As Murphy vanishes, the Iron Defender stares around in confusion. Not seeing its target, it turns back the way it came to attack the nearest opponent - Balth. Fortunately, it misses.
Shorrin is not so lucky. Two sets of iron jaws close in from either side, wounding him badly!
[sblock=Status]
Murphy teleports to C7, moves to B10 (gaining concealment), and attacks Iron Defender 4 with Witchfire, missing.
Iron Defender 4 moves to J5 and bites at Balth,
missing with a 14 (the link says 16, because I forgot to remove Iron Defender 3 so I thought he had flanking).
Iron Defender 1 bites at Shorrin,
hitting with a 29 for 9 damage. Shorrin is bloodied.
Iron Defender 2 bites at Shorrin,
hitting with a 20 for 4.
Janus' s turn!
Note: two things I've been forgetting about until now. First, both the icy path and the rows of statues are difficult terrain, but I've been forgetting that running or charging on the path takes an Athletics check (DC 10) to avoid falling prone. So, sorry if I had the enemies charge without doing that. Also, the Iron Defenders get a +1 to hit anyone within 5 squares of the object they're guarding (the tower).
23 - Balth (
15/22 hp, dazed (save ends))
23 - Murphy (
17/26 hp, cursed Iron Defender 1 and 4, concealed until end of next turn)
22 - Clay Scout at J14 (38 damage)
8 - Iron Defender 4 at J5 (
14 damage)
22 - Iron Defender 1 at J10 (
11 damage)
19 - Iron Defender 2 at L8 (
22 damage, marked by Shorrin)
16 - Iron Defender 3 at J7 (41 damage)
13 - Janus (
14/22 hp)
4 - Shorrin (
6/33 hp)
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)
[/sblock]