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]
[/sblock]
Virtual Battlemat Link