renau1g
First Post
Harressh laughs at the apparitions attempt to hurt him. His eyes blaze again and the ghostly creature is smitten by radiant energy.
"Come back!" Varis and the wind howl at Heastus, forcing him back into the reach of Varis' allies.
Now that he is in range, Gark reaches with his weapon and strikes Haestus true, right in the gut. He drags him down to the ground and deposits him between his allies. "Do I need to giftwrap your present as well?" Gark says with a half-smile to Halter, encouraging him to act.
Gark takes a sly step back away from the railing, preparing for his next move.
[sblock=evilbob]
Regen only functions while you are bloodied "n addition, while you are bloodied, you gain regeneration 2." [/sblock]
Halter mounts White-Eye once more, calling to Varak to bolster him.
Haltor's weapon bites into the wraith, as it does an explosion of flames erupts from the wound, which now leaks liquid darkness. Haltor & Varak find themselves surrounded by flames.
[sblock=Haltor/Varak's Actions]
vs ac; dmg (1d20+12=22, 1d8+8=13) This bloodies teh wraith, which triggers Forge’s Wrath - vs will (haltor, white-eye, varak); psychic dmg (1d20+11-2=24, 1d20+11-2=15, 1d20+11-2=15, 2d6+5=11) Haltor & varak are hit for 11 psychic damage + the target believes it is surrounded by fire; if the target leaves its space, it takes 2d6 + 5 psychic damage (save ends). While the target remains in its space, all other targets have concealment against the target., while the other white-eye take 5 damage. Also, as an effect Haestus teleports to J7. This triggers Gark's Warden's Grasp ([MENTION=9789]evilbob[/MENTION] - where do you want to slide it?)
Varak - TBD.
saves (haltor, varak) (1d20=7, 1d20=1) both are still affected
[/sblock]
[sblock=Enemy Actions]
Haestus: Move to current spot. Forge Strike on harresh - vs fort; fire (incl fire resist) (1d20+12=15, 2d10+10-5=13) miss.
[/sblock]
[sblock=Unlocked Stats]
Haestus: 20 AC; 19/20/?? F/R/W
Drake: 21 AC; ??/20/18 F/R/W
[/sblock]
[sblock=OOC]
Haestus: -64hp; insubstantial, bloodied, used Forge's Wrath
Drake 1: -61hp; -2 to saves vs. ongoing damage until end of encounter, bloodied, prone Dead
Drake 2: -74hp; flying, bloodied, used breath weapon
Gark: 24/48; 6/9 surges, Longtooth Shifting,
Haltor: 16/42; 4/7 surges, bloodied, believes it is surrounded by fire; if the target leaves its space, it takes 2d6 + 5 psychic damage (save ends)
Varis: 49/49
Varak: 27/51, used 2 surge, bloodied, believes it is surrounded by fire; if the target leaves its space, it takes 2d6 + 5 psychic damage (save ends), +2 defenses TSNT
Harresh: 45/45+4thp; 6/7 surges, resist 5 fire until the end of the encounter.
White-Eye: 15/46; bloodied,
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]
"Come back!" Varis and the wind howl at Heastus, forcing him back into the reach of Varis' allies.
Now that he is in range, Gark reaches with his weapon and strikes Haestus true, right in the gut. He drags him down to the ground and deposits him between his allies. "Do I need to giftwrap your present as well?" Gark says with a half-smile to Halter, encouraging him to act.
Gark takes a sly step back away from the railing, preparing for his next move.
[sblock=evilbob]
Regen only functions while you are bloodied "n addition, while you are bloodied, you gain regeneration 2." [/sblock]
Halter mounts White-Eye once more, calling to Varak to bolster him.
Haltor's weapon bites into the wraith, as it does an explosion of flames erupts from the wound, which now leaks liquid darkness. Haltor & Varak find themselves surrounded by flames.
[sblock=Haltor/Varak's Actions]
vs ac; dmg (1d20+12=22, 1d8+8=13) This bloodies teh wraith, which triggers Forge’s Wrath - vs will (haltor, white-eye, varak); psychic dmg (1d20+11-2=24, 1d20+11-2=15, 1d20+11-2=15, 2d6+5=11) Haltor & varak are hit for 11 psychic damage + the target believes it is surrounded by fire; if the target leaves its space, it takes 2d6 + 5 psychic damage (save ends). While the target remains in its space, all other targets have concealment against the target., while the other white-eye take 5 damage. Also, as an effect Haestus teleports to J7. This triggers Gark's Warden's Grasp ([MENTION=9789]evilbob[/MENTION] - where do you want to slide it?)
Varak - TBD.
saves (haltor, varak) (1d20=7, 1d20=1) both are still affected
[/sblock]
[sblock=Enemy Actions]
Haestus: Move to current spot. Forge Strike on harresh - vs fort; fire (incl fire resist) (1d20+12=15, 2d10+10-5=13) miss.
[/sblock]
[sblock=Unlocked Stats]
Haestus: 20 AC; 19/20/?? F/R/W
Drake: 21 AC; ??/20/18 F/R/W
[/sblock]
[sblock=OOC]
Haestus: -64hp; insubstantial, bloodied, used Forge's Wrath
Gark: 24/48; 6/9 surges, Longtooth Shifting,
Haltor: 16/42; 4/7 surges, bloodied, believes it is surrounded by fire; if the target leaves its space, it takes 2d6 + 5 psychic damage (save ends)
Varis: 49/49
Varak: 27/51, used 2 surge, bloodied, believes it is surrounded by fire; if the target leaves its space, it takes 2d6 + 5 psychic damage (save ends), +2 defenses TSNT
Harresh: 45/45+4thp; 6/7 surges, resist 5 fire until the end of the encounter.
White-Eye: 15/46; bloodied,
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]