ooc: Sorry about the delay; MapTools was giving me trouble.
The ambassador certainly has a nice office. Well, it's probably nicer when it's not being ransacked by thugs. The statue in front of the window, if its twin on the other side is any indication, almost certainly looked better when it was in one piece, rather than smashed to the ground. But at least now it doesn't block the window anymore.
Most of the men in the room look like pretty much what you'd expect from a street gang, although one of them looks a good deal more competent than the rest. Ambassador Glasston doesn't look quite as dignified as he did when you saw him at the docks, now that he's sporting a long cut across his forehead. He doesn't look scared, but he does appear concerned. The young woman with a bloody knife beside him however looks... absolutely beautiful. You haven't seen anyonequite this lovely ever since Mikara got cursed. In fact, there's something of a resemblance between the two. She is wearing a smaller version of the censer you found downstairs around her neck, and the same familiar odor emanates from it.
While she may be pretty, her voice is pretty rough,"For the last time, we don't need an appointment you stupid-" She abruptly stops shrieking as she turns around and sees who you are. It is a short-lived relief, "What? What are you doing here? No, it doesn't matter! Kill them!" Unfortunately, her cronies are incredibly slow to react, possibly a result of prolonged exposure to that substance.
[sblock=Status]
Andrec (37/37)
Skalisss (45/45)
Growl (35/35)
Bad Guys
You guys handily win initiative. Not even close. As a reminder, turns are resolved in the order they're posted. Be sure to roll for the Cloying Odor aura (see below).
The desk and statue in D1 grant cover. The broken statue in D7 and E6 is difficult terrain.[/sblock]
[sblock=Monster Info]
Beauty:
AC 16 | Fort 13 | Reflex 15 | Will 13
Cloying Odor: Aura 5, when an enemy starts his turn in the aura, they suffer an attack of +5 vs Fort. On a hit, that enemy grants CA until the next time they are hit.
MBA: +6 vs AC, 1d4 damage
Bruiser:
AC 18 | Fort 16 | Reflex 15 | Will 14
MBA: +10 vs AC, 1d10+3 damage and the target is marked
Thug:
AC 15 | Fort 13 | Reflex 11 | Will 11
Strength in Numbers: A Thug gains +2 to all defenses if it is within 5 squares of at least two other thugs.
MBA: +6 vs AC, 4 damage[/sblock]