
miteke |

Navatsiyk peers into the courtyard and sees a dead guard slumped against the inside of the gate, another is facedown about 20 feet away, and the remains of both the live-in gardener and the part-time stable hand lie messily draped over the shrubs. She also spots the bloody footprints leading from the courtyard to the stables. Perhaps a survivor?
So, do you all enter the stables or investigate the bodies?

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Perception: 1d20 ⇒ 7
"Eegru, you said moment ago you had seen blood. On the courtyard there's at least three corpses and bloody trails." she unites with others near stables

miteke |

The group changes direction and follows Navatsiyk to the source of the footsteps and a lot of blood (make perception rolls to open the spoiler in this post).
If you search the bodies...
If you can read Tien:
DC 15 Heal:

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Heal: 1d20 + 8 ⇒ (19) + 8 = 27

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"These bodies were ripped apart by claws. And the guards have gold dust long the edges of the wounds. The way the gold spreads, it looks like these bodies also have the golden ghoul fever. We had better hurry."

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Perception: 1d20 - 2 ⇒ (2) - 2 = 0
"I swear, this just gets worse the further we get into it. I am going to go check the stable. If you hear me yell, come running."
Omero stalks towards the stable door weapon in hand. He is as subtle as an anvil to the head with his approach.

miteke |

You all head to the stables. A single set of footprints continue through the stables, then appear to turn around and fade away. Nothing magical, they have been fading for a while now like the blood has been worn off. The stall the footprints stop in front of contains several decks of cards. At this point you start to smell smoke and you also hear a commotion that sounds like a freaking horse in the same stall.

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"Horse?" Snorri needs to see what that is about.
Perception: 1d20 + 8 ⇒ (8) + 8 = 16

miteke |

Indeed it is a horse and cowering at the back of the stable is a teenage human girl. a trail of playing cards lead to her, many of which are ruined thanks to the horse.
Please place your icons on the map where you think your character should be and let me know what you are doing. At the moment the horse is trapped in th0h stall with the girl. It is not attacking her, but she is in danger because, well, frantic horse.

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Turel cautiously approaches the stall. He's thinking his acrobatics might help him move past the horse so that he can escort the girl back out... carefully.
Maybe someone else has a better idea? Acrobatics +8

miteke |

Acrobatics would help you get in to protect the girl by shielding her, and probably invite some reaction by the horse, but It would not help getting her out. The most natural fit for this problem is the handle animal skill but I am not sure if anyone has it.
Note: The stable door is open and the horse is currently free to run around the stables.

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Navatsiyk sneaks closer to stalls listening the commotion. "Anyone who could calm down a horse? If not, then only option to save her is to drag her out really quickly."

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"I have a better idea," Snorri says. "Eegru, stand back." The others already mentioned being stealthy or acrobatic. "I'll open the door and let the horse go. Giving it somewhere to flee should calm it down."
He will then do so, as soon as everybody is ready.

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Turel completely exits the stable and stands to the side, knowing that the random movements within can be dangerous.

miteke |

You all move aside and it bolts for the door and out the front gate.
The girl gasps out in a near panic "My mother is in the manor. The BURNING manor. Please save her. Uncle Torvad might be in there too."
The girl begins to rush to the other door of the stable but pauses briefly as she notices the bloody footprints. "How did they get there?"
You can rush off to save folks, or you can investigate the area and/or question the girl first.

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Turel's eyes light up.
Burning?...
Perception: 1d20 + 6 ⇒ (1) + 6 = 7
He turns to run into the manor but looks to his companions to see if they'll come along.
consensus?

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Perception: 1d20 ⇒ 5
"We didn't notice any fires. Which way is to the manor?" she asks sounding confused

miteke |

You rush off to follow the girl and she leads you to a large room filled with lavish furnishings, including several expensive antique sofas, beautiful oil paintings, and hand-woven rugs, all spattered with the blood and remains of three house servants who were, apparently, preparing dinner, Two double doors lead to each wing of the manor. The girl gasps and backs away when she sees the carnage. A set of bloody footprints is one thing, this is quite another.

