Corvus attacks the Hulk, exposing it to enemy attacks, shouts for Yim to be ready, then braces for the hulks counter-attack.
[sblock=Corvus' Actions]Intuitive Strike vs Hulk: 1d20+7=
20 Will, hit, for 1d8=
6 damage, the Hulk grants CA and attacks against it do +2 damage until EonT. Minor: Inspiring word on Yim(surge +1d6)[/sblock]
When the beast attacks him, Corvus counter attacks from the ground.
[sblock=Corvus Vengeance is Mine]1d20+7-2(prone)=
19 AC, hit, for 1d8+4=
8 damage and Yim can make a MBA against the Beast.[/sblock]
***
The last of the ravens attacking the bridge finally disperse under Livia's assault. The others, however, dive on Fredrock and the cowering craftsmen around him, tearing into the dwarf repeatedly as he throws himself in the way of the raven's attacks.
The rerisen dead moan and continue to attack, one nearly sending Corvus falling into the rushing waters yet again.
The beasts leap at the party, one nearly gutting Yim, the other pounces on Corvus while the warlord is down, but Corvus manages to keep him mostly at bay.
[sblock=H.M.Gimlord]Eithal loses a healing surge for failing the Athletics check by 5 or more. At the start of your next turn, make a DC 20 Athletics check. On a success, you can start in any square on the south edge of the map and take your turn normally. If you fail, you pick a square, are prone, and your turn ends.[/sblock]
[sblock=Enemy Actions]
Rerisen Raven Swarm 1: Opportunity Attack vs Eithal, Beaks and Talons: 24 AC, hit, 7 damage + 2 necrotic damage. Rerise: fail. Dead.
Rerisen Raven Swarm 2: Move to I12, 1 square up. Freasting Ravens: Shift through 3 Craftsmen and Fredrock's squares, end 1 square above Fredrock. 21, Automatic Miss, 12 AC's vs Craftsmen, 1 hit for 8 damage, Fredrock takes it, reduces it to 4, 24 AC vs Fredrock(+2 CA), hit, 9 damage reduced to 5.
Rerisen Dead 1: Slam vs Fredrock: Automatic miss AC.
Rerisen Dead 2: Slam vs Corvus: 24 AC, hit, 5 damage and push 1, Corvus save vs falling in the river: 1d20=
15, saved, prone.
Rerisen Dead 3: Slam vs Corvus(+2 CA), 13 AC, miss.
Rerisen Dead 4: Slam vs Yim, 8 AC, miss.
Rerisen Archer 3: Rerise: success. Slam vs Kaz(-2 prone): 6 AC, miss.
Rerisen Archer 4: Longbow vs Craftsman, Automatic miss AC.
Rerisen Hulk 2: Slam vs Corvus(+2 CA), 12 AC, miss.
Rerisen Beast 1: Move to M16. Pounce: Jump to K15, Claw vs Yim: 21 AC, hit, 4 damage, Claw vs Yim: 24 AC, hit, 6 damage, Rake: 6 damage vs Yim.
Rerisen Beast 2: Pounce: Jump to L13, Claw vs Corvus(+2 CA): 11 AC, miss, Claw vs Corvus(+2 AC): 25 AC, hit, 3 damage.[/sblock]
[sblock=Combatants]
Livia: K2, 15 damage taken
Yimanyngurr: I15, 30 damage taken, bloodied, +2 attack vs Swarm 2
Eithal: Rivered, 26 damage taken, bloodied
Corvus: M13, 17 damage taken,
bloodied,
prone
Kaz: B20, 5 THP, 12 damage taken
Fedrock: G14,
9 damage taken,
DR4,
CA to all enemies
Craftsmen: Minion, AC 14, Fort 12, Ref 12, Will 12, +6 Athletics
2 Craftsmen
Escaped
Rerisen Raven Swarm 1: Dead
Rerisen Raven Swarm 2: G14, 1 square up, 21 damage taken, bloodied
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: G15, 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, Dazed, Prone
Rerisen Archer 4: P21
Rerisen Dead: Minion, AC 14, MBA: +6 vs AC, 3 damage.
Rerisen Hulk 1: Dead
Rerisen Hulk 2: L14, 11 damage taken, grants CA, attacks do +2 damage against it
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: K15, 27 damage taken, bloodied
Rerisen Beast 2: L13, 22 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]