
Rev DM |

The insects prove harder to capture than Lynore had hoped and stay resolutely where they are, preferring, it seems, to be blown apart by Barel's grit zone.
Scarab swarms: Aura 1. Any enemy that starts its turn within the aura takes 7 damage plus 5 extra for each swarm adjacent to the enemy.
Tavar - 7 damage at start of turn from swarm
Lanthair - 7 damage at start of turn from swarm
Scarab swarm 1 - BLOODIED; one shroud; 15 damage at start of turn from Barel's zone; marked by Barel
Scarab swarm 2 - 15 damage at start of turn from Barel's zone; marked by Barel
Thom
(Blademaster - BLOODIED; -10 to damage rolls; out of sight)
Barel - used second wind; concealment (zone); 12 damage at start of turn from swarms; 5 ongoing necro (se)
Arishat - concealment (Barel's zone)
*Lynore - concealment and invisible to creatures more than 5 squares away to end next turn

Rev DM |

Tavar stalks away from the scarabs, suffering somewhat as he disgustedly brushes aside the insects. Turning his back to the hanging red fungus, a strand oozes down the back of his robe, making him wince and sending his attack wide.
OA on Tavar:
v Ref
1d20+16=30. Hits.
2d10=9 plus 5 ongoing necrotic (se)
9 damage to Tavar and 5 ongoing necro (se)
Scarab swarms: Aura 1. Any enemy that starts its turn within the aura takes 7 damage plus 5 extra for each swarm adjacent to the enemy.
Lanthair - 7 damage at start of turn from swarm
Scarab swarm 1 - BLOODIED; one shroud; 15 damage at start of turn from Barel's zone; marked by Barel
Scarab swarm 2 - 15 damage at start of turn from Barel's zone; marked by Barel
Thom
(Blademaster - BLOODIED; -10 to damage rolls; out of sight)
Barel - used second wind; concealment (zone); 12 damage at start of turn from swarms; 5 ongoing necro (se)
Arishat - concealment (Barel's zone)
*Lynore - concealment and invisible to creatures more than 5 squares away to end next turn
Tavar - 5 ongoing necro (se)

Lanthair |

Calling on the spirits, Lanthair flashes across the battlefield, taking the scarabs with him, before striking at their very life force.
Tormented Spirit movement technique: I teleport to I20 and S2 teleports to H19. I get +1 to AC to EOMNT and I have concealment against S1.
Tormented Spirit vs S1. 1d20 + 18 ⇒ (2) + 18 = 20 vs Fort. 3d6 + 9 ⇒ (3, 4, 1) + 9 = 17 necrotic damage, and it is weakened to EOMNT. Also, if that hits, 6 flurry of blows damage each to S1 and S2.
HP 52/86
Edit: Harumph. Stupid die-roller. Anyway, Thom, they're nicely lined up for you, assuming they don't move. You don't even have to blast an ally!

Rev DM |

Lanthair attempts to rearrange the field of battle to his liking but is thwarted by the insects. Far from intelligent, they at least recognise that the halfling is more appetising than a grit encased dwarf and turn their attentions to the monk.
Barel gets OA on both swarms and whatever adorable Warden thing he does. This is where they theoretically move to. And this is their theoretical attack v Ref on Lanthair.
Swarm of Mandibles (Ref). On hit target takes 5 ongoing necro damage (se)
1d20+16=25 - S1 v Lanthair. Miss.
1d20+16=32 - S2 v Lanthair. Hits. 2d10=6 plus 5 ongoing necro. Cobblers.
6 damage to Lanthair and 5 ongoing necro (se).
Scarab swarms: Aura 1. Any enemy that starts its turn within the aura takes 7 damage plus 5 extra for each swarm adjacent to the enemy.
Thom - but you might want to hold until Barel is resolved.
(Blademaster - BLOODIED; -10 to damage rolls; out of sight)
Barel - used second wind; concealment (zone); 12 damage at start of turn from swarms; 5 ongoing necro (se)
Arishat - concealment (Barel's zone)
*Lynore - concealment and invisible to creatures more than 5 squares away to end next turn
Tavar - 5 ongoing necro (se)
Lanthair - +1AC to end his next turn; concealed from S1; (12 damage at start of turn from swarm)
Scarab swarm 1 - BLOODIED; marked by Barel
Scarab swarm 2 - marked by Barel

Barel Dlode |

Barel swipes at the swarms as they move away.
AoO S1: 1d20 + 17 ⇒ (12) + 17 = 29; if hit: damage= 1d10 + 12 ⇒ (6) + 12 = 18
AoO S2: 1d20 + 17 ⇒ (14) + 17 = 31; if hit: damage= 1d10 + 12 ⇒ (5) + 12 = 17
After they try to attack Lanthair, Barel wags his finger at the swarms and swipes them away from him.
Warden's grasp:
immediate Reaction Close burst 5
Trigger: An enemy marked by you that is within 5 squares of you makes an attack that does not include you as a target
Target: The triggering enemy in burst
Effect: You slide the target 1 square. The target is slowed and cannot shift until the end of its turn.
I want to move them as close to (or back inside) my zone of gritty death, please:
S1 to G19 and S2 to I17.
Finally, Barel says,"Thanks for caring guys, but I think my gritty determination will do these swarms in...if you will just let them stay next to me."

