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<blockquote data-quote="JoeNotCharles" data-source="post: 5526656" data-attributes="member: 79945"><p>The bat is shaken by Lilli's attack, and decides it's time to flee. But it can't resist swooping down for one last attack as it goes, and Lilli is right in its path. Its barbed tail lashes painfully across her face, raising a bloody welt. Then it vanishes down the tunnel.</p><p></p><p>The umber hulk turns again in a futile attempt to escape the orbs that are sucking it in. But this time it sees prey that has foolishly approached within the reach of its ape-like forearms. It lashes out at Gil with two huge claws, planting the first directly in his chest and knocking him back against the wall. With its second claw it grabs his arm and begins to pull him apart - Gil twists out of its grasp but the beast nearly wrenches his arm out of its socket. The hulk howls in triumph and closes in to deliver a killing blow, but is thwarted again as Gil fades away and sidesteps - or rather, side staggers, leaving a trail of blood through the water. The slippery floor now hinders him as well as the hulk, and he is unable to move more than a few steps away.</p><p></p><p>[sblock=Actions]</p><p>The Umber Hulk takes 11 damage and is pulled to J12.</p><p>Shadowhunter Bat 2 takes 11 damage, bloodying it.</p><p></p><p>Shadowhunter Bat 2:</p><p>Standard: Flyby attack at Lilli, moving to L1: <a href="http://invisiblecastle.com/roller/view/2977571/" target="_blank">Flyby Attack on Lilli (1d20+7-2=25, 1d6+4=8)</a> Critical hit for 10 damage - Lilli is bloodied.</p><p>Move: Fly 8 squares north (off the map)</p><p></p><p>Maddened Umber Hulk:</p><p>Disarming Gaze does not recharge: <a href="http://invisiblecastle.com/roller/view/2977572/" target="_blank">Recharge Disarming Gaze (1d6=1)</a></p><p>Slowed for starting adjacent to the static mote</p><p>Standard: Claw Frenzy at Gil (reach 2): <a href="http://invisiblecastle.com/roller/view/2977580/" target="_blank">Claw Frenzy at Gil (1d20+10=30, 1d10+4=8)</a> <a href="http://invisiblecastle.com/roller/view/2977586/" target="_blank">Claw Frenzy at Gil (2nd attack) (1d20+10=24, 1d10+4=8)</a> A critical and a normal hit, for 22 damage total. Gil is bloodied. In fact, he's down to 1 hp!</p><p>Move: to K12. [MENTION=82643]CaBaNa[/MENTION]: Gil uses Moonstride, becoming insubstantial (for how long?) and shifting 2 squares - but due to the difficult terrain, he can only move 1. I assume you'll move to M14 - that ok?</p><p>[/sblock]</p><p></p><p>[sblock=Unlocked Stats]</p><p>Farmer Bob: AC <s>17</s>19, Fort <s>13</s>15, Reflex <s>11</s>13, Will <s>11</s>13</p><p>Maddened Umber Hulk: AC 17, Fort ??, Reflex ??, Will 17</p><p>Rot Grub Swarm: AC 13, Fort 13, Reflex ??, Will 13</p><p>Shadowhunter Bat: AC ??, Fort 13, Reflex ??, Will 11</p><p>[/sblock]</p><p></p><p>[sblock=Status]</p><p>Artemis: 16/29 hp, 5/7 surges, bloodied</p><p>Lilli: 9/22 hp, 4/7 surges, bloodied</p><p>Gil: 1/26 hp, 5/7 surges, bloodied, insubstantial</p><p>Shale: 31/33 hp, 6/7 surges</p><p>Karma: 10/30 hp, 2/5 surges, prone, bloodied</p><p>Farmer Bob: 2/2 hp, 0/1 surges, +2 to all defenses until start of next turn</p><p></p><p>Maddened Umber Hulk: 88 damage taken, cursed by Artemis, bloodied. Used Disarming Gaze. Used 2 Action Points.</p><p><s>Rot Grub Swarm 1: 50 damage taken. Dead.</s></p><p><s>Rot Grub Swarm 2: 44 damage taken. Dead.</s></p><p><s>Shadowhunter Bat 1: 35 damage taken. Dead.</s></p><p>Shadowhunter Bat 2: 18 damage taken, bloodied, -2 to attack rolls until the end of Lilli's next turn. On ceiling (20' up).</p><p><s>Shadowhunter Bat 3: 38 damage taken. Dead.</s></p><p>[/sblock]</p><p></p><p><a href="http://tinypic.com/r/zmx38/7" target="_blank">External Map Link</a></p><p>[sblock=Map]</p><p>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.</p><p></p><p><img src="http://i56.tinypic.com/zmx38.png" alt="" class="fr-fic fr-dii fr-draggable " style="" /></p><p>[/sblock]</p></blockquote><p></p>
