Round 2
The hulking creature's long talons scrape across Earth's rocky surface like fingernails on a chalkboard - but with less effect.
The eels dart in and out, lunging at others on the dock, one grabbing Rysethynn, another lunging into the heart of the wasp swarm and swallowing a huge mass of them.
[sblock=Player action questions/comments]@
DMDanW, you can't shift to J14 as there's an enemy in that square. I shifted you to L12, let me know if you'd rather go elsewhere.
@
johnmeier1, you can't shift to I12 as Auntie Mab is there. I shifted you to K12 instead.
@
Voda Vosa, Wellspring Strike grants you Regen 5 while bloodied. You can give the regen'd HP to a bloodied ally at the start of each of your turns instead, but can't give them the Regen outright. Also, Form of Mountain Thunder's extra damage is once per turn and when you hit with a
melee attack. So far, you've used Bursts and Blasts, so no damage was triggered from those. Also, did you edit your previous post to add the +2 damage or should I add it now?
@
pacdidj, I'll shift Mab to J11 instead.
@
LadyLaw, Your shift moves you away from enemies, so there's nothing adjacent to you after your shift. Feel free to adjust your actions accordingly. Once your turn is revised, I think everyone's gone and I'm good to run the next round.
As a note to everyone, please list the defenses targeted by attacks, damage type dealt, and types of bonuses granted (power, shield, etc) when you use powers. Thanks, -Management

[/sblock]
[sblock=Enemy Reactions]
Hulking Creature 1: <When hit by Raijin's attack,
Variable Resistance: Resist 10 Thunder until the end of the encounter>, <When hit by Earth's Form of Mountain's Thunder attack,
Variable Resistance: Resist 10 Lightning until the end of the encounter>
Hulking Creature 2: <When hit by Raijin's attack,
Variable Resistance: Resist 10 Thunder until the end of the encounter>.
Hulking Creature 3: <When hit by Earth's Form of Mountain's Thunder attack,
Variable Resistance: Resist 10 Lightning until the end of the encounter>
[/sblock]
[sblock=Enemy Actions]
Eel Creature 1: Swim to M14,
Lunging Bite: NAT1 vs Xander.
Eel Creature 2:
Lunging Bite: 17 Reflex vs Rysethynn, hit, 8 damage reduced to 5 and Rysethynn is grabbed.
Drag: Shift to N10, pull Rysethynn 1 reduced to 0.
Eel Creature 3: Swim to P10,
Lunging Bite: 17 Reflex vs Devinihm, hit, 5 damage reduced to 1 and Devinihm is grabbed.
Eel Creature 4: Swim to O14,
Lunging Bite: 12 Reflex vs Illarion, miss.
Hulking Creature 1: Stand,
Finger Talons(-2 Roar): 7 AC vs Earth, miss.
Hulking Creature 2: Stand,
Finger Talons(-2 Roar): 14 AC vs Earth, miss.
Hulking Creature 3: Stand,
Tearing Cut: 7 AC vs Earth, miss.[/sblock]
[sblock=Combatants]
Auntie Mab:
J11, 8 damage taken
Devinihm:
N12, 8 damage taken,
grabbed(Eel Creature 3),
DR4
Rysethynn:
O12, 16 damage taken,
grabbed(Eel Creature 2),
DR3,
+1 AC
Earth:
J13,
DR3,
+1 AC,
regen 5 while bloodied
Illarion:
M12, 10 damage taken
Raijin:
I11, 10 damage taken,
bloodied,
5 ongoing poison and necrotic damage(save ends),
+2 defenses,
+1 to hit,
+2 damage,
+1d8 lightning/thunder damage,
+2 AC
Xander:
L12, 18 damage taken,
bloodied,
+2 defenses
Eel Creature 1:
M14
Eel Creature 2:
N10,
11 damage taken,
marked(Rysethynn)
Eel Creature 3:
P10
Eel Creature 4:
O14
Eel Creatures: 17 AC, 15 Fort, 16 Ref, 14 Will, MBA -
Lunging Bite: Reach 2, +6 vs Reflex, 2d6+3 damage and the target is grabbed.
Hulking Creature 1:
I14,
47 damage taken,
bloodied,
-2 attacks,
marked(Earth),
resist 10 lightning
Hulking Creature 2:
J14,
51 damage taken,
bloodied,
-2 attacks,
marked(Earth),
Shroud(Illarion),
resist 10 thunder
Hulking Creature 3:
I13,
30 damage taken,
bloodied,
marked(Earth),
resist 10 lightning
Hulking Creatures: 58 Max HP, 16 AC, 16 Fort, 15 Ref, 13 Will, MBA -
Finger Talons: +6 vs AC, 4d4+2 damage.[/sblock]
[sblock=Terrain]The docks are 1 square below the streets. It's a DC 15 Athletics and 2 squares worth of movement to climb. The ramp up is at I22-23 and J22-23.
The light blue water is the shallows, it is 3 squares deep and requires a DC 10 Athletics check to swim. The darker blue water is affected by the tide. It requires DC 13 Athletics checks to swim and any creature without a swim speed that ends its turn in it is slid 2 squares south.
The dock is 1 square up from the water. Climbing up from the water requires a DC 13 Athletics(climb check).
The docks are all 2 squares wide, even when they don't look like they are.[/sblock]
[sblock=Light]There's a lantern on the crate at H23 that shines bright 5 in all directions. Illarion has the other Lantern. Everything else is dim lighting.[/sblock]