The Rerisen Tower(DM: Iron Sky, Judge: ScorpiusRisk)

Mewness

First Post
An arrow grazes Livia painfully and she at last turns her attention to the skeleton archers.

[sblock=actions]Standard: biting swarm on Archer 5 (M14) 1d20+9=25 hit, -2 attacks to adjacent.

Minor: craftsman 5 fires at Archer 7 (M16) 1d20+4=11 miss.

Minor: craftsman 2 reloads.[/sblock]
[sblock=ministats]Livia Female Human Seeker 3
Initiative: +8, Passive Perception: 20, Passive Insight: 15, Senses: Normal
AC:16, Fort:13, Reflex:16, Will:17
HP: 16/35, Bloodied:17, Surge Value:8, Surges left: 4/8
Action Points: 0
Powers:
Biting Swarm
Elemental Spirits
Grappling Spirits
Agile Recovery

Inevitable Shot
Encaging Spirits
Possessing Spirits
Escaping Shot
Second Wind
Rebounding Greatbow

Swarming Bats

Basic ranged attacks: Biting Swarm +9 vs AC, 1d12+7 damage, target and adjacent enemies take -2 penalty to attack until start of my next turn; Grappling Spirits +9 vs AC, 1d12+7 damage, target is slowed and can't shift until the end of its next turn.

Conditions: bloodied

Full sheet: Livia[/sblock]
 

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H.M.Gimlord

Explorer
With complete disregard for her own safety, Eithal sees an opportunity to do some damage, "Yeeeeeeehaaaaaaaah!" Charging across the rocky ground, she slams into the last standing undead thing, knocking it on its back. The blow nearly does her in too, but she manages to stay on her feet.

Wary of the risks that come with turning ones back on an undead creature, she stands ready for anything.[sblock=Actions]Move: to T6
Standard: Charge to Q6
Target: RRD at P7
Attack: 1d20+9+1(Charge)= 16 vs. AC (forgot to add the charge bonus to the IC roll) [/sblock]
 

pacdidj

First Post
"We've almost got em mates. Keep those shots coming!," shouts Yimayngurr as he ineffectively targets one of the rerisen archers.

[sblock="Yimayngurr actions and stats"]Standard: :branged:RBA vs. Archer 4 (M13) = miss

Minor: :branged:Craftsman 2 fires at Archer 4 = miss

Minor: Craftsman 5 reloads

[sblock=statblock]Yimayngurr Male Half-Orc Hunter Ranger 2
PC:Yimayngurr (pacdidj) - L4W Wiki
Initiative: +7, Passive Perception: 18, Passive Insight: 13, Senses: Low-light Vision
AC:18, Fort:16, Reflex:16, Will:13
HP:21/32, Bloodied:16, Surge Value:8, Surges left:3/6
Action Points: 0, Second Wind: unused
:bmelee:Hungry Longspear +1: +8 vs AC 1d10+5 dmg
:branged:Throw Hungry Longspear +1: +8 vs AC 1d10+7 dmg
Powers: Fading Strike, Marauder's Rush, Precise Assault, Furious Assault, Half-orc Resilience, Sure Shot, Begin the Hunt, Hungry Longspear
Conditions:[/sblock][/sblock]
 


Iron Sky

Procedurally Generated
All three of the dead assaulting Cale go down to short cheers from the party. Unfortunately, one of them revives and slams Kaz's legs, sending him stumbling back.

The archer Livia took down doesn't get up again while the others fire another nearly-futile volley at the tower.

[sblock=Enemy Actions]Rerisen Dead 7: Rerise: Fail. Dead.
Rerisen Dead 8: Rerise: Fail. Dead.
Rerisen Dead 12: Rerise: Success. Slam(-2 prone): 20 AC vs Kaz, hit, 5 damage and push 1.

Rerisen Archer 2: Longbow(-5 total cover, -2 attacks): 9 AC vs Craftsman 5, miss.
Rerisen Archer 4: Longbow(-5 total cover, -2 attacks): CRIT vs Craftsman 5, 4 damage taken by Livia.
Rerisen Archer 5: Rerise: Fail. Dead.
Rerisen Archer 6: Longbow(-5 total cover, -2 attacks): 13 AC vs Craftsman 5, miss.
Rerisen Archer 7: Longbow(-5 total cover): 14 AC vs Craftsman 5, miss.[/sblock]

