Round 3
On the switchback, the motes float down, blasting at the militia with arcing necrotic energy. Two of the militia raise their shields and deflect it, but one takes the full brunt. As he falls, one of the motes shimmers and another ghostly arc of energy lances into the body, animating it instantly.
The dead assault Fredrock and the militia around him from all sides. The sturdy dwarf is rapidly worn down by throwing himself in the way of attacks meant for his allies. He survives, but barely.
The last beast, meanwhile, hurls itself, slavering, at Scarm, slashing the kenku with its claws.
Far below, the battle seems to be turning in the group's favor, between Scarm's support, Eithal's furious assault that disperses the swarm of ravens completely, Kaz's wicked axe strike, and Salgyn's heartening and strengthening arcane tunes, the party, while heavily wounded, has defeated most of its foes.
GM: | Questions/Comments: Xeterog - the militia are dazed for the entire encounter, fear.
Dekana - E12 isn't close enough to the edge to see to the beach. Need to be a square closer(right on the edge).
Mewness - err... right, no necrotic resist for the militia. Fixed.
H.M. - The first square it entered that was adjacent to you was the one it ended in - it started 9 squares above you. Also, Grasping Winds only did 3 damage since it's a melee attack, not a burst/blast. Every square pulled must move the targets closest to you, so I moved the enemy appropriately.
You also crit on 19-20 against undead, thanks to the Deathscarred Boon(might want to note that somewhere) so you Crit the swarm doing max + 1d12(High Crit) + 1d6(+1 weapon) = 8 extra damage, just enough to kill it outright!
Damage to "dead" dead has no effect on them unless it's a coup-de-grace. Of course, a coup-de-grace lets you make any attack you would normally make, so we'll just call that a coup-de-grace that happened to screw up everything else around Eithal as well. 
Note to everyone: please include defenses targeted(AC, Ref, etc), damage types(if different than untyped), and effects of all power(Strength of Stone 5 DR EONT). Saves me time looking them up. Thanks. | |
[sblock=Enemy Actions, Switchback]
Death Mote 1: Move to K9(5 squares up),
Deathly Arc: 11 Fort vs Militia 1, miss.
Death Mote 2: Move to K11(5 squares up),
Deathly Arc: 16 Fort vs Militia 3, hit, dead. <
Death Mote 1 Immediate Reaction:
Rerisen Host(when Militia 3 killed): Militia 3 becomes Rerisen Dead M3,
Death Mote 1 stunned>
Death Mote 3: Move to J13(5 squares up),
Deathly Arc: 11 Fort vs Militia 4, miss.
Rerisen Dead 1: Falls off cliff.
Rerise: Success, now in Beach fight.
Rerisen Dead 5: Shift to K3,
Slam: 14 AC vs Fredrock, miss.
Rerisen Dead M3:
Slam(-2 prone): 6 AC vs Militia 4, miss.
Rerisen Hulk 1:
Save vs falling off cliff: success, prone in I3.
Rerise: success.
Slam(-2 prone): 16 AC vs Militia 1, hit, 9 damage and push 2, damage taken by Fredrock.
Rerisen Beast 1:
Pounce: jump to L5,
Claw: 24 AC vs Militia 1, hit, 4 damage, taken by Fredrock,
Claw: 18 AC vs Militia 2, hit, 3 damage, taken by Fredrock.
Bite: 4 damage to Militia 2, taken by Fredrock.
Rerisen Beast 2:
Pounce: jump to G9,
Claw: 20 AC vs Scarm, hit, 6 damage,
Claw: 18 AC vs Scarm, miss.
Rerisen Raven Swarm: Move to K3,
Feasting Ravens: Shift through Militia 1, Fredrock, and Militia 2's squares, 15 AC vs Militia 1, miss, 15 AC vs Fredrock, miss, 21 AC vs Militia 2, hit, 8 damage, taken by Fredrock, end in K5(1 square up)[/sblock]
[sblock=Combatants, Switchback]
Rerisen Dead 5:
K3
Rerisen Dead M3:
F10,
dazed,
prone
Rerisen Dead: Minion, 14 AC, 14 Fort, 12 Ref, 12 Will, Resist 10 Necrotic. MBA -
Slam: +6 vs AC, 5 damage and push 1.
Rerisen Dead Destroyed:
6
Rerisen Hulk 1:
J3,
35 damage taken,
bloodied,
dazed,
prone
Rerisen Hulk: 36 Max HP, 15 AC, 14 Fort, 11 Ref, 12 Will, Resist 10 Necrotic, Vulnerable 5 Radiant. MBA -
Slam: +6 vs AC, 2d6+3 damage and push 2.
Rerisen Beast 1:
L5
Rerisen Beast 2:
G9
Rerisen Beast: 28 Max HP, 14 AC, 13 Fort, 14 Ref, 11 Will, Resist 10 Necrotic, Vulnerable 5 Radiant. MBA -
Claw: +6 vs AC, 1d4+2 damage.
