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"Mu! You come down now!" Shu yells up at the old monk after the discoveries made below.
Using 2 charges from his wand of infernal healing to heal himself full. Once everyone is together, he'll lead the way forward, taking 20 on perception for the areas immediately ahead.

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Once the healing is done, the two passages still present a choice. Malachite defers to his seniors, bowing again gravely. "Wise masters have a preference? Either way is likely to be perilous given the messes we have seen so far."

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Malachite bows his acquiesensce to the older gnome, and sets out (again once everyone is healed up) down the left hand passage, treading carefully.

GM Bold Strider |

I always assume that you heal to full after unless there is time pressures, which there isn't with this.
This room once served as the bath house for the cult. Two sputtering torches still burn here, casting most of the room in shadowy illumination. At some point recently, a cultist appears to have magically froze the lake, killing several cultists who were bathing here. The room has since started to melt and most of the pool is slush—the corpses are frigid and wet. The tunnel and frozen bath house have 20-feet tall ceilings.
In the entrance to the bath house, there was a simple snare trap—it caught the cultist who froze the hot springs. He still hangs from
the snare 10 feet up, his head distorted and purple from
the weight of all of the blood in his body. A small pool of
blood mars the chamber’s floor beneath him.
There seems to be nothing of value on any of the corpses as most were bathing at the time and their gear seems to have been stolen.
---
Moving back to the right tunnel, Shu and Bevek both shout out that the hallway appears to be trapped. Everyone stops immediately in their tracks.
At several points throughout splashes of blood can easily be seen either as drag marks on the floor or splatters on the wall.

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Survival: 1d20 + 4 ⇒ (19) + 4 = 23
"Eww. Only youth heal that. But I take care of acid burns." Shu gives Mu a touch from his wand (the infernal healing one).
After, he points at the tracks. "Whoever losing blood, went north here."

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CLW: 1d8 + 1 ⇒ (5) + 1 = 6
CLW: 1d8 + 1 ⇒ (7) + 1 = 8
Bevek hands his wand off to Baern for a quick tune up.
Once healed up, he draws his bow and falls in behind the rest of the group.
You guys go ahead! I've had enough of leading the way.

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Brewslee stands as he wipes dried strips of skin from his body. The bald man smiles sheepishly at the rest of the group. Thanksh once again.
Brewslee holds his arms out wide as if to give an embracing hug. As he sees no reciprocation he grasps his Temple sword and checks his gear. That gap wash further than it looked He holds a hand to his head wiping the sweat from his brow.
I have much more to learn still from my companions.

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Had already posted this, so I was waiting on an update...
Malachite bows his acquiescence to the older gnome, and sets out (again once everyone is healed up) down the left hand passage, treading carefully.

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Baern takes every caution in rejoining the group and checks how his services may be of some use. Following that, he follows the rest of the group along, wondering what other treacherous people they may encounter.

GM Bold Strider |

@Malachite: My post right after yours follows the left path.
Everyone please reread my third to last post (below in a spoiler). If you wish to do what you have just said, then I will do it.
In the entrance to the bath house, there was a simple snare trap—it caught the cultist who froze the hot springs. He still hangs from
the snare 10 feet up, his head distorted and purple from the weight of all of the blood in his body. A small pool of blood mars the chamber’s floor beneath him.
There seems to be nothing of value on any of the corpses as most were bathing at the time and their gear seems to have been stolen.
---
Moving back to the right tunnel, Shu and Bevek both shout out that the hallway appears to be trapped. Everyone stops immediately in their tracks.
At several points throughout splashes of blood can easily be seen either as drag marks on the floor or splatters on the wall.

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Another trap? Great! This whole stinkin' place is a trap if you ask me.
Bevek moves up and attempts to disable the trap.
Disable Trap: 1d20 + 11 - 4 ⇒ (19) + 11 - 4 = 26

GM Bold Strider |

Bevek looks around the hallway and finds a small opening in the wall. Upon opening the secret door, he finds that there is a small tunnel. He slides into the tunnel on his back and spots some crude machinery and sharp implements that look like they would swing through the slits on the floor and the ceiling when activated.
A few snips of the ropes on the pulleys and a little sovereign glue at some hinge points makes Bevek feel extremely comfortable that the group can pass safely.

GM Bold Strider |

Shu moves forward inch-by-inch, looking for more traps or possible danger. Mu follows 10' behind him and the rest of the party in increments of 10'.
The gnome finds a large room and peers around the corner. A stone trench about three feet high runs the length of the west wall. Hanging above it are several human men, their chests flayed open, their blood dripping and pooling in the trench below. A thin stone tube then runs from the middle of the gory container, funneling blood down toward a large basin in the center of the room. Judging from the blood splashed around the outside of the basin, something recently crawled out of it.
On the edge of the basin waits a large-sized undead creature. "I was wondering when you would arrive. It has been... almost two days since you tripped the alarm on the first floor. I assume the traps delayed you..."
The four cultists currently hanging above the trench look to have been killed three days before, so the blood is starting to thicken in the gory containers. This is exacerbated by the creature running its claw through the muck and tasting it.
"Well then, if you are all that remains, then you have earned the right to challenge me." The creature leaps from the font and shrugs off its hood.
Initiative:
Gob: 1d20 + 2 ⇒ (1) + 2 = 3
Bevek: 1d20 + 5 ⇒ (3) + 5 = 8
Brewslee: 1d20 + 4 ⇒ (11) + 4 = 15
Shu: 1d20 + 3 ⇒ (2) + 3 = 5
Mu: 1d20 + 2 ⇒ (3) + 2 = 5
Malachite: 1d20 + 2 ⇒ (16) + 2 = 18
Baern: 1d20 + 5 ⇒ (19) + 5 = 24
Undead: 1d20 + 2 ⇒ (18) + 2 = 20
Initiative:
1st: Baern @ 19/52 HP;
2nd: Undead
3rd: Brewslee @ 17/17 HP; Shu @ 41/41 HP; Mu @ 35/35 HP; Malachite @ 23/24 HP; Gob @ 21/23 HP; Bevek @ 16/16 HP

