The party's efforts prove too much for the paladin, he slumps to his knees after Sheeva's blast of lightning, his eyes lock with River's
"I failed the Flame" is heard as he falls to the ground.
The everburning torches suddenly flicker and dim. At the top of the western stairs, the Eye of Khyber flares brighter, a sickly blood-red. Then a fountain of flame erupts from the stone, scouring the upper landing and the ceiling above as a misshapen figure appears. The wolflike creature stands on all fours, ropes of twisted muscle rippling beneath its mangy red fur. Its foul voice echoes from the stones as it hisses:
"You have slain my champion and have shown your worth. Who among you accepts the mantle of Voice of Khyber?"
[sblock=Creature]
[/sblock]
[sblock=OOC]
Jaryn is defeated by Sheeva's blast.
The creature appears
[/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: 27/45; used 3 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]