
SeanDM |

You enter the clearing and know you have the jump on the orc raiding party. They are between you and your destination. Jho'rascar Orcs are savage and often fight to the death. You surprise the Orcs. You get ONE action (either Standard or Move, NOT both), and then regular combat rounds will begin. Remember, everyone starts with 3 temp hp.
On the map, up is North.
Green(grass)=normal,
Blue(water)=DIFFICULT TERRIAN(each square counts as 2),
Trees create cover (if the square is completely "treed" it is impassible).
At the northern side of the map is fog, it creates concealment.
Initiative (bold shows who's turn it is)
Orc Soldier 1
Orc Soldier 2
Orc Soldier 3
Orc Soldier 4 - concealment
Cog
Aurr
Katsuye
Atreos
Orc Savage 1
Orc Savage 2
Rive
Orc Shaman
<< MAP >>
It's Cog's turn.

Aurr, Artificier |

I will post my action for now only because I am pretty sure it wont affect Cog's and I want to get the hang of the combat post
Aurr lifts his Crossbow and loads with with a Bolt with runes adorning it. He quickly take a look at his companions and feels a swelling of pride and loyaulty. "Maybe with their help I will finally find you.." he whispers to himself. Aurr takes aim and shoots
I use my standard action for my at-will power Agravating Force on Orc warrior 2 at L10
Attack!1d20 + 6 ⇒ (2) + 6 = 8 Ah crap! I wont bother rolling damage on that roll
Aurr's nervousness gets the better of him and can't to hold the crossbow straight enough for a good shot...
Aurr looks at the rest of the group and says "That was just a warm up!...Honest!"

SeanDM |

Aurr and Cog boldly announce the party's presence. A few of the orcs are clearly rattled by the surprise attack, while the two Jhorash'tar Savages take a firmer grip on their greataxes -- they are clearly excited over the coming bloodshed (theirs, yours, their fellow orcs'... it doesn't seem to matter).
Green(grass)=normal,
Blue(water)=DIFFICULT TERRIAN(each square counts as 2),
Trees create cover (if the square is completely "treed" it is impassible).
At the northern side of the map is fog, it creates concealment.
Initiative (bold shows who's turn it is)
Orc Soldier 1
Orc Soldier 2
Orc Soldier 3
Orc Soldier 4 - concealment
Cog
Aurr
Katsuye
Atreos
Orc Savage 1
Orc Savage 2
Rive
Orc Shaman
Katsuye's up, then Atreos and Rive, (1 action each) and then the start of actual combat turns (don't forget about the temp hp!)
Same Map, no changes:
<< MAP >>

Katsuye |

Katsuye either kisses or says something softly to her khopesh, points it at Orc Savage 2 and then pads forward quietly like a ninja along a rooftop as she steps from the edge of the water (G12) and slices at Orc Soldier 3
Free Action - Assassion's Shroud on OSav2
Leaping Shade Attack on OSol3(v AC)
1d20 + 6 ⇒ (14) + 6 = 20
Damage 1d8 + 7 ⇒ (1) + 7 = 8
Katsuye hisses at the Soldier, "My blade hungers for your death."

SeanDM |

Keeping it short... I'm supposed to be in a meeting, lol
Katsuye, leaps to the closest Soldier and guts him before he has a chance to put up his guard.
Initiative (bold shows who's turn it is)
Orc Soldier 1
Orc Soldier 2
Orc Soldier 4 - concealment
Cog
Aurr
Katsuye
Atreos
Orc Savage 1
Orc Savage 2 - (1 shroud)
Rive
Orc Shaman
Atreos is up, then Rive, (1 action each) and then the start of actual combat turns (don't forget about the temp hp!)
I'll update the map tonight -- Katsuye has moved and OrcSoldier3 is dead.

