The party continues their effective attacks on the enemies, although the human knocks aside Feall's sword with his staff.
The dwarf's pick bites deep into Rumbum as the two continue their slugfest.
The other dwarf tries to attack Rumbum, but misses.
The tiefling moves back up and levels his rod at River, a ball of flame slams into the shifter and leaves a lingering fire on his body, but the silver light of Arawai keeps it at bay.
The human sneers at the assassin,
"You want me, here you GO!" he hisses stepping away and a ghostly white light slams into Feall. A dark energy saps the strength from his bones.
The orc stands up and shakes his head to clear the cobwebs. He takes a few steps forward, and the heroes feel his madness as an almost palatable force threatening to spread to them.
[sblock=Rumbum, Sheeva, Feall]
A wide staircase to the west leads up to an altar, an immense red stone glowing there. On the topmost step, a figure stands—a male human, hair tied back to reveal a prominent scar on his cheek. He holds his greatsword beside him, watching your fight with a weary intensity.
[/sblock]
[sblock=Aura]
Red Aura 1: if you start in it, you're slowed TSNT
Yellow Aura: any enemy that ends its turn in the aura and can see the orc takes 5 psychic damage...well, I guess only Pok, the rest are fine (stupid Moment of Glory)
[/sblock]
[sblock=Enemy Actions]
warf 2: Attack Rumbum -
dwarf 2 on rumbum (1d20+14+2=32, 2d8+7=21) hits for 16
dwarf1: shift to l18 -
dwarf 1 on Ruumbum (1d20+14=23, 2d8+7=9) Miss
tiefling: moves to K21 -
vs ref on river (1d20+11=21, 2d6+6=15) hits fro 10 fire + 5 ongoing (save ends)
Human: shift 1 back. Ghost Lance on Feall
vs fort on feall (1d20+16=18, 4d6+5=15) hits for 10 necrotic
Orc c: stand. Move to K19.
[/sblock]
[sblock=Unlocked Stats]
Dwarf: 25 AC 25/18/21 F/R/W
Tiefling: ?? AC ??/20/22F/R/W
Human: 23 AC ??/??/?? F/R/W
Orc c: ?? AC ??/20/?? F/R/W
[/sblock]
[sblock=ooc]
Rumbum hits, River hits both (dwarf makes 2nd save), Sheeva's both hit, Feall just misses, Pok misses Tiefling, hits orc.
Note to [MENTION=82643]CaBaNa[/MENTION] - it's a minor to drop prone, not free so you can't hide as a minor.
[/sblock]
[sblock=Status]
Rumbum: 38/69; used 1 AP, used 7 surges, used Comeback Strike, grants CA to dwarf 2 TENT, Resist 5 against all damage UEoNT (Sustain Minor), marked TENT Dwarf 2
Feall: 30/45; used 1 surge, When the human deals damage with a melee or a ranged attack to a target other than the cursed creature, the cursed creature takes an equal amount of damage., Resist 5 against all damage UEoNT (Sustain Minor), 5 ongoing fire (save ends)
River: 40/69; used 1 AP, used 5 surges, used Virtue's Touch & Moment of Glory, Resist 5 against all damage UEoNT (Sustain Minor), 5 ongoing fire (save ends)
Pok: 38/40 - used 4 surges, used Visions of Avarice, Used Horrid Whispers, prone
Sheeva: 48/48+1thp - used 1 surge, used 1 AP, used Howling Tempest, Resist 5 against all damage UEoNT (Sustain Minor), marked TENT Dwarf 1
*If you move away from the dwarves while marked you'll trigger an attack.
Enemies
Dwarf 1: -92hp, -2 to defenses, and fall prone if hit by an ally, UEoNT (only River and Pok benefit in this round), bloodied,
Dwarf 2: -12 hp
Human:
Tiefling: -16hp, if attack Sheeva, they take 5 fire and radiant damage.
Orc: -38hp, if attack Sheeva, they take 5 fire and radiant damage, bloodied, slowed
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.
[/sblock]