 2 (E/152) -42 HP (bloodied) Object Form (cannot attack or move, resist 10 all) DEAD
Mimic 3 (D/149) maze of mirrors (-4 attack and immobilized) DEAD
Composite Mimic (C-D-E/153-154-155) -275 HP (bloodied) reach 4 and -5 to all defenses, 6 mouths, slowed, dazed, aegis of shielding, booming blade, dominated

Notes
-Large crates provide cover from attacks and can be climbed up with a successful athletics check to climb.
-Squares marked with triangles are difficult terrain and require an additional move action to enter.
-Squares marked with i's inside yellow circles require creatures of medium size or larger to squeeze to enter them.
-Learning about the mimics and composite mimics requires a successful dungeoneering check.
-Enemies in the zone created by acid glob take a -2 -4 penalty to all defenses until they end their turns outside the zone, and must pass a DC 19 DC 24 acrobatics or athletics check to exit the zone. Movement inside the zone is otherwise unrestricted.
-The composite mimic's threatening reach allows it to make opportunity attacks against creatures with its reach as opposed to only creatures that are adjacent. It cannot make opportunity attacks while dazed, stunned, dominated or unconscious.
>> No. 3635 edit
File 135811785919.jpg - (41.48KB , 500x224 , 1340892692928.jpg )
3635
"Retreat Tainya! That crossbow of yours works better from a distance. Narerka, don't give it a rest!"
Feeling refreshed after issuing a few orders, the warlord walks around the acid pool and strikes the giant mimic with his greatspear, leaving it open to further attacks.
Inspiring word on himself: +30hp http://orokos.com/roll/88953
Move to E-151 while evading the acid glob
Warlord strike against the Composite mimic! (29,27) on a hit, allies get a +5 bonus to their damage rolls against it. http://orokos.com/roll/88955

>> No. 3636 edit
File 135812483615.png - (1.01MB , 1145x550 , cargo14.png )
3636
After getting his blood pumping with a short speech, Kuro feels much better. He manages to avoid the pool of acid as he awkwardly climbs atop the pile of leather sacks at the southern end of the room. Finding a weak point his allies can exploit, Kuro forces the mimic to expose it with a well-aimed spear attack. The beast responds in kind by trying to bite him, but Kuro's stance toughens him against such attempts.

Kuro heals himself for 30 HP with Inspiring Word
Kuro moves to E/151
Kuro hits the composite mimic with warlord's strike for 17 damage. Until his next turn, allies gain a +5 bonus to damage rolls against the composite mimic
Kuro is missed once and hit once by the composite mimic's feast of frenzy, taking 13 damage (reduced from 23


Initiative
Melech - 32
Sophie - 24
Mimic 1 - 23
Composite Mimic - 21
Tainya - 20
Mimic 3 - 17
Mimic 2 - 16
Sora - 15
Kuro - 14
Narerka - 13
Dire Rat 1 - 12
Dire Rat 2 - 7

Players
Kuro (E/151) 55/69 HP Enter the Crucible
Melech (B/154) 68/79 HP
Sophie (F/145) 59/59 HP
Narerka (C/152) 74/87 HP Resist 1 all, +2 AC and Reflex, -4 to all defenses
Tainya (C/145) 41/69 HP cloud of darkness, -4 to all defenses
Sora (D/150) 42/71 hybrid form and +2 speed, -4 to all defenses

Enemies
Dire Rat 1 (C/153) -41 HP DEAD
Dire Rat 2 (D/153) -48 DEAD
Mimic 1 (C/150) Object Form (cannot attack or move, resist 10 all), dazed and cannot charge
Mimic 2 (E/152) -42 HP (bloodied) Object Form (cannot attack or move, resist 10 all) DEAD
Mimic 3 (D/149) maze of mirrors (-4 attack and immobilized) DEAD
Composite Mimic (C-D-E/153-154-155) -292 HP (bloodied) reach 4 and -5 to all defenses, 6 mouths, dazed, aegis of shielding, booming blade, dominated, +5 to damage rolls against it

Notes
-Large crates provide cover from attacks and can be climbed up with a successful athletics check to climb.
-Squares marked with triangles are difficult terrain and require an additional move action to enter.
-Squares marked with i's inside yellow circles require creatures of medium size or larger to squeeze to enter them.
-Learning about the mimics and composite mimics requires a successful dungeoneering check.
-Enemies in the zone created by acid glob take a -2 -4 penalty to all defenses until they end their turns outside the zone, and must pass a DC 19 DC 24 acrobatics or athletics check to exit the zone. Movement inside the zone is otherwise unrestricted.
-The composite mimic's threatening reach allows it to make opportunity attacks against creatures with its reach as opposed to only creatures that are adjacent. It cannot make opportunity attacks while dazed, stunned, dominated or unconscious.
>> No. 3637 edit
File 135818097691.gif - (2.32MB , 800x450 , 1357077401328.gif )
3637
>>3636
"Oh, no need to tell me that Kuro, I won't let it rest, no matter what !"

Gathering magical energy, Narerka instantly teleport out of the goey zone, and disappears from one side of the beast to reappear on the other, and instantly proceeds to hit it with a powerful slash.


Use Armathor's Step to teleport to 156/C
I don't think it's necessary, but I made an acrobatics check, if it does count then it's fucked and I'm not moving at all. Also I got a +2 on it that I didn't add but even with it I still have a fumble.
http://orokos.com/roll/88996

Hit Composite Mimic with Booming Blade
Attack roll :
http://orokos.com/roll/88997
Damage roll :
http://orokos.com/roll/88999

>> No. 3638 edit
File 135818395641.png - (1.01MB , 1145x550 , cargo15.png )
3638
Narerka vanishes from the dangerous zone and reappears behind the giant enemy mimic. The swordmage attacks its weak point for significant damage with a slash of solid sound. In retaliation, the creature tries to bite him, and manages to score a solid hit. Narerka is injured, but not very badly.

Narerka teleports to C/156 with armathor's step
Narerka hits composite mimic with booming blade for 16 thunder damage and subjects it to booming blade
Composite Mimic hits Narerka once with feast of frenzy for 23 damage (reduced from 24)


Initiative
Melech - 32
Sophie - 24
Mimic 1 - 23
Composite Mimic - 21
Tainya - 20
Mimic 3 - 17
Mimic 2 - 16
Sora - 15
Kuro - 14
Narerka - 13
Dire Rat 1 - 12
Dire Rat 2 - 7

Players
Kuro (E/151) 55/69 HP Enter the Crucible
Melech (B/154) 68/79 HP
Sophie (F/145) 59/59 HP
Narerka (C/156) 51/87 HP Resist 1 all
Tainya (C/145) 41/69 HP -4 to all defenses
Sora (D/150) 42/71 hybrid form and +2 speed, -4 to all defenses

Enemies
Dire Rat 1 (C/153) -41 HP DEAD
Dire Rat 2 (D/153) -48 DEAD
Mimic 1 (C/150) Object Form (cannot attack or move, resist 10 all), dazed and cannot charge
Mimic 2 (E/152) -42 HP (bloodied) Object Form (cannot attack or move, resist 10 all) DEAD
Mimic 3 (D/149) maze of mirrors (-4 attack and immobilized) DEAD
Composite Mimic (C-D-E/153-154-155) -308 HP (bloodied) reach 4 and -5 to all defenses, 6 mouths, dazed, aegis of shielding, booming blade, dominated, +5 to damage rolls against it

Notes
-Large crates provide cover from attacks and can be climbed up with a successful athletics check to climb.
-Squares marked with triangles are difficult terrain and require an additional move action to enter.
-Squares marked with i's inside yellow circles require creatures of medium size or larger to squeeze to enter them.
-Learning about the mimics and composite mimics requires a successful dungeoneering check.
-Enemies in the zone created by acid glob take a -2 -4 penalty to all defenses until they end their turns outside the zone, and must pass a DC 19 DC 24 acrobatics or athletics check to exit the zone. Movement inside the zone is otherwise unrestricted.
-The composite mimic's threatening reach allows it to make opportunity attacks against creatures with its reach as opposed to only creatures that are adjacent. It cannot make opportunity attacks while dazed, stunned, dominated or unconscious.
>> No. 3640 edit
"Keep it comin', guys."

