Crouching atop the stalagmites are four creatures. The look like orangutans except for their gruesome visage and tushes. Their hands and feet have six digits with exceptionally long claws. The furs are reddish-brown and the claws are yellowish-gray.
[sblock=Thanee] Allyra identify them as Bar-lgura demons [/sblock]
Once eye contact is established a moment pass and wicked, utterly evil darkness drops on the cave. Someone placed an arcane darkness on the area.
[sblock=Thanee] They can open a portal to the abyss and summon other bar-lgura demons.
They are Immune to poison and electricity; cold, fire, and acid
Bar-lguras can communicate telepathically and they posses many spell like abilities.[/sblock]
Turo takes a deep breath to steady himself against the sudden darkness, and then summons the power of Garl Glittergold. Not needing to see the foe, the gnome blasts the area in which the enemies stand with his deities just and holy might!
Holy Smite centered on the creatures, 5d8 damage + 1 round blindness (or 8d6 vrs evil outsiders). Will save vrs DC18 for half-damage and to avoid blindness.
[sblock=Spell Information]
Domains
Community: Use calm emotions as a spell-like ability 1/day, +2 to Diplomacy
Good: Cast good spells at +1 caster level
Inquisition: +4 bonus on all dispel checks
Oracle: Cast divination spells at +2 caster level
Spontaneous Casting
0th level: Cure Minor Wounds
1st level: Bless, Protection from Evil, Detect Chaos, Identify, Cure Light Wounds
2nd level: Status, Aid, Zone of Truth, Augury, Cure Moderate Wounds
3rd level: Prayer, Magic Circle against Evil, Detect Thoughts, Divination, Cure Serious Wounds
4th level: Tongues, Holy Smite, Discern Lies, Commune, Cure Critical Wounds
Spells Readied
Current Spells
Orisons (DC 14): Create Water, Detect Magic x2, Detect Poison, Light, Purify Food and Water
1st (DC 15): Magic Weapon, Lesser Vigor, Shield of Faith, Command, Divine Favor + Bless
2nd (DC 16): Lesser Restoration, Hold Person, Spiritual Weapon, Silence + Aid
3rd (DC 17): Stone Shape, Dispel Magic, Summon Monster III, Searing Light + Magic Circle vrs Evil
4th (DC18): Divine Power, Summon Monster IV, Dismissal + Holy Smite[/sblock]
Moments pass after Turo’s holy smite spell and nothing happens. The cave is shrouded in a sinister evil darkness but nothing leaps from the dark to attack and you feel nothing move toward you.
What do you do? Since you cannot see each other you can guess the way outside from where you just entered or move in total darkness where luck will lead you.