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

Luinnar

First Post
[sblock=Battlefront Shift]
EIther Yimanyngurr or Kaz (that's Kaz, the anime guy with the katana right?) can shift half their speed if you want. Corvus is fine where he is, especially with that 2 init... [/sblock]
[sblock=Battlefront Shift]
Yeah that is Kaz, not sure if I need it, but thanks :) [/sblock]

[sblock=DM]
Do you have to be next to the Masons to move them? If not can you move them three times in a turn with three minor actions?
[/sblock]
 

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pacdidj

First Post
[sblock=tactics]Seems like taking out the swarms and archers should be a priority since they can do damage to the masons from a distance.[/sblock]

Seeing this new onslaught of rerisen creatures, Yimayngurr exclaims, "Crikey! These buggers just don't give up. I've never seen such determined predators. Especially ones that don't need to eat!"

The half-orc whips around and draws a bead on the closest of the raven swarms. Then he lets his magical spear fly, activating its magic mid-flight by calling out "Dbbrr!" as it smashes through the cloud of birds. The spear halts in mid air, and emits a magical pulse that stuns the birds, keeping them from moving away.

He then turns to the mason standing next to him saying, "You best get a move on, mate! It's not safe here, eh? And we didn't bring any antivenom for zombie bites. Go on. I'll be right behind ya."

Yimayngurr follows closely behind the frightened and bewildered craftsman, covering his retreat.

[sblock="Yimayngurr actions and stats"]Battlefront Shift: west one square, from R18(?) to Q18

No Action: Begin the Hunt to quarry swarm 2 and get +2 attack till no longer quarried

Standard: :branged:Hungry Longspear encounter power vs. swarm 2 = hit (roll) for 21/2 = 10 damage, and the swarm is immobilized (save ends)

Minor: Move adjacent mason 5 squares from Q17(?) to V21

Move: Move to V20 (adjacent to mason again)

Free: Spend 1 action point

Minor: Move adjacent mason off map to the south

[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:32/32, Bloodied:16, Surge Value:8, Surges left:6/6
Action Points: 1, 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, Sure Shot, Begin the Hunt, Hungry Longspear
Conditions:[/sblock][/sblock]

[sblock=Iron Sky]FYI, I'll be out of town Friday, Saturday, and Sunday. Please NPC Yimayngurr till I get back.[/sblock]
 
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Iron Sky

Procedurally Generated
Here's the link to the battle map.

[sblock=Coordinates]Dealing with and updating coordinates takes about 1/3 of the time when updating these combats, so I just nixed them. You can just say something like "Move: move next to Rerisen Dead 3" or whatever. I trust you guys. :)[/sblock]

[sblock=Directing Craftsmen]You can direct craftsmen from anywhere and can do it as many times as you have minor actions.[/sblock]
 
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Mewness

First Post
[sblock=ooc]I'm waiting for Eithal as there's nowhere I can go at the moment. It looks as though the two craftsmen near us cannot move away without getting swept off--the middle part of the bridge is considered water and not bridge, correct?

Also you didn't say anything about railings so pushing things off the edge of the bridge is fair game?[/sblock]
 

Xeterog

Explorer
[sblock=Battle Resilience]Battle Resilience
Free action:
Trigger: An attack hits or misses Fredrock for the 1st time during an encounter
Effect: Fredrock Gains DR 7 until the end of his next turn

so, it takes effect before the damage if I'm hit.

Question, when I take the free action to take the damage for a craftsman, will this count as a hit, triggering Battle Resilience?

I will always take the hit if possible, even if it will knock me unconscious.
[/sblock]
 

Luinnar

First Post
Seeing that the masons are in danger Kaz uses an old Jadian technique to move as swift as the wind and strike in a single blow.

[sblock=actions]
Move: 7 spaces.
Minor: Oath on archer 1
Standard: Angelic Alacrity shifting and attacking archer 1. 24 vs AC 15 damage. Roll.

[sblock=stat block]
Kaz Male Elf Avenger 1
Initiative: +3, Passive Perception: 21, Passive Insight: 14, Senses: Low Light
AC:16, Fort:13, Reflex:14, Will:15
HP:28/28, Bloodied:14, Surge Value:7, Surges left:6/9
Action Points: 1
Basic Attack Executioner's Axe +3 vs AC, 1d12+1 damage (+1d12 on crit)

Powers:
Bond of Pursuit
OverwhelmingStrike

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. (Censure of Pursuit)
[/sblock][/sblock]
 
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Iron Sky

Procedurally Generated
Kaz's swift blow drops the archer in a single blurred motion.

[sblock=Rerisen Archers]Are now known to be minions...[/sblock]

[sblock=Mewness]Livia has 4 squares she could reasonably move into: the square directly to her right, either of the squares craftsmen are in (though Livia would have to slide the one whose square she took next to the Beasts or into the river), or Livia could draw 2 OAs, make a DC 10 Athletics check, and jump to the bit of bridge to the left.

