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

Eithal shakes the water from her dreadlocks and races, full of rage, toward the middle of the fray, "Yew ain' tuchin' nowon deadie freddie!" Her axe cleaves one of the beasts, the act drawing attention from the undead crowd with such drama that they immediately forget their quarries and move to attack her.[sblock=Actions]Athletics: 1d20+12=28
Start at P17
Move: to J16 avoiding OAs
Standard: Grasping Winds
Target: Rerisen Beast at K15
Attack: 1d20+9 = 19 vs. AC for 1d12+6=8 damage (thought I was flanking when I rolled. Subtracted 2 from the total).
Effect: RRB is dead?
Effect: Pull RRB at L13 to K15
Pull RRD at L14 to K16
Pull RRD at M14 to L16
Pull RRD at G15 to I16
Free: Mark all adjacent enemies (that's everyone above except for the RRD at L16)
Minor: Strength of Stone (She's gonna need it)[/sblock][sblock=Ministats]
Eithal Lemindt Arehei Female Goliath Warden Level 1
Initiative: +1
Speed 6
Passive Perception: 16; Passive Insight: 11; Senses: Normal
Powerful Athlete: Roll twice for Jump/Climb Athletics checks
AC: 19; Fort: 17; Reflex: 11; Will: 13
HP: 11/42 Bloodied
Surge Value: 10; Surges left: 11/12
Action Points: 0
Powers
Strength of Stone link
Thorn Strike link
Warden's Fury link
Warden's Grasp link

Grasping Winds link
Stone's Endurance link
Relentless Panther Attack
link
Warden’s Tempest link
Form of the Relentless Panther link
Feats:
Sudden Roots: Whenever Eithal hits an enemy with an Opportunity Attack, that enemy is slowed until the end of its next turn.

Crushing Earthstrength: When Eithal uses her second wind, she gains a +4 bonus to her weapon damage rolls until the end of her next turn.
[/sblock][sblock=WTF have I done!?]Actually it's a bit of dramatic sacrifice to give some of you a breather. I'm not, however, against a leader with some distance healing capability unleashing some healing power upon Eithal ;).[/sblock]
 

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Livia fires an arrow that goes right past Corvus's ear and drops one of the walking corpses next to him. She shouts at the craftsman standing nearby, and though her words are difficult to hear over the noise of rushing water, the intent is clear, and the craftsman takes the opportunity to run.

The angry red insect swarm continues to move slowly across the bridge.

[sblock=actions]Standard: biting swarm vs. rerisen dead 3 at N14 1d20+9=26 hit.

Minor: since minion at M14 has been pulled away, move crafter (starting at N13) to N14, N15, O16, P16, and off the map. sustain the zone.

Move: move zone 4 squares to the right. Top left corner now at H8, bottom right at L12.[/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: 20/35, 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]
 
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[sblock=H.M.Gimlord, GM]
In planning my move I notice the following pull is not valid
Pull RRD at M14 to L16

Each square of a pull must be closer to you, so there is no way to pull M14 to L16 from your position.

M14-M15 is still 3 squares from you so that is an invalid square
M14-L14 Is closer as is M14-L15
From L14,you would then have to pull him to K15, but there is a Beast there (you pulled it over there)
From L15, you could pull it to K15 or K16. K16 has the Hulk you pulled over.

I'd say pull the beast to J15, and this RRD from M14 to K15..that leaves them all next to you as intended.

Also, Kaz moved to I16, so the RRD you pulled to I16 should be in I17 (both are valid pulls)


Edit: damn I keep confusing myself..made a map and plotted it out.
As there is a RRD in j15, you can't pull anything there
the Beast OR the Hulk can be pulled to K15. (the hulk can only be pulled to K15, the beast could be pulled to J15 if it was empty). I'll assume for my move it's the Hulk, as Corvus is prone and that allows the beast to be pulled away from him as well.

So, with your pulls if as I've edited, we have:
RRD4 in J15 marked by Kaz
RRD1 in I17 marked by Kaz
RRD2 in K16 marked by Kaz
RRH2 in K15 marked by Kaz
RRB2 in K14 (not ajacent to kaz)



[/sblock]
 
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Good Eithal, that set them up for this! Fredrock yells as he steps up and targets all the Dead around Eithal with a show of Strength, enhanced by his will alone. 2 of the dead fall, and the Hulk is bloodied, but one of the rerisen remains unscathed.

Come on, keep close you. Fredrock says as he tries to keep the craftsmen close.