Rerisen Raven Swarm:
K5(1 square up),
20 damage taken,
bloodied
Rerisen Raven Swarm: 34 Max HP, 16 AC, 12 Fort, 14 Ref, 13 Will, 1/2 damage from melee/ranged, Resist 10 Necrotic, Vulnerable 5 Burst/Blast/Radiant. MBA -
Beaks and Talons: +7 vs AC, 1d4+5 damage + 1d4 Necrotic damage.
Winged Pestilence: Any creature that ends its turn adjacent to a swarm takes 5 Necrotic damage.
Rerise: If any Rerisen creature is reduced to 0 hp by anything but radiant or critical damage, it makes a saving throw at the start of its next turn. On success, it gains 1 hp and is dazed until the start of its next turn.
Death Mote 1:
K9(5 squares up),
stunned
Death Mote 2:
K11(5 squares up)
Death Mote 3:
J13(5 squares up)
Death mote: ?? Max HP, ?? AC, ?? Fort, ?? Ref, ?? Wil. MBA - ??
Fredrock:
K4,
38 damage taken,
bloodied,
5 Necrotic damage if ends in Raven's zone
Scarm:
F8,
22 damage taken,
bloodied
Toeto:
E12,
8 damage taken
Militia 1:
K6,
dazed,
5 Necrotic damage if ends in Raven's zone
Militia 2:
L4,
dazed,
5 Necrotic damage if ends in Raven's zone
Militia 4:
E11,
dazed
Militia 5:
E13,
dazed
Militia 6:
C13,
dazed
Militia 7:
D15,
dazed
Militia 8:
A15,
dazed
Militia 9:
C16,
dazed
Militia: Minion, 16 AC, 13 Fort, 13 Ref, 11 Will. MBA -
Spear: +7 vs AC, 4 damage.
Militia lost: 4
Status Key:
Name: Location, damage, EONT/SONT effect, Encounter effect[/sblock]
[sblock=Militia]As a minor action, you may give the militia 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=Enemy Actions, Beach]
Rerisen Dead 2:
Rerise: Success, stand.
Rerisen Dead 3: Move to I12,
Slam: 18 AC vs Kaz, miss.
Rerisen Dead 1S: Falls from Switchback to M3, rerise goes into effect, stand.
Rerisen Hulk 1: Move, charge to H8,
Slam(+1 charge): 10 AC vs Eithal, miss.
Rerisen Beast 1:
Pounce: Jump to I8,
Claw: 14 AC vs Eithal, miss,
Claw: 14 AC vs Eithal, miss.
Rerisen Beast 2:
Rerise: fail, dead.[/sblock]
[sblock=Combatants, Beach]
Rerisen Dead 2:
I3,
dazed
Rerisen Dead 3:
I12
Rerisen Dead 1S:
M3,
dazed
Rerisen Dead: Minion, 14 AC, 14 Fort, 12 Ref, 12 Will, Resist 10 Necrotic. MBA -
Slam: +6 vs AC, 5 damage and push 1.
Rerisen Dead destroyed:
1
Rerisen Archers destroyed:
1
Rerisen Hulk 1:
H8,
17 damage taken,
marked(Eithal)
Rerisen Hulk: 36 Max HP, 15 AC, 14 Fort, 11 Ref, 12 Will, Resist 10 Necrotic, Vulnerable 5 Radiant. MBA -
Slam: +6 vs AC, 2d6+3 damage and push 2.
Rerisen Hulks destroyed:
1
Rerisen Beast 1:
I8,
17 damage taken,
bloodied,
marked(Eithal)
Rerisen Beast: 28 Max HP, 14 AC, 13 Fort, 14 Ref, 11 Will, Resist 10 Necrotic, Vulnerable 5 Radiant. MBA -
Claw: +6 vs AC, 1d4+2 damage.
Rerisen Beasts destroyed:
1
Rerisen Raven Swarms destroyed:
1
Rerise: If any Rerisen creature is reduced to 0 hp by anything but radiant or critical damage, it makes a saving throw at the start of its next turn. On success, it gains 1 hp and is dazed until the start of its next turn.
Eithal:
H10,
12 damage taken,
DR5
Yishim:
K10,
15 damage taken,
bloodied
Salgyn:
I9,
24 damage taken,
bloodied
Kaz:
J11,
20 damage taken,
bloodied
Status Key:
Name: Location, damage, EONT/SONT effect, Encounter effect[/sblock]
[sblock=Terrain]The cliffs are rocky, sheer, and damp - DC 20 Athletics(climb).
The rocky outcroppings on the beach in the lower left of the map are 1 square up and take a DC 15 Athletics check to climb.
On the beach, the water in lines F and E is difficult terrain and if you end your turn in one of those squares, the water slides you to line G. Beyond line E you must swim.
To get from one map to the other, requires leaving the right side of the map, then moving 40 mores squares to arrive at the right side of the other map. Alternatively, the cliff face is 8 squares high from the beach to the switchback where the party is.[/sblock]