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What… happened here?
Turel looks around for obvious signs of the direction that smoke may be coming from, or a retreat direction of any intruders that maybe present.
Perception: 1d20 + 6 ⇒ (18) + 6 = 24

miteke |

As you peer into the room, two gold clad undead emerge from the corners of the room and attack! Please place your icons where your characters are inside the green box.
init (Turel Avundlil): 1d20 + 10 ⇒ (5) + 10 = 15
init (Navatsiyk): 1d20 + 2 ⇒ (14) + 2 = 16
init (Navatsiyk's eidolan): 1d20 + 1 ⇒ (14) + 1 = 15
init (Eegru): 1d20 + 3 ⇒ (7) + 3 = 10
init (Omero Tegus): 1d20 + 1 ⇒ (18) + 1 = 19
init (Snorri): 1d20 + 2 ⇒ (16) + 2 = 18
init (Yellow): 1d20 + 1 ⇒ (1) + 1 = 2
init (Tan): 1d20 + 1 ⇒ (18) + 1 = 19
❖❖❖❖❖❖ Combat Card Round 1 ❖❖❖❖❖❖
Ongoing effects not mentioned below:
Bold may go.
Omero Tegus (-0 HP)
Tan (-0 HP)
Turel Avundlil (-0 HP)
Navatsiyk (-0 HP)
Navatsiyk's eidolan (-0 HP)
Eegru (-0 HP)
Snorri (-0 HP)
Yellow (-0 HP)
❖❖❖ Round 2 ❖❖❖

miteke |

Botting Omero as it has been over 24 hours...
Per botting instructions (thanks for including them on your character sheet :) Though you do have a +60 in there for the attack which needs to be corrected) Omero enters the room and engages the yellow creature.
Attack: Halberd, Power Attack, Furious Focus: 1d20 + 6 ⇒ (15) + 6 = 21
Damage: P/S, Power Attack: 1d10 + 9 ⇒ (5) + 9 = 14
Not only does he engage it, he nearly dismantles it. As he does so, though, some of the creatures puss filled boils erupt splashing Omero.
The one to the south charges forward to attack Omeru in a flank! (Note that you are all, except for Omero) flat-footed so no AoO).
to hit bite, charge, flank: 1d20 + 4 + 2 + 2 ⇒ (15) + 4 + 2 + 2 = 23
damage: 1d6 + 3 ⇒ (5) + 3 = 8
trip, charge, flank: 1d20 + 4 + 2 + 2 ⇒ (16) + 4 + 2 + 2 = 24
Not only does it take a (satisfying) chunk out of Onero's hide, it also topples him to the ground where lays there facing up into the twisted visages of the two creatures.
❖❖❖❖❖❖ Combat Card Round 1 ❖❖❖❖❖❖
Ongoing effects not mentioned below:
Bold may go.
Turel Avundlil (-0 HP)
Navatsiyk (-0 HP)
Navatsiyk's eidolan (-0 HP)
Eegru (-0 HP)
Snorri (-0 HP)
Yellow (-0 HP)
❖❖❖ Round 2 ❖❖❖
Omero Tegus (-8 HP; need DC 11 for save vs. disease; prone)
Tan (-0 HP; -2 AC from charge)

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Snorri steps up toward the creatures, his greatsword catching the reflection of the light as he does. [b]"Big mistake."[/] He brings the sword down toward the foe's back.
To hit: 1d20 + 10 ⇒ (16) + 10 = 26
Silver slashing: 2d6 + 7 ⇒ (1, 4) + 7 = 12

miteke |

A blow from Snorri definitely gets the closer creature's attention.
❖❖❖❖❖❖ Combat Card Round 1 ❖❖❖❖❖❖
Ongoing effects not mentioned below:
Bold may go.
Navatsiyk (-0 HP)
Navatsiyk's eidolan (-0 HP)
Eegru (-0 HP)
Yellow (-14 HP)
❖❖❖ Round 2 ❖❖❖
Omero Tegus (-8 HP; need DC 11 for save vs. disease; prone)
Tan (-12 HP; -2 AC from charge)
Snorri (-0 HP)
Turel Avundlil (-0 HP)

