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Death by poison.

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4316 No. 4316 edit
Sora looks to be ill at ease, mentioning that "something's wrong." A casual glance out the window confirms that : the entire platform has a tall makeshift fence around it, cutting off access to the inner city. Not that you have any business in Hatheril. The train pulls into the station, ready to pass the town by...
And abruptly stops. A dense barricade of metal and wood has been erected over the path that this particular train is travelling on. An explosion near the caboose rocks the cars as a mound of dirt blocks off any means to pull out of the station. From somewhere up ahead, a gate creaks open, and you can hear the sounds of dozens, maybe a hundred, soldiers marching in unison. Warforged file out the opening, carrying large halberds and scimitars, faces grim.
As the troops surge through the gate, Lance's voice can be heard from a ceiling corner, where an otherwise innocuous box booms,
"This is your conductor speaking. We've hit a minor snag, what with there being a big-ass wall blocking our way. Emergency procedures require that somebody - that's you, Flint - needs to ready the railgun. That is all." All eyes fall on the shifter (save Raki, who is again lost in thought/zoned out), who sighs at the troublesome task imposed on him, saying, "We must make way to the maintenance car. A distraction would certainly be nice."
Expand all images
>> No. 4317 edit
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4317
Nobody saw it happen, but at some point Sora forced open a window and leapt outside. A big wall of brush surrounds her as she climbs up and over the fence, amidst a great deal of angry shouting and threats. When she makes it over the wall, cries of battle and pain drown out everything else, a voice from inside ordering, "Fall back! Stop the intruder!" The assembled warforged push and shove their way through the gates they just came out of, throwing them shut behind them - largely to prevent Sora's escape. It sounds like she's raising all kinds of hell.
Some stragglers remain, though, as there's a series of [b]thumps[b] from up ahead as something heavy lands on the cars, followed by the sound of that something moving closer to your location. Three sets of footsteps minimum.

>> No. 4319 edit
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4319
"I'll handle standing guard here," Mark insists, readying his spear/crossbow. "Somebody else can escort Sir Locke." The task falls upon you, Flint himself readying an antique crossbow. "Ready as I'll ever be." With everything settled, the group proceeds to haul ass, leaping from car rooftop to car rooftop. In spite of his perceived age, Flint has no trouble keeping up with the group.

"Just our luck," Flint spits, the enemies just a hop, skip and charge away at this point. "They're on the maintenance car. Gotta clear 'em out before we can break out of here." Sora's distraction has bought everyone some time, but it can only last so long before reinforcements come.

Initiative
Melech - 27
Tainya - 26
Warforged Zealot - 20
Sophie - 20
Kuro - 18
Warforged Soldier - 18
Narerka - 18
Warforged Alchemist - 16
Flint - 12

Players
Kuro (P-84)
Melech (O-84)
Sophie (O-85)
Narerka (P-85)
Tainya (N-85)

Allies
Flint (Q-85)

Enemies
Warforged Soldier (O-66)
Warforged Alchemist (N-66)
Warforged Zealot (P-66)

Notes
-To cross from one car to the next, you can jump by making an athletics check. You need a result of 10 or higher to clear the gap; if you move at least two squares before the jump (have a running start) then you can double your result.
-Climbing up a ladder to the rooftop of the train requires 3 squares of movement.
-Moving within a square of a conductor stone (the blue pyramid shapes) will cause you to take 15 lightning damage and be slowed until the end of your next turn. If you're within range of more than one conductor stone, the effect stacks.
-Learning more about the warforged requires a successful arcana check.
>> No. 4320 edit
Melech readied himself, sprinted and managed to jump over to the other cart--although, with no help from his armor. He quickly stood back up and ran towards the other end, gripping his sword.

Movement 1: Sprinting and jump. (Athletic check for jumping: http://orokos.com/roll/125019. Lands at O-79?)
Movement 2: 5 spaces over to O-74.
Minor: Virtue, +12 hp

>> No. 4322 edit
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4322
It's a close call, but Melech's running start gives him just enough momentum to leap to the next car. The tiefling closes the distance between himself and the boarding party, finally able to get a good look at them. The group is mostly clad in heavy armor, except for one with a crossbow that wears leather armor instead. The one to his left wields a holy symbol and some sort of throwing disc. The central figure carries a greatsword and is clad in scale armor. All of them have their expressions fixed in an angry scowl, the clerical one pointing at the approaching party and shrieking, "Death to the Defilers!"

Melech just manages to clear the gap and double-moves to O-74
Melech uses virtue and gains 19 temporary hit points and resist 3 all until the start of his next turn


Initiative
Melech - 27
Tainya - 26
Warforged Zealot - 20
Sophie - 20
Kuro - 18
Warforged Soldier - 18
Narerka - 18
Warforged Alchemist - 16
Flint - 12

Players
Kuro (P-84) 69/69 HP
Melech (O-74) 79/79 HP +19 THP resist 3 all until SoNT
Sophie (O-85) 59/59 HP
Narerka (P-85) 87/87 HP
Tainya (N-85) 69/69 HP

Allies
Flint (Q-85) 68/68

Enemies
Warforged Soldier (O-66)
Warforged Alchemist (N-66)
Warforged Zealot (P-66)

Notes
-To cross from one car to the next, you can jump by making an athletics check. You need a result of 10 or higher to clear the gap.
-Climbing up a ladder to the rooftop of the train requires 3 squares of movement.
-Moving within a square of a conductor stone (the blue pyramid shapes) will cause you to take 15 lightning damage and be slowed until the end of your next turn. If you're within range of more than one conductor stone, the effect stacks.
-Learning more about warforged requires a successful arcana check.
>> No. 4323 edit
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4323
Not mincing words at this point, Tainya gracefully leaps over to the next train cart even as she suddenly has a vial of poison in her hand. Immediately after landing she applies it to a crossbow bolt, loads the bolt, and aims.

Move Action: Use ghost on the rooftops to jump to N-79.
Free Action + Minor Action: Pull out spotted toadstool venom and apply to a mundane crossbow bolt.
Standard Action: Ready an action to use a ranged basic attack with the poisoned crossbow bolt on the first enemy to move within 2 squares of Melech.

>> No. 4324 edit
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4324
The agile assassin has no trouble making it to the next cart, able to apply poison to a bolt for her crossbow in midair. When she lands, she's poised and ready to shoot anything that comes too close. One of the warforged moves forward and hurls its runescribed chakram at Melech. The weapon zips by, makes a hard bank in midair, and hurls past him again. The clerical figure attacking him weaves his symbol in the air like a conductor with his baton, the chakram flying in a similar manner. This all happens in the space of a couple seconds before the symbol is brought down, the chakram hurtling toward Melech from above - and missing, rebounding off the train car to return to its owner's hand.

Though he wasn't hit, the paladin feels a burning sensation in his feet. A curse of some sort, perhaps. Regardless, it threatens to worsen significantly if he moves on his own.


Tainya moves to N-79
Tainya applies poison to a crossbow bolt
Tainya readies an action to make a ranged basic attack against the first enemy to move within 2 squares of Melech

Warforged Zealot moves forward to O-69
Warforged Zealot uses Bewildering Chakram and misses Melech; Melech will take damage for each square of movement made during his next turn


Initiative
Melech - 27
Tainya - 26
Warforged Zealot - 20
Sophie - 20
Kuro - 18
Warforged Soldier - 18
Narerka - 18
Flint - 16
Warforged Alchemist - 12

Players
Kuro (P-84) 69/69 HP
Melech (O-74) 79/79 HP +19 THP resist 3 all, 5 psychic damage per square moved during next turn
Sophie (O-85) 59/59 HP
Narerka (P-85) 87/87 HP
Tainya (N-79) 69/69 HP

Allies
Flint (Q-85) 68/68

Enemies
Warforged Soldier (O-66)
Warforged Alchemist (N-66)
Warforged Zealot (O-69)

Notes
-To cross from one car to the next, you can jump by making an athletics check. You need a result of 10 or higher to clear the gap.
-Climbing up a ladder to the rooftop of the train requires 3 squares of movement.
-Moving within a square of a conductor stone (the blue pyramid shapes) will cause you to take 15 lightning damage and be slowed until the end of your next turn. If you're within range of more than one conductor stone, the effect stacks.
-Learning more about warforged requires a successful arcana check.
-Falling from the top of the train car to the asphalt below will cause you to take 2d10 falling damage. Falling onto the platform is only 1d10.
>> No. 4326 edit
Sophie (Arcana) : Warforged are not "alive" in the traditional sense. They are living constructs, which means they don't need to eat, drink, breathe, or sleep, and are immune to most poisons and diseases. Warforged are notably resilient and difficult to bring down, able to draw on a second wind and shake off most malaises (warforged resolve grants 5 THP and a saving throw as a minor action; if used while bloodied, it instead grants 10 THP and a saving throw).

The one wielding the crossbow is a warforged alchemist (level 13 artillery), who attacks from range and uses alchemical poisons and potions. It prefers to stay at a distance, and can slip away from melee if necessary (smokescreen is an immediate interrupt that deals 5 damage to an adjacent attacker and teleports the alchemist up to 5 squares away). If pressed, it will stab enemies with the bayonet on the tip of its crossbow (bayonet is a melee basic attack that deals 3d6+10 damage). This one has prepared two different poisons for the encounter; the first greatly increases a target's sensitivity to injury (on a hit, pain bolt causes attacks against the target to gain a +4 power bonus to damage rolls). The second can potentially take an enemy out of the fight entirely, inflicting a slow death (toxic bolt deals ongoing 10 poison damage; the first time a creature fails a saving throw against it, they are also immobilized; a second failed save knocks the target unconscious).

The one with the greatsword is a warforged soldier (level 13 soldier), whose high defenses make taking it down difficult for those who rely on weapon attacks. Its presence is intimidating, and a person's legs fail them when they meet its gaze (glare is an aura 1 that causes enemies that start their turn in the aura to be slowed until the end of their next turn). It attacks with its greatsword (greatsword is a melee basic attack that marks) and its force of personality (come get some pulls enemies in a close burst 3 adjacent before the soldier attacks them). There's something odd about its weapon, allowing it to attack those who ignore its challenge from a distance (farsmite is an immediate reaction that triggers when a marked enemy attacks somebody else, has a range of 5, and is more accurate than its normal attacks).

The last one is the warforged zealot (level 14 controller), who attacks with divine powers and a sharp throwing ring called a chakram. You've already seen its ability to manipulate its chakram remotely (bewildering chakram can be used at melee range or at ranged 5, and the target takes 5 psychic damage for each square it moves during its next turn). Otherwise it can just hurl the disc at an enemy and knock them back from the force of the blow (reeling chakram deals heavy damage, slides the target up to 2 squares, and knocks it prone; it too can be used as a melee or ranged attack). Enemies that provide cover for attacks are not spared (its slicing chakram trait causes enemies that provide cover to an ally to take damage whether the attack hits the target or not). Finally, it can call upon the power of its faith to drain the spirit from its enemies (divine languor deals damage in an area burst 2 within 10 squares, and enemies hit by it are slowed until they save).


Last edited at 13/07/13(Sat)18:44:22
>> No. 4328 edit
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4328
Swiftly jumping into the battlefield, Kuro's already on the second train by the time he draws his greatspear. Then he shouts to his allies "Come on guys, hop in! We've got some work to do!" before rushing into the nearest warforged.
Battlefront shift and Iaijutsu to shift and jump to P-80.
Move and charge the Warforged Zealot, ending charge in P-71 (34, 12 damage)
http://orokos.com/roll/128883

>> No. 4329 edit
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4329
Kuro rushes forward and is the first to attack the warforged. Drawing his greatspear mid-stride, he charges down the zealot and stabs it from a distance. The creature seethes at him in response, and the warforged soldier gives him a threatening look.

Kuro moves before charging the warforged zealot at P-71 for 12 damage

Initiative
Melech - 27
Tainya - 26
Warforged Zealot - 20
Kuro - 18
Sophie - 20 (delay)
Warforged Soldier - 18
Narerka - 18
Flint - 16
Warforged Alchemist - 12

Players
Kuro (P-71) 69/69 HP
Melech (O-74) 79/79 HP +19 THP resist 3 all, 5 psychic damage per square moved during next turn
Sophie (O-85) 59/59 HP
Narerka (P-85) 87/87 HP
Tainya (N-79) 69/69 HP

Allies
Flint (Q-85) 68/68

Enemies
Warforged Soldier (O-66)
Warforged Alchemist (N-66)
Warforged Zealot (O-69) -12 HP

Notes
-To cross from one car to the next, you can jump by making an athletics check. You need a result of 10 or higher to clear the gap.
-Climbing up a ladder to the rooftop of the train requires 3 squares of movement.
-Moving within a square of a conductor stone (the blue pyramid shapes) will cause you to take 15 lightning damage and be slowed until the end of your next turn. If you're within range of more than one conductor stone, the effect stacks.
-Learning more about warforged requires a successful arcana check.
-Falling from the top of the train car to the asphalt below will cause you to take 2d10 falling damage. Falling onto the platform is only 1d10.

Last edited at 13/07/30(Tue)07:21:14
>> No. 4331 edit
"On my way."
Sophie speeds forward, staff in hand, incanting on the way. She continues muttering while next to Tainya, creating an image of the largely rumored Lord of Blades in the distance, band of warforged following him.
Though not sure the spell will work, Sophie feels sorry for a second, then quickly brightens up from the imminent satisfaction of causing even a single enemy's fall to probable death, not to mention the possibility of a quicker escape.


Move action: Move to O-79 (Athletics check: http://orokos.com/roll/129415 16)
Standard Action: Visions of Avarice at K-69 (http://orokos.com/roll/129417 Alchemist - 29; Soldier - 25; Zealot - 27)

Pull Alchemist to K-68
Pull Soldier to L-69
Pull Zealot to K-69


Last edited at 13/07/31(Wed)23:50:16
>> No. 4332 edit
Inmediate Interrupt: Join the crowd against the Zealot, attempt to slide out of the train to K-68. (24, 21 damage)
http://orokos.com/roll/129418

>> No. 4333 edit
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4333
The eladrin is next to take the fight to the invaders, and does so by conjuring a potent illusion. From the distance comes the sound of a thousand feet stomping in unison. An army, led by a tall figure covered in sharp, spiked armor. To the party, it looks like a heat mirage, wavering and insubstantial. To the warforged, however, it looks solid and convincing. The leader figure gestures to them and speaks. "Brothers!" it booms, beckoning them over, "take my side as we purge the heretics who wronged us!" The lights in the eyes of the afflicted dims slightly as they stagger towards the edge of the car, practically sleepwalking. Then all three fall over the side.

The alchemist and zealot grab the edge at the last second and pull themselves up. The soldier plummets to the ground, just narrowly avoiding being gutted on the blades lining the car, falling into a crumpled heap. It stands up, but is unable to move its legs, which were damaged in the fall and shake below the knees. It seems like it is disabled for now, as not even its powers of endurance can overcome the crippling injury. But lo and behold, not seconds later does the shaking stop, and it is able to move normally again.

It's still in a bad place, though.

Flint follows behind, sighting up the fallen zealot with his heavy crossbow. He sets in a bolt, lines up the shot and snarls,
"This is what I think of you taking out a tab, Mallory!" before letting it fly. The arrow pierces the creature's chest armor and paints a metaphorical (and possibly magical) target on it.

