The dead press up against the palisade as some of them start pulling apart the planted stakes and others try futilely to climb over it. One manages to decapitate itself on a stake, while the Hulk impales itself and goes limp... for now.
However, more wander out of the woods and some of the swirling ravens over the woods begin to dive towards the tower. Several of the dead look gashed by Livia's traps and there's less dead in this wave than the last.
[sblock=Trap Attacks]Trap attacks: 1d6=
6 attacks. 1d20+5 vs Reflex=
23,
23,
23,
12,
21,
20. Hits on Rerisen Dead 10, Rerisen Hulk 2 for 1d8+3=
9 damage, Rerisen Archer 1, Rerisen Dead 13, Rerisen Beast 1 for 1d8+3=
7 damage, miss on Rerisen Archer 2.[/sblock]
[sblock=Enemy Actions]
Rerisen Dead 1:
Slam: 21 AC vs Palisade, hit for 5 damage.
Rerisen Dead 3: Attempt to climb the palisade: 20 Athletics, success. Palisade attack: Crit, dead for good.
Rerisen Dead 4: Charge.
Slam(-2 marked): 17 AC vs Palisade, hit for 5 damage.
Rerisen Dead 5:
Slam: 21 AC vs Palisade, hit for 5 damage.
Rerisen Dead 6: Charge.
Slam: 24 AC vs Palisade, hit for 5 damage.
Rerisen Dead 7: Charge.
Slam: 13 AC vs Palisade, miss.
Rerisen Dead 8: Attempt to climb the cliff and palisade: 9 Athletics, fail.
Rerisen Dead 9: Attempt to climb the cliff and palisade: 9 Athletics, fail.
Rerisen Dead 10:
Rerise: Fail.
Rerisen Dead 13:
Rerise: Fail.
Rerisen Hulk 1: Attempt to climb palisade: 8 Athletics, fail. 2nd Attempt: 15 Athleics, success. Palisade attack vs Hulk: 21 Fort, hit, 8 damage, down.
Rerisen Archer 1:
Rerise: Fail.[/sblock]
[sblock=Combatants]
Rerisen Dead 1:
G6
Rerisen Dead 4:
I14, marked(Fredrock)
Rerisen Dead 5:
G18
Rerisen Dead 6:
J24
Rerisen Dead 7:
J25
Rerisen Dead 8:
J27
Rerisen Dead 9:
J30
Rerisen Dead 11:
A11
Rerisen Dead 12:
A17
Rerisen Dead 14:
A27
Rerisen Dead: Minion, AC 14, Ref 12. MBA: +6 vs AC, 5 damage and push 1.
Rerisen Dead destroyed:
4
Rerisen Hulk 1:
H16,
46 damage taken,
"dead"
Rerisen Hulk 2:
A7,
9 damage taken
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 Beast 1:
A31, 7 damage taken
Rerisen Beast: 28 max hp, AC 14, 11 Will, MBA: +6 vs AC, 1d4+2 damage.
Rerisen Archer 2: A25
Rerisen Dead: Minion, AC 14, Ref 14, MBA: +6 vs AC, 3 damage.
Rerisen Archers destroyed: 1
Rerisen Raven Swarm 1: B20, 10 squares up
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: M18
Kaz: P27
Fedrock: L17
Craftsman 1:
Y19
Craftsman 2: AA13
Craftsman 3: Y21
Craftsman 4: Z24
Craftsman 5: Z14
Craftsman 6: M6
Craftsman 7: M11
Craftsman 8: M17
Craftsman 9: N24
Craftsman 10: N29
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.
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 attacks]
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.[/sblock]
[/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]