[sblock=Shorrin]
Yeah, you can mark any target you attack, hit or miss - which is what makes Dragonborn fighters so great, even if you miss with your breath weapon you can still mark everyone in the area! (I forgot to mark the one you Tide of Iron'd - I'll add that now. Please remember to mention when you're marking so I don't forget.)
You need a separate hit roll for both targets, though, so I'll just roll the second attack for you:
21
[/sblock]
[sblock=OOC]
renau1g didn't post in this thread, but he mentioned elsewhere that he'll be gone until the 13th, so I'm NPC'ing him.
[/sblock]
Just as the clay guardian crumbles, Shorrin opens his mouth and spews acid over the area where it was hovering. The acid etches interesting droplets in the remaining pieces of clay, and also washes over the two toadlike demon guardians. One jumps aside, but the other is rolling on the ground and unable to dodge. It starts to smoke as the acid eats into its skin.
Balth lines up a shot at the statue on the ground, but it is thrashing around too violently to get a clear shot. His first arrow misses, and his second just barely clips it. After the weakening of the acid, the weak shot is still enough to start cracks splitting across its surface.
Murphy finds himself backed against a row of statues by yet another of the creatures. It lunges at him, snapping, so that he has no way to dodge out of the way without blundering into its jaws. Taking a deep breath, he levels his rod at it and casts a cloud over its eyes. The creature lunges for him, but blindness descends before it can reach him and it halts in confusion. Murphy slips away and takes cover off the path, behind the southern row of statues, where the footing is better.
The other three defenders strike! The one that successfully dodged Shorrin's acid breath turns on him, regarding him as a threat, and lunges for him, but Shorrin interposes his shield and it backs off. However, the one which Shorrin attacked earlier ignores him, though it keeps a wary eye on him as it circles around to attack a softer target. It jumps up on top of the statue behind Larinza and bites down on her from above, driving her backward towards its partner on the ground. That partner, the last of the three clustered defenders, lunges up from its prone position to bite at her, and she just barely evades its snapping jaws.
[sblock=Status]
Shorrin breaths acid, missing Iron Defender 1 but hitting Iron Defender 3 for 7 acid damage, and marking them both.
Balth said to attack the "closest" enemy, which is Iron Defender 3 at J8, the one that Balth knocked prone. Unfortunately being prone gives him an AC bonus against ranged attacks, so Balth's first shot misses. (It would have hit if he wasn't prone.) Balth's second shot hits for 3. (Including
2 for Hunter's Quarry - I didn't see a link to a roll so I rolled it.) That bloodies Iron Defender 3.
Murphy curses Iron Defender 4 with a minor action (doing 1 damage from the Rod of Reaving). Unable to shift away due to the difficult terrain, he casts Eyebite on Iron Defender 4:
hit with 16 for 13 damage. It gets an OA,
which misses with a natural 1, and then he's invisible to it until the start of his next turn. Now that it's used its OA he moves to I4 (costs 4 squares to get to K5 due to difficult terrain, then 2 more to I4). Since he moved 3 squares, Shadow Walk stays on.
Iron Defender 1 bites at Shorrin,
missing with a 17.
Iron Defender 2 moves to L7 and bites at Larinza,
missing with a 12. (The -2 from being marked by Shorrin is countered by the +2 for having her flanked.) Jumping on top of the statue is just flavour - it's just difficult terrain, like always.
Iron Defender 3 stands and bites at Larinza,
just barely missing with a 17.
H9 and I9 are difficult terrain until the end of Janus's next turn. (The rest of the squares in the area are already difficult.)
Janus's turn!
23 - Balth (
22/22 hp, dazed (save ends))
23 - Murphy (
17/26 hp, cursed Iron Defender 1 and Iron Defender 4, concealed until end of next turn)
22 - Clay Scout at J14 (38 damage)
22 - Iron Defender 1 at J9 (
11 damage, marked by Shorrin)
19 - Iron Defender 2 at L8 (
10 damage, marked by Shorrin)
16 - Iron Defender 3 at J8 (
21 damage, marked by Shorrin)
13 - Janus (
14/22 hp, +3 to attack and damage on next attack vs Iron Defender 3, expires at end of Larinza's next turn)
8 - Iron Defender 4 at M6 (
14 damage, can't see Murphy until start of Murphy's next turn)
6 - Larinza (
24/24 hp, +2 Init to all allies in LOS within 10 squares, allies in LOS who spend an action point regain 4 hp)
4 - Shorrin (
29/33 hp)
[/sblock]