Melech, once again, did his swishy-slash attack. He then shifted over slightly.

Standard: Std. Attack against Composite Mimic (Atk - 20; Dmg - 15; http://orokos.com/roll/89048)
Move: B-153

>> No. 3641 edit
File 135026132233.gif - (697.32KB , 480x270 , 1348974625349.gif )
3641
Tainya is a bit annoyed at the warlord's command. Didn't he see her trying to escape just a moment ago? "I'd love to, monsieur, but zhis goop iz a real pain in ze derrière!"
>> No. 3643 edit
File 135824535956.jpg - (10.91KB , 135x140 , 132546992564.jpg )
3643
Still battling with the Mimic, Kuro answers "Pardon Milady, I'll get you out of that mess in a second!"
>> No. 3644 edit
File 135826943456.png - (1.02MB , 1145x550 , cargo16.png )
3644
Melech moves out of the tight position he was trapped in. He bashes the teeth out of one of the mouths, which vanishes into the mass with a shriek. It retaliates with its remaining jaws, but its only hit is lessened by Narerka's magic shielding.

Melech moves to B/153 and stops squeezing
Melech hits composite mimic with a melee basic attack for 20 damage, and it loses a head
Composite Mimic hits once with Feast of Frenzy for 12 damage (reduced from 21 by Narerka's Aegis of Shielding power; if you don't want to use it, just tell me)


Initiative
Melech - 32
Sophie - 24
Mimic 1 - 23
Composite Mimic - 21
Tainya - 20
Mimic 3 - 17
Mimic 2 - 16
Sora - 15
Kuro - 14
Narerka - 13
Dire Rat 1 - 12
Dire Rat 2 - 7

Players
Kuro (E/151) 55/69 HP Enter the Crucible
Melech (B/154) 56/79 HP
Sophie (F/145) 59/59 HP
Narerka (C/156) 51/87 HP Resist 1 all
Tainya (C/145) 41/69 HP -4 to all defenses
Sora (D/150) 42/71 hybrid form and +2 speed, -4 to all defenses

Enemies
Dire Rat 1 (C/153) -41 HP DEAD
Dire Rat 2 (D/153) -48 DEAD
Mimic 1 (C/150) Object Form (cannot attack or move, resist 10 all), dazed and cannot charge
Mimic 2 (E/152) -42 HP (bloodied) Object Form (cannot attack or move, resist 10 all) DEAD
Mimic 3 (D/149) maze of mirrors (-4 attack and immobilized) DEAD
Composite Mimic (C-D-E/153-154-155) -328 HP (bloodied) reach 4 and -5 to all defenses, 5 mouths, dazed, aegis of shielding, booming blade, dominated, +5 to damage rolls against it, will grow two heads on its next turn unless it takes fire damage before then

Notes
-Large crates provide cover from attacks and can be climbed up with a successful athletics check to climb.
-Squares marked with triangles are difficult terrain and require an additional move action to enter.
-Squares marked with i's inside yellow circles require creatures of medium size or larger to squeeze to enter them.
-Learning about the mimics and composite mimics requires a successful dungeoneering check.
-Enemies in the zone created by acid glob take a -2 -4 penalty to all defenses until they end their turns outside the zone, and must pass a DC 19 DC 24 acrobatics or athletics check to exit the zone. Movement inside the zone is otherwise unrestricted.
-The composite mimic's threatening reach allows it to make opportunity attacks against creatures with its reach as opposed to only creatures that are adjacent. It cannot make opportunity attacks while dazed, stunned, dominated or unconscious.
>> No. 3648 edit
Winged horde on C/153. http://orokos.com/roll/89176 [35, 9+5 (14) damage]
For small mimic: http://orokos.com/roll/89188 (26)

>> No. 3652 edit
File 135843308065.png - (0.98MB , 1145x550 , cargo17.png )
3652
Sophie casts a swarm of spectral imps to harass the giant mimic, which ripples uncomfortably from the pain. The behemoth forms another set of mouths, and absorbs its ally in a last desperate bid to gather enough strength to take on its attackers. This turns out to be a very, very bad idea when its own mouths start tearing it apart. After a few false starts, one final bite turns out to be too much for it to bear, and with a shriek it dissolves into a puddle of green slime.


Sophie hits Composite Mimic with winged horde for 14 psychic damage, and it cannot make opportunity attacks until the end of its next turn
Composite Mimic uses Call of the Hive Mind and absorbs the remaining mimic, gaining an additional mouth and one action point
Composite Mimic grows two additional mouths
Composite Mimic uses Devour. It misses itself twice with snap, hits once for 26 damage, CRITS for 36 damage, hits for 19 damage, hits for 8 damage, misses again, and finally CRITS again for 36 damage, killing it


Initiative
Melech - 32
Sophie - 24
Mimic 1 - 23
Composite Mimic - 21
Tainya - 20
Mimic 3 - 17
Mimic 2 - 16
Sora - 15
Kuro - 14
Narerka - 13
Dire Rat 1 - 12
Dire Rat 2 - 7

Players
Kuro (E/151) 55/69 HP Enter the Crucible
Melech (B/154) 56/79 HP
Sophie (F/145) 59/59 HP
Narerka (C/156) 51/87 HP Resist 1 all
Tainya (C/145) 41/69 HP
Sora (D/150) 42/71 hybrid form and +2 speed

Enemies
Dire Rat 1 (C/153) -41 HP DEAD
Dire Rat 2 (D/153) -48 DEAD
Mimic 1 (C/150) Object Form (cannot attack or move, resist 10 all), dazed and cannot charge DEAD
Mimic 2 (E/152) -42 HP (bloodied) Object Form (cannot attack or move, resist 10 all) DEAD
Mimic 3 (D/149) maze of mirrors (-4 attack and immobilized) DEAD
Composite Mimic (C-D-E/153-154-155) -467 HP (bloodied) reach 4 and -5 to all defenses, 8 mouths, dazed, aegis of shielding, booming blade, dominated, +5 to damage rolls against it DEAD
>> No. 3663 edit
Sora stretches a bit, relieved the thing's gone down.

"Never seen one of those eat itself!" the courier marvels.
>> No. 3665 edit
File 135277284416.jpg - (115.53KB , 413x309 , 1347672263823.jpg )
3665
Tainya stows away her hand crossbow, steps out of the strange, sticky acid, and starts to work at clearing the gunk off of her boots.
>> No. 3668 edit
"Good job Sora. T-the rest did very well too."
As we have no time for a second short rest, I will set the Battle Standard and use my last Inspiring word to heal Sora (23) http://orokos.com/roll/89458
Then I'll spend a healing surge myself.

