Virro: (7) Waiting at, not guarding the door you are fully ready to let the Orc hear the power of your voice. Unfortunately for you (and no matter how well you roll) the Orc can't hear your voice yet.
Evard: (8) You move into position and continue to admire Keegra's muscles, Readying up to attack the Orc you are fully prepared to leap into action (+1 Cir next round)
Uriel: (5) You find a piece of armour that certainly makes you look good, even if it isn't as well armoured as perhaps you'd like it to be. Gained Leather Armour(+1)
Keegra: (9) You brace yourself and manage to hold the door closed, ready to push back against any attempt to open it. When the time is right you manage to pull the door open and send Orc 2 sprawling on the floor (-2 Cir), in a position almost anyone could take advantage of.
Xiv'riit: (2) Still tired from your earlier battle you try to heal Keegra as best you can. However you manage to muddle your actions up, kicking the sword (rather hard) at Keegra and trying to heal Virro's new Orc Bodyguard instead. Given Keegra's tendency to not wear anything armoured, and your own bad luck, it perhaps should not be surprising that the sword manages to hit Keegra in the ankle, causing an injury (-3 Inj 2 Turns Remaining). Your attempts to heal the Orc Bodyguard don't succeed either and instead you (somehow) manage to transfer the damage done to your body (that has not been healed) to the Orc Bodyguard in return for the damage done to him (Xiv'riit -7 Health, Orc Bodyguard +7 Health)
Kali: (8) Like the Tako on the other side of the door you are fully ready for the Orc that is trying to get in (and will probably continue to try until Keegra gives in). Conscious of the proximity of your allies you have chosen to use a normal shot from your sling. (+1 Cir next round)
Yeleni: Still in shock you don't move a muscle.
Orc Bodyguard: (10) Thanking the Shardmind who partially healed him, the Orc Bodyguard picks up the sword now near Keegra's bloody ankle, licking the blood from it, the Orc seems to be slightly healthier strangely. (+4 Health)
Orc 2: (8 - 2Cir -4 Inj = 2) When Keegra unexpectedly opened the door Orc 2 flew through and accidentally landed on its Mace, Damaging itself and causing it to lose 9 Health. In landing on its own Mace it also manages to break the weapon so completely it cannot be used again. In addition to this, the fall also injures the Orc, causing it to suffer from a bad injury (-2 Inj, 3 Turns Remaining).
Room 4: (4) Whatever occupies Room 4 continues to try and beat down the door between it and the corridor to no avail.
Characters:
Virro: Weapons - Shortbow(+2) Quiver(38 Arrows), Armour - , Other - (+1 Cir when guarding a door or doorway), Orc Bodyguard (You control what your Orc Bodyguard does each round), Health 26/26
Evard: Weapons - Dagger(+2), Dagger(+1), Armour - Studded Leather Armour(+4, Invisibility), Other - Invisibility (Can turn invisible for one round (counts as a passive action), Cannot be noticed or attacked by enemies whilst invisible, +1 Circumstance when attacking whilst invisible. Invisibility can be activated once every 4 Rounds (Rounds Remaining 1)), (+1 Cir next round). Health 23/23
Uriel: Weapons - Mace(+1), Armour - Leather Armour(+1), Other - , Health 29/29
Keegra: Weapons - , Armour - , Other - Ring of Thur ('Rub thrice and drop it' and a mysterious stranger may arrive to help you for a turn, One use only), Bloody Ankle (-3 Inj 2 Turns Remaining), Health 18/22
Xiv'riit: Weapons – Spork(+3), Armour - , Other - , Ring of Thur ('Rub thrice and drop it' and a mysterious stranger may arrive to help you for a turn, One use only), Health 13/28
Kali: Weapons - Deer Shot(+3, Deer Fling), Armour - Leather Armour(+1), Other - Deer Fling (Once per room, you may fling a Deer instead of a stone at an enemy. This does +1D8 damage, and the difference between the offence and defence scores (either way) is taken as damage by the Deer. If it survives this it stays around as a permanent companion following your orders), (+1 Cir next round), Health 12/12
Yeleni: Weapons - Quarterstaff(+2), Armour - , Other - , Health 26/26
Orc Bodyguard: Weapons - Longsword(+1), Armour - Studded Leather Armour(+3), Other- , Health 24/26
Orc 2: Weapons - , Armour - Leather Armour (Light +2), Other- Concussion (-4Inj 2 turns remaining), Bad Fall (-2 Inj, 3 Turns Remaining) Health 7/16