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[Adventure] The Cannith Caper (Judge: THB)
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<blockquote data-quote="evilbob" data-source="post: 5383565" data-attributes="member: 9789"><p>[sblock=ooc]It's not luck, it's carefully planned strategy! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> 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.</p><p></p><p>Let's go ahead and give stonegod the surge, eh?</p><p></p><p>Also, Gark isn't currently burning, unless that power does that on a miss? I will assume no unless told otherwise.[/sblock]</p><p>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.</p><p></p><p>Deftly stepping up to block in the evil mage, Gark slyly taunts, <span style="color: gold">"It seems your guards are dropping like the flies they are."</span></p><p></p><p>[sblock=ooc]standard: attack drake with tempest assault, <a href="http://invisiblecastle.com/roller/view/2775431/" target="_blank">23 vs. AC</a> (woot!) for 13 damage (includes the +2 that I finally remembered); slide the drake to E7 and it drops prone</p><p></p><p>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.</p><p></p><p>And of COURSE, THIS is the time I roll high. Save for drake: <a href="http://invisiblecastle.com/roller/view/2775441/" target="_blank">21</a> Damn. It.</p><p></p><p>Ok, trying again: minor: Warden's Tempest to slide drake to F7: this time IC comes through and it gets a <a href="http://invisiblecastle.com/roller/view/2775442/" target="_blank">6</a>! Woot!</p><p></p><p>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.</p><p></p><p>Move: shift to F4</p><p></p><p>Free: mark Haestus[/sblock]</p><p>[sblock=Gark]<span style="color: gold"><strong>Gark</strong></span> Longtooth Shifter Warden 4</p><p>Initiative: +4, Passive Perception: 22, Passive Insight: 15, Senses: Low-light vision</p><p>AC:19, Fort:19, Reflex:15, Will:17</p><p>HP:<span style="color: green">39</span>/48, <span style="color: gray">0</span> temp HP, Bloodied:24, Surge Value:12, Surges left:<span style="color: green">6</span>/9</p><p>Action Points/Milestones: <span style="color: gray">0</span>/0</p><p>Powers:</p><p><span style="color: Green">Font of Life</span></p><p><span style="color: Green">Nature's Wrath</span></p><p><span style="color: Green">Warden's Fury / Warden's Grasp</span></p><p><span style="color: Green">Tempest Assault</span></p><p><span style="color: Green">Warden's Lunge</span></p><p><span style="color: Red"><s>Longtooth Shifting</s></span></p><p><span style="color: Red"><s>Second Wind</s></span></p><p><span style="color: Red"><s>Thunder Ram Assault</s></span></p><p><span style="color: Red"><s>Warden's Tempest</s></span></p><p><span style="color: Red">Student of the Sword</span></p><p><span style="color: Gray">Form of Mountain's Thunder</span> - <span style="color: Red">Form of Mountain's Thunder Attack</span></p><p><span style="color: Gold">Staggering Weapon</span></p><p></p><p>Important Stuff:</p><p>- 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</p><p></p><p>Conditions: +2 damage, +2 regen while bloodied</p><p></p><p>Full sheet: <a href="http://leb.wikia.com/wiki/LEB:PC:Gark_%28evilbob%29" target="_blank">Gark</a>[/sblock]</p></blockquote><p></p>
[QUOTE="evilbob, post: 5383565, member: 9789"] [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, [COLOR="gold"]"It seems your guards are dropping like the flies they are."[/COLOR] [sblock=ooc]standard: attack drake with tempest assault, [URL="http://invisiblecastle.com/roller/view/2775431/"]23 vs. AC[/URL] (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: [URL="http://invisiblecastle.com/roller/view/2775441/"]21[/URL] Damn. It. Ok, trying again: minor: Warden's Tempest to slide drake to F7: this time IC comes through and it gets a [URL="http://invisiblecastle.com/roller/view/2775442/"]6[/URL]! 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][COLOR="gold"][B]Gark[/B][/COLOR] 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:[COLOR=green]39[/COLOR]/48, [COLOR="gray"]0[/COLOR] temp HP, Bloodied:24, Surge Value:12, Surges left:[COLOR=green]6[/COLOR]/9 Action Points/Milestones: [COLOR=gray]0[/COLOR]/0 Powers: [COLOR="Green"]Font of Life Nature's Wrath Warden's Fury / Warden's Grasp Tempest Assault Warden's Lunge[/COLOR] [COLOR="Red"][s]Longtooth Shifting[/s] [s]Second Wind[/s] [s]Thunder Ram Assault[/s] [s]Warden's Tempest[/s] Student of the Sword[/COLOR] [COLOR="Gray"]Form of Mountain's Thunder[/COLOR] - [COLOR="Red"]Form of Mountain's Thunder Attack[/COLOR] [COLOR="Gold"]Staggering Weapon[/COLOR] 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: [URL="http://leb.wikia.com/wiki/LEB:PC:Gark_%28evilbob%29"]Gark[/URL][/sblock] [/QUOTE]
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