[QUOTE="JoeNotCharles, post: 5526656, member: 79945"] The bat is shaken by Lilli's attack, and decides it's time to flee. But it can't resist swooping down for one last attack as it goes, and Lilli is right in its path. Its barbed tail lashes painfully across her face, raising a bloody welt. Then it vanishes down the tunnel. The umber hulk turns again in a futile attempt to escape the orbs that are sucking it in. But this time it sees prey that has foolishly approached within the reach of its ape-like forearms. It lashes out at Gil with two huge claws, planting the first directly in his chest and knocking him back against the wall. With its second claw it grabs his arm and begins to pull him apart - Gil twists out of its grasp but the beast nearly wrenches his arm out of its socket. The hulk howls in triumph and closes in to deliver a killing blow, but is thwarted again as Gil fades away and sidesteps - or rather, side staggers, leaving a trail of blood through the water. The slippery floor now hinders him as well as the hulk, and he is unable to move more than a few steps away. [sblock=Actions] The Umber Hulk takes 11 damage and is pulled to J12. Shadowhunter Bat 2 takes 11 damage, bloodying it. Shadowhunter Bat 2: Standard: Flyby attack at Lilli, moving to L1: [url=http://invisiblecastle.com/roller/view/2977571/]Flyby Attack on Lilli (1d20+7-2=25, 1d6+4=8)[/url] Critical hit for 10 damage - Lilli is bloodied. Move: Fly 8 squares north (off the map) Maddened Umber Hulk: Disarming Gaze does not recharge: [url=http://invisiblecastle.com/roller/view/2977572/]Recharge Disarming Gaze (1d6=1)[/url] Slowed for starting adjacent to the static mote Standard: Claw Frenzy at Gil (reach 2): [url=http://invisiblecastle.com/roller/view/2977580/]Claw Frenzy at Gil (1d20+10=30, 1d10+4=8)[/url] [url=http://invisiblecastle.com/roller/view/2977586/]Claw Frenzy at Gil (2nd attack) (1d20+10=24, 1d10+4=8)[/url] A critical and a normal hit, for 22 damage total. Gil is bloodied. In fact, he's down to 1 hp! Move: to K12. [MENTION=82643]CaBaNa[/MENTION]: Gil uses Moonstride, becoming insubstantial (for how long?) and shifting 2 squares - but due to the difficult terrain, he can only move 1. I assume you'll move to M14 - that ok? [/sblock] [sblock=Unlocked Stats] Farmer Bob: AC [s]17[/s]19, Fort [s]13[/s]15, Reflex [s]11[/s]13, Will [s]11[/s]13 Maddened Umber Hulk: AC 17, Fort ??, Reflex ??, Will 17 Rot Grub Swarm: AC 13, Fort 13, Reflex ??, Will 13 Shadowhunter Bat: AC ??, Fort 13, Reflex ??, Will 11 [/sblock] [sblock=Status] Artemis: 16/29 hp, 5/7 surges, bloodied Lilli: 9/22 hp, 4/7 surges, bloodied Gil: 1/26 hp, 5/7 surges, bloodied, insubstantial Shale: 31/33 hp, 6/7 surges Karma: 10/30 hp, 2/5 surges, prone, bloodied Farmer Bob: 2/2 hp, 0/1 surges, +2 to all defenses until start of next turn Maddened Umber Hulk: 88 damage taken, cursed by Artemis, bloodied. Used Disarming Gaze. Used 2 Action Points. [s]Rot Grub Swarm 1: 50 damage taken. Dead.[/s] [s]Rot Grub Swarm 2: 44 damage taken. Dead.[/s] [s]Shadowhunter Bat 1: 35 damage taken. Dead.[/s] Shadowhunter Bat 2: 18 damage taken, bloodied, -2 to attack rolls until the end of Lilli's next turn. On ceiling (20' up). [s]Shadowhunter Bat 3: 38 damage taken. Dead.[/s] [/sblock] [url=http://tinypic.com/r/zmx38/7]External Map Link[/url] [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. [IMG]http://i56.tinypic.com/zmx38.png[/IMG] [/sblock] [/QUOTE]
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