*After Obscurity finishes protecting Trayah, the enemies engage.*
*Pleione prepares to heal someone if they need healing, and Lyssa blasts the enemies with a burst of brilliant flame, though the incorporeal wraith avoids the damage completely. One of the newly risen spirits floats towards them, but it is unable to close. Meanwhile, M'ress dashes forward at it and strikes with her blade, sinking into the spiritstuff, but not enough to harm it. Another spirit charges in after M'ress, but as is usual with M'ress, it can't manage to hit her. Whinoah and Obscurity concentrate a focused fire on one target, and although Whinoah's arrow whizzes through, Obscurity harms it with her four missiles. Two more spirits drift forward in a charge to attack M'ress, but they continue to fail to so much as touch her. Meanwhile, Trayah makes a more-feeble-than-usual attempt to turn the enemy spirits, and he barely succeeds this time at sending away three, almost failing to turn them at all. Slagg charges in after the one Obscurity injured, but though his axe strikes true, it is not enough to finish it off.*
*Lyssa shoots missiles as well, finishing off the injured spirit and starting on another. M'ress continues attempting to attack, but this time her attack goes right through the spirit. Meanwhile, Whinoah fires a flurry and lands some nice hits, finishing off the spirit injured by Lyssa, and Obscurity, knowing she can't actually finish the last one and wanting to conserve spells, waits for Trayah.*
*Unfortunately, this allows the final phantom to float up after the Shaman and try to touch him to make the turning go away. Fortunately, however, the combination of Mage Armour and Protection from Evil prevails, and the attack is foiled. Meanwhile, Trayah attempts to turn the spirit and fails. Fortunately, Lyssa, Slagg, and Whinoah can finish it off.*
(OOC: Surprise Round--Initiative
Pleione 20 + 5 = 25
Lyssa 15 + 4 = 19
Bad Guys
M'ress 12 + 6 = 18
Bad Guys
Whinoah 10 + 6 = 16
Obscurity 7 + 6 = 13
Bad Guys
Bad Guys
Trayah 10 + 0 = 10
Bad Guys
Slagg 3 + 4 = 7
Bad Guys
All the Bad Guys Become DSes
DS1,5,6 are turned.
DS2 takes 15 Damage and then 17 Damage, total 32.
DS2 takes 14 Damage and DS3 takes 30 Damage, then 17 Damage. Both Destroyed.
DS4 takes 15 then 34 Damage. Destroyed.
Flawless Victory!)