OOC: I didn't notice last time, but Shorrin's dragon breath marked the hexer and bowman 1, so they'll take a -2 to attack anyone other than him. Unfortunately, since he's 10 feet above them, he won't get opportunity or combat challenge attacks if the bowman tries to move.
[sblock="OOC"]it's irrelevent the judge has pointed out to me that I'd forgotten I'm still slowed. so I ca't get there.
so I move to the edge of the slope,
save vs. slow (1d20=8) and stay slow next time as well I guess, ok
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[sblock=OOC]
You can get down the hill if you use your second move action to run - that'd give you 4 movement points in your second move. In which case you might as well run twice and get 8 move total, which'll take you to I13 as long as you make your Athletics roll. In fact, with 8 move you can go around to the ramp and circle around and still get to I13 without even needing to roll.
I'll post as if you just moved to the edge of the hill, but if you want to change that I can edit it. Everybody's too busy to attack you anyway.
[/sblock]
Larinza lurches to the edge of the slope, muscles frozen stiff by the goblin's spell.
One of Balth's shots strikes the goblin crossbowman in the arm, drawing blood, while the other is lost in the fog. It leaps to its feet, spitting hatred, and fires right back at him, but its arm collapses at its side as it tries to aim and its arrow narrowly misses Balth's head.
The other bowman turns tail and flees from Shorrin, who is too far up the slope to intervene. When it reaches the edge of the cloud, it spins back around and fires a quick shot at him. It pings off his armour.
[sblock=Status]
Larinza moves to I15, but is still slowed.
Balth has a total of -4 to hit Bowman 2 (-2 for concealment, -2 because it's prone), so only his first shot hits, for 4 damage, bloodying it. (Yes, it is a move action to stand.)
Bowman 1 moves to L6 and fires at Shorrin, missing despite having combat advantage.
Bowman 2 stands and shoots at Balth, missing by 1. (Would have hit if he wasn't prone.)
Murphy's turn!
28 - Balth (
16/22 hp, Hunter's Quarry on Hexer, prone)
23 - Bowman 1 at L6 (
12 damage, concealed while in cloud, marked by Shorrin until Shorrin's turn)
21 - Cutter 1 at L10
21 - Cutter 2 at L9
16 - Cutter 3 at M16 (concealed while in cloud)
15 - Cutter 4 at L10
14 - Bowman 2 at J7 (
16 damage, concealed while in cloud)
14 - Murphy (
18/26 hp, prone, concealed until end of next turn)
12 - Shorrin (
19/33 hp, -5 to attack rolls and grants combat advantage until next turn)
9 - Janus (
22/22 hp, partial cover from sled)
7 - Cutter 5 at J19
6 - Hexer at J6 (
66 damage, used 1 AP, concealed while in cloud, marked by Shorrin until Shorrin's turn)
5 - Larinza (
14/24 hp,
2 failed death saves, +2 Init to all allies in LOS within 10 squares, allies in LOS who spend an action point regain 4 hp, slowed (save ends))
4 - Cutter 6 at P11
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