Iron Sky
Procedurally Generated
The dead continue to close, hurling Kaz back and battering Cale as well. The beast on the tower battlement won't stay dead, coming alive again and tearing at the spear still jutting from its chest.
[sblock=Player Actions]Eithal is still slowed by encumbrance, so I had her move to R3 via double move + Knight's Move.
That means she isn't adjacent to Yim. For Yim's minor action for last round, you can retroactively: A) hold onto the potion, or B) toss it to Eithal (Unarmed RBA vs AC 10 to get it to Eithal).
Kaz can't do his shift due to difficult terrain.[/sblock]
[sblock=Enemy Actions]Rerisen Dead 4: Rerise: Fail. Dead.
Rerisen Dead 6: Rerise: Success. Slam(-2 prone): 22 AC vs Cale, hit, 5 damage and push 1.
Rerisen Dead 7: Move to P8, Slam: 18 AC vs Kaz, hit, 5 damage and push 1.
Rerisen Dead 8: Double move to M7.
Rerisen Dead 11: Double move to M8.
Rerisen Dead 12: Double move to R8.
Rerisen Dead 16: Double move to O8.
Rerisen Hulk 3: Rerise: Success. Stand.
Rerisen Hulk 6: Double move to M6.
Rerisen Beast 3: Rerise: Success. Claw(-2 prone): 7 AC vs Craftsman 5, miss.
Rerisen Archer 2: Longbow(-5 total cover): NAT1 vs Craftsman 5.
Rerisen Archer 4: Longbow(-5 total cover): 13 AC vs Craftstman 5, miss.
Rerisen Archer 5: Longbow(-5 total cover): 6 AC vs Craftstman 5, miss.
Rerisen Archer 6: Longbow(-5 total cover): 4 AC vs Craftstman 5, miss.
Rerisen Archer 7: Longbow(-5 total cover): 11 AC vs Craftstman 5, miss.[/sblock]
[sblock=Combatants]Rerisen Dead 6: R9, dazed, prone
Rerisen Dead 7: P9
Rerisen Dead 8: M7
Rerisen Dead 11: M8
Rerisen Dead 12: N8, -2 attacks
Rerisen Dead 16: O8, -2 attacks
Rerisen Dead: Minion, AC 14, Ref 12, Resist 10 Necrotic. MBA: +6 vs AC, 5 damage and push 1.
Rerisen Dead destroyed: 12
Rerisen Hulk 3: K9, 35 damage taken, bloodied, dazed
Rerisen Hulk 6: M6, 12 damage taken
Rerisen Hulk: 36 max hp, AC 15, Ref 11, Will 12, Resist 10 Necrotic, Vulnerable 5 Radiant. MBA: +6 vs AC, 2d6+3 damage and push 2.
Rerisen Hulks destroyed: 5
Rerisen Beast 3: Q13, 27 damage taken, bloodied, dazed, prone
Rerisen Beast: 28 max hp, AC 14, 11 Will, Resist 10 Necrotic, MBA: +6 vs AC, 1d4+2 damage.
Rerisen Beasts Destroyed: 3
Rerisen Archer 2: L14
Rerisen Archer 4: M13
Rerisen Archer 5: M14
Rerisen Archer 6: M15
Rerisen Archer 7: M16
Rerisen Dead: Minion, AC 14, Ref 14, Resist 10 Necrotic, MBA: +6 vs AC, 3 damage.
Rerisen Archers destroyed: 2
Rerisen Swarms destroyed: 3
Rerisen Lords destroyed: 1
Livia: S12, 11 damage taken
Yimanyngurr: S7, 11 damage taken
Eithal: R3, 40 damage taken, bloodied
Kaz: R5, 12 damage taken
Fedrock: R3, 33 damage taken, bloodied, unconscious, dying
Craftsman 2: S11
Craftsman 4: Fled
Craftsman 5: R12
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: 7
Master Mason: Fled, 16 damage taken
38 max hp, AC 15, Fort 14, Ref 12, Will 12, speed 6. Mallet: +7 vs AC, 1d8+3 damage.
Captain Cale: Q7, 33 damage taken, bloodied
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 conscious.
[sblock=Cale's powers]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.
