[sblock=OOC]
Sorry for the delay - for some reason I thought only two people had posted so we were still waiting for a bunch of people.
[MENTION=88601]FourMonos[/MENTION]: No, it didn't take darkspiral damage. Thanks. I thought it only did damage if the hulk hit you, for some reason.
Gil's Winged Horde is not in effect, since he's already had his turn this time. But the hulk does not have threatening reach. You're lucky.
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As Gil hurls his fireball, the bat takes a face full of flame, but the hulk as still shifting restlessly from foot to foot and, by chance, it ducks to the side just as the blast explodes above it. It is not so lucky as to be able to avoid all the other attacks, and it staggers and bellows. It flails its claws wildly, pulling down the rock pile next to it in its frenzy. Greenish ichor has begun to ooze from beneath the cracks in its carapace.
The hulk slogs through the water towards its tormentors, but its movements are still sluggish. It bellows again in frustration as it is unable to reach the dry slope of the tunnel where Artemis stands.
The final bat circles away from the moving hulk and begins searching for fresh prey. It is about to start winging towards Lilli, when suddenly Karma moves slightly. Realizing the easiest prey is not dead meat after all, the bat stoops on him and tears out a chunk of flesh, retreating to the top of another spire with its prize.
Farmer Bob circles around to hide behind Gil. Suddenly he realizes the gnome is too short to effectively shield him, and he continues until Artemis is between him and the encroaching hulk.
[sblock=Actions]
Shadowhunter Bat 2 takes 7 damage from fireball.
Maddened Umber Hulk takes 26 damage from Darkspiral Aura and Artemis' and Lilli's attacks. Lilli's attack bloodies it!
Maddened Umber Hulk:
Disarming Gaze does not recharge:
Recharge Disarming Gaze (1d6=2)
Slowed due to starting next to the Static Mote.
Move: move to K12
Standard: move to K13
Oops, apparently last turn I parked it on top of a rock pile. Well, it has a burrow speed - I'll just say that obliterated it.
Shadowhunter Bat 2:
Minor: Perception to see if it notices Karma is not dead:
Perception (1d20+7=26) That'll do it.
Standard: flyby attack, attacking Karma in passing with combat advantage for being prone, ending up at J7:
Flyby Attack (vs AC, +2 for combat advantage) (1d20+7+2=21, 1d6+4=7) Hit for 7 damage.
Farmer Bob:
Move: to K20
Standard: Full defense
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[sblock=Unlocked Stats]
Farmer Bob: AC
1719, Fort
1315, Reflex
1113, Will
1113
Maddened Umber Hulk: AC 17, Fort ??, Reflex 16, 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.
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[sblock=Status]
Artemis: 16/29 hp, 5/7 surges, bloodied
Lilli: 19/22 hp, 4/7 surges
Gil: 23/26 hp, 5/7 surges
Shale: 31/33 hp, 6/7 surges
Karma: 2/30 hp, 2/5 surges, stunned (save ends), prone, bloodied
Farmer Bob: 2/2 hp, 0/1 surges, +2 to all defenses until start of next turn
Maddened Umber Hulk: 77 damage taken, cursed by Artemis, bloodied. Used Disarming Gaze. Used 2 Action Points.
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: 7 damage taken. On ceiling (20' up).
Shadowhunter Bat 3: 38 damage taken. Dead.
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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.)
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