The dead relentlessly press on, but some are so battered by the heroes that even whatever dark magics reanimate them aren't enough to bring them back to life.
They club, claw, and fire ponderously, inflicting little damage and the battered but hardened party.
[sblock=Getting faster]Combat rounds only taking an hour or so to run now - far better than the 3-4 hour turns I was working my way through earlier.

Welcome to Round 11.[/sblock]
[sblock=Enemy Actions]
Rerisen Dead 4: Move, charge to Q10,
Slam(+1 charge): 16 AC vs Cale, miss.
Rerisen Dead 6: Move, charge to R10,
Slam(+1 charge): 8 AC vs Cale, miss.
Rerisen Dead 7: Move to P9,
Slam(+1 charge, -2 Swarm): 11 AC vs Cale, miss.
Rerisen Dead 8:
Slam: 15 AC vs Fredrock, miss.
Rerisen Dead 11:
Slam(+2 CA): 16 AC vs Fredrock, miss.
Rerisen Dead 12:
Rerise: success,
Slam(-2 prone): 15 AC vs Fredrock, miss.
Rerisen Dead 16:
Rerise: success,
Slam(-2 prone, +2 CA): 11 AC vs Fredrock, miss.
Rerisen Hulk 2:
Rerise: Fail. Dead.
Rerisen Hulk 3:
Slam(+2 CA): 21 AC vs Fredrock, hit, 8 damage reduced to 4, no push possible.
Rerisen Hulk 5:
Slam(-2 Swarm): 11 AC vs Cale, miss.
Rerisen Hulk 6:
Slam: 19 AC vs Fredrock, hit, 10 damage reduced to 6, no push possible.
Rerisen Hulk 7:
Rerise: Fail. Dead.
Rerisen Beast 3: Climb,
Pounce: Jump to Q13,
Claw: 8 AC vs Craftsman 5, miss,
Claw: 16 AC vs Craftsman 5, hit, 3 damage, taken by Livia.
Rerisen Archer 2: Move to L14,
Longbow: 13 AC vs Cale, miss.
Rerisen Archer 4: Move to M13,
Longbow: 27 AC vs Fredrock, hit, 4 damage reduced to 0.
Rerisen Archer 5: Move to M14,
Longbow(-5 total cover): 15 AC vs Craftsman 5, hit, 4 damage, taken by Livia.
Rerisen Archer 6: Move to M15,
Longbow(-5 total cover): NAT1 vs Craftsman 5.
Rerisen Archer 7: Move to M16,
Longbow(-5 total cover): NAT1 vs Craftsman 5.
Rerisen Swarm 1:
Rerise: Fail. Dead.
Rerisen Swarm 3:
Rerise: Fail. Dead.[/sblock]
[sblock=Combatants]
Rerisen Dead 4:
Q10
Rerisen Dead 6:
R10
Rerisen Dead 7:
P9, -2 attacks
Rerisen Dead 8:
I10
Rerisen Dead 11:
I9
Rerisen Dead 12:
J10,
dazed,
prone
Rerisen Dead 16:
K10,
dazed,
prone
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 3:
K9,
11 damage taken
Rerisen Hulk 5:
P10,
21 damage taken,
bloodied,
-2 attacks
Rerisen Hulk 6:
I8,
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: 4
Rerisen Beast 3:
Q13, 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: 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, 7 damage taken
Yimanyngurr: U5, 11 damage taken
Eithal: O8, 23 damage taken, bloodied
Kaz: P7, 7 damage taken
Fedrock: J9, 16 damage taken,
DR4
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
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]