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Navatsiyk doesn't have anything to hide. She had dismissed the eidolon back to home plane before approaching city gates.
Note: Eidolon is not currently present
The rat Navatsiyk summoned earlier scurries closer to combat. Double move
Navatsiyk herself steps into room and draws ranged weapon.

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Eegru double moves to get closer to combat, so that he might be able to assist in the battle next round.
If someone would move me up to the skirmish anywhere, that would be great. Thanks.

miteke |

Navatsiyk wrote:Navatsiyk doesn't have anything to hide. She had dismissed the eidolon back to home plane before approaching city gates.Note: Eidolon is not currently present
Noted. I'll still probably include the init rolls and character line in the template though. Is your eidolan typically not present? I can make the lines default as a strikeout if so. Do you want me to add a rat icon in place of the big plussish icon (which I assume is the rat)?
The remaining party members enter the room, but are unable to get close enough to do anything.
Yellow turns on the paladin lying there like a served up meal and starts gnawing and scraping him up.
to hit bite, prone, flank: 1d20 + 4 + 2 ⇒ (9) + 4 + 2 = 15 Prone AC 13
damage: 1d6 + 3 ⇒ (2) + 3 = 5
to hit claw, prone, flank: 1d20 + 5 + 2 ⇒ (1) + 5 + 2 = 8 Prone AC 13
miss!
to hit claw, prone, flank: 1d20 + 5 + 2 ⇒ (8) + 5 + 2 = 15 Prone AC 13
damage: 1d4 + 3 ⇒ (3) + 3 = 6
Omero is seriously beat up, but still consious. Lying prone between two of these things is not doing him any good!
❖❖❖❖❖❖ Combat Card Round 2 ❖❖❖❖❖❖
Ongoing effects not mentioned below:
Bold may go.
Omero Tegus (-19 HP; need DC 11 for save vs. disease; need ANOTHER DC 11 for save vs. disease; prone)
Tan (-12 HP; -2 AC from charge)
Snorri (-0 HP)
Turel Avundlil (-0 HP)
Navatsiyk (-0 HP)
Navatsiyk's eidolan (-0 HP)
Eegru (-0 HP)
Yellow (-14 HP)
❖❖❖ Round 3 ❖❖❖

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Eegru takes a 5’ step and flurries against the yellow clad enemy. If you’d move me, please GM.
Kick 1d20 + 4 ⇒ (16) + 4 = 20
Damage 1d4 + 1 ⇒ (2) + 1 = 3
Kick 1d20 + 4 ⇒ (3) + 4 = 7
Damage 1d4 + 1 ⇒ (1) + 1 = 2

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Yikes! It appears I am in a bit of a pickle.
Fortitude Save #1: 1d20 + 6 ⇒ (19) + 6 = 25
Fortitude Save #2: 1d20 + 6 ⇒ (19) + 6 = 25
Swift Action: Lay on Hands.
Healing: 1d6 ⇒ 1
Move Action (If Able): Stand up from Prone.
Standard Action (If Able): Melee Attack.
Attack: Halberd, Power Attack, Furious Focus: 1d20 + 6 ⇒ (16) + 6 = 22
Damage: P/S, Power Attack: 1d10 + 9 ⇒ (9) + 9 = 18

