The chaos of the riot is all around you, but slowly, the disciple of the guards starts prevaling. Crowd members start dropping like flies as the guards cut down 5 of them. Their leader is clearly versed into the Way and you see the atmosphere distort itself around him, slowing both Luusi and Zaffa. He moves forward shouting at the guard "Forget the crowd, it's Turloff and those five we need!". Then his eyes lock with Zaffa's, and she realizes she can't get away. A mental construct of a giant scorpio appear in her mind, she puts up a good defense with a castle entirely made of obsidian, but the scopio manages to tear down its wallsand access the core of her mind... Then she becomes a spectator, as she feels rather than sees her opponent taking control of her body. Meanwhile, Nakir glares at the crowd around him "Nakir is NOT anyone's spy! But yessss, Nakir like to eat humans. They even taste better when still alive ans screaming! Come over here"he adds displaying a wicked smile revealing his sharpened teeth. Spirits of the dead form around him, as the air around Nakir darkens. The crowd around him recoils in disgust and fear, now convinced that attacking the Shaman was a bad idea. Nakir then invokes his spirit companion next to Zaffa while sending healing spirits to protect Luusi.
Guard 5 attacks Zaffa with Powerful Strike, Miss! Guard 6 kills 1 mob Guard 7 & 8 kill 2 mobs each Guard 9 moves to J14, Hits Luusi with Halberdfor 8 Damage. Mark.
Overseer uses Do My BiddingOn Zaffa. Targets 1 slowed creature within 2. 20 vs Will+2 (barely) hits, for 15 Damage and Zaffa is Dominated UEONT.
NPC'ing Nakir, because HArn is out of touch for 1 week.
Nakir's turn: Standard:Intimidate on Crowd: 17 vs DC 16 and the crowd turns neutral Minor:Spirit Companion in K19 Minor: Healing Spirit on Luusi, she spends 1 surge to get back to 14hp and Zaffa gets 1d6=5 hp for being next to Spirit Companion Mental Mire: Please note the Overseer has an Aura 2. If you start your turn within the aura, you are slowed until the start of your next turn
OOC: Precision for Azimuth and others who will play next: 1) You can move through friendly crowd spaces at the noarmal cost (difficult terrain) 2) Guards engaged with the crowd cannot do OAs 3) Now that Turloff is almost safe, the goal is to get out of the map ASAP... OR turn the entire crowd to your cause to get the baddies to fall back...
Crowd Effect: The whole map is treated as difficult terrain. Wagon: DC14 to climb or end your movement there. Fighting from there you get CA. You get -2 to Bluff checks to hide Arcane use though.
Turloff has a red square around him The two white tokens are veteran guards The single token is the leader of the guards The 9 others are regular guards The yellow tokens with a sort of afro are the crowd
Crowd (minion): HP: 1 AC: 15 Fort/Ref/Will: 15/13/13 Trait: A crowd member gains a +2 power bonus to all defenses while at least two other crowd members are within 2 squares of it. Club: At-Will, +7 vs AC, Hit: 5 Damage
Goal: Exit through the southern part of the map with Turloff Pulling Turloff: To again control of Turloff, you must stand next to Turloff at some point during your movement. Then, as a minor action you must roll an opposed Athletics check vs +5 Success: You have Turloff grab and he moves with you (you must put him in an adjacent cell at the end of your turn) Failure by less than 5: You grab him but the opponent hangs on Failure by 5 or more: You fail to grab him (and opponent can move him freely during their turn) Packed like sardines: Treat the entire map as difficult terrain to reflect the fact that it's packed with the crowd Crowd Squares: You cannot move through crowd squares, but you can push a crowd to a contiguous empty space using a minor and rolling Athletics DC14 at any point during your movement Defiling in public: After you used an Arcane Power, roll a bluff check as a minor action, to try to hide your spell casting with DC12. Roll with a -2 if the spell includes visible AoE effects. In case of failure, the nearest crowd will turn hostile and charge as an immediate reaction. Aoe Powers (from all sources): Upon using any AoE power (burst, blast, wall), roll 1d6. On a roll of 1 you killed an innocent victim and the nearest crowd will turn hostile and charge as an immediate reaction. POWER: Crowd Control (Standard Action):Target: one crowd pack of 5 with at least 1 member within 5 squares of you Roll: Streetwise, Diplomacy or Intimidate DC16 check Effect: the crowd turns friendly and moves up to three squares to attack the nearest opponent. Crowd Behavior: The crowd operates in 10 packs of 5 (numbered on the map) Packs can have the following 3 statuses: Friendly, i.e. attacking mercenaries Neutral Hostile, i.e. attacking PCs During crowd’s turn: I will roll 1d6 per group that has a neutral status 1: becomes hostile 2-4: neutral 5-6: attacks nearest mercenary End of Round: moral check on each crowd involved in a fight. I will count hits landed by the crowd minus crowd deaths. If the crowd loses by 2 or more, it flees. It shifts two squares away and becomes neutral If the crowd wins by 2 or more, it inflicts an extra 5 damage to its opponent Overwhelmed by crowd: guards engaged in a fight with the crowd are too busy to be able to do OAs.
