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If he won't listen, then we may as well get this over with as soon as possible.
Baern moves silently to the fore to hurry the group along as fast as his legs will carry him.
I wonder who's older, Baern or Shu. Baern is 104 years. (Just enough for Breadth of Experience feat, hahaha.

GM Bold Strider |

Baern - Perception: 1d20 + 11 ⇒ (5) + 11 = 16
Baern pushes his way to the front of the group and accidentally steps on a pressure plate. The Conjuration statue glows with a misty, green energy before firing an arrow at the dwarf.
Acid Arrow @ Baern-Touch/FF-10 AC: 1d20 + 2 ⇒ (18) + 2 = 20
Acid Damage: 2d4 ⇒ (1, 2) = 3
The arrow slams into Baern and begins to eat away at his flesh. The Abjuration statue sets off an Alarm and loud, nearly-deafening, blaring shrieks from the statue.
Status:
Gob @ 23/23 HP; Bevek @ 16/16 HP; Brewslee @ 17/17 HP; Shu @ 41/41 HP; Mu @ 35/35 HP; Malachite; Baern @ 49/52 HP

GM Bold Strider |

Everyone can see the statues in the dim light of the dungeon that is filtering down from the stairway, but anything beyond that cannot be made out as it is too dark.
Need light source from the non-Darkvision-ers

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Had a small bit of catching up to do
UMD: 1d20 + 1 ⇒ (17) + 1 = 18
UMD: 1d20 + 1 ⇒ (11) + 1 = 12
UMD: 1d20 + 1 ⇒ (15) + 1 = 16
UMD: 1d20 + 1 ⇒ (14) + 1 = 15
UMD: 1d20 + 1 ⇒ (16) + 1 = 17
UMD: 1d20 + 1 ⇒ (14) + 1 = 15
UMD: 1d20 + 1 ⇒ (7) + 1 = 8
UMD: 1d20 + 1 ⇒ (5) + 1 = 6
UMD: 1d20 + 1 ⇒ (16) + 1 = 17
UMD: 1d20 + 1 ⇒ (4) + 1 = 5
UMD: 1d20 + 1 ⇒ (13) + 1 = 14
UMD: 1d20 + 1 ⇒ (16) + 1 = 17
UMD: 1d20 + 1 ⇒ (4) + 1 = 5
UMD: 1d20 + 1 ⇒ (20) + 1 = 21
As the group is outside speaking to Hustaven Brewslee grabs his wand of Mage Armor and repeatedly smacks it against his arm harder and harder until it final works. He then looks up and remembers that the old gnome got his wand to work last time when he was having troubles with it. He smiles sheepishly.
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Brewslee listens intently at the man speak of these delicious knuckle sandwiches before he snores lightly when statues get brought up.
Brewslee follows the group in a stumbling dreamlike state of stupor and is quickly awoken by the toothless ones screams. Brewslee smiles a little as Mu whistles when he speaks.
WHAT! WHAT! what ish it? The younger man peers down the hallway but it is too dark for him to see much.

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Hearing the alarms going off Gob shouts down the stairs. "It sounds like someone made a huge mistake"

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He never thought he'd be actually thankful someone tripped a magical alarm, but listening to the piercing wail of the magical trap is music to Shu's ears compared to Hustavan's nonstop prattle.
Turning to the hall, Shu springs his wand of infernal healing and activates it on Baern, then resets it in the wrist sheath. After that he gets a scroll from his haversack and gets ready to cast a shield spell.

GM Bold Strider |

Baern takes 6d4 ⇒ (3, 3, 4, 3, 4, 4) = 21 acid damage over the next three rounds, while the Infernal Healing cast by Shu heals up some of the damage over the next ten rounds.
Dem rolls... It's official. GM Bold Strider run. 21 damage on a 6d4 roll.
Status:
Gob @ 23/23 HP; Bevek @ 16/16 HP; Brewslee @ 17/17 HP; Shu @ 41/41 HP; Mu @ 35/35 HP; Malachite; Baern @ 38/52 HP

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Mu pulls out his back-scratcher, shoves Hustavan backwards then pokes at Baern's acid wound, "This huhrt?"
UMD wand CLW: 1d20 + 6 ⇒ (11) + 6 = 17
UMD wand CLW: 1d20 + 6 ⇒ (10) + 6 = 16
UMD wand CLW: 1d20 + 6 ⇒ (8) + 6 = 14
UMD wand CLW: 1d20 + 6 ⇒ (4) + 6 = 10
UMD wand CLW: 1d20 + 6 ⇒ (14) + 6 = 20 >>1d8 + 1 ⇒ (6) + 1 = 7
UMD wand CLW: 1d20 + 6 ⇒ (15) + 6 = 21 >>1d8 + 1 ⇒ (7) + 1 = 8

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Awww, I missed getting hit by a CL 9 acid arrow and now everyone's already healed me. Coulda used my wand myself, but everyone going at it at once gets it done faster.
Baern simply glares at the turncoat cultist, clearly blaming him for this event, but turns before another word can be uttered. Then he sees something down the hall. He holds up a fist as the others finish tending his wound.
"What in the name of her holiness is that?" he asks softly. Again, he checks his wayfinder before stowing it. (As detect evil but simply points to evil with 60'. If nothing is evil, the needle simply lays there.)
-Posted with Wayfinder

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"Uh, wise masters, there is a rather large zombie wolf there down the hall." says Malachite indicating the direction from which he spies the creature. "I think if you have a light source you will see it. Be careful if you choose to proceed."