Sophie moves to O-79
Sophie casts Visions of Avarice at K-69; the alchemist and zealot succeed their saving throws and fall prone at M-66 and M-69, respectively and are immobilized (save ends); the soldier fails and falls to L-68, taking 9 falling damage, and is prone and immobilized (save ends)

Warforged Soldier stands from prone
Warforged Soldier uses Warforged Resolve and gains 5 THP, but fails its saving throw against immobilization
Warforged Soldier saves against being immobilized

Flint moves to Q-79
Flint places Hunter's Quarry on the Warforged Zealot
Flint uses Sure Shot against the Warforged Zealot for 25 36 damage and uses the daily power on his Targeting Superior Crossbow: until the end of his next turn, the party can roll twice on attack rolls against the zealot and use either result


Initiative
Melech - 27
Tainya - 26
Warforged Zealot - 20
Kuro - 18
Sophie - 20 (delay)
Warforged Soldier - 18
Flint - 16
Narerka - 18 (delay)
Warforged Alchemist - 12

Players
Kuro (P-71) 69/69 HP
Melech (O-74) 79/79 HP +19 THP resist 3 all, 5 psychic damage per square moved during next turn
Sophie (O-79) 59/59 HP
Narerka (P-85) 87/87 HP
Tainya (N-79) 69/69 HP

Allies
Flint (Q-79) 68/68

Enemies
Warforged Soldier (L-68, ground level) -9 HP +5 THP
Warforged Alchemist (M-66) prone, immobilized
Warforged Zealot (M-69) -48 HP prone, immobilized, roll twice on attacks against

Notes
-To cross from one car to the next, you can jump by making an athletics check. You need a result of 10 or higher to clear the gap.
-Climbing up a ladder to the rooftop of the train requires 3 squares of movement.
-Moving within a square of a conductor stone (the blue pyramid shapes) will cause you to take 15 lightning damage and be slowed until the end of your next turn. If you're within range of more than one conductor stone, the effect stacks.
-Learning more about warforged requires a successful arcana check.
-Falling from the top of the train car to the asphalt below will cause you to take 2d10 falling damage. Falling onto the platform is only 1d10.

Last edited at 13/08/01(Thu)18:36:01
>> No. 4334 edit
test
>> No. 4335 edit
test
>> No. 4336 edit
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4336
The eladrin is next to take the fight to the invaders, and does so by conjuring a potent illusion. From the distance comes the sound of a thousand feet stomping in unison. An army, led by a tall figure covered in sharp, spiked armor. To the party, it looks like a heat mirage, wavering and insubstantial. To the warforged, however, it looks solid and convincing. The leader figure gestures to them and speaks. "Brothers!" it booms, beckoning them over, "take my side as we purge the heretics who wronged us!" The lights in the eyes of the afflicted dims slightly as they stagger towards the edge of the car, practically sleepwalking. Then all three fall over the side.

The alchemist and zealot grab the edge at the last second and pull themselves up. The soldier plummets to the ground, just narrowly avoiding being gutted on the blades lining the car, falling into a crumpled heap. It stands up, but is unable to move its legs, which were damaged in the fall and shake below the knees. It seems like it is disabled for now, as not even its powers of endurance can overcome the crippling injury. But lo and behold, not seconds later does the shaking stop, and it is able to move normally again. It's still in a bad place, though. Flint follows behind, sighting up the fallen zealot with his heavy crossbow. He sets in a bolt, lines up the shot and snarls,
"This is what I think of you taking out a tab, Mallory!" before letting it fly. The arrow pierces the creature's chest armor and paints a metaphorical (and possibly magical) target on it.

Sophie moves to O-79
Sophie casts Visions of Avarice at K-69; the alchemist and zealot succeed their saving throws and fall prone at M-66 and M-69, respectively and are immobilized (save ends); the soldier fails and falls to L-68, taking 9 falling damage, and is prone and immobilized (save ends)


Warforged Soldier stands from prone
Warforged Soldier uses Warforged Resolve and gains 5 THP, but fails its saving throw against immobilization
Warforged Soldier saves against being immobilized


Flint moves to Q-79
Flint places Hunter's Quarry on the Warforged Zealot
Flint uses Sure Shot against the Warforged Zealot for 25 36 damage and uses the daily power on his Targeting Superior Crossbow: until the end of his next turn, the party can roll twice on attack rolls against the zealot and use either result


Initiative
Melech - 27
Tainya - 26
Warforged Zealot - 20
Kuro - 18
Sophie - 20 (delay)
Warforged Soldier - 18
Flint - 16
Narerka - 18 (delay)
Warforged Alchemist - 12

Players
Kuro (P-71) 69/69 HP
Melech (O-74) 79/79 HP +19 THP resist 3 all, 5 psychic damage per square moved during next turn
Sophie (O-79) 59/59 HP
Narerka (P-85) 87/87 HP
Tainya (N-79) 69/69 HP

Allies
Flint (Q-79) 68/68

Enemies
Warforged Soldier (L-68, ground level) -9 HP +5 THP
Warforged Alchemist (M-66) prone, immobilized
Warforged Zealot (M-69) -48 HP prone, immobilized, roll twice on attacks against

Notes
-To cross from one car to the next, you can jump by making an athletics check. You need a result of 10 or higher to clear the gap.
-Climbing up a ladder to the rooftop of the train requires 3 squares of movement.
-Moving within a square of a conductor stone (the blue pyramid shapes) will cause you to take 15 lightning damage and be slowed until the end of your next turn. If you're within range of more than one conductor stone, the effect stacks.
-Learning more about warforged requires a successful arcana check.
-Falling from the top of the train car to the asphalt below will cause you to take 2d10 falling damage. Falling onto the platform is only 1d10.

Last edited at 13/08/01(Thu)19:04:38
>> No. 4337 edit
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4337
>>4336
"Don't count me out !"
Eagerly waiting for a bit of action, Narerka follows and jumps to the next car.

Move to P73 by using the standard action as a move action in addition to the standard move action or whatever.
Atlethics check : http://orokos.com/roll/129847 (23)
Also enter stance impenetrable warding


Last edited at 13/08/03(Sat)12:00:27
>> No. 4338 edit
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4338
Narerka is the last to move up, the air around him growing thick as he taps into his warding for even greater defensive powers. The alchemist sees him as an easy enough target. As soon as it stands up, it lets loose a poisonous bolt at him, which is split down the middle by Flint before pinning the warforged in the shoulder. It just can't seem to shake the hold that the illusion has over it, and has to will its legs not to move toward the illusion of their leader.

Narerka moves to P-73
Narerka enters the Impenetrable Warding swordmage stance, applying his Swordmage Warding bonus to his other defenses

Warforged Alchemist stands from prone
Warforged Alchemist targets Narerka with Toxic Bolt, but is just barely interrupted by Flint's Disruptive Strike; the alchemist takes 20 damage
Warforged Alchemist uses Warforged Resolve to gain 5 THP and make a saving throw against immobilization; it fails its save now and at the end of its turn, remaining immobilized

Melech's Virtuous Recovery wears off at the start of his turn


Initiative
Melech - 27
Tainya - 26
Warforged Zealot - 20
Kuro - 18
Sophie - 20 (delay)
Warforged Soldier - 18
Flint - 16
Narerka - 18 (delay)
Warforged Alchemist - 12

Players
Kuro (P-71) 69/69 HP
Melech (O-74) 79/79 HP +19 THP 5 psychic damage per square moved during next turn
Sophie (O-79) 59/59 HP
Narerka (P-73) 87/87 HP Impenetrable Warding (+3 to Fort, Ref, Will)
Tainya (N-79) 69/69 HP

Allies
Flint (Q-79) 68/68

Enemies
Warforged Soldier (L-68, ground level) -9 HP +5 THP
Warforged Alchemist (M-66) -20 HP +5 THP immobilized
Warforged Zealot (M-69) -48 HP prone, immobilized, roll twice on attacks against

Notes
-To cross from one car to the next, you can jump by making an athletics check. You need a result of 10 or higher to clear the gap.
-Climbing up a ladder to the rooftop of the train requires 3 squares of movement.
-Moving within a square of a conductor stone (the blue pyramid shapes) will cause you to take 15 lightning damage and be slowed until the end of your next turn. If you're within range of more than one conductor stone, the effect stacks.
-Learning more about warforged requires a successful arcana check.
-Falling from the top of the train car to the asphalt below will cause you to take 2d10 falling damage. Falling onto the platform is only 1d10.
>> No. 4340 edit
"Might as well get out of our way, you heathens."

Melech teleported over to the Zealot and pushed up against him with his shield, although missing.

Minor: Divine Challenge
Move: Winter's Arrival to N-69
Standard: Bull Rush Attack at Zealot. http://orokos.com/roll/130448 (Sry, -12 on both attacks.) (Atk: 15; Atk: 9)

>> No. 4341 edit
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4341
Melech challenges the zealot to face him before vanishing from sight. A chill wind blows toward the zealot before Melech re-emerges, and the ground nearby is covered in thick snow. Putting the weight of his body behind his shield, Melech attempts to push the warforged from the platform. However, the zealot is just too heavy for him to move.

Melech marks the Warforged Zealot with divine challenge
Melech uses Walk through Winter to teleport adjacent to the zealot; adjacent squares are difficult terrain until the end of his next turn
Melech attempts a bull rush but fails to hit both times


Initiative
Melech - 27
Tainya - 26
Warforged Zealot - 20
Kuro - 18
Sophie - 20 (delay)
Warforged Soldier - 18
Flint - 16
Narerka - 18 (delay)
Warforged Alchemist - 12

Players
Kuro (P-71) 69/69 HP
Melech (N-69) 79/79 HP +19 THP
Sophie (O-79) 59/59 HP
Narerka (P-73) 87/87 HP Impenetrable Warding (+3 to Fort, Ref, Will)
Tainya (N-79) 69/69 HP

Allies
Flint (Q-79) 68/68

Enemies
Warforged Soldier (L-68, ground level) -9 HP +5 THP
Warforged Alchemist (M-66) -20 HP +5 THP immobilized
Warforged Zealot (M-69) -48 HP prone, immobilized, roll twice on attacks against, divine challenge

Notes
-To cross from one car to the next, you can jump by making an athletics check. You need a result of 10 or higher to clear the gap.
-Climbing up a ladder to the rooftop of the train requires 3 squares of movement.
-Moving within a square of a conductor stone (the blue pyramid shapes) will cause you to take 15 lightning damage and be slowed until the end of your next turn. If you're within range of more than one conductor stone, the effect stacks.
-Learning more about warforged requires a successful arcana check.
-Falling from the top of the train car to the asphalt below will cause you to take 2d10 falling damage. Falling onto the platform is only 1d10.
>> No. 4342 edit
File 134982258768.gif - (304.59KB , 330x331 , akari~n.gif )
4342
Taking advantage of the weakness inflicted by Flint's crossbow, and her proficiency in attacking prone targets, Tainya lets loose a shot with her poisoned bolt. As she fires, she whispers, "Tonko." Gray shadows leap from her feet, enveloping the elf's entire form briefly before she vanishes from sight completely. She may have then moved, but it's difficult to say for sure. Either way, she's still out there, though who's to say where, exactly?

Standard Action: Ranged Basic Attack vs. Warforged Zealot, (32, 33), hit deals 18 damage and the target is weakened until the end of my next turn. http://orokos.com/roll/130466
Minor Action: Use cloak of shades, invisible to all enemies more than 5 squares away, concealment if they come closer, until end of next turn.
Move Action: Move to P-77, stealth check to hide: (39) http://orokos.com/roll/130467

>> No. 4343 edit
File 137598085927.png - (0.99MB , 970x525 , blockade8.png )
4343
Tainya's poisoned bolt hits its target and cripples the warforged; in spite of its immunity to poison, Tainya's concoction manages to infect it as though it were flesh and blood. The assassin fades from view shortly after, moving in somewhat closer. The warforged is tough, however; it's not even winded yet, and after drawing on its inherent inner strength, lashes out with its chakram. It hits Melech dead on with enough force to send him flying back several feet. At least the attack didn't hurt as much as it could have.

Tainya hits the Warforged Zealot for 18 damage, and it is weakened until the end of her next turn
Tainya uses cloak of shades before moving to P-77; she is now hidden

Warforged Zealot stands from prone
Warforged Zealot uses Warforged Resolve and gains 5 temporary hit points, but fails its saving throw
Warforged Zealot uses Reeling Chakram from melee and hits Melech for 19 damage (reduced from 38); as an effect, it pushes Melech to P-70 and knocks him prone
Warforged Zealot saves against being immobilized


Initiative
Melech - 27
Tainya - 26
Warforged Zealot - 20
Kuro - 18
Sophie - 20 (delay)
Warforged Soldier - 18
Flint - 16
Narerka - 18 (delay)
Warforged Alchemist - 12

Players
Kuro (P-71) 69/69 HP
Melech (P-70) 79/79 HP prone
Sophie (O-79) 59/59 HP
Narerka (P-73) 87/87 HP Impenetrable Warding (+3 to Fort, Ref, Will)
Tainya (P-77) 69/69 HP cloak of shades, hidden

Allies
Flint (Q-79) 68/68

Enemies
Warforged Soldier (L-68, ground level) -9 HP +5 THP
Warforged Alchemist (M-66) -20 HP +5 THP immobilized
Warforged Zealot (M-69) -66 HP +5 THP roll twice on attacks against, divine challenge, weakened

Notes
-To cross from one car to the next, you can jump by making an athletics check. You need a result of 10 or higher to clear the gap.
-Climbing up a ladder to the rooftop of the train requires 3 squares of movement.
-Moving within a square of a conductor stone (the blue pyramid shapes) will cause you to take 15 lightning damage and be slowed until the end of your next turn. If you're within range of more than one conductor stone, the effect stacks.
-Learning more about warforged requires a successful arcana check.
-Falling from the top of the train car to the asphalt below will cause you to take 2d10 falling damage. Falling onto the platform is only 1d10.
>> No. 4344 edit
"Get out of the way!" shouts Kuro, as he charges against the weakened Zealot.
Move to N-69
Warlord's strike! Extra 5 damage to allies when they hit the zealot.(34 | 33: 22 damage)
http://orokos.com/roll/130557

>> No. 4345 edit
File 137599336322.png - (0.98MB , 970x525 , blockade9.png )
4345
Kuro moves through the sudden snowbank and strikes with his spear. The accurate attack deals significant damage, and the warforged finally shows signs of fatigue. Kuro's attack briefly exposes a weak point on the creature as well. At this rate, it may not survive long enough to fall off the side of the rail.

Kuro moves to N-69
Kuro hits with Warlord's Strike for 22 damage, BLOODYING it; attacks against it deal an additional 5 damage


Initiative
Melech - 27
Tainya - 26
Warforged Zealot - 20
Kuro - 18
Sophie - 20 (delay)
Warforged Soldier - 18
Flint - 16
Narerka - 18 (delay)
Warforged Alchemist - 12

Players
Kuro (N-69) 69/69 HP
Melech (P-70) 79/79 HP prone
Sophie (O-79) 59/59 HP
Narerka (P-73) 87/87 HP Impenetrable Warding (+3 to Fort, Ref, Will)
Tainya (P-77) 69/69 HP cloak of shades, hidden

Allies
Flint (Q-79) 68/68

Enemies
Warforged Soldier (L-68, ground level) -9 HP +5 THP
Warforged Alchemist (M-66) -20 HP +5 THP immobilized
Warforged Zealot (M-69) -88 HP (BLOODIED) roll twice on attacks against, divine challenge, weakened, +5 to damage rolls against

Notes
-To cross from one car to the next, you can jump by making an athletics check. You need a result of 10 or higher to clear the gap.
-Climbing up a ladder to the rooftop of the train requires 3 squares of movement.
-Moving within a square of a conductor stone (the blue pyramid shapes) will cause you to take 15 lightning damage and be slowed until the end of your next turn. If you're within range of more than one conductor stone, the effect stacks.
-Learning more about warforged requires a successful arcana check.
-Falling from the top of the train car to the asphalt below will cause you to take 2d10 falling damage. Falling onto the platform is only 1d10.
>> No. 4346 edit
"Now, let's see if these stubborn ones will also fall..."


