The light of Arawai locks the beast in place while Rumbum scores a deep wound.
The creature leaps up to assault Rumbum, but the orc knocks it back down.
[sblock=OOC]
Creature: recharges Unspeakable Violation.
Standard: Raking Assault on Rumbum -
raking assault (1d20+11=24, 2d10+3=14) miss,
raking assault (1d20+11=18, 2d10+3=13) miss. Two Misses.
River hits, Feall hits, Rumbum hits.
[/sblock]
[sblock=Unlocked Stats]
Spawn of Khyber: 20 AC; ??/??/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
Rumbum: 57/69; used 1 AP, used 8 surges, used Comeback Strike, +1 speed until end of encounter
Feall: 41/45; used 3 surges,
River: 38/69; 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, grants CA TSNT (Run)
Sheeva: 31/48 - used 2 surges, used 1 AP, used Howling Tempest, -2 AC TENT
Enemies
Spawn of Khyber : -29hp, dazed & -4 to defenses TENT (only River benefits from this effect), 1 shroud. 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)
Note: [MENTION=79956]dimsdale[/MENTION] - the effect from your daily power would've happened hit or miss, it's an effect
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]