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

Luinnar

First Post
Take them out while we fall back! Kaz calls out while, slicing up a couple ravens.
[sblock=actions]
Minor: Oath Swarm 3
Move: Shift P8
Standard: Overwhelming Strike Swarm 3.
22 vs AC, 8/2=4 damage
Kaz shifts to P7 as part of the attack.


[sblock=stat block]
Kaz Male Elf Avenger 1
Initiative: +3, Passive Perception: 21, Passive Insight: 14, Senses: Low Light
AC:16, Fort:13+2, Reflex:14, Will:15
HP: 21/28, 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.
[/sblock][/sblock]
 

log in or register to remove this ad

Iron Sky

Procedurally Generated
GM: Just need [MENTION=86793]pacdidj[/MENTION] to update Yim and [MENTION=14889]Mewness[/MENTION] to update Livia. I'll probably run the next round tomorrow afternoon.
 

Mewness

First Post
Livia fires at the swarm, but the arrow passes harmlessly through, then takes a sudden turn of its own accord and thunks into a hulk. She meanwhile orders her companions on the tower to fire, and two of the zombies near Fredrock fall.

[sblock=actions]Standard: grappling spirits on swarm 3 1d20+9=10 1d12+7=13 miss. Use rebounding greatbow to make a biting swarm attack on hulk 5. 1d20+9=27 1d12+7=10 10 damage, -2 attacks for the hulk and adjacent enemies.

Minor: order craftsman in S11 to shoot RRD 16 (in K10). 1d20+4=17 hit.

Minor: order craftsman in R12 to shoot RRD 12 (in J10). 1d20+4=19 hit.[/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: 35/35, 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: none

Full sheet: Livia[/sblock]
 

pacdidj

First Post
"C'mon mates, pick up the pace! I'll take care of them smelly birds... Dbbrr!!," Yimayngurr's spear skewers several of the ravens, hitting the swarm with such force that the remaining birds tumble to the ground in a mass of bones and feathers.

[sblock="Yimayngurr actions and stats"]Move: to U5

Minor: quarry the swarm

Standard: :ranged:Sure Shot vs. Swarm 3 (with HQ damage) = hit for (9+7+14+5)/2 = 17 damage (1st roll) (re-roll), swarm is "dead"

[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
The dead relentlessly press on, but some are so battered by the heroes that even whatever dark magics reanimate them aren't enough to bring them back to life.

They club, claw, and fire ponderously, inflicting little damage and the battered but hardened party.

[sblock=Getting faster]Combat rounds only taking an hour or so to run now - far better than the 3-4 hour turns I was working my way through earlier. :) Welcome to Round 11.[/sblock]

[sblock=Enemy Actions]Rerisen Dead 4: Move, charge to Q10, Slam(+1 charge): 16 AC vs Cale, miss.
Rerisen Dead 6: Move, charge to R10, Slam(+1 charge): 8 AC vs Cale, miss.
Rerisen Dead 7: Move to P9, Slam(+1 charge, -2 Swarm): 11 AC vs Cale, miss.
Rerisen Dead 8: Slam: 15 AC vs Fredrock, miss.
Rerisen Dead 11: Slam(+2 CA): 16 AC vs Fredrock, miss.
Rerisen Dead 12: Rerise: success, Slam(-2 prone): 15 AC vs Fredrock, miss.
Rerisen Dead 16: Rerise: success, Slam(-2 prone, +2 CA): 11 AC vs Fredrock, miss.

Rerisen Hulk 2: Rerise: Fail. Dead.
Rerisen Hulk 3: Slam(+2 CA): 21 AC vs Fredrock, hit, 8 damage reduced to 4, no push possible.
Rerisen Hulk 5: Slam(-2 Swarm): 11 AC vs Cale, miss.
Rerisen Hulk 6: Slam: 19 AC vs Fredrock, hit, 10 damage reduced to 6, no push possible.
Rerisen Hulk 7: Rerise: Fail. Dead.

Rerisen Beast 3: Climb, Pounce: Jump to Q13, Claw: 8 AC vs Craftsman 5, miss, Claw: 16 AC vs Craftsman 5, hit, 3 damage, taken by Livia.

Rerisen Archer 2: Move to L14, Longbow: 13 AC vs Cale, miss.
Rerisen Archer 4: Move to M13, Longbow: 27 AC vs Fredrock, hit, 4 damage reduced to 0.
Rerisen Archer 5: Move to M14, Longbow(-5 total cover): 15 AC vs Craftsman 5, hit, 4 damage, taken by Livia.
Rerisen Archer 6: Move to M15, Longbow(-5 total cover): NAT1 vs Craftsman 5.
Rerisen Archer 7: Move to M16, Longbow(-5 total cover): NAT1 vs Craftsman 5.