[sblock=Combatants]Rerisen Dead 12: Q8, dazed, prone
Rerisen Dead: Minion, AC 14, Ref 12, Resist 10 Necrotic. MBA: +6 vs AC, 5 damage and push 1.
Rerisen Dead destroyed: 17

Rerisen Hulks destroyed: 7

Rerisen Beasts Destroyed: 4

Rerisen Archer 2
: L14, -2 attacks
Rerisen Archer 4: M13, -2 attacks
Rerisen Archer 6: M15, -2 attacks
Rerisen Archer 7: M16
Rerisen Dead: Minion, AC 14, Ref 14, Resist 10 Necrotic, MBA: +6 vs AC, 3 damage.
Rerisen Archers destroyed: 3

Rerisen Swarms destroyed: 3

Rerisen Lords destroyed: 1

Livia
: S12, 23 damage taken, bloodied
Yimanyngurr: T4, 11 damage taken
Eithal: Q6, 40 damage taken, bloodied
Kaz: S6, 17 damage taken, bloodied
Fedrock: S8, 23 damage taken, bloodied, DR4

Craftsman 2: S11
Craftsman 4: Fled
Craftsman 5: R12
Craftsman: Minion, AC 15, Fort 12, Ref 13, Will 10, speed 4. Longspear(Craftsmen 6-10 only): Reach 2, +4 vs AC, 4 damage. Crossbow(Craftsmen 1-5 only): Range 15/30, +4 vs AC, 4 damage. Shortspear(all): +4 vs AC, 3 damage.
Craftsmen killed: 7

Master Mason: Fled, 16 damage taken
38 max hp, AC 15, Fort 14, Ref 12, Will 12, speed 6. Mallet: +7 vs AC, 1d8+3 damage.

Captain Cale: Q7, 23 damage taken, bloodied
43 max hp, AC 19, Fort 16, Ref 15, Wil 15, speed 5. All allies gain +1 to hit and +3 to damage when they spend an action point while Cale is conscious.
[sblock=Cale's powers]Viper's Strike(MBA): +10 vs AC, 19-20 crit range, 1d12+1 damage (crit 1d12+13) and the enemy provokes and OA from an ally if it shifts.
Paint the Bulls-Eye(RBA, Longbow): +8 vs AC, range 20/40, 1d10 damage and all allies get +3 to damage rolls against the target until the end of Cale's next turn.
Vengeance is Mine: immediate reaction, when hit by an enemy melee attack, +10 vs AC, 1d12+8 damage and an ally can move their speed and make a melee basic attack against the target.
Knight's Move: Move action, an ally within 10 may move their speed as a free action.
No Gambit is Wasted: immediate reaction, when an ally misses all targets with an encounter or daily attack, attack one adjacent targeted enemy, +10 vs AC, 2d12+4 damage and the ally's power is not wasted.
Inspiring Word(x2): Minor action, one ally in close burst 5 heals surge+1d6.
Second Wind: Cale heals 10hp and gains +2 defenses until the end of his next turn.[/sblock][/sblock]

[sblock=Special rules for this fight]As a minor action, you may let one of the Craftsmen, the Master Mason, or Captain Cale take a standard action. They may take move and minor actions as well each round if you convert additional minor actions to "fuel" them.

As before, if an adjacent craftsman is hit, you may take the damage instead as a free action. Alternatively, if you are hit, you may make an adjacent craftsman take the hit instead.[/sblock]

[sblock=Terrain]*Any terrain with rocks is difficult terrain. You can ignore it by making DC 15 Acrobatics checks to keep your balance as you run across the rocks. Fail the Acrobatics check and you are knocked prone. You can, of course, use Athletics to jump over difficult terrain as always.

*The palisades fill all the squares they are in and will make attacks against anything that tries to climb over them.[/sblock]
 

Attachments

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H.M.Gimlord

Explorer
Cale quickly fells the last of the zombies next to him and dusts his hands off over the limp body, "There. Take that you bloody abomination!"

Eithal, still in her rage of disregard, charges off after the archers, not caring whether or not the others follow, "Hah Honey! Did'ja miss ole' Eyathal! 'Course yew deyid, but Ah wown't miss yew!" And she doesn't. Down goes the archer. She stands ready for the other three with an evil grin on her bloodied face.[sblock=Actions]Minor: Cale's Viper's Strike
Target: Adjacent RRD
Attack: 1d20+10= 22 vs. AC
Last RRD is "Dead"

Move: To N9
Standard: Charge To M12
Target: Adjacent Archer
Attack: 1d20+9+1(Charge)=22 vs. AC

Archer at M13 is "Dead"[/sblock]
OOC: OK folks. We better end this quick. I don't think Eithal's going to make it through this round, but that's kind of the idea. If we can finish these guys off, she won't be any worse for wear.
 

