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Baz stands next M'grul, waiting for the ok to move into the next room. Shame that one got away. I think he could have seen Sarenrae's light. He turns to the kobolds. Do you folk know of Sarenrae? Do not waste your energy following a false god, that is just a simple idol. he says, motioning to the statue. If you'd like, I can educate you on the ways of the Dawnmother.

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You find four vials of alchemist’s fire hidden in a bag of weevil-infested flour along with several vials marked in strange glyphs and runes. A quick inspection reveals them to contain the kind of rot gut alcohol you find in only the seediest of taverns.

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Bom let's the others grab the Alchemist Fire as his sword and shield style is not so conducive to such devices. Moving to the door in the south Using the label indicate on the map Bom listens
Take 10=16 (+2 for Undead. If Bom hears nothing, he takes a minute to search for traps = 26, and then opens the door.

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Bom nods at Malik, "Hopefully we'll come out where we came in and we can return to the well. I'd prefer if we do not return past the kobolds as the two groups out number us."

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This crossroads of stairs has one dominant feature: a crumbled statue in the southeast corner, once the image of a proud warrior chiseled roughly in granite. The statue’s helmeted head now rests on the floor, its lifeless stone eyes gazing toward the south. On the helmet, a single Kelish word is carved in the stone. The wide stairway to the north leads to a passage that ends in a cave-in ten feet past the foot of the stairs.
You notice that there is a secret compartment in the Katana Inside the compartment is a tightly-rolled document.

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As the rest of the group is catching up, Bom scans the area and checks for any tracks on the floor.
Take 10 on Survival=16, T20 on Perception = 26

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You notice a word is engraved on the helmet of the statue's head. If you had to guess, you would guess Kellish, like much of the rest of this place.
Throughout the dust, you notice skeletal, kobold, and insectile tracks moving to and fro. The skulk has also left some indication that he, at least on occasion, wandered this way.

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"Looks like we have more skeletal undead and some vermin up ahead. Remember that blunt objects worked best against skeletons " Bom makes sure his morninstar is secure at his side[/b]

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Cracked and crumbling frescos line the walls of this large empty room. The sections of the frescos not destroyed by the passing ages show Qadiran men engaged in battle. A rough stone tunnel leads off to the northwest, as if the ground simply cleft in two ages ago. A pile of bones rests just inside the passage.
This large room once served as a meeting place, entertainment hall, and occasional fighting pit. Now it sees use primarily as the route by which creatures come and go from the dungeon. Many wild animals have laired just inside the narrow tunnel, which was created during the earthquake that destroyed the tower above; the remains of their myriad prey lie in a pile near the exit.

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Bom sees the piles of bones and has but one thought, "Draw your weapons, the skeletons must be near."
Pulling his morningstar from his belt, Bom cautiously approaches the pile of bones.
First move action, Take 10 on Perception = 16 (18 for undead). If nothing, then I'll roll
Perception (add +2 for Undead): 1d20 + 6 ⇒ (3) + 6 = 9

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Stealth: 1d20 + 4 ⇒ (1) + 4 = 5
Although you get the impression that the skeleton would have an easy chance of blending in with the pile of bones 10 feet to its left, laying in the open and trying to scoot to the bones across the otherwise empty floor, kicking up dust, and leaving a trail, is not terribly useful for camouflaging his movement. The horrible attempt at subterfuge immediately alerts Bom to the creature's presence.
Init: 1d20 + 6 ⇒ (17) + 6 = 23
Init please, if you beat the skeleton, go ahead and take action. Else:
Realizing he has been spotted, the skeleton leaps to his feet, and rushs at Bom!
(Move Action to Stand, Move action to Move.)

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Huzzah for dumb enemies who just pop up and charge nearest... especially ones who start on the ground and have to stand... MEH!

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Init: 1d20 + 2 ⇒ (12) + 2 = 14
Since I obviously can't beat it's init and it has already moved, I'll go ahead and take my action
Bom calls out, "There you are! Stullun, flank!" Pleased that his tracking allowed him to forewarn the party, Bom takes a quick step to the south and waits for someone to flank the skeleton, upon which he attacks with his morningstar.
Attack mods: +1 BAB +2 Flank +2 Favored Enemy +3 STR = +8; Damage = +2 FE +3 STR = +5
Readied Flank Attack: 1d20 + 8 ⇒ (7) + 8 = 15
Damage: 1d8 + 5 ⇒ (1) + 5 = 6

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Stullun follows Bom's advice and swings around behind the Skelleton, careful not to pass within its grasp. He then swings his club at the beast, knowing that he will at lest distract it for Bom to attack.
Club: 1d20 + 0 ⇒ (14) + 0 = 14
Damage: 1d6 ⇒ 1
Since Bom is still flat-footed Stullun doesn't get flank.

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Since Bom is still flat-footed Stullun doesn't get flank.
Which is solved by using the Ready action to attack after I attack :) Or, you can just delay until after I move.

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Stullun Freeblade wrote:Since Bom is still flat-footed Stullun doesn't get flank.Which is solved by using the Ready action to attack after I attack :) Or, you can just delay until after I move.
Done is done, you get the advantage of the flank this round.

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The simultaneous flanking blows of Stullun and Bom reduce the skeleton to dust in seconds.
Among the pile of bones are 100 gp in mixed coin, a golden crown, a very nice short sword, and a wax-sealed tin scroll tube with a scroll still intact.

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Bom smiles at Kensington and Malik and winks at Stullun, "I figured Stullun and I owed you for taking out that ghoul without saving us a piece."
Bom laughs.
Pointing at the pile of loot and looking at the casters, "Any of that magic?"
Meanwhile, Bom explores the passage behind the bones to see if it goes anywhere.

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After taking his time to make sure the passageway wasn't trapped or hiding a secret passageway, Bom heads north up the passage way and listens to the western door.
T-16 on Perception as I walk north
Perception (listening): 1d20 + 6 ⇒ (11) + 6 = 17
If Bom hears nothing, he'll take T20=26 looking for traps on teh door.

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SOrry, it has been the worst month ever. Luckily April is now behind me.
You notice no sounds, but the door is stuck.

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If the door is locked or can be opened via dsiable device, Stullun will try his skills. If it is jammed, he looks to the brawnier members of the party.
Disable Device: 1d20 + 10 ⇒ (7) + 10 = 17

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the door is not locked, the years of dampness has caused the wood to swell in the frame, seizing the door in its current closed position.

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The door flies open as Bazresh slams into the solid wood.
Rubbish and black mold choke the far end of the chamber. The slightest movement kicks up dust and spores, choking the stagnant and already foul-smelling air.

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Bom looks for tracks considering how easily disturbed the floor is.
Take 10=16

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Long ago some insects likely called this place home. The mold has long since eaten away any reliable traces, though.