Sustain visions of Avarice, all enemies (+secondary attack) http://orokos.com/roll/130585 http://orokos.com/roll/130586 Alchemist: 24 Soldier: 19 Zealot: 21/33)

Hypnotism on Warforged Zealot: http://orokos.com/roll/130588 (25)

>> No. 4347 edit
File 137610032995.png - (730.44KB , 928x409 , blockade10.png )
4347
The warforged are drawn to the illusion of their leader again, and this time the alchemist falls to the ground in a heap. In spite of Sophie's assaults on its mind, the zealot still refuses to move at all. Able to move now, the soldier climbs the railing and makes it back onto the train's lower level.

Flint fires off several shots in rapid succession at the zealot, one going wild while two find purchase. The force of the shots finally pushes it from the ledge, and it falls to the ground in a crumpled heap. With no immediate threats, he dashes back toward the entrance of the storage car, telling the party,
"This'll take some time to fire up. I'm counting on you all to keep them off my back."

Sophie sustains Visions of Avarice, drawing Warforged Alchemist; Warforged Alchemist plummets and takes 9 falling damage; Warforged Zealot resists but falls prone; it misses Warforged Soldier

Warforged Zealot also resists Hypnosis

Warforged Soldier moves to O-64

Flint uses Jarring Salvo and hits Warforged Zealot for 22 damage, misses, and 14 damage; the zealot saves against the first push, but fails its save against the next push, falling and taking 12 damage. This kills it
Flint moves to O-81 and opens the door to the current car as a minor action


Initiative
Melech - 27
Tainya - 26
Warforged Zealot - 20
Kuro - 18
Sophie - 20 (delay)
Warforged Soldier - 18
Flint - 16
Narerka - 18 (delay)
Warforged Alchemist - 12

Players
Kuro (N-69) 69/69 HP
Melech (P-70) 79/79 HP prone
Sophie (O-79) 59/59 HP
Narerka (P-73) 87/87 HP Impenetrable Warding (+3 to Fort, Ref, Will)
Tainya (P-77) 69/69 HP cloak of shades, hidden

Allies
Flint (O-81) 68/68

Enemies
Warforged Soldier (O-64) -9 HP +5 THP
Warforged Alchemist (L-66, ground level) -29 HP immobilized, prone
Warforged Zealot (L-69) -146 HP (BLOODIED) roll twice on attacks against, divine challenge
, weakened, +5 to damage rolls against DEAD

Notes
-To cross from one car to the next, you can jump by making an athletics check. You need a result of 10 or higher to clear the gap.
-Climbing up a ladder to the rooftop of the train requires 3 squares of movement.
-Moving within a square of a conductor stone (the blue pyramid shapes) will cause you to take 15 lightning damage and be slowed until the end of your next turn. If you're within range of more than one conductor stone, the effect stacks.
-Learning more about warforged requires a successful arcana check.
-Falling from the top of the train car to the asphalt below will cause you to take 2d10 falling damage. Falling onto the platform is only 1d10.

Last edited at 13/08/09(Fri)19:24:28
>> No. 4349 edit
File 137633733619.jpg - (124.41KB , 1050x720 , 1374865822163.jpg )
4349
"Don't even dream about running away buddy !"

All fired up, Narerka reduces the distance with the soldier. Without any prior warning, he disappears in a flurry of thunder, reappearing besides the Soldier, sword and thunder alike headed towards the foe.

Move to P-67
Use Dimensional Thunder on Warforged Soldier (teleport to o-65)
Attack roll : http://orokos.com/roll/130991 (27)
Damage roll : http://orokos.com/roll/130992 (9)
Cast aegis of shielding on warforged soldier

>> No. 4351 edit
File 137641942946.png - (764.65KB , 928x409 , blockade11.png )
4351
Narerka briefly steps between dimensions, disappearing from sight. Not a moment passes before he reemerges before the soldier, a thundering crash following his sword strike. While his attack itself whiffs on impact, the shockwave leaves it shaken to its very core. Narerka finishes forming an arcane link with it just as the alchemist manages to stand. Unable to move, its shot hits the side of the car instead of its intended target. It can only stand there impotently for now.

Narerka moves to P-67
Narerka hits Warforged Soldier with Dimensional Thunder for 9 thunder damage plus ongoing 5 thunder damage (save ends)
Narerka marks Warforged Soldier with his swordmage aegis

Warforged Alchemist stands from prone
Warforged Alchemist misses Narerka with Pain Bolt
Warforged Alchemist fails its saving throw against being immobilized


Initiative
Melech - 27
Tainya - 26
Warforged Zealot - 20
Kuro - 18
Sophie - 20 (delay)
Warforged Soldier - 18
Flint - 16
Narerka - 18 (delay)
Warforged Alchemist - 12

Players
Kuro (N-69) 69/69 HP
Melech (P-70) 79/79 HP prone
Sophie (O-79) 59/59 HP
Narerka (P-64) 87/87 HP Impenetrable Warding (+3 to Fort, Ref, Will)
Tainya (P-77) 69/69 HP cloak of shades, hidden

Allies
Flint (O-81) 68/68

Enemies
Warforged Soldier (O-64) -13 HP ongoing 5 thunder damage (save ends), swordmage aegis
Warforged Alchemist (L-66, ground level) -29 HP immobilized, prone
Warforged Zealot (L-69) -146 HP (BLOODIED) roll twice on attacks against, divine challenge, weakened, +5 to damage rolls against DEAD

Notes
-To cross from one car to the next, you can jump by making an athletics check. You need a result of 10 or higher to clear the gap.
-Climbing up a ladder to the rooftop of the train requires 3 squares of movement.
-Moving within a square of a conductor stone (the blue pyramid shapes) will cause you to take 15 lightning damage and be slowed until the end of your next turn. If you're within range of more than one conductor stone, the effect stacks.
-Learning more about warforged requires a successful arcana check.
-Falling from the top of the train car to the asphalt below will cause you to take 2d10 falling damage. Falling onto the platform is only 1d10.
>> No. 4352 edit
File 137669529646.png - (844.66KB , 858x519 , blockade12.png )
4352
The stalwart paladin picks himself up and roars. His battle cry marks the alchemist as an enemy in the eyes of Kord, placing his divine mark on the warforged. Melech then moves further into the fray.

Melech stands from prone
Melech uses Paladin's Wrath, subjecting Warforged Alchemist to his divine sanction until the end of Melech's next turn
Melech moves to O-67


Initiative
Melech - 27
Tainya - 26
Warforged Zealot - 20
Kuro - 18
Sophie - 20 (delay)
Warforged Soldier - 18
Flint - 16
Narerka - 18 (delay)
Warforged Alchemist - 12

Players
Kuro (N-69) 69/69 HP
Melech (O-67) 79/79 HP
Sophie (O-79) 59/59 HP
Narerka (P-64) 87/87 HP Impenetrable Warding (+3 to Fort, Ref, Will)
Tainya (P-77) 69/69 HP cloak of shades, hidden

Allies
Flint (O-81) 68/68

Enemies
Warforged Soldier (O-64) -13 HP ongoing 5 thunder damage (save ends), swordmage aegis
Warforged Alchemist (L-66, ground level) -29 HP immobilized, divine sanction
Warforged Zealot (L-69) -146 HP (BLOODIED) roll twice on attacks against, divine challenge
, weakened, +5 to damage rolls against DEAD

Notes
-To cross from one car to the next, you can jump by making an athletics check. You need a result of 10 or higher to clear the gap.
-Climbing up a ladder to the rooftop of the train requires 3 squares of movement.
-Moving within a square of a conductor stone (the blue pyramid shapes) will cause you to take 15 lightning damage and be slowed until the end of your next turn. If you're within range of more than one conductor stone, the effect stacks.
-Learning more about warforged requires a successful arcana check.
-Falling from the top of the train car to the asphalt below will cause you to take 2d10 falling damage. Falling onto the platform is only 1d10.
>> No. 4353 edit
File 135043734378.gif - (831.27KB , 500x281 , 1345008047123.gif )
4353
Lightly creeping across the battlefield, Tainya takes advantage of her invisibility to launch a well-aimed bolt at the grounded warforged, aiming for vital components, and then quickly loads her crossbow with a freezing arrow for a follow-up shot.

Move Action: Move to N-71. Stealth check to hide: http://orokos.com/roll/131664 (30), taking into account -5 penalty from moving.
Standard Action: Ranged basic attack against the warforged alchemist, 31 to hit for 42 damage (use Assassin's Strike and Sneak Attack) http://orokos.com/roll/131665
Minor Action: Load crossbow with frost arrow, Hidden Shot against warforged aclehmist, 25 to hit for 18 damage, 7 of which is cold damage, if its not bloodied subtract 1 damage. http://orokos.com/roll/131666

>> No. 4354 edit
File 137679485280.png - (844.67KB , 858x519 , blockade13.png )
4354
Tainya moves invisibly, her shadow magic keeping her obscured. Where once there was nothing, there is now a crossbow bolt sticking out of the alchemist's neck. Its eyes flicker as it starts to lose power, and Tainya quickly pegs it with a cold-infused bolt. It seems to be on the verge of shutting down, but it seems intent to fight to the death.

Tainya moves to N-71 and remains hidden
Tainya's attacks deal a total of 60 damage, bloodying the Warforged Alchemist


Initiative
Melech - 27
Tainya - 26
Warforged Zealot - 20
Kuro - 18
Sophie - 20 (delay)
Warforged Soldier - 18
Flint - 16
Narerka - 18 (delay)
Warforged Alchemist - 12

Players
Kuro (N-69) 69/69 HP
Melech (O-67) 79/79 HP
Sophie (O-79) 59/59 HP
Narerka (P-64) 87/87 HP Impenetrable Warding (+3 to Fort, Ref, Will)
Tainya (N-71) 69/69 HP

Allies
Flint (O-81) 68/68

Enemies
Warforged Soldier (O-64) -13 HP ongoing 5 thunder damage (save ends), swordmage aegis
Warforged Alchemist (L-66, ground level) -89 HP (BLOODIED) immobilized, divine sanction
Warforged Zealot (L-69) -146 HP (BLOODIED)[/red] roll twice on attacks against, divine challenge, weakened, +5 to damage rolls against DEAD

Notes
-To cross from one car to the next, you can jump by making an athletics check. You need a result of 10 or higher to clear the gap.
-Climbing up a ladder to the rooftop of the train requires 3 squares of movement.
-Moving within a square of a conductor stone (the blue pyramid shapes) will cause you to take 15 lightning damage and be slowed until the end of your next turn. If you're within range of more than one conductor stone, the effect stacks.
-Learning more about warforged requires a successful arcana check.
-Falling from the top of the train car to the asphalt below will cause you to take 2d10 falling damage. Falling onto the platform is only 1d10.
>> No. 4355 edit
File 137685603538.jpg - (57.26KB , 640x480 , 1303927259229.jpg )
4355
"I won't stand for long!" shouts the Warlord, infusing Tainya with some energy to attack again.
Then he walks to the soldier and stands still in front of him, giving him a scary glance.

Direct the attack, grant Tainya an attack against the Alchemist.
Move to O-65

>> No. 4356 edit
File 137687850933.gif - (579.11KB , 500x282 , 1376023842874.gif )
4356
A bit distracted by the din of battle, Tainya nearly misses her chance to shoot another bolt at the alchemist, and in her haste to seize the opportunity doesn't aim very well.

Ranged Basic Attack against the alchemist, 22 to hit for 22 damage. http://orokos.com/roll/131769
>> No. 4357 edit
File 137693214633.png - (843.68KB , 858x519 , blockade14.png )
4357
In spite of finding an opening to attack, Tainya is unable to land her shot. The walord moves toward the soldier and glares at it.

It glares back harder.


Initiative
Melech - 27
Tainya - 26
Warforged Zealot - 20
Kuro - 18
Sophie - 20 (delay)
Warforged Soldier - 18
Flint - 16
Narerka - 18 (delay)
Warforged Alchemist - 12

Players
Kuro (O-65) 69/69 HP
Melech (O-67) 79/79 HP
Sophie (O-79) 59/59 HP
Narerka (P-64) 87/87 HP Impenetrable Warding (+3 to Fort, Ref, Will)
Tainya (N-71) 69/69 HP

Allies
Flint (O-81) 68/68

Enemies
Warforged Soldier (O-64) -13 HP ongoing 5 thunder damage (save ends), swordmage aegis
Warforged Alchemist (L-66, ground level) -89 HP (BLOODIED) immobilized, divine sanction
Warforged Zealot (L-69) -146 HP (BLOODIED) roll twice on attacks against, divine challenge, weakened, +5 to damage rolls against DEAD


Notes
-To cross from one car to the next, you can jump by making an athletics check. You need a result of 10 or higher to clear the gap.
-Climbing up a ladder to the rooftop of the train requires 3 squares of movement.
-Moving within a square of a conductor stone (the blue pyramid shapes) will cause you to take 15 lightning damage and be slowed until the end of your next turn. If you're within range of more than one conductor stone, the effect stacks.
-Learning more about warforged requires a successful arcana check.
-Falling from the top of the train car to the asphalt below will cause you to take 2d10 falling damage. Falling onto the platform is only 1d10.

Last edited at 13/08/19(Mon)10:09:06
>> No. 4358 edit
Sophie once again keeps her illusion going, this time also getting closer to the rest of the party.
"Hopefully, I'll manage hit both with something different soon..."


Move to O-73.
Minor action: Visions of Avarice (secondary/sustain) - http://orokos.com/roll/132496

>> No. 4360 edit
Sophie's persisent illusion draws in the warforged again, the soldier once again falling from the train.

Sophie moves to O-73
Sophie hits both the alchemist and the soldier with the sustain effect for Visions of Avarice; the alchemist is pulled to K-69, the soldier is pulled to N-64 and falls to the ground

>> No. 4361 edit
"Well, that didn't really work out."

Sophie proceeds to attempt dazing the soldier.

Maze of Mirrors on soldier (19) http://orokos.com/roll/132497
>> No. 4363 edit
File 13774865229.png - (815.30KB , 952x443 , blockade15.png )
4363
Sophie traps the persistent warforged in an illusory maze, and leaves it swinging blindly. Unable to shake the tremors rattling its body apart, it can only stand up and attempt to strike at Narerka - and miss.

A hissing sound from inside the car draws attention towards the roof, where an opening that wasn't there before is filled by the 'anti-theft measures' mentioned before. Flint sits comfortably at the helm behind the contraption, peers through a targeting reticule, and pulls a trigger. A metal rod zips past the combatants and hits the far wall, pulverizing a large chunk of it with a huge, fiery explosion. Flint doesn't seem terribly excited at the display of destruction, though you can hear a stir from the other side of the wall that Sora leapt over earlier.

The train revs up in response. It seems Lance was waiting for that and is about ready to take off again.


