Stanng moved up and challenged the Jelly, charging it just as Kane did, and with similar result. Thrusting his broadsword deep into the ooze, it began to discolor on the inside, becoming more cloudy. Almost along the line of the Stanng's cut, the large creature split into two smaller piles of ooze.
The original ooze shifted around behind Stanng, attacking the Paladin. But the slim harmlessly bounced off the shifter's armor.
The second slim moved around the back of Kane, and slammed hard against the barbarian, covering his arms with acidic slim.
The closer cavern choker crawled along the wall. It reached at Kane with its long arm, but missed. With a dull shimmer, its skin blending with the wall, making it harder to see.
The second choker moved up as well, this one moving closer to Stanng. It reaches out with it's long tentacle arm and wraps it around Stanng's throat, choking the shifter. The creature has a hold on Stanng, and doesn't let go.
The southern rats charged up to mervin and bit at the wizard's ankles. Several rats crawled up on to him, biting as they climbed.
The northern rats moved back toward the adventurers.
[sblock=Mechanics]
Stanng
Move: E6 to E7 to E8 to E9 to E10
Minor: Divine Challenge Ooze
Standard: Charge Ooze
Attack:
1d20+7 = 20 Hit
Damage:
1d10+4=1d8 = 16
Ochre Jelly B14
Move: Shift 4 B14 to B13 to C12 to D12 to E12
Standard: Slam Stanng
Attack:
1d20+8=11 Miss
Ochre Jelly C15
Move: Shift 4 C15 to C14 to B13 to B12
Standard: Slam Kane
Attack:
1d20+8 = 28 Crit
Damage: 2D6+1 = 13 + 5 ongoing acid damage.
Choker C17
Move: C17 to C16 to C15 to B15
Standard: Tentacle Claw (reach 2) on Kane
Attack:
1D20+9 = 11 Miss
Minor: Chameleon Hide (Gains concealment)
Choker C19
Move: C19 to C18 to C17 to C16 to C15 to D15 to E15
Standard: Tentacle Claw (reach 2) on Stanng
Attack:
1D20+9=28 Hit
Damage: 1d8+3=5, grabbed by Choker.
Rats G5
Move: G5 to G6 to F6 to E6 to E7
Standard: Swarm of teeth on Mervin
Attack:
1d20+6=25
Damage: 1D6+3 = 7, plus 3 ongoing damage.
Other Rats
Move: to D6
[/sblock][sblock=Status]
Wil Rando: G10
33/33 HS 10/10 AP 1
Mervin: E8
16/23 HS 7/7 AP 1,
ongoing 3 rat damage
Hergunna: I10
22/36 HS 9/9 AP 1
Kane: C13
22/41 HS 10/10 AP 1,
ongoing 5 acid damage
Stanng: D13
26/31 HS 10/10 AP 1
Grabbed by E15
Enemies:
Rat Swarm: E7
20/36,
Swarm Attack Aura 1,
No OA TENT-Mervin
Rat Swarm: D6
17/36,
Swarm Attack Aura 1,
Bloodied
Ochre Jelly: E12
25/102 AP 1, Marked by Stanng
Ochre Jelly: B12
24/102 AP 1
Cavern Choker: B15
42/42,
concealment
Cavern Choker: E15
42/42,
[/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]