SeanDM |

Forgot this in my rush to get to my meeting... what a waste of time *that* was... ugg
Katsuye, as you drive your khopesh into the orc soldier, you see that he knows his death is upon him. He grabs your blade and pulls you in close to make one final swing of his axe...
This is a triggered response to being killed, he gets one free standard action
Attack: 1d20 + 6 ⇒ (14) + 6 = 20 vs Katsuye's AC.
His last breath attack hits for 5 damage.
Also, you can write your damage code as 1d8 + 4 + 3 (to represent the bonus you get for him not being adjacent, rather than +7)... it makes it easier to see what's what.
NOW, soldier3 is dead
Turn: Atreos, then Rive.

Cog |

I'm going to pre-post my next turn because I'll be on the road and pretty busy over the weekend. Feel free to run my next turn if necessary
Cog uses Shadow Step as he moves to G18, gaining concealment until the end of my next turn. As the group sees Cog move slightly to their left, a bolt of dark crackling energy shoots from his staff at Orc Soldier 2.
*Eldritch Blast* vs. Reflex
1d20 + 4 ⇒ (11) + 4 = 15

SeanDM |

Atreos stirs just enough to level an attack towards one of the Jhorash'tar soldiers, but the orc shrugs it off getting ready to charge your group.
Also, what spell were you using?... I'm assuming one of your at wills - again, because you rolled a 5, there's not much that will change - just a note for the future.
Initiative (bold shows who's turn it is)
Orc Soldier 1
Orc Soldier 2
Orc Soldier 4 - concealment
Cog (next turn: eld blast vs soldier2 15vsREF)
Aurr
Katsuye
Atreos
Orc Savage 1
Orc Savage 2 - (1 shroud)
Rive
Orc Shaman
- Rive's up (one action, then we start normal combat rounds)
Orc3(F11) is dead and gone, Katsuye is @ G12... other than that, no changes to this map:
<< MAP >>

Atreos |

Atreos stirs just enough to level an attack towards one of the Jhorash'tar soldiers, but the orc shrugs it off getting ready to charge your group.
** spoiler omitted **Initiative (bold shows who's turn it is)
Orc Soldier 1
Orc Soldier 2
Orc Soldier 4 - concealment
Cog (next turn: eld blast vs soldier2 15vsREF)
Aurr
Katsuye
Atreos
Orc Savage 1
Orc Savage 2 - (1 shroud)
Rive
Orc Shaman- Rive's up (one action, then we start normal combat rounds)
Orc3(F11) is dead and gone, Katsuye is @ G12... other than that, no changes to this map:
<< MAP >>
Atreos would have used Astral Wind. It matches the "whiff" he did with the dice rolling. :-(

SeanDM |

Rive charges the nearest soldier and drops him with a single well placed hit (What weapon do you use?). But just as with Katsuye, the orc makes a final attempt to cleave your head from your body with his dying breath.
Attack vs Rive: 1d20 + 6 ⇒ (17) + 6 = 23 vs AC. HIT For 5 damage.
Regular Combat begins, Top of the Order:
Both Soldiers pull handaxes from their belts and hurl them at the party. Then Soldier1 moves closer to Rive, while Soldier4 maintains his place of concealment in the fog.
Soldier1 vs Katsuye: 1d20 + 6 ⇒ (11) + 6 = 17 vs AC. HIT for 3 damage.
Soldier2 vs Rive: 1d20 + 6 ⇒ (5) + 6 = 11 vs AC... miss.
On the map, up is North --> Your destination.
Green(grass)=normal,
Blue(water)=DIFFICULT TERRIAN(each square counts as 2),
Trees create cover (if the square is completely "treed" it is impassible).
At the northern side of the map is fog, it creates concealment.
INITIATIVE (bold shows who's turn it is)
Orc Soldier 1
Orc Soldier 4 - concealment (-2 to hit him with ranged attacks)
Cog (waiting on edit of attack)
Aurr
Katsuye
Atreos
Orc Savage 1
Orc Savage 2 (1 shroud)
Rive
Orc Shaman
Cog, it's your turn... I know you already rolled an attack (a good one!) now you just need to pick a different target -- your old one is dead. If you pick a minion Soldier1, he's dead, otherwise roll damage
Which means it's Aurr's turn now (after Dave picks a target).
Don't forget about your 3temp hp: Katsuye would have already used them, Rive will be using them up from this turn, but everyone else still has 3 temp hp that serve as a buffer the first time you're hit in combat.