Sophie casts Maze of Mirrors and, since she can't target both creatures, hits the soldier; the Warforged Soldier is immobilized and takes a -4 penalty to attack rolls until the end of Sophie's next turn

Warforged Soldier takes 5 thunder damage
The Warforged Soldier stands from prone
Warforged Soldier misses with greatsword and marks Narerka until the end of its next turn
Warforged Soldier fails its save against ongoing damage

Flint disappears from sight
Flint opens the top hatch with a minor action
Flint raises the apparatus; the rail gun now has line of sight/effect to the barrier
Flint spends an action point! Flint uses exploding bolt on the barrier, destroying a 10 x 10 square portion of the barrier


Initiative
Melech - 27
Tainya - 26
Warforged Zealot - 20
Kuro - 18
Sophie - 20 (delay)
Warforged Soldier - 18
Flint - 16
Narerka - 18 (delay)
Warforged Alchemist - 12

Players
Kuro (O-65) 69/69 HP
Melech (O-67) 79/79 HP
Sophie (O-79) 59/59 HP
Narerka (P-64) 87/87 HP Impenetrable Warding (+3 to Fort, Ref, Will)
Tainya (N-71) 69/69 HP

Allies
Flint (O-77) 68/68
Rail Gun mounted

Enemies
Warforged Soldier (N-64) -18 HP ongoing 5 thunder damage (save ends), swordmage aegis, immobilized and -4 to attack rolls
Warforged Alchemist (L-66, ground level) -89 HP (BLOODIED) immobilized, divine sanction
Warforged Zealot (L-69) -146 HP (BLOODIED) roll twice on attacks against, divine challenge, weakened, +5 to damage rolls against DEAD[/red]

Notes
-To cross from one car to the next, you can jump by making an athletics check. You need a result of 10 or higher to clear the gap.
-Climbing up a ladder to the rooftop of the train requires 3 squares of movement.
-Moving within a square of a conductor stone (the blue pyramid shapes) will cause you to take 15 lightning damage and be slowed until the end of your next turn. If you're within range of more than one conductor stone, the effect stacks.
-Learning more about warforged requires a successful arcana check.
-Falling from the top of the train car to the asphalt below will cause you to take 2d10 falling damage. Falling onto the platform is only 1d10.
>> No. 4364 edit
File 137762475859.gif - (673.99KB , 480x270 , 1377426174542.gif )
4364
The half-elf takes pleasure in seeing his foe missing him several times. Surely, must be because for once he's on the good side of the deal. Grinning arrogantly to the alchemist's face, Narerka summons a psychic wave, blast the poor lad away onto the ground.

"See ya chav, don't come back until you bought a ticket !"

Beguiling Strands on warforged alchemist. Push him to K-64. (Or only one since he falls ? Was that it ?
Attack roll : http://orokos.com/roll/133397 (30)

Also move to M-66

>> No. 4365 edit
File 137764507055.png - (800.98KB , 952x443 , blockade16.png )
4365
The soldier is forced to throw itself back in the face of Narerka's potent illusion, putting a fair amount of space between it and the car. The train surges forward, passing through the opening. Behind you, the gate is thrown open and enemies surge out, chasing down the caboose and yelling threats. They're quickly repulsed by the conductor stones, and soon the city is far behind you.

Narerka hits the Warforged Soldier with Beguiling Strands, pushing him back several squares

The Lightning Rail moves ahead 60 squares (not shown)


Initiative
Melech - 27
Tainya - 26
Warforged Zealot - 20
Kuro - 18
Sophie - 20 (delay)
Warforged Soldier - 18
Flint - 16
Narerka - 18 (delay)
Warforged Alchemist - 12
Lightning Rail

Players
Kuro (O-65) 69/69 HP
Melech (O-67) 79/79 HP
Sophie (O-79) 59/59 HP
Narerka (M-66) 87/87 HP Impenetrable Warding (+3 to Fort, Ref, Will)
Tainya (N-71) 69/69 HP

Allies
Flint (O-77) 68/68
Arcane Railgun mounted

Enemies
Warforged Soldier (K-64) -18 HP ongoing 5 thunder damage (save ends), swordmage aegis, immobilized and -4 to attack rolls
Warforged Alchemist (L-66, ground level) -89 HP (BLOODIED) immobilized, divine sanction
Warforged Zealot (L-69) -146 HP (BLOODIED) roll twice on attacks against, divine challenge, weakened, +5 to damage rolls against DEAD

Notes
-To cross from one car to the next, you can jump by making an athletics check. You need a result of 10 or higher to clear the gap.
-Climbing up a ladder to the rooftop of the train requires 3 squares of movement.
-Moving within a square of a conductor stone (the blue pyramid shapes) will cause you to take 15 lightning damage and be slowed until the end of your next turn. If you're within range of more than one conductor stone, the effect stacks.
-Learning more about warforged requires a successful arcana check.
-Falling from the top of the train car to the asphalt below will cause you to take 2d10 falling damage. Falling onto the platform is only 1d10.
>> No. 4366 edit
Audio 3-09-and-other.mp3 - (495.64KB )
4366
Healing Surges Spent:
Melech : 1

Remaining Hit Points:
Kuro (O-65) 69/69 HP
Melech (O-67) 79/79 HP
Sophie (O-79) 59/59 HP
Narerka (M-66) 87/87 HP
Tainya (N-71) 69/69 HP
>> No. 4367 edit
File 137771410358.png - (837.96KB , 893x506 , touhounerd.png )
4367
"Way to go, Flint!" Celebrates Kuro, wondering if they will allow them to return to the inside of the cart, not enjoying his actual ride.
>> No. 4368 edit
File 13674403394.gif - (1.54MB , 480x270 , 1364330915471.gif )
4368
Tainya silently wipes her brow, stows away her crossbow, and looks to Flint for further instruction.
>> No. 4369 edit
File 137778995566.png - (716.75KB , 952x443 , rakiisdead1.png )
4369
With the threat gone, Flint lowers the platform for the 'anti-theft measures' back through the hatch, which slides shut with a hiss. He reemerges from the door, calling to the others, "With all that out of the way, I think we should rejoin the group." Considering that's what you were hired for - watching over your charges - everyone agrees that this is a good idea and heads back to the dining car. When asked about where he found the time to be as good at archery as he is, Flint mostly shrugs off the responses, saying he usually practiced with a training target. They wouldn't let him take one on this trip.

Once again you pass by the grisly scene of Cidri's murder and decapitation. Flint doesn't even give it a second glance, forcing himself to stare ahead. Those of you that can stomach looking at it again find that someone has tampered with the scene. The body is positioned upright against the chair instead of slumped onto the floor.

And Raki's head sits on the stump where the neck was, expression frozen in shock.

>> No. 4370 edit
File 13778095946.gif - (484.28KB , 320x240 , 1357540477857.gif )
4370
>>4369
Eyes close. Eyes open. Close. Open. Each and every time, the sight makes Narerka's heart to stop. His brain filled with uncredulousness. His tongue hanging inside of an open mouth from which no sound dare come from.
Thoughts and feelings he did not thought he'd feel on this mission well up inside of him. A peculiar sadness. And guilt.
His thoughts lead his steps towards the horribly-stitched together head, and the feeling of her hair along his fingers force the reality upon his shocked mind.


"No..."

The energy needed to utter the simple word takes out the strength in his legs and he falls upon his knee, hiding his face inside of his hands.

"...what...What am I going to say to the old man now...I...Raki...I have failed you...How can I..."

As Mori starts licking the half-elf's head with a weak meowl, another feeling appears inside of his guilt-ridden mind.
Revenge.
"It is not time for me to weep. I won't...I can't let this go unpunished."


Standing up from his desperation, Narerka silently pats Mori on the head and starts investigating the scene.
After having done a thorough check, he'll go scout the whole train in search of her body.

>> No. 4371 edit
"...Sir Garret!" the Samurai exclaims, running straight to his boss' room.
>> No. 4372 edit
File 136824165059.jpg - (216.12KB , 640x480 , king's mark.jpg )
4372
The first thing Narerka finds upon entering the room is a message engraved on the far wall behind the bed. This one is just etched into the wood, but it bears the same mark as the last one, and the same style.

The second Duke challenged the King,
and fought in futility
When the Duke found him undying,
the King took away his key

Blessed with his dark Queen's nail,
one seal the king had broke
And then the Queen did exhale,
enshrouding Cyre in smoke


And that's all. Nothing else, besides the head propped inelegantly on top of the bones sticking out of the gnome's neck. No signs of a struggle, no new bloodstains, nothing is missing. Just a lot of nothing. Morris keeps trying to get Narerka's attention, saying that Raki's severed head "smelled right, but different" as he explores the train in search of the corpse.

Kuro heads to the next train over and runs into the rest of the passengers. Mark has the dead-eyed Goldsmith riding on his back, Miri has Mari held tightly by the hand, Mari and Parthia both are clutching their books as though afraid they'd lose them if they let go, and Peren is nursing a nasty shiner. All of them look at him urgently. It's the representative of House Jorasco that speaks from behind the throng blocking the corridor, inquiring,
"You haven't seen Lady Raki, have you?"
>> No. 4374 edit
File 137802626841.gif - (105.60KB , 500x281 , 1364331818345.gif )
4374
Tainya mutters something under her breath about not heeding warnings to stay together, then wanders off to check on her charge as well.
>> No. 4375 edit
File 132730928236.png - (10.83KB , 200x200 , 154845675121.png )
4375
"...I just did, Sir." says Kuro, in a very troubled tone. "Her head lays down inside of Cidri's room... We must do something to prevent further tragedies, there's definitely someone or something that doesn't wants us to reach our destiny."
>> No. 4376 edit
Audio 08_deadangle.mp3 - (6.14MB )
4376
There's a noticeable cringe on Garret's face as he moves up. "It's as I feared," he remarks. "She was asking earlier to return to the crime scene; we said no. She must have slipped out when we were distracted. So I must--"

As Tainya enters, Miri stabs at Cooke with the end of her broom handle, glaring at him angrily. She interrupts Garret by growling at the elf, "It's your fault that she got killed. You understand that, right? You and your blind obsession with food got her killed." The elven confectionist, for his part, keeps his mouth shut, and Mari looks to be on the verge of tears.

Garret shoots Miri a look; she relents her torment of Cooke and holds onto Mari tighter. Garret looks back to Kuro and continues to pose the question,
"So I must ask you, what is the plan now?"

Last edited at 13/09/01(Sun)17:43:36
>> No. 4377 edit
The consensus among the passengers is that the safest place to be is back in the dining hall. It was safe before, and should continue to be safe, so long as nobody runs off again. Thus the group begins the long walk back. Flint returns a few minutes later, and resumes his regular post at the bar.

Except for Narerka, who searched each compartment but found no trace of Raki's body. Or of any probably culprit, unless Lance or Thorn did it. That wouldn't make sense. Lance is busy driving, and Thorn is busy sleeping in preparation for the night shift. He doesn't find anything suspicious about them, either.

The train moves along for several hours without incident, the charges not feeling very talkative in the meantime. The atmosphere is one of dread and despair. Not even the introduction of a two-tiered chocolate cake for dinner improves the mood; if anything, it makes it worse.

You gain the benefits of an extended rest

As dusk passes, the fortalice of Sword Keep looms on the horizon. Watchtowers sit several dozen feet above ground, surrounded by walls of stone. The gate that allows the train to pass through remains raised, having only been lowered a few times during the war to stop supply shipments. The swiftly moving train soon passes below the bastion, briefly covering everything in darkness. Mari whimpers quietly for the duration of this.

Just as soon as you emerge from the tunnel, a familiar thump can be heard, followed by the sounds of movement outside. It sounds like hostiles are boarding again. The principals look uneasy, until Parthia makes a suggestion.


"You were hired to protect us," she says calmly, though her knuckles are white from gripping her book. "We'll be fine in here as long as you take care of what's out there." It's hard to argue with something like that, and the party hurries out the door. "Stay safe!" comes the worried warning of Garret, just before the door slams shut behind you.

Last edited at 13/09/02(Mon)12:39:44
>> No. 4378 edit
Audio Final_Fantasy_V_OST_-_36_Clash_On_The_Big_Bridge_~.mp3 - (5.74MB , Final Fantasy V OST - 36 Clash On The Big Bridge ~.mp3 )
4378
Atop the cars, you rush to meet whomever your adversary is. It's somewhat hampered by the acceleration of the train putting you off balance and forcing you to walk instead of run. At least you don't have to go very far, as a pair of figures stand a few feet away on the next car down. You don't recognize either of them at a glance, so it can be assumed that these are the invaders that landed on the train a few minutes prior.

The first is a hulking, brutish creature that looks like a bear. Except, not quite. Patches of its fur have fallen off to reveal plates of steel in place of skin. Its eyes, if they can be called such, glow red and resemble those of a warforged. It bares its metal teeth as it snarls at you angrily.

The other figure is a tall humanoid covered in a red cloak, also with glowing eyes. Its face is pale with streaks of red war paint, and it wears a horned helmet atop its head. What little of its body can be seen is covered in golden platemail. On its back is a mess of handles belonging to maybe half a dozen weapons and scabbards, itself carrying two more. One is a longspear twice its height with a pure white blade, and the other is a bastard sword with a jewel encrusted holy symbol as a cross-guard.

Clearing its - his? - throat, the red-cloaked one speaks, its voice booming,
"I'd been waiting in that fort for so very long now!" He seems to be doing warm-up exercises, limbering up as though preparing for a race. "I was starting to think you'd never make it here, and I'd be stuck in limbo!" He's not making a lot of sense.

"See these weapons I excavated in Xen'drick?" he continues, holding up the blade and spear for all to see as he makes stabbing and slashing motions. "They let me predict the weather : today's forecast, storms of blades and a hail of steel! For you face the mighty GILGAMESH!"

Last edited at 13/09/02(Mon)12:22:28
>> No. 4379 edit
File 137815008954.png - (1.31MB , 952x662 , clashonthelightningrail.png )
4379
Whether or not he's serious, you have a fight on your hands!

Initiative
Narerka - 30
Tainya - 22
Sophie - 18
Melech - 15
Kuro - 14

Players
Kuro (J-85) 69/69 HP
Melech (K-85) 79/79 HP
Sophie (K-86) 59/59 HP
Narerka (I-85) 87/87 HP
Tainya (J-86) 69/69 HP

Enemies
GILGAMESH (I-75) Spear? and Bastard Sword?
Enkidu (J/K-74/75)

Notes
-To cross from one car to the next, you can jump by making an athletics check. You need a result of 10 or higher to clear the gap.
-Climbing up a ladder to the rooftop of the train requires 3 squares of movement.
- Falling from the top of the train car to the ground below will cause you to take 2d10 falling damage.
-If you move more than half your speed during your turn, you must make a DC 15 athletics or acrobatics check. Failing the check causes you to fall prone at the end of the movement.
-If you end your turn in the same square twice in a row, you take 5 lightning damage. You do not take damage if you are prone.
-Knowing more about Enkidu requires a successful nature check. Knowing about GILGAMESH's weapons requires (just one) history check. Knowing about GILGAMESH requires a successful streetwise check.
>> No. 4380 edit
The warlord reacts, walking toward the hostiles while drawing his own spear.
Shift two squares ahead. Make Melech shift two squares too.
Nature, Streetwise and History checks, (16,27,23) http://orokos.com/roll/134567

>> No. 4382 edit
Kuro : Kuro knows that cybernetically enhanced bears attack with their enhanced weapons, and that cybernetically enhanced dire bears don't normally occur in nature.

Kuro can recognize the names of the weapons GILGAMESH carries, but not their nature or abilities. The sword is a Holy Avenger, while the longspear is the Spear of the Skylord. He also recognizes the Shadowfell Waraxe, the broadsword Fragarach, the Dawn Warrior Flail, the warhammer Whelm, a Frost Brand Talenta Tengat, and a Flame Tongue Khopesh.