miteke |

You ARE able to stand up, but it does provoke another attack...
to hit bite, prone: 1d20 + 4 ⇒ (19) + 4 = 23 Prone AC 13
damage: 1d6 + 3 ⇒ (6) + 3 = 9
Omero gets bitten AGAIN, BADLY, and slumps back down, unconscious before he can attack.
Tan turns around and attacks Snorri for obvious reasons.
to hit bite on Snorri: 1d20 + 4 ⇒ (17) + 4 = 21
damage: 1d6 + 3 ⇒ (5) + 3 = 8
to hit claw on Snorri: 1d20 + 5 ⇒ (12) + 5 = 17
damage: 1d4 + 3 ⇒ (2) + 3 = 5
to hit claw on Snorri: 1d20 + 5 ⇒ (2) + 5 = 7
Snorri, who is less well armored that the average fighter, is smacked around a bit.
❖❖❖❖❖❖ Combat Card Round 2 ❖❖❖❖❖❖
Ongoing effects not mentioned below:
Bold may go.
Snorri (-13 HP)
Turel Avundlil (-0 HP)
Navatsiyk (-0 HP)
Navatsiyk's eidolan (-0 HP)
Eegru (-0 HP)
❖❖❖ Round 3 ❖❖❖
Tan (-12 HP)
Omero Tegus (-27 HP; need ANOTHER DC 11 for save vs. disease; need con roll vs. bleeding)

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Fortitude Save: 1d20 + 6 ⇒ (17) + 6 = 23
Con. Roll: 1d20 + 2 - 5 ⇒ (3) + 2 - 5 = 0

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Looks like no flank with Omero down
Turel watches the creature closely, carefully picking the moment to lunge at it with his sharpened dagger.
[standard] attack tan
dagger attack, P damage: 1d20 + 4 ⇒ (10) + 4 = 141d4 ⇒ 2

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The cat-sized rat bites the creature.
rat bite: 1d20 + 1 ⇒ (18) + 1 = 19
damage: 1d4 ⇒ 2
Navatsiyk delays to avoid shooting into melee.
Typically I use lesser summons like rats. Usually I summon the Eidolon, when I expect serious challenge like boss fight. If you like to use rat icon instead of current one, you can do it.

miteke |

Well, at least the rat hit :)
These things have almost no defense and both Turrel and the rat manage some light wounds. Eegru, on the other hand, is off doing a kata apparently ignoring the fight.
❖❖❖❖❖❖ Combat Card Round 2 ❖❖❖❖❖❖
Ongoing effects not mentioned below:
Bold may go.
Snorri (-13 HP)
Navatsiyk (-0 HP; delaying for opening)
❖❖❖ Round 3 ❖❖❖
Omero Tegus (-27 HP; failed con roll vs. bleeding - apply damage on round change)
Tan (-16 HP; Note: +10)
Turel Avundlil (-0 HP)
Eegru (-0 HP)
Navatsiyk's rat (-0 HP)

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Snorri looks Tan up and down. "Big mistake. Small order." He raises his sword and slashes again.
Studied Target gives him +2 to attack and damage rolls against the enemy.
Strike!: 1d20 + 12 ⇒ (20) + 12 = 32
Silver Slash!: 2d6 + 9 ⇒ (1, 2) + 9 = 12

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Confirmation: 1d20 + 12 ⇒ (17) + 12 = 29

miteke |

The remaining undead creature is pulverized. Neither of them will be a problem any longer. Well, except for the pustules that splatter you all. anyone care to do a knowledge (religion) check to see what it was?
That means Snorri, Omeru, Eegru, and Turel all have to make 2 DC 11 fort saves vs diseases. The rat does too, but who cares.
Speaking of Ommerus, he takes one point of bleeding damage unless Navatsiyk heals him before his turn. Anyone care to help the poor guy? He's got a couple of sizable mouthfuls of flesh torn out of his hide.
After you deal with the corpses' and your dying friend, which door are you going to try. The little girl says you should try the door on the right (bottom side of the map).

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Turel is not the most hardy adventurer. On the realization that he's been