Aurr, Artificier |

Posting attack because I am attacking a bigger target and it shoudn't effect anyone.
Aurr, flustered that he missed, takes aim at the mystic orc.
Aggravting force on Orc Shaman
Attack 1d20 + 6 ⇒ (1) + 6 = 7 Double dang it!
"By the Host's dangling man-parts!" Aurr swears loudly!
Aurr moves 5 spaces to M13 to take cover behind the trees
Aurr reloads his crossbow behind the trees and tries no let his anger take the better of him.

SeanDM |

The Shaman laughs at your miss placed shot, and growls something in orc. (If you speak orc, I'll translate).
INITIATIVE (bold shows who's turn it is)
Orc Soldier 1
Orc Soldier 4 - concealment (-2 to hit him with ranged attacks)
Cog (hit...waiting on edit of attack)
Aurr
Katsuye
Atreos
Orc Savage 1
Orc Savage 2 (1 shroud)
Rive
Orc Shaman
Cog... I know you already rolled an attack (a good one!) now you just need to pick a different target -- your old one is dead. If you pick a minion Soldier1, he's dead, otherwise roll damage on one of the other targets -- if we get too far I'll just assume you hit one of the soldiers and keep the flow going.
Which means it's Katsuye's turn now.
Map's the same except Aurr is now at position M13.
<< New MAP >>
Don't forget about your 3temp hp: Katsuye would have already used them, Rive will be using them up from this turn, but everyone else still has 3 temp hp that serve as a buffer the first time you're hit in combat.

Katsuye |

I wipe the blood from my shoulder and grimace at the dead Orc at my feet. I bare my teeth and blow a kiss at Orc Savage 2 before stepping up and slashing at Orc Soldier 1 (H10).
Free Action - Assassion's Shroud on OSav2
Shadow Storm Attack on OSol1(v AC)
1d20 + 6 ⇒ (11) + 6 = 17
Damage 1d8 + 4 + 1 ⇒ (1) + 4 + 1 = 6

SeanDM |

Katsuye's dark magic continues to gather around one of the savages as she steps forward and burries her khopesh into another Jhorash'tar soldier. With a last gasp he swings his axe at Katsuye's head.
Attack vs Katsuye: 1d20 + 6 ⇒ (15) + 6 = 21 vs AC. You take 5damage.
On the map, up is North --> Your destination.
Green(grass)=normal,
Blue(water)=DIFFICULT TERRIAN(each square counts as 2),
Trees create cover (if the square is completely "treed" it is impassible).
At the northern side of the map is fog, it creates concealment.
INITIATIVE (bold shows who's turn it is)
Orc Soldier 4 - concealment (-2 to hit)
Cog (hit...waiting on edit of attack)
Aurr - has cover (-2 to hit)
Katsuye
Atreos
Orc Savage 1
Orc Savage 2 - (2 shroud)
Rive
Orc Shaman
Cog, your attack hit any of the opponents: Your choice:
a - target Savage1, Savage2, or Shaman from where you're at (you'll need to roll damage)
b - target a minion, Soldier4 is left (even with his concealment, you'd hit him, but you'd have to move to be within range).
Atreos is up.

Cog |

Cog uses shadow step, gaining concealment until the end of his next turn, while moving to *J14* and uses his Eldritch Blast on the final minion.
*The group sees an aura of black crackling energy consume the final minion, who falls to the ground shaking in a massive tremor until blood starts running out of his eyes and he ceases to move*

SeanDM |

The final minion indeed falls to the ground by the trees... bleeds from his eyes and then seems to cease movement. But like any good orc, before going to his final rest in Dolurrh, he takes one last gasp leaps from the ground and flings himself towards the closest opponent.
Charge Attack vs Katsuye: 1d20 + 7 ⇒ (6) + 7 = 13 vs AC.
She's seen the Jhorash'tar death throws before and is ready for the charge, easily dodging the dying orc's final attempts.
INITIATIVE (bold shows who's turn it is)
Cog - concealment (-2 to hit)
Aurr - has cover (-2 to hit)
Katsuye
Atreos
Orc Savage 1
Orc Savage 2 - (2 shroud)
Rive
Orc Shaman
Same map, only Soldier4 is now dead and Cog is located at J14 now -- I'll make a new map later.
<< New MAP >>
Atreos is up!