About GILGAMESH, Kuro knows only what he has heard from others. Namely, that he shares a name with an ancient warlord that once owned all the world's riches, and that he decimated an army that attempted to invade his homeland of Cyre. He carries a host of rare and powerful weapons that he switches out at-will, and can easily cut through a crowd. He's never seen without his companion Enkidu, and the two fight in sync. Most of the stories gave him a picture of someone bigger, though. The most interesting and persistent rumor, however, is that he respects those who show themselves to be gifted combatants, and may do more than simply spare their lives if given the chance.

>> No. 4383 edit
File 137823955115.jpg - (114.37KB , 1440x810 , 1377540605206.jpg )
4383
The half-elf draws his sword cooly and advances toward the foes with steel-forged will.

"No time to waste"

Narerka makes his way to the foes and reappears in a now familiar, loud crash of thunder beside the ginormous bear, sword flying.
With a single, quick gesture he places his mark on the outspoken intruder.


Move to I-79
Dimensional Thunder : Teleport to K-76, attack Enkidu : attack roll : http://orokos.com/roll/134679 (18)
Damage roll : http://orokos.com/roll/134680 (16)
Aegis mark on GILGAMESH

>> No. 4384 edit
File 13782564487.png - (1.42MB , 980x722 , clashonthelightningrail2.png )
4384
Narerka moves forward, vanishing into thin air before reappearing with a thundering strike against the bear. While the creature's tough hide deflects most of the attack, he still manages to rattle it enough to cause it pain. After Narerka establishes an arcane link with the one calling himself GILGAMESH, the mysterious figure switches out his sword for a warhammer covered in Dwarven runes. He dashes a few feet and swings the hammer at Narerka in passing, but only manages to nick him. In response to GILGAMESH moving away from him, Narerka activates his aegis. And while the bear tries to intervene, Narerka deflects the steel claws with his sword, arcane magic pulling GILGAMESH back beside him.

Narerka moves to I-79
Narerka uses Dimensional Thunder and teleports to K-76, missing Enkidu for 9 thunder damage and ongoing 5 thunder damage (save ends)
Narerka marks GILGAMESH with his swordmage aegis

GILGAMESH's Ultimate Illusion trait triggers, and he uses Divider but fails to hit Narerka while shifting to K-78; Narerka takes 1 damage
As Fettering Aegis is a ranged attack, it provokes an opportunity attack from Enkidu, who misses Narerka with grabble claw
Narerka negates the movement with a hit from Fettering Aegis for 10 force damage and pulls GILGAMESH to K-77


Initiative
Narerka - 30
Enkidu - 28
GILGAMESH (Ultimate Illusion) - 26
Tainya - 22
Sophie - 18
GILGAMESH - 16
Melech - 15
Kuro - 14

Players
Kuro (J-85) 69/69 HP
Melech (K-85) 79/79 HP
Sophie (K-86) 59/59 HP
Narerka (K-76) 87/86 HP +2 AC and Ref marked
Tainya (J-86) 69/69 HP

Enemies
GILGAMESH (K-77) -10 HP Spear of the Skyord and Whelm swordmage aegis
Enkidu (J/K-74/75) -9 HP ongoing 5 thunder damage (save ends)

Notes
-To cross from one car to the next, you can jump by making an athletics check. You need a result of 10 or higher to clear the gap.
-Climbing up a ladder to the rooftop of the train requires 3 squares of movement.
- Falling from the top of the train car to the ground below will cause you to take 2d10 falling damage.
-If you move more than half your speed during your turn, you must make a DC 15 athletics or acrobatics check. Failing the check causes you to fall prone at the end of the movement.
-If you end your turn in the same square twice in a row, you take 5 lightning damage. You do not take damage if you are prone.
-Knowing more about Enkidu requires a successful nature check. Knowing about GILGAMESH's weapons requires (just one) history check. Knowing about GILGAMESH requires a successful streetwise check.
-Enemies in Enkidu's terrorize aura are marked until they end their turns outside the aura.
>> No. 4385 edit
Sophie takes in the new enemies, paying special attention to GILGAMESH's blades.

Nature and History checks (21, 31) http://orokos.com/roll/134800

Last edited at 13/09/03(Tue)22:41:49
>> No. 4386 edit
File 13782814542.png - (39.69KB , 344x198 , bearwithit.png )
4386
Sophie : While Sophie can't discern the bear's specific abilities, its construction suggests that it was built for grappling things. Possibly at range. It also appeals to baser fears just by its presence (its terrorize aura marks enemies in it until they end their turn outside the aura).

As for the weapons, Sophie can gather this much about their origins and abilities when wielded by GILGAMESH:

Spear of the Skylord - This longspear is always twice the height of its chosen bearer. Its haft is as black and starless as the night sky, and its blade is the white of pure clouds. It was granted to a wind archon general during an ancient war, and it brings war from the skies even still. (Has a reach of 3 squares and pushes up to 2 squares on a hit)

Dawn Warrior Weapon - This finely wrought weapon glows with an inner radiance that flares even more brilliantly in the presence of evil. (Weakens on a hit until end of GILGAMESH's next turn, GILGAMESH gains 10 temporary hit points on a crit)

Whelm - An anathema to goblins, trolls, and giants, Whelm is a war hammer of noble bearing originally crafted by dwarves. (Heavy thrown 5/10, knocks prone on a hit, deals extra damage to prone enemies)

Flame Tongue Weapon - This blade spews forth flames that engulf your enemies in fire. When drawn from the scabbard, it ignites immediately when drawn and readied. (fire damage, ongoing 5 fire damage on a hit, or increase ongoing fire damage by 2 on a subsequent hit)

Frost Brand Weapon - Born from the dying embers of a legendary pyromancer, this weapon consumes all heat around the bearer. (cold damage, save ends slow on a hit, becomes save ends immobilized if already slowed)

Fragarach - This wave-bladed steel broadsword has a hilt of gold and silver wire. Seven emeralds adorn its guard and pommel, their magic imparting vengeance against those who would harm its wielder. (deals extra damage if the target hit GILGAMESH since the start of their last turn)

Shadowfell Weapon - Taken from a shrine in the deepest recesses of the underworld, the dark blade of this weapon seems to absorb light and shift as thought it were a thing alive. (GILGAMESH is insubstantial against target's attacks until end of next turn)

Holy Avenger - Typically forged from cold iron, in the hands of a paladin it becomes a shining beacon of righteous might. The most prized weapon of any divine crusader. (deals some additional radiant damage, and GILGAMESH gains a +2 bonus to all defenses against the target's attacks until the end of his next turn)

>> No. 4389 edit
File 136426791376.gif - (1.30MB , 480x270 , 1351091588668.gif )
4389
Pitched into yet another battle, Tainya assesses the situation while loading her hand crossbow with a regular bolt. "Tonko," she whispers as her manual of ninjutsu briefly glows, then spews forth tendrils of shadow that completely envelop her and hide her from sight. She then looses a quick crossbow bolt in the bear's direction before stalking forward, away from her compromised position.

Minor Action: Activate cloak of shades. Invisible to all enemies 5 or more away and concealment against any enemy closer, until end of next turn.
Standard Action: Use ranged basic attack against Enkidu, 37 to hit and 25 damage. http://orokos.com/roll/134903
Move Action: Move to J-84, Stealth to hide 35 http://orokos.com/roll/134904

>> No. 4391 edit
File 13784085562.png - (1.15MB , 980x530 , clashonthelightningrail3.png )
4391
Tainya calls upon the shadows to cloak her from her enemies and pierces the giant bear's exterior with a well-aimed bolt from her crossbow. As both bear and GILGAMESH search for the source of the attack, Tainya fades from sight like a heat mirage, the only sign of her presence being a minor distortion in the air. The bear attempts to search for her, but can't seem to pick up her scent. It growls in frustration at this and at the pain afflicting it from Narerka's attack.

"Enkidu!" GILGAMESH calls out to snap it out of its stupor, pointing towards Melech with his spear, "bring the red one to me!" Whether or not the bear - Enkidu - can see in color, it recognizes where its master is pointing and rushes past Narerka. The swordmage can't seem to land an attack against it, and it retaliates by swiping at him with one of its giant claws, pulling him into a grab. The other forepaw detaches as it is propelled at Melech, wrapping the paladin in chains. A hissing sound can be heard as the chains swiftly retract, pulling Enkidu's catch into its grasp. With both warriors held fast, GILGAMESH brandishes his weapons threateningly at his captive audience. Enkidu shakes off the aftereffects of Narerka's attack and roars triumphantly. Things already look fairly grim.

Tainya activates cloak of shades as a minor action
Tainya makes a ranged basic attack against Enkidu for 25 damage
Tainya moves to J-84 and succeeds on her stealth check to hide

Enkidu takes 5 thunder damage
Enkidu moves to I/J-77/78, provoking an opportunity attack from Narerka, which misses
Enkidu uses snatch and grab, making two grapple claw attacks. The first hits Narerka for 24 damage, and the second hits Melech for 18 damage, pulling him to J-79. Both are grabbed until the end of Enkidu's next turn (Escape DC 20) and Melech is marked
Enkidu saves against ongoing thunder damage


Initiative
Narerka - 30
GILGAMESH (Ultimate Illusion) - 26
Tainya - 22
Enkidu (delay) - 28
Sophie - 18
GILGAMESH - 16
Melech - 15
Kuro - 14

Players
Kuro (J-85) 69/69 HP
Melech (J-79) 61/79 HP marked, grabbed
Sophie (K-86) 59/59 HP
Narerka (K-76) 61/86 HP marked, grabbed
Tainya (J-84) 69/69 HP cloak of shades, hidden

Enemies
GILGAMESH (K-77) -10 HP Spear of the Skyord and Whelm swordmage aegis, ongoing 5 thunder damage (save ends)
Enkidu (I/J-77/78) -39 HP

Notes
-To cross from one car to the next, you can jump by making an athletics check. You need a result of 10 or higher to clear the gap.
-Climbing up a ladder to the rooftop of the train requires 3 squares of movement.
- Falling from the top of the train car to the ground below will cause you to take 2d10 falling damage.
-Knowing more about Enkidu requires a successful nature check. Knowing about GILGAMESH's weapons requires (just one) history check. Knowing about GILGAMESH requires a successful streetwise check.
-Enemies in Enkidu's terrorize aura are marked until they end their turns outside the aura.
>> No. 4393 edit
Remaining behind the rest of the party members, Sophie creates a seemingly bottomless pit below the enemies.


Free Action: increase spell burst from 1 to 2 (staff daily)
Phantom Chasm on J-78

>> No. 4395 edit
File 137859677677.png - (1.25MB , 1031x530 , clashonthelightningrail4.png )
4395
Channeling her power through her staff, Sophie opens up a great illusory ravine beneath her enemies. Bear and red-cloaked warrior alike are gripped with the sensation of falling and drop to their knees. However, only the bear seems to feel any significant harm from the effect, even though the chasm persists. GILGAMESH forces himself to stand, calling the conjuration a "cheap shot." He then urges, "To your feet, Enkidu! Stand fast, my faithful companion!" In what could be a heartwarming display of loyalty and willpower under more normal circumstances, the giant machine monster stands on its four trembling legs. It still can't bring itself to move, though. GILGAMESH has no such stipulations, and disappears in a frenzy of steel, drawing and sheathing several weapons and making many attacks, that ends in front of Kuro. For all the flashiness of his strikes, though, only Narerka is hit. It's still a significant enough injury to wound him, however, and the blow from the frigid weapon leaves his feet feeling lethargic. In the face of his adversary dodging his attacks twice in a row, GILGAMESH comments "Hmph, I've fought worse."

Sophie casts Phantom Chasm, missing GILGAMESH and hitting Enkidu for 13 psychic damage, using Staff of the Warmage to increase the size of her attack as a free action. Both fall prone and Enkidu is immobilized until the end of Sophie's next turn

GILGAMESH takes 15 damage from Dimensional Thunder (increased from 5)
GILGAMESH stands from prone
GILGAMESH uses Fly, Enkidu, Fly! and orders Enkidu to stand from prone
GILGAMESH uses Divider, swapping Spear of the Skylord for Frost Brand Weapon, shifting to J-80 and attacking Narerka and Melech; Narerka is his by Frost Brand Weapon for 23 cold damage, bloodying him, and is slowed (save ends), but misses Melech with Whelm for 1 damage
GILGAMESH spends an action point! GILGAMESH uses Zantetsuken, switching out Whelm for Dawn Warrior Weapon, and shifting to J-82, and makes two attacks against Kuro, missing with both for a total of 2 damage
GILGAMESH saves against ongoing damage


Initiative
Narerka - 30
GILGAMESH (Ultimate Illusion) - 26
Tainya - 22
Enkidu (delay) - 28
Sophie - 18
GILGAMESH - 16
Melech - 15
Kuro - 14
Lightning Rail - 0

Players
Kuro (J-85) 67/69 HP
Melech (J-79) 60/79 HP marked, grabbed
Sophie (K-86) 59/59 HP
Narerka (K-76) 38/86 HP (bloodied) marked, grabbed, slowed (save ends)
Tainya (J-84) 69/69 HP cloak of shades, hidden

Enemies
GILGAMESH (J-82) -10 HP Frost Brand Weapon and Dawn Warrior Weapon swordmage aegis
Enkidu (I/J-77/78) -52 HP immobilized

Notes
-To cross from one car to the next, you can jump by making an athletics check. You need a result of 10 or higher to clear the gap.
-Climbing up a ladder to the rooftop of the train requires 3 squares of movement.
- Falling from the top of the train car to the ground below will cause you to take 2d10 falling damage.
-Knowing more about Enkidu requires a successful nature check. Knowing about GILGAMESH's weapons requires (just one) history check. Knowing about GILGAMESH requires a successful streetwise check.
-Enemies in Enkidu's terrorize aura are marked until they end their turns outside the aura.
>> No. 4396 edit
"Tch! You damn, oversized teddy bear!"

Melech attempts to strike at the large beast. Today is not his lucky day.

After missing the first time, he attempts to buff himself up, and then strikes again.


Minor: Divine Challenge against Enkidu
Std: Shackles of Justice against Enkidu (atk: 19+2, dmg: 19 http://orokos.com/roll/135737)
Minor: Virtue (+19thp)
Spend AP: Invigorating Smite against Enkidu (atk: 21+2, dmg: 19 http://orokos.com/roll/135738) (will also +8HP to Narerka I think)
Extra MBA on Enkidu (atk: 26+2, dmg: 12, http://orokos.com/roll/135838)


Last edited at 13/09/10(Tue)15:46:20
>> No. 4397 edit
File 137885704687.png - (1.24MB , 1031x530 , clashonthelightningrail5.png )
4397
Melech places his divine challenge on Enkidu as he attempts to smite his foe, weapon glowing brightly. The bear suddenly rears up and the paladin's attack merely grazes it, failing to cause harm. Even so, the light leaves the weapon and encircles Enkidu, threatening to contract if it makes any attacks. In response, Melech draws on strength from within and from his god to slash at Enkidu again, this time hitting hard enough to dent the metal beneath the creature's fur. As the attack imparts vigor to Narerka, Melech whirls about and hits Enkidu again, eliciting a roar of pain in response.

