Initiative starts things at 1-6, so the Vran close in before you can manipulate the terrain beneath their feet. But then you reach out with your mind, and a couple large rocks beneath them shift suddenly. You roll five successes, enough to knock one off his feet entirely.
The other two are a turn distant.
---
CROSSING VRAN TERRITORY, Start of Turn 2
Rocky Coast
Azarl (C4): 2(3A)/29 [DW] (spear and shield)
Vran (C6) x1 (tripped)
Vran (C6) x2 (one turn distant)
----
1-5 this time means the Vran advance on you (with the exception of one, who regains his feet). The two take you head on, having little room to maneuver.
Both roll a single success. Between your exoskeleton, your shield, and your defensive maneuvering, that is only a point of damage each.
Your own attempt to fight back gets a single success too, so your spear dings off one of their shields rather unthreateningly.
---
CROSSING VRAN TERRITORY, Start of Turn 3
Rocky Coast
Azarl (C4): 2(3A)/31 [DW] (spear and shield)
Vran (C6) x1 (one turn distant)
Vran (C6) x2*
----
For all your defensive maneuvering, you are not a fast fighter, it appears. 1-3 for Initiative means the Vran have another go at you, both for flimsy 1 damage hits.
The third advances, now that he's up, and delivers a solid hit that rebounds off your shield, for 2 damage.
In return, you score zero successes and fluff your attempt to skewer the Vran.
---
CROSSING VRAN TERRITORY, Start of Turn 4
Rocky Coast
Azarl (C4): 2(3A)/35 [DW] (7F) (spear and shield)
Vran (C6) x3*
----
2-3, Vran initiative continues.
You feel a little less secure as the Vran apparently coordinate their attacks. The first rolls one success, the next rolls two, and the third rolls three. You were busy fending off the first two when the third's sword nicks your arm. Nothing serious, but you are getting tired quickly. You take 6 damage.
In return, you roll two successes. You do not yet bring down that Vran you attacked, but you manage to knock his shield out of position...
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CROSSING VRAN TERRITORY, Start of Turn 4
Rocky Coast
Azarl (C4): 2(3A)/41 [DW] (7F) (spear and shield)
Vran (C6) x3***
----
Carrying shields and Naturally Armored like yourself, a Vudan Mook takes 5 successes to put down.
For the fourth time, Initiative remains the Vrans'.
Things go a little more your way, this time. Two of the Vran are clumsy with their attacks, while the wounded one, fighting for his life, lands a hit for 1.
In return, you get a single success and bring him down, pushing your spear into his soft belly and driving him to the ground.
---
CROSSING VRAN TERRITORY, Start of Turn 5
Rocky Coast
Azarl (C4): 2(3A)/42 [DW] (7F) (spear and shield)
Vran (C6) x2
----
If you were killing them faster, maybe they would be intimidated. At this rate, they are not all that awed by your combat skills.
This time, Initiative is rolled at Evens. You take the lead!
Sadly, you are still terrible with that spear. You roll a success, dinging off of a Vran's shield.
They retaliate, with one rolling two 6s for 2 damage, and the other fluffing his attack.
---
CROSSING VRAN TERRITORY, Start of Turn 6
Rocky Coast
Azarl (C4): 2(3A)/44 [DW] (7F) (spear and shield)
Vran (C6) x2*
----
As you are dividing your powerful maneuver in order to hit multiple targets, your pool is halved. You have five dice to hit with.
And three of them show successes! The Vudans are caught off guard when you lower your spear and close your eyes. When they move in to finish you off, they are instead struck repeatedly by large rocks. This forces them over the edge, and they fall to the beach below.
You are left standing alone on the large boulders by the sea, probably breathing heavily from your exertion.