SeanDM |

Thunder of Judgement can target multiple enemies (it does less damage, but you can hit upto three...). If you wanted to target more than one, go ahead and roll attack rolls separately for each one, then one single damage roll.
The 12 is going to be a miss, but you might hit others if you had intended it.
Also just to be sure, the Thunder of Judgement hits Fort, right?
As the otherworldly Atreos slides up to Katsuye and invokes the powers of his god, the orcs stare around them unsure who he's attacking. The Shaman lets a little chuckle go at the impotence of your gods.
Savages' attacks coming up and an updated map.

SeanDM |

The Jhorash'tar Savages both roar in your direction. You can feel the vibrations of their rage, even from 15feet away. In a blur of flesh and steel they are upon you in an instant. You now know why the people in the region fear these orc.
Savage1's turn:
(minor action - encounter power) Savage1 inspires his allies within 5 to charge you for free and they do 2points extra damage.
Savage2 (battleaxe) charge vs Katsuye 1d20 + 9 ⇒ (1) + 9 = 10 vs AC, *miss*
Shaman (quarterstaff) charge vs Rive 1d20 + 7 ⇒ (11) + 7 = 18 vs AC, *miss*
(move and standard)Savage1 then sidesteps Katsuye's threat range and steps up to attack Atreos.
Savage1 (battleaxe) vs Atreos 1d20 + 8 ⇒ (8) + 8 = 16 vs AC, for 1d10 + 7 ⇒ (5) + 7 = 12
Savage2's turn:
(move action) shift closer to Atreos.
(standard action - encounter power)Savage Strike vs Katsuye: 1d20 + 8 ⇒ (19) + 8 = 27 vs AC, for 2d12 ⇒ (6, 6) = 12 and ONGOING 5 damage (save ends).
Total damage:
Atreos: -9 (using the 3 temp)
Katsuye: -12 and ongoing
On the map, up is North --> Your destination.
Green(grass)=normal,
Blue(water)=DIFFICULT TERRIAN(each square counts as 2),
Trees create cover (if the square is completely "treed" it is impassible).
At the northern side of the map is fog, it creates concealment.
INITIATIVE (bold shows who's turn it is)
Cog - concealment (-2 to hit)
Aurr - has cover (-2 to hit)
Katsuye - ongoing 5 (se), bloodied (and near dead)
Atreos
Orc Savage 1
Orc Savage 2 - (2 shrouds)
Rive
Orc Shaman
Katsuye may need some healing.
Rive it's all you.

Katsuye |

Katsuye may need some healing.
The DM is quite right. I had 19HP but I have just taken 17 Dam. I have 2 HP with ongoing 5 and I don't get to save first. Katsuye has been dead before but I'd sure hate to waste her rebirth...Katsuye assumes that you've all been trained as she has and would continue to use hand signals to suggest that she could use some help (as if the pool of blood at her feet isn't enough signal)
Rive is still up next (I don't expect you to heal me).

Aurr, Artificier |

DM wrote:Katsuye may need some healing.The DM is quite right. I had 19HP but I have just taken 17 Dam. I have 2 HP with ongoing 5 and I don't get to save first. Katsuye has been dead before but I'd sure hate to waste her rebirth...Katsuye assumes that you've all been trained as she has and would continue to use hand signals to suggest that she could use some help (as if the pool of blood at her feet isn't enough signal)
Rive is still up next (I don't expect you to heal me).
Aurr sees Katsuye bleeding. He starts to fumble and at his pack and prepares a healign infusion if he makes it in time.
Aurr curses himself for missing. He could of helped avoid this...I have a healing infusion (minor action) to help you if I make there in time if not then I can still use my heal check to help bring you back.

