Kaz puts his axe clean through the head of the rotting figure in red armor, dropping it permanently. When he does, all the dead nearby go inert briefly.
The rest of the dead still continue their advance however, closing in on the palisade defenders from all sides, one of the beasts pouncing on and pulling down one of the last craftsmen.
[sblock=Cale's AP bonus]It only applies to the attack you get from the AP, not all of them for a round.[/sblock]
[sblock=Yim's attack]I changed it to the Rerisen Beast nearest him since Kaz destroyed the Rerisen Lord.[/sblock]
[sblock=Enemy Actions]Rerisen Dead 1: Double move to M9.
Rerisen Dead 4: Stunned.
Rerisen Dead 6: Double move to N24.
Rerisen Dead 7: Rerise: success, stand.
Rerisen Dead 8: Stand, move to M28.
Rerisen Dead 11: Double move to M8.
Rerisen Dead 12: Rerise: Success, stand.
Rerisen Dead 14: Move, charge to P21. Slam(+1 charging): 17 AC vs Eithal, miss.
Rerisen Dead 15: Rerise: success, stand.
Rerisen Dead 16: Double move to N26.
Rerisen Dead 17: Rerise: Fail.
Rerisen Dead 18: Stunned.
Rerisen Hulk 2: Double move to Q9.
Rerisen Hulk 3: Double move to P11.
Rerisen Hulk 4: Stunned
Rerisen Hulk 5: Double move to O24.
Rerisen Hulk 6: Stunned
Rerisen Hulk 7: Stunned
Rerisen Beast 2: Pounce: Jump to R12. Claw: 15 AC vs Craftsman 7, hit, dead. Move to S11.
Rerisen Beast 3: Stunned.
Rerisen Beast 4: Stunned.
Rerisen Archer 2: Longbow(-2 Cover): 9 AC vs Fredrock, miss.
Rerisen Archer 4: Longbow(-2 Cover): 25 AC vs Fredrock, hit, 4 damage reduced to 0.
Rerisen Archer 5: Longbow(-2 Cover): 17 AC vs Fredrock, miss.
Rerisen Archer 6: Longbow(-2 Cover): 7 AC vs Fredrock, miss.
Rerisen Archer 7: Longbow(-2 Cover): 8 AC vs Fredrock, miss.
Rerisen Swarm 1: Stunned.
Rerisen Swarm 2: Stunned.
Rerisen Swarm 3: Stunned.[/sblock]
[sblock=Combatants]Rerisen Dead 1: M9
Rerisen Dead 4: I14, stunned
Rerisen Dead 6: M28
Rerisen Dead 7: O21, dazed
Rerisen Dead 8: M26
Rerisen Dead 11: N8
Rerisen Dead 12: H17, dazed
Rerisen Dead 14: P21
Rerisen Dead 15: I16, dazed
Rerisen Dead 16: N24
Rerisen Dead 18: I19, stunned
Rerisen Dead: Minion, AC 14, Ref 12, Resist 10 Necrotic. MBA: +6 vs AC, 5 damage and push 1.
Rerisen Dead destroyed: 8
Rerisen Hulk 2: Q9, 9 damage taken
Rerisen Hulk 3: P11, 11 damage taken
Rerisen Hulk 4: J18, 34 damage taken, bloodied, stunned, marked(Eithal)
Rerisen Hulk 5: O24, 11 damage taken
Rerisen Hulk 6: H18, 9 damage taken, stunned, marked(Eithal)
Rerisen Hulk 7: I13, stunned
Rerisen Hulk: 36 max hp, AC 15, Ref 11, Will 12, Resist 10 Necrotic, Vulnerable 5 Radiant. MBA: +6 vs AC, 2d6+3 damage and push 2.
Rerisen Hulks destroyed: 1
Rerisen Beast 2: R11, 13 damage taken, slowed
Rerisen Beast 3: H13, 10 damage taken, stunned
Rerisen Beast 4: K18, 12 damage taken, -2 to attacks, stunned, marked(Eithal)
Rerisen Beast: 28 max hp, AC 14, 11 Will, Resist 10 Necrotic, MBA: +6 vs AC, 1d4+2 damage.
Rerisen Beasts Destroyed: 1
Rerisen Archer 2: A25
Rerisen Archer 4: F15
Rerisen Archer 5: F16
Rerisen Archer 6: F17
Rerisen Archer 7: F18
Rerisen Dead: Minion, AC 14, Ref 14, Resist 10 Necrotic, MBA: +6 vs AC, 3 damage.
Rerisen Archers destroyed: 2
Rerisen Raven Swarm 1: J20, 33 damage taken, bloodied, stunned
Rerisen Raven Swarm 2: J17, 2 squares up, 17 damage taken, bloodied, -2 to attacks, stunned, marked(Eithal)
Rerisen Raven Swarm 3: J18, 2 squares up, 17 damage taken, bloodied, -2 to attacks, stunned, marked(Eithal)
Rerisen Raven Swarm: 34 max hp, AC 16, Reflex 14, Swarm, Resist 10 Necrotic, Vulnerable 5 Burst/Blast, Winged Pestilence: Aura 1 - any creature that ends its turn adjacent to a swarm 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 Lords destroyed: 1
Livia: AA14
Yimanyngurr: T1
Eithal: O20, 13 damage taken
Kaz: M19, 10 damage taken
Fedrock: L17, 1 damage taken, 5 ongoing necrotic damage(save ends), DR4.
Craftsman 2: AA13
Craftsman 4: Fled
Craftsman 5: Z14
Craftsman 8: Q17
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: 6
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 conscious.
[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): Destroyed/30, 1/30, Destroyed, Destroyed/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]