More of the dead fall, mostly to impaling themselves of Fredrock's palisade, but more emerge from the woods, mauled by Livia's traps, but still functional. The dead seem to be getting more coordinated, their actions less sporadic as they focus on the already-damaged sections of the palisade.
One of the beasts scrambles up the cliff face to the east and leaps atop the palisade, glaring down at the nearest craftsman, drawing the ire of Kaz and the two craftsmen near him. While Kaz embeds his fullblade into the palisade trying to hit it, the two craftsmen near him roaring and burying their spears into its rotting hide.
Their battle-cries are cut off as an arrow flies from the woods and hits one of the craftsmen in chest, killing him instantly.
[sblock=Party attacks]Kaz's attack: 1d20+4=
automatic miss, Craftsman's charge attacks: 1d20+5=
20 AC, hit, 4 damage, 1d20+5=
17 AC, hit, 4 damage.[/sblock]
[sblock=Trap Attacks]1d6=
6 attacks. Reflex
12,
17,
9,
24,
8,
20 vs Rerisen Hulk 3, hit, for 1d8+3=
11 damage, vs Rerisen Dead 15, hit, vs Rersien Hulk 4, miss, vs Rerisen Hulk 5, hit, 1d8+3=
9 damage, vs Rerisen Archer 3, miss, vs Rerisen Dead 17, hit.[/sblock]
[sblock=Enemy Actions]
Rerisen Dead 1:
Slam: 23 AC vs Palisade, hit for 5 damage.
Rerisen Dead 4:
Slam: 21 AC vs Palisade, hit for 5 damage.
Rerisen Dead 6:
Slam: 20 AC vs Palisade, hit for 5 damage.
Rerisen Dead 7:
Slam: 8 AC vs Palisade, miss.
Rerisen Dead 8: Attempt to climb the cliff and palisade: 12 Athletics, success, attack from palisade: 15 Fort, "dead"
Rerisen Dead 9: Attempt to climb the cliff and palisade: 9 Athletics, fail.
Rerisen Dead 11: Charge, move to G7,
Slam: 18 AC vs Palisade, hit, 5 damage.
Rerisen Dead 12: Charge, move to G17,
Slam: 11 AC vs Palisade, miss.
Rerisen Dead 14: Charge, move to J23,
Slam: 16 AC vs Palisade, hit, 5 damage.
Rerisen Dead 15:
Rerise: success
Rerisen Dead 17:
Rerise: success
Rerisen Hulk 1:
Rerise: Fail
Rerisen Hulk 2: Charge, move to G5,
Slam: 15 AC, hit, 7 damage.
Rerisen Beast 1: Double move, up cliff, onto Palisades, Palisade attack: 11 Fort, miss.
Rerisen Archer 2:
Longblow(-2 cover): 20 AC vs Craftsman 9, hit, dead.
Rerisen Swarm 1: Double move.[/sblock]
[sblock=Combatants]
Rerisen Dead 1:
G6
Rerisen Dead 4:
I14
Rerisen Dead 6:
J24
Rerisen Dead 7:
J25
Rerisen Dead 8:
K27, "dead"
Rerisen Dead 9:
J30
Rerisen Dead 11:
A11
Rerisen Dead 12:
A17
Rerisen Dead 14:
J23
Rerisen Dead 15:
A21, dazed
Rerisen Dead 16:
A32
Rerisen Dead 17:
A3, dazed
Rerisen Dead 18:
A23
Rerisen Dead: Minion, AC 14, Ref 12. MBA: +6 vs AC, 5 damage and push 1.
Rerisen Dead destroyed:
5
Rerisen Hulk 2:
A7,
9 damage taken
Rerisen Hulk 3:
B6,
11 damage taken
Rerisen Hulk 4:
A17
Rerisen Hulk 5:
A28
Rerisen Hulk 6:
A12,
9 damage taken
Rerisen Hulk: 36 max hp, AC 15, Ref 11, Will 12, Vulnerable 5 Radiant. MBA: +6 vs AC, 2d6+3 damage and push 2.
Rerisen Hulks destroyed: 1
Rerisen Beast 1:
K29, 15 damage taken, bloodied
Rerisen Beast 2:
A9
Rerisen Beast: 28 max hp, AC 14, 11 Will, MBA: +6 vs AC, 1d4+2 damage.
Rerisen Archer 2: A25
Rerisen Archer 3: A15
Rerisen Dead: Minion, AC 14, Ref 14, MBA: +6 vs AC, 3 damage.
Rerisen Archers destroyed: 1
Rerisen Raven Swarm 1: F20, 6 squares up, 13 damage taken, slowed and can't shift, +3 damage against
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.
Livia: Y17
Yimanyngurr: O9
Eithal: M18
Kaz: P27
Fedrock: L17
Craftsman 1:
Y19
Craftsman 2: AA13, Reloaded
Craftsman 3: Y21
Craftsman 4: Z24
Craftsman 5: Z14
Craftsman 6: M6
Craftsman 7: M11
Craftsman 8: M17
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.
Craftsmen killed: 1
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 (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.[/sblock]
Palisade Section HP(from left to right): 8/30, 20/30, 25/30, 15/30
[/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]
[sblock=Coup De Gras]Remember that it's a standard action that has to be performed while adjacent to an enemy. Hit is an auto-crit. If you want to try to permanently kill one of the Dead with, say, a charge, you'll need to roll a 20 on its body to do so, otherwise it'll still get to try to rerise.[/sblock]
[sblock=Oops] Assume the craftsman in Y21 that disappeared is still there. I'll fix it next round.[/sblock]