SeanDM |

Aurr, since you act before Katsuye, you should be able to save her. Unless the shaman attacks her and kills her in the meantime - muahahahahaha
INITIATIVE (bold shows who's turn it is)
Cog - concealment (-2 to hit)
Aurr - has cover (-2 to hit)
Katsuye - ongoing 5 (se), bloodied (and near dead)
Atreos
Orc Savage 1
Orc Savage 2 - (2 shrouds)
Rive
Orc Shaman
Rive it's still all you.

Rive |

Rive scans the battleground, sees the blood at Katsuye's feet, notes the blows that have it and missed, sees Aurr preparing his infusion. His mouth curves in a tight smile: things are dire, a companion needs him, and it's at moments like this that he feels most alive.
Rive strikes the Orc Shaman -- if that's who is right beside him -- with his Longsword using Vicious Cobra Strike 1d20 + 8 ⇒ (11) + 8 = 19 if the 19 hits, he does 2d8 + 4 ⇒ (1, 8) + 4 = 13 and he's marked.
Rive shifts one square to the right, and uses Battleminds Demand -- Minor Action -- on Orc Savage 1. He's now marked

Rive |

Argh -- I thought I might have done that! I meant to shift to the left, not the right, square J11 -- so he's adjacent to Orc Savage 1. I'd closed the map, and was being summoned away from the computer to help with packing, and I plugged in the wrong direction. My apologies!

SeanDM |

The shaman recoils from Rive's attack attempting to fend off the serpent that he sees in his mind (Good solid Hit! I'm assuming it's against AC, but it would hit any of his defenses). He shuffles backwards, away from Rive's reach and begins to draw the spirits from the very earth, wrapping them about him in an eerie shadow. His eyes glow yellow as he summons a flash of lightning at the group.
Shaman's turn:
(move action)Shift to O11
(minor action)Call totem spirits (unlike normal Shamans that actually summon a physical spirit that occupies space, this shaman's spirit is a fog that surrounds him - it grants him a slight Damage Reduction and empowers some of his attacks.
(standard action = encounter power) Call of Elemental Power targeting I11 and hitting Katsuye, Atreos, and Rive:
Lightning strike vs Katsuye: 1d20 + 8 ⇒ (1) + 8 = 9 vs Fort, *miss*
Lightning strike vs Atreos: 1d20 + 8 ⇒ (9) + 8 = 17 vs Fort, hit: 1d8 + 5 ⇒ (7) + 5 = 12 lightning damage AND you suffer a -2 penalty to attack rolls TEOSNT (till end of shaman's next turn)
Lightning strike vs Rive: 1d20 + 8 ⇒ (6) + 8 = 14 vs Fort, *miss*
<<TOP OF THE INITIATIVE ORDER>>
Aurr is so distracted by trying to save Katsuye that he completely misses the small goblin sneaking up to flank him. The goblin is a darker coloration than most of his race, and all you see before he sinks his blade into you is his beedy red eyes and huge toothy smile... The goblin has been stealthed this entire combat, his roll was a 19 putting him above everyone's passive perceptions - because he was stealthed his first attack gets combat advantage.
Goblin Cutter's turn:
(move action) shifts 3 squares from behind the trees and surprises Aurr.
(standard action)Kidney Strike on Aurr (w/ combat adv.): 1d20 + 6 + 2 ⇒ (19) + 6 + 2 = 27 vs AC, for 1d6 + 5 + 1d6 ⇒ (6) + 5 + (6) = 17
He then shifts for free to be directly to the south of Aurr.
EDIT Oh man! that goblin really has it in for Aurr, that's max damage on his attack <eek!>
Total damage:
Atreos: -12
Aurr: -14 (after using the 3 temp hp)
I've added oragne dots to the marked enemies, and indicated it in the initiative too
On the map, up is North --> Your destination.
Green(grass)=normal,
Blue(water)=DIFFICULT TERRIAN(each square counts as 2),
Trees create cover (if the square is completely "treed" it is impassible).
At the northern side of the map is fog, it creates concealment.
Orangish Dots indicate marked by Rive.
INITIATIVE (bold shows who's turn it is)
Goblin Cutter 1
Cog - concealment (-2 to hit)
Aurr - has cover (-2 to hit), bloodied
Katsuye - ongoing 5 (se), bloodied (and near dead)
Atreos - bloodied (and near dead), -2 to hit TEOSNT
Orc Savage 1 - Marked by Rive
Orc Savage 2 - (2 shrouds)
Rive
Orc Shaman - Marked by Rive
Cog, you're up!
Aurr, can't save everyone, remember things you can do:
Standard Action = use second wind (you gain a healing surge and get a +2 to def)
Use Action Point = it gives you another action which can be used to take your second wind... hint, hint.