Melech uses divine challenge against Enkidu, and it is marked by him
Melech misses with shackles of justice, but the effect still happens
Melech uses virtue and spends a healing surge to gain 19 THP
Melech spends an action point!Melech hits Enkidu with Invigorating Smite for 19 damage, and Narerka is healed for 8 HP. Melech then makes a basic attack against Enkidu with Kuro's Bravura Presence feature, and hits for 12 damage


Initiative
Narerka - 30
GILGAMESH (Ultimate Illusion) - 26
Tainya - 22
Enkidu (delay) - 28
Sophie - 18
GILGAMESH - 16
Melech - 15
Kuro - 14
Lightning Rail - 0

Players
Kuro (J-85) 67/69 HP
Melech (J-79) 60/79 HP +19 THP marked, grabbed, granting combat advantage
Sophie (K-86) 59/59 HP
Narerka (K-76) 46/86 HP marked, grabbed, slowed (save ends)
Tainya (J-84) 69/69 HP cloak of shades, hidden

Enemies
GILGAMESH (J-82) -25 HP Frost Brand Weapon and Dawn Warrior Weapon swordmage aegis
Enkidu (I/J-77/78) -83 HP immobilized, divine challenge, Shackles of Justice (save ends)

Notes
-To cross from one car to the next, you can jump by making an athletics check. You need a result of 10 or higher to clear the gap.
-Climbing up a ladder to the rooftop of the train requires 3 squares of movement.
- Falling from the top of the train car to the ground below will cause you to take 2d10 falling damage.
-Knowing more about Enkidu requires a successful nature check. Knowing about GILGAMESH's weapons requires (just one) history check. Knowing about GILGAMESH requires a successful streetwise check.
-Enemies in Enkidu's terrorize aura are marked until they end their turns outside the aura.
>> No. 4398 edit
File 137892802496.jpg - (79.65KB , 351x546 , 129514783150.jpg )
4398
"You were waiting for us you say? Just by giving a glance at your toys I have a very good idea of who you are, but I couldn't care less!"
Attempting to reach his comrades dealing with the bear, the Warlord moves behind the famous weapon collector and strikes him true in a heroic fashion.
"I'm your opponent here bastard, don't you dare hitting anyone else or something bad will happen, ya hear!"
Movement: Boots of the fencing master: Shift to J-81 (get +1 reflex and AC)
Standard: Bastion of defense! (35, 36 damage) Everyone except gets Kuro gets 9thp and +1 power bonus to all defenses until the end of the encounter.
Minor: Healing word on Narerka (heals 33 hp)
http://orokos.com/roll/136044
http://orokos.com/roll/136047

>> No. 4399 edit
File 137894371564.png - (1.24MB , 1031x530 , clashonthelightningrail6.png )
4399
Tapping into his magic boots, Kuro backs up a step before he slides between GILGAMESH's legs. While his enemy is off guard, he stabs at him with his spear and hits the man with a mighty strike. His powerful blow inspires his allies and bolsters their confidence in victory. Kuro finishes with a few encouraging words to Narerka to keep his strength up, before demanding that his foe face him and him alone.

"Your strength and resolve are admirable, warrior! Very well, I will honor your request!" GILGAMESH responds. It's hard to tell with the the cloth over his mouth, but he looks as though he's grinning. "But know this : you face the mightiest swordsman in all of Eberron! You face the Master at Arms, GILGAMESH! Long have I trailed the one who defiled my homeland, scoured have I the furthest marches east and west!" The self declared master swordsman points at Kuro with the end of his frozen blade, declaring, "and now my search brings me here! To you!"

Narerka still feels the effects of being struck by the icy weapon, his body chilly and numb.

Kuro uses Boots of the Fencing Master to shift to J-81, getting a bonus to defenses until the end of his next turn
Kuro hits GILGAMESH with Bastion of Defense for 36 damage, granting all allies a +1 power bonus to defenses and 9 THP
Kuro heals Narerka with Inspiring Word for 33 HP; Narerka fails his saving throw against being slowed (http://orokos.com/roll/136093)


Initiative
Narerka - 30
GILGAMESH (Ultimate Illusion) - 26
Tainya - 22
Enkidu (delay) - 28
Sophie - 18
GILGAMESH - 16
Melech - 15
Kuro - 14
Lightning Rail - 0

Players
Kuro (J-81) 67/69 HP +1 AC and Reflex
Melech (J-79) 60/79 HP +9 THP marked, grabbed, +1 power bonus to defenses
Sophie (K-86) 59/59 HP +19 THP +1 power bonus to defenses
Narerka (K-76) 79/86 HP +9 THP marked, grabbed, slowed (save ends), +1 power bonus to defenses
Tainya (J-84) 69/69 HP +9 THP cloak of shades, hidden, +1 power bonus to defenses

Enemies
GILGAMESH (J-82) -58 HP Frost Brand Weapon and Dawn Warrior Weapon swordmage aegis
Enkidu (I/J-77/78) -83 HP immobilized, divine challenge, Shackles of Justice (save ends)

Notes
-To cross from one car to the next, you can jump by making an athletics check. You need a result of 10 or higher to clear the gap.
-Climbing up a ladder to the rooftop of the train requires 3 squares of movement.
- Falling from the top of the train car to the ground below will cause you to take 2d10 falling damage.
-Knowing more about Enkidu requires a successful nature check. Knowing about GILGAMESH's weapons requires (just one) history check. Knowing about GILGAMESH requires a successful streetwise check.
-Enemies in Enkidu's terrorize aura are marked until they end their turns outside the aura.
>> No. 4400 edit
>>4399
The half-elf tries to free himself from the bear's catch by throwing him off with his fantastic and awesome psychic powers.

Beguiling strands on bear monstrosity.
First fails http://orokos.com/roll/136293 And use reroll power that i forgot the name of to http://orokos.com/roll/136294 (28)

>> No. 4401 edit
File 137902274451.png - (1.26MB , 1031x530 , clashonthelightningrail7.png )
4401
At first, things look hopeless for Narerka. He musters his power into a a psychic attack to send his enemy scrambling. The bear didn't seem to have a particularly strong mind, so it should have worked. But his attack didn't happen. Something went wrong, and his effort was expended for naught. At least, at first.

The sword he wields sparks twice before an image of approaching danger threatens Enkidu. Sustaining damage from the imaginary attack, the bear releases its grabs and quickly backs away. A few false steps, some scrabbling at the edge with its claws, and then the cybernetic dire bear plummets to the ground from the moving vehicle. The success of his attack boosts his morale significantly, and Narerka shakes off the lingering coldness with ease.


"Enkidu!" comes GILGAMESH's cry of alarm. He switches out weapons once more and makes to attack, but the distraction of his ally falling causes his attack to swing widely and miss Kuro with his attack by a significant margin.

Narerka misses Enkidu with Beguiling Strands, but hits with the reroll granted by his weapon; Enkidu takes 5 psychic damage and is pushed 3 squares to F/G 77/78; it fails its saving throw and falls from the train, taking 6 damage and falling prone
Narerka saves against being slowed and is no longer marked by Enkidu

GILGAMESH's Ultimate Illusion triggers, and he swaps out Dawn Warrior Weapon for Fragarach but he fails to hit with his attack; Kuro takes 1 damage


Initiative
Narerka - 30
GILGAMESH (Ultimate Illusion) - 26
Tainya - 22
Enkidu (delay) - 28
Sophie - 18
GILGAMESH - 16
Melech - 15
Kuro - 14
Lightning Rail - 0

Players
Kuro (J-81) 66/69 HP +1 AC and Reflex
Melech (J-79) 60/79 HP +9 THP marked, +1 power bonus to defenses
Sophie (K-86) 59/59 HP +19 THP +1 power bonus to defenses
Narerka (K-76) 79/86 HP +9 THP +1 power bonus to defenses
Tainya (J-84) 69/69 HP +9 THP cloak of shades, hidden, +1 power bonus to defenses

Enemies
GILGAMESH (J-82) -58 HP Frost Brand Weapon and Dawn Warrior Weapon swordmage aegis
Enkidu (F/G-77/78 ground) -94 HP immobilized, divine challenge, Shackles of Justice (save ends)

Notes
-To cross from one car to the next, you can jump by making an athletics check. You need a result of 10 or higher to clear the gap.
-Climbing up a ladder to the rooftop of the train requires 3 squares of movement.
- Falling from the top of the train car to the ground below will cause you to take 2d10 falling damage.
-Knowing more about Enkidu requires a successful nature check. Knowing about GILGAMESH's weapons requires (just one) history check. Knowing about GILGAMESH requires a successful streetwise check.
-Enemies in Enkidu's terrorize aura are marked until they end their turns outside the aura.
>> No. 4402 edit
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4402
With the bear out of the fight for now, Tainya refocuses her attention on the masked warrior before her. Her aim is a bit off due to switching targets, and just to make sure, a frigid bolt is in her crossbow and then in the air before GILGAMESH can confirm her position. She then steps back, keeping to the middle of the train, hoping to avoid the same fate as the unfortunate bear golem. She calls out, "Ah believe 'ou 're overmatched, èpèiste!"

Standard Action: Ranged basic attack against GILGAMESH, 25 vs. AC to deal 35 damage. http://orokos.com/roll/136334
Minor Action: Load crossbow with a +2 freezing bolt and use hidden shot against GILGAMESH, 35 to hit for 11 damage (12 if bloodied), 7 of which is cold damage.
Move Action: Move to J-85.

>> No. 4403 edit
File 137903361694.png - (1.27MB , 1031x530 , clashonthelightningrail8.png )
4403
Still distorted by darkness and hidden from GILGAMESH, Tainya takes a shot at GILGAMESH's vitals from where she's hidden. It doesn't quite go where she'd like the shot to go, but it, and the subsequent freezing arrow, manage to hit. The first projectile pierces through an unarmored spot on his body, and the second shot splits the haft of the first arrow, driving it in deeper before freezing the wound shut. She then steps back several feet to put more room between herself and her target.

GILGAMESH seemingly takes it in stride, giving a loud snort of derision at the wound he's sustained. Meanwhile, Enkidu stands up from the ground and fires both of its claws at the train. Its attempts to grapple onto the car are thwarted by the illusory crevace, and Enkidu feels as though it is only swiping at air. Unable to find purchase, the creature roars mournfully at being unable to help its master any further.


Tainya's ranged basic attack hits for 35 damage
Tainya hits with hidden shot for 17 damage
Tainya moves to I-85

Enkidu stands from prone
Before I realized it was immobilized, Enkidu failed both athletics checks to climb up, even with an action point
Enkidu fails save against Shackles of Justice


Initiative
Narerka - 30
GILGAMESH (Ultimate Illusion) - 26
Tainya - 22
Enkidu (delay) - 28
Sophie - 18
GILGAMESH - 16
Melech - 15
Kuro - 14
Lightning Rail - 0

Players
Kuro (J-81) 66/69 HP +1 AC and Reflex
Melech (J-79) 60/79 HP +9 THP marked, +1 power bonus to defenses
Sophie (K-86) 59/59 HP +19 THP +1 power bonus to defenses
Narerka (K-76) 79/86 HP +9 THP +1 power bonus to defenses
Tainya (I-85) 69/69 HP +9 THP cloak of shades, hidden, +1 power bonus to defenses

Enemies
GILGAMESH (J-82) -104 HP Fragarach and Dawn Warrior Weapon swordmage aegis
Enkidu (F/G-77/78 ground) -94 HP immobilized, divine challenge, Shackles of Justice (save ends) Effectively removed from the fight

Notes
-To cross from one car to the next, you can jump by making an athletics check. You need a result of 10 or higher to clear the gap.
-Climbing up a ladder to the rooftop of the train requires 3 squares of movement.
- Falling from the top of the train car to the ground below will cause you to take 2d10 falling damage.
-Knowing more about Enkidu requires a successful nature check. Knowing about GILGAMESH's weapons requires (just one) history check. Knowing about GILGAMESH requires a successful streetwise check.
-Enemies in Enkidu's terrorize aura are marked until they end their turns outside the aura.
>> No. 4404 edit
Impressed by Narerka's luck, Sophie finds new zeal for the battle. She readies another spell, hoping to daze the enemy.

Color Orb on J-82 http://orokos.com/roll/136692 (28)
Damage roll: http://orokos.com/roll/136693 (13)

>> No. 4405 edit
File 137930231415.png - (1.23MB , 1031x530 , clashonthelightningrail9.png )
4405
A dazzling flash of light from Sophie leaves the mighty warrior slightly bewildered. Taking up a crouching stance, he growls, "My skills and steel..." before becoming a whirl of blades, finishing his statement with "...are not exaggerated! Kuro is targeted by several attacks, but is only hit once. The hit does manage to set him ablaze. Luckly for him, GILGAMESH was disoriented enough by the attack to wander back into the illusory chasm, causing him to fall over. This snaps him out of his spell.[/i]

Sophie hits with Color Orb for 13 radiant damage and GILGAMESH is dazed

Zantetsuken recharges, and GILGAMESH uses it; he swaps out Dawn Warrior Weapon for Flame Tongue Weapon and attack Kuro, missing with Fragarach but hitting with Flame Tongue Weapon for 18 fire damage and ongoing 5 fire damage; he also shifts to I-80 as part of the attack, but falls prone due to Phantom Chasm
GILGAMESH Fights Again! removes the dazed condition from GILGAMESH


Initiative
Narerka - 30
GILGAMESH (Ultimate Illusion) - 26
Tainya - 22
Enkidu (delay) - 28
Sophie - 18
GILGAMESH - 16
Melech - 15
Kuro - 14
Lightning Rail - 0

Players
Kuro (J-81) 48/69 HP +1 AC and Reflex, ongoing 5 fire damage (save ends)
Melech (J-79) 60/79 HP +9 THP marked, +1 power bonus to defenses
Sophie (K-86) 59/59 HP +19 THP +1 power bonus to defenses
Narerka (K-76) 79/86 HP +9 THP +1 power bonus to defenses
Tainya (I-85) 69/69 HP +9 THP cloak of shades, hidden, +1 power bonus to defenses

Enemies
GILGAMESH (I-80) -117 HP Fragarach and swordmage aegis, prone
Enkidu (F/G-77/78 ground) -94 HP immobilized, divine challenge, Shackles of Justice (save ends) Effectively removed from the fight

Notes
-To cross from one car to the next, you can jump by making an athletics check. You need a result of 10 or higher to clear the gap.
-Climbing up a ladder to the rooftop of the train requires 3 squares of movement.
- Falling from the top of the train car to the ground below will cause you to take 2d10 falling damage.
-Knowing more about Enkidu requires a successful nature check. Knowing about GILGAMESH's weapons requires (just one) history check. Knowing about GILGAMESH requires a successful streetwise check.
-Enemies in Enkidu's terrorize aura are marked until they end their turns outside the aura.

Last edited at 13/09/15(Sun)20:33:23
>> No. 4406 edit
Melech shifted over slightly and placed his arm on Kuro's shoulder. Stay strong, little guy.

He then slashed at GILGAMESH, hoping to land a hit.


Movement: Shift to J-80.
Minor: Lay on Hands for Kuro (+18 HP)
Standard: Valorous Smite on galgamash (atk: 21, dmg: 23, http://orokos.com/roll/137066| i think it marks him)

>> No. 4407 edit
"We've got this!"
It seems like that 23 is going to miss so, No gambit is wasted! (31, 18 damage) http://orokos.com/roll/137088
>> No. 4408 edit
File 137936894922.png - (1.22MB , 1031x530 , clashonthelightningrail10.png )
4408
Melech shifts around the prone form of GILGAMESH and heals Kuro with some of his vitality. He then takes a swing at GILGAMESH, but the red-cloaked man rolls out of the way of his attack... and right into Kuro's swiping attack. GILGAMESH is taken by surprise, and Melech gets another opportunity to use his attack again later

Speaking of Kuro, he's currently on fire. Fire bad. Fire hurt. Fire burn.