>> No. 3669 edit
File 13585968892.png - (84.84KB , 291x478 , ka2_nayamua43.png )
3669
After some treatment, Sora's wounds look like little scratches now. Once that business is done, Kuro finally notices there's a chest inside of the cart, and so, he attempts to open it.
>> No. 3670 edit
File 131766743133.png - (488.32KB , 888x886 , sak_a11 default 1.png )
3670
>>3669
Kuro tries to open the chest, and gets a small jolt when he touches the lid. Whoever last used it had it securely locked and cast some sort of protective ward over it. The intricate keyhole appears elvish in design, and there's elven writing carved into the trunk lid. Along the metal band, written vertically, are the words "For my son Varis the Dragon Slayer and his companions, your 'bound faithful' and equipment, from Adran and Enna Selachi." It doesn't appear to have been opened in a very long time, yet the metal and wood haven't degraded at all.

A magic lock would be very difficult to pick with mundane utilities unless the enchantment was removed first.

>> No. 3671 edit
File 13496633375.png - (85.73KB , 291x478 , kan_komarua134.png )
3671
Just when Kuro was thinking in breaking the damn thing, he remembers he's not working alone.
"This won't do, huh. Excuse me, miss Sophie. Apparently this chest was forgotten here; I tried to open it, but it seems to be enchanted.
Could you give it a look?"
>> No. 3672 edit
Melech sighed before casually walking towards Sophie.

"Madam! You did well out there," he smiled.
>> No. 3673 edit
File 13519944767.jpg - (109.33KB , 1280x720 , 1341523055095.jpg )
3673
"Do you make yourself to be a thief, monsieur?" Tainya says coyly, walking up behind the warlord. "Do you, by chance, know to who zat chest belongs?"

During the short rest I'll spend a healing surge. Remember that I boost everyone's surge value by 2.
>> No. 3674 edit
File 13562129411.png - (89.42KB , 291x478 , kan_waraia123.png )
3674
"A thief? Oh no mademoiselle I would never. I was interested in seeing the contents of the chest, though.
Once the travel is over we can search for this 'Varis the dragonslayer'."
>> No. 3675 edit
"I don't think we should be opening chests we don't have business in!" Sora pipes up, then her ears droop and she stammers, "Th, that is, if you at all value the opinion of a simple courier! I mean, esteemed sirs and madams."
>> No. 3677 edit
File 135863709746.jpg - (53.71KB , 1280x720 , 1340633957866.jpg )
3677
"Alright alright. We won't open it then."
"Hmmpt, maybe we can get a reward for giving it to his owner?"
>> No. 3681 edit
File 135870552534.gif - (355.74KB , 262x179 , 1357312047001.gif )
3681
Narerka sighs

"Ah... People with manners sure have it easy. Should we really care about whose belonging it is ? I mean, come on, if he was careless enough to leave anything of interest in a god-forsaken and monster-infested train, then that person shouldn't even possess anything !
Then this chest doesn't belong to anyone, so no one should be bothered by a group of powerful and virtuous warriors on a cleaning mission opening some chest lying around that no one cares about, right ?"
>> No. 3682 edit
File 135872099218.png - (537.11KB , 933x886 , sak_a12 default 1.png )
3682
While the adventurers decide to leave the chest alone, the heavy trunk seems to have other ideas. From inside, there's a series of thumps as something inside fumbles around. Whatever it is raps lightly on the side of the wooden container, a voice like powdered sugar speaking to the room at large, "Excuse me, my good sirs, could you please leave for a bit? I'm just now awake, but I'll be out lickety split!" The entity inside seems to be moving around some more, doing... whatever it's doing. It sounds adamant about wanting to be left alone for now.
>> No. 3683 edit
File 135872514626.png - (403.89KB , 920x720 , 1357498323646.png )
3683
Visibly shocked by the sudden intervention, Narerka blurts out his most earnest and deep feelings in a short sentence lacking no poetry.

"What the fuck"
>> No. 3685 edit
File 135223117715.gif - (119.20KB , 480x270 , 1350333724362.gif )
3685
Tainya smiles, looks to her companions, and gestures to the box, saying, "Well, you heard ze box, oui? I think we should leave it be for now!"
>> No. 3687 edit
File 135892948488.png - (49.99KB , 233x280 , 1328263372534.png )
3687
"Right right, so Tainya, you saw some spiders on the other cart right? The VIPs won't be able to relax if we don't deal with these. Let's move."
Kuro motions to party to continue to the next cart. Once we are near to it I will suggest for Melech to get near of one of the doors and Kuro will walk near to the other one (the carts had two doors, right?)
>> No. 3691 edit
File 135905676855.png - (1.82MB , 1162x749 , station6.png )
3691
It's a long walk back to the second car. Already there are signs of workers and personell moving things around or waiting anxiously. You pass by a few of them on the way, but they regard you with the impatience of somebody who isn't a morning person being told they had to wait out in the chilly morning air with nothing to do until some people make sure their work space is one hundred percent monster free. That is to say they're not in the best of moods.

Luggage is piled up by the station entrance, some of it yours, some of it the diplomats, and a little bit belonging to the crew. You're certain that none of you packed a very large trunk with a glowing pentagram on it, for one. Another neat little piece of cargo has a wreath of pressed flowers adorning the top, in an attempt to make it look pretty. The people you're escorting have tried to make themselves comfortable by spreading out and doing their best to stay warm. You're just in time to hear Gardain wrapping up a joke, which he ends with,
"--to him, 'Nah, us dwarves don't really love gold. We just say that ta get it inta bed!'" eliciting a few smiles from the company gathered. Lance isn't among them, and the loud cursing coming from the front engine room gives a good idea as to what he's been busy with.

Kuro and Melech take up position, the rest of the party hanging back. There's not much time left before departure.

>> No. 3692 edit
File 135905952356.jpg - (65.23KB , 600x337 , 1349240645330.jpg )
3692
>>3691
Staying silent, Narerka joins Kuro and Melech, and readies himself.
>> No. 3694 edit
File 135910315250.gif - (35.57KB , 320x240 , choconme.gif )
3694
Sophie waits in anticipation, intent on aiding the escorts.
>> No. 3695 edit
File 135911190661.png - (153.21KB , 1000x1000 , 2011112307.png )
3695
Kuro issues some orders.
"Melech, prepare to open the door at my count. Narerka, you seem like a tough guy, get into the front lines this time as soon as possible."
If nobody else wanna do something before, I make a count to three and open the door.
>> No. 3703 edit
Audio 112_Crystal_abyss.mp3 - (7.31MB , 112 Crystal abyss.mp3 )
3703
On the count of three, Melech and Kuro force open the doors to the workers' cabin, Narerka close behind. Just a scant few feet from Kuro, behind the door he just opened, he can see a spider the size of a large dog scuttling about. It hisses at him angrily. Beyond that... He can't see anything. It's too dark for him, and the light Sophie cast on him only extends a few feet ahead.

Just outside of his field of vision, he hears a droning, buzzing sound, like a large pair of insect wings flapping a thousand times a minute. Things slither and chitter all around the car, and it becomes increasingly apparent that there's more in here than just a bunch of big spiders.

From the darkness, a loud voice booms in a slow, chilling monotone, rasping angrily,
"You dare to bring the warmth of light into our domain?"
>> No. 3708 edit
File 135139219775.png - (279.28KB , 562x576 , 1351102134557.png )
3708
"Ah, I've heard that one before~" Tainya mutters, loading her hand crossbow and preparing herself for another scuffle.
>> No. 3709 edit
File 135928787091.png - (85.87KB , 291x477 , ka2_ikaria2.png )
3709
"Your domain? Get the hell out of here if you don't wanna end like the rest of the pests!"
Intimidate check (lol nat 2: 18) http://orokos.com/roll/90376
Ready an action: If the creatures show any sign of hostility, charge against the nearest enemy.