Cog |

Cog moves in an L shape manner moving 3 squares to H15 using Shadow Step and gaining concealment until the end of his next turn
*Cog uses Warlock's Curse as a minor action on Orc Savage 2, lasting until the end of the encounter giving Cog and extra 1d6 damage on all hits*
*Cog uses Dreadful Word on Orc Savage 2, and curses when it doesn't take effect*
1d20 + 4 ⇒ (3) + 4 = 7

SeanDM |

Cog whispers a dark word of power towards the orc savage, but the orc is too consumed in his bloodlust to care.
Cog, you'll have to move one more square -- you've got to be 3 squares away from where you started, rather than actually moving along three squares (not sure if that statement makes sense, grr). G15 would be a fin spot, if you like.
INITIATIVE (bold shows who's turn it is)
Goblin Cutter 1
Cog - concealment (-2 to hit)
Aurr - has cover (-2 to hit), bloodied
Katsuye - ongoing 5 (se), bloodied (and near dead)
Atreos - bloodied (and near dead), -2 to hit TEOSNT
Orc Savage 1 - Marked by Rive
Orc Savage 2 - (2 shrouds, cursed)
Rive
Orc Shaman - Marked by Rive
Aurr, you're up.
Map hasn't really changed, Cog has moved to somewhere near the pond (G15ish)

Aurr, Artificier |

Aurr recoils from the Goblin's backstab swallows some of his own blood. Steps back a little. His thoughts goes to his companions and prepares one of his healing infusions for Katsuye.
A small mechanical mosquito takes flight and stings Katsuye injecting her with healing energy.
I use my minor action for a healing Infusion for Katsuye.She is withint a burst of 5. She reagains her healing surge value +2 (6 + 2 = 8)
Aurr directs his attention to his own wounds...
"I shall not let my companions fall!"
I use my heal check to see if anyone else needs healing
1d20 + 7 ⇒ (1) + 7 = 8
Aurr looks at Atreos and sees him bleeding sunlight or something and thinks that is probably normal!
Aurr uses his second wind and I regain 6 hit points and + 2 AC
Current HP: 12 + 6(healing surge) = 18 (no longer bloodied)
I shift 1 space to L 13. I know it doesn't change much for now.
And I use an action point for a standard action.
I infuse Atreos with with Thundering Armor which grants him a + 1 AC until the end of my turn. And I make an attack on Orce savage 2
1d20 + 4 ⇒ (12) + 4 = 16 VS Fortidue if this attacks hits I shift him to G 11]
Damage :1d8 + 4 ⇒ (5) + 4 = 9
Aurr gets ready his second healing mosquito for one of his companions or maybe for himself...

