The Rerisen Tower(DM: Iron Sky, Judge: ScorpiusRisk)

Just managing to catch his returning spear, Yimayngurr is more focused on the safety of the craftsmen than his fighting technique. He lashes out futilely at one of the zombies, then dashes away to help one of the craftsmen; but he doesn't escape the grasp of the ravenous corpses unscathed.

"Go on mate!," he shouts over his shoulder to the frightened artisan, "I'll cover ya from here."

[sblock="Yimayngurr actions and stats"]Standard: :melee:Fading Strike vs. Rerisen Dead 4 = miss (roll)

Move: Adjacent to craftsmen, provoking OAs from Rerisen Dead 3 and 4 = both hit (roll) for 10 damage total

Minor: Move craftsman 5 squares, around corner and off map to the south

[sblock=statblock]Yimayngurr Male Half-Orc Hunter Ranger 2
PC:Yimayngurr (pacdidj) - L4W Wiki
Initiative: +7, Passive Perception: 18, Passive Insight: 13, Senses: Low-light Vision
AC:18, Fort:16, Reflex:16, Will:13
HP:22/32, Bloodied:16, Surge Value:8, Surges left:6/6
Action Points: 1, Second Wind: unused
:bmelee:Hungry Longspear +1: +8 vs AC 1d10+5 dmg
:branged:Throw Hungry Longspear +1: +8 vs AC 1d10+7 dmg
Powers: Fading Strike, Marauder's Rush, Precise Assault, Furious Assault, Sure Shot, Begin the Hunt, Hungry Longspear
Conditions:[/sblock][/sblock]
 

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[sblock=turn2] this is my turn 2..I think I get it before the monsters go again..but I may be wrong on that..still new to the initiative order. If I don't get to go 1st, then this is obviously invalid...

man, if I went out of turn, I sure wasted a very good roll ;)
[/sblock]

Come on, you'll be safer off of that bridge
Fredrock encourages one of the craftsmen to come off the bridge. He then takes another swing at the adjacent Hulk, completely destroying it. He then looks at the adjacent rerisen dead, Don't even think of going after anyone but me!

[sblock=Actions]
Minor: to direct one craftsman to move adjacent

Standard: :melee:Iron Fist AC vs Hulk 1 (1d20+6=26, 1d20.minroll(3)+6=25). Crit! 26 damage + 14 from before=dead hulk.
Effect, DR4

I couldn't get the count to go off the map, so I put it in the 'rip' box..which deleted the counter..(but it's not getting back up due to the crit, so it should be ok)

Minor: :close:Battlemind Demand to mark rerisen dead #1.


Will not use blurred step, as I prefer to stay adjacent to the craftsmen.

[sblock=Fredrock]
DR 4

Fredrock Hammersmith - Male Dwarf Battlemind, level 1
Passive Perception: +14, Passive Insight: +19 Senses: Low-Light
Init -1, Speed:5
AC:19, Fort:14, Reflex:14, Will:16
HP:33/33, Bloodied:16, Surge Value:8, Surges left:12/13
Action Points: 1/1, Power points 2/2
Powers-
:close:Battlemind Demand link
:melee:Mind Spike link
Blurred Step link
:melee:Bull's Strength link
:melee:Iron Fist link
Battle Resilience link
Second Wind link
:melee:Aspect of Elevated Harmony link

:melee:MBA +3 vs AC, 1d10+6 (brutal 2)
:ranged:RBA -1 vs AC, 1d4-1 (improvised..would have to pick up a rock or something)
[/sblock][/sblock]
 
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[sblock=Xeterog]Fredrock's already gone this round so I'll just postpone what you just did until next round.[/sblock]

[sblock=Initiative and turn-order clarification]Turn order goes All Monsters take 1 turn - All Players take 1 turn - All Monsters - etc.

During the first round of combat there is a minor exception in that only players whose initiative was higher than the monsters get to take the first turn.

For example, if Player A, B, and C rolled 20 for initiative, the monsters rolled 15, and Players D and E rolled 10, players A through C would get a turn, then the monsters, then players A through E would go, then monsters, then players, etc.[/sblock]

[sblock=Removing enemy tokens from the map]Please don't. If they are dead, even if you're sure they're dead, please don't remove them in case there was some miscommunication or misunderstanding like this round. Just slap a dead token on it and, if it really is dead for good, I'll remove it on the enemy's turn.

It alse makes it easier for me to figure out what went on during the turn...[/sblock]
 

As several of the craftsmen run for safety, the ravens dive in, one swarm swirling around the broken bridge upon which Livia, Eithal, and one of the craftsmen face the Beast while the other, hindered by Livia's shot, advances slowly towards the Craftsmen still cowering on the bridge.

Meanwhile, the Archer Kaz dropped, reanimates and bites at his ankles, the other archer putting an arrow into Kaz.