Rerisen Swarm 1: Rerise: Fail. Dead.
Rerisen Swarm 3: Rerise: Fail. Dead.[/sblock]

[sblock=Combatants]Rerisen Dead 4: Q10
Rerisen Dead 6: R10
Rerisen Dead 7: P9, -2 attacks
Rerisen Dead 8: I10
Rerisen Dead 11: I9
Rerisen Dead 12: J10, dazed, prone
Rerisen Dead 16: K10, dazed, prone
Rerisen Dead: Minion, AC 14, Ref 12, Resist 10 Necrotic. MBA: +6 vs AC, 5 damage and push 1.
Rerisen Dead destroyed: 11

Rerisen Hulk 3: K9, 11 damage taken
Rerisen Hulk 5: P10, 21 damage taken, bloodied, -2 attacks
Rerisen Hulk 6: I8, 12 damage taken
Rerisen Hulk: 36 max hp, AC 15, Ref 11, Will 12, Resist 10 Necrotic, Vulnerable 5 Radiant. MBA: +6 vs AC, 2d6+3 damage and push 2.
Rerisen Hulks destroyed: 4

Rerisen Beast 3: Q13, 27 damage taken, bloodied
Rerisen Beast: 28 max hp, AC 14, 11 Will, Resist 10 Necrotic, MBA: +6 vs AC, 1d4+2 damage.
Rerisen Beasts Destroyed: 3

Rerisen Archer 2
: L14
Rerisen Archer 4: M13
Rerisen Archer 5: M14
Rerisen Archer 6: M15
Rerisen Archer 7: M16
Rerisen Dead: Minion, AC 14, Ref 14, Resist 10 Necrotic, MBA: +6 vs AC, 3 damage.
Rerisen Archers destroyed: 2

Rerisen Swarms destroyed: 3

Rerisen Lords destroyed: 1

Livia
: S12, 7 damage taken
Yimanyngurr: U5, 11 damage taken
Eithal: O8, 23 damage taken, bloodied
Kaz: P7, 7 damage taken
Fedrock: J9, 16 damage taken, 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: T7, 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: Q9, 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.
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.[/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

  • TheTowerRound11.jpg
    TheTowerRound11.jpg
    264 KB · Views: 88
Last edited:

Xeterog

Explorer
Is that the best you got? Fred yells confidently as he Swings at a nearby hulk.
How'd that beast get up there? Get 'em quickly.

[sblock=actions]
Standard action: :melee:Iron Fist at Hulk 3: Hits for 9 damage, Hulk 3 is Bloodied: Effect DR4

Minor: Craftsman 2 Reloads

Minor(move): Craftsman 2 fires at the beast but misses

[/sblock]

[sblock=Fredrock]
Will take damage for any NPC hurt.
DR 4
16 damage taken
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:17/33, Bloodied:16, Surge Value:8, Surges left:10/13
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:

Luinnar

First Post
Kaz rushes over and hefts his huge axe slicing a large chunk out of the undead hulk. Finish it off, hurry! he shouts to the others.

OOC: I'm glad it is going faster for you Iron Sky. The battle has been very fun so far, so I hope the 3-4 hours were worth it for you :)

I'm not sure if we need to fall back anymore, thoughts?

[sblock=actions]
Minor: Oath Hulk P10
Move:O9
Standard: Bound of Pursuit P10: Roll
19 vs AC, 14 damage, it only has 1 HP left, someone kill it ! ;)

[sblock=stat block]
Kaz Male Elf Avenger 1
Initiative: +3, Passive Perception: 21, Passive Insight: 14, Senses: Low Light
AC:16, Fort:13+2, Reflex:14, Will:15
HP: 21/28, 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.
[/sblock][/sblock]
 

Mewness

First Post
[sblock=ooc]I would still like to get the NPCs into the tower if possible, but it does look like we may be able to finish this mess.[/sblock]
"Aaah!" shouts Livia rather uninformatively as the beast springs over the side of the tower. "Just keep shooting," she tells one of her companions, as she tries to finish the beast off herself.

[sblock=actions]Standard: grappling spirits on beast 1d20+9=26 hit, beast is "dead."

Minor: craftsman 5 reloads

Minor: craftsman 5 shoots at hulk at P10 1d20+4=7 miss.[/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: 28/35, 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: none

Full sheet: Livia[/sblock]
 



Remove ads

AD6_gamerati_skyscraper

Remove ads

Recent & Upcoming Releases

Top