Xeterog

Explorer
OOC: Thought I'd moved to Q9, nor S8. will assume I moved to Q9 last round in my actions, if I couldn't have for some reason, I'll retcon it
 
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Xeterog

Explorer
I just hope this is the last of them..but let's get this over with. Fredrock says as he charges into the archers alongside Eithal, taking one of them down.

[sblock=actions]
Note: warhammer is not brutal, but is still a D10+6 for damage

Move: from Q9 to O12
Minor:minor: :close:Battlemind Demand RRA 2 in L14
Standard: :melee:Charge to M14, attacking RRA 6 in M15. Hitting it (minion, so I did not roll damage) RRA 6 is "dead"

Note: I will use Blurred Step if RRA2 moves away.

[/sblock]

[sblock=Fredrock]
Will take damage for any NPC hurt.


Fredrock Hammersmith - Male Dwarf Battlemind, level 1
Passive Perception: +14, Passive Insight: +19 Senses: Low-Light
Init -1, Speed:5
AC:19, Fort:14, Reflex:14, Will:16
HP 10/33, Bloodied:16, Surge Value:8, Surges left:9/13
Action Points: 0/1, Power points 0/2
Powers-
:close:Battlemind Demand link
:melee:Mind Spike link
Blurred Step link
:melee:Bull's Strength link
:melee:Iron Fist link
Battle Resilience link
Second Wind link
:melee:Aspect of Elevated Harmony link

:melee:MBA +3 vs AC, 1d10+6 (brutal 2)
:ranged:RBA -1 vs AC, 1d4-1 (improvised..would have to pick up a rock or something)
[/sblock]
 
Last edited:

Mewness

First Post
"Lets finish this," Livia growls to the men on the tower, although she is looking considerably worse for wear, her hand shaking a little as she draws back the bowstring. The shots from the tower both strike true.

[sblock=actions]Standard: biting swarm vs archer 7 (in M17) 1d20+9=29 crit.

Minor: craftsman 5 fires at archer 2 (in L14) 1d20+4=21 hit.

Minor: craftsman 2 reloads.[/sblock]
[sblock=ministats]Livia Female Human Seeker 3
Initiative: +8, Passive Perception: 20, Passive Insight: 15, Senses: Normal
AC:16, Fort:13, Reflex:16, Will:17
HP: 12/35, Bloodied:17, Surge Value:8, Surges left: 4/8
Action Points: 0
Powers:
Biting Swarm
Elemental Spirits
Grappling Spirits
Agile Recovery

Inevitable Shot
Encaging Spirits
Possessing Spirits
Escaping Shot
Second Wind
Rebounding Greatbow

Swarming Bats

Basic ranged attacks: Biting Swarm +9 vs AC, 1d12+7 damage, target and adjacent enemies take -2 penalty to attack until start of my next turn; Grappling Spirits +9 vs AC, 1d12+7 damage, target is slowed and can't shift until the end of its next turn.

Conditions: bloodied

Full sheet: Livia[/sblock]
 

Luinnar

First Post
Go back to the shadow forces of chaos! Kaz shouts killing the fallen zombie near Cale for good.

[sblock=actions]
Move: Shift to R7

Standard: Overwhelming Strike Coupe-de-grace Q8
26 vs AC: hit it is destroyed. Shift to Q8 as part of the attack.

Minor: Craftsmen 2: RBA L14 Archer 2. Crit miss.

[sblock=stat block]
Kaz Male Elf Avenger 1, bloodied
Initiative: +3, Passive Perception: 21, Passive Insight: 14, Senses: Low Light
AC:16, Fort:13+2, Reflex:14, Will:15
HP: 11/28, Bloodied:14, Surge Value:7, Surges left:4/9
Action Points: 0
Basic Attack Executioner's Axe +3 vs AC, 1d12+1 damage (+1d12 on crit)

Powers:
Bond of Pursuit
Overwhelming Strike

Angelic Alacrity
Oath of Enmity
Abjure Undead/Divine Guidance
Second Wind
Elven Accuracy

Aspect of Might


Conditions:
Non-elf allys within 5 square get +1 to perception.
If oath target moves away willingly, +6 damage to next attack. (Censure of Pursuit)
Will take all damage for the craftsmen.
Can shift through difficult terrain (wild step)
[/sblock][/sblock]
 

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