[Adventure] The Cannith Caper (Judge: THB)

[sblock=OOC]Getting two more folks might be iffy at this stage (though they are there). I'm so-so on it. If we do run as it, someone should volunteer to bot the other two (maybe on each). But I'm not hot on botting, which makes recruitment more attractive.[/sblock]With a quick hop, Haltor mounts White-Eye again, his hunt-mask looking balefully at the drake before them. C'mon, Gark. Don't make me show you how its done! The taunt seemed to revivify the shifter somewhat, allowing him to move about while Haltor distracted it with a few swipes, one hitting solidly.[sblock=OOC]Move action to mount. Minor to Inspiring Word Gark: 17hp. Then, Wolf Pact Tactics twice (1 AP) to allow Gark to shift twice (to flank?): One hits for 14hp.[/sblock][sblock=Haltor]Haltor—Male Halfling Warlord 5
Initiative: +6, Passive Perception: 14, Passive Insight: 14
AC: 19, Fort: 17, Reflex: 14, Will: 16 — Speed: 5
HP: 24/42, Bloodied: 21, Surge: 10, Surges left: 5/7
Action Points: 0/1, Second Wind: Used, Milestones: 0
Powers -
Brash Assault
Wolf Pact Tactics

Diabolic Stratagem
Flattening Charge

Lead by Example
Stand the Fallen

Inspiring Word x2
Second Chance
Rub Some Dirt On It

Dwarven Chainmail +1

White Eye—Female Clawfoot 3
Initiative: +8, Passive Perception: 11, Passive Insight: 11
AC: 19, Fort: 16, Reflex: 16, Will: 13 — Speed: 8
HP: 35/46, Bloodied: 23

Haltor[/sblock]
 
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Varis d'Lyrandar , Half-Elf Bard 5

"Jump!" Varis shouts at the drake, urging him magically and with a gale of winds to get nearer the molten metal.

[sblock=ooc]

free: change damage to lightning
free: when any ally within 5 squares of him reduces an enemy to 0 hit points or bloodies an enemy, he grants 4 temporary hit points to that ally.
Standard: Vicious Mockery (1d20+7=20, 1d6+5=7). Hits for 7 lightning damage and -2 to all attacks until the end of Varis next turn. Trying to slide it into the trap door on H 13.

--

retrain implement proficiency to Heart of the Blade
new skill: History
+1 expertise bonus to all attacks

Wishlist:
Level 3 dragonshard that increases lightning damage (I think it was the Eberron)


[sblock=Mini stat block]
Varis d'Lyrandar
Perception: 19 Insight: 19 Low-light Vision
AC 20 Fortitude 17 Reflex 18 Will 19
Initiative: +2
Hit Points: 49 / 49 Bloodied: 24
Temporary Hit Points: 0
Resist: -
Saving Throw: +2 vs charm, illusion, sleep
Action Points: 1 Second Wind: 1
Healing Surge:12 Surges per day: 10 / 10
At-Will Powers: Lightning Longsword, Vicious Mockery, War Song Strike
Encounter Powers: Burning Spray, Shout of Triumph, Inspire Competence, Impelling Force, Word of Friendship, Majestic Word 1/2
Daily Powers: Stirring Shout, Song of Discord, Extra lightning damage

Condition:

[/sblock]
[/sblock]
 

[sblock=renau1g]I can pilot Harresh. Just need to know if Varis slide was successful.

If we do a new recruiting:

My 2nd LEB character is a controller and had befriended with 3 other characters in the tavern. I could retire Varis from this adventure (as he just sled into this adventure from his perspective) and recruit the 4 of them, if you wanted to add a total of 3 characters.

Just a suggestion. I really like Varis and have no problem to continue with him :D[/sblock]
 



[sblock=ooc]
The slide works, but the drake remains aloft as it has a fly speed

So just looking at the original post here and there was 7 in the original party, currently there will be 1 remaining... quite the attrition rate... Ok, so we'll have Haltor as the risky leader, Gark as the defender/controller (with all those slides). I'd prefer to get those not in games into the adventure first (even if it doesn't have a ton left).

If we grab these 3 the damage should cover the lost amounts from Varak & Harresh + add a controller in Narvala. Thoughts?
Available PCs divided by table when available:
Narvala ir'Sarhain (drothgery) - Human Invoker 6
Leeghon Morgan (Someone) - Human Ranger 4
Kellas (vagus) - Tiefling Rogue 4
[/sblock]
 

[sblock=ooc]
The slide works, but the drake remains aloft as it has a fly speed

So just looking at the original post here and there was 7 in the original party, currently there will be 1 remaining... quite the attrition rate... Ok, so we'll have Haltor as the risky leader, Gark as the defender/controller (with all those slides). I'd prefer to get those not in games into the adventure first (even if it doesn't have a ton left).

If we grab these 3 the damage should cover the lost amounts from Varak & Harresh + add a controller in Narvala. Thoughts?
Available PCs divided by table when available:
Narvala ir'Sarhain (drothgery) - Human Invoker 6
Leeghon Morgan (Someone) - Human Ranger 4
Kellas (vagus) - Tiefling Rogue 4
[/sblock]

[sblock=ooc]
Damn fliers... but he is one square lower as I slid him also down.

