JoeNotCharles
First Post
[sblock=OOC]
Karma made the toughest Perception check, and I assume he pointed out exactly where the bats are to everybody, so you can all go head and read all the Perception boxes.
He has an action ready to go off when the umber hulk starts its turn and gets slowed.
[MENTION=100292]Neil1889[/MENTION]: You're right, 19 hp. Thanks for your honesty.
[/sblock]
The umber hulk stops its flailing and stands stock still, only its mandibles thrashing. Its head seems to vibrate from the psychic assult. From beneath its carapace ooze sluglike grubs which drop to the ground and lie in a festering heap, bringing with them a rancid smell of rotting meat. The parasites writhe horribly in pain as they hit the floor. More and more of the rotting slugs fall from the cracks in the umber hulk's armour until there is a writhing pile at its feet.
Alas for the hulk, as soon as the infestation has cleared out, Gil's illusionary insects begin squirming into the cracks they evacuated. The umber hulk cannot tell the new vermin from the real ones and begins flailing in pain once again.
As the beast shrinks back against the psychic assault, Karma's spell hits it, attacking its mind as well and pushing it over the edge. It turns and flees back up the tunnel it came out of, passing right through the static mote. Even after it moves out of range and the unnatural fear fades from its mind, it continues fleeing in rage and confusion.
Rather than follow their former host, the pile of rotting worms begins nosing through the water seeking other prey. The swarm splits in two, with one group heading for Artemis and the other heading in the opposite direction towards Karma. Half swimming, half crawling, the swarms are not able to make much headway through the water, but Karma is close enough that they are able to briefly surge forward and begin crawling up his legs. He tears the grubs off and flings them back into the water, but he can already feel their insidious rot begin to necrotize his flesh.
The buzzing insects wake the bat from its slumber and it lets out a high pitched shriek and dives towards its tormenter. It's animal brain can't tell who cast the spell, though, so it simply rakes at the closest moving animal it can see: Artemis. Two more bats, awoken and angered by its cry, so the same, swooping down on Karma and Bob. They are disoriented from their sudden awakening, though, and their attacks are easy to avoid. They pull up from their dives and return to perch on the ceiling above the rock piles - but now they are watching the conflict below alertly, angry at the intrusion.
Bob follows Gil's instruction and sloshes towards the edge of the pool, sticking close to the wall so that nothing can sneak up behind him.
[sblock=NPC Actions]
The Umber Hulk takes 8 psychic damage from Nightmare Eruption. The two rot grub swarms inside its carapace each take 2 psychic damage (half because it's a ranged attack on a swarm.) The rot grubs are at H10 and H11 (being swarms, they can share a space with other creatures.)
Since there are two swarms of parasite, I rolled an extra Winged Horde attack: Winged Horde at second parasite (1d20+8=14). The Umber Hulk, both Rot Grub Swarms and the Shadowhunter Bat at J14 all take 3 psychic damage, and cannot take opportunity actions until the end of Gil's next turn. The Rot Grub Swarms take an additional 10 damage (vulnerable to close and area attacks).
Maddened Umber Hulk:
As it begins its turn next to the static mote, it is slowed until the end of its turn. This triggers Shale's Cause Fear, which hits and causes it to move 4 squares, to C8.
Move: to A8
Rot Grub Swarm 1
Move: to J9
Standard: Attack Artemis with Infesting Bite: Infesting Bite at Artemis (1d20+7=25) Hit with 25 vs AC. Artemis takes 4 ongoing damage (save ends).
Rot Grub Swarm 2
Move+Standard: to K13
Shadowhunter Bats:
Standard: Flyby Attack: each bat moves 8 squares and makes a Tail Slash attack at one point during the movement. They do not provoke opportunity attacks for moving away from their targets.
Tail Slash at Karma, Bob, Artemis (1d20+7=12, 1d6+4=6, 1d20+7=11, 1d6+4=6, 1d20+7=8, 1d6+4=5) All three attacks miss.
Bat 1 misses Karma and moves to K11.
Bat 2 misses Bob and moves to K8. (By the time it passes Lilli and Karma it is near the ceiling again, so it is too far to provoke OA's.)
Bat 3 misses Artemis and moves to L11.
Farmer Bob:
Move: to M14 (the bat is too high to get an OA)
Standard: Full defense
[/sblock]
[sblock=Unlocked Stats]
Farmer Bob: AC1719, Fort 1315, Reflex 1113, Will 1113
Maddened Umber Hulk: AC ??, Fort ??, Reflex ??, Will 17
Rot Grub Swarm: AC ??, Fort ??, Reflex ??, Will 13
Shadowhunter Bat: AC ??, Fort ??, 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: 28/29 hp, 5/7 surges, 4 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: 30/30 hp, 3/5 surges
Farmer Bob: 2/2 hp, 0/1 surges, +2 to all defenses until start of next turn
Maddened Umber Hulk: 11 damage taken, cannot take opportunity actions until the end of Gil's next turn
Rot Grub Swarm 1: 15 damage taken, cannot take opportunity actions until the end of Gil's next turn
Rot Grub Swarm 2: 15 damage taken, cannot take opportunity actions until the end of Gil's next turn
Shadowhunter Bat 1: 0 damage taken
Shadowhunter Bat 2: 0 damage taken
Shadowhunter Bat 3: 3 damage taken, cannot take opportunity actions until the end of Gil's next turn
[/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 each bat. Yes, you can reach the ceiling for a melee attack from the top of the piles.)
