The dead, slowed only slightly by the defender's attacks, advance towards the palisade, moaning.
GM: | Slight modification to the ally rules below: Minions can take one of each action just like the Mason and Cale. | |
[sblock=Enemy Actions]
Rerisen Dead 1: Double move.
Rerisen Dead 3: Double Move.
Rerisen Dead 4:
Rerise: success. Stand up.
Rerisen Dead 5: Double Move.
Rerisen Dead 6:
Rerise: success. Stand up.
Rerisen Dead 7:
Rerise: success. Stand up.
Rerisen Dead 8: Double Move.
Rerisen Dead 9: Double Move.
Rerisen Hulk 1: Double Move.[/sblock]
[sblock=Combatants]
Rerisen Dead 1:
G6
Rerisen Dead 3:
I11
Rerisen Dead 4:
A14,
Dazed
Rerisen Dead 5:
G18
Rerisen Dead 6:
A23,
Dazed
Rerisen Dead 7:
A26,
Dazed
Rerisen Dead 8:
J28
Rerisen Dead 9:
J30
Rerisen Dead: Minion, AC 14, Ref 12. MBA: +6 vs AC, 5 damage and push 1.
Rerisen Hulk 1:
G16,
10 damage taken,
+3 to damage rolls against
Rerisen Hulk: 36 max hp, AC 15, Will 12, Vulnerable 5 Radiant. MBA: +6 vs AC, 2d6+3 damage and push 2.
Livia: Y17
Yimanyngurr: O9
Eithal: O20
Kaz: P27
Fedrock: O16
Craftsman 1:
Y19
Craftsman 2: AA13
Craftsman 3: Y21
Craftsman 4: Z24
Craftsman 5: Z14
Craftsman 6: M6
Craftsman 7: M11
Craftsman 8: M17
Craftsman 9: N24
Craftsman 10: N29
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.
Master Mason:
Q18
38 max hp, AC 15, Fort 14, Ref 12, Will 12, speed 6.
Mallet: +7 vs AC, 1d8+3 damage.
Captain Cale:
O18
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 concious.
[sblock=Cale's attacks]
Viper's Strike(MBA): +10 vs AC, 19-20 crit range, 1d12+1 damage 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.[/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]