Shaimon Hu'u, druidic human ranger
"Hang in there, Dys. We'll squish these things yet," Shai says, though the quaver in his voice suggests he's not so sure.
The strange totem he ran across as the group was extracting itself from the rubble suddenly begins to hum. He lifts it, eyes glazing a moment, and nods, as if the object has spoken to him. Turning away from the ooze, he holds the totem in front of him, takes a deep breath, and exhales. As his breath touches the totem, it's transformed, rushing forth as if someone had stepped into an arctic gale. The icy wind blasts into the hearts of the swarms.
[sblock=OOC]Okay, let's see if I got blasts right. Using Tundra Wind, which is Close Blast 3. From the quick start rules example, I think if I make the origin square e9, it will spread to hit the center of both swarms (the other corners of the effect would be e7, g7, and g9) without hitting Caerwyn.
Since he's turned that direction, I believe he can declare M1 his quarry, since he's not in a position to see the ooze and quarry is "the nearest enemy to you that you can see."
If I got all that right, damage roll:
Tundra wind base damage; Hunter's Quarry damage (M1 only) (2d6+7=13, 2d8=10)
And attacks (please let these things have worse Fort than Ref

):
Attack: M1; M2 (1d20+12=21, 1d20+12=23)
If he managed to hit, there are secondary effect of prone, though I'm not sure if you can knock a swarm prone. Here's the full description on the power:
Tundra Wind
KEYWORDS: Cold, Implement, Primal
ACTION Standard
RANGE Close blast 3
ATTACK 12 vs Fort
TARGET Each creature in blast
Attack: Wisdom vs. Fortitude
Hit: 2d6 + Wisdom modifier (+4) cold damage,
and you knock the target prone.
Primal Guardian: You also push the target a
number of squares equal to your Constitution
modifier (+2).
Totem of the Night +3: +12 attack, 2d6+7
damage [/sblock]