Fortunately, there don't seem to be any more hidden enemies. The final goblin charges down to the base of the southern hill and, recognizing the threat of the bowman, throws its javelin towards Balth - missing by a mile.
Balth responds by stepping forward and launching two arrows in rapid succession towards the hexer. It whirls in place faster than you would have thought possible, and dives behind its adjacent ally, who stands open mouth as he is transfixed by both of Balth's shots. The hexer is still cackling at his trick when Balth's followup strikes him in the chest. A crimson stain spreads across his robes, and he stares at it in shock before resuming his dancing. He has lost his aura of glee, and now works on his spells grimly, staring at Balth in hatred.
Out of nowhere, an answering crossbow bolt speeds towards Balth: the hidden sniper has crept stealthily around the hill and fired at the one who threatens his master. The bolt narrowly misses Shorrin's interposed body and strikes Balth in the arm, wounding him deeply.
Seeing how narrowly that shot cleared Shorrin, the hexer snarls something and raises his arm. In response to this command, a volley of javelins takes to the sky and rains down around him, striking him several glancing blows.
The remaining sharpshooter creeps forward under the cover of the hail, doubtless thinking himself very stealthy, and fires a followup shot. It plinks harmlessly off Shorrin's shield, loud in the silence following the barrage. The goblin freezes in place, completely exposed in the middle of the snow, but still doubtless thinking himself very stealthy.
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Shorrin sent me a PM saying he meant to move to R19, not R22. But since Balth has already posted a move to R19, I'm retconning Shorrin's position to Q19.
Larinza draws her sword as a minor action, and I guess I'll count that as Total Defense for her standard action. (I was going to call it a delay, but I just realized you can't use a minor and delay just your standard, it's all or nothing.)
Cutter 6 moves to P11 and throws a javelin at Balth, missing.
Balth shifts to R19 and attacks the hexer with Twin Strike. The hexer uses Lead From the Rear to redirect the attack to Cutter 5; it hits and kills him. Balth uses an AP (+4 hp) to use Twin Strike again, and the second shot hits for 10 damage, bloodying him. The hexer is no longer slowed.
Bowman 1 moves to H13 and fires at Balth (with a +2 for combat advantage from being hidden cancelling a -2 for Shorrin providing cover), hitting for 9 damage (include +1d6 for Combat Advantage) and bloodying him. This makes the bowman visible to everyone.
Cutter 1, Cutter 2, Cutter 3 and Cutter 4 all throw javelins at Shorrin (Cutter 1 at long range); 2 and 3 hit for 4 hp each.
Bowman 2 holds his action to go after the Cutters, then moves to L4 and shoots at Shorrin (at long range), missing. As far as he knows, his Sniper power keeps him hidden.
Murphy's up! I believe his concealment's worn off now, but I've kind of lost track. (It'll definitely be gone after his turn's over, though.)
28 - Balth (
8/22 hp, Hunter's Quarry on Hexer)
23 - Bowman 1 at H13
21 - Cutter 1 at H7
21 - Cutter 2 at L9
16 - Cutter 3 at M16 (concealed while in cloud)
15 - Cutter 4 at P8
17 - Bowman 2 at L4 (hidden, visible to everybody)
14 - Murphy (
12/26 hp) <-- Your turn
12 - Shorrin (
25/33 hp)
9 - Janus (
22/22 hp)
7 - Cutter 5 at J19
6 - Hexer at J18 (
47 damage, concealed while in cloud, marked by Shorrin)
5 - Larinza (
20/24 hp, +2 Init to all allies in LOS within 10 squares, allies in LOS who spend an action point regain 4 hp, +2 to all defnses until end of next turn)
4 - Cutter 6 at P11
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