Vanri shrugs off the arrows and fills the air around him with a burst of fire. He then backs up a little and charges at the swordsman. As he repositions himself, the injury from the arrow flares up a bit (see archer's section).
[sblock=Actions]Minor: Place Aegis on the Wizard.
Standard: Tempest Burst vs the Wizard and the Archer. 14 fire dmg on a hit.
MISS wizard; HIT archer (though I was unclear on her position and the map was wrong; you shouldn't have been able to hit her); Archer is BLOODIED though this just appears to have made her angry.
Free Action: Use the Sword of Arcane Bond's encounter power. The archer is marked (save ends)
Move: Shift to H10.
Action Point (Hope that Phaezen doesn't mind): Janissary Charge to F4 at the Swordsman using Arcane Lance. Swordsman takes 14 thunder dmg and is slowed until the end of Vanri's next turn if it hits. Vanri gains 10 temp HP.
Phaezen has dropped the game; I'll be retiring his character after this encounter.
HIT swordsman[/sblock]
Tatterdemalion puts two tiny fingers in her equally tiny mouth, and blows a surprisingly not tiny whistle. It's shrill, and piercing...and a moment later there's a shimmer beside her which coalesces into a glowing ball of light.
She heaves a sigh and waves a hand at the window. "Hey, Spooky. Get us inside okay? I'm sure at least one of them will be dying soon."
Who exactly 'them' referred to...the gangsters or her companions was not clear.
The wisp's glow intensifies...then suddenly winks out. Tatterdemalion is gone as well.
Just inside the window they both reappear in a flash of sickly green-blue light. Tatter cracks her knuckles and puts her mouse-skull helmet on, now ready to fight!
[sblock=actions](Move to recall Fey Beast. Move from Tatter and the beast to teleport through wall...line of sight through the window. Minor to don Skull Mask from Handy Haversack. Spooky is skinned as a willow wisp, but has the mechanics of a blink dog.)[/sblock]
Teclis summons forceful winds... at least he tries to do so...
[sblock=actions]
Standard: Howling Zephyr
AP: Howling Zephyr
Move: shift 1 diagonal up on the crates (flying)
rolled a 3 and then a 2 on the AP use
Not surprisingly, both attacks MISS[/sblock]
The swordsman makes a quick cut at Vanri, then flips up and back to engage Teclis again.
[sblock=actions]
dancing blade vs Vanri;dmg;brilliant blade vs Teclis; dmg (1d20+16=33, 1d8+4=7, 1d20+16=27, 2d8+3=11) HITS Vanri for 7 radiant dmg; HITS Teclis for 11 radiant dmg[/sblock]
The archer takes another shot at Vanri, and hits him again.
[sblock=actions]
recharge punishing shot (1d6=6)
punishing shot dmg from moving last round;punishing shot atk; dmg (1d10=7, 1d20+19=38, 3d10+10=26); Vanri will take 1d10 additional dmg if he willingly moves before the start of Myra's next turn Vanri is BLOODIED[/sblock]
The wizard, constrained by Vanri's Aegis, fires an empowered bolt of force at him.[sblock=actions]Empowered magic missile automatically hits for 10 force damage; she declines to push him[/sblock]
[sblock=summary]W - not quite bloodied, Aegis'd
S - not quite bloodied
A - bloodied, marked
Ts 81/92
Td 73/73
V 42/106[/sblock]