Stanng Lifts his sword over his head.
"For Maros!" Swinging down hard, Stanng splits the slime in two again, but this time the halves seep into the stone floor, lifeless. The shifter steps forward and touches Kane, healing the barbarian.
"Make Ready, Kane. Together, we shall smite these creatures!"
The rats, on fire, scurried forward, squealing in pain. Though the rodents did not make it far, the one swarm scurried around Hergunna's feet.
The remaining Ooze slammed itself against Stanng, but the Paladin shrugged off the attack. The Ooze reared back for another slam, but Stanng was prepared, deflecting the attack with his shield. The jelly flowed away, toward the other group of adventurers.
The Choker in the far corner reached out and wrapped a tentacle around Stanng's throat. It constricted its limb, choking the paladin.
The second choker crawled on the ceiling, moving closer to the other adventurers before attacking Kane with its tentacle, grabbing the bugbear by his neck. It did little damage, but held on tight.
[sblock=Mechanics]
Stanng
Standard: Piercing Smite on E12 Slime
Attack:
1D20 + 7 => 27 Crit
Damage: 24
Move: C13
Minor: Lay Hands on Kane
Rats E7
Effect: Take 2 Damage from Orb
Move: Stand Up
Standard: Move E7 to E8 to E9 to E10 to F11
Rats D6
Effect: Take 2 Damage from Orb
Move: Stand Up
Standard: Move D6 to E6 to E7 to E8
Ochre Jelly
Standard: Slam Stanng
Attack:
1D20 + 8 => 16 Miss
Action Point: Slam Stanng
Attack:
1D20 + 8 => 14 Miss
Move: Shift to D10
Choker B15
Standard: Tentacle Claw (Reach 2) vs Stanng
Attack:
1D20 + 9 => 25 Hit
Damage:
1D8 + 4 => 12 (Accidentally did +4; should be +3, so damage is 11)
Effect: Stanng is grabbed
Choker E15
Move: Shift F14
Standard: Tentacle Claw (Reach 2) vs Kane
Attack:
1D20 + 9 => 26 Hit
Damage:
1D8 + 3 => 4
Effect: Kane is grabbed
[/sblock][sblock=Status]
Wil Rando: G10
33/33 HS 10/10 AP 1
Mervin: H11
13/23 HS 7/7 AP 1,
ongoing 3 rat damage
Hergunna: F11
22/36 HS 9/9 AP 1
Kane: D14
22/41 HS 10/10 AP 1,
SW Bonus,
-4 Def TENT-Hergunna,
Grabbed by F14
Stanng: C13
18/31 THP
0/3 HS 9/10 AP 1
Grabbed by B15
Enemies:
Rat Swarm: F11
1/36,
Swarm Attack Aura 1,
Bloodied
Rat Swarm: E8
1/36,
Swarm Attack Aura 1,
Bloodied
Ochre Jelly: D10
14/102 AP 0, Marked by Stanng,
-4 Def TENT-Hergunna
Cavern Choker: B15
42/42,
Cavern Choker: F14
42/42,
Ochre Jelly: B12 -13/102 Dead
[/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]