[sblock=ooc]
So let me start off by apologizing for the delay, it's been a crazy busy few weeks at work after coming back from parental leave. It sucks having a PC in a slow moving game so I understand the frustration, thank you all for the patience. Apparently a month of work compressed into a week is a lot

I've been getting caught up but still am working through it. I expect busy times there until Christmas or so. That said I should be in a better position to keep things going here so that's good. I do expect it to run a lot faster than 1/every other week or so, but I also don't expect to be able to run a follow-up as I'll need to reduce the DM load a bit for now.
Ok, so ryry and Evo are taking a break. what does everyone want to do after this fight? There's not a ton left (as you've guessed) so we can just leave them back to cover the rear if you want and go ahead as Varis, Haltor, and Gark or I can recruit a duo or trio from the inn and fit them into the addy as well...I've got an idea that doesn't stretch plausibility too much.
Thoughts? Things should work out the same either way, basically the last few encounters will have their xp adjusted up or down to match what I've already got ready.
Oh, and [MENTION=9789]evilbob[/MENTION] - I dislike the enworld roller as well, I like knowing my rolls before writing the fluff of the post.
[/sblock]
Gark takes a passing swing at the drake but misses. However, he manages to shake off the psychic delusions of fire and clear his mind.
Noting his fallen companion, he presses the attack in order to draw attention away from his ally. Shifting into position, he ...
misses.
"Out of my way!" Varis shouts at the drake, wind and lightning trying to move it away. The half-elf sprints to the hole, jumps over it (partly hold in the air by a sudden current) and calls:
"Up Haltor, work to do. We need you."
As the foolish construct fell for his trick, Haltor and White-Eye acted in unison to destroy it. But then, it hit him... hit him hard. Haltor screams in illusionary pain as he is flung from the saddle. When Varis' word hits him, he wobbles to his feet and takes a steadying in breath as he places a comforting hand on White-Eye. It seems to do the trick.
Harressh, annoyed at the drake's attack, breathes a quick blast of frost at it, but the creature dodges, though heat and light leaking from the dragonborn's scales scorches it slightly. He shifts his attention to the other side of the gap, where Haltor is hard pressed. Ignoring the drake's efforts to distract him, he tilts his neck back and fires a rain of small, sharp icicles to bombard the apparition and his minion, but they mostly melt in the hot air above the lava. Frustrated, Harressh inches closer to the gap.
Varak climbs up the wall.
A blast of lava directed from Haestus burns Gark mightily, the lingering globs of the substance continue to burn.
"Ha, you should never have come here. Run home to your masters with your tails between your legs and tell them Haestus d'Cannith runs this facility now" he cackles as the drakes are ineffective in their attacks.
[sblock=Enemy Actions]
Haestus: Standard: Forge Strike on Gark -
vs fort; fire dmg + 10 ongoing (1d20+12=31, 2d10+10=29) hits for 29 fire damage + 10 ongoing fire (save ends) & knocked prone
Drake 1: Bite WhiteEye miss
Drake 2: Fly to H14 and attack Harresh -
bite harresh (1d20+12=17, 2d6+8=16)
[/sblock]
[sblock=Unlocked Stats]
Haestus: 20 AC; 19/20/?? F/R/W
Drake: 21 AC; ??/20/18 F/R/W
[/sblock]
[sblock=OOC]
Haestus: -12hp; insubstantial, used Forge's Wrath
Drake 1: -25hp; -2 to saves vs. ongoing damage until end of encounter
Drake 2: -20hp; flying, –2 penalty to attack rolls until the end of Varis next turn
Gark: 8/48; ongoing 10 fire (save ends), bloodied, prone
Haltor: 24/42; 5/7 surges ([MENTION=36973]stonegod[/MENTION] - I have you at 5/7 surges, 1 from second wind and one from majestic word.
Varis: 49/49
Varak: 21+5 thp/51, 30' down
Harresh: 45/45; 6/7 surges, resist 5 fire until the end of the encounter.
White-Eye: 35/46; same effect as Haltor.
Init:
Heroes up
[/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]