As the group performs a fighting retreat from the Palisade, the dead close in from all sides, the ravens diving and tearing, the dozens of mindless dead hurling themselves at the nearest foe and hammering at them relentlessly.
Though more than a dozen undead have been destroyed, including the one that led them, more than twice that many still shamble on...
[sblock=Cale's Vengeance is Mine]1d20+10=25 AC vs Rerisen Beast 3, hit, 1d12+8=12 damage. Eithal, Fredrock, or Kaz may move up to their speed(drawing OAs as usual) and make an MBA against Rerisen Beast 3 as a free action.[/sblock]
[sblock=Kaz's move]EDIT: Had to go to work between starting this and posting it. The "5THP" in your statblock is an error as far as I can tell, it's been there several rounds, even when Kaz was taking damage. You also have yourself down 8 hp at the start of the round, where I have 10... Unfortunately, I already updated as though the Mason was there, would be a pain to go back and redo it, sorry.[/sblock]
[sblock=Tower Door]A little reminder again about the location of the door to the tower; it's near the blue dot I put on the map. Next round I'll shift the map and drop it down a level so everyone can see, that'll just take... alot of work.[/sblock]
[sblock=Map/Combantants block discrepancies]Fredrock technically wasn't adjacent to that beast he just hit since he pushed it back with Bull's Rush last turn and it got stunned, but it's easier to let it go than wait for a redacted action.
In the future, if there is a discrepancy between the map and the location given in the Combatants section, assume the Map is correct since I update that first, then go back right before I'm going to post it and update the Combatants block off of the map (occasionally missing things since there's 40+ combatants in this fight).
The only exception is flying creatures, who may not be in the block they appear to be on the map. In the future, if flying and ground creatures occupy the same square, I'll put the ground creatures in the square and the flying creatures tokens in a square adjacent. I'll be sure to double check the flying creature's Combatants locations to be sure they are correct.[/sblock]
[sblock=Enemy Actions]Rerisen Dead 1: Double move to P12.
Rerisen Dead 4: Slam: 15 AC vs Palisade, hit, palisade destroyed. Move to M17.
Rerisen Dead 6: Double move to P24.
Rerisen Dead 7: Slam: 17 AC vs Eithal, miss.
Rerisen Dead 8: Double move to O22.
Rerisen Dead 11: Double move to O12.
Rerisen Dead 12: Move, charge to N18, Slam: 26 AC vs Cale, hit, 5 damage and push 1.
Rerisen Dead 14: Rerise: Fail. Dead.
Rerisen Dead 15: Climb over Palisades, Athletics 17, success, palisade attack: 14 Fort, hit, "dead"
Rerisen Dead 16: Move, charge to N21, Slam: 22 AC vs Eithal, hit, 5 damage and push 1.
Rerisen Dead 18: Rerise: Fail. Dead.
Rerisen Hulk 2: Double move to U9.
Rerisen Hulk 3: Move, charge to Q16, Slam: 11 AC vs Kaz, miss.
Rerisen Hulk 4: 3 fire damage, "dead"
Rerisen Hulk 5: Move, charge to P20, Slam: 14 AC vs Eithal, miss.
Rerisen Hulk 6: 3 fire damage, move, charge to N19, Slam: 13 AC vs Eithal, miss.
Rerisen Hulk 7: Move, charge to O17, Slam: 10 AC vs Fredrock, miss.
Rerisen Beast 2: Double move.
Rerisen Beast 3: Move, Pounce: Jump to O18, Claw: CRIT on Cale, 6 damage, Claw: 8 AC vs Cale, miss.
Rerisen Beast 4: 3 fire damage, Pounce: Jump to N20, Claw: 20 AC vs Eithal, hit, 6 damage, Claw: 14 AC vs Eithal, miss.
Rerisen Archer 2: Move to F20, Longbow(-2 Cover): 23 AC vs Eithal, hit, 4 damage.