[/sblock]
Karma made the toughest Perception check, and I assume he pointed out exactly where the bats are to everybody, so you can all go head and read all the Perception boxes.
He has an action ready to go off when the umber hulk starts its turn and gets slowed.
[MENTION=100292]Neil1889[/MENTION]: You're right, 19 hp. Thanks for your honesty.
[/sblock]
The umber hulk stops its flailing and stands stock still, only its mandibles thrashing. Its head seems to vibrate from the psychic assult. From beneath its carapace ooze sluglike grubs which drop to the ground and lie in a festering heap, bringing with them a rancid smell of rotting meat. The parasites writhe horribly in pain as they hit the floor. More and more of the rotting slugs fall from the cracks in the umber hulk's armour until there is a writhing pile at its feet.
Alas for the hulk, as soon as the infestation has cleared out, Gil's illusionary insects begin squirming into the cracks they evacuated. The umber hulk cannot tell the new vermin from the real ones and begins flailing in pain once again.
As the beast shrinks back against the psychic assault, Karma's spell hits it, attacking its mind as well and pushing it over the edge. It turns and flees back up the tunnel it came out of, passing right through the static mote. Even after it moves out of range and the unnatural fear fades from its mind, it continues fleeing in rage and confusion.
Rather than follow their former host, the pile of rotting worms begins nosing through the water seeking other prey. The swarm splits in two, with one group heading for Artemis and the other heading in the opposite direction towards Karma. Half swimming, half crawling, the swarms are not able to make much headway through the water, but Karma is close enough that they are able to briefly surge forward and begin crawling up his legs. He tears the grubs off and flings them back into the water, but he can already feel their insidious rot begin to necrotize his flesh.
The buzzing insects wake the bat from its slumber and it lets out a high pitched shriek and dives towards its tormenter. It's animal brain can't tell who cast the spell, though, so it simply rakes at the closest moving animal it can see: Artemis. Two more bats, awoken and angered by its cry, so the same, swooping down on Karma and Bob. They are disoriented from their sudden awakening, though, and their attacks are easy to avoid. They pull up from their dives and return to perch on the ceiling above the rock piles - but now they are watching the conflict below alertly, angry at the intrusion.
Bob follows Gil's instruction and sloshes towards the edge of the pool, sticking close to the wall so that nothing can sneak up behind him.
[sblock=NPC Actions]
The Umber Hulk takes 8 psychic damage from Nightmare Eruption. The two rot grub swarms inside its carapace each take 2 psychic damage (half because it's a ranged attack on a swarm.) The rot grubs are at H10 and H11 (being swarms, they can share a space with other creatures.)
Since there are two swarms of parasite, I rolled an extra Winged Horde attack: Winged Horde at second parasite (1d20+8=14). The Umber Hulk, both Rot Grub Swarms and the Shadowhunter Bat at J14 all take 3 psychic damage, and cannot take opportunity actions until the end of Gil's next turn. The Rot Grub Swarms take an additional 10 damage (vulnerable to close and area attacks).
Maddened Umber Hulk:
As it begins its turn next to the static mote, it is slowed until the end of its turn. This triggers Shale's Cause Fear, which hits and causes it to move 4 squares, to C8.
Move: to A8
Rot Grub Swarm 1
Move: to J9
Standard: Attack Artemis with Infesting Bite: Infesting Bite at Artemis (1d20+7=25) Hit with 25 vs AC. Artemis takes 4 ongoing damage (save ends).
Rot Grub Swarm 2
Move+Standard: to K13
Shadowhunter Bats:
Standard: Flyby Attack: each bat moves 8 squares and makes a Tail Slash attack at one point during the movement. They do not provoke opportunity attacks for moving away from their targets.
Tail Slash at Karma, Bob, Artemis (1d20+7=12, 1d6+4=6, 1d20+7=11, 1d6+4=6, 1d20+7=8, 1d6+4=5) All three attacks miss.
Bat 1 misses Karma and moves to K11.
Bat 2 misses Bob and moves to K8. (By the time it passes Lilli and Karma it is near the ceiling again, so it is too far to provoke OA's.)
Bat 3 misses Artemis and moves to L11.
Farmer Bob:
Move: to M14 (the bat is too high to get an OA)
Standard: Full defense
[/sblock]
[sblock=Unlocked Stats]
Farmer Bob: AC
Maddened Umber Hulk: AC ??, Fort ??, Reflex ??, Will 17
Rot Grub Swarm: AC ??, Fort ??, Reflex ??, Will 13
Shadowhunter Bat: AC ??, Fort ??, 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: 28/29 hp, 5/7 surges, 4 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: 30/30 hp, 3/5 surges
Farmer Bob: 2/2 hp, 0/1 surges, +2 to all defenses until start of next turn
Maddened Umber Hulk: 11 damage taken, cannot take opportunity actions until the end of Gil's next turn
Rot Grub Swarm 1: 15 damage taken, cannot take opportunity actions until the end of Gil's next turn
Rot Grub Swarm 2: 15 damage taken, cannot take opportunity actions until the end of Gil's next turn
Shadowhunter Bat 1: 0 damage taken
Shadowhunter Bat 2: 0 damage taken
Shadowhunter Bat 3: 3 damage taken, cannot take opportunity actions until the end of Gil's next turn
[/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 each bat. Yes, you can reach the ceiling for a melee attack from the top of the piles.)
[/sblock]
Last edited: