[Adventure] The Cannith Caper (Judge: THB)


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Monsters suck this turn.

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.

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

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. The drake looks quite injured from the assault (bloodied, so thp for Harresh).

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.

Varak charges, howling as he leaps the pit his blade strikes the drake.

The enemies seem overwhelmed by the vicious counterattack and their ineffective response allows the adventurer's a brief respite.

[sblock=ooc]
[MENTION=36973]stonegod[/MENTION] - you want that surge from Gark?

Varak - charge!charge (1d20+12=25, 1d10+6=9) hits for 9, bloodying Drake 1[/sblock]



[sblock=Enemy Actions]

Haestus: (delay until after drake) shift to F3, Forge Strike on Gark - vs gark fort; fire (1d20+12=20, 2d10+10=17) misses due to second wind

Drake 1: shiftinf bite on Gark - bite gark (1d20+14=19, 2d6+8=13) also miss due to second wind...wow lucky day evilbob.

Drake 2: Fly to G11 and attack Varis - bite Varis (1d20+12=17, 2d6+8=17) wow...this monster's second 5 in a row.

[/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+5thp; insubstantial, used Forge's Wrath
Drake 1: -48hp; -2 to saves vs. ongoing damage until end of encounter, bloodied
Drake 2: -59hp; flying, –2 penalty to attack rolls until the end of Varis next turn, bloodied

Gark: 39/48; ongoing 10 fire (save ends), bloodied, prone, Longtooth Shifting, +2 defenses TSNT
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+4thp; 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.
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Attachments

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[sblock=ooc]It's not luck, it's carefully planned strategy! ;) Seriously though, using 2nd wind and marking everyone in the room is basically "defender plan A" so I feel a bit better about missing repeatedly.

Let's go ahead and give stonegod the surge, eh?

Also, Gark isn't currently burning, unless that power does that on a miss? I will assume no unless told otherwise.[/sblock]
Gark's wild smile grows larger as the enemies flail about to no effect. Focusing on the drake that has eluded him so far, he feints and then swings hard, catching it in the gut and attempting to fling it over the railing and into the pit. The drake catches hold of the railing easily with its claws, but the blow still knocks the wind out of it and it falls to the ground. Quickly pressing the advantage, Gark switches his glaive to his left hand and extends a furry paw, palm out toward the drake: a static charge blasts the drake for no physical harm, but with just enough power to knock it back over the edge and down toward the mesh below.

Deftly stepping up to block in the evil mage, Gark slyly taunts, "It seems your guards are dropping like the flies they are."

[sblock=ooc]standard: attack drake with tempest assault, 23 vs. AC (woot!) for 13 damage (includes the +2 that I finally remembered); slide the drake to E7 and it drops prone

Ok, so this is a weird situation - I'm not sure if the drake gets a saving throw or not - but I'm going to assume yes and go ahead and roll it, since I need to know if the drake falls because it will affect my move action.

And of COURSE, THIS is the time I roll high. Save for drake: 21 Damn. It.

Ok, trying again: minor: Warden's Tempest to slide drake to F7: this time IC comes through and it gets a 6! Woot!

I am assuming because the drake is "prone" it cannot fly; if that's not the case (or I didn't need to roll a save and it just fell anyway) then I will not use the encounter power. If I can't dump it over, I will also not move away and instead re-mark the drake.

Move: shift to F4

Free: mark Haestus[/sblock]
[sblock=Gark]Gark Longtooth Shifter Warden 4
Initiative: +4, Passive Perception: 22, Passive Insight: 15, Senses: Low-light vision
AC:19, Fort:19, Reflex:15, Will:17
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 damage, +2 regen while bloodied

Full sheet: Gark[/sblock]
 
Last edited:

[sblock=ooc]
sorry the ongoing was from when I started updating the round and it would've hit you, but then I forget the second wind bonus.

If you slide the dragon over the opening, The slide works, but the drake remains aloft as it has a fly speed so it's not prone and you don't have to use the encounter power.
[/sblock]
 

Haltor lashes out at the drake, distracting it to Varak can slip around it. His sharash hits hard, tearing apart the structure of the construst. [sblock=OOC]Haltor will spend his surge (it is Haltor's, right?)

Wolf Pact Tactics (allowing Varak to shift away): Hit, 20 hp. Assuming Varak shifts away, shift to where he left.

Varak has a attack to people attack, right? If so, he should attack the drake and then the wraith-thing.[/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: 34/42, Bloodied: 21, Surge: 10, Surges left: 4/7
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]
 

[sblock=ooc]
If you slide the dragon over the opening, The slide works, but the drake remains aloft as it has a fly speed so it's not prone and you don't have to use the encounter power.
Sorry, I'm confused by this response. Maybe I didn't state my question clearly.

The one thing that definitely happened without question is that the drake is prone. Done. That happened on the hit.

My main question is, do I need to roll a save for the prone drake as I push him over the edge, since this will make him fall even if he has a fly speed? Or, since I push him (with a fly speed) first and then prone him, does that not matter somehow? I wasn't sure. I decided to assume the most favorable condition for the enemy, which was that he was allowed a save.

If this is true, I tried twice to push him over the edge and succeeded the second time.

All of this is predicated on the belief that a prone flying creature will fall, as it says under flying:
"If a creature falls prone while it is flying, it falls."
If the creature has a fly speed, it tries to fly and because it is prone, it falls. Otherwise, it's just prone and it falls. Right?

Let's get all that cleared before I ask anything else.[/sblock]
 

[sblock=ooc]
Ah, my bad, forgot about polearm momentum. I was thinking you made it prone from the successful save. Yes it does fall. [/sblock]
 

Varis d'Lyrandar , Half-Elf Bard 5

Varis swings his sword at the drake, but the agile creature manages to avoid the blow.

[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: War Song Strike vs Drake 2 (1d20+10=17, 1d8+5=7) miss

--

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]
 

Harresh

Harressh follows Varis example, his Thunderous roar strangely ineffective.

[sblock=Actions]
Aura: 4 fire and radiant to drake (?) maybe not.
Move: Shift to G 14.
Standard: Thundering Roar (1d20+8=11, 2d6+11=15) miss


[/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]
 

[sblock=ooc]
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.
Speaking of this, who bloodied the drakes?

Also, r1: just to clarify, did the drake get a saving throw for being flung off the edge, then?[/sblock]
 

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