Rev DM |

Replete with horrible puns, the dwarf smashes into the insects as they are dragged around the room by his companions. He eliminates enough to bloody the second swarm as well.
OA hits S2.
By now, the zone is full of many, many insect parts. Scarab shells mingle with the grit and blood to kaleadoscopic effect. The general impression might be pretty if the components were less disgusting.
Scarab swarms: Aura 1. Any enemy that starts its turn within the aura takes 7 damage plus 5 extra for each swarm adjacent to the enemy.
Thom
(Blademaster - BLOODIED; -10 to damage rolls; out of sight)
Barel - used second wind; concealment (zone); 12 damage at start of turn from swarms; 5 ongoing necro (se)
Arishat - concealment (Barel's zone)
*Lynore - concealment and invisible to creatures more than 5 squares away to end next turn
Tavar - 5 ongoing necro (se)
Lanthair - +1AC to end his next turn; concealed from S1; (12 damage at start of turn from swarm)
Scarab swarm 1 - BLOODIED; marked by Barel; taking 15 at start of turn (Barel's zone)
Scarab swarm 2 - BLOODIED; marked by Barel

Thom Verikal |

Thom decides to see if he can put the swarm in its place, next to Barel.
Phantom Bolt
At-Will; KEYWORDS Arcane, Illusion, Implement, Psychic .
Standard Action, Ranged 10, One Creature S2
Attack: Intelligence 1d20 + 17 ⇒ (15) + 17 = 32 vs. Will
Hit: 1d8 + 5 ⇒ (4) + 5 = 9 psychic damage, and you slide the target 1 square. To H17
Heh, looks like swarms cannot be slid.

Rev DM |

Au contraire :)
Thom befuddles the insects, deluding them into thinking some choice titbit awaits and the entire swarm returns happily to Barel's side.
Scarab swarms: Aura 1. Any enemy that starts its turn within the aura takes 7 damage plus 5 extra for each swarm adjacent to the enemy.
Barel - used second wind; concealment (zone); 12 damage at start of turn from swarms; 5 ongoing necro (se)
Arishat - concealment (Barel's zone)
*Lynore - concealment and invisible to creatures more than 5 squares away to end next turn
Tavar - 5 ongoing necro (se)
Lanthair - +1AC to end his next turn; concealed from S1; (12 damage at start of turn from swarm)
Scarab swarm 1 - BLOODIED; marked by Barel; taking 15 at start of turn (Barel's zone); slowed and can't shift to end Barel's next turn
Scarab swarm 2 - BLOODIED; marked by Barel; taking 15 at start of turn (Barel's zone); slowed and can't shift to end Barel's next turn
Thom

Barel Dlode |

Despite the risk of missing, Barel decides to end his swirling wind of terror and hurl it mightily at the swarms around him...hoping to take them both out.
standard action: Boiling cloud attack: targets each enemy in close blast 3 and each enemy adjacent to me.
attack vs AC: s1--1d20 + 20 ⇒ (11) + 20 = 31
s2--1d20 + 20 ⇒ (14) + 20 = 34
on hit: 2d10 + 10 ⇒ (8, 4) + 10 = 22 and -2 penalty to all defense (SE).
edit: question: Boiling Cloud You sacrifice your foes to summon the hunger of Codrichun: a noxious cloud of blood and abrading grit. The cloud boils around you until you hurl it away in a terrifying blast. Daily Primal, Zone
Effect: The burst creates a zone of blood and grit that lasts until the end of the encounter. The zone moves with you, remaining centered on your space. You and your allies in the zone have concealment. Marked enemies that start their turns within the zone take damage equal to your Constitution modifier or Wisdom modifier. While the zone is active, you can use the Boiling Cloud Attack power once. Boiling Cloud Attack Daily Primal, Weapon
Requirement: The power Boiling Cloud must be active in order to use this power. Effect: The zone ends. Target: Each enemy in blast and each enemy adjacent to you Attack: Strength + 3 vs. AC Hit: 2[W] + Strength modifier damage, and the target takes a -2 penalty to all defenses (save ends).
Minor Action Close burst 1
Standard Action Close blast 3

