The embattled paladin's eyes grow wide with fear as his wounds grow and the shifter's ones heal. At the mention of his allies, tears stream down his face and his blade seems to dip for a moment, drifting towards the ground.
"They trusted me, Andressa, Annika, Kelma and even Dajani, all thrown into the maw for victory. I must win, you cannot take this from me!" he roars, eyes red with anger, pain, regret... a blast of dark energy spills over those close to him, burning to your core. Feall catches the worst of it, sending the drow to the realm of unconsciousness.
Out of the darkness, Jaryn emerges, leaping high above and landing next to Sheeva,
"You want me, face me" he hisses.
[sblock=OOC]
Jaryn - Burst Skyward -
vs ref (river, rumbum, feall); necrotic (1d20+12=18, 1d20+12=29, 1d20+12=32, 2d10+5=12) hits all for 12 necrotic, crits Feall for 25 though, dropping him.
[/sblock]
[sblock=Unlocked Stats]
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.
Rumbum: 57/69; used 1 AP, used 8 surges, used Comeback Strike, +1 speed until end of encounter
Feall: -9/45; used 2 surges, bloodied, dying, unconscious, 0/3 death saves
River: 41/69; used 1 AP, used 7 surges, used Virtue's Touch & Moment of Glory, ongoing 5 damage (Stream of Life), bloodied
Pok: 40/40 - used 4 surges, used Visions of Avarice, Used Horrid Whispers, hidden
Sheeva: 48/48+5thp - used 1 surges, used 1 AP, used Howling Tempest
Enemies
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]