"A good idea," Timmins replies. "I'd hate to wander into a pit or be caught off-guard by a monster or these cultists.Maur looked down into the chasm and under the bridges sides. His darkvision pierces the gloom to almost 100 feet in depth as he looks for traces of other vermin or the bottom of the charm.
As they approach the temple and he listama to the description of group easier encounter Maur considers...
"If it is undead, I should be able to. Depending on what it is exactly. And given your description, if it is in an evil temple it might be waste of power to try."
He taps his helm with the gauntlet, making kind of soft ping-ping sound that nevertheless deafens him for the moment.
"If it is chained, we could maybe destroy it from afar? But the cultist are either afraid of it or they prepared something for you given the changes here. I think we should secure the area first."
While examining the room and its entryway, as well as the door with the creature behind it, Maur spots a light coming from down the corridor. The light emanates out from the stairwell that Aureus noted on her map."If we cannot defeat the thing and whatever else awaits us in there...I can temporarily consecrate the space. It will penalize the creature whatever is inside."
While examining what has changed in the room, Caerth manages to barely hear voices echoing through the corridor outside the room. The language isn't Common or any other language understands, however. He sees the same light (which is getting brighter) that draws Maur out to the doorway of the room.”Chains,” Caerth mutters uncertainly. His eyes scan the room, and he growls softly as the dwarf distracts his hearing with the thumping of his helmet.
Phar easily hears the voices out in the corridor with his sharp senses, but he cannot understand the words being spoken. There is something eerie to the language. He can also hear footfalls on stone of what could be as many as a dozen men climbing up steps, although the sound seems to echo from afar. A dim light appears from outside the doorway and grows brighter, as the footfalls begin to echo louder in Phar's ears.Phar holds his bow ready and focuses his eyes and ears on the room tuning out the distractions of his fellow adventurers.
Spot and Listen checks: 1D20+10 = +10 = 18
1D20+4 = +4 = 21
The arrow rings off the man's chainmail but does not penetrate it. It is a lucky break for the villain. The man looks at his shoulder and then down the corridor towards Caerth. He looks dumbfounded to see the half-orc druid there.Caerth does not hesitate as he nocks an arrow to his massive bow and lets fly, easily hitting one of the cultists in the shoulder.
Such a vile cult conjuring unnatural fiends should be eradicated completely if one is to save the natural world.
The fireball erupts in the corridor, just behind the cultists, at the farthest point that Phar can see. The flames engulf the cultists and fill the entire corridor and stairwell. The flames rush towards where Phar and the others are standing. the flames lick at Maur's shield and Caerth's boots but luckily they are not caught in the blast.The Elf called upon his magic, intoning words of power and moving his lithe long fingers in gestures almost too fast to follow. He ended with a throwing motion and a small glowing coal flew from his hand out to the group of cultist where it erupted in fire, the heat rolling back toward the party.
Fireball: 7D6 = [5, 1, 3, 1, 6, 1, 1] = 18
The cultist is completely unprepared for the onslaught. Maur's warhammer dents the man's shield and batters his arm and shoulder. His eyes go wide and he shouts to the others. "Get up here and protect me!"AC: 20 (due to charge)
Maur comes out, calls out...
"Nu, villains. Heave to!"
... and charges out
The crunch of his weapon meeting the foremost cultist echoes in the cavern.