<div class="floatleft">(https://s-media-cache-ak0.pinimg.com/736x/ee/99/25/ee9925919227aa1a817cf65a0bf59360--orc-warrior-fantasy-warrior.jpg)</div>One attacked Kiva as she walked away.  Despite her unnatural preoccupation, her instincts still took over and dodged the blade.  Expecting an easy victory, the enemy were unprepared at such resistance.  One fell to the sleep hex.  Another fell to Taran's blow.  Having their numbers fall so readily, the remainder of the hostile humanoids fled in different directions.<br/><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">OOC</div><div class="spoiler_body">The two remaining take a withdraw action and retreat 60 feet away.<br/><br/>Withdraw<br/>Withdrawing from melee combat is a full-round action. When you withdraw, you can move up to double your speed. The square you start out in is not considered threatened by any opponent you can see, and therefore visible enemies do not get attacks of opportunity against you when you move from that square. Invisible enemies still get attacks of opportunity against you, and you can't withdraw from combat if you're blinded. You can't take a 5-foot step during the same round in which you withdraw.<br/><br/>If, during the process of withdrawing, you move out of a threatened square (other than the one you started in), enemies get attacks of opportunity as normal.<br/><br/>You may not withdraw using a form of movement for which you don't have a listed speed.<br/><br/>Note that despite the name of this action, you don't actually have to leave combat entirely.</div></div>