[sblock=Mikara]
Since I didn't remind you about the concealment from the trees before your turn, I'll let you change your action if you want. As it is, you forgot the -2 for attacking while prone and the -5 for total concealment, meaning you hit AC 13 and 14 - two misses. You didn't use a move action, so you could stand and convert that to 1 hit, however the movement would give the Specter a chance to notice you. If you use a move to stand, roll another Stealth check; if it beats its passive Perception of 16, you can get your shot off before it notices you. If you fail, it notices you
before you get your shot off, and gets an OA.
About concealment: I am going to say that from your current vantage point, you can see right over the trees to the Necromancer. Stuff actually in the trees still has total concealment, though. So from here you can only shoot the Specter or the Necromancer without taking the -5.
Or you can choose a different action entirely.
Also, like Ozy mentioned, your hits do 7 and 2 damage due to the +1 bow.
[/sblock]
Tonk rushes through the trees into the teeth of the enemy. He finds the mad wraith hovering just beyond the alarm rope he slung through the trees. He swings at it, causing the rope to bounce up and down and jangle discordantly. His mace causes it to swirl like a cloud. It giggles and shrieks as it reforms itself.
Tristan arrives beside him and steps over the rope to get close enough to attack. He blasts it with a weak burst of radiance which seems to have some effect, and follows up with a slash that disperses it utterly! The pleased smile disappears from his face as it coalesces again, although its outline now looks tattered and wispy. He ducks back under the rope, jangling it again, and the wraith glides towards him, passing right through it.
Dextyr rushes to the edge of the treeline and yells a taunt, but his words seem to vanish into the depths of the forest. He pulls out his sword and stands on guard.
[sblock=Status]
Tonk moves to K16, puts his Hunter's Quarry on the Mad Wraith (it lasts until the end of his next turn), and hits it twice for 23 total damage, and -2 to all attacks until end of Tonk's next turn.
Tristan moves to J16 and invokes Abjure Undead against the Mad Wraith, missing it but doing 7 radiant damage anyway. He puts his OoE on it and attacks it for 4 damage, nullifying its aura until the end of its next turn, then shifts to I15 and slides it to J16.
Dextyr moves to I14, attacks the Mad Wraith with Vicious Mockery (missing), and draws his sword.
Waiting for Mikara to clarify her action before I have the enemies move.
Tonk at K16 (
24/24 hp, HQ on Mad Wraith until EONT)
Tristan at I15 (
26/28 hp, OoE on Mad Wraith)
Dextyr at I14 (
28/28 hp)
Mikara at J9 (
24/24 hp, prone)
Specter at I8 (
30/30 hp)
Wraith at G18 (
31/31 hp)
Mad Wraith at J16 (
4/38 hp, -2 to attack rolls until end of Tonk's next turn, no aura until end of its next turn)
Necromancer at M19 (
54/54 hp)
Wisp Wraith 1 at I18 (
1/1 hp)
Wisp Wraith 2 at L17 (
1/1 hp)
Wisp Wraith 3 at M15 (
1/1 hp)
Wisp Wraith 4 at N14 (
1/1 hp)
Blade at F15 (
29/29 hp)
[/sblock]
[sblock=Enemies]
Necromancer
HP: 54;
Bloodied: 27
AC: 18;
Fort: 15,
Reflex: 16,
Will: 17
Melee Basic Attack: Staff of Death +9 vs AC; 1d6 necrotic damage and target is immobilized (save ends)
Specter (S)
HP: 30;
Bloodied: 15
AC: 16;
Fort: 16,
Reflex: 16,
Will: 17
Immune: disease, poison;
Resist: 10 necrotic;
Insubstantial;
Vulnerable: 5 radiant
Aura: Spectral Chill (Cold): All enemies take -2 to all defenses while within 1 square of the Specter
Melee Basic Attack: Spectral Touch +7 vs Reflex; 1d6+2 necrotic damage
Wraith (W)
HP: 31;
Bloodied: 15
AC: 15;
Fort: 12,
Reflex: 15,
Will: 13
Immune: disease, poison;
Resist: 10 necrotic;
Insubstantial;
Vulnerable: 5 radiant
Melee Basic Attack: Shadow Touch +8 vs Reflex; 1d6+4 necrotic damage and target is weakened (save ends)
Mad Wraith (M)
HP: 38;
Bloodied: 19
AC: 16;
Fort: 13,
Reflex: 16,
Will: 15
Immune: disease, poison;
Resist: 10 necrotic;
Insubstantial;
Vulnerable: 5 radiant
Aura: Mad Whispers (Psychic): All enemies who start their turn within 3 squares of the Mad Wraith take 4 psychic damage and are dazed until the start of their next turn (if the Mad Wraith takes radiant damage, the aura is negated until the end of its next turn)
Melee Basic Attack: Touch of Madness +6 vs Will; 1d6+4 psychic damage and target takes -2 to Will (save ends)
Wisp Wraith
HP: 1; a missed attack never damages a minion
AC: 13;
Fort: 11,
Reflex: 15,
Will: 12
Immune: disease, poison;
Resist: 10 necrotic;
Insubstantial;
Vulnerable: 5 radiant
Melee Basic Attack: Shadow Caress +4 vs Reflex; 4 necrotic damage, and target is slowed until the end of the wisp wraith's next turn
[/sblock]