[sblock=Flaming Oil!]
[MENTION=82643]CaBaNa[/MENTION]: Ooh, page 42 gets a workout.
The oil slick covers a burst 1. I'll say that it (and the Scorching Burst) are centered at K12 so they don't interfere with Karma's move to M11.
Make a second Scorching Burst attack roll, target number 18. If it hits, the oil ignites, and you do an additional 3d6+3 fire damage, plus anyone entering the zone or starting their turn there for the rest of the encounter will take 5 fire damage. If it misses, the burst flashed too quickly to ignite the oil slick.
EDIT: actually, to keep things moving I'll just roll this myself:
Flaming Oil (1d20+8=25, 3d6+3=11) That'll do it! Writing the combat update now.
[/sblock]
As the hulk whirls in the water, clawing at the grubs it thinks are squirming back into its carapace, it is abruptly hit by a WHOOF of fire, igniting the oil slick that's appeared at its feet. A sheet of flame springs up around it and its maddened, maddening eyes whirl in pain and terror.
Suddenly Karma appears beside it and unleashes a mighty punch into the center of its chest, knocking it off its feet, deeper into the flame. A savage part of the creature's mind reacts and it claws at him even as it is falling, but he easily dodges.
The hulk thrashes onto its stomach, the edges of its carapace blackening. It pulls itself by its arms through the shallow water, out of the floating fire. Its breathing is ragged and it nearly collapses, but it pulls itself to its knees to stare at the attackers standing on land with hatred in its whirling, tormented eyes. Artemis and Gil, directly in front of it, suddenly feel all its pain, rage and madness flood through their minds - and then the invasion is gone. The beast slumps forward into the water. It twitches feebly, trying to rise.
[sblock=Actions]
The Umber Hulk is pulled to J11, takes 40 damage and is pulled to J11, then pushed to J12 and knocked prone.
[MENTION=90808]Cute-Hydra[/MENTION]: Since the Umber Hulk is actually at J11, I'll move you to L10 instead - same relative position (diagonal to the NE of it). You didn't say exactly what square to push him to, so I'll assume 1 south to J12 (still within the flaming oil). Are both of those ok?
Maddened Umber Hulk:
Immediate Reaction when hit by Karma's melee attack: Savage Rebuke. Claw attack at Karma (it can do this after being pushed back and knocked prone because it has reach 2):
Claw at Karma (-2 for Illusionary Ambush, -2 for prone) (1d20+10-2-2=7, 1d10+4=13) Miss.
Disarming Gaze does not recharge:
Recharge Disarming Gaze (1d6=5)
Takes 5 fire damage for starting in the flaming oil
Move: Crawl to K14
Standard: Psychic Crush: close blast 3, catching Artemis and Gil:
Psychic Crush on Artemis and Gil (vs Will, -2 for Illusionary Ambush, -2 for prone) (1d20+8-2-2=7, 1d20+8-2-2=9, 3d8-1=10) Miss.
[/sblock]
[sblock=Unlocked Stats]
Farmer Bob: AC
1719, Fort
1315, Reflex
1113, Will
1113
Maddened Umber Hulk: AC 17, Fort 22, Reflex 16, Will 17
Rot Grub Swarm: AC 13, Fort 13, Reflex ??, Will 13
Shadowhunter Bat: AC ??, Fort 13, Reflex ??, Will 11
[/sblock]
[sblock=Status]
Artemis: 16/29 hp, 5/7 surges, bloodied
Lilli: 9/22 hp, 4/7 surges, bloodied
Gil: 1/26 hp, 5/7 surges, bloodied
Shale: 31/33 hp, 6/7 surges
Karma: 24/30 hp, 1/5 surges, bloodied
Farmer Bob: 2/2 hp, 0/1 surges, +2 to all defenses until start of next turn
Maddened Umber Hulk: 133 damage taken, cursed by Artemis, bloodied, prone. Used Disarming Gaze. Used 2 Action Points. -2 to attack rolls until the end of Lilli's next turn.
Rot Grub Swarm 1: 50 damage taken. Dead.
Rot Grub Swarm 2: 44 damage taken. Dead.
Shadowhunter Bat 1: 35 damage taken. Dead.
Shadowhunter Bat 2: 18 damage taken, bloodied, fled
Shadowhunter Bat 3: 38 damage taken. Dead.
[/sblock]
External Map Link
[sblock=Map]
Climbing a rock pile takes a DC 15 Athletics or Acrobatics check and you grant combat advantage while on top of them. The standing water and rock piles are difficult terrain.
The yellow is burning oil. Anyone entering it or starting their turn there takes 5 fire damage.
[/sblock]