Beyond the Rerisen Tower(DM Iron Sky, Judge: renau1g)

Return to the Tower, Round 4

There are too many ravens for the militia to be able to smash and break at once. Dozens of ravens rise again and, while only a few manage to take flight, they harry the party.

Meanwhile, the remaining Death Motes blast down several of the militia, the motes flaring as they bring the fallen back to life.

GM: Since the militia were all screwed up, I just used whatever Militia was available to complete your militia orders.

CDG is a standard action that lets you use an at-will, which doesn't include charge. I changed Salgyn's first move to have Uyanmas adjacent and his second to CDG the RRD.

As a heads up, when the Storytelling "died" all effects on it ended as usual.


[sblock=Militia attack]Militia 13 CDG vs RRD1: 16 AC, hit, destroyed.[/sblock]

[sblock=Enemy Actions]Rerisen Storytelling of Ravens: <When Militia 1 attacks: Beaks and Talons(-2 marked): 24 AC, hit, 8 damage and 2 necrotic, taken by Fredrock, reduced to 6 damage.>

Rerise(-5 CDG): Success. Break and Reform: Remove dazed condition and shift to G20. Beaks and Talons(-2 prone): 14 AC vs Kaz, miss, 5 damage and 1 necrotic. Darting Flock(-2 prone): 17 AC vs Yishim, miss, 3 damage and 2 necrotic.

Unless they are moved out of the aura before their turns start(or the Storytelling is "dead" again, the following attacks will occur:
Beaks and Talons(-2 prone): 13 AC vs Fredrock, miss, 4 damage and 1 necrotic, reduced to 1 damage, 22 AC vs Kaz, hit, 7 damage and 3 necrotic.
(Note: I didn't apply this damage yet on the map, its listed in () in the Combatants sblock).

Death Mote 1: Deathly Arc: 20 Fort vs Militia 13, hit, dead. Rerisen Host(When Militia 4 killed): Militia 12 becomes Rerisen Dead 4.
Death Mote 2: Rerisen Host(when Militia 13 killed): Militia 13 becomes Rerisen Dead 3. Stunned.
Death Mote 4: Deathly Arc: 16 Fort vs Militia 4, hit, dead. Rerisen Host(When Militia 12 killed): Militia 12 becomes Rerisen Dead 5.

Rerisen Dead 3: Slam(-2 prone): 16 AC vs Militia 12, hit, dead.
Rerisen Dead 4: Stand.
Rerisen Dead 5: Stand.[/sblock]

[sblock=Combatants]Rerisen Storytelling of Ravens: G19(1 square up), 203 damage taken, bloodied, prone
Rerisen Storytelling of Ravens: 204 Max HP, 18 AC, 15 Fort, 17 Ref, 16 Will. Vulnerable 5 Radiant, vulnerable 5 Blast/Burst. 1/2 damage from ranged/melee. MBA - Beaks and Talons: +9 vs AC, 1d4+6 damage + 1d4 necrotic damage, miss: 1/2 damage. Aura 1 - The Storytelling makes an MBA against any creature that starts its turn adjacent to the Storytelling.

Death Mote 1: F27(5 squares up), stunned
Death Mote 2: I25(5 squares up)
Death Mote 4: C20(5 squares up), stunned
Death Mote: Minion, 15 AC, 12 Fort, 15 Ref, 14 Will.
Death Motes destroyed: 2

Rerisen Dead 3: G26, dazed, prone
Rerisen Dead 4: B27, dazed
Rerisen Dead 5: F25, dazed
Rerisen Dead: Minion, 14 AC, 14 Fort, 12 Ref, 12 Will. MBA: Slam - +6 vs AC, 5 damage and push 1.
Rerisen Dead destroyed: 2