>> No. 3710 edit
Audio Chrono_Trigger_Resurrection_-_Battle_with_Magus.mp3 - (6.41MB , Chrono Trigger Resurrection - Battle with Magus.mp3 )
3710
A low, sinister chuckle reverberates inside the car as various things can be heard moving about. Another large spider crawls up the near wall, fangs dripping with poison. It stares at Kuro, but makes no move otherwise.

Then, from out of the darkness, a figure glides forward. It looks vaguely humanoid, in that it stands upright, has two arms, a torso, and a face. It also has two long, thin hands, beneath a set of portruding claws. And it could be wearing a suit with a sort of cape beneath its dark, raven-like wings that flap far faster than they should be capable of flapping. But it is certainly not a person so much as a creature, one with the legs of a mantis and the head of a predatory bird with a wild feathery mane. A cloud of darkness follows its every movement, obscuring its body somewhat. Its eye sockets glow a bright blue, and Kuro feels himself involuntarily drawn into them until it speaks again.
"So," it drawls, savoring every syllable it utters, "You are the ones who erased our subjects. Heroes are such... A nuisance." At this point it steeples its fingers, glaring at Kuro once again, "We shall have to eliminate you."
>> No. 3711 edit
File 135930214718.png - (193.82KB , 1150x565 , crewquarters1.png )
3711
>>3710
From around the car, various creatures hiss angrily in agreement with their leader. You've mad them angry!

Kuro is shocked out of his readied action by the Vermin Lord's stare. Should have just moved up and smacked the thing~!

Initiative
Tainya - 30
Vermin Lord - 29
Sora - 26
Webspitter Spider 1 - 22
???? - 21
???? - 20
Narerka - 19
???? - 17
???? - 17
Melech - 15
Webspitter Spider 2 - 14
Sophie - 13
Kuro - 9

Players
Kuro (C-20) : 69/69
Melech (E-20) : 79/79
Sophie : 59/59
Narerka (F-20) : 79/87 Resist 1 all, +2 AC and Reflex
Tainya : 69/69
Sora : 70/71 +2 AC and Reflex

Enemies
Vermin Lord (C-24 elevation 1)
???? (B-24)
???? (C-28)
Webspitter Spider 1 (A-21)
Webspitter Spider 2 (C-23 elevation 2) partial concealment
???? (C-26 elevation 2)
???? (C-29 elevation 2)

Notes
-Entering the train car for the first time requires only one square of movement, regardless of where you enter from. You may need to open a door first, which is a minor action.
-The Vermin Lord's refuge in darkness aura grants partial concealment to allies inside it.
-Webs are difficult terrain, and ending a movement in one will leave you immobilized (save ends).
-Learning more about the creatures you're fighting requires a successful nature check. The Vermin Lord requires a dungeoneering check.

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

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

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

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

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

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

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

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

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

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

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

Sora
-Adjacent enemy shifts or makes attack that doesn't include her, Immediate Interrupt (Battle Awareness)
-Takes damage from a melee or ranged attack, Immediate Interrupt (Swarm Dispersal)
-Score a critical hit with an attack made through Alfsair Spear, No Action (Alfsair Spear)
-While in beast form, adjacent enemy shifts, Immediate Reaction (Predator Armor)
-Hit by a melee or ranged attack, Immediate Interrupt (Cloak of Displacement)
>> No. 3712 edit
File 135931684039.jpg - (44.04KB , 400x400 , 1357318654055.jpg )
3712
"Eh... How old fashioned"

Narerka's usual cocky grin faded off quickly. In his place, a stern and serious face that didn't really looked like it belonged there painted itself on the Half-elf's face as he peered in the decade-long obscurity.

"What a godforsaken train... "
>> No. 3713 edit
File 135223117715.gif - (119.20KB , 480x270 , 1350333724362.gif )
3713
Tainya smirks and cautiously enters the car, moving around the apparently terrified warlord.

Move Action: Enter the car behind Kuro, advance to C-21. Holding the rest of my turn until I get a better view.
>> No. 3714 edit
File 135933066373.png - (88.11KB , 291x477 , ka2_ikaria1.png )
3714
"You, damned..."
Feeling the strong stare of the spider, Kuro doesn't have enough energies to charge, but he is somehow able to walk ahead and draw his greatspear.
Shift to C-22
Draw Greatspear.
Grant a shift of speed/2 to anyone who wants it.

>> No. 3715 edit
File 135933241532.png - (391.33KB , 1150x677 , crewquarters2.png )
3715
Kuro shifts forward and draws his weapon, the aberration now close enough for him to hit with his spear. Behind him, Tainya enters the fray and scans the car. Before her stretches a long, narrow hallway lined by doors. There's at least four of those spiders she saw before, most of them playing it safe by lurking near the ceiling. There's something hiding near the vermin lord, though she'd need to get closer to get a better look. A ways down the hall, a big snake rattles its tail, creating a disconcerting echo through the room. Best not to get too close to it.
>> No. 3716 edit
File 135934100666.gif - (56.49KB , 231x200 , 1351090742928.gif )
3716
Tainya, miffed at the warlord's interruption, steps back and draws forth a cache of shuriken. She carefully applies a sickly green poison to each of them before hurling a flurry of them at the assembled vermin. The hasty attack isn't terribly accurate, though the magically enchanted shuriken returns to her hand, the poison still applied. "Merde," she mutters, readying herself for another strike.

Finish move action: Step back to C-20.
Knowledge checks: http://orokos.com/roll/90459 (21 for the spiders, 22 for vermin lord)
Free Action: From my many-pockets cloak, draw a vial of carrion crawler brain juice.
Minor Action: Apply to magic shuriken, 2 mundane shuriken and 2 mundane crossbow bolts.
Free Action: Quick swap my hand crossbow for magic shuriken.
Standard Action: Poisonous Shuriken against spider at A-21, spider at C-23 and the vermin lord. http://orokos.com/roll/90461 (Total failure).

>> No. 3720 edit
File 135934593382.png - (340.74KB , 1150x677 , crewquarters3.png )
3720
A Vermin Lord is a denizen of the Far Realms, and is a level 11 elite controller. It can control lesser beasts and force them to do its bidding, and has a subtle influence that draws the most vile and despicable of creatures to its den as slaves. This one's twisted psyche is reflected in its pale blue eyes, which is uses to force those with weak wills to do its bidding. Most of its attacks revolve around using poisons in various ways, and it will try to keep its distance from the front lines if possible, providing some cover to its allies. Because their brains are so alien, a vermin lord is immune to dazing and domination, and their innate toxicity renders them immune to poison. They find bright light irritating, however, and are very vulnerable to radiant damage.

A webspitter spider is a level 10 minion skirmisher that specializes in avoiding attacks. It likes to immobilize its prey from a distance before moving in to attack, then retreating when they come under attack. Diving into adjacent rooms to escape an attack is a favorite tactic of the webspitter spider, as is biting creatures taking ongoing poison damage.


Perhaps the day has already dragged on long enough for Tainya, but whatever it is, all of the assassin's shuriken attacks miss their marks. The vermin lord chuckles deeply at her misfortune before scything at Kuro with its claw. The plucky warlord manages to deflect the blow with his greatspear, forcing the abominable thing to seek refuge behind its allies. The distance seems too great for its mind to get a grasp on Kuro's however, and its second attack fails. "No!" it bellows angrily, its plumed mane standing on end. "We will not be undone again! Maggots will feast upon your bodies and this place will mark your tomb!" From the shadows, a horde of spectral serpents lunge at the adventurers and coil around them before biting en masse. Kuro and Melech are rooted to the spot as the combination of venom and having their legs bound effectively paralyzes them. Tainya manages to evade some of the creatures, but they still try to hold her by her feet.