Zaffa grunts ferociously as the scorpion construct busts through the gates of the castle that she somehow feels she must protect. She throws herself at it and beats wildly at its carapace, but every hammer blow just seems to make the strange creature stronger, as if she's forging it into a weapon against herself.
The scorpion pins Zaffa despite her brute strength and growing anger. She dodges its stinger's stabs and screams in fury, trying to choke the creature that she knows full well doesn't breathe in the first place. Finally, the scorpion strikes true, and Zaffa's vision fades to darkness when the stinger comes flying for her face.
Zaffa returns to her senses. What in the sand-blasted hells...? She looks to the mercenary leader. Think ye c'n put me in some fantasy world with a scorpion made a' invulnerability an' 'at's all it takes t' take me down?
She starts to rush toward him and wallop him a good one -- or tries. And nothing happens. I... oh. Having realized what the strange vision represented, Zaffa begins freaking out inside her shell of a body. Not in control a' my body! Usu'lly takes a lot more rancid kank mead for 'is t' happen! Bad times!
From his vantage all Azimuth can see are feet surrounding him. He feels as if he were about to be crushed by a giant millipede. He reaches out desperately for a hand and some faceless member of the crowd pulls him to his feet. Heedless of the danger from the guard harrying him he flees through the crowd but the going is slow.
Move: stand Move: I'm having trouble telling if the crowd directly below me is friendly. If so, move through friendly crowd to P,14. If not I'll try to get to M,11.
Az moves out of trouble, past the crowd. He leaves his guard down for a brief moment, and the guards nearby swing their halberds at him, one finding his target. Nearby, the mayhem around Luusi you intensifies. On one side, more crowd members charge a guard already in trouble and club him. Seeing this, a Veteran guard nearby comes to help him and cuts down a young elf, killing him in a big spray of blood. On the other side of Luusi, a guard defeats his opponents, who run away from him, disheartened. The second Veteran Guard attacks Luusi and hits her with his long sword. Luusi is surrounded by opponents and in serious trouble it seems.
Az can move to P14 as the two crowds were indeed friendly.
The movement triggers two OA from guard 1 and 2 in L14 and L15. Guard 2 hits for 9 damage absorbed by THP and is marked. Crowd 6 and 10 remain neutral Crowd 9 turns friendly, charges guard 3 in H15 and does 3 attacks, 2 hits for 10 damage. Crowd 7 already acted. Crowd 8 keeps attacking guard3 who is hit of 5 damage and bloodied.
End of round crowd morale: Crowd 8&9 overwhelm Guard 3 and inflict another wound for 5 damage. Crowd 7 is defeated by guard 7, shifts 2 sqaures away and turns neutral. Guard 7 is no longer engaged with crowd
Veteran 1's turn: Standard: Longsword on Luusi, hit for 5 damage absorbed by THP and marked.
Veteran 2's turn: Move: to I17 Standard: Longsword on crowd 9, kills.
Luusi will not longer be slowed at the start of her turn
@Klock: to "drop off" Turloff, you only need to move 1 square down, and then move back up two squares... you can drop him off during your movement and roleplay him thanking you and promising to reward you (but he leaves quickly as the coward that he is).
Once Iandak does that, your mission here will be complete, the group just needs to get out alive. There are two ways to do this: turn all the crowd friendly and the guards will back off, or get out of the map anywhere: ** Line U ** Column 25 ** Line A ... i.e. [A13:A19] ** Column 2 ... i.e. [E2:F2] and [O2:Q2]
Mental Mire: Please note the Overseer has an Aura 2. If you start your turn within the aura, you are slowed until the start of your next turn
Crowd Effect: The whole map is treated as difficult terrain. Wagon: DC14 to climb or end your movement there. Fighting from there you get CA. You get -2 to Bluff checks to hide Arcane use though.
