Mythra casts his light into the centre of the chamber, instantly banishing the gloom but for a few patches of deep shadow left in the far reaches of the room. There is a ghastly shriek, and two grotesque winged forms take flight and flap up away from the sudden light to perch on either side of a pillar further into the room. The revolting things seem to be nothing more than thoroughly-decomposed corpses with leathery wings stitched clumsily to their shoulders, but whatever profane power animates their bodies is clearly also sufficient to let them fly.
This was obviously once the temple's central chamber, used for public ceremonies. In the centre it rises to a tall arched vault, perhaps fifty yards high, whilst to either side there is a colonnade supporting lower ceilings - maybe ten yards or so. Beneath these two lower-ceilinged areas the floor is covered with rubble and slabs of stone, parts of which are recognisable as having once been benches where people might have sat during services. At the far end of the temple a stone door is visible, next to a raised dais with shallow steps leading up to it on three sides. Its centrepiece is a stone altar, elaborately carved and stained dark with blood.
Also upon the dais are two shambling corpses, which rapidly bring a halt to any appreciation of the architecture as they both tear out handfuls of their own festering innards and hurl them at the interlopers. kal'Tarron steps nimbly aside, but Mythra takes a great pile of rotting goop full to the face. It's all he can do to hold his last meal down, and to make matters worse, the unconventional projectile seems to be imbued with some form of necrotic power that leeches and saps at his lifeforce.
[sblock=Initiative Order] 20 -
Enemies
17 -
Orsik
16 -
Grys
12 -
kal'Tarron
10 -
Serris
5 -
Baracus
5 -
Mythra[/sblock]
[sblock=Enemy Actions]rw - move to C7
rw 1 - move to C8
c - Mote of Corruption on Mythra.
1d20=20+? = crit vs Ref. Max Damage = 15, and Mythra is weakened (save ends).
c1 - Mote of Corruption on kal'Tarron.
1d20=8+? = miss vs. Ref.[/sblock]
[sblock=Map]
Note that the two flyers, rw and rw1, are 4 squares vertically up from their squares on the map.
The squares filled with rubble are difficult terrain.[/sblock]
[sblock=Combatants]c -0 hp
c1 -0 hp
rw -0 hp
rw1 -0 hp
Orsik 45/45 hp
Grys 39/39 hp
kal'Tarron 44/44 hp
Serris 45/45 hp
Baracus 50/52 hp
Mythra 21/38 hp, weakened (save ends)[/sblock]
[sblock=OOC]The players can act now. If you're off-map, I'll assume for the sake of simplicity that 1 square's movement takes you to J7 and you can carry on moving from there.
Note that although the door looks to be standing fully open on the map, it's actually only wedged open a crack. You can get through there no problem, but it blocks line of sight and effect from outside the temple (except to J7, I8, H9 and G10). You can, however, easily hear the disturbing sounds from within.[/sblock]