The Rerisen Dead swing futiley at Fredrock, unable to land more than a glancing blow on the tough dwarf.

Corvus isn't so lucky, a massive blow from one of the hulking dead nearly hurling him into the river, only a last-second scrabble over the roaring waters keeping the warlord from being dragged away by the flood.

Yim also takes a solid blow that sends him reeling back, though he dodges the onrushing attack of a second Rerisen Dead and the barbed arrow of the last Archer.

The beast on the broken bridge lashes out at Eithal with both sets of claws, tearing into the Goliath's hide armor without leaving so much as a scratch on the Warden inside.

The other beast, soaking and battered, pulls itself from the river and scrambles back into the fight.

[sblock=H.M.Gimlord]Would you rather I assume Eithal marks everything adjacent to her if you forget to add it or assume she doesn't? Let me know so if you forget in the future which way you want to go. This time I assumed you did.[/sblock]

[sblock=Enemy Actions]Rerisen Raven Swarm 1: Move. Feasting Ravens: Shift, 7 AC vs Eithal, miss, 7 AC vs Livia, miss, 14 AC vs Craftsman, hit, 7 damage, dead unless Livia or Eithal takes the damage. The Craftsman will take 5 more damage if he isn't moved out of the Raven Swarm's aura by the end of the players' next round.
Rerisen Raven Swarm 2: Double move.

Rerisen Dead 1: Slam vs Fredrock: 16 AC, miss.
Rerisen Dead 2: Slam vs Corvus: 23 vs AC, hit, 5 damage and push 1. Move.
Rerisen Dead 3: Charge, Slam vs Yim, 20 AC, hit, 5 damage and push 1.
Rerisen Dead 4: Charge, Slam vs Yim, 15 AC, miss.

Rerisen Archer 2: Rerise, Slam(-2 prone), 7 AC vs Kaz, miss.
Rerisen Archer 3: Longbow vs Kaz, Critical vs AC, 4 damage.
Rerisen Archer 4: Longbow vs Yim, 16 AC, miss.

Rerisen Hulk 1: Slam vs Fredrock, 11 AC, miss.
Rerisen Hulk 2: Move. Slam vs Corvus, 21 AC, hit, 10 damage and push 2. Corvus gets a save vs falling in the water: 1d20=13, success, prone.

Rerisen Beast 1: Stand up. Pounce, Claw: 18 AC vs Eithal, miss, Claw: 12 AC vs Eithal, miss.
Rerisen Beast 2: Athletics check 7, fail, arrive on map.
[/sblock]

[sblock=Xeterog's turn]After all this happens, Xeterog's turn comes up and he destroys the hulk he attacked. Status below is updated to reflect this.[/sblock]

[sblock=Combatants]Livia:
Yimanyngurr: 19 damage taken, bloodied, +2 attack vs Swarm 2
Eithal: 4 THP
Corvus: 15 damage taken, bloodied, prone
Kaz: 12 damage taken
Fedrock: DR4

Craftsmen: Minion, AC 14, Fort 12, Ref 12, Will 12, +6 Athletics

Rerisen Raven Swarm 1: 1 square up, 9 damage taken
Rerisen Raven Swarm 2: 6 squares up, 14 damage taken, slowed, can't shift
Rerisen Raven Swarm: 34 max hp, AC 16, Reflex 14, Swarm, Vulnerable 5 Burst/Blast, Winged Pestilence: Aura 1 - any creature that ends its turn in the aura 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 Dead 1: Marked by Fredrock
Rerisen Dead 2:
Rerisen Dead 3:
Rerisen Dead 4:
Rerisen Dead: Minion, AC 14, Ref 12. MBA: +6 vs AC, 5 damage and push 1.

Rerisen Archer 1: -Dead-
Rerisen Archer 2: Prone, Dazed
Rerisen Archer 3:
Rerisen Archer 4:
Rerisen Dead: Minion, AC 14, MBA: +6 vs AC, 3 damage.

Rerisen Hulk 1
: -Dead-
Rerisen Hulk 2: 5 damage taken
Rerisen Hulk: 36 max hp, AC 15, Will 12, Vulnerable 5 Radiant. MBA: +6 vs AC, 2d6+3 damage and push 2.

Rerisen Beast 1: 26 damage taken, bloodied, Marked by Eithal
Rerisen Beast 2: 14 damage taken, bloodied, healing surge lost, prone
Rerisen Beast: AC 14, 11 Will, MBA: +6 vs AC, 1d4+2 damage.[/sblock]

[sblock=Battlefield Information, Important!]Moving through, into, or out of the water requires DC 20 Athletics check per move action or the creature is swept off the map and will be out of the combat for 1-2 rounds. If the check fails by 5 or more, the creature loses a healing surge as the they are half-drowned and slammed into rocks. If the creature has no healing surges remaining, they take a healing surge worth of damage.