SeanDM |

A thunderous force radiates from Aurr and wrapps around Atreos shielding him from harm, a moment of silence passes, and then the crack of thunder slams in to the nearby Savage sending him lurching backwards (You just barely hit his Fort -- 16 was the magic number!).
Aurr, don't worry about the Heal Checks for your allies - we'll say you can tell when someone needs healing and when they don't. Here's where I think the group is at after your healing (everyone want to double check):
ATREOS: 3/24
AURR: 18/26
COG: 26(+3)/26
KATSUYE: 10/24
RIVE: 31/33
You'll have to move one more square -- you've got to be 3 squares away from where you started. So count from your starting point to your ending point, rather than counting the squares you physically moved over (if you move 6 squares in a circle and end up back where you started, you've moved 0 squares away, even though you stepped on 6 different map points) I put you at G15, but if you want to be in a different spot, that's cool too.
INITIATIVE (bold shows who's turn it is)
Goblin Cutter 1
Cog - concealment (-2 to hit)
Aurr - 2nd wind (+2 all def)
Katsuye - ongoing 5 (se), bloodied
Atreos - bloodied (near dead), -2 to hit TEOSNT, +1 AC (till end of Aurr's next turn)
Orc Savage 1 - Marked by Rive
Orc Savage 2 - (2 shrouds, cursed)
Rive
Orc Shaman - Marked by Rive
Katsuye, you're up (and currently alive, yeah!) - don't forget you'll take 5 ongoing at the start of your turn, and then you'll get to save against it at the end
NEW MAP LINK

Katsuye |

I feel both better from the sting and yet another gush of blood follows it (ongoing 5). I wipe my bloody hands on my leathers, getting a better grip and turn my attention to Orc Savage 2 (seeing Orc Savage 1 looking compelled to fight Rive)..
I target Orc Savage 2 with another Assassin's Shroud (making it 3) and move in for a strike
Shadow Storm on Orc Savage 2 (plus I am using my shrouds)
1d20 + 6 ⇒ (19) + 6 = 25vs. AC
Sean, is that okay? Shadow Storm is an attack that does more damage when enemies are adjacent to each other. I know that Orc S2 is not adjacent to anyone but my AB is better than a standard attack and I didn't want to take any chances this time. I am going to continue with damage, but I will replay if you think it is hinky.
I smile as the blade sinks into his side. The darkness that seemed to hover around him intensifies and then draws to my blade, seeping into the wound
Damage
1d8 + 4 + 3 ⇒ (3) + 4 + 3 = 10
1d6 ⇒ 1
1d6 ⇒ 1
1d6 ⇒ 2
OR
3d6 ⇒ (2, 4, 3) = 9
that is attack damage +3 CHA bonus for not having anyone near him and then the 3 individual craptastic shrouds which now have dissapated. I wasn't sure if I was supposed to roll together or apart. Let me know and that is how I will do it going forward.
Saving throw
1d20 ⇒ 13 Yes!
Although I look a bloody mess, I straighten and then settle back into my familiar fighting stance shifting to H9.
Sean, if I get into trouble can I use my ability Unnatural Vitality to take my Second Wind? I can't remember if 2nd Wind is a standard action.

SeanDM |

@Katsuye: using a power that gets better when certain conditions are met doesn't prevent you from using it when those conditions are not present... only if it said - it HAD to have other enemies adjacent would you be restricted (not sure any power says that). This is pretty common with powers, to get better when you use them in a certain way... but you can still use them no matter what.
Short-answers:
... as I write this I realize how complex this power can get, lol...
Let's say on the orc's turn he kills you (drops you to -8).
Normally you would be unconscious immediately and only be able to roll death saves on your turn.
Death Save: 1d20, 1-9 you fail, 10-19 you "tie", 20 you get to spend a healing surge and you're conscious. If you get 3 fails (1-9) at any point before becoming conscious, you die-die.
With UV:
On the orc's turn he kills you, you decide to stay conscious. On your turn you get a standard action (taking your second wind is a good idea, or drinking a potion, or maybe make a final stab at him... whatever).
If you heal during your turn (second wind, potion), you're fine, no save necessary -- you're back to normal (in fact, I would rule that if you use your standard UV action to heal, you would no longer be dying and then be able to take the rest of your turn: move and minor actions).
If you don't heal on your turn (you decide to use your action to attack something -- much like the soldier orcs did), you get your attack and then at the end of your turn you have to make your first death save. Unless the save is a 20 (which grants you healing), you will fall unconscious and you are back to what a normal person has to do when dying. You fall unconscious whether you "tie" or fail that death save. If you get a 20 on the death save, then you spend a healing surge and are now conscious -- BUT you wouldn't get the rest of your turn, b/c your turn ends when you make a save.
Final Note: no matter how the healing occurs, if you were at -8, and then get to spend a surge, you first go automatically to zero, then get your surge value added to that.
PS... I also appreciate that you explained where some of your bonuses were coming from (the +3 for not having anyone near him).
Katsuye has a solid hit. It might be enough to bloodie Savage2... I'll check when I get home, and update the map.
Atreos! You're up. Don't forget you have a -2 to attack this turn. You also might want to shift back before making a ranged attack spell, otherwise the Savage may decide to clobber you.
Atreos, when you make your die roll, you can type: (dice)1d20 + 6 - 2(/dice) and it will calculate your attack with the -2 penalty.

