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


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Iron Sky

Procedurally Generated
The dead mob Cale and batter at the old warrior futilely while most of the archer's arrows bounce off the tower battlements.

Kaz drops the largest of the remaining dead as it charges at him - the heroes are only outnumber 2 to 1 now!

[sblock=Fredrock's actions]The Mason is at the door and she hands Fredrock a warhammer she found lying around. Since the door was already open, he arms himself with it as his minor action.[/sblock]

[sblock=Cale's actions]Cale can't Second Wind and use Viper's Strike. I had him Second Wind.[/sblock]

[sblock=Enemy Actions]Rerisen Dead 6: Stand, move to R8.
Rerisen Dead 7: Slam: 18 AC vs Cale, miss.
Rerisen Dead 8: Move, charge to P7, Slam(+1 charge, -2 Swarm): 7 AC vs Cale, miss.
Rerisen Dead 11: Move, charge to P6, Slam(+1 charge): 18 AC vs Cale, miss.
Rerisen Dead 12: Move, charge to Q8, Slam(+1 charge): 9 AC vs Cale, miss.
Rerisen Dead 16: Move, charge to S8, Slam(+1 charge): 13 AC vs Yim, miss.

Rerisen Hulk 3: Move, charge to R5, Slam(+1 charge): 9 AC vs Kaz, miss, <Kaz's Overwhelming Strike: 19 AC vs Rerisen Hulk 3, hit, 9 damage and Kaz shifts to T7>

Rerisen Archer 2: Longbow(-5 total cover): 6 AC vs Craftsman 5, miss.
Rerisen Archer 4: Longbow(-5 total cover): 18 AC vs Craftsman 5, hit, 4 damage, taken by Livia.
Rerisen Archer 5: Longbow(-5 total cover): 9 AC vs Craftsman 5, miss.
Rerisen Archer 6: Longbow(-5 total cover): 9 AC vs Craftsman 5, miss.
Rerisen Archer 7: Longbow(-5 total cover): 9 AC vs Craftsman 5, miss.[/sblock]

[sblock=Combatants]Rerisen Dead 6: R8
Rerisen Dead 7: P9
Rerisen Dead 8: P7, -2 attacks
Rerisen Dead 11: P6
Rerisen Dead 12: Q8
Rerisen Dead 16: S8
Rerisen Dead: Minion, AC 14, Ref 12, Resist 10 Necrotic. MBA: +6 vs AC, 5 damage and push 1.
Rerisen Dead destroyed: 12

Rerisen Hulk 3: R5, 35 damage taken, bloodied, "dead"
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: 6

Rerisen Beasts Destroyed: 4

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, 15 damage taken
Yimanyngurr: S7, 11 damage taken
Eithal: T3, 40 damage taken, bloodied
Kaz: T7, 12 damage taken
Fedrock: W9, 23 damage taken, bloodied, grants CA

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, +2 defenses
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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Luinnar

First Post
Hold the, er... Kaz stumbles for the right words... Line! Yim-san!

[sblock=actions]
Minor Oath re-risen undead 16 S8
Standard: Bound of Pursuit re-risen undead 16 S8
26 vs AC, it is "dead"
Minor: Cale: Viper's Strike Rerisen-dead 11 P6.
13 vs AC, miss.

[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: 16/28, 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 diffcult terrain (wild step)
[/sblock][/sblock]
 

Xeterog

Explorer
Thanks Mason! This'll do nicely. Now, back to the battle! Fredrock confidence seems to have returned now that he has a proper weapon again. Hmm, not quite the same weight as mine, but it'll take these dead down nicely, if they would just sit still and let me hit them!

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

Move: to S8 (standing on top of the 'dead' RRD there..
Standard: :melee:Iron Fist on RRD 6 in R8: misses: effect DR 4.
minor: :close:Battlemind Demand to mark RRD 12 in Q8

Note, will resist any pushbacks now.

[/sblock]

[sblock=Fredrock]
Will take damage for any NPC hurt.
DR 4

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) (currently a warhammer that is not brutal)
:ranged:RBA -1 vs AC, 1d4-1 (improvised..would have to pick up a rock or something)
[/sblock]
 
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H.M.Gimlord

Explorer
Eithal reaches out and snags the the hulk with her axe, bringing it down, "Nayow downt yew folluh me honey."

