The group manages to get most of the craftsmen to safety on the shore, but Livia and Eithal end up stranded on the bridge with a few craftsmen as the waters rush across much of the bridge.
Dead rise from the rocks on the far shore, some with bows, others with clubs and crude armor strapped to them, while two giant dead wolfhounds wash down the water and scramble onto the remains of the bridge. The circling ravens dive down into the fray, again in eerie silence.
The wagon horses panic and, with the Master Mason aboard, charge off in fright.
The craftsmen cower behind you, crying for you to save them, as the dead rise all around you...
[sblock=Skill Challenge]16 successes, 4 failures, skill challenge success![/sblock]
[sblock=Milestone]The skill challenge was the second encounter of the day so it's a milestone. AP for everybody![/sblock]
[sblock=Eithal]Sorry I missed your post earlier. Lets wait until the next extended rest to level up.[/sblock]
[sblock=And then there were 6]Son of Meepo hasn't been here in more than 3 weeks, so we'll assume Gurk is out.[/sblock]
[sblock=Initiative]
Yimanyngurr: 22
Eithal: 21
Kaz: 19
Livia: 18
Enemy: 14
Fredrock: 10
Corvus: 2
Everyone but Fredrock and Corvus are up. If anyone is down any hit points from the last fight, let me know.[/sblock]
[sblock=Special rules and objectives for this fight]Your objective, aside from staying alive, is to protect the 10 craftsmen. The Master Mason has already gotten away with the wagon. If you are adjacent to a craftsman that is hit, you can, as a free action take the attack, taking the damage for the hit.
As a minor action, you can move one craftsman 5 squares. If you can get them off the map without them going into the river, they are safe. If you want to end your movement in the same square as a craftsman, you can shift them 1 square as a free action.
If you are desperate, you can instead, as a free action, make an adjacent craftsmen take a hit that was intended for you. You take no damage from the attack, instead the craftsmen dies.
Remember also that Rerisen stay dead if reduced to 0 hp by a critical hit or radiant damage, otherwise there's a chance they'll get up again. Also, don't forget you can coup-de-grace them while they are "dead" to keep them down for good.[/sblock]
[sblock=Combatants]
Livia:
Yimanyngurr:
Eithal:
Corvus:
Kaz:
Fedrock:
Craftsmen: Minion, AC 14, Fort 12, Ref 12, Will 12
Rerisen Raven Swarm 1: 10 squares up
Rerisen Raven Swarm 2: 10 squares up
Rerisen Raven Swarm: 34 max hp, AC 16, Reflex 14, Swarm, Vulnerable 5 Burst/Blast, Winged Pestilence: Aura 1 - any creature that ends its turn in the aura 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 Dead 1:
Rerisen Dead 2:
Rerisen Dead 3:
Rerisen Dead 4:
Rerisen Dead: Minion, AC 14, Ref 12. MBA: +6 vs AC, 5 damage and push 1.
Rerisen Archer 1:
Rerisen Archer 2:
Rerisen Archer 3:
Rerisen Archer 4:
Rerisen Hulk 1:
Rerisen Hulk 2:
Rerisen Hulk: 36 max hp, AC 15, Will 12, Vulnerable 5 Radiant. MBA: +6 vs AC, 2d6+3 damage and push 2.
Rerisen Beast 1:
Rerisen Beast 2:[/sblock]
[sblock=Battlefield Information, Important!]Moving through the water requires DC 20 Athletics checks or the character is swept off the map and will be out of the combat for 1-2 rounds. If the check fails by 5 or more, the character loses a healing surge as the character is half-drowned and slammed into rocks.
If a square has any bridge showing on it, it is considered bridge, though if it has water on most of it, it is difficult terrain.
The rocky areas the archers are in are difficult terrain.[/sblock]
[sblock=Map]
[/sblock]