Tainya's attacks all miss

Vermin Lord misses Kuro with Poison Claw
Vermin Lord moves to C-30 and gains concealment from Scuttle Away
Vermin Lord misses Kuro with Mind Twist
Vermin Lord spends an action point! Vermin Lord uses Serpent Shackles and CRITS Kuro for 31 poison damage and hits Melech for 28 poison damage and both of them are immobilized (save ends). Tainya is missed by the attack and takes 14 poison damage and is slowed (save ends)


Initiative
Tainya - 30
Vermin Lord - 29
Sora - 26
Webspitter Spider 1 - 22
Webspitter Spider 4 - 21
???? - 20
Narerka - 19
Webspitter Spider 3 - 17
Mature Deathrattle Viper - 17
Melech - 15
Webspitter Spider 2 - 14
Sophie - 13
Kuro - 9

Players
Kuro (C-22) : 38/69 +1 AC and reflex immobilized (save ends)
Melech (E-20) : 51/79 immobilized (save ends)
Sophie : 59/59
Narerka (F-20) : 79/87 Resist 1 all, +2 AC and Reflex
Tainya (C-20) : 55/69 slowed (save ends)
Sora : 70/71 +2 AC and Reflex

Enemies
Vermin Lord (C-30) partial concealment
???? (B-24)
Mature Deathrattle Viper (C-28)
Webspitter Spider 1 (A-21)
Webspitter Spider 2 (C-23 elevation 2)
Webspitter Spider 3 (C-26)
Webspitter Spider 4 (C-29)

Notes
-Entering the train car for the first time requires only one square of movement, regardless of where you enter from. You may need to open a door first, which is a minor action.
-The Vermin Lord's refuge in darkness aura grants partial concealment to allies inside it.
-Webs are difficult terrain, and ending a movement in one will leave you immobilized (save ends).
-Learning more about the creatures you're fighting requires a successful nature check. The Vermin Lord requires a dungeoneering check.
>> No. 3727 edit
Sora pushes past the throng of allies, projecting her mind's eye just a bit further down the lane.

Move to C-21. Probably have enough move for that, right?
Minor: Mind's Eye at C-24.
Standard: Need to see mind's eye result.

>> No. 3731 edit
File 135939236650.png - (414.38KB , 1150x677 , crewquarters4.png )
3731
The hengeyokai's far sight reveals the last creature hiding in the car. Her mind's eye can see a scorpion bigger than a cow, its chitinous exoskeleton almost metallic in sheen. A Titan Scorpion, by the looks of it, poised to strike any unlucky soul that tries to move past it.
>> No. 3748 edit
Sora smirks, chummed with herself for having caught that ambush. She tosses a small seed in the fray, which quickly sprouts a large wall.

Standard: Leaf Wall, as Rin directed.
>> No. 3749 edit
File 135949087525.png - (554.62KB , 1150x677 , crewquarters5.png )
3749
A thicket of briars erupts at Sora's command, encasing the giant snake and the vermin lorn in thorny vines and trapping the lone spider between them. Soon the overgrowth obscures them from sight entirely, though a few pained grunts can still be heard from within. The nearest spider spits a glob of webbing at Tainya, but fails to hit her. It doesn't have any better luck when it moves in to bite her either. And the spider stuck in the thicket is unable to move without harming itself significantly. It's up to the titan scorpion to provide a suitable threat, and it advances upon Kuro with its claws raised. One pincer is blocked by the warlord's spear, but the feint left him exposed to its follow-up attack, which scores a direct hit and opens a gaping wound in his arm. The scorpion's tail lashes out further than should be possible and bashes Sora to the side, knocking her for a loop.

Sora uses Wall of Thorns and conjures a wall of vines in C-28 (3 squares high), C-29 (one on floor, one on ceiling), and C-30 (3 squares high)

Webspitter Spider 1 misses Tainya with Tethering Web
Webspitter Spider 1 moves to B-20
Webspitter Spider 1 misses Tainya with Bite

Webspitter Spider 2 does nothing

Titan Scorpion moves to C-24
Titan Scorpion uses Double Attack and hits Kuro once with Pincer for 18 damage, bloodying him
Titan Scorpion uses Tail Whip against Sora and hits for 7 damage, sliding her to E-21 and dazing her until the end of its next turn


Initiative
Tainya - 30
Vermin Lord - 29
Sora - 26
Webspitter Spider 1 - 22
Webspitter Spider 4 - 21
Titan Scorpion - 20
Narerka - 19
Webspitter Spider 3 - 17
Mature Deathrattle Viper - 17
Melech - 15
Webspitter Spider 2 - 14
Sophie - 13
Kuro - 9

Players
Kuro (C-22) : 20/69 (bloodied) +1 AC and reflex immobilized (save ends)
Melech (E-20) : 51/79 immobilized (save ends)
Sophie : 59/59
Narerka (F-20) : 79/87 Resist 1 all, +2 AC and Reflex
Tainya (C-20) : 55/69 slowed (save ends)
Sora (E/21) : 63/71 dazed

Enemies
Vermin Lord (C-30) partial concealment
Titan Scorpion (C-24)
Mature Deathrattle Viper (C-28)
Webspitter Spider 1 (B-20)
Webspitter Spider 2 (C-23 elevation 2)
Webspitter Spider 3 (C-26 elevation 2)
Webspitter Spider 4 (C-29 elevation 2)

Notes
-Entering the train car for the first time requires only one square of movement, regardless of where you enter from. You may need to open a door first, which is a minor action.
-The Vermin Lord's refuge in darkness aura grants partial concealment to allies inside it.
-Webs are difficult terrain, and ending a movement in one will leave you immobilized (save ends).
-Learning more about the creatures you're fighting requires a successful nature check. The Vermin Lord requires a dungeoneering check.
-Wall of Thorns blocks line of sight through its squares except to creatures in adjacent squares, and costs 3 extra squares of movement to enter. A creature that enters the wall's space or starts its turn there takes 1d10+5 damage and ongoing 5 damage (save ends)
>> No. 3753 edit
File 135952645042.png - (74.24KB , 527x442 , anon_point.png )
3753
Coughing a bit of blood, Kuro tries to ignore the pain shouting some orders
"Narerka! Come and get rid of this thing now!"
>> No. 3755 edit
File 13595488241.png - (589.46KB , 615x801 , 1357394431486.png )
3755
"Count on me !"

Running to the rescue, Narerka places his Aegis of Shielding on the Titan Scorpion. And quickly thereafter inflicts a psychic blast to the surrounding enemies.


Move to 21-C
Aegis of Shielding on Titan Scorpion.
Beguiling Strands, AoE on the spiders in B-20, C-23 and the Scorpion in C-24.
http://orokos.com/roll/90739
The 18 on the spider in C-23, the 10 on the scorpion and the nat1 on the other fucking spider.
Push the spider and the scorpion to C-26(Ground) and C-27 respectively.

>> No. 3758 edit
File 135955673366.png - (575.11KB , 1150x677 , crewquarters6.png )
3758
Narerka moves up and establishes a link between himself and the giant scorpion. He sends an illusory attack towards all the enemies in front of him, but it fails to hit both of the spiders. One of them resists the attack, the other suddenly dives out of the way and disappears into the nearby room. The giant scorpion takes a direct hit and is pushed back. The webspitter spider that escaped runs back out to take a shot at Narerka, but its web splats against the nearby wall instead. It scuttles away and hides from the assembled company.