The railings are not considered part of the bridge and do not effect the battle in any way (unless you can come up with a cool stunt that incorporates them).[/sblock]

[sblock=Xeterog]If you take the damage for the craftman, it would technically be considered auto-damage since the enemy isn't making the attack on you, you are just taking the damage for it. So, no, Battle Resilience would not trigger.[/sblock]
 

H.M.Gimlord

Explorer
Eithal interposes herself between the beasts and one of the craftsmen, "Not sow fayast beastie!" She swings her axe in warning to draw the attention of both creatures, giving Livia some time to think.[sblock=Actions]Move: shift one square northeast. this will block for one of the craftsmen.
Athletics 1d20+12=23
Free: Mark both beasts
Standard: Strength of stone on the beast to the east (no rhyme intended).
Attack: 1d20+9 = 14 vs. AC for 1d12+6 = 14 damage (likely a miss).
[/sblock]
 

Mewness

First Post
"Prozfa's black arse, walking dead wolves now?" Livia demands. She lets out what sounds like a scream of frustration and one of the beasts is carried off the bridge by a wave. She shoots the other in the head while scooting backwards. "The four of us will have to hang on here," she says to the craftsmen on either side of her, and then addresses a more distant one less gently. "You! Get across! You want to get eaten by ravens?"

[sblock=actions and rolls]Minor: encaging spirits to push both beasts north into the drink. Saving throws for the beasts: beast 1 1d20=18 success. Beast 2 1d20=2 fail. Beast 2 pushed one square NE.

Standard: escaping shot against Beast 1. 1d20+8=21 1d12+5=8 should be easily good enough to hit Will defense. 8 points and dazed until EoNT. Can't find any daze tokens. Livia shifts one square south.

Minor: move a craftsman.

Action Point, using bravura presence: grappling spirits on swarm 1. 1d20+9=27 1d12+7=19 hit for 9 swarm is slowed and can't shift until EoNT. I'll take a basic attack.

Bravura presence attack: biting swarm on beast 1. 1d20+9=18 1d12+7=11. Not sure if that hits. -2 to attacks until start of my next turn if it does.

Whew![/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:31/35, Bloodied:17, Surge Value:8, Surges left:6/8
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
The dead press forwards.

One raven swarm slowly descends, harried by spirits of wind summoned by Livia while the other mass of ravens bite and snap at Yim's spear until they break free of its enchantment.

The walking dead on the shore charge Fredrock and Corvus, but the two warriors hold them at bay.

One of the beasts is swept away, while the other thrashes on the wet bridge, biting and clawing ineffectually at Eithal's ankles.

[sblock=H.M.Gimlord]What does Strength of Stone do, give you temps? You hit, so it's relevant.[/sblock]


[sblock=Enemy Actions]Rerisen Raven Swarm 1: Double move.
Rerisen Raven Swarm 2: 19 save vs immobilized, saved.

Rerisen Dead 1: Charge, Slam vs Fredrock: 26 AC, hit, triggers Fredrocks Battle Resilience, reduces damage to 0.
Rerisen Dead 2: Move, Charge, Slam vs Corvus: Automatic miss vs AC.
Rerisen Dead 3: Charge, Slam vs Yim, 11 AC, miss.
Rerisen Dead 4: Move, Slam vs Yim, 9 AC, miss.

Rerisen Archer 1: Rerise: Fail, dead.
Rerisen Archer 2: Longbow vs Kaz, 25 AC, hit, 4 damage.
Rerisen Archer 3: Longbow vs Kaz, 25 AC, hit, 4 damage.
Rerisen Archer 4: Longbow vs Yim, 21 AC, hit, 4 damage.

Rerisen Hulk 1: Charge, Slam vs Fredrock, 9 AC, miss.
Rerisen Hulk 2: Charge, Slam vs Corvus, 11 AC, miss.

Rerisen Beast 1: Claw(-4 to hit) vs Eithal, Automatic miss vs AC.
Rerisen Beast 2: Athletics check 11, fail, taken away by the river.
[/sblock]

[sblock=Combatants]Livia:
Yimanyngurr: 4 damage taken, +2 attack vs Swarm 2
Eithal: 4 THP
Corvus:
Kaz: 8 damage taken
Fedrock: DR7

Craftsmen: Minion, AC 14, Fort 12, Ref 12, Will 12

Rerisen Raven Swarm 1: 6 squares up, 9 damage taken, slowed, can't shift
Rerisen Raven Swarm 2: 10 squares up, 10 damage taken
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:-Dead-
Rerisen Archer 2:
Rerisen Archer 3:
Rerisen Archer 4:
Rerisen Dead: Minion, AC 14

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: 18 damage taken, bloodied, dazed, -2 to attacks, prone
Rerisen Beast 2: off the map, 14 damage taken, bloodied, healing surge lost
Rerisen Beast: AC 14, 11 Will, MBA: +6 vs AC, 1d4+2 damage.[/sblock]

[sblock=Battlefield Information, Important!]Moving through, into, or out of the water requires DC 20 Athletics check per move action or the creature 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 creature loses a healing surge as the they are half-drowned and slammed into rocks. If the creature has no healing surges remaining, they take a healing surge worth of damage.

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=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=Map]
snapshot
[/sblock]
 
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