SeanDM |

Oh! Katsuye (or anyone else with extra dice of damage, like Cog) I forgot to mention, you can also add the dice into your damage calculation:
"Dagame: (dice)1d8 + 3d6 + 4 + 3(/dice)" and it will do it all in one line of code... so it looks like:
Dagame: 1d8 + 3d6 + 4 + 3 ⇒ (4) + (2, 2, 5) + 4 + 3 = 20

SeanDM |

Katsuye focuses on the shadows she has been gathering around the Jhorash'tar Savage. The darkness speaks to her and guides her strike, leaving a large gash through the orc.
Savage2 is now bloodied! (but all shrouds are now spent, he remains cursed)
Map is the same, Katsuye has moved to H9 --- she is now flanking Savage1 (the marked one) with Rive.
Atreos, you're up

SeanDM |

@Atreos: Using your second wind is a good idea. Turn:
(move) Shift backwards (though, I think you mean I12, rather than I9 -- I9 would put you right between the two Savages, I12 would move you away)
(standard) Use Second Wind.
You'll get your 6hp back, and all your Defenses will be +2 (on top of the +1 AC Aurr gave you for the turn).

SeanDM |

The two Savages have a 5 square aura that grants +2 damage vs bloodied players. The aura's don't stack, but it effectively means that from where the orcs and goblins are all standing all enemies do an extra +2 damage vs bloodied players.
The Savage's smell the blood pooling on the ground, theirs, yours, it doesn't matter. The scent sends them into a frenzied berserk, their actions blinded to everything but spilling more blood. One of the Jhorash'tar savages concentrates on Rive, while the other stalks after Katsuye (intelligently avoiding her threatening range). Both swing their axes in brutal strikes. Rive easily avoids his attacker, while Katsuye's armor just barely saves her from a killing blow.
Savage1:
(Standard - encounter power) Savage Strike vs Rive: 1d20 + 8 ⇒ (2) + 8 = 10 vs AC, *miss* (a miss on his encounter power! you're lucky :P hahaha)
He skips the rest of his actions to provide a flanking bonus to his fellow savage.
Savage2:
(move) Savage2 moves 6 squares around the cluster of trees to get into a flanking position on Katsuye.
(standard) Basic Melee vs Katsuye: 1d20 + 8 ⇒ (8) + 8 = 16 vs AC, *miss*
Total damage: zero - two misses
I've added colored dots to give conditions to the enemies, see Map Info for colors
On the map, up is North --> Your destination.
Green(grass)=normal,
Blue(water)=DIFFICULT TERRIAN(each square counts as 2),
Trees create cover (if the square is completely "treed" it is impassible).
At the northern side of the map is fog, it creates concealment.
Orangish Dots indicate marked by Rive.
Red Dots indicate bloodied enemies (bloodied players are NOT indicated)
INITIATIVE (bold shows who's turn it is)
Goblin Cutter1
Cog - concealment (-2 to hit)
Aurr - 2nd wind (+2 all def)
Katsuye - bloodied
Atreos - bloodied, -2 to hit TEOSNT, +1 AC (till end of Aurr's next turn) 2nd wind (+2 all def)
Orc Savage 1 - Marked by Rive
Orc Savage 2 - (cursed), bloodied!
Rive
Orc Shaman - Marked by Rive
Rive, you're up!
I must've accidentally picked up Scott's dice... those were some bad rolls for the orcs - good for you, sure. But yikes, those were ugly rolls, lol