Fredrock: H19, 14(15) damage taken, DR4
Eithal: K25, 20 damage taken
Kaz: F21, 8(18) damage taken
Yishim: D25, 9 damage taken
Scarm: F13, 5 damage taken
Toeto: D21, 18 damage taken, +2 damage, regen 2 bloodied
*Sprout: H25(5 squares up)
Salgyn: E16, 16 damage taken
*Uyanmas: D12

[sblock=Militia]Militia 1: I18
Militia 3: C14
Militia 5: G18
Militia 10: F22
Militia 14: B28
Militia 15: F29
Militia: Minion, 16 AC, 13 Fort, 13 Ref, 11 Will. MBA - Spear: Melee or ranged 5. +7 vs AC, 4 damage. Unarmed: +5 vs AC, 2 damage.
Militia lost: 9
Militia fled: 1[/sblock]

Mason: F23, 21 damage taken
Mason: 43 Max hp, 17 AC, 16 Fort, 15 Ref, 15 Will. MBA: Mallet: +8 vs AC, 1d8+5 damage. Second Wind

Status Key:
Name: Location, damage, THP, Save ends effect, EONT/SONT effect, Encounter effect[/sblock]

[sblock=Commanding NPCs]As a minor action, you may give the militia or the Mason a command, either a minor, move, or standard action. If they leave the right side of the map, they are out of the fight.

As a free action, you make take the damage for an adjacent Militia or, alternatively, when you take damage, you make make the Militia take it for you.[/sblock]

[sblock=Terrain and Lighting]Difficult Terrain: All the gray and/or gray-green rocky areas south of the palisade are difficult terrain. The Palisade squares are all difficult terrain. Squares with wagon debris (B11, I8, and I20 areas) are difficult terrain. N20+ is a 2 square tall cliff face with a palisade atop it(DC 15 to climb).

Light: We'll assume the militia have lanterns so light isn't an issue.[/sblock]
 

Attachments

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Men, take care of those walking dead, we'll worry about the birds!



[sblock=actions]
Start of Turn: take the MBA and 1 pts of damage.
Standard action: :melee:Iron Fist on Storytelling: Hits for 13/2=6 damage :Effect: DR4
Minor: Militia3 (c14) Charge RRD4 in B17 (list has him in B27, map has him in B17, going with the map). Hits, RRD4 is 'Dead"
Minor: Militia14 (B28) Charge RRD5 (F25) Hits, RRD5 is 'Dead'
[/sblock]
OOC: If the Storytelling is like other non-minions that have re-risen, it would have only had 1 HP when I hit it, thus it would now be 'dead' again...but that may not be the case for this much more difficult foe.


[sblock=Fredrock]
Location: H19
Effects: DR4
Damage taken: 15

Will take damage for militia even if it drops me

Fredrock Hammersmith - Male Dwarf Battlemind, level 3
Passive Perception: +15, Passive Insight: +20 Senses: Low-Light
Init +0, Speed:5
AC:21, Fort:16, Reflex:16, Will:18
HP 30/45, Bloodied:22, Surge Value:11, Surges left:10/13
Action Points: 0/1, Power points 0/4
Powers-
:close:Battlemind Demand link
:melee:Mind Spike link
Blurred Step link
:melee:Bull's Strength link
:melee:Iron Fist link
:melee:Mist Weapon link
Second Wind link
Battle Resilience link
:close:Telepathic Challenge link
:melee:Aspect of Elevated Harmony link

Item powers
deathscarred boon link
Dwarven Scale armor link

:melee:MBA +7 vs AC, 1d10+4 (brutal 2)
:ranged:RBA -0 vs AC, 1d4-1 (improvised..would have to pick up a rock or something)
[/sblock]
 
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OOC: If the Storytelling is like other non-minions that have re-risen, it would have only had 1 HP when I hit it, thus it would now be 'dead' again...but that may not be the case for this much more difficult foe.

GM: Don't give me ideas :p No, it is now "dead" again.
 