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Know Religion: 1d20 + 4 ⇒ (6) + 4 = 10
Malachite never say anything like that undead creature during his studies at the monastery. He has no idea what that thing is or how to hurt it so he turns to the wise masters. "Any ideas?"
He casts magic stone on his pocketful of stones, enchanting them to be especially powerful against the undead.

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That's what I get for trying to post from mobile. Ah well.
Know(rel): 1d20 + 9 + 5 ⇒ (11) + 9 + 5 = 25
"Beware this foul wretch! It will steal your fortitude and constitution from you while doling out bad luck on your skills!"
With a quick prayer, Baern touches his chest and closes the wounds from the rock slide.
CSW: 3d8 + 7 ⇒ (8, 2, 7) + 7 = 24*1.5=36, full

GM Bold Strider |

The undead takes one large step towards Shu and punches the little bugger square on the nose.
Slam @ Shu-19 AC: 1d20 + 7 ⇒ (19) + 7 = 26
Damage: 1d6 + 7 ⇒ (6) + 7 = 13
Shu feels rocked by the blow.
Need a Fortitude Save, Shu.
Initiative:
1st: Baern @ 52/52 HP;
2nd: Undead
3rd: Brewslee @ 17/17 HP; Shu @ 28/41 HP; Mu @ 35/35 HP; Malachite @ 23/24 HP; Gob @ 21/23 HP; Bevek @ 16/16 HP

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Fort: 1d20 + 4 ⇒ (15) + 4 = 19
Shu reels from the blow, then suddenly vanishes in a puff of smoke!
Ninja Vanishing Trick! Then move back, spring my wand of true strike and activate it.

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Brewslee holds fast as he bellows down the narrow hallway at the sound. Itsh shafe to come down there? Shounded like another trap.....
Delay for now as it is a narrow hallway.

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Feeling invigorated, Baern calls a bane on this and all undead things before stepping up and swinging with his blade!
Scimitar: 1d20 + 8 + 2 ⇒ (15) + 8 + 2 = 25
1d6 + 3 + 2d6 ⇒ (3) + 3 + (5, 3) = 14

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Gob moves down the tunnel to see what all the ruckus is. "Oh it's one of...those." Channeling up some fire magic, Gob fires off a scorching ray at the undead thing.
Ranged touch: 1d20 + 3 - 4 ⇒ (1) + 3 - 4 = 0
Which only manages to scorch the ceiling as he trips on a rock. "I've made a huge mistake." The half or grumbles as he regains his balance.

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Undead? I hate those things! Don't get too close.
Bevek moves up the hallway. As he moves, he draws a vial of holy water out of his bandolier.

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"If one of ye are able, mayhaps we should push this thing back? Get out of this bottleneck?"
Translation, will move if someone has Improved Bull Rush, otherwise I'll just try.

GM Bold Strider |

Mu prepares for combat as Bevek draws a vial of holy water. Malachite, caught off guard by the attack, stumbles.
The beast laughs at the change up from the old gnome to a dwarf. "Still small, but at least you aren't elderly."
Slam @ Baern-21 AC: 1d20 + 7 ⇒ (18) + 7 = 25
Damage: 1d6 + 7 ⇒ (5) + 7 = 12 Need a Fortitude Save
The brute wight slams his fist into Bearn's gut as the dwarf coughs up a bit of blood. "Zyphus granted me a bit of his power. Care to see?" the creature states before his fist slams into the wall of the tunnel.
Two stalactites drop from the ceiling, aiming to impale Baern and the Baillaset.
Baern-21 AC: 1d20 + 10 ⇒ (18) + 10 = 28
Brute Wight: 1d20 + 10 ⇒ (6) + 10 = 16
The pointed rock plunges deep into Baern's neck while it merely shatters into tiny pieces when it hits the Baillaset's hulking form.
Damage: 2d6 + 10 ⇒ (5, 6) + 10 = 21
Initiative:
1st: Baern @ 19/52 HP;
2nd: Brute Wight @ 14 damage
3rd: Brewslee @ 17/17 HP; Shu @ 28/41 HP; Mu @ 35/35 HP; Malachite @ 23/24 HP; Gob @ 21/23 HP; Bevek @ 16/16 HP

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Fort: 1d20 + 6 ⇒ (3) + 6 = 9
Straining against the pain and the sapping of his endurance, Baern concentrates to call a judgment of healing and cast a curative spell without provoking another attack...
Concentration DC 21: 1d20 + 12 ⇒ (20) + 12 = 32
...and pulls it off effortlessly. With his hands a glow with healing power, he touches... the beast!
Melee Touch: 1d20 + 7 ⇒ (14) + 7 = 21
Positive Energy Damage, DC 18 to half (I think): 3d8 + 7 ⇒ (7, 6, 1) + 7 = 21
Fast Healing 3