Rerisen Archer 4: Move to K15, Longbow: 19 AC vs Eithal, hit, 4 damage
Rerisen Archer 5: Move to K17, Longbow: 20 AC vs Eithal, hit, 4 damage
Rerisen Archer 6: Move to K18, Longbow: NAT1 vs Eithal.
Rerisen Archer 7: Move to K19, Longbow: 23 AC vs Eithal, hit, 4 damage.
Rerisen Swarm 1: Rerise: success. Stand.
Rerisen Swarm 2: Move, Feasting Ravens: Shifts 5 through spaces of Eithal, Cale, Fredrock, and the Mason: CRIT vs Eithal, 9 damage, 14 AC vs Cale, miss, 8 AC vs Fredrock, miss, NAT1 vs Mason, ends in P19, 1 square up.
Rerisen Swarm 3: Move, Feasting Ravens: Shifts 5 through spaces of Eithal, Fredrock, the Mason, and Cale: 7 AC vs Eithal, miss, 19 AC vs Fredrock, hit, 9 damage reduced to 5, 15 AC vs Mason, hit, 9 damage, 10 AC vs Cale, miss, ends in P20, 1 square up.[/sblock]
[sblock=Combatants]Rerisen Dead 1: P12
Rerisen Dead 4: M17
Rerisen Dead 6: P24
Rerisen Dead 7: O21
Rerisen Dead 8: O22
Rerisen Dead 11: O12
Rerisen Dead 12: N18
Rerisen Dead 15: J16, "dead"
Rerisen Dead 16: N21
Rerisen Dead: Minion, AC 14, Ref 12, Resist 10 Necrotic. MBA: +6 vs AC, 5 damage and push 1.
Rerisen Dead destroyed: 10
Rerisen Hulk 2: U9, 9 damage taken
Rerisen Hulk 3: Q16, 11 damage taken
Rerisen Hulk 4: I18, 36 damage taken, bloodied, "dead"
Rerisen Hulk 5: P20, 11 damage taken
Rerisen Hulk 6: N19, 12 damage taken
Rerisen Hulk 7: O17
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: 1
Rerisen Beast 2: R15, 25 damage taken, bloodied, slowed, quarry(Yim)
Rerisen Beast 3: O18, 22 damage taken, bloodied
Rerisen Beast 4: N20, 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: 1
Rerisen Archer 2: F20
Rerisen Archer 4: K15
Rerisen Archer 5: K17
Rerisen Archer 6: K18
Rerisen Archer 7: K19
Rerisen Dead: Minion, AC 14, Ref 14, Resist 10 Necrotic, MBA: +6 vs AC, 3 damage.
Rerisen Archers destroyed: 2
Rerisen Raven Swarm 1: J20, 33 damage taken, bloodied, "dead"
Rerisen Raven Swarm 2: P18, 1 square up, 20 damage taken, bloodied, +3 damage vs.
Rerisen Raven Swarm 3: P19, 1 square up, 17 damage taken, bloodied
Rerisen Raven Swarm: 34 max hp, AC 16, Reflex 14, Swarm, Resist 10 Necrotic, Vulnerable 5 Burst/Blast, Winged Pestilence: Aura 1 - any creature that ends its turn adjacent to a swarm takes 5 necrotic damage. MBA: +7 vs AC, 1d4+4 damage +1d4 necrotic damage.
Swarm: Swarms take 1/2 damage from ranged and melee attacks. They are vulnerable 5 to Burst and Blast attacks.
Rerisen Lords destroyed: 1
Livia: AA14
Yimanyngurr: Y9, grants CA
Eithal: O19, 41 damage taken, bloodied
Kaz: Q17, 10 damage taken, bloodied
Fedrock: P18, 7 damage taken, 5 ongoing necrotic damage(save ends), DR4.
Craftsman 2: AA13
Craftsman 4: Fled
Craftsman 5: Z14
Craftsman 8: W20
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: 6
Master Mason: Q18, 9 damage taken
38 max hp, AC 15, Fort 14, Ref 12, Will 12, speed 6. Mallet: +7 vs AC, 1d8+3 damage.
Captain Cale: P19, 11 damage taken
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]