OOC: Iron: you listed the ravens as getting a MBA on militia 1 when he attacked... but that was for a CDG, at which point the ravens were already "dead" by the first militia's charge. The aura should have been down at that point. Not a huge deal, but it would save Fredrock 6 damage.


Toeto walks underneath the necrotic wisp of energy and joins a militiaman next to his fallen comrade. Sprout floats through the air to join them. Once he arrives, he crushes the undead militia's throat to prevent its resurrection.

On the other side of the battle, another soldier charges at his now monstrous ally. Tears flowing freely down his cheek, he slams his spear into the creature's chest. The zombie remains still... for now.

[sblock=Toeto stats/actions][sblock=actions]Move: Sprout moves to C16 (1 up) and Toeto moves to C17.

Standard: Protecting Strike to CDG RRD4 (B17) hits Will 22+5=27, killing it for good. Militia 3 gains 3 THP.

Minor: Command Militia 15 (F29) to charge to G27 vs RRD3 (G26) hits AC 22. RRD3 is "dead."[/sblock][sblock=Spirit's Shield OA]Toeto can take OAs through her spirit companion if an enemy adjacent to it moves without shifting. The power is At-Will, +6 vs Reflex, 4 damage, and Effect: one ally within 5 squares of the companion regains 5 hp (8 if adjacent to the SC).[/sblock]Toeto - Female Lizardfolk Shaman 3
Initiative +3, Senses: Insight +5, Perception +10; low-light vision
HP 20/38; Bloodied 19, Surge Value 9, Surges 7/10
AC 18; Fortitude 16, Reflex 14, Will 17
Speed 5
Action Points 0

Conditions
2 regeneration while bloodied until end of encounter
+2 to damage rolls until end of encounter

Powers
Call Spirit Companion, Protecting Strike, Spirit's Shield, Voice of Battle
Certain Threat, Healing Spirit x2, Lizardfolk Recovery, Speak with Spirits, Spring Renewal Strike
Hungry Spirits Totem, Protective Roots, Spirit of the Healing Flood

Notes
Any ally adjacent to Toeto's spirit companion regains +3 additional hit points when he or she uses second wind or when Toeto uses a healing power on him or her.

[sblock=Spirit Companion rules]The spirit companion is treated as a conjuration with some exceptions.
  • It occupies 1 square like an ally does.
  • It is only affected by melee or ranged attacks (not close/area attacks or zones).
  • It is dispersed if it takes 11 or more damage from a single blow, and Toeto takes 6 damage. It is otherwise unaffected by attacks. It uses Toeto's defenses.
  • It cannot be flanked and it does not grant flanking.
  • It can move 5 squares whenever Toeto takes a move action. It is not affected by difficult terrain.
[/sblock]
[/sblock]
 
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"Get away from those floating globules!" Scarmiglione shouts at some of the militia. "SQUAWK!" The blue-white sparks engulf a mote.

[sblock=actions]Minor: militia at F22 flees (running if necessary)

Minor: militia at G18 flees (running if necessary)

Standard: blazing starfall vs reflex on mote at C20. 1d20+8+2=15 barely a hit. Sheesh.

If the ravens get up again, please let Scarm try to finish them off.[/sblock]
[sblock=MiniKenku]Scarmiglione Male Kenku Rogue|Sorcerer 4
Initiative: +6, Passive Perception: 17, Passive Insight: 12, Senses: Low-light vision
AC:19, Fort:15, Reflex:18, Will:18; Resist 5 psychic
HP:29/39, Bloodied:19, Surge Value:9, Surges left:5/7
Action Points: 0
Blazing Starfall
Sly Flourish

Wave of Light
Low Slash
Sneak In the Attack
Second Wind

Shocking Magnetism
Shadowdance Armor (item)
Lucky Charm (item)


Phase of the Sun: At the start of my turn, each enemy adjacent to me takes 2 fire and radiant damage; resist 5 cold
Phase of the Moon: Bonus to AC equal to number of conscious adjacent enemies; resist 5 psychic
Phase of the Stars: Whenever an enemy's attack misses me, I can teleport 2 as a free action; resist 5 radiant

First Time Bloodied: Change immediately to next phase.