Rev DM |

Barel - still need a save v ongoing necro.
Barel's controlled zone of doom rises and engulfs the scarabs. While it severely diminishes both of them, the insects still somehow remain stubbornly alive.
Scarab swarms: Aura 1. Any enemy that starts its turn within the aura takes 7 damage plus 5 extra for each swarm adjacent to the enemy.
Arishat
*Lynore - concealment and invisible to creatures more than 5 squares away to end next turn
Tavar - 5 ongoing necro (se)
Lanthair - +1AC to end his next turn; concealed from S1;
Scarab swarm 1 - BLOODIED; marked by Barel; taking 15 at start of turn (Barel's zone); -2 defenses (se)
Scarab swarm 2 - BLOODIED; marked by Barel; taking 15 at start of turn (Barel's zone); -2 defenses (se)
Thom
Barel - used second wind; 12 damage at start of turn from swarms; 5 ongoing necro (se)

Barel Dlode |

font of life save at beginning of turn: 1d20 ⇒ 4
save versus ongoing at end of turn: 1d20 ⇒ 6
no love from the dice for the save, but that is okay, since I hit with both with the main attack. Did that attack also trigger their vulnerability, for an additional 10 damage each? Also, please see my edit to above post, with questions regarding Boiling Cloud.

Barel Dlode |

They took 32 damage each :) Lucky them.
I'm sure the cloud dissipates after you use the attack. The effect line in the attack power states that the zone ends. On the Guardian Form question, I'm less confident and will do some research.
@ RevDM:

Arishat |

"Barel. Come on. Shake the insects off, and hit them harder. Now!"
Adaptive Stratagem, Barel gets +4 to damage rolls teomnt and +3 to saving throws teomnt. Don't you dare fail any more saving throws.
Commander's Strike, Barel strikes S1, 1d20 + 16 + 3 ⇒ (13) + 16 + 3 = 32 vs AC, 1d10 + 11 + 6 ⇒ (10) + 11 + 6 = 27 damage
Move to F19 via E18 to avoid AO
edit: and that was stupid as I think S1 is likely dead and I haven't set up a flank after all; should have gone to G17

Rev DM |

Shouting encouragement to Barel, Arishat swishes around to provide him with a flank on the still barely wriggling S1.
Half damage from melee and ranged attacks.
Scarab swarms: Aura 1. Any enemy that starts its turn within the aura takes 7 damage plus 5 extra for each swarm adjacent to the enemy.
*Lynore - concealment and invisible to creatures more than 5 squares away to end next turn
Tavar - 5 ongoing necro (se)
Lanthair - +1AC to end his next turn; concealed from S1;
Scarab swarm 1 - BLOODIED; marked by Barel; -2 defenses (se)
Scarab swarm 2 - BLOODIED; marked by Barel; -2 defenses (se)
Thom
Barel - used second wind; 12 damage at start of turn from swarms; 5 ongoing necro (se); +4 to damage and +3 to saves to end Arishat's next turn
Arishat - 7 damage at start of turn (swarm aura)

Rev DM |

Lynore winks insolently at the nearly-demolished swarm and squishes a few more by the mere power of her thought. As far as the few remaining insects in that swarm are concerned, she might as well not be there.
Scarab swarms: Aura 1. Any enemy that starts its turn within the aura takes 7 damage plus 5 extra for each swarm adjacent to the enemy.
Tavar - 5 ongoing necro (se)
Lanthair - +1AC to end his next turn; concealed from S1;
Scarab swarm 1 - BLOODIED; marked by Barel; -2 defenses (se)
Scarab swarm 2 - BLOODIED; marked by Barel; -2 defenses (se)
Thom
Barel - used second wind; 12 damage at start of turn from swarms; 5 ongoing necro (se); +4 to damage and +3 to saves to end Arishat's next turn
Arishat - 7 damage at start of turn (swarm aura)
Lynore - invisible to S1 to start of her next turn

Rev DM |

Amended with apologies.
Tavar purposefully irradiates a few more scarab beetles as the swarms just keep diminishing.
EDIT: Tavar - who would you to bestow your +2 to next attack v S2 on?
Scarab swarms: Aura 1. Any enemy that starts its turn within the aura takes 7 damage plus 5 extra for each swarm adjacent to the enemy.
Lanthair - +1AC to end his next turn; concealed from S1; +2 next attack against S2
Scarab swarm 1 - BLOODIED; marked by Barel; -2 defenses (se)
Scarab swarm 2 - BLOODIED; marked by Barel; -2 defenses (se)
Thom
Barel - used second wind; 12 damage at start of turn from swarms; 5 ongoing necro (se); +4 to damage and +3 to saves to end Arishat's next turn
Arishat - 7 damage at start of turn (swarm aura)
Lynore - invisible to S1 to start of her next turn
Tavar