Turloff has a red square around him The two white tokens are veteran guards The single token is the leader of the guards The 9 others are regular guards The yellow tokens with a sort of afro are the crowd
Crowd (minion): HP: 1 AC: 15 Fort/Ref/Will: 15/13/13 Trait: A crowd member gains a +2 power bonus to all defenses while at least two other crowd members are within 2 squares of it. Club: At-Will, +7 vs AC, Hit: 5 Damage
Goal: Exit through the southern part of the map with Turloff Pulling Turloff: To again control of Turloff, you must stand next to Turloff at some point during your movement. Then, as a minor action you must roll an opposed Athletics check vs +5 Success: You have Turloff grab and he moves with you (you must put him in an adjacent cell at the end of your turn) Failure by less than 5: You grab him but the opponent hangs on Failure by 5 or more: You fail to grab him (and opponent can move him freely during their turn) Packed like sardines: Treat the entire map as difficult terrain to reflect the fact that it's packed with the crowd Crowd Squares: You cannot move through crowd squares, but you can push a crowd to a contiguous empty space using a minor and rolling Athletics DC14 at any point during your movement Defiling in public: After you used an Arcane Power, roll a bluff check as a minor action, to try to hide your spell casting with DC12. Roll with a -2 if the spell includes visible AoE effects. In case of failure, the nearest crowd will turn hostile and charge as an immediate reaction. Aoe Powers (from all sources): Upon using any AoE power (burst, blast, wall), roll 1d6. On a roll of 1 you killed an innocent victim and the nearest crowd will turn hostile and charge as an immediate reaction. POWER: Crowd Control (Standard Action):Target: one crowd pack of 5 with at least 1 member within 5 squares of you Roll: Streetwise, Diplomacy or Intimidate DC16 check Effect: the crowd turns friendly and moves up to three squares to attack the nearest opponent. Crowd Behavior: The crowd operates in 10 packs of 5 (numbered on the map) Packs can have the following 3 statuses: Friendly, i.e. attacking mercenaries Neutral Hostile, i.e. attacking PCs During crowd’s turn: I will roll 1d6 per group that has a neutral status 1: becomes hostile 2-4: neutral 5-6: attacks nearest mercenary End of Round: moral check on each crowd involved in a fight. I will count hits landed by the crowd minus crowd deaths. If the crowd loses by 2 or more, it flees. It shifts two squares away and becomes neutral If the crowd wins by 2 or more, it inflicts an extra 5 damage to its opponent Overwhelmed by crowd: guards engaged in a fight with the crowd are too busy to be able to do OAs.
Luusi drags herself to her feet. She feels Aejej twist locks of her hair as the little djinnling hangs on. The eladrin attempts to blend into the crowd, blurring her features to be just another bystander. Aejej, if I don't make it, go home! Go home, hear me? Find Rosaih and tell her what happened to me, she tells the little spirit through their bond. She hopes her sister will forgive her for failing her task...
Luusi will not longer be slowed at the start of her turn, per DM. Move: Stand from prone. If allowed, Luusi will try to disguise herself as one of the crowd using Chameleon's Mask. Rolls below. Standard: Second Wind. Use healing surge to get to Free Action: Chameleon's Mask: 21 Bluff roll to cover Arcana use: 22
Once per round, when you bloody an enemy you can shift 2 squares as a free action, and each enemy adjacent to you at the end of the shift grants combat advantage to you until the end of your next turn.
Standard Action, Bastard Sword Target: One Creature Effect: Before the attack, you shift 2 squares. You can move through an enemy's space, but you can't end there. Attack: +10 vs. AC Hit: 1d10 + 6, and you push the target one square. If you are raging, the attack deals 1d6 extra damage.
Standard Action, Bastard Swords Target: One Creature Attack: +10 vs. AC Hit: 1d10 + 6, and an enemy adjacent to you other than the target takes 1d10 + 2 damage. If you are raging, add your Dexterity modifier (+3) to both damage rolls.
Move Action Effect: You move your speed. During the move, You gain a +5 power bonus to acrobatics checks to balance and do not sink when moving over soft and brittle terrain, such as dust, silt, mud, snow, or thin ice.
