The party's spells have some effect on the paladin, but Rumbum and him can't penetrate each other's defenses. Jaryn's connection to the shadow realms protect him from Feall's attack.
The paladin shakes his head to clear the cobwebs, then with unnatural speed he rushes down the stairs, born aloft on shadows, and his greatsword stabs outwards into Feall and River.
Then the paladin smiles as the blade bites deep into the two heroes and takes to the skies again, stabbing out at the duo again, and two more vicious wounds.
"It is you who will say the error of his ways shifter!" Jaryn growls
[sblock=OOC]
River gets ready for turbo-heal, Rumbum misses, Pok hits (although I can't figure out why he'd be prone? No save needed that I can figure.), Feall misses. Sheeva hits.
Jaryn - Path of Pain - flies 5 squares and attacks
vs ac; dmg (feall, river) (1d20+14=30, 2d8+8=16, 1d20+14=32, 2d8+8=20) two hits, 16 to Feall and 20 to River.
AP: repeat:
vs ac; dmg (feall, river) (1d20+14=32, 2d8+8=13, 1d20+14=24, 2d8+8=20) Two more hits, 13 to Feall and 20 to River.
[/sblock]
[sblock=Unlocked Stats]
Jaryn: 23 AC; ??/24/18 F/R/W
[/sblock]
[sblock=Status]
Rumbum: 69/69; used 1 AP, used 8 surges, used Comeback Strike, +1 speed until end of encounter
Feall: 16/45; used 2 surges, bloodied
River: 24/69; 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: -27hp, marked (rumbum)
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]