Melech shifts adjacent to Kuro
Melech uses Lay on Hands, spending a surge to heal Kuro for 19 hit points
Melech misses with Valorous Smite, but retains the power because of Kuro's No Gambit is Wasted; GILGAMESH takes 18 damage
Kuro takes 5 fire damage


Initiative
Narerka - 30
GILGAMESH (Ultimate Illusion) - 26
Tainya - 22
Enkidu (delay) - 28
Sophie - 18
GILGAMESH - 16
Melech - 15
Kuro - 14
Lightning Rail - 0

Players
Kuro (J-81) 60/69 HP +1 AC and Reflex, ongoing 5 fire damage (save ends)
Melech (J-80) 60/79 HP +19 THP marked, +1 power bonus to defenses
Sophie (K-86) 59/59 HP +9 THP +1 power bonus to defenses
Narerka (K-76) 79/86 HP +9 THP +1 power bonus to defenses
Tainya (I-85) 69/69 HP +9 THP cloak of shades, hidden, +1 power bonus to defenses

Enemies
GILGAMESH (I-80) -135 HP Fragarach and swordmage aegis, prone
Enkidu (F/G-77/78 ground) -94 HP immobilized, divine challenge, Shackles of Justice (save ends) Effectively removed from the fight

Notes
-To cross from one car to the next, you can jump by making an athletics check. You need a result of 10 or higher to clear the gap.
-Climbing up a ladder to the rooftop of the train requires 3 squares of movement.
- Falling from the top of the train car to the ground below will cause you to take 2d10 falling damage.
-Knowing more about Enkidu requires a successful nature check. Knowing about GILGAMESH's weapons requires (just one) history check. Knowing about GILGAMESH requires a successful streetwise check.
-Enemies in Enkidu's terrorize aura are marked until they end their turns outside the aura.
>> No. 4409 edit
File 137938096885.jpg - (87.30KB , 750x1147 , p_00008.jpg )
4409
"Can you see it now, treasure hunter!? A man who trusts his comrades feels no fear at all! Your friend is a goner now, why don't you just go and follow it?"
In a not-so-honorable fashion, Kuro moves to his right and lunges his greatspear against his exposed opponent, completely missing his target. However, compelled by his own speech, he runs the extra mile and forces his way into GILGAMESH.
Shift to I-81, get +1 power bonus to AC and Reflex.
Provoke overextension! lol nat 1
Action point! Brash assault! lol crit (19 + 14 extra damage) I get +4 untyped bonus to all of my defenses and GILGAMESH can make a free attack against me.
http://orokos.com/roll/137242
http://orokos.com/roll/137249
http://orokos.com/roll/137252 http://orokos.com/roll/137260

>> No. 4410 edit
Melech attempts a meager strike against GILGAMESH.

Basic Attack on galgamsash: atk- 19+2, dmg- 17 (http://orokos.com/roll/137269)
>> No. 4411 edit
File 137938512263.png - (1.22MB , 1031x530 , clashonthelightningrail11.png )
4411
Kuro moves around and makes a show of bravado, missing with his first swipe, but hitting hard with his second one. GILGAMESH, unable to resist the provocation, makes an an attack against him, but the warlord has his defenses steeled against the swing. Melech takes advantage of the opening and attempts to strike, but his blade can't penetrate GILGAMESH's golden armor.

"Hah! As if!" comes his elegant retort. Even on the ground, he doesn't seem to have lost any of his fighting spirit. "If I ran away now, I'd look like a coward for all of history!" Enkidu becomes a blur on the horizon as the train races away from where it fell.

Kuro shifts to I-81
Kuro misses with Provoke Overextension
Kuro spends an action point! Kuro CRITS with Brash Assault for 33 damage, and gains a +4 bonus to all defenses; GILGAMESH makes a basic attack as a free action but misses for 1 damage; Melech misses with his granted attack


Initiative
Narerka - 30
GILGAMESH (Ultimate Illusion) - 26
Tainya - 22
Enkidu (delay) - 28
Sophie - 18
GILGAMESH - 16
Melech - 15
Kuro - 14
Lightning Rail - 0

Players
Kuro (I-81) 59/69 HP +1 AC and Reflex, +4 to defenses until start of next turn
Melech (J-80) 60/79 HP +19 THP marked, +1 power bonus to defenses
Sophie (K-86) 59/59 HP +9 THP +1 power bonus to defenses
Narerka (K-76) 79/86 HP +9 THP +1 power bonus to defenses
Tainya (I-85) 69/69 HP +9 THP cloak of shades, hidden, +1 power bonus to defenses

Enemies
GILGAMESH (I-80) -168 HP Fragarach and Flame Tongue Weapon swordmage aegis, prone
Enkidu (F/G-77/78 ground) -94 HP immobilized, divine challenge, Shackles of Justice (save ends) Effectively removed from the fight

Notes
-To cross from one car to the next, you can jump by making an athletics check. You need a result of 10 or higher to clear the gap.
-Climbing up a ladder to the rooftop of the train requires 3 squares of movement.
- Falling from the top of the train car to the ground below will cause you to take 2d10 falling damage.
-Knowing more about Enkidu requires a successful nature check. Knowing about GILGAMESH's weapons requires (just one) history check. Knowing about GILGAMESH requires a successful streetwise check.
-Enemies in Enkidu's terrorize aura are marked until they end their turns outside the aura.
>> No. 4412 edit
Narerka's eyes widens as he realizes he actually managed to throw a bear off a train.

"...I'm surprising myself. Lady luck's on our side, stranger, still sure about staying here? Accepting defeat is sometimes more wise and honourable than dying... It is always more prefferable though."

Narerka lands another hit on the stranger.

Move to I-79, booming blade
http://orokos.com/roll/137821 (18)

>> No. 4413 edit
File 137964547554.png - (1.40MB , 1043x596 , clashonthelightningrail12.png )
4413
Narerka moves up to take a swing at GILGAMESH, but the warrior rolls out of the way. He propels himself back to his feet from the momentum and bares his weapons once more. "I could ask the same of you! What are you so intent on protecting?"

Narerka moves to I-79
Narerka misses with Booming Blade

GILGAMESH uses Ultimate Illusion and... stands from prone


Initiative
Narerka - 30
GILGAMESH (Ultimate Illusion) - 26
Tainya - 22
Enkidu (delay) - 28
Sophie - 18
GILGAMESH - 16
Melech - 15
Kuro - 14
Lightning Rail - 0

Players
Kuro (I-81) 59/69 HP +1 AC and Reflex, +4 to defenses until start of next turn
Melech (J-80) 60/79 HP +19 THP marked, +1 power bonus to defenses
Sophie (K-86) 59/59 HP +9 THP +1 power bonus to defenses
Narerka (I-79) 79/86 HP +9 THP +1 power bonus to defenses
Tainya (I-85) 69/69 HP +9 THP cloak of shades, hidden, +1 power bonus to defenses

Enemies
GILGAMESH (I-80) -168 HP Fragarach and Flame Tongue Weapon swordmage aegis
Enkidu (F/G-77/78 ground) -94 HP immobilized, divine challenge, Shackles of Justice (save ends) Effectively removed from the fight

Notes
-To cross from one car to the next, you can jump by making an athletics check. You need a result of 10 or higher to clear the gap.
-Climbing up a ladder to the rooftop of the train requires 3 squares of movement.
- Falling from the top of the train car to the ground below will cause you to take 2d10 falling damage.
-Knowing more about Enkidu requires a successful nature check. Knowing about GILGAMESH's weapons requires (just one) history check. Knowing about GILGAMESH requires a successful streetwise check.
-Enemies in Enkidu's terrorize aura are marked until they end their turns outside the aura.

Last edited at 13/09/19(Thu)19:51:51
>> No. 4414 edit
File 136295750535.gif - (2.04MB , 448x252 , christmas.gif )
4414
Confident in her position, and disappointed at the swordsman's unwillingness to surrender, Tainya utters another word from her tome of ninjutsu: "Kurayami." Seep from her leathers and envelop her before convulsing and expanding into a bubble of complete darkness. Seconds later, a pair of bolts shoot out from the cloud of shadow on a steady course for GILGAMESH.

Minor Action: Use cloud of darkness, crafting a zone in a close burst 1 that blocks line of sight until the end of my next turn.
Standard Action: Use ranged basic attack vs. GILGAMESH, 35 to hit for 15 damage. http://orokos.com/roll/137936
Minor Action: Use weapon of speed's power to make a ranged basic attack vs. GILGAMESH, 32 to hit for 17 damage. http://orokos.com/roll/137937

>> No. 4415 edit
File 137964547554.png - (1.40MB , 1043x596 , clashonthelightningrail12.png )
4415
Tainya's tome seeps inky blackness that billows out around her. A roiling dome of darkness forms, concealing her as she reloads her crossbow. The first bolt hits home, and, after using the magic infused in her weapon to augment her speed, a second shot strikes GILGAMESH as well. The warrior seems to be taking it in stride so far, though he's staring rather intently at the cloud of darkness.

Tainya uses cloud of darkness as a minor action, creating a zone of darkness
Tainya hits GILGAMESH with a ranged basic attack for 15 damage
Tainya uses her weapon of speed to make a ranged basic attack for 17 damage


Initiative
Narerka - 30
GILGAMESH (Ultimate Illusion) - 26
Tainya - 22
Enkidu (delay) - 28
Sophie - 18
GILGAMESH - 16
Melech - 15
Kuro - 14
Lightning Rail - 0

Players
Kuro (I-81) 59/69 HP +1 AC and Reflex, +4 to defenses until start of next turn
Melech (J-80) 60/79 HP +19 THP marked, +1 power bonus to defenses
Sophie (K-86) 59/59 HP +9 THP +1 power bonus to defenses
Narerka (I-79) 79/86 HP +9 THP +1 power bonus to defenses
Tainya (I-85) 69/69 HP +9 THP cloud of darkness, +1 power bonus to defenses

Enemies
GILGAMESH (I-80) -200 HP Fragarach and Flame Tongue Weapon swordmage aegis
Enkidu (F/G-77/78 ground) -94 HP immobilized, divine challenge, Shackles of Justice (save ends) Effectively removed from the fight

Notes
-To cross from one car to the next, you can jump by making an athletics check. You need a result of 10 or higher to clear the gap.
-Climbing up a ladder to the rooftop of the train requires 3 squares of movement.
- Falling from the top of the train car to the ground below will cause you to take 2d10 falling damage.
-Knowing more about Enkidu requires a successful nature check. Knowing about GILGAMESH's weapons requires (just one) history check. Knowing about GILGAMESH requires a successful streetwise check.
-Enemies in Enkidu's terrorize aura are marked until they end their turns outside the aura.
>> No. 4416 edit
Sophie pass after Gil's turn
>> No. 4417 edit
File 137983026621.png - (1.38MB , 1043x596 , clashonthelightningrail14.png )
4417
With nobody else taking action, GILGAMESH goes on the initiative once again. Changing out the axe for a sword of darkest night, he once again slashes at Kuro. But the warlord simply ducks out of the way of the bladed charge once more, merely getting scratched in the process.

GILGAMESH switches out Fragarach for Shadowfell Weapon
GILGAMESH uses Zantetsuken but misses with both attacks against Kuro for 2 damage; he shifts to I-82


Initiative
Narerka - 30
GILGAMESH (Ultimate Illusion) - 26
Tainya - 22
Enkidu (delay) - 28
GILGAMESH - 16
Sophie - 18 (delay)
Melech - 15
Kuro - 14
Lightning Rail - 0

Players
Kuro (I-81) 57/69 HP +1 AC and Reflex, +4 to defenses until start of next turn
Melech (J-80) 60/79 HP +19 THP marked, +1 power bonus to defenses
Sophie (K-86) 59/59 HP +9 THP +1 power bonus to defenses
Narerka (I-79) 79/86 HP +9 THP +1 power bonus to defenses
Tainya (I-85) 69/69 HP +9 THP cloud of darkness, +1 power bonus to defenses

Enemies
GILGAMESH (I-82) -200 HP Fragarach and Flame Tongue Weapon swordmage aegis
Enkidu (F/G-77/78 ground) -94 HP immobilized, divine challenge, Shackles of Justice (save ends) Effectively removed from the fight

Notes
-To cross from one car to the next, you can jump by making an athletics check. You need a result of 10 or higher to clear the gap.
-Climbing up a ladder to the rooftop of the train requires 3 squares of movement.
- Falling from the top of the train car to the ground below will cause you to take 2d10 falling damage.
-Knowing more about Enkidu requires a successful nature check. Knowing about GILGAMESH's weapons requires (just one) history check. Knowing about GILGAMESH requires a successful streetwise check.
-Enemies in Enkidu's terrorize aura are marked until they end their turns outside the aura.
>> No. 4418 edit
Sophie follows with yet another illusion, aiming to make GILGAMESH stay put, in hopes that he won't get any close to her. To further reassure herself, she calls for his attention and gets to work on hypnotizing him.

"Would you please do me a favor and step back a bit? I'd really appreciate it."


Maze of Mirrors on I-83, targeted at GILGAMESH http://orokos.com/roll/138439 (20)
(AP) Hypnotism on GILGAMESH http://orokos.com/roll/138452 (24)

>> No. 4419 edit
File 137999280281.png - (1.38MB , 1043x596 , clashonthelightningrail15.png )
4419
Sophie attempts to trap GILGAMESH in an illusory labyrinth of mirrors. It seems to work at first, until he retaliates by kicking through the illusion and "shattering" it. Little illusory slivers of glass melt into quicksilver that binds his legs slightly, slowing him down. Upon hearing Sophie speak, GILGAMESH looks at her, then stumbles back in a daze after giving an affirmativ grunt. He wakes from his brief trance surrounded again, and growls, "You could have just asked nicely!"

Sophie misses with Maze of Mirrors, and GILGAMESH is slowed
Sophie just barely hits with Hypnotism and GILGAMESH is slid to I-80


Initiative
Narerka - 30
GILGAMESH (Ultimate Illusion) - 26
Tainya - 22
Enkidu (delay) - 28
GILGAMESH - 16
Sophie - 18 (delay)
Melech - 15
Kuro - 14
Lightning Rail - 0

Players
Kuro (I-81) 57/69 HP +1 AC and Reflex, +4 to defenses until start of next turn
Melech (J-80) 60/79 HP +19 THP +1 power bonus to defenses
Sophie (K-86) 59/59 HP +9 THP +1 power bonus to defenses
Narerka (I-79) 79/86 HP +9 THP +1 power bonus to defenses
Tainya (I-85) 69/69 HP +9 THP cloud of darkness, +1 power bonus to defenses

Enemies
GILGAMESH (I-80) -200 HP Fragarach and Flame Tongue Weapon swordmage aegis, slowed
Enkidu (F/G-77/78 ground) -94 HP immobilized, divine challenge, Shackles of Justice (save ends) Effectively removed from the fight

Notes
-To cross from one car to the next, you can jump by making an athletics check. You need a result of 10 or higher to clear the gap.
-Climbing up a ladder to the rooftop of the train requires 3 squares of movement.
- Falling from the top of the train car to the ground below will cause you to take 2d10 falling damage.
-Knowing more about Enkidu requires a successful nature check. Knowing about GILGAMESH's weapons requires (just one) history check. Knowing about GILGAMESH requires a successful streetwise check.
-Enemies in Enkidu's terrorize aura are marked until they end their turns outside the aura.
>> No. 4420 edit
Melech tested his luck on a swing once more with the gods, but failed. He clicked his tongue and roared, "You can keep dodging all you once, you'll fall soon enough!"

