• NOW LIVE! Into the Woods--new character species, eerie monsters, and haunting villains to populate the woodlands of your D&D games.

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


log in or register to remove this ad



[sblock=OOC]Ok, I'll move Yim and the craftsmen.

As far as health bars go, I haven't done anything to update damage until I had everyone positioned correctly. I'll see if anyone has any further corrections and get this thing up and going again tomorrow.[/sblock]
 


[sblock=ooc]I can't remember the positions of anything except those on the extreme left of the map, which looks ok. I guess we should have a coordinate system even when using VB.[/sblock]
 

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]

 

Attachments

  • FarBridgeRound4.jpg
    FarBridgeRound4.jpg
    332.9 KB · Views: 97
Last edited:

[sblock=DM]Eithal took damage for the Craftsman last round, so she's actually taken a total of 8 points of damage. Likewise, she will take the Craftsman's damage this turn bringing her down 9 more.[/sblock]Eithal moves over to lure the swarm away, loses her footing and falls off the bridge. As she is swept downstream, she knocks her head on a boulder. The next thing she knows, she's been washed ashore some distance downstream, and the three craftsmen on the bridge are doomed.
[sblock=Actions]
Free: Take 9 damage intended for Craftsman
Free: Mark the swarm
Move: Move to I4
Athletics: 1d20+12=15 Epic Fail!
Standard: Thorn Strike
Target: Swarm
Attack: 1d20+9=18 vs. AC for 1d12+6=15/2=7 damage
Never mind.[/sblock][sblock=Mewness]Livia's going to have to make a ranged attack on the other swarm to keep the two Craftsmen at the end of the bridge safe. Make it a good one that takes it out because its aura will kill both of them if it doesn't :eek:.[/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; Will: 13
HP: 20/42 Bloodied
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]
 
Last edited:

[sblock=Difficult terrain and water]That square is difficult terrain, H.M. If you want a complete list of Difficult Terrain, here it is:

A16-21, B16-21, C16-21, D18-21, E18-19, I2, I7, J2, K2-3, N21, O20-21, P16-21.

The following is considered river:

A1-12, B1-12, C1-12, D1-12, E1-12, F1-12, G1-12, H1-12, I1, I4-6, J1, J4-7, K1, K4-6, L1-12, M1-12, N1-12, O1-12, P1-12.[/sblock]

[sblock=Eithal's Pull]That pull would not be legal since a pull has to move the target closer each square pulled. It would be 1 square away from you both before and after the pull, so you can't do it.[/sblock]

[sblock=Oops]That 1hp Beast that's near the center of the map should be at P17 as it says. No idea why it's there...[/sblock]

[sblock=AFK]I'll be away from the Internets until sometime Saturday, so that's when the next update will probably be.[/sblock]
 
Last edited:

Flee quickly from the danger! Kaz shouts as he slices into the undead near him.

[sblock=actions]
Minor: Oath Archer 3

Standard: Bond of Pursuit vs archer 3.
Roll
25 vs ac. Hit.

Minor: Mason J 11 to H14.

[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:5THP 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]
 
Last edited:

Into the Woods

Remove ads

Top