renau1g
First Post
The creature doesn't reappear from its extraplanar prison providing you with a brief moment of respite.
[sblock=OOC]
[MENTION=2011]KarinsDad[/MENTION] - I moved you to L13 as M13 doesn't have LOS/LOE to the creature with taht wall there.
[MENTION=13739]Velmont[/MENTION] - N11 is taken by the twilight assassin from Feall. I don't know if you planned to draw an OA either but with your current tenuous health situation you wouldn't want to risk an OA even with the mark. I moved you to P11, still in the zone, but not adjacent.
Creature:
save (1d20=6) fail on first turn
save (1d20=9) fail on second turn.
Everyone hits.
[/sblock]
[sblock=Unlocked Stats]
Spawn of Khyber: 20 AC; 20/18/16 F/R/W
Jaryn: 23 AC; ??/24/18 F/R/W
[/sblock]
[sblock=Status]
*Yellow Zone - The burst creates a zone of sanctified ground that lasts until the end of your next turn. You can move the origin square of the zone 3 squares as a move action. Enemies that start their turns within the zone take 1d6 + 4 modifier radiant damage. You and any allies who are bloodied and start their turns within the zone regain 5 hit points and can make a saving throw. Sustain Minor: The zone persists.
*Red Zone - if you start there you take 5 necrotic damage. 10 this turn!
Rumbum: 68/69+9thp; used 1 AP, used 8 surges, used Comeback Strike, +1 speed until end of encounter, CA granted to spawn TB(Rumbum)NT
Feall: 41/45; used 3 surges,
River: 6+2thp/69; used 1 AP, used 7 surges, used Virtue's Touch & Moment of Glory, bloodied
Pok: 40/40 - used 4 surges, used Visions of Avarice, Used Horrid Whispers, grants CA TSNT (Run)
Sheeva: 31/48 - used 2 surges, used 1 AP, used Howling Tempest,
Enemies
Spawn of Khyber : -117 hp,. Until the end of the encounter, once per round when an ally hits the target with a melee attack, Rumbum gets to make a basic melee attack with CA against the target as a free action, marked (Rumbum) , used AP, used Invisibilty, used Shadow Evasion. slowed TENT
Jaryn: -57hp, marked (rumbum), bloodied, 1 shroud
Illumination: Everburning torches (bright 5) along all walls.
Rubble: Loose rock and gravel spreading from the south is difficult terrain. (Q14 - 22, P15 - 19, O15 - 19)
Fissure: The floor of this chamber collapses into a fissure 10 feet deep. It can be jumped with a DC 20 Athletics check (DC 10 with a 2-square running
start). Characters who enter the fissure take 1d6 damage and must make a DC 18 Acrobatics or Athletics check to clamber up its crumbling walls.
Bedrolls and Fire Pit: These are difficult terrain.
Ruined Shrine: This shrine is 10 feet high. It provides superior cover to anyone behind it and can be scaled with a DC 10 Athletics check.
Stairs: The oversized staircases in this chamber are difficult terrain (costs 1 extra square).
Fountain Pool: The pool of water and the wet floor around it are difficult terrain.
init (Jaryn, Pok, Sheeva, feall, river, rumbum) (1d20+11=16, 1d20+5=21, 1d20+7=19, 1d20+8=9, 1d20+4=6, 1d20+3=13)
[/sblock]
[sblock=OOC]
[MENTION=2011]KarinsDad[/MENTION] - I moved you to L13 as M13 doesn't have LOS/LOE to the creature with taht wall there.
[MENTION=13739]Velmont[/MENTION] - N11 is taken by the twilight assassin from Feall. I don't know if you planned to draw an OA either but with your current tenuous health situation you wouldn't want to risk an OA even with the mark. I moved you to P11, still in the zone, but not adjacent.
Creature:
save (1d20=6) fail on first turn
save (1d20=9) fail on second turn.
Everyone hits.
[/sblock]
[sblock=Unlocked Stats]
Spawn of Khyber: 20 AC; 20/18/16 F/R/W
[/sblock]
[sblock=Status]
*Yellow Zone - The burst creates a zone of sanctified ground that lasts until the end of your next turn. You can move the origin square of the zone 3 squares as a move action. Enemies that start their turns within the zone take 1d6 + 4 modifier radiant damage. You and any allies who are bloodied and start their turns within the zone regain 5 hit points and can make a saving throw. Sustain Minor: The zone persists.
*Red Zone - if you start there you take 5 necrotic damage. 10 this turn!
Rumbum: 68/69+9thp; used 1 AP, used 8 surges, used Comeback Strike, +1 speed until end of encounter, CA granted to spawn TB(Rumbum)NT
Feall: 41/45; used 3 surges,
River: 6+2thp/69; used 1 AP, used 7 surges, used Virtue's Touch & Moment of Glory, bloodied
Pok: 40/40 - used 4 surges, used Visions of Avarice, Used Horrid Whispers, grants CA TSNT (Run)
Sheeva: 31/48 - used 2 surges, used 1 AP, used Howling Tempest,
Enemies
Spawn of Khyber : -117 hp,. Until the end of the encounter, once per round when an ally hits the target with a melee attack, Rumbum gets to make a basic melee attack with CA against the target as a free action, marked (Rumbum) , used AP, used Invisibilty, used Shadow Evasion. slowed TENT
Illumination: Everburning torches (bright 5) along all walls.
Rubble: Loose rock and gravel spreading from the south is difficult terrain. (Q14 - 22, P15 - 19, O15 - 19)
Fissure: The floor of this chamber collapses into a fissure 10 feet deep. It can be jumped with a DC 20 Athletics check (DC 10 with a 2-square running
start). Characters who enter the fissure take 1d6 damage and must make a DC 18 Acrobatics or Athletics check to clamber up its crumbling walls.
Bedrolls and Fire Pit: These are difficult terrain.
Ruined Shrine: This shrine is 10 feet high. It provides superior cover to anyone behind it and can be scaled with a DC 10 Athletics check.
Stairs: The oversized staircases in this chamber are difficult terrain (costs 1 extra square).
Fountain Pool: The pool of water and the wet floor around it are difficult terrain.
init (Jaryn, Pok, Sheeva, feall, river, rumbum) (1d20+11=16, 1d20+5=21, 1d20+7=19, 1d20+8=9, 1d20+4=6, 1d20+3=13)
[/sblock]
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