As Dante's third stroke hits, the goblin falls. Are things looking up? Well. . .
The remaining goblin takes edges a bit then maneuvers next to Abigail, trapping her between him and the human swordsman. Both of them strike her, grievously wounding her--then the swordsman shifts sideways, off of the fish. Leaving her an exit? Or just blocking her way? Between the blows she converts the energy placed upon her by Talks-to-the-Moon into vigor, propping her up for the time being.
The spellcaster shouts
"Clear!" The archer next to her then steps back away, and looses an arrow at Virgil, striking the lizard. The woman then spreads her hand, speaks an arcane word, and moves her arm in an arc across her body. Where it goes, a nimbus of light trails it, spreading out in a polychromatic swirl of color that engulfs a wide area in front of her, catching Eraden, Virgil, and Dante in the cloud. Eraden and Dante shrug it off, but something deep in Virgil's lizard brain compels the beast to watch the lights, sapping his strength, and leaving him addled.
"I'll take the one with the lizard," the leader says,
"Archers, stay on that gnome!" Rushing past the dazed lizard, he slices into Dante.
The archers indeed do react, one stepping behind the swordswoman and out of Eraden's reach before they loose their shafts. One hits. One of the archers has his aim hindered by the compulsion that Abigail placed on him.
The swordswoman still faces Eraden, and takes another stab at him, cutting deeply, but Talks-to-the-Moon's magic protects him.
[sblock=terrain features]
* The big pit filled with fish (the light green area labeled "fish" is challenging terrain. Make a DC 15 Acrobatics or Athletics roll or fall prone whenever you take a move action which moves you on to a square of terrain (you don't have to roll for each square, only once per round).
* The conveniently labeled catwalks along the side are a different sort of challenging terrain. If you have a hand free, you can move normally along them. Otherwise it's a DC 20 Acrobatics roll to avoid falling flat on the fish.
* The big boxes provide cover. They provide superior cover (& concealment) for people crouching or prone behind them, or for small characters. They can be moved (DC 15 Athletics roll to push, DC 20 to pull or slide). Also, for an extra square of movement, you can jump up on top of one.
* The curtains provide superior cover. It's one extra square of movement to go through.
[/sblock][sblock=actions]
Goblin #2 - Move: to B20, then to A19, Standard: shortsword vs. Abigail (with combat advantage):
(1d20+6+2=25) damage: (1d6+2=5) Abigail uses the Resistive Formula to gain 10 temp hp as a free action after taking the hit.
Mercenary #1 - Standard: Longsword vs. Abigail (with combat advantage):
(1d20+10+2=21) damage: (1d10+3=12), Move: shift to B18
Archer #4 - Move: shift to G21, Standard: Shortbow vs. Virgil:
(1d20+8=24)--3 damage
Mercenary Wizard - Move: shift to G20, Standard: Color Spray (close blast 5) H17-L21 vs. Will, radiant damage:
vs. Eraden: (1d20+7=10)--miss, vs. Virgil: (1d20+7=13), damage: (1d6+4=9), vs. Dante: (1d20+7=9)--miss Virgil is Dazed TENT
Mercenary Leader - Move: to I21, Standard: Longsword vs. Dante:
(1d20+7=23) damage: (1d8+6=12) and Dante is marked TENT
Archer #3 - Move: Shift to F18, Standard: Shortbow vs. Alistair:
(1d20+8=13)--miss
Archer #2 - Standard: Shortbow vs. Alistair:
(1d20+8=19)--3 damage
Archer #1 - Standard: Shortbow vs. Alistair:
(1d20+8-2=14)--miss
Mercenary #2 - Recharge Press the Advantage:
(1d6=5) yes, Standard: Longsword vs. Eraden:
(1d20+10-2=26), damage: (1d10+3=8) Eraden uses the Resistive Formula to gain 10 temp hp as a free action before taking the hit.
[/sblock][sblock=status]
Archer 1 - D20 -
No Hits Taken Marked (Abigial)
Archer 2 - E20 -
No Hits Taken
Archer 3 - I20 -
No Hits Taken
Archer 4 - J19 -
No Hits Taken
Goblin 1 - XXX -
0/29 Dead
Goblin 2 - B19 -
29/29
Mercenary 1 - A17 -
30/47 Warlock's Curse (Alastair)
Mercenary 2 - G18 -
21/47 Warlock's Curse (Alastair), -2 to attacks to end of Eraden's turn
Mercenary Leader - F19 -
No Hits Taken AP:1
Mercenary Wizard - H18 -
No Hits Taken Warlock's Curse (Alastair), Divine Challenge (Eraden)
Abigail - A16 -
12/27 (8/9) AP:0
Alastair - G9 -
14/24 (7/7) AP:0
Dante - K18 -
7/22 (6/6) AP:1
Virgil - K19 -
5/22 (2/2) AP:1
Eraden - G16 -
15+2/28 (10/11) AP:1
Talks-to-the-Moon - A10 -
20/29 (9/9) AP:1
[/sblock][sblock=map]
[/sblock][sblock=enemies]
Mercenaries: AC 18, Fort 16, Ref 15, Will 14
* OA: Longsword +10 vs. AC, 1d8+3 damage
Archers: AC 13, Fort 13, Ref 14, Will 13
* Archer's Dodge: +4 AC vs. Opportunity Attacks
* None of the archers is currently wielding a melee weapon, therefore none will take Opportunity Attacks.
Goblins: AC 17, Fort 13, Ref 15, Will 12
* OA: Shortsword +6 vs. AC, 1d6+2 damage
Mercenary Wizard: AC 17, Fort 14, Ref 16, Will 16
* OA: Quarterstaff: +5 vs. AC, 1d8 Damage
Mercenary Leader: AC 18, Fort 15, Ref 14, Will 14
* OA: Longsword: +7 vs. AC, 1d8+6 damage, and the target is marked TENT
[/sblock]