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Lryhla attempts to attack Beastman #3, but the creature is able to block the attack.
Thorgrim musters all his strength, raises his weapon overhead and brings it crashing down on Beastman #3's head, killing it instantly!
Sirena moves to M-5 and shoots an arrow at Beastman #5 1d20 + 6 ⇒ (16) + 6 = 22 and the shaft buries itself in the creature causing 1d8 + 1 ⇒ (6) + 1 = 7 seven points of damage!
Nastrod and Imowen, make Will Saves please; Argyros take your turn, if you are still with us.
              
                
                
                   
                
                
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The spell was successfully cast on Nastrod, and he feels his mind clouding, leaving him dazed and unable to perform any actions for one round.
Start of Round 6 What a battle!
Initiative Order:
1. Imowen 
2. Celif and Fener 
3. Beastmen and Marsh Lady 
4. Nastrod, Flug, Sirena, Gezzo, Argyros and Thorgrim
Imowen stands motionless, shaking her head, her mind clouded by the spell.
The cloud of smoke at the west end of the room dissipates...
The map is updated. Celif and Fener are up.
| Cеlif | 
In an attempt to keep the momentum going, Celif takes a shot at a vicious war cry (failing pretty miserably) and then takes another shot at Beastman #2.
Attack: 1d20 + 2 + 1 ⇒ (6) + 2 + 1 = 9
Damage: 1d6 ⇒ 4
Also failing pretty miserably, apparently. The bugbear coming into view again must have distracted her...
Hoping for a future flanking opportunity with Rudy, she takes a five foot step to G3 and prepares herself for the expected counterattack.
Edit: Well that was an idiot move; she could've had the flank by staying where she was with a five-foot step to E2 by Rudy. Chalk it up to her not being adept at fighting. Or... oh, OH, still wanting to get to Thorgrim for healing purposes! Yeah, yeah, that's the ticket... Morgan Fairchild...
| Cеlif | 
No no, Rudy moving from F1 to E2 with Celif staying where she was. Five foot step with no AoO generated, and the Beastman then flanked east-west.
| Cеlif | 
Yes, that's correct. I was only musing that said move would have put the two of us in a flanking configuration had Celif stayed put... and I think Rudy's natural instincts might well have guided him there. But Celif threw that possibility away by moving. C'est la vie!
              
                
                
                   
                
                
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Fener is on travel, so we shall direct his character this round.
Fener moves to M-9, his magically enhanced quarterstaff glowing fiercely! He attacks Beastman #5 1d20 + 5 + 1 + 1 ⇒ (2) + 5 + 1 + 1 = 9 and 1d20 + 5 + 1 + 1 ⇒ (18) + 5 + 1 + 1 = 25 and manages to bash the monster, killing it! It had 1 HP left.
Rudy snarls and bites at Beastman #2 1d20 + 6 ⇒ (8) + 6 = 14, but the creature manages to block the attack!
              
                
                
                   
                
                
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Lady's Voice: Children, look within!
Beastman #1 covers his eyes with his hands.
Beastman #2 takes a 5-foot step to E-3 and covers his eyes with his hands.
The burning cauldron at L-10 erupts in a flashing, fiery, momentary burst of glowing, colored aerial lights that fill the room!
Everyone make a Will Save before we proceed onward...
| Cеlif | 
Will Save: 1d20 + 5 ⇒ (9) + 5 = 14 (add +2 if enchantment or +3 if fear effect)
Sigh... not even a double digit roll...
| Flug Managarm | 
Eep. Add another +2 if it's enchantment. Though I'm in the cloud, looking in an indeterminate direction, and can't really see.
Will: 1d20 + 3 ⇒ (9) + 3 = 12
              
                
                
                   
                
                
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1d4 + 1 ⇒ (2) + 1 = 3
Sirena Will Save: 1d20 + 2 ⇒ (14) + 2 = 16
The blast of intense lights flashes across the room! For the next three rounds, Imowen and Thorgrim are BLINDED!
Fener and Nastrod, make Will saves before proceeding.
Turns by Nastrod, Flug, Sirena, Gezzo, Argyros and Thorgrim will complete this round.
| Gezzo Wrathforge | 
Witch! Your abominations have nearly been dispatched, you are surrounded and your doom is certain. Stop this madness and give yourself up to the Brotherhood!
Gezzo yells as he moves onto the beastman standing in front of him.
Move to K9 and attack B1.
Attack: 1d20 + 5 ⇒ (15) + 5 = 20
Damage: 1d10 + 4 ⇒ (10) + 4 = 14
Lyrhla's Attack: 1d20 + 2 ⇒ (7) + 2 = 9
Damage: 1d6 + 1 ⇒ (3) + 1 = 4
Trip: 1d20 + 2 ⇒ (9) + 2 = 11
              