Conditions:

Full sheet: Scarmiglione[/sblock]
 
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Iron: you listed the ravens as getting a MBA on militia 1 when he attacked... but that was for a CDG, at which point the ravens were already "dead" by the first militia's charge. The aura should have been down at that point. Not a huge deal, but it would save Fredrock 6 damage.

GM: Actually, it attacked on Eithal's turn before the Storytelling was down.
 

"Stay back friends," Salgyn says to the militia as he moves across the battle field, "We cyan finish off undead here. You do not vant to end up like your unfortunate comrades."

Then Salgyn breaks into his wind song once more, and as he does so a strong gust disperses one of the death motes.

[sblock="Actions/Stat block"]Start=

Move= to E21

Standard= :ranged:Staggering Note on Mote 1 at F27 = hit, it's dead

Minor= Militia 1 Flees

End=

[sblock=stat block]Salgyn Khovalyg - Half-Elf Bard (Shaman) 4
http://l4w.wikia.com/wiki/PC:Salgyn_Khovalyg_(pacdidj)
Conditions: none
Passive Perception: 15, Passive Insight: 21, Init: +3
AC: 19, Fort: 16, Reflex: 15, Will: 19
Speed: 5
HP: 25/43, Bloodied: 21, Surge Value: 10, Surges left: 7/10
Action Points: 0, Milestones:
:bmelee:Basic Atk: Harmonic Songblade Scimitar +4 vs AC, 1d8 dmg
:branged:Ranged Basic Atk: none
At Will:
Staggering Note, War Song Strike, Call Spirit Companion, Virtue of Valor Versatile Chainmail
Encounter:
Twin Panthers, Dissonant Strain, Claws of the Eagle, Spirits Fangs, Majestic Word, Majestic Word, Words of Friendship, Second Wind
Daily:
Stirring Shout, Speak with Spirits, Nature Sense, Harmonic Songblade, Spring Renewal Totem
Combat notes:

Uyanmas - Riding Horse
HP: 36/36; AC: 14, Fort: 15, Ref: 13, Will: 10
Speed: 10
:bmelee:Basic Atk: Kick +4 vs. AC, 1d6+4 dmg
Combat notes:[/sblock][/sblock]
 

As he has seen may rerise beforehand, Kaz take measures to kill the swarm once and for all. He flourishes his axe, leaping into the air he brings it down hard to the ground, causing a shockwave and flinging dust everywhere. As the dust settles, you find that the ravens have turned to ash, they shall rerise no more.

[sblock=actions]
Standard:CDG (Bound of persuit) Storyteller, 25 vs AC, hit, it is destroyed.
Move:E24

[sblock=stat block]
Kaz Male Elf Avenger 3, bloodied
Initiative: +4, Passive Perception: 22, Passive Insight: 15, Senses: Low Light
AC:20, Fort:14, Reflex:15, Will:16
HP: 22/40, Bloodied:20, Surge Value:10, Surges left:5/9
Action Points: 0
Basic Attack Battlecrazed Executioner's Axe+1, +5 vs AC, 1d12+2 damage (+1d12 on crit, 19-20 threat against undead, +1d6 when bloodied, reroll 1&2 damage)

Powers:
Bond of Pursuit
Overwhelming Strike

Angelic Alacrity
Oath of Enmity
Abjure Undead/Divine Guidance
Sequestering Strike
Avenger's Resolve
Second Wind
Elven Accuracy

Aspect of Might
Battlecrazed Executioner's Axe +1
Deathscarred boon


Conditions:
Non-elf allys within 5 square get +1 to perception.
If oath target moves away willingly, +6 damage to next attack. (Censure of Pursuit)
Can shift through difficult terrain (wild step)
[/sblock]
[/sblock]
 


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