Is Narvala still available? I thought she was recruited today...
[/sblock]
 

Harresh

Harressh, follows Varis lead. Quickly taking a step back, he gulps a frosty ball at the nearer drake, burning it with frost and pushing it into the mesh.

[sblock=Actions]
Aura: 4 fire and radiant to drake (?) maybe not.
Move: Shift to H 15. If impossible to taget drake 2 from there, H 14
Standard: Dragonfrost (1d20+9=29, 1d8+11=12) vs darke 2. 19 cold damage and push him one more down into the safety mesh.
Dragonfrost crit extra damage (1d10=9)

So 28 HP and the drake 2 should take ongoing fire.


[/sblock]
[sblock=Harressh stat block]Harressh- Male Dragonborn Sorcerer 4
Cycle of Eberron (Sun) - Aura, resist 5 cold
Passive Perception: 11, Passive Insight: 11
AC:19, Fort:17, Reflex:13, Will:20 -- Speed:6
HP:40/40, Bloodied:20, Surge Value:12, Surges left:6/7
Initiative +2
Action Points: 0, Second Wind: NOT USED, Magic Item Uses: 1
Powers: Dragonfrost, Blazing Starfall, Dragon Breath, Thundering Roar, Ice Dragon's Teeth, Spacial Trip, Ice Javelins, Deathcut Leather
[/sblock]
 
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[sblock=renau1g]
If we do a new recruiting:

My 2nd LEB character is a controller and had befriended with 3 other characters in the tavern. I could retire Varis from this adventure (as he just sled into this adventure from his perspective) and recruit the 4 of them, if you wanted to add a total of 3 characters.

Just a suggestion. I really like Varis and have no problem to continue with him :D[/sblock]

[sblock=ooc]
This may work... [/sblock]
 

[sblock=ooc]Actually, I'm fine with just pressing on with 3 people. It'll be faster and easier to update. I'm cool with not bothering to recruit, plus I think we have all the major rolls covered. I won't pitch a fit either way, though.

So, Gark is at 8+17= 25 HP, eh? Damn - not bloodied. Well, considering that he was taking 10 ongoing fire, and he only has a 50% chance to save if he went first, this is still better. :)

I'm guessing Gark was slid to G5, so he's flanking - but he'd still be prone, right? I'm going to go with that unless corrected.[/sblock]
[sblock=start of turn]Font of Life failed.

Take 10 fire damage - hey, I'm bloodied again, yay![/sblock]
Dizzy and burning, Gark is healed back to presentable by Haltor and slid around into position. He tries to shake off the flames from his fur but to no effect - however the painful burning only seems to enrage him. Close to death, his powers once again magnify: his fangs and claws grow and his face bears a wild smile. He jumps to his feet and concentrates; a burst of healing energy springs forth. With a flash from his cloak, his body again mends itself spectacularly, and - returning the favor - even Haltor is affected and his wounds begin to heal.

His enemies cannot help but regard him with renewed caution. Pushing himself beyond normal limits, Gark continues to strike out at the drake as it is distracted and an easy target... and yet still, his blade catches nothing but air.

Frustrated, he at least manages to stop his skin from burning before it can do further damage.

[sblock=ooc]minor: Longtooth Shifting: +2 damage, +2 regen while bloodied

move: stand up

standard: 2nd wind: +2 defenses; 1 ally within 5 squares can spend a healing surge and make a save. Haltor, by default that's you, since Varis is full (if you'd like to take it).

free: nature's wrath, mark drake1 and haestus

action point - Tempest Assault vs. drake1 with combat advantage: 15 vs. AC (ROLLED A TWO?!?!?)

end of turn save: saved vs. ongoing fire (whew)

Well, if I can ever BLEEDIN' HIT these things, I will still dump them into the pit. In the meantime, at least I'm soaking attacks like nobody's business. :) I like getting up with more HP than I went down with![/sblock]
[sblock=Gark]Gark Longtooth Shifter Warden 4
Initiative: +4, Passive Perception: 22, Passive Insight: 15, Senses: Low-light vision
AC:19(21), Fort:19(21), Reflex:15(17), Will:17(19)
HP:39/48, 0 temp HP, Bloodied:24, Surge Value:12, Surges left:6/9
Action Points/Milestones: 0/0
Powers:
Font of Life
Nature's Wrath
Warden's Fury / Warden's Grasp
Tempest Assault
Warden's Lunge

Longtooth Shifting
Second Wind
Thunder Ram Assault
Warden's Tempest
Student of the Sword

Form of Mountain's Thunder - Form of Mountain's Thunder Attack
Staggering Weapon

Important Stuff:
- Gark's mark: attacks that don't include him take -2 and trigger an interrupt if they are next to him or a reaction against those up to 5 away

Conditions: +2 defenses till start of next turn; +2 damage, +2 regen while bloodied

Full sheet: Gark[/sblock]
 

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