[Adventure] The Cannith Caper (Judge: THB)

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.

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. The drake is lifeless on the flames, unable to get up.

[sblock=ooc]
Damn...I forgot all about it's encounter power last turn... well that sucks for me [/sblock]

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

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

Harressh follows Varis example, his Thunderous roar strangely ineffective.

Varak charges forward and slams his axe into Haestus.

[sblock=ooc]
Varak - charge!charge (1d20+12=23, 1d10+6=7) hits Haestus for 3. The dragon shifts to E9 as an immediate reaction.[/sblock]

Haestus glares at the enemies in front of him "Fools, do you not know death when you see it?" he hisses, a large warhammer materializing in his hands. The hammer slams into Gark, sending the shifter flying over the edge to land on the net below. He follows up with a blow to Varak, sending the half-orc spinning away, but he grabs the ledge at the last moment and rolls back to safety. The wraith flies over the chasm, the hammer dissipating as quickly as it arrived.

The drake flies to the edge of the walkway, unleashing a blast of force that slams into Haltor and White-Eye, knocking them down, but years of kinship allow them to work together and hang on for safety.

[sblock=Enemy Actions]

Haestus: Double attack - Pain Hammer on Gark - vs Gark's fort; fire/necrotic damage (1d20+12=23, 2d8+7=12) hits for 12 + pushed 2. gark save (1d20+2=4) Gark falls to F6 and is prone. & Pain Hammer on Varak - vs Varak fort; fire/necotric (1d20+12=21, 2d8+7=16) hits for 16 (forgot -2 from mark, but it sitll hits for 16 and pushes 2 to I6 - save (1d20+2=19) saved, but falls prone.
Fly to D9 as a move.

Drake 2: Fly to F8 - use breath weapon - vs ref (haltor, varak, white-eye); force damage (1d20+10=17, 1d20+10=14, 1d20+10=16, 3d6+4=15) hits Haltor and White eye for 15 & push 2 & knocked prone - save (haltor; white eye) (1d20+2=15, 1d20+2=19) not pushed over edge though.

[/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+2thp; insubstantial, used Forge's Wrath
Drake 1: -61hp; -2 to saves vs. ongoing damage until end of encounter, bloodied, prone Dead
Drake 2: -59hp; flying, bloodied, used breath weapon

Gark: 27/48; 6/9 surges, Longtooth Shifting,
Haltor: 23/42; 4/7 surges, bloodied, prone
Varis: 49/49
Varak: 10/51, bloodied, prone
Harresh: 45/45+4thp; 6/7 surges, resist 5 fire until the end of the encounter.
White-Eye: 20/46; bloodied, prone

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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[sblock=questions]Does Gark start his turn prone?

Also I'm guessing the mage is flying on an altitude equal to the bridge?

Finally, is there a harder DC we can try for an athletics check to get up to the top in just 1 move action? Not certain I will but Gark is a +13 and can make the DC 15 normal check easily, so I thought I'd check. What would the penalties be if the check wasn't made?[/sblock]
 

[sblock=ooc]
Gark does start prone.

Haestus is flying level with the bridge.

There's nothing in the rules that allows for a faster climb that I could see, I'll allow it to be attempted, but the DC is bumped up to 30. It's a Paragon-level challenge I would think to scale 30' in around 3 seconds or so.

There's no penalty's for being down there, just that you are 30' below the bridge. Just that you take 5 fire damage/turn there. [/sblock]
 

Gark scrambles to his feet and scurries up the ladder with spectacular speed.

[sblock=ooc]beginning of turn: take 5 fire damage; regen 2 (since the fire damage makes me bloodied)

move: stand

standard->move: athletics check to climb up: 33 - yeah, that's right, I rolled a natural 20 on a skill check :)

Well I didn't really specify, but if it's cool (especially since I rolled a 20), can it count for the hard check? If that's alright then Gark would end his movement at G6.[/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:24/48, 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]
 


Varis d'Lyrandar , Half-Elf Bard 5

Varis screams at the drake and the ghostly enemy, the sound transformed to lightning by his magic sword.

[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: Burning Spray (Drake, Haestus, Damage) (1d20+8=17, 1d20+8=24, 1d8+5=11)
hits Heastus for 11 (5 after insub). Slide him to E9.

--

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 eyes gleam like stars as he brings blazing comets in existence, hitting both of the remaining enemies.

[sblock=Actions]
Aura: 4 fire and radiant to drake (?) maybe not.
Standard: Blazing Starfall (Drake, Haestus, Damage) (1d20+8=22, 1d20+8=26, 1d4+11=15) at E7. Hits both drake and slided drake for 15 damage (before insub)
The burst creates a zone bounded by burning ground that lasts until the end of Harressh's next turn. Whenever an enemy leaves it, that enemy takes 4 fire damage.

[/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]
Just a note that Blazing Starfall does Radiant damage on the initial attack. It seems to affect the wraith more...(Vulnerable 5)

Just need Haltor's actions and we can keep on rockin'
[/sblock]
 

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