Crunch:
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Valandil hits and bloodies Q3
I: Moves into view and then back out of view behind the cave wall closer to Dawn.
It is now Dawn's Turn. I forgot to remove T2 from the map, it is dead.
Initiave :
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Round : 7
T: 18
Q: 24
Draziw: 22
W: 22
D: 20
S: 18
Kourni: 13 DELAY
Valandil: 7
I: 6
Dawn: 17 <-----------Active Player
Crane: 5
Thyrn: 3
Monsters status :
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(E4) – Q1 : DEAD
(K6)—D1: DEAD
(M13)—S1: DEAD
(H6)—T1:DEAD
(B17)—T2:DEAD
(L6)—T3:DEAD
(L9)—T4:DEAD
(I6)—T5: DEAD
(L5)—T6:DEAD
(K5)—T7:DEAD
(J4)—T8:DEAD
(D0)—T9:DEAD
(L7)—T10:DEAD
(D20)—T11:DEAD
(C15)—T12:DEAD
(--)—T13:
(B18)—T14:DEAD
(D17)—T15:
(--)—T16:
(C17)—T17:
(--)—T18:
(--)—T19:
(--)—T20:
(G16)–Q2: BLOODIED
(B16)–Q3:
(A15)–Q4:DEAD
(B18)-D2:
(G17)-D3:
(F19)-W:
(--)-I:
Players Status
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(B10) Thyrn : 30/30, TEMP HP: 0, Healing surges : 8/10, AP: 0 DR5 (Valandil)
(B8) Valandil Seralonde : 18/23, TEMP HP: 0, Healing surges : 5/5, AP: 0 DR5 (Valandil)
(C14) Draziw : 14/22, TEMP HP: 0, Healing Surges : 4/7, AP: 0 DR5 (Valandil)
(I5) Kourni Mistcaller: 24/30, TEMP HP:0, Healing surges:11/11, AP:1 DR5 (Valandil), DR2 (Kourni)
(D11) Weeping Crane: 8/27, TEMP HP:0, Healing surges: 7/10, AP:0, BLOODIED, +2 to all Def (Total Defense)
(A18) Dawn Sunstorm: 22/31, TEMP HP:0, Healing surges: 12/13, AP:1 DR5 (Valandil), +2 to all Def (Total Defense)
Combat Map :
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Combat Map
Illumination: Bright Light
Trees: Do not hamper movement but do provide cover
River: Does not hamper movement except for squares that also contain rocks which are difficult terrain
Waterfall: The 5 squares between the rocky outcroppings are difficult terrain
Sacred Circle: Unknown