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"Zombie wolf?" Shu looks around, expecting a band of skalds to break out into song. Then he notices the undead creature in the darkness.
"Mu, you remember to buy sword?"
Shu has the darkvision alternate racial trait. Should probably put that in his header since it is nonstandard. So anyway, is the wolf headed toward is or just standing there?

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When he reaches the bottom of the stairs, Bevek pops open his Wayfinder to provide some light.
Yeah, why is that thing just standing there? Does he know something we don't?
Bevek will move around to the back side of the statues and peer down the hall.
Perception: 1d20 + 7 ⇒ (15) + 7 = 22

GM Bold Strider |

Hustavan squints as he looks down the hallway. I have no idea. Must be new. I haven't been down here in weeks. New traps and monsters are added or changed every day it seemed before you killed Fel Bustrani. I know the general layout of the dungeon, but it is likely that none of the traps or creatures are the same.

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Mu hands sets his lanterns on a pole then hands it to Hustavan, "Hold this". He then loads his sling and flings a cold iron shot at the wolf.
stationary target?: 1d20 + 6 ⇒ (12) + 6 = 18 >>1d4 + 3 ⇒ (4) + 3 = 7
If hits and no reaction, then...
"Maybe ilrusion?"
disbelief: 1d20 + 7 ⇒ (13) + 7 = 20

GM Bold Strider |

Mu sees the rock hit the zombie and it looks unaffected. It walks away down the dark hallway before turning to the left.
As Baern and Bevek move past the statues, whose auras seem to have dissipated, they see a tripped rock fall trap. A small pile of rocky rubble lies here, all of which collapsed from the ceiling above. Two sets of pale, cold feet stick out from the debris, and a coagulated rivulet of blood oozes forth from beneath it. Behind the triggered rock fall is a tripped acid-filled spiked pit trap. The pit is 10 feet deep and lined with etched and crumbling metal spikes. A single body lays at the bottom, melted into an unrecognizable mess. The acid that once filled the pit drained slowly into the surrounding rock. It seems the wolf was not willing to cross the acid pit.
@Bevek: Not high enough Perception to detect the traps.

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Shu takes his time, again casting a spell to detect magic in the area ahead before going over it with his keen eyes.
South first. Take 20 on perception for 30 total. If I need to roll, here is a check:
Perception: 1d20 + 10 ⇒ (2) + 10 = 12 By keen, I apparently mean glaucoma-hazed...

GM Bold Strider |

Shu moves east and peers north and south. He sees that this is actually an ancient Sarenite burial ground. Each of these alcoves contains small, hinged doors that are embellished with sunlight motifs and names. The intricate stonework has long faded, but it is clear that bodies line the walls of this area.
Shu sees no further traps or any sign of the zombie wolf, aside from the occasional tuft of white fur.

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"I d'nae like stumbling around in the dark like this. Especially with that thing wandering around. We must needs find it with all speed and put its soul to rest."
Barron continues looking about to see where the wolf thing may have gone as he follows Shu.
-Posted with Wayfinder

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Ah, it's one of those goofy rotated maps.
Careful. This place seems to be lousy with traps. And they seem to be rather tricky to find. I say we take it nice and deliberate.
Bevek follows behind Shu, scanning for trouble.
Perception: 1d20 + 7 ⇒ (6) + 7 = 13

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"Looks like one of these poor souls has something worth taking. If we take the effort to dig him out that is." Gob looks at his fellow party members to see if any of them my be religious. "We might also dig them out to give them a proper burial?"

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I'll help....Brewslee stumbles over to the rock pile as he begins to hurl the stones behind him, nearly taking out the old gnome and the toothless......the toothless ... well Brewlee was never quite sure of what race the older man was as he looks like a mix between an old human or a wrinkled Kobold with no teeth.
Realizing that while he was thinking he had stopped picking up rocks and had begun drinking from his flask once again. He slowly puts it away hoping no one noticed his one vice he begins to help with the rocks once again.

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Picking up 3 sling sized pebbles, Malachite puts them in his pouch for later use. "I am at home among the rocks, allow me to help dig also, master." And Mal digs in to help clear the fallen rubble.

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Not wanting to go it alone, Baern aids the others clearing rubble.
-Posted with Wayfinder

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Since the others are determined to do some gravedigging, and Shu doesn't like to get his stubby hands dirty, he directs Mu to keep an eye on the eastern passage while he moves slowly down the western way, checking it carefully for more traps.
Detect Magic and take 20 on Perception. Stealthy to peek around corners.
Stealth: 1d20 + 15 ⇒ (16) + 15 = 31