[sblock=Actions]
Move: Shift to H14 craftman to H15

Standard: :close:Bull's Strength (2pp for blast 3), enemies I can see in blast. Blast is I15-K17
Assuming the modified Kaz Pull.
Targets:
RRD1 in I17
RRD2 in K16
RRD4 in J15
RRH2 in K15
(subtract 1 from all the hit rolls, at least it makes it easy to determine which is the Attack roll)
AC vs RRD1 (I17), RRD2 (K16), RRD4 (J15), RRH2 (K15) (1d20+7=27, 1d10.minroll(3)+6=14, 1d20+7=15, 1d10.minroll(3)+6=14, 1d20+7=14, 1d10.minroll(3)+6=14, 1d20+7=14, 1d10.minroll(3)+6=11)

Results:
Crit on RRD1..Dead for good.
14 (15-1) on RRD2 Dead?
13 (14-1) on RRD4 Missed by 1
13 (14-1+2 from CA) on RRH2 Hits, for 14+2=16 damage (14 is the 1st damage roll, which applies to all the hits in a close attack). I will push him to L16 unless
Eithal objects.

Minor craftsman F14-G15

I will take the damage for any of the adjacent craftsmen that are hit.


[sblock=Fredrock]
Fredrock Hammersmith - Male Dwarf Battlemind, level 1
Passive Perception: +14, Passive Insight: +19 Senses: Low-Light
Init -1, Speed:5
AC:19, Fort:14, Reflex:14, Will:16
HP:24/33, Bloodied:16, Surge Value:8, Surges left:12/13
Action Points: 0/1, Power points 0/2
Powers-
:close:Battlemind Demand link
:melee:Mind Spike link
Blurred Step link
:melee:Bull's Strength link
:melee:Iron Fist link
Battle Resilience link
Second Wind link
:melee:Aspect of Elevated Harmony link

:melee:MBA +3 vs AC, 1d10+6 (brutal 2)
:ranged:RBA -1 vs AC, 1d4-1 (improvised..would have to pick up a rock or something)
[/sblock][/sblock]

[sblock=gm] what is that in E14?? nothing is listed in E14 in the Combatants...[/sblock]
 
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[sblock=OOC]All references to "Kaz" in the last two posts should be changed to "Eithal" since that's H.M.Gimlord's character that did all the pulling.

Thanks for cleaning up the pulls Xeterog, saves me some work trying to figure it out later.

The thing in E14 is the raven swarm. It wasn't actually there, but Masterplan won't let you put two tokens in the same square. It's actually over Fredrocks head (actually, Kaz destroyed it so it's not really anywhere now). :P

Also, I missed that Corvus didn't go last turn. Time to retcon some actions for him.

Edit: Retcon complete, Yim gets an MBA vs the Beast above Corvus and gets to heal surge+1d6. Xeterog's attack against the Hulk also has CA now, so it hits and does +2 extra damage.[/sblock]
 
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Seeing one of the beasts hounding Corvus, while he lies prone on the ground, Yimayngurr pivots and thrusts his spear to its full range, just managing to put the tip between two of its vertebrae. This proves just enough harm to put a stop to the fell creature, for now. Unfortunately though, it also leaves Yimayngurr open to the assault of a second beast that leaves the half-orc with severe wounds. But, Corvus' words of encouragement strengthen the hunter's resolve, keeping him anchored to the here and now and able to keep up the fight.

***

As Kaz, Eithal, and Fredrock handily dispatch many of the zombies, Yimayngurr sees an opening for more of the craftsmen to escape. He quickly jumps back and dispatches one of the rerisen dead with his spear, and then gives the craftsman in front of him a shove from behind.

"Go on mate, you're in the clear. Get moving!"

[sblock="Yimayngurr actions and stats"]No Action: Spend Healing Surge from Corvus' Inspiring Word = heal 8 + 6 = 14 HP

Free: MBA vs. RRB2 = hit (barely) for 7 damage. Rerisen Beast goes down.

Also note that 5 damage taken during enemy turns was absorbed by Yimayngurr's THP from Half-orc Resilience.

***

(So, at the beginning of my turn I show only RRD 4 and 3, Hulk 2, and Archer 4 left standing)

Move: Shift to I13

Standard: :branged:RBA vs. RRD 4 = hit for 15 damage, RRD 4 goes down

Minor: Move craftsman at I14 to D19

[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:16/32, Bloodied:16, Surge Value:8, Surges left:5/6
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, Half-Orc Resilience, Sure Shot, Begin the Hunt, Hungry Longspear
Conditions:[/sblock][/sblock]
 

[sblock=Fredrock's actions updated]
I added the info for Fred's action, taking the damage from the 1st roll and applying it to the Hulk (as it's an area/close attack, only 1 damage roll should have been made)[/sblock]
 



[sblock=oops]I made a mistake in my turn (forgot to sustain the zone) so I'm correcting it. The crafter that I moved off the map will still be next to Corvus (although he's clear to be moved off if someone else has a spare action).[/sblock]
 

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