[sblock=Initiative]I rolled a nat 20 for the enemies, which makes their initiative 26 (rats), 20 (jelly), and 29(?). Since Kane is the only one who rolled over 20, but the rats (his closest enemy) still beat him, I'm just going to have the enemy turn first, for simplicity sake.[/sblock]
Kane threw the sunrod to the south, and followed. Stanng moved up, stepping just into the northern pass, guarding this side of the tunnel as Kane proceeded, since it was so narrow. Mervin came up behind Stanng, and Wil followed as well.
Kane moved deeper into the mines, stopping at the next junction to look around. To his right (looking west), Kane spotted hundreds of rats, all crawling on top of one another. They were in a mount on top of something. One rat looked at Kane and let loose a feral scream, which focused all the other rats on the new prey. With unsettling quickness, the creatures ran at the berserker, crawling over themselves. They rushed Kane, biting at his feet, but the berserker was able to kick them away, keeping the horde at bay.
Queued by the screaching alarm, a second rat swarm emerged from the northern pass. The wall of rats lunged at Stanng's feet. They bit down hard, but the shifter's scale armor held up to their attacks.
Meanwhile, on the large room, Hergunna lit her own sunrod to illuminate the eastern pass. As she did, the light glistened off green puddle. Alarmingly, the ooze lurched forward. As it reached her feet, the ooze formed into a stiff wall and slammed against her. The attack felt like running into a brick wall. And as the slim reverted to puddle form before her, Hergunna noticed that part of the slim was still on her, burning into her clothing.
Hergunna spots more movement in the eastern chamber: creatures crawling on the ceiling. But as she take a closer look, the creatures seem to blend in with the rock.
[sblock=Mechanics]
Rat Swarm 1
Move: G1 to G2 to G3 to G4 to G5
Standard: Bite Kane
Attack:
1D20 + 6 => 9 Miss
Rat Swarm 2
Move: to C6
Standard: Bite Stanng
Attack:
1D20 + 6 => 18 Miss
Ochre Jelly
Move: C17 to C16 to D15 to D14 to D13
Standard: Slam
Attack:
1D20 + 8 => 25 Hit
Damage:
2D6 + 1 => 9 + 5 ongoing acid damage (save ends).
Cavern Choker 1
Move: to C17
Cavern Choker 2
Move: to C19
[/sblock][sblock=Status]
Wil Rando: E7
33/33 HS 10/10 AP 1
Mervin: E6
23/23 HS 7/7 AP 1
Hergunna: D12
27/36 HS 9/9 AP 1
5-ongoing-acid
Kane: G6
41/41 HS 10/10 AP 1
Stanng: D6
31/31 HS 10/10 AP 1
Enemies:
Rat Swarm: G5
36/36,
Swarm Attack Aura 1
Rat Swarm: C6
36/36,
Swarm Attack Aura 1
Ochre Jelly: D13
102/102 AP 1
Cavern Choker: C17
42/42,
concealment
Cavern Choker: C19
42/42,
concealment
[/sblock][sblock=map]
[/sblock][sblock=Enemies]
Rat Swarm - Medium natural beast (swarm) - Level 2 Skirmisher
Senses Perception +6; low-light vision
Swarm Attack aura 1; the rat swarm makes a basic attack as a free action against each enemy that begins its turn in the aura.
HP 36; Bloodied 18
AC 15; Fortitude 12, Reflex 14, Will 11
Resist half damage from melee and ranged attacks; Vulnerable 5 damage from close and area attacks
Speed 4, climb 2
Swarm of Teeth (standard, at-will)
+6 vs AC; 1d6+3 damage, and ongoing 3 damage (save ends).
Ochre Jelly - Large natural beast (ooze) - Level 3 Elite Brute
HP 102; Bloodied 51
AC 18; Fortitude 16, Reflex 14, Will 14
Immune gaze; Resist 5 acid
Saving Throws +2
Speed 4
Action Points 1
Slam (standard, at-will) Acid
+8 vs AC; 2d6+1 damage, and ongoing 5 acid damage (save ends).
Flowing Form (move; at-will)
The ochre jelly shifts 4 squares.
Split (immediate reaction, when first bloodied; encounter)
The ochre jelly splits into two, each with hit points equal to one-half its current hit points. Effects applied to the original ochre jelly do not apply to the second one. An ochre jelly can’t split if reduced to 0 hit points by the attack that bloodied it. Left alone, the two halves recombine into a single creature at the end of the encounter.
Cavern Choker - Small natural humanoid - Level 4 Lurker
HP 42; Bloodied 21
AC 17 (see also chameleon hide); Fortitude 15, Refl ex 15, Will 13
Speed 6, climb 6 (spider climb)
Tentacle Claw (standard; at-will)
Reach 2; +9 vs. AC; 1d8 + 3 damage, and the target is grabbed (until escape). A target trying to escape the grab takes a –4 penalty to the check.
Choke (standard; at-will)
Grabbed target only; +9 vs. Fortitude; 1d8 + 3 damage.
Body Shield (immediate interrupt, when targeted by a melee or a ranged attack against Reflex or AC; recharges when the choker makes a successful tentacle claw or choke attack) The cavern choker makes its grabbed victim the target instead. The choker cannot use this power to redirect attacks made by a creature it is currently grabbing.
Chameleon Hide (minor; at-will)
The cavern choker gains concealment until the start of its next turn. It can’t use this power while grabbing a creature or while grabbed.
[/sblock][sblock=Rats Aura]Don't forget, if you start your turn adjacent to the rats, they essentially gain an OA on you. So be sure to roll for strike/damage.[/sblock]