The dead finally breach the center of the palisade, not far from where Eithal and Fredrock stand ready. Eithal charges into the gap to hold it, but elsewhere the palisade will not stand for much longer.
Another of the dead slips and impales itself on the palisade near Kaz, while near Yim, one of the beasts comes hurling out of the woods and clears the palisade in a single leap, claws sinking deep into one of the craftsmen as it lands.
Out of the woods comes another mass of the dead, but this time moving in formation, surrounding a figure in ancient red armor. Ravens swirl around the figure like a tornado and it holds a wicked blade swirling with black energies.
Cale points his sword at it and shouts
"he comes to finish the job he started. Take as many of them with you before you die!"
Woodright lowers his crossbow and glances at Livia.
"Are we expecting to hold against all that? Didn't someone say something about a ship?"
[sblock=Party attacks]Eithal charges, 21 AC vs Rerisen Hulk 4, hit, 9 damage.[/sblock]
[sblock=Trap Attacks]1d6=
3 attacks. 1d20+5=
18,
22,
21 Reflex, hit Rerisen Archer 4, "dead", hit Rerisen Beast 3, 1d8+3=
10 damage, hit Rerisen Archer 7, "dead".[/sblock]
[sblock=Enemy Actions]
Rerisen Dead 1:
Slam: 13 AC vs Palisade, miss.
Rerisen Dead 4:
Slam: 7 AC vs Palisade, miss.
Rerisen Dead 6:
Slam: 19 AC vs Palisade, hit, 5 damage.
Rerisen Dead 7:
Slam: 25 AC vs Palisade, hit, 5 damage.
Rerisen Dead 8:
Rerise: success, stand
Rerisen Dead 9: Attempt to climb the cliff and palisade: 20 Athletics, success. Palisade attack: 1d20+5=24 Fort, hit, "dead"
Rerisen Dead 11:
Slam: 18 AC vs Palisade, hit, 5 damage.
Rerisen Dead 12:
Slam: 23 AC vs Palisade, hit, 5 damage.
Rerisen Dead 14:
Slam: 10 AC vs Palisade, miss.
Rerisen Dead 15: Charge, move to G18.
Slam: 21 AC vs Palisade, hit, 5 damage.
Rerisen Dead 16: Dboule move to J29
Rerisen Dead 17: Charge, move to G4.
Slam: 7 AC vs Palisade, miss.
Rerisen Dead 18: Charge, move to G19.
Slam: 21 AC vs Palisade, hit, 5 damage.
Rerisen Hulk 2: Charge, move to G5,
Slam: 15 AC, hit, 7 damage.
Rerisen Hulk 3: Charge, move to G8,
Slam: 8 AC, miss.
Rerisen Hulk 4: Charge, move to H19,
Slam: 17 AC, hit, 12 damage, palisade, section destroyed.
Rerisen Hulk 5: Double move to J28.
Rerisen Hulk 6: Move. Charge, move to H18.
Slam: 13 AC vs Eithal, miss.
Rerisen Beast 2: Run.
Pounce: Jump to L7.
Claw(-5 run): 18 AC vs Craftsman 6, hit, dead.
Rerisen Archer 2:
Longbow: 17 AC vs Eithal, miss.
Rerisen Archer 4:
Rerise: Success
Rerisen Archer 7:
Rerise: Success
Rerisen Swarm 1: Double move to J20, 2 squares up.[/sblock]
[sblock=Combatants]
Rerisen Dead 1:
G6
Rerisen Dead 4:
I14
Rerisen Dead 6:
J24
Rerisen Dead 7:
J25
Rerisen Dead 8:
K27, dazed
Rerisen Dead 9:
K30, "dead"
Rerisen Dead 11:
G7
Rerisen Dead 12:
G17
Rerisen Dead 14:
J23
Rerisen Dead 15:
G18
Rerisen Dead 16:
J29
Rerisen Dead 17:
G4
Rerisen Dead 18:
G19
Rerisen Dead: Minion, AC 14, Ref 12. MBA: +6 vs AC, 5 damage and push 1.