Standard Action, Bastard Swords Close burst 1 Target: Each Creature in burst Attack: +10 vs. AC or Ref Hit: 2d10 + 6 damage Miss: You take 1d6 damage, with no modifiers
Standard Action, Bastard Swords Target: One Creature Attack: +10 vs. AC Hit: 1d10 + 6 damage Effect: You shift Dex mod squares (3). If the attack hit, you deal 1d10 + 2 damage to one or two enemies that are adjacent to you at some point during the shift.
Standard Action, Bastard Sword Target: One Creature Attack: +10 vs. AC Hit: 1d10 + 6 thunder damage Effect: You mark the target until the end of your next turn. Until the mark ends, if the target makes an attack that doesn't include you, it takes 5 thunder damage.
Free Action, Bastard Sword Melee 1 Trigger: Your attack reduces an enemy to 0 hit points. Effect: You shift 2 squares and then deal 1d10 + 2 damage to an enemy adjacent to you that you can see
Standard Action, Bastard Sword Target: One creature Attack: +10 vs. AC Hit: 3d10 + 6 damage Miss: Half damage Effect: You enter the rage of the thunder hooves. Until the rage ends, you can move through 1 or 2 enemies' spaces during each of your turns. When you move through an enemy's space, your next attack against that enemy during the same turn deals 1[W] extra damage.
Luusi blends in the crowd, and the scene turns into a giant blood bath as the crowd around you drops like flies. "FIND HER!"Shouts the overseer. Zaffa tries to fight the impostor in her head but to no avail, the scorpio in her head maintains a tight grasp on her spirit. As Nakir's Spirit Companion hits one of the guards, Zaffa reluctantly sees her body take a big swim of her hammer at it. As the hammer goes through the body of the spirit, it howls in pain, in unisson with Nakir a few yards away, feeling the loss. Zaffa finally collects her spirits to deflect at the last moment an incoming halberd. She still feels pain from the crushing impact on her shield, but it's still better than having her head chopped off. The Overseer then focuses his stare on Nakir, and the same mental construct appear in his mind. It swings one of its huge pincers at an image of himself. Zakir is forced to move back to avoid being decepitated. Persuaded the trick is real, the Halfling moves identically and back towards the Overseer's aura. Nakir Slowly moves outof the zone of distortion and his small size allow him two avoid two swings of the halberds nearby. He then recalls his spirit companion to go help Zaffa in melee, he then calls upon the spirits one more time "Spirits of the Fensing Wind, heal me!"
Luusi dissapears in the crowd and Iandak leads Turloff to safety. Luusi is no longer bloodied or prone. Crowd 1: Stays Neutral Crowd 2: Attacks guard 6, 3 attacks, 1 hit, 5 damage. Bloodied. Crowd 3: Turn Friendly and charges Guard 1 and 2 who take 5 and 10 damage respectively. Crowd 4: Attacks guard 8, 3 attacks, 1 hit, 5 damage. Crowd 5: Turn Friendly and charges Guard 1, 3 attacks, no hit.
Guard 1 & 2 & 3 kill two crowd members each.
Guard 4: moves to L17 and kills two crowd members, crowd 3 is gone Triggers: Spirit's Wrath ... Nakir's companion spirit hits the guard for 9 damage and Grant CA UEONT.
Zaffa's Turn: Start of turn: +2 Def disappears, Slow reapplied. Standard: MBA on Spirit Companion: 24 vs AC for 12 Damage. The spirit companion disappears and Nakir takes 7 Damage absorbed by THP.
Guard 5: Hallberd vs Zaffa (+2 CA): 26 vs AC, 5 Damage. Mark. Guard 6: kills 2 crowd (crowd 2 is gone) Guard 7: rolls perception and does not see Luusi. Moves to M13 to fight with the crowd. Guard 8: fights crowd unsuccessfully Guard 9: fails to spot Luusi, goes to I15 and kills 1 crowd
Merged crowd 8 & 9
Overseer's turn: Standard: Not So Far on Nakir: 20 vs Will, for 12 Damage and pull 1 square to M16 End of Turn: Zaffa no longer dominated.
Nakir's turn: Start: Slowed USONT Minor: Spirit Companion in K18 Minor: Healing Spirit on self, spend 1 surge Move: to N17 provoking 2 OA, both missing, but burning Second Chance in the process.
Don't forget: POWER: Standard: Crowd Control Target: One crowd pack of 5 with at least 1 of its members within 5 squares of you Roll: Streetwise, Diplomacy or Intimidate DC16 check Effect: The crowd turns friendly and moves up to three squares to attack the nearest opponent.