If a square has any bridge showing on it, it is considered bridge, though if it has water on most of it, it is difficult terrain.

The rocky areas the archers are in are difficult terrain.[/sblock]

[sblock=Special rules and objectives for this fight]Your objective, aside from staying alive, is to protect the 10 craftsmen. The Master Mason has already gotten away with the wagon. If you are adjacent to a craftsman that is hit, you can, as a free action take the attack, taking the damage for the hit.

As a minor action, you can move one craftsman 5 squares. If you can get them off the map without them going into the river, they are safe. If you want to end your movement in the same square as a craftsman, you can shift them 1 square as a free action.

If you are desperate, you can instead, as a free action, make an adjacent craftsmen take a hit that was intended for you. You take no damage from the attack, instead the craftsmen dies.

Remember also that Rerisen stay dead if reduced to 0 hp by a critical hit or radiant damage, otherwise there's a chance they'll get up again. Also, don't forget you can coup-de-grace them while they are "dead" to keep them down for good.[/sblock]


[sblock=Map]
snapshot
[/sblock]

Virtual Battlemat Link
 
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May your soul rest in piece where your body could not says Kaz, stepping to the right and hacking the head off the nearby undead. Move away from the birds, quickly! He shouts to the craftman. moving closer to his last foe.

[sblock=actions]
Standard:Overwhelming Strike Archer 2
Roll
12 vs AC miss (forgot the combat advantage)

Free: Elven Accuracy
Roll 21 vs AC, hit and crit, it is dead dead.
Shifting archer and Kaz as per attack.

Minor: Moving Craftsman.

Move: Next to to archer 3.

[sblock=stat block]
Kaz Male Elf Avenger 1
Initiative: +3, Passive Perception: 21, Passive Insight: 14, Senses: Low Light
AC:16, Fort:13, Reflex:14, Will:15
HP:16/28, Bloodied:14, Surge Value:7, Surges left:6/9
Action Points: 1
Basic Attack Executioner's Axe +3 vs AC, 1d12+1 damage (+1d12 on crit)

Powers:
Bond of Pursuit
Overwhelming Strike

Angelic Alacrity
Oath of Enmity
Abjure Undead/Divine Guidance
Second Wind
Elven Accuracy

Aspect of Might


Conditions:
Non-elf allys within 5 square get +1 to perception.
If oath target moves away willingly, +6 damage. (Censure of Pursuit)
[/sblock][/sblock]
 

Seeing the ravens draw steadily closer and the fell beast return, Yimayngurr curses under his breath, "Bloomin persistent predators. Take this... Dbbbrrr!" He launches his magical longspear at the swarm of ravens, skewering several and slowing their advance.

Meanwhile the half-orc dances away from the two zombies nearest him, calling back to the nearby craftsman, "Hang tight mate. I'll be back for ya in a jiff."

"You there," he shouts pointing to a distant craftsman just coming off the bridge, "Whaddya think you're doing? Get a move on mate!," he extols, prompting the poor man to come to his senses and flee. Yimayngurr moves in to help expedite the artisan's retreat, calling back over his shoulder to taunt the zombies that were hounding him, "I'm over here bones!"

[sblock="Yimayngurr actions and stats"]No Action: Half-Orc Resilience = Yimayngurr gains 5 THP

Standard: :ranged:Fading Strike vs. swarm 2 = hit (roll) for 15/2 = 7 damage, the swarm is slowed till EOMyNT, and Yimayngurr shifts 2 squares (now 3 east of Corvus)
Provokes OA from Rerisen 4 (Y has +4 AC from Hunter Style) = miss (roll)
Minor: Move craftsman on bridge 5 squares forward

Move: Adjacent to moved craftsman

[sblock=statblock]Yimayngurr Male Half-Orc Hunter Ranger 2
PC:Yimayngurr (pacdidj) - L4W Wiki
Initiative: +7, Passive Perception: 18, Passive Insight: 13, Senses: Low-light Vision
AC:18, Fort:16, Reflex:16, Will:13
HP:13/32 +5 THP, Bloodied:16, Surge Value:8, Surges left:6/6
Action Points: 1, Second Wind: unused
:bmelee:Hungry Longspear +1: +8 vs AC 1d10+5 dmg
:branged:Throw Hungry Longspear +1: +8 vs AC 1d10+7 dmg
Powers: Fading Strike, Marauder's Rush, Precise Assault, Furious Assault, Half-Orc Resilience, Sure Shot, Begin the Hunt, Hungry Longspear
Conditions:[/sblock][/sblock]
 
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[sblock=Gencon] Ah, I see where I got confused on the initiative. Thought the 1st round was high init/monsters/low init, then 2nd round was PC's/monsters. Sorry about that. Works out I think, as I will be at GenCon this week and have limited access to check (tho I should still check in once a day or so).
[/sblock]
 

[sblock=ooc]I hope Yimayngurr can control swarm 2, because I sure can't. Also hoping Eithal gets grasping winds off and it hits.[/sblock]

Livia shouts at the terrified man to get clear of the ravens and shoves him roughly behind her, getting raked by the birds' claws in the process. She fires at the swarm point-blank, and her arrow sails right through it, turns, and seemingly guides itself into the side of the beast.

