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

[sblock=ooc, kaz] Move that mason adjacent to me, H14 instead of I13. Yes, he's next to a zombie, but he's next to me as well, I will take any hit for him (and with DR4, I'm the best to take the hit anyway).[/sblock]
 

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[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=DM]In that case, she moves to I4 instead of shifting to I3 and gets swept off the bridge (15/20 on the Athletics Check). Post retconned (can you blame me for trying?). Don't forget to roll the swarm's OA.

BTW: Go ahead an put I3 on your complete list of DT (it's not there). I think you meant to say 'a list of all other squares that are DT.'[/sblock]
 
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"Hey mate! Get away from them smelly birds, eh? Too dangerous over there. That's right, get off the bridge. Come on!," Yimayngurr shouts to the craftsman.

Ignoring the threat of the zombie next to him, the half-orc once again launches his spear at the rerisen ravens, but the undead assailant's persistent attacks prove enough of a distraction that his throw goes wild.

"Bloomin' pesky bones," he mutters as he carefully maneuvers to put himself between the craftsmen and the bulk of the undead attackers.

[sblock=ooc]Yimayngurr would definitely appreciate some healing!

Xeterog, got you covered. I moved the other mason from the bridge over to you.

Also, Cleverusername, I'm in position now to help Corvus with the hulk, if you can figure out some way to grant Yim an attack. His MBA has reach. Not sure if you've used Vengeance is Mine yet this encounter...[/sblock]

[sblock="Yimayngurr actions and stats"]Minor: Move craftsman I10 to H14

Standard: :ranged:Fading Strike vs. swarm 2 = miss
Provokes OA from rerisen 4 vs. Yim's AC+4 = miss
Move: Shift to J14

[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=ooc, kaz] Move that mason adjacent to me, H14 instead of I13. Yes, he's next to a zombie, but he's next to me as well, I will take any hit for him (and with DR4, I'm the best to take the hit anyway).[/sblock]
[sblock=ooc]
OK I changed my post, thanks :)
[/sblock]
 
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[sblock=ooc, craftsmen] Hmm, 2 of them end up in H14..I'll use my minors to get them in the right spots...see actions below[/sblock]

Gather around..I'll protect you all! Fredrock yells as his hammer fails to find a home in the Rerisen dead adjancent to him. Distracted with trying to protect the craftsmen around him, Fredrock's defenses seem to be compromised.

[sblock=Actions]
Standard Action: :melee:Iron Fist AC vs Rerisen Dead (G14) (1d20+6=8, 1d10.minroll(3)+6=9) misses: Effect: DR4

Action Point: Standard action :melee:Bull's Strength (using Bravura Presence) AC vs Rerisen Dead (G14) (1d20+6=8, 1d10.minroll(3)+6=16) Misses. Fredrock is granting Combat Advantage to all enemies

---Darn..4-eyes! :)
Minor, minor: Move 2 craftsmen so that there are ones adjacent to me in F14, H14, F13, G13, H13. (I think that would take two to move/shift one and move another so that they don't take oppurtunity attacks.

I will take the damage for any of the adjacent craftsmen that are hit.

I will not use Blurred step to follow the marked Rerisen dead, prefering to stay and protect the craftsment


[sblock=Fredrock]
DR 4
Granting Combat Advantage

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: 0/1, 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]

[sblock=ooc, GM Question] Is F14 difficult terrain?
Can someone sift from F13 to E13 (probably not).
Can someone move E12,D12,C12,B12,A12?
[/sblock]


[/B]
 

[sblock=ooc]I think another round next to swarm 1 could kill me, so I'm using my daily, which is the only AoE power I have. A bit of a waste on one critter. Oh well.

Livia is down 15 hp, not 11. She started off the combat slightly injured.[/sblock]
As Eithal is swept into the river, Livia begins cursing with such intensity that it seems likely that her head will blow off from the effort. A thick, red cloud of angry buzzing insects gathers around her as though responding to her mood, obscuring her from view. Then the cloud begins moving slowly along the bridge. When Livia becomes visible again, the ravens are all dead.

[sblock=actions]Standard: swarming bats on swarm 1. Provokes OA from swarm (at -2): 1d20+7-2=14 1d4+4+1d4=9 misses.

Swarming bats attack vs reflex/damage: 1d20+8=24 1d12+5=14 +5 points for area vulnerability. Swarm should be dead, but I'll slide it to I2 (0 squares up). A zone of difficult terrain is created in a burst 2 centered on the swarm.

Move: move the zone 4 squares to the right. Upper left corner is H4. Lower right is L8.[/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]
 
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[sblock=Back]Back on the internets, but have a fair bit of stuff going on atm, I'll update tomorrow.[/sblock]

[sblock=H.M.Gimlord]Ironically, when compiling the complete list of difficult terrain, I saw the square you were shifting into was not one of them, then forgot to correct it. If you wish to retcon (again), you may if that changes your decision. I'm trying too, honest! :)[/sblock]

[sblock=Xeterog]Look for the Difficult Terrain and Water sblock above to see all the squares that are water and all that are difficult terrain. The statues are considered "walls" and require a DC 15 climb check or a climb speed to negotiate.[/sblock]
 

[sblock=DM]Actully, if the pull wouldn't work, there would be no point, since everyone would take damage next turn anyway. The point was to get to a square where the pull would work. I can roll with this NP. Is happy :D. [/sblock]
 

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]
 

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Kaz slices the undead near him in two then turns his attention to the swarm of ravens. With a mutteed holy word a beam of pure light bursts down from the heavens, disintegration it.

[sblock=actions]
Minor: Oath of Archer.
Standard: Overwhelming Strike on Archer.
Roll:
Crit, 28 vs AC. It is destroyed.
Shift to C 19 as part of the action.
Move: I 16.
Action Point
Standard: Abjure Undead swarm 2 (it is undead, right?)
Roll
16 vs will. 27 damage +5 for variability
It takes 16 on a miss anyway, so it is destroyed regardless since it is radiant damage.

[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: 0
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]
 
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