The Raven Swarms dive, ravens tearing at the Craftsman near Livia and Eithal. The other closes with the Craftsmen on the bridge, but it is still slowed by Livia's attacks and doesn't quite reach the vulnerable Craftsmen.
The rest of the Rerisen Dead assault the beleaguered party and the Craftsmen, but only one of the Beasts manages to land a raking claw on the Craftsman near Corvus.
[sblock=Craftsman's Athletics]'Corvus's Craftsman's attempt to climb over the statue: 1d20+6=10, fail.[/sblock]
[sblock=Enemy Actions]Rerisen Raven Swarm 1: Feasting Ravens: Shift through Livia, Craftsman, and Eithal's squares, end in J2, 1 square up. 6 AC vs Livia, miss, Critical vs Craftsman, 9 damage, dead unless Livia or Eithal takes the damage, 7 AC vs Eithal, miss.
Rerisen Raven Swarm 2: Double move to J10, 2 squares up.
Rerisen Dead 1: Slam vs Fredrock: 17 AC, miss.
Rerisen Dead 2: Move to M14, Slam vs Craftsman: 11 vs AC, miss.
Rerisen Dead 3: Charge, Slam vs Corvus, 13 AC, miss.
Rerisen Dead 4: Charge, Slam vs Yim, 14 AC, miss.
Rerisen Archer 3: Slam vs Kaz, AC 9, miss
Rerisen Archer 4: Longbow vs Craftsman, 13 AC, miss.
Rerisen Hulk 2: Slam vs Corvus, 8 AC, miss.
Rerisen Beast 1: Rerise: success. Athletics check 23, success. Stand up.
Rerisen Beast 2: Stand up. Pounce: Jump to O14, Claw: AC 8, vs Craftsmen, miss, Claw: AC 24, hit, 5 damage, dead unless Corvus takes the hit.[/sblock]
[sblock=Combatants]Livia: K2, 11 damage taken
Yimanyngurr: I15, 19 damage taken, bloodied, +2 attack vs Swarm 2
Eithal: J3, 1 damage taken
Corvus: M13, 9 damage taken
Kaz: B20, 5 THP, 12 damage taken
Fedrock: G14, DR4
Craftsmen: Minion, AC 14, Fort 12, Ref 12, Will 12, +6 Athletics
2 Craftsmen Escaped
Rerisen Raven Swarm 1: J2, 1 square up, 23 damage taken, -2 hit
Rerisen Raven Swarm 2: J10, 2 squares up, 21 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: G14, Marked by Fredrock
Rerisen Dead 2: M14
Rerisen Dead 3: N14
Rerisen Dead 4: J15
Rerisen Dead: Minion, AC 14, Ref 12. MBA: +6 vs AC, 5 damage and push 1.
Rerisen Archer 1: Dead
Rerisen Archer 2: Dead
Rerisen Archer 3: B21
Rerisen Archer 4: P21
Rerisen Dead: Minion, AC 14, MBA: +6 vs AC, 3 damage.
Rerisen Hulk 1: Dead
Rerisen Hulk 2: L14, 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: P17, 27 damage taken, bloodied, dazed
Rerisen Beast 2: O14, 14 damage taken, bloodied, healing surge lost
Rerisen Beast: 28 max hp, 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]