Rerisen Dead destroyed:
5
Rerisen Hulk 2:
G5,
9 damage taken
Rerisen Hulk 3:
G8,
11 damage taken
Rerisen Hulk 4:
H19,
9 damage taken
Rerisen Hulk 5:
J28
Rerisen Hulk 6:
H18,
9 damage taken
Rerisen Hulk 7:
B15
Rerisen Hulk: 36 max hp, AC 15, Ref 11, Will 12, Vulnerable 5 Radiant. MBA: +6 vs AC, 2d6+3 damage and push 2.
Rerisen Hulks destroyed: 1
Rerisen Beast 2:
L7, grants CA
Rerisen Beast 3:
A14, 10 damage taken
Rerisen Beast 4:
A16
Rerisen Beast: 28 max hp, AC 14, 11 Will, MBA: +6 vs AC, 1d4+2 damage.
Rerisen Beasts Destroyed: 1
Rerisen Archer 2: A25
Rerisen Archer 4: A12
Rerisen Archer 5: A13
Rerisen Archer 6: A17
Rerisen Archer 7: A18
Rerisen Dead: Minion, AC 14, Ref 14, MBA: +6 vs AC, 3 damage.
Rerisen Archers destroyed: 3
Rerisen Raven Swarm 1: J20, 6 squares up, 28 damage taken, bloodied, slowed and can't shift, +3 damage against
Rerisen Raven Swarm 2: B14
Rerisen Raven Swarm 3: B16
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.
Livia: Y17
Yimanyngurr: O9
Eithal: I18
Kaz: L28
Fedrock: L17
Craftsman 1:
Y19
Craftsman 2: AA13, Reloaded
Craftsman 3: Y21
Craftsman 4: Z24
Craftsman 5: Z14
Craftsman 7: M11
Craftsman 8: M17
Craftsman 10: L29
Craftsman: Minion, AC 15, Fort 12, Ref 13, Will 10, speed 4.
Longspear(Craftsmen 6-10 only): Reach 2, +4 vs AC, 4 damage.
Crossbow(Craftsmen 1-5 only): Range 15/30, +4 vs AC, 4 damage.
Shortspear(all): +4 vs AC, 3 damage.
Craftsmen killed: 2
Master Mason:
Q18
38 max hp, AC 15, Fort 14, Ref 12, Will 12, speed 6.
Mallet: +7 vs AC, 1d8+3 damage.
Captain Cale:
O18
43 max hp, AC 19, Fort 16, Ref 15, Wil 15, speed 5.
All allies gain +1 to hit and +3 to damage when they spend an action point while Cale is concious.
[sblock=Cale's powers]
Viper's Strike(MBA): +10 vs AC, 19-20 crit range, 1d12+1 damage (crit 1d12+13) and the enemy provokes and OA from an ally if it shifts.
Paint the Bulls-Eye(RBA, Longbow): +8 vs AC, range 20/40, 1d10 damage and all allies get +3 to damage rolls against the target until the end of Cale's next turn.
Vengeance is Mine: immediate reaction, when hit by an enemy melee attack, +10 vs AC, 1d12+8 damage and an ally can move their speed and make a melee basic attack against the target.
No Gambit is Wasted: immediate reaction, when an ally misses all targets with an encounter or daily attack, attack one adjacent targeted enemy, +10 vs AC, 2d12+4 damage and the ally's power is not wasted.
Inspiring Word(x2): Minor action, one ally in close burst 5 heals surge+1d6.[/sblock]
Palisade Section HP(from left to right):
3/30,
20/30,
Destroyed,
5/30
[/sblock]
[sblock=Special rules for this fight]As a minor action, you may let one of the Craftsmen, the Master Mason, or Captain Cale take a standard action. They may take move and minor actions as well each round if you convert additional minor actions to "fuel" them.
As before, if an adjacent craftsman is hit, you may take the damage instead as a free action. Alternatively, if you are hit, you may make an adjacent craftsman take the hit instead.[/sblock]
[sblock=Terrain]*Any terrain with rocks is difficult terrain. You can ignore it by making DC 15 Acrobatics checks to keep your balance as you run across the rocks. Fail the Acrobatics check and you are knocked prone. You can, of course, use Athletics to jump over difficult terrain as always.
*The palisades fill all the squares they are in and will make attacks against anything that tries to climb over them.
[/sblock]