When the deathrattle viper draws close, Kuro is struck by an unsettling feeling of dread by its rattling tail, a primal fear of sorts, like prey cornered by a predator. It might be why he didn't see the creature spit venom at him until it was far too late, striking him in the eyes and leaving him blinded.

Melech is still held fast by the phantom-like snakes.


Narerka moves to C-21
Narerka uses aegis of shielding to mark titan scorpion
Narerka uses Beguiling Strands and misses Webspitter Spider 2 (natural 1) and Webspitter Spider 3 (uses its Spider Sense interrupt to shift its speed), but hits the Titan Scorpion for 5 psychic damage and pushes it to C-27

Webspitter Spider 3 moves to C-25
Webspitter Spider 3 misses Narerka with Tethering Web
Webspitter Spider 3 moves away and successfully hides

Mature Deathrattle Viper takes 12 damage and is inflicted with ongoing 5 damage from starting its turn in Wall of Thorns
Mature Deathrattle Viper moves to C-26, and Kuro is subjected to its Death Rattle aura
Mature Deathrattle Viper uses Blinding Spittle on Kuro and CRITS him for 15 damage, and Kuro is blinded (save ends)


Initiative
Tainya - 30
Vermin Lord - 29
Sora - 26
Webspitter Spider 1 - 22
Webspitter Spider 4 - 21
Titan Scorpion - 20
Narerka - 19
Webspitter Spider 3 - 17
Mature Deathrattle Viper - 17
Melech - 15
Webspitter Spider 2 - 14
Sophie - 13
Kuro - 9

Players
Kuro (C-22) : 5/69 (bloodied) +1 AC and reflex immobilized (save ends), Death Rattle, blinded (save ends)
Melech (E-20) : 51/79 immobilized (save ends)
Sophie : 59/59
Narerka (F-20) : 79/87 Resist 1 all, +2 AC and Reflex
Tainya (C-20) : 55/69 slowed (save ends)
Sora (E/21) : 63/71 dazed

Enemies
Vermin Lord (C-30) partial concealment
Titan Scorpion (C-27) -5 HP
Mature Deathrattle Viper (C-24) -15 HP ongoing 5 damage (save ends)
Webspitter Spider 1 (B-20)
Webspitter Spider 2 (C-23 elevation 2)
Webspitter Spider 3 (????)
Webspitter Spider 4 (C-29 elevation 2)

Notes
-Entering the train car for the first time requires only one square of movement, regardless of where you enter from. You may need to open a door first, which is a minor action.
-The Vermin Lord's refuge in darkness aura grants partial concealment to allies inside it.
-Webs are difficult terrain, and ending a movement in one will leave you immobilized (save ends).
-Learning more about the creatures you're fighting requires a successful nature check. The Vermin Lord requires a dungeoneering check.
-Wall of Thorns blocks line of sight through its squares except to creatures in adjacent squares, and costs 3 extra squares of movement to enter. A creature that enters the wall's space or starts its turn there takes 1d10+5 damage and ongoing 5 damage (save ends).
-Mature Deathrattle Viper's Death Rattle aura inflicts a -2 penalty to all defenses and saving throws to enemies within it.
>> No. 3760 edit
File 135961853653.png - (1.21KB , 75x82 , cupcake.png )
3760
Melech stood calmly for a quick moment and then managed to escape the snakes' clutches.

"You, human! Better show me what you meant by all that big talk from before!" he yelled as he rushed over to the small hallway and slashed at the snake.

Minor: Divine Mettle against immobilization (http://orokos.com/roll/90836)
Move: to C-23
Standard: Majestic Halo against Viper, Atk - 18(nat 1); Dmg - 23(11dmg since nat1??)(http://orokos.com/roll/90837)

>> No. 3761 edit
File 135963605153.jpg - (18.57KB , 200x188 , 1357947244694.jpg )
3761
Narerka groans slightly

"Sorry, Lady Luck ain't on my side today. I guess I'll have to force her myself to accomplish anything."

If Kuro is attacked by the spider in C-23 next turn, I'll use Guardian's Counter.
>> No. 3764 edit
File 13596574416.png - (757.50KB , 1150x677 , crewquarters7.png )
3764
Melech draws into his remaining reserves of strength and overpowers the shadowy serpents restraining him. The creatures hiss before fading away as though they were never there. Moving to the front line, the paladin glows with an awesome power that he channels through his blade. The deathrattle viper ducks out of the way of his swing, but is still hit with a holy shockwave from the attack. The glow persists with Melech after the attack ends, threatening harm to nearby enemies. The nearest spider screeches and charges at Kuro with its fangs bared, but the warlord fends it off without any harm to himself.

Melech Saves against immobilization with Divine Mettle
Melech moves to C-23
Melech misses Mature Deathrattle Viper with Majestic Halo for 11 damage. Until the end of the encounter, enemies that start their turns adjacent to him are subjected to his divine sanction until the end of their turn

Webspitter Spider moves to C-23 elevation 1
Webspitter Spider misses Kuro with bite


Initiative
Tainya - 30
Vermin Lord - 29
Sora - 26
Webspitter Spider 1 - 22
Webspitter Spider 4 - 21
Titan Scorpion - 20
Narerka - 19
Webspitter Spider 3 - 17
Mature Deathrattle Viper - 17
Melech - 15
Webspitter Spider 2 - 14
Sophie - 13
Kuro - 9

Players
Kuro (C-22) : 5/69 (bloodied) +1 AC and reflex immobilized (save ends), Death Rattle, blinded (save ends)
Melech (C-23) : 51/79 Death Rattle, Majestic Halo
Sophie : 59/59
Narerka (F-20) : 79/87 Resist 1 all, +2 AC and Reflex
Tainya (C-20) : 55/69 slowed (save ends)
Sora (E-21) : 63/71 dazed

Enemies
Vermin Lord (C-30) partial concealment
Titan Scorpion (C-27) -5 HP
Mature Deathrattle Viper (C-24) -26 HP ongoing 5 damage (save ends)
Webspitter Spider 1 (B-20)
Webspitter Spider 2 (C-23 elevation 1)
Webspitter Spider 3 (????)
Webspitter Spider 4 (C-29 elevation 2)

Notes
-Entering the train car for the first time requires only one square of movement, regardless of where you enter from. You may need to open a door first, which is a minor action.
-The Vermin Lord's refuge in darkness aura grants partial concealment to allies inside it.
-Webs are difficult terrain, and ending a movement in one will leave you immobilized (save ends).
-Learning more about the creatures you're fighting requires a successful nature check. The Vermin Lord requires a dungeoneering check.
-Wall of Thorns blocks line of sight through its squares except to creatures in adjacent squares, and costs 3 extra squares of movement to enter. A creature that enters the wall's space or starts its turn there takes 1d10+5 damage and ongoing 5 damage (save ends).
-Mature Deathrattle Viper's Death Rattle aura inflicts a -2 penalty to all defenses and saving throws to enemies within it.
>> No. 3767 edit
File 135995135386.jpg - (66.66KB , 720x405 , 35414_1322618026471_7098781_n.jpg )
3767
Sophie enters, glaring at one of the enemies as she does. Seeing that Kuro's in a pinch, she casts a spell that will hopefully daze the enemies closer to him.

Move to E/20
Dungeoneering check (18): http://orokos.com/roll/91268
Illusory Obstacles on Spider 2 (36) and Viper (28): http://orokos.com/roll/91267

>> No. 3769 edit
File 135999058392.png - (343.92KB , 1150x514 , crewquarters8.png )
3769
Sophie : You know about as much about the Vermin Lord as Tainya.