Knight's Move: Move action, an ally within 10 may move their speed as a free action.
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.
Inspiring Word(x2): Minor action, one ally in close burst 5 heals surge+1d6.[/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]
[sblock=Player Actions]Eithal is still slowed by encumbrance, so I had her move to R3 via double move + Knight's Move.
That means she isn't adjacent to Yim. For Yim's minor action for last round, you can retroactively: A) hold onto the potion, or B) toss it to Eithal (Unarmed RBA vs AC 10 to get it to Eithal).
Kaz can't do his shift due to difficult terrain.[/sblock]
[sblock=Enemy Actions]Rerisen Dead 4: Rerise: Fail. Dead.
Rerisen Dead 6: Rerise: Success. Slam(-2 prone): 22 AC vs Cale, hit, 5 damage and push 1.
Rerisen Dead 7: Move to P8, Slam: 18 AC vs Kaz, hit, 5 damage and push 1.
Rerisen Dead 8: Double move to M7.
Rerisen Dead 11: Double move to M8.
Rerisen Dead 12: Double move to R8.
Rerisen Dead 16: Double move to O8.
Rerisen Hulk 3: Rerise: Success. Stand.
Rerisen Hulk 6: Double move to M6.
Rerisen Beast 3: Rerise: Success. Claw(-2 prone): 7 AC vs Craftsman 5, miss.
Rerisen Archer 2: Longbow(-5 total cover): NAT1 vs Craftsman 5.
Rerisen Archer 4: Longbow(-5 total cover): 13 AC vs Craftstman 5, miss.
Rerisen Archer 5: Longbow(-5 total cover): 6 AC vs Craftstman 5, miss.
Rerisen Archer 6: Longbow(-5 total cover): 4 AC vs Craftstman 5, miss.
Rerisen Archer 7: Longbow(-5 total cover): 11 AC vs Craftstman 5, miss.[/sblock]
[sblock=Combatants]Rerisen Dead 6: R9, dazed, prone
Rerisen Dead 7: P9
Rerisen Dead 8: M7
Rerisen Dead 11: M8
Rerisen Dead 12: N8, -2 attacks
Rerisen Dead 16: O8, -2 attacks
Rerisen Dead: Minion, AC 14, Ref 12, Resist 10 Necrotic. MBA: +6 vs AC, 5 damage and push 1.
Rerisen Dead destroyed: 12
Rerisen Hulk 3: K9, 35 damage taken, bloodied, dazed
Rerisen Hulk 6: M6, 12 damage taken
Rerisen Hulk: 36 max hp, AC 15, Ref 11, Will 12, Resist 10 Necrotic, Vulnerable 5 Radiant. MBA: +6 vs AC, 2d6+3 damage and push 2.
Rerisen Hulks destroyed: 5
Rerisen Beast 3: Q13, 27 damage taken, bloodied, dazed, prone
Rerisen Beast: 28 max hp, AC 14, 11 Will, Resist 10 Necrotic, MBA: +6 vs AC, 1d4+2 damage.
Rerisen Beasts Destroyed: 3
Rerisen Archer 2: L14
Rerisen Archer 4: M13
Rerisen Archer 5: M14
Rerisen Archer 6: M15
Rerisen Archer 7: M16
Rerisen Dead: Minion, AC 14, Ref 14, Resist 10 Necrotic, MBA: +6 vs AC, 3 damage.
Rerisen Archers destroyed: 2
Rerisen Swarms destroyed: 3
Rerisen Lords destroyed: 1
Livia: S12, 11 damage taken
Yimanyngurr: S7, 11 damage taken
Eithal: R3, 40 damage taken, bloodied
Kaz: R5, 12 damage taken
Fedrock: R3, 33 damage taken, bloodied, unconscious, dying
Craftsman 2: S11
Craftsman 4: Fled
Craftsman 5: R12
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: 7
Master Mason: Fled, 16 damage taken
38 max hp, AC 15, Fort 14, Ref 12, Will 12, speed 6. Mallet: +7 vs AC, 1d8+3 damage.
Captain Cale: Q7, 33 damage taken, bloodied
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 conscious.
[sblock=Cale's powers]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.
Knight's Move: Move action, an ally within 10 may move their speed as a free action.
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=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]
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