Rev DM |

By the time Lanthair finishes his little dance of destruction, the swarms are both all but extinct. Nonetheless, they continue to attack, skittering and hissing over the halfling, dangerous down to the last insect.
Swarm of Mandibles (Ref). On hit target takes 5 ongoing poison (se)
1d20+20=23 - S1 v Lanthair. Miss.
1d20+20=34 - S2 v Lanthair. Hits. 2d10=17 plus 5 ongoing poison
17 damage to Lanthair and 5 ongoing poison (se)
Scarab swarms: Aura 1. Any enemy that starts its turn within the aura takes 7 damage plus 5 extra for each swarm adjacent to the enemy.
Thom
Barel - used second wind; 12 damage at start of turn from swarms; 5 ongoing necro (se); +4 to damage and +3 to saves to end Arishat's next turn
Arishat - 7 damage at start of turn (swarm aura)
Lynore - invisible to S1 to start of her next turn
Tavar
Lanthair - +1AC to end his next turn; 12 damage at start of turn from swarm aura
Scarab swarm 1 - BLOODIED; marked by Barel; -2 defenses (se)
Scarab swarm 2 - BLOODIED; marked by Barel; -2 defenses (se)

Rev DM |

It's somewhat academic at this point, but I forgot to make the swarm saves v -2 defenses. Just to keep it orderly - 1d20=10. Yay?
Oddly obedient, S1 collapses as the last tenacious insect falls. The barest remnants of S2 remain to threaten Barel, Lynore and Arishat.
Scarab swarms: Aura 1. Any enemy that starts its turn within the aura takes 7 damage plus 5 extra for each swarm adjacent to the enemy.
Barel - used second wind; 7 damage at start of turn from swarms; 5 ongoing necro (se); +4 to damage and +3 to saves to end Arishat's next turn
Arishat - 7 damage at start of turn (swarm aura)
Lynore - invisible to S1 to start of her next turn
Tavar
Lanthair - +1AC to end his next turn; 7 damage at start of turn from swarm aura
Scarab swarm 2 - BLOODIED; marked by Barel
Thom

Barel Dlode |

Barel takes Arishat's advise and shakes of tghe clinging creatures with his hammer before wolloping the remaining swarm.
free action: font of life save versus ongoing = 23 (wasted a crit on a save, but that is okay),
free action: mark remaining swarm
standard action: weight of the earth: = 32 versus AC for 23 damage (and swarm is slowed UEMNT).

Rev DM |

Barel's blow strikes solidly, reducing the last of the swarms to nothing more than a decorative motif on the bottom of his hammer. Admittedly, it is a motif more liberally adorned with insect guts than some would consider pleasing.
OUT OF COMBAT. Please take 2,200XP each, bringing you to 42,967XP total.

Arishat |

Arishat will plant her Battle Standard of Healing, so anyone spending healing surges, you're giving everyone else 1hp for every surge used. Does anyone want an Inspiring Word that comes with a +2 Saving Throw and 3d6 extra hit points? "Ah, good. You know, if adventuring doesn't work out, we might have a career in pest control."

Lanthair |

Arishat will plant her Battle Standard of Healing, so anyone spending healing surges, you're giving everyone else 1hp for every surge used. Does anyone want an Inspiring Word that comes with a +2 Saving Throw and 3d6 extra hit points? "Ah, good. You know, if adventuring doesn't work out, we might have a career in pest control."
I would take it, unless someone else wants to. Spending 2 healing surges (1 of which may or may not have some extra).

Lanthair |

Arishat will plant her Battle Standard of Healing, so anyone spending healing surges, you're giving everyone else 1hp for every surge used. Does anyone want an Inspiring Word that comes with a +2 Saving Throw and 3d6 extra hit points? "Ah, good. You know, if adventuring doesn't work out, we might have a career in pest control."
I would take it, unless someone else wants to. Spending 2 healing surges (1 of which may or may not have some extra).

Tavar oracle of the Raven Queen |

Arishat wrote:Arishat will plant her Battle Standard of Healing, so anyone spending healing surges, you're giving everyone else 1hp for every surge used. Does anyone want an Inspiring Word that comes with a +2 Saving Throw and 3d6 extra hit points? "Ah, good. You know, if adventuring doesn't work out, we might have a career in pest control."I would take it, unless someone else wants to. Spending 2 healing surges (1 of which may or may not have some extra).
Tavar can hit you with a healing word next turn if you don't take Arishat's Inspiring Word. Also it would take some extraordinary circumstances for one of the party to die while Tavar is nearby.

Arishat |

Do I not know it. It's practically impossible to kill any party containing Tavar, but I do assure you I'm working on it.
Arishat isn't as good at healing, but does get three Inspiring Words that grant a saving throw each encounter. Lanthair can have one, for 3d6 ⇒ (2, 1, 1) = 4 hit points on top of his healing surge, and if he needs a saving throw against ongoing poison it is at +2
Edit: and that continues my run of rolling abysmally on Inspiring Word for extra hit points recovered. I think 10 is my best score on 3d6.