Sophie finally enters the train car from the rear. With a wave of her staff, the spider and snake swarming Melech see the train twist and writhe, becoming spiky and rugged. The creatures shrink back in response, forced to watch their movement.

As E-20 doesn't offer line of sight or effect to the target area, Sophie will have to move to C-19 instead
Sophie's Illusory Obstacles hits both targets, and they are dazed and cannot charge


Initiative
Tainya - 30
Vermin Lord - 29
Sora - 26
Webspitter Spider 1 - 22
Webspitter Spider 4 - 21
Titan Scorpion - 20
Narerka - 19
Webspitter Spider 3 - 17
Mature Deathrattle Viper - 17
Melech - 15
Webspitter Spider 2 - 14
Sophie - 13
Kuro - 9

Players
Kuro (C-22) : 5/69 (bloodied) +1 AC and reflex immobilized (save ends), Death Rattle, blinded (save ends)
Melech (C-23) : 51/79 Death Rattle, Majestic Halo
Sophie (C-19) : 59/59
Narerka (C-21) : 79/87 Resist 1 all, +2 AC and Reflex
Tainya (C-20) : 55/69 slowed (save ends)
Sora (E-21) : 63/71 dazed

Enemies
Vermin Lord (C-30) partial concealment
Titan Scorpion (C-27) -5 HP
Mature Deathrattle Viper (C-24) -26 HP ongoing 5 damage (save ends), dazed and cannot charge
Webspitter Spider 1 (B-20)
Webspitter Spider 2 (C-23 elevation 1) dazed and cannot charge
Webspitter Spider 3 (????)
Webspitter Spider 4 (C-29 elevation 2)

Notes
-Entering the train car for the first time requires only one square of movement, regardless of where you enter from. You may need to open a door first, which is a minor action.
-The Vermin Lord's refuge in darkness aura grants partial concealment to allies inside it.
-Webs are difficult terrain, and ending a movement in one will leave you immobilized (save ends).
-Learning more about the creatures you're fighting requires a successful nature check. The Vermin Lord requires a dungeoneering check.
-Wall of Thorns blocks line of sight through its squares except to creatures in adjacent squares, and costs 3 extra squares of movement to enter. A creature that enters the wall's space or starts its turn there takes 1d10+5 damage and ongoing 5 damage (save ends).
-Mature Deathrattle Viper's Death Rattle aura inflicts a -2 penalty to all defenses and saving throws to enemies within it.
>> No. 3770 edit
"Narerka, teleport ahead and deal with their boss! Melech and me will block the path from here!"
Blinded, bloodied and restrained, the Warlord orders around some more, gaining back his courage. Then he gives a tricky pierce to the Viper in front of him, leaving it open to his comrades.
Rousing words: On Kuro, healing 47 hit points. Save throw faills (0) http://orokos.com/roll/91332
Inspired Belligerence on Deathrattle Viper
Intuitive Strike on Deathrattle Viper: (26) (10)
http://orokos.com/roll/91337
http://orokos.com/roll/91339
Fail both saves: http://orokos.com/roll/91356

>> No. 3772 edit
File 136001557582.png - (345.32KB , 1150x514 , crewquarters9.png )
3772
In spite of his predicament, the warlord gives himself a pep talk that makes him feel much better. His mark of healing flares to life, but otherwise nothing happens. Even so, he's able to pinpoint a weakness in the deathrattle viper's defenses and exposes it for his allies to exploit.

Kuro spends two healing surges with Rousing Words, regaining 47 hit points, but failing his saving throw
Kuro uses Inspired Belligerence against the deathrattle viper, and allies gain a +4 power bonus to damage rolls against it
Kuro hits the deathrattle viper with Intuitive Strike, and attacks with combat advantage against the deathrattle viper gain a +2 power bonus to attack rolls
Kuro fails his saving throws


Initiative
Tainya - 30
Vermin Lord - 29
Sora - 26
Webspitter Spider 1 - 22
Webspitter Spider 4 - 21
Titan Scorpion - 20
Narerka - 19
Webspitter Spider 3 - 17
Mature Deathrattle Viper - 17
Melech - 15
Webspitter Spider 2 - 14
Sophie - 13
Kuro - 9

Players
Kuro (C-22) : 52/69 immobilized (save ends), Death Rattle, blinded (save ends)
Melech (C-23) : 51/79 Death Rattle, Majestic Halo
Sophie (C-19) : 59/59
Narerka (C-21) : 79/87 Resist 1 all, +2 AC and Reflex
Tainya (C-20) : 55/69 slowed (save ends)
Sora (E-21) : 63/71 dazed

Enemies
Vermin Lord (C-30) partial concealment
Titan Scorpion (C-27) -5 HP
Mature Deathrattle Viper (C-24) -36 HP ongoing 5 damage (save ends), dazed and cannot charge, +4 to damage rolls against it and +2 to attack rolls with combat advantage
Webspitter Spider 1 (B-20)
Webspitter Spider 2 (C-23 elevation 1) dazed and cannot charge
Webspitter Spider 3 (????)
Webspitter Spider 4 (C-29 elevation 2)

Notes
-Entering the train car for the first time requires only one square of movement, regardless of where you enter from. You may need to open a door first, which is a minor action.
-The Vermin Lord's refuge in darkness aura grants partial concealment to allies inside it.
-Webs are difficult terrain, and ending a movement in one will leave you immobilized (save ends).
-Learning more about the creatures you're fighting requires a successful nature check. The Vermin Lord requires a dungeoneering check.
-Wall of Thorns blocks line of sight through its squares except to creatures in adjacent squares, and costs 3 extra squares of movement to enter. A creature that enters the wall's space or starts its turn there takes 1d10+5 damage and ongoing 5 damage (save ends).
-Mature Deathrattle Viper's Death Rattle aura inflicts a -2 penalty to all defenses and saving throws to enemies within it.
>> No. 3774 edit
File 13600393555.gif - (0.97MB , 500x281 , 1359611932774.gif )
3774
"Too close for comfort," Tainya mutters, trying to scamper away from the nearby spider as quickly as she can, right up the wall. Reproducing her poisoned magic shuriken, she hurls it, this time with unerring accuracy. As it travels through the air, you can see there were actually three shuriken in her grip, and two others, laced with poison, also travel towards their targets, threatening to strike vital areas. Before they even hit, Tainya's hand crossbow is in her hand, and she fires a poisoned bolt at the deathrattle viper.

Move Action: Use ghost of the rooftops to climb to (C-21, elevation 2). Should be possible even when slowed by moving diagonally.
Standard Action: Use poisoned shuriken, hurling my poisoned +1 magic shuriken vs. viper (magic shuriken, carrion crawler brain juice), spider 2, and scorpion. http://orokos.com/roll/91429 (34, 36, 27, for 4 damage to each, 5 extra damage to the viper from attack finesse and warlord damage bonus, and assuming my attack vs. the viper hits, 4 extra poison damage to each of them and they are all slowed until the end of my next turn.
Free Action: Quick swap for my hand crossbow of speed.
Minor Action: Use hand crossbow of speed for ranged basic attack on the viper, use a poisoned crossbow bolt. http://orokos.com/roll/91430 (36), a hit deals 17 damage, plus 4 extra poison damage and it is slowed until the end of my next turn.
Down to 2 poisoned mundane shuriken and 1 poisoned crossbow bolt.

>> No. 3779 edit
File 136011586461.png - (402.72KB , 1143x514 , crewquarters10.png )
3779
Tainya provokes a bite from the nearest spider as she leaps onto a nearby wall. She throws her poisoned shuriken from her vantage point. The spider screeches and drops to the ground with a thud beside Melech. Another poisoned bolt is launched from her crossbow and severely wounds the viper. The spectral snakes can't keep a hold on her any more and disperse into mist.