To get out alive: turn all the crowd friendly and the guards will back off, or get out of the map anywhere: ** Line U ** Column 25 ** Line A ... i.e. [A13:A19] ** Column 2 ... i.e. [E2:F2] and [O2:Q2]
Mental Mire: Please note the Overseer has an Aura 2. If you start your turn within the aura, you are slowed until the start of your next turn
Crowd Effect: The whole map is treated as difficult terrain. Wagon: DC14 to climb or end your movement there. Fighting from there you get CA. You get -2 to Bluff checks to hide Arcane use though.
Turloff has a red square around him The two white tokens are veteran guards The single token is the leader of the guards The 9 others are regular guards The yellow tokens with a sort of afro are the crowd
Crowd (minion): HP: 1 AC: 15 Fort/Ref/Will: 15/13/13 Trait: A crowd member gains a +2 power bonus to all defenses while at least two other crowd members are within 2 squares of it. Club: At-Will, +7 vs AC, Hit: 5 Damage
Goal: Exit through the southern part of the map with Turloff Pulling Turloff: To again control of Turloff, you must stand next to Turloff at some point during your movement. Then, as a minor action you must roll an opposed Athletics check vs +5 Success: You have Turloff grab and he moves with you (you must put him in an adjacent cell at the end of your turn) Failure by less than 5: You grab him but the opponent hangs on Failure by 5 or more: You fail to grab him (and opponent can move him freely during their turn) Packed like sardines: Treat the entire map as difficult terrain to reflect the fact that it's packed with the crowd Crowd Squares: You cannot move through crowd squares, but you can push a crowd to a contiguous empty space using a minor and rolling Athletics DC14 at any point during your movement Defiling in public: After you used an Arcane Power, roll a bluff check as a minor action, to try to hide your spell casting with DC12. Roll with a -2 if the spell includes visible AoE effects. In case of failure, the nearest crowd will turn hostile and charge as an immediate reaction. Aoe Powers (from all sources): Upon using any AoE power (burst, blast, wall), roll 1d6. On a roll of 1 you killed an innocent victim and the nearest crowd will turn hostile and charge as an immediate reaction. POWER: Crowd Control (Standard Action):Target: one crowd pack of 5 with at least 1 member within 5 squares of you Roll: Streetwise, Diplomacy or Intimidate DC16 check Effect: the crowd turns friendly and moves up to three squares to attack the nearest opponent. Crowd Behavior: The crowd operates in 10 packs of 5 (numbered on the map) Packs can have the following 3 statuses: Friendly, i.e. attacking mercenaries Neutral Hostile, i.e. attacking PCs During crowd’s turn: I will roll 1d6 per group that has a neutral status 1: becomes hostile 2-4: neutral 5-6: attacks nearest mercenary End of Round: moral check on each crowd involved in a fight. I will count hits landed by the crowd minus crowd deaths. If the crowd loses by 2 or more, it flees. It shifts two squares away and becomes neutral If the crowd wins by 2 or more, it inflicts an extra 5 damage to its opponent Overwhelmed by crowd: guards engaged in a fight with the crowd are too busy to be able to do OAs.
Azimuth looks around him at. The crowd tearing themselves apart. Once again he uses his skills as an orator to speak above the noise of the crowd. "Do not fear my friends, the enemy has lost! Turloff is safely away! Now is the time to show them why they should not have messed with the will of Free Men! They are nearly finished, take them down!" He shouts until he is raw in the throat. He knows that he's stretching the truth, even against such a mob the guards are still quite deadly but if all the mob were unified he could might get out in one peice.
Azimuth's words strike true and carry a bit farther than expected, it's almost as if the entire plaza now moves in as one man under his command. Random warcries, insults and threats can be heard from all over the place. "Let's show those fat bazraags! Fight! Freedom! Inix dung!". The crowd swarms the Merchant House's mercenaries. You see one guard collapse and get trampled, his screams of pain muffled by the crowd on top of him, dying a painful and un-glorious death.
hummm starting to feel like a 99% vs 1% battle. Occupy Athas. @jewels: Luusi won't provoke OA if she moves away @noneed: There is no roll for Az' bluff so I rolled it again, for 24. success.