[sblock=actions]Minor: move crafter away from swarm 1. I'll assume that the swarm takes an OA on the crafter. OA: 1d20+7=23 1d4+4+1d4=6 hits for 6. Livia takes the hit.

Standard: grappling spirits on swarm 1. The swarm has already taken its OA for my turn. 1d20+9=11 1d12+7=8 MISS.

Inevitable shot: biting swarm on beast 1. 1d20+9=21 1d12+7=18 hit, beast dies. Swarm 1 has -2 to attack until EoNT.

Minor: move another crafter.

End of turn: take 5 damage from aura.[/sblock]
[sblock=ministats]Livia Female Human Seeker 3
Initiative: +8, Passive Perception: 20, Passive Insight: 15, Senses: Normal
AC:16, Fort:13, Reflex:16, Will:17
HP:20/35, Bloodied:17, Surge Value:8, Surges left:6/8
Action Points: 0
Powers:
Biting Swarm
Elemental Spirits
Grappling Spirits
Agile Recovery

Inevitable Shot
Encaging Spirits
Possessing Spirits
Escaping Shot
Second Wind
Rebounding Greatbow

Swarming Bats

Basic ranged attacks: Biting Swarm +9 vs AC, 1d12+7 damage, target and adjacent enemies take -2 penalty to attack until start of my next turn; Grappling Spirits +9 vs AC, 1d12+7 damage, target is slowed and can't shift until the end of its next turn.

Conditions: none

Full sheet: Livia[/sblock]

[sblock=ooc]Edit: This probably would have worked out a bit better if I waited for Eithal to mark everything first. Oops. :uhoh:[/sblock]
 
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[sblock=H.M.Gimlord]Would you rather I assume Eithal marks everything adjacent to her if you forget to add it or assume she doesn't? Let me know so if you forget in the future which way you want to go. This time I assumed you did.[/sblock]
[sblock=OOC]Yes. Please do. I'll go ahead and try to remember anyway though :blush:[/sblock]Eithal interposes herself between the ravens and the exposed craftsman. Then she lifts her axe to hew the Rerisen Beast, but her mouth falls open in shock to see Liva's arrow hit home, "Hey! Thayat was mah keel!" She whines in mock disappointment as she shrugs and pushes the corpse over the rail and into the rushing foam.

Turning her attention to the Ravens, Eithal finds new ground in which to bury her hatchet, "OK buhdies! Layet's see hayow yew lahk it!" The axe swings in two magnificent arcs that send feathers (and lifeless birds) falling to the bridge. The fact that none are still in the air gives Eithal renewed courage and strength, "Thayah! Thot yew'd 'scaped ole Eithal, huh!" [sblock=Actions]Free: Mark all adjacent enemies
Minor: Warden's Tempest on the beast's corpse to push it off the bridge and into the rushing water
I don't think it gets a fall save or athletics check because it's unconscious. Is that right?
Free: Take damage intended for the Craftsman.
Standard: FOTRP Attack
Target: Raven Swarm
Attack: 1d20+9=18 vs. AC for 1d12+6=8/2=4 damage
AP: Strength of Stone
Target: Raven Swarm
Attack: 1d20+9=28 vs. AC for 1d12+6=18/2=9 damage

Total of 13 damage
[/sblock]
[sblock=Ministats]
Eithal Lemindt Arehei Female Goliath Warden Level 1
Initiative: +1
Speed 6
Passive Perception: 16; Passive Insight: 11; Senses: Normal
Powerful Athlete: Roll twice for Jump/Climb Athletics checks
AC: 19; Fort: 17; Reflex: 11+2(FOTRP); Will: 13
HP: 34/42 after ending turn.
Surge Value: 10; Surges left: 11/12
Action Points: 0
Powers
Strength of Stone link
Thorn Strike link
Warden's Fury link
Warden's Grasp link

Grasping Winds link
Stone's Endurance link
Relentless Panther Attack
link
Warden’s Tempest link
Form of the Relentless Panther link
Feats:
Sudden Roots: Whenever Eithal hits an enemy with an Opportunity Attack, that enemy is slowed until the end of its next turn.

Crushing Earthstrength: When Eithal uses her second wind, she gains a +4 bonus to her weapon damage rolls until the end of her next turn.
[/sblock]
 
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