With several pained grunts, the figure of the vermin lord emerges from the giant thorny wall. Its blue eyes lock on to Tainya, and a voice in her mind screams,
"Obey us!" before her head is wracked with pain. It feels like acid is eroding away at her skull from the inside, and it hurts just to look at the vermin lord.

Tainya climbs to C-21 elevation 2 with Ghost of the Rooftops; this provokes an opportunity attack from the webspitter spider who hits her with bite for 8 poison damage, and she gains vulnerable 5 poison until the end of the spider's next turn
Tainya hits all targets with her Poisoned Shuriken attack for 4 damage each (9 damage to the viper) and 4 poison damage, killing Webspitter Spider 2 and slowing the others until the end of her next turn
Tainya uses her hand crossbow of speed's power and hits the viper with a ranged basic attack for 17 damage plus 4 poison damage
Tainya saves against being slowed

Vermin Lord takes 12 damage for starting its turn in the Wall of Thorns, and is afflicted with ongoing 5 damage (save ends)
Vermin Lord flies to C-26, and takes another 6 damage from Wall of Thorns. It and the Titan Scorpion gain partial concealment
Vermin Lord hits Tainya with Brain Rot for 21 poison and psychic damage (increased from 16), bloodying her, and she takes a -2 penalty to attack rolls against the Vermin Lord (save ends)


Initiative
Tainya - 30
Vermin Lord - 29
Sora - 26
Webspitter Spider 1 - 22
Webspitter Spider 4 - 21
Titan Scorpion - 20
Narerka - 19
Webspitter Spider 3 - 17
Mature Deathrattle Viper - 17
Melech - 15
Webspitter Spider 2 - 14
Sophie - 13
Kuro - 9

Players
Kuro (C-22) : 52/69 immobilized (save ends), Death Rattle, blinded (save ends)
Melech (C-23) : 51/79 Death Rattle, Majestic Halo
Sophie (C-19) : 59/59
Narerka (C-21) : 79/87 Resist 1 all, +2 AC and Reflex
Tainya (C-20) : 26/69 (BLOODIED) vulnerable 5 poison, Brain Rot stage 1
Sora (E-21) : 63/71 dazed

Enemies
Vermin Lord (C-30) -23 HP partial concealment
Titan Scorpion (C-27) -13 HP slowed, partial concealment
Mature Deathrattle Viper (C-24) -70 HP (BLOODIED) ongoing 5 damage (save ends), dazed and cannot charge, +4 to damage rolls against it and +2 to attack rolls with combat advantage, slowed
Webspitter Spider 1 (B-20)
Webspitter Spider 2 (C-23 elevation 1) -8 HP dazed and cannot charge DEAD
Webspitter Spider 3 (????)
Webspitter Spider 4 (C-29 elevation 2)

Notes
-Entering the train car for the first time requires only one square of movement, regardless of where you enter from. You may need to open a door first, which is a minor action.
-The Vermin Lord's refuge in darkness aura grants partial concealment to allies inside it.
-Webs are difficult terrain, and ending a movement in one will leave you immobilized (save ends).
-Learning more about the creatures you're fighting requires a successful nature check. The Vermin Lord requires a dungeoneering check.
-Wall of Thorns blocks line of sight through its squares except to creatures in adjacent squares, and costs 3 extra squares of movement to enter. A creature that enters the wall's space or starts its turn there takes 1d10+5 damage and ongoing 5 damage (save ends).
-Mature Deathrattle Viper's Death Rattle aura inflicts a -2 penalty to all defenses and saving throws to enemies within it.
>> No. 3780 edit
'tis all Sora can do to maintain her barrier in her current state.

Minor: Sustain.
>> No. 3781 edit
File 136020259546.png - (621.23KB , 1143x514 , crewquarters11.png )
3781
Sora keeps the overgrowth alive with all of her focus. The closest spider moves out of its safe haven and poisons Sophie with its venomous bite. The one trapped in the thorny overgrowth still can't leave safely and waits inside.

The giant scorpion is unable to land a solid hit on Melech with its tail, Narerka's arcane link disrupting its focus. The paladin's heavy armor also repels the creature's claw attacks, much to its annoyance.


Sora sustains Wall of Thorns

Webspitter Spider 1 moves to C-20
Webspitter Spider 1 hits Sophie with bite for 8 poison damage and inflicts vulnerable 5 poison until the end of its next turn

Webspitter Spider 4 still can't do jack

Titan Scorpion misses Melech with Tail Whip
Titan Scorpion moves to C-25
Titan Scorpion's Double Attack misses Melech twice


Initiative
Tainya - 30
Vermin Lord - 29
Sora - 26
Webspitter Spider 1 - 22
Webspitter Spider 4 - 21
Titan Scorpion - 20
Narerka - 19
Webspitter Spider 3 - 17
Mature Deathrattle Viper - 17
Melech - 15
Webspitter Spider 2 - 14
Sophie - 13
Kuro - 9

Players
Kuro (C-22) : 52/69 immobilized (save ends), Death Rattle, blinded (save ends)
Melech (C-23) : 51/79 Death Rattle, Majestic Halo
Sophie (C-19) : 51/59 vulnerable 5 poison
Narerka (C-21) : 79/87 Resist 1 all, +2 AC and Reflex
Tainya (C-20) : 26/69 (BLOODIED) Brain Rot stage 1
Sora (E-21) : 63/71 dazed

Enemies
Vermin Lord (C-30) -23 HP partial concealment
Titan Scorpion (C-25) -13 HP slowed, partial concealment
Mature Deathrattle Viper (C-24) -70 HP (BLOODIED) ongoing 5 damage (save ends), dazed and cannot charge, +4 to damage rolls against it and +2 to attack rolls with combat advantage, slowed
Webspitter Spider 1 (C-20)
Webspitter Spider 2 (C-23 elevation 1) -8 HP dazed and cannot charge DEAD
Webspitter Spider 3 (????)
Webspitter Spider 4 (C-29 elevation 2)

Notes
-Entering the train car for the first time requires only one square of movement, regardless of where you enter from. You may need to open a door first, which is a minor action.
-The Vermin Lord's refuge in darkness aura grants partial concealment to allies inside it.
-Webs are difficult terrain, and ending a movement in one will leave you immobilized (save ends).
-Learning more about the creatures you're fighting requires a successful nature check. The Vermin Lord requires a dungeoneering check.
-Wall of Thorns blocks line of sight through its squares except to creatures in adjacent squares, and costs 3 extra squares of movement to enter. A creature that enters the wall's space or starts its turn there takes 1d10+5 damage and ongoing 5 damage (save ends).
-Mature Deathrattle Viper's Death Rattle aura inflicts a -2 penalty to all defenses and saving throws to enemies within it.
>> No. 3783 edit
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3783
Narerka answers to Kuro's commands with a meek smile

"Roger. Don't slack off while I'm busy saving us all, alright ?"

After joking around to try to reassure himself, the half-elf disappears instantly to reappear beside the Titan Scorpion at the entrance of a wagon, and tries to give it a good smashing, but fails miserably

"Curse y- GODDAMNIT"

He then teleports again, this time behind the vermin lord, on the other end of the hallway
and tries to land a hit on the creature


Armathor's step to 25-D

Hellspike Assault, Titan scorpion as Primary Target and I miss with another fucking nat1 : http://orokos.com/roll/91806

Teleport to C-27 thanks to Hellspike assault, with Vermin Lord as Secondary Target with a weak as fuck roll : http://orokos.com/roll/91807

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