Crowd 6 turns friendly, moves in and makes 3 attacks. 1 hit on guard 7. Crowd 7 turns friendly, charges in and attacks veteran 1, 2attacks, 2 misses Crowd 8 attacks Guard 3, 2 attack, 1 hit, 5 damage Crowd 10 turns friendly, charges in and attacks guard 3, 4 attacks, 4hits. dead. Rest of crowd moves in and hits guard 9 for 10 damage.
No additional effects during morale resolution at end of round.
Veteran 1: Fails to spot Luusi, attacks crowd and misses Veteran 2: Attacks crowd and misses.
Don't forget: POWER: Standard: Crowd Control Target: One crowd pack of 5 with at least 1 of its members within 5 squares of you Roll: Streetwise, Diplomacy or Intimidate DC16 check Effect: The crowd turns friendly and moves up to three squares to attack the nearest opponent.
To get out alive: turn all the crowd friendly and the guards will back off, or get out of the map anywhere: ** Line U ** Column 25 ** Line A ... i.e. [A13:A19] ** Column 2 ... i.e. [E2:F2] and [O2:Q2]
Mental Mire: Please note the Overseer has an Aura 2. If you start your turn within the aura, you are slowed until the start of your next turn
Crowd Effect: The whole map is treated as difficult terrain. Wagon: DC14 to climb or end your movement there. Fighting from there you get CA. You get -2 to Bluff checks to hide Arcane use though.
Turloff has a red square around him The two white tokens are veteran guards The single token is the leader of the guards The 9 others are regular guards The yellow tokens with a sort of afro are the crowd
Crowd (minion): HP: 1 AC: 15 Fort/Ref/Will: 15/13/13 Trait: A crowd member gains a +2 power bonus to all defenses while at least two other crowd members are within 2 squares of it. Club: At-Will, +7 vs AC, Hit: 5 Damage
Goal: Exit through the southern part of the map with Turloff Pulling Turloff: To again control of Turloff, you must stand next to Turloff at some point during your movement. Then, as a minor action you must roll an opposed Athletics check vs +5 Success: You have Turloff grab and he moves with you (you must put him in an adjacent cell at the end of your turn) Failure by less than 5: You grab him but the opponent hangs on Failure by 5 or more: You fail to grab him (and opponent can move him freely during their turn) Packed like sardines: Treat the entire map as difficult terrain to reflect the fact that it's packed with the crowd Crowd Squares: You cannot move through crowd squares, but you can push a crowd to a contiguous empty space using a minor and rolling Athletics DC14 at any point during your movement Defiling in public: After you used an Arcane Power, roll a bluff check as a minor action, to try to hide your spell casting with DC12. Roll with a -2 if the spell includes visible AoE effects. In case of failure, the nearest crowd will turn hostile and charge as an immediate reaction. Aoe Powers (from all sources): Upon using any AoE power (burst, blast, wall), roll 1d6. On a roll of 1 you killed an innocent victim and the nearest crowd will turn hostile and charge as an immediate reaction. POWER: Crowd Control (Standard Action):Target: one crowd pack of 5 with at least 1 member within 5 squares of you Roll: Streetwise, Diplomacy or Intimidate DC16 check Effect: the crowd turns friendly and moves up to three squares to attack the nearest opponent. Crowd Behavior: The crowd operates in 10 packs of 5 (numbered on the map) Packs can have the following 3 statuses: Friendly, i.e. attacking mercenaries Neutral Hostile, i.e. attacking PCs During crowd’s turn: I will roll 1d6 per group that has a neutral status 1: becomes hostile 2-4: neutral 5-6: attacks nearest mercenary End of Round: moral check on each crowd involved in a fight. I will count hits landed by the crowd minus crowd deaths. If the crowd loses by 2 or more, it flees. It shifts two squares away and becomes neutral If the crowd wins by 2 or more, it inflicts an extra 5 damage to its opponent Overwhelmed by crowd: guards engaged in a fight with the crowd are too busy to be able to do OAs.
When Luusi realizes that the crowd accepts her as one of their own, she squeezes past a few people right behind her. As soon as she is clear, she breaks into a dead run until she is as far as she can get from the guards but still have eyes on her companions. Aejej gives a little chirp of victory, waving one fist in the air and making high-pitched rude comments about the guards.
Starting turn: Still hidden, and thus, invisible. Double move, running along this path: Starting in K-14 -- K-13 -- L-12 -- M-11 -- N-10 -- O-10 -- P-10 -- Q-10 -- End in R-10.