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[Adventure] The Cannith Caper (Judge: THB)
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<blockquote data-quote="renau1g" data-source="post: 5382269" data-attributes="member: 54810"><p><strong>Monsters suck this turn.</strong></p><p></p><p>With a quick hop, Haltor mounts White-Eye again, his hunt-mask looking balefully at the drake before them. <span style="color: darkorange">C'mon, Gark. Don't make me show you how its done!</span> The taunt seemed to revivify the shifter somewhat, allowing him to move about while Haltor distracted it with a few swipes, one hitting solidly.</p><p></p><p><span style="color: Cyan">"Jump!"</span> Varis shouts at the drake, urging him magically and with a gale of winds to get nearer the molten metal.</p><p></p><p>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 (<span style="font-size: 9px"><em>bloodied, so thp for Harresh</em></span>).</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>Frustrated, he at least manages to stop his skin from burning before it can do further damage.</p><p></p><p>Varak charges, howling as he leaps the pit his blade strikes the drake.</p><p></p><p>The enemies seem overwhelmed by the vicious counterattack and their ineffective response allows the adventurer's a brief respite.</p><p></p><p>[sblock=ooc]</p><p>[MENTION=36973]stonegod[/MENTION] - you want that surge from Gark? </p><p></p><p>Varak - charge!<a href="http://invisiblecastle.com/roller/view/2772922/" target="_blank">charge (1d20+12=25, 1d10+6=9)</a> hits for 9, bloodying Drake 1[/sblock]</p><p></p><p></p><p></p><p>[sblock=Enemy Actions]</p><p></p><p>Haestus: (delay until after drake) shift to F3, Forge Strike on Gark - <a href="http://invisiblecastle.com/roller/view/2772927/" target="_blank">vs gark fort; fire (1d20+12=20, 2d10+10=17)</a> misses due to second wind</p><p></p><p>Drake 1: shiftinf bite on Gark - <a href="http://invisiblecastle.com/roller/view/2772928/" target="_blank">bite gark (1d20+14=19, 2d6+8=13)</a> also miss due to second wind...wow lucky day evilbob.</p><p></p><p>Drake 2: Fly to G11 and attack Varis - <a href="http://invisiblecastle.com/roller/view/2772929/" target="_blank">bite Varis (1d20+12=17, 2d6+8=17)</a> wow...this monster's second 5 in a row. </p><p></p><p>[/sblock]</p><p></p><p>[sblock=Unlocked Stats]</p><p>Haestus: 20 AC; 19/20/?? F/R/W</p><p>Drake: 21 AC; ??/20/18 F/R/W</p><p>[/sblock]</p><p></p><p>[sblock=OOC]</p><p>Haestus: -12hp+5thp; insubstantial, used Forge's Wrath</p><p>Drake 1: -48hp; -2 to saves vs. ongoing damage until end of encounter, bloodied</p><p>Drake 2: -59hp; flying, –2 penalty to attack rolls until the end of Varis next turn, bloodied</p><p></p><p>Gark: 39/48; ongoing 10 fire (save ends), bloodied, prone, Longtooth Shifting, +2 defenses TSNT</p><p>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.</p><p>Varis: 49/49</p><p>Varak: 21+5 thp/51, 30' down</p><p>Harresh: 45/45+4thp; 6/7 surges, resist 5 fire until the end of the encounter.</p><p>White-Eye: 35/46; same effect as Haltor.</p><p></p><p>Init:</p><p>Heroes up</p><p></p><p>[/sblock]</p><p></p><p>[sblock=Features of Area]</p><p></p><p>Illumination: Bright light from the molten metal.</p><p></p><p>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.</p><p></p><p>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.</p><p>[/sblock]</p></blockquote><p></p>
[QUOTE="renau1g, post: 5382269, member: 54810"] [b]Monsters suck this turn.[/b] With a quick hop, Haltor mounts White-Eye again, his hunt-mask looking balefully at the drake before them. [color=darkorange]C'mon, Gark. Don't make me show you how its done![/color] The taunt seemed to revivify the shifter somewhat, allowing him to move about while Haltor distracted it with a few swipes, one hitting solidly. [COLOR=Cyan]"Jump!"[/COLOR] 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 ([SIZE="1"][I]bloodied, so thp for Harresh[/I][/SIZE]). 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![url=http://invisiblecastle.com/roller/view/2772922/]charge (1d20+12=25, 1d10+6=9)[/url] hits for 9, bloodying Drake 1[/sblock] [sblock=Enemy Actions] Haestus: (delay until after drake) shift to F3, Forge Strike on Gark - [url=http://invisiblecastle.com/roller/view/2772927/]vs gark fort; fire (1d20+12=20, 2d10+10=17)[/url] misses due to second wind Drake 1: shiftinf bite on Gark - [url=http://invisiblecastle.com/roller/view/2772928/]bite gark (1d20+14=19, 2d6+8=13)[/url] also miss due to second wind...wow lucky day evilbob. Drake 2: Fly to G11 and attack Varis - [url=http://invisiblecastle.com/roller/view/2772929/]bite Varis (1d20+12=17, 2d6+8=17)[/url] 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. [/sblock] [/QUOTE]
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