Standard: Valorous Smite at galgamsh (atk: 21, dmg: 12 ; http://orokos.com/roll/138949)
Minor: Divine Challenge against glamgash

>> No. 4421 edit
>>4420
Melech grunts and attempts to hit him once more.

Granted basic hit on Gilgamash. (atk: 27, dmg: 13, http://orokos.com/roll/139031)
>> No. 4422 edit
"What are we defending? Ha! You could say we're just doing our job, if you want. But our pride is into stake as well!"
Seeing his opponent loves crawling around, Kuro doesn't hesitate to attempt to stab GILGAMESH again, however his enemy seems to be quite experienced in defending himself, or maybe Kuro's a klutz.
Brash assault! (miss) http://orokos.com/roll/139008
Save throw (20) http://orokos.com/roll/139034
Free action, make a Jojo fabulous pose to intimidate Gil.

>> No. 4423 edit
Audio Clash_on_the_Big_Bridge_-_Oriental_Mix.mp3 - (8.80MB , Clash on the Big Bridge - Oriental Mix.mp3 )
4423
Kuro lunges at GILGAMESH with a spear attack that leaves him wide open. GILGAMESH growls and retaliates with an eloquent "Stake this!" as he hits Kuro with a burning strike from his sword, once again engulfing him in flames. Melech takes advantage of the opening and slashes GILGAMESH from behind, drawing a pained yelp from him. It's taken some doing, but the foe's injuries are starting to show.

"Enough with this expository banter!" the warrior declares out of the blue. Staring Kuro dead in the eyes, GILGAMESH lays down his proclamation. "It's time for us to fight like men!"

Not missing a beat, he points to Sophie with his blazing brand. "And ladies!"

And then he points to Melech with his shadowy blade. "And men played by ladies!

...After this non-sequitor declaration, GILGAMESH graps the hem of his cape and drapes it over himself. "For GILGAMESH... It is morphing time!" He whirls around, throwing said cape off with a flourish to reveal not one, but two sets of extra arms, all of them bristling with weapons! Weapons that he instinctively attacks with, attacking Melech, Kuro, and Narerka simultaneously. Kuro is only whiffed by the attack, but still takes a significant amount of damage. Melech is seared with a sword that by all rights should be his, and Narerka is lit ablaze.

Taking a purely offensive stance, GILGAMESH announces,
"And now, the true contest begins!
>> No. 4428 edit
File 138016125339.png - (1.39MB , 1043x596 , clashonthelightningrail16.png )
4428
Kuro misses GILGAMESH with Brash Assault; GILGAMESH takes the attack (and 9 radiant damage) and hits with Flame Tongue Weapon for 13 fire damage and ongoing 5 fire damage (save ends) ; Melech hits with his granted melee basic attack for 13 damage, and GILGAMESH is bloodied
This triggers GILGAMESH Morphing Time! GILGAMESH draws four additional weapons, and can attack additional targets during Zantetsuken and Divider. In addition, he gains a +1 power bonus to attack rolls, a +6 power bonus to speed, and deals 1d8 additional damage with all attacks, hit or miss. He takes a -2 penalty to all defenses.
As part of the previous trigger, and regardless of current condition, GILGAMESH uses Divider. He misses Kuro with Spear of the Skylord for 6 damage, hits Melech with Holy Avenger for 23 damage plus 4 radiant damage, and hits Narerka with Flame Tongue Weapon for 29 fire damage and ongoing 5 fire damage (save ends); he gains a +2 power bonus to all defenses against Melech's attacks until the end of his next turn
Kuro saves against ongoing fire damage

Narerka takes 5 fire damage


Initiative
Narerka - 30
GILGAMESH (Ultimate Illusion) - 26
Tainya - 22
Enkidu (delay) - 28
GILGAMESH - 16
Sophie - 18 (delay)
Melech - 15
Kuro - 14
Lightning Rail - 0

Players
Kuro (I-81) 38/69 HP +4 to defenses until start of next turn
Melech (J-80) 52/79 HP +1 power bonus to defenses
Sophie (K-86) 59/59 HP +9 THP +1 power bonus to defenses
Narerka (I-79) 54/86 HP +1 power bonus to defenses, ongoing 5 fire damage(save ends)
Tainya (I-85) 69/69 HP +9 THP cloud of darkness, +1 power bonus to defenses

Enemies
GILGAMESH (I-80) -234 HP (bloodied) Shadowfell Weapon and Flame Tongue Weapon; Spear of the Skylord and Holy Avenger; Frost Brand Weapon and Whelm divine challenge, slowed, +1 attack, +6 speed, +1d8 damage, -2 all defenses, +2 power bonus to all defenses vs. Melech
Enkidu (F/G-77/78 ground) -94 HP immobilized, divine challenge, Shackles of Justice (save ends) Effectively removed from the fight

Notes
-To cross from one car to the next, you can jump by making an athletics check. You need a result of 10 or higher to clear the gap.
-Climbing up a ladder to the rooftop of the train requires 3 squares of movement.
- Falling from the top of the train car to the ground below will cause you to take 2d10 falling damage.
-Knowing more about Enkidu requires a successful nature check. Knowing about GILGAMESH's weapons requires (just one) history check. Knowing about GILGAMESH requires a successful streetwise check.
-Enemies in Enkidu's terrorize aura are marked until they end their turns outside the aura.
>> No. 4429 edit
Still not very impressed by Gil's transformation, the Warlord replies while taking a breath.
"...Cool trick bro."
Inspiring reaction, spend a surge and heal 24 hp
>> No. 4430 edit
Narerka spits and lets out an irritated growl.

"Tch... It doesn't matter at this point. We'll bust you up all the same!"

Use swordmage shielding fire and miss like a bitch.
http://orokos.com/roll/139400

>> No. 4431 edit
File 138031923341.png - (1.39MB , 1043x596 , clashonthelightningrail17.png )
4431
Narerka channels arcane energy into his sword, which ignites in a roaring blaze of fire. He tries to hit GILGAMESH with said attack, but is parried, throwing the conflagration to the wind.

Narerka misses with Swordmage Shielding Fire, applying his aegis mark to GILGAMESH; until the end of the encounter, when Narerka uses his aegis interrupt to reduce damage, GILGAMESH takes fire damage equal to the amount reduced
Narerka fails his save against ongoing fire damage

GILGAMESH does nothing (he was supposed to be prone, and I forgot; he would have stood from prone)


Initiative
Narerka - 30
GILGAMESH (Ultimate Illusion) - 26
Tainya - 22
Enkidu (delay) - 28
GILGAMESH - 16
Sophie - 18 (delay)
Melech - 15
Kuro - 14
Lightning Rail - 0

Players
Kuro (I-81) 62/69 HP +4 to defenses until start of next turn
Melech (J-80) 52/79 HP +1 power bonus to defenses
Sophie (K-86) 59/59 HP +9 THP +1 power bonus to defenses
Narerka (I-79) 54/86 HP +1 power bonus to defenses, ongoing 5 fire damage(save ends)
Tainya (I-85) 69/69 HP +9 THP cloud of darkness, +1 power bonus to defenses

Enemies
GILGAMESH (I-80) -234 HP (bloodied) Shadowfell Weapon and Flame Tongue Weapon; Spear of the Skylord and Holy Avenger; Frost Brand Weapon and Whelm swordmage shielding fire, swordmage aegis, slowed, +1 attack, +6 speed, +1d8 damage, -2 all defenses, +2 power bonus to all defenses vs. Melech
Enkidu (F/G-77/78 ground) -94 HP immobilized, divine challenge, Shackles of Justice (save ends) Effectively removed from the fight

Notes
-To cross from one car to the next, you can jump by making an athletics check. You need a result of 10 or higher to clear the gap.
-Climbing up a ladder to the rooftop of the train requires 3 squares of movement.
- Falling from the top of the train car to the ground below will cause you to take 2d10 falling damage.
-Knowing more about Enkidu requires a successful nature check. Knowing about GILGAMESH's weapons requires (just one) history check. Knowing about GILGAMESH requires a successful streetwise check.
-Enemies in Enkidu's terrorize aura are marked until they end their turns outside the aura.
>> No. 4432 edit
File 136797664557.gif - (0.97MB , 500x200 , 1367816330533.gif )
4432
Moving carefully through the darkness, Tainya nearly loses her balance as the train suddenly jolts, but somehow manages to retain enough of her senses to remain out of the reach of Gilgaemsh's senses. Apparently not afraid of another few arms, she fires a pair of crossbow bolts in his direction, aiming for perceived vitals.

"'Tis time to put an end to zis nonsense, oui?" she remarks as the shadowy burst dissipates.

Move Action: Move to J-84, stealth check to hide: http://orokos.com/roll/139461 (22)
Standard Action: Use ranged basic attack against GILGAMESH. 37 vs. AC for 20 damage. http://orokos.com/roll/139462
Minor Action: Use hidden shot against GILGAMESH. 38 to hit for 9 damage. http://orokos.com/roll/139463

>> No. 4433 edit
File 134982258768.gif - (304.59KB , 330x331 , akari~n.gif )
4433
Tainya somehow feels GILGAMESH's gaze upon her, but her disguise is still really flawless.

Bluff check for disguise: http://orokos.com/roll/139866 (34)
>> No. 4435 edit
File 138058113081.png - (1.40MB , 1043x596 , clashonthelightningrail18.png )
4435
Tainya lets loose with a pair of attacks against GILGAMESH, and again hits with deadly precision. As the mist swirling around her dissipates, GILGAMESH scrutinizes her... but doesn't seem to find what he's looking for. "Wait, you're not- But I thought- Then who was-" he sputters in confusion as he clutches his head in frustration. "Enough games! If the 'butcher' isn't here, then I can't keep wasting time with you!"

Drawing on even more power than before, GILGAMESH snarls, "Face my wrath! and smites Narerka with his fiery sword. The half-elf briefly erupts in a tower of flames that leaves him close to passing out from the pain. But when he whirls around to try to attack the others, Narerka slashes with his sword, creating a rift beneath GILGAMESH's feet that swallows him whole! Immediately afterwards, the many-armed attacker plummets from the sky, screaming "Not again!" as he lands in the same space he was just in before, now in a heap on the ground. With a grunt of exertion, he leaps back onto his feet, slightly worse for wear.

Tainya moves to J-84 and successfully hides
Tainya's attacks hit GILGAMESH for a total of 29 damage

GILGAMESH makes an insight check against Tainya but fails to
GILGAMESH uses Enhance Power and gains a +4 power bonus to damage rolls until the end of his next turn
GILGAMESH uses Divider, swapping Shadowfell Weapon for Dawn Warrior Weapon and CRITS Narerka with Flame Tongue Weapon for 43 fire damage, BLOODYING him; he is now taking ongoing 7 fire damage (save ends)
GILGAMESH is interrupted from making further attacks by Narerka's Dimensional Vortex and fails his save against being teleported into the air; he falls 5 squares, takes 10 damage and is knocked prone
GILGAMESH spends an action point! GILGAMESH stands from prone


Initiative
Narerka - 30
GILGAMESH (Ultimate Illusion) - 26
Tainya - 22
Enkidu (delay) - 28
GILGAMESH - 16
Sophie - 18 (delay)
Melech - 15
Kuro - 14
Lightning Rail - 0

Players
Kuro (I-81) 62/69 HP +4 to defenses until start of next turn
Melech (J-80) 52/79 HP +1 power bonus to defenses
Sophie (K-86) 59/59 HP +9 THP +1 power bonus to defenses
Narerka (I-79) 11/86 HP (bloodied) +1 power bonus to defenses, ongoing 7 fire damage(save ends)
Tainya (J-84) 69/69 HP +9 THP cloud of darkness, +1 power bonus to defenses

Enemies
GILGAMESH (I-80) -273 HP (bloodied) Dawn Warrior Weapon and Flame Tongue Weapon; Spear of the Skylord and Holy Avenger; Frost Brand Weapon and Whelm swordmage shielding fire, swordmage aegis, slowed, +1 attack, +6 speed, +1d8 damage, -2 all defenses, +4 power bonus to damage rolls
Enkidu (F/G-77/78 ground) -94 HP immobilized, divine challenge, Shackles of Justice (save ends) Effectively removed from the fight

Notes
-To cross from one car to the next, you can jump by making an athletics check. You need a result of 10 or higher to clear the gap.
-Climbing up a ladder to the rooftop of the train requires 3 squares of movement.
- Falling from the top of the train car to the ground below will cause you to take 2d10 falling damage.
-Knowing more about Enkidu requires a successful nature check. Knowing about GILGAMESH's weapons requires (just one) history check. Knowing about GILGAMESH requires a successful streetwise check.
-Enemies in Enkidu's terrorize aura are marked until they end their turns outside the aura.
>> No. 4436 edit
Sophie smirks at Gil's fall, readying her next spell only when composed. She tries dazing GILGAMESH, as he can easily harm the party in his current position.

Illusory obstacles on GILGAMESH - http://orokos.com/roll/140228 [+2] (20)
>> No. 4437 edit
File 138068464412.png - (1.38MB , 1043x596 , clashonthelightningrail19.png )
4437
Sophie once again manages to trap GILGAMESH in an illusion, distorting the area around him. The flat surface of the roof warps and twists into sharp, thorny shapes with only a few patches of ground left untouched. She tries to disorient him with this new environment, but his will proves too strong for her to master. Her previous illusion evaporates, leaving his legs unrestrained.

Sophie misses GILGAMESH with Illusory Obstacles, and GILGAMESH cannot charge until the end of her next turn
GILGAMESH is no longer slowed


Initiative
Narerka - 30
GILGAMESH (Ultimate Illusion) - 26
Tainya - 22
Enkidu (delay) - 28
GILGAMESH - 16
Sophie - 18 (delay)
Melech - 15
Kuro - 14
Lightning Rail - 0

Players
Kuro (I-81) 62/69 HP +4 to defenses until start of next turn
Melech (J-80) 52/79 HP +1 power bonus to defenses
Sophie (K-86) 59/59 HP +9 THP +1 power bonus to defenses
Narerka (I-79) 11/86 HP (bloodied) +1 power bonus to defenses, ongoing 7 fire damage(save ends)
Tainya (J-84) 69/69 HP +9 THP +1 power bonus to defenses

Enemies
GILGAMESH (I-80) -273 HP (bloodied) Dawn Warrior Weapon and Flame Tongue Weapon; Spear of the Skylord and Holy Avenger; Frost Brand Weapon and Whelm swordmage shielding fire, swordmage aegis, +1 attack, +6 speed, +1d8 damage, -2 all defenses, +4 power bonus to damage rolls, cannot charge
Enkidu (F/G-77/78 ground) -94 HP immobilized, divine challenge, Shackles of Justice (save ends) Effectively removed from the fight

Notes
-To cross from one car to the next, you can jump by making an athletics check. You need a result of 10 or higher to clear the gap.
-Climbing up a ladder to the rooftop of the train requires 3 squares of movement.
- Falling from the top of the train car to the ground below will cause you to take 2d10 falling damage.
-Knowing more about Enkidu requires a successful nature check. Knowing about GILGAMESH's weapons requires (just one) history check. Knowing about GILGAMESH requires a successful streetwise check.
-Enemies in Enkidu's terrorize aura are marked until they end their turns outside the aura.
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