The dead mob Cale and batter at the old warrior futilely while most of the archer's arrows bounce off the tower battlements.
Kaz drops the largest of the remaining dead as it charges at him - the heroes are only outnumber 2 to 1 now!
[sblock=Fredrock's actions]The Mason is at the door and she hands Fredrock a warhammer she found lying around. Since the door was already open, he arms himself with it as his minor action.[/sblock]
[sblock=Cale's actions]Cale can't Second Wind and use Viper's Strike. I had him Second Wind.[/sblock]
[sblock=Enemy Actions]Rerisen Dead 6: Stand, move to R8.
Rerisen Dead 7: Slam: 18 AC vs Cale, miss.
Rerisen Dead 8: Move, charge to P7, Slam(+1 charge, -2 Swarm): 7 AC vs Cale, miss.
Rerisen Dead 11: Move, charge to P6, Slam(+1 charge): 18 AC vs Cale, miss.
Rerisen Dead 12: Move, charge to Q8, Slam(+1 charge): 9 AC vs Cale, miss.
Rerisen Dead 16: Move, charge to S8, Slam(+1 charge): 13 AC vs Yim, miss.
Rerisen Hulk 3: Move, charge to R5, Slam(+1 charge): 9 AC vs Kaz, miss, <Kaz's Overwhelming Strike: 19 AC vs Rerisen Hulk 3, hit, 9 damage and Kaz shifts to T7>
Rerisen Archer 2: Longbow(-5 total cover): 6 AC vs Craftsman 5, miss.
Rerisen Archer 4: Longbow(-5 total cover): 18 AC vs Craftsman 5, hit, 4 damage, taken by Livia.
Rerisen Archer 5: Longbow(-5 total cover): 9 AC vs Craftsman 5, miss.
Rerisen Archer 6: Longbow(-5 total cover): 9 AC vs Craftsman 5, miss.
Rerisen Archer 7: Longbow(-5 total cover): 9 AC vs Craftsman 5, miss.[/sblock]
[sblock=Combatants]Rerisen Dead 6: R8
Rerisen Dead 7: P9
Rerisen Dead 8: P7, -2 attacks
Rerisen Dead 11: P6
Rerisen Dead 12: Q8
Rerisen Dead 16: S8
Rerisen Dead: Minion, AC 14, Ref 12, Resist 10 Necrotic. MBA: +6 vs AC, 5 damage and push 1.
Rerisen Dead destroyed: 12
Rerisen Hulk 3: R5, 35 damage taken, bloodied, "dead"
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: 6
Rerisen Beasts Destroyed: 4
Rerisen Archer 2: L14
Rerisen Archer 4: M13
Rerisen Archer 5: M14
Rerisen Archer 6: M15
Rerisen Archer 7: M16
Rerisen Dead: Minion, AC 14, Ref 14, Resist 10 Necrotic, MBA: +6 vs AC, 3 damage.
Rerisen Archers destroyed: 2
Rerisen Swarms destroyed: 3
Rerisen Lords destroyed: 1
Livia: S12, 15 damage taken
Yimanyngurr: S7, 11 damage taken
Eithal: T3, 40 damage taken, bloodied
Kaz: T7, 12 damage taken
Fedrock: W9, 23 damage taken, bloodied, grants CA
Craftsman 2: S11
Craftsman 4: Fled
Craftsman 5: R12
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: 7
Master Mason: Fled, 16 damage taken
38 max hp, AC 15, Fort 14, Ref 12, Will 12, speed 6. Mallet: +7 vs AC, 1d8+3 damage.
Captain Cale: Q7, 23 damage taken, bloodied, +2 defenses
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.
Knight's Move: Move action, an ally within 10 may move their speed as a free action.
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.
Second Wind: Cale heals 10hp and gains +2 defenses until the end of his next turn.[/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]