                
                
                   
                
                
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Gezzo and Lyrhla move adjacent to Beastman #1. Lyrhla's attempt to snap and bite the foe fails, but Gezzo swings his weapon mightily and strikes the enemy for 14 points of damage!
Thorgrim is unable to see, and he takes a defensive stance.
Sirena moves to K-6, nocks another arrow and let's it fly at Beastman #1 1d20 + 6 ⇒ (7) + 6 = 13, but the arrow flies too high and misses!
Nastrod and Argyros, take your turns to end this round.
The map is updated.
              
                
                
                   
                
                
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Start of Round 7!
Initiative Order:
1. Imowen 
2. Celif and Fener 
3. Beastmen and Marsh Lady 
4. Nastrod, Flug, Sirena, Gezzo, Argyros and Thorgrim
Imowen is blinded and unable to see what is occurring around her...
Imowen, Celif and Fener, your turns. Nastrod, if you were going to perform more actions, do so now.
| Cеlif | 
Her opponent no longer an immediate threat, Celif refocuses on the original plan and moves to H6.
Noting Thorgrim seems intently focused on something, as she nears him she says, "I'm just behind you, Thorgrim. Healing touch coming."
Cure Light Wounds->Thorgrim: 1d8 + 2 ⇒ (7) + 2 = 9
Edit: Har! Yeah, where do I find me more of them d20 CLWs... corrected to d8, d'oh!
              
                
                
                   
                
                
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Fener is on travel, so we shall direct his character this round.
Fener moves to K-8, his magically enhanced quarterstaff continuing to shine! He attacks Beastman #1 1d20 + 5 + 1 + 1 ⇒ (1) + 5 + 1 + 1 = 8 (natural 1 miss) and 1d20 + 5 + 1 + 1 ⇒ (20) + 5 + 1 + 1 = 27 (possible critical hit) 1d20 + 5 + 1 + 1 ⇒ (11) + 5 + 1 + 1 = 18 - (just missed a crit) and smacks the creature 2d6 + 1 ⇒ (1, 3) + 1 = 5 for 5 points of damage! The creature's eyes roll back, and it falls dead!
Rudy moves to F-2, growling and snapping at Beastman #2 1d20 + 6 ⇒ (11) + 6 = 17 , but the creature manages to block the attack!
| Gezzo Wrathforge | 
Your forces have abandoned you! Your vileness has failed! Call off your creature and step out from the shadows! If you give yourself over and beg for mercy, your cooperation will be noted when you are brought to justice!
Gezzo barks into the room pointing his greatsword at the bugbear near Sirena; his forceful but higher-pitched voice echoing off the walls. Lryhla begins stalking slowly around the room, giving the bugbear a wide berth and sniffing intently along the floor.
Move to the other side of the room by going forward, staying out of the rubble and passing by Thorigrim, across the room through the rows, then hooking back around to K3 to face the bug bear. Lryhla uses scent to try to track an unidentified human, Gezzo tries to Intimidate to influence an attitude to get the witch to reveal herself while he looks for her and examines the bugbear.
Intimidate: 1d20 + 5 ⇒ (1) + 5 = 6
Perception(Gezzo): 1d20 + 15 ⇒ (14) + 15 = 29 +2 if there is an Illusion spell. 
Perception(Lryhla): 1d20 + 3 ⇒ (1) + 3 = 4
Wow, double 1s....
              
                
                
                   
                
                
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Beastman #2 drops his club and shield, and backs off 5 feet from Rudy
              
                
                
                   
                
                
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Combat has ceased, but the situation is still hostile. Initiative order is suspended. You can post in any order, but continue actions and movement in turn-based fashion. The map will continue to be updated periodically. The blindness and dazed effects wear off quickly...
| Gezzo Wrathforge | 
There in the hallway! Do not move, witch! Quick, Lryhla!
Gezzo spurs Lryhla forward at the moving torch, hoping the bugbear will ignore him.
He would easily make it in one move action, but since combat is over, not sure if you want me to roll something?