Seeing that the hulk is downed, she makes for the tower door.[sblock=Actions]Standard: Thorn Strike
Target: RRH
Attack: 1d20+9 = 22 vs. AC Hit. RRH is "dead", but Eithal can't stick around to finish the job. Can someone else do this?
Effect: Pull RRH to S4
Move: To W6 along as much non-DT as possible.[/sblock]
 
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pacdidj

First Post
Stepping in behind the deranged captain, Yimayngurr smashes the fallen hulk's skull with the hilt of his spear, saying "Now stay down ya smelly heap!"

He quickly pivots and backs away to take aim at the lesser zombies, yelling up to the tower, "Hoy mates! Where's that covering fire?"

[sblock="Yimayngurr actions and stats"]Move: shift to S6

Standard: :melee:Fading Strike to coup de grace the hulk = hit it is destroyed, and Yim shifts 2 squares to T4, gaining cover behind Cale from the archers

Minor: Craftsman at S11 readies crossbow and 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]
 

Mewness

First Post
Livia continues to shoot grimly at the crowd of zombies, although she is starting to get low on arrows. The man on her left fires his crossbow without success, while the one on her right reloads.

[sblock=actions]Standard: biting swarm on RRD 11 (at P6). 1d20+9=26 hit, "dead," all adjacent enemies take a -2 to attacks.

Minor: craftsman 2 shoots at RRD 6 (in R8). 1d20+4=13 miss.

Minor: craftsman 5 drops spear and reloads crossbow.[/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: 20/35, 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]
 

Iron Sky

Procedurally Generated
Cale contemptuously bats away the last few dead's clumsy swings and lunges, while the archers fire another nearly useless volley at the tower, with only one arrow managing to draw blood on Livia as she shoves one of the Craftsman out of the way.

[sblock=The last Hulk]Kaz took the last hulk down with a readied action last round so Eithal's attack is the CDG, finishing it off. I shifted Yim's attack to Rerisen Dead 6, dropping it.[/sblock]

[sblock=Enemy Actions]Rerisen Dead 6: Rerise: Fail. Dead.
Rerisen Dead 7: Slam: 11 AC vs Cale, miss.
Rerisen Dead 8: Slam(-2 Swarm): 9 AC vs Cale, miss.
Rerisen Dead 11: Rerise: Fail. Dead.
Rerisen Dead 12: Slam(-2 Mark): 12 AC vs Cale, miss.
Rerisen Dead 16: Rerise: Fail. Dead.

Rerisen Archer 2: Longbow(-5 total cover): NAT1 vs Craftsman 5.
Rerisen Archer 4: Longbow(-5 total cover): 6 AC vs Craftsman 5, miss.
Rerisen Archer 5: Longbow(-5 total cover): 7 AC vs Craftsman 5, miss.
Rerisen Archer 6: Longbow(-5 total cover): 5 AC vs Craftsman 5, miss.
Rerisen Archer 7: Longbow(-5 total cover): 15 AC vs Craftsman 5, hit, 4 damage, taken by Livia.[/sblock]

[sblock=Combatants]Rerisen Dead 7: P9
Rerisen Dead 8: P7, -2 attacks
Rerisen Dead 12: Q8, marked(Fredrock)
Rerisen Dead: Minion, AC 14, Ref 12, Resist 10 Necrotic. MBA: +6 vs AC, 5 damage and push 1.
Rerisen Dead destroyed: 15

Rerisen Hulks destroyed: 7

Rerisen Beasts Destroyed: 4

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, 19 damage taken, bloodied
Yimanyngurr: T4, 11 damage taken
Eithal: W6, 40 damage taken, bloodied
Kaz: T7, 12 damage taken
Fedrock: W9, 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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Luinnar

First Post
Go back to eternal rest! Kaz says slicking up another of the dead.

[sblock=action]
Move: R7.
Minor: Oath re-risen dead 12.
Standard: Overwhelming Strike: re-risen dead 12.
Miss, Elven Accuracy, 23 vs AC

[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: 16/28, 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 diffcult terrain (wild step)
[/sblock][/sblock]
 

Xeterog

Explorer
Fredrock continues the advance, Could it be that we can will defeat these dead? Didn't look as good a few moments ago.Keep the bolts coming! this time, taking one of the remaing dead down, getting used to the feel of the new warhammer.

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

Move: to Q9
Standard: :melee:Iron Fist on RRD 7 in p8 (via map, combatant list is p9): Hit, "dead" effect DR 4.
minor: :close:Battlemind Demand to Mark RRD 8 in P7

[/sblock]

[sblock=Fredrock]
Will take damage for any NPC hurt.
RRD 8 Marked
DR 4

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]
 
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