Varis takes position and waits for the enemies next move.
[sblock=WD]
If you ready an attack please roll the to-hit/damage in the future [/sblock]
Varak moves over the catwalk and charges the spectral figure.
"You again, this time you won't escape!"
As Varak charges across the catwalk, suddenly he has the oddest sensation of falling... then he lands on the hot metal mesh, right next to a charred body of what was likely a hobgoblin.
Haltor and White-Eye follow the halfork, barreling down on the apparition. He does not slow down for the pit, White-Eye almost leaping the entire intervening distance to the shade. As Haltor lands, he slams into the apparition, knocking him down, while White-Eye swipes at him. The wounds are less than the halfling expected as the creature doesn't seem fully in this world.
As the warlord attacks, the drakes react with surprising speed, but Haltor easily knocks aside its attack.
Haestus stands up, shaking his head, and conjures a large hammer made of spectral flames and slams it into Haltor, sending the halfling flying.
"Ha! You should have stayed on the Plains little one, you will burn for your insolence" he cackles.
The drakes descend on the vulnerable halfling, one tears into Haltor, but the war-chief manages to dodge the other set of jaws.
As Varak rises, a large group of wraiths appear from the molten floor and their touch sends molten metal all across the half-orc.
[sblock=Enemy Actions]
Immediate Reaction to Haltor's attack - Drakes shift 2 closer, Drake 1 ends next to the halfling so it can attack -
bite on haltor (1d20+12=17, 2d6+8=15) miss...
Haestus: Move: Stand; Minor: Conjure hammer; Standard: Pain Hammer on Haltor -
vs fort; fire/necrotic (1d20+12=25, 2d8+7=15) hits for 15, pushed to G7 and knocked prone (you can choose for White-Eye to go with you I believe)
Drake 1 & 2: move adjacent to Haltor and attack:
bite on Haltor with CA (1d20+12+2=17, 2d6+8=14, 1d20+12+2=33, 2d6+8=13) one hit for 13
Wisp Wraiths emerge from the molten metal and attack Varak -
vs Fort (varak) (1d20+8=23, 1d20+8=22, 1d20+8=16, 1d20+8=23, 1d20+8=24, 1d20+8=19) 5 hits for 10 total damage + 5 ongoing fire (save ends) (x5) [/sblock]
[sblock=Unlocked Stats]
Haestus: 20 AC; 19/??/?? F/R/W
Drake: ?? AC; ??/??/?? F/R/W
[/sblock]
[sblock=OOC]
Haestus: -12hp; insubstantial
Gark: 48/48
Haltor: 14/42; bloodied, prone
Varis: 49/49
Varak: 31/51, 5 ongoing fire (save ends)x5
Harresh: 45/45; 6/7 surges, resist 5 fire until the end of the encounter.
Init:
Heroes up
inits )Gark, varak, haltor, varis, harresh, bad (1d20+4=9, 1d20+6=23, 1d20+6=14, 1d20+2=21, 1d20+2=6, 1d20+7=10) wow, I bet Team Psion wished I rolled this poorly

[/sblock]
[sblock=Features of Area]
Illumination: Bright light from the molten metal.
Rails: The catwalk and balconies have rails, which give any creature forced over an edge a +2 bonus to the saving throw to avoid falling.
Safety Mesh: The safety mesh is inches above a sea of molten metal. A creature that starts its turn on the mesh takes 5 fire damage. When you start your turn on the mesh, you take 5 fire damage. It's a DC 15 athletics check to climb, so it'd be a double move to climb, provided you make 2 successful checks.
[/sblock]