OOC:
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Ooh, big round this time.
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The mass of grubs that was just teleported is struck almost simultaneously by attacks from Artemis and Karma, and under the onslaught it dissolves into a greasy slick on the surface of the water. One of the bats hovering overhead is also caught in the psychic blowback and, flickering with black fire from Artemis' misaimed curse, it swoops suicidally into the water and drowns itself.
There is a stomping sound from inside the umber hulk tunnel, and the earth rumbles. The umber hulk heaves back into view, but halts when it sees the mysterious grasping shadows that block its path. It stomps back and forth in the mouth of the tunnel, sweeping its eerie gaze back and forch, trying to pierce the shadows and see what's beyond. Suddenly it spots Karma through a gap in the shadowy tendrils. Although it can barely see him by peering around the corner of the wall, nonetheless it trains its hypnotic faceted eyes on him. Karma feels the gaze prickling on the back of his neck, and can't help turning to see what it is. As soon as his eyes meet the single point of light peeking around the wall, he is trapped. The hulk's eye seems to spin dizzyingly, and Karma stares, falling deep into it, losing track of time, able to do nothing but watch. Even after the light winks out as the umber hulk moves, he remains standing slack-jawed at the point where he last saw the eye.
Now that it has its prey trapped, the umber hulk skirts the shadowy barrier, clawing its way right through the tunnel wall as if it were freshly churned butter. Chips of rock fall on raw, exposed skin where the grub infestation thinned its carapace, making it claw faster and wilder in its fury. As soon as it has broken through the wall past the edge of the shadowy barrier, it leans forward and lashes forward at Karma with a long, claw-tipped arm - again, and again and again. Under the flurry of claws Karma falls unconscious into the pool, blood pouring from a myriad of raking wounds and making disturbing eddies in the water.
The remaining rot grubs waste no time in swarming over his body but, while disgusting, they don't seem to cause any damage. He is profoundly lucky that he already is unconscious.
One of the bats takes the opportunity to swoop down from the ceiling, pluck up a handful of rot grubs, and devour them. That's good eating!
The other, more wounded, bat is flying in a slow hobble due to Gil's spell. It stoops slowly down from the ceiling, carefully avoiding Shale's forbidding hide by passing just out of reach over his head, and slashes at the squishier farmer on the way past. It has so little momentum that its wicked tail rebounds harmlessly off Bob's new leather armour. It gains a bit of altitude and struggles away down the passage.
Farmer Bob splashes out of the pool in terror and hides behind Artemis.
[sblock=Actions]
[MENTION=88601]FourMonos[/MENTION]: You can't curse Rot Grub Swarm 2 because it's not the closes enemy any more. Bat 1 and Bat 3 are tied. I'll put the curse on Bat 1, since it's closer to death. That means you only do 8 damage to the rot grub swarm. Oops, I miscounted - that DID kill it.
[MENTION=90808]Cute-Hydra[/MENTION]: You can't shift here because you're in difficult terrain (the water). So you move instead, and in the process discover that the Rot Grub Swarm has the trait "Clumsy Attacker - The rot grub swarm lacks a melee basic attack." So it can't take OA's. Alas, you miss the swarm in J9 (it has Will 13), and the swarm in I10 is already dead, but either of those other rolls hits the bat at I11 - and kills it.
As Artemis fails his first save against the rot, his ongoing damage increases to 8 hp (save ends).
Shadowhunter Bat 1 is cursed by Artemis, and takes 6 damage, killing it. Artemis gets his Darkspiral Aura.
Shadowhunter Bat 3 takes 13 damage, bloodying it.
Rot Grub Swarm 2 takes 8 damage, killing it.
Maddened Umber Hulk:
Move: 5 squares to F10
Minor: Disarming Gaze at Karma (he is 3 squares away, and just barely visible around the corner - full cover):
Claw at Karma (vs Will, -5 for cover) (1d20+8-5=23) Critical hit - good thing this doesn't do damage. Karma is stunned (save ends).
Standard: charge 2 squares (burrowing) to G8, and attack Karma with reach 2:
Claw at Karma (vs AC, +1 for charging) (1d20+10+1=20, 1d10+4=12) Forgot the +2 from combat advantage since he's stunned, but it hits anyway, for 12 damage, bloodying him.
Action Point: Attack Karma with Claw Flurry, making 2 claw attacks at reach 2:
Claw Flurry vs Karma (vs AC; +2 for CA) (1d20+10+2=24, 1d10+4=14, 1d20+10+2=14, 1d10+4=7). 1 hits for 14 damage. Karma is now dying.
Rot Grub Swarm 1:
Move: to J8 (it can move into the same square as Karma because it's a swarm)
Standard: Infesting Bite at Karma:
Claw Flurry vs Karma (vs AC; +2 for CA) (1d20+7=11) Miss, even with the -5 AC for being unconscious!
Shadowhunter Bat 2:
Standard: Flyby Attack: swoop down to J8, attack rot grub swarm 1, and swoop back up to the ceiling at K11.
Flyby Attack vs Rot Grub Swarm 2 (vs AC) (1d20+7=27, 1d6+4=5) Critical hit: 10 damage, halved to 5 because it's a melee attack on a swarm.
Shadowhunter Bat 3:
Move: to L13 (10' up)
Standard: flyby attack: to L14 (5' up), attack Bob, and then to K15 (10' up).
Flyby Attack vs Bob (vs AC) (1d20+7=15, 1d6+4=10) Miss.
Farmer Bob:
Move: to M17
Standard: full defense: +2 to all defenses until start of next turn
[/sblock]
[sblock=Unlocked Stats]
Farmer Bob: AC
1719, Fort
1315, Reflex
1113, Will
1113
Maddened Umber Hulk: AC ??, Fort ??, Reflex ??, Will 17
Rot Grub Swarm: AC 13, Fort 13, Reflex ??, Will 13
Shadowhunter Bat: AC ??, Fort 13, Reflex ??, Will 11
Anyone who begins their turn next to a Rot Grub Swarm will take 5 damage, plus an extra 2 damage for each additional Rot Grub Swarm adjacent to them.
[/sblock]
[sblock=Status]
Artemis: 24/29 hp, 5/7 surges, 8 ongoing damage (save ends)
Lilli: 19/22 hp, 4/7 surges
Gil: 23/26 hp, 5/7 surges
Shale: 31/33 hp, 6/7 surges
Karma: -1/30 hp, 3/5 surges, stunned (save ends), prone, dying
Farmer Bob: 2/2 hp, 0/1 surges, +2 to all defenses until start of next turn
Maddened Umber Hulk: 11 damage taken. Used Disarming Gaze. Used Action Point.
Rot Grub Swarm 1: 36 damage taken. Bloodied. Slowed until the end of Gil's next turn.
Rot Grub Swarm 2: 44 damage taken. Dead.
Shadowhunter Bat 1: 35 damage taken. Dead.
Shadowhunter Bat 2: 0 damage taken. On ceiling (20' up).
Shadowhunter Bat 3: 22 damage taken. Bloodied. Slowed until the end of Gil's next turn. Hovering (10' up).
[/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. (Don't forget there is a rock pile beneath Bat 2. Yes, you can reach the ceiling for a melee attack from the top of the piles.)
The grey square is Grasping Shadows. Any creature entering the area before the end of Gil's next turn takes 5 psychic damage and is slowed until the end of Gil's next turn.
[/sblock]