Though the stalwart Fredrock manages to shrug off the arrows and clubbing arms of the dead surrounding him, he is quickly surrounded far from the tower.
The last of the beasts leaps and clings to the side of the tower, ready to climb.
Closer in, the dead take down the last of the craftsmen that were defending the palisade and close in on the retreating group, close on their heels.
[sblock=Eithal's Craftsman's attack]Crossbow: 1d20+4=19 AC vs Rerisen Hulk 7, hit, 4 damage.[/sblock]
[sblock=Eithal's revised attack]I was undecided as to which roll to use, so I rolled randomly and used your old one.[/sblock]
[sblock=Rerisen Beast position]The beast is clinging to the side of the tower. Those in the tower can't see it unless they move to P row.[/sblock]
[sblock=Enemy Actions]Rerisen Dead 4: Move, charge to M14, Slam(+1 charge): 14 AC vs Craftsman 8, miss.
Rerisen Dead 6: Charge to M15, Slam(+1 charge): 19 AC vs Craftsman 8, hit, dead.
Rerisen Dead 7: Move, charge to O10, Slam(+1 charge): 22 AC vs Kaz, hit, 4 damage and push 1.
Rerisen Dead 8: Move, charge to I10, Slam(+1 charge): 12 AC vs Fredrock, miss.
Rerisen Dead 11: Move, charge to I9, Slam(+1 charge): 12 AC vs Fredrock, miss.
Rerisen Dead 12: Move, charge to J10, Slam(+1 charge): 15 AC vs Fredrock, miss.
Rerisen Dead 16: Move, charge to K10, Slam(+1 charge): 18 AC vs Fredrock, miss.
Rerisen Hulk 2: Slam: 9 AC vs Eithal, miss.
Rerisen Hulk 3: Double move to K10.
Rerisen Hulk 5: Move, charge to P10, Slam(+1 charge, -2 swarm): 9 AC vs Cale, miss.
Rerisen Hulk 6: Double move to I8.
Rerisen Hulk 7: Move, charge to Q10, Slam(+1 charge, +2 CA, -2 swarm): 26 AC vs Mason, hit, 7 damage and push 2.
Rerisen Beast 3: Double move, jump to N14, clinging to side of tower.
Rerisen Archer 2: Move to G16, Longbow: 22 AC vs Fredrock, hit, 4 damage reduced to 0.
Rerisen Archer 4: Move to H14, Longbow: 10 AC vs Fredrock, miss.
Rerisen Archer 5: Move to H15, Longbow: 16 AC vs Fredrock, miss.
Rerisen Archer 6: Move to H16, Longbow: 25 AC vs Fredrock, hit, 4 damage reduced to 0.
Rerisen Archer 7: Move to H17, Longbow: 23 AC vs Fredrock, hit, 4 damage reduced to 0.
Rerisen Swarm 1: Move, charge to I10, 1 square up, Beaks and Talons(+1 charge): 13 AC vs Fredrock, miss.
Rerisen Swarm 3: Move, charge to O9, Beaks and Talons(+1 charge, -2 swarm), 17 AC vs Eithal, miss.[/sblock]
[sblock=Combatants]Rerisen Dead 4: M14
Rerisen Dead 6: M15
Rerisen Dead 7: O10
Rerisen Dead 8: I10
Rerisen Dead 11: I9
Rerisen Dead 12: J10
Rerisen Dead 16: K10
Rerisen Dead: Minion, AC 14, Ref 12, Resist 10 Necrotic. MBA: +6 vs AC, 5 damage and push 1.
Rerisen Dead destroyed: 11
Rerisen Hulk 2: O7, 28 damage taken, bloodied, marked(Eithal), slowed
Rerisen Hulk 3: K9, 11 damage taken
Rerisen Hulk 5: P10, 11 damage taken, -2 attacks
Rerisen Hulk 6: I8, 12 damage taken
Rerisen Hulk 7: Q10, 26 damage taken, bloodied, -2 attacks
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: 2
Rerisen Beast 3: N14, on side of tower, 27 damage taken, bloodied
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: G16
Rerisen Archer 4: H14
Rerisen Archer 5: H15
Rerisen Archer 6: H16
Rerisen Archer 7: H17
Rerisen Dead: Minion, AC 14, Ref 14, Resist 10 Necrotic, MBA: +6 vs AC, 3 damage.
Rerisen Archers destroyed: 2
Rerisen Raven Swarm 1: I10, 1 square up, 33 damage taken, bloodied
Rerisen Raven Swarm 3: O9, 1 square up, 19 damage taken, bloodied, slowed, -2 attacks
Rerisen Raven Swarm: 34 max hp, AC 16, Reflex 14, Swarm, Resist 10 Necrotic,Winged Pestilence: Aura 1 - any creature that ends its turn adjacent to a swarm 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.
Rerisen Swarms destroyed: 1
Rerisen Lords destroyed: 1
Livia: S12
Yimanyngurr: W7, 11 damage taken, grants CA
Eithal: O8, 32 damage taken, bloodied
Kaz: Q8, 7 damage taken, +2 defenses
Fedrock: J9, 6 damage taken, DR4, +2 defenses
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: T7, 16 damage taken, grants CA
38 max hp, AC 15, Fort 14, Ref 12, Will 12, speed 6. Mallet: +7 vs AC, 1d8+3 damage.
Captain Cale: Q9, 23 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.
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=Tower Door]A little reminder again about the location of the door to the tower; it's near the blue dot I put on the map. Next round I'll shift the map and drop it down a level so everyone can see, that'll just take... alot of work.[/sblock]
[sblock=Map/Combantants block discrepancies]Fredrock technically wasn't adjacent to that beast he just hit since he pushed it back with Bull's Rush last turn and it got stunned, but it's easier to let it go than wait for a redacted action.
In the future, if there is a discrepancy between the map and the location given in the Combatants section, assume the Map is correct since I update that first, then go back right before I'm going to post it and update the Combatants block off of the map (occasionally missing things since there's 40+ combatants in this fight).
The only exception is flying creatures, who may not be in the block they appear to be on the map. In the future, if flying and ground creatures occupy the same square, I'll put the ground creatures in the square and the flying creatures tokens in a square adjacent. I'll be sure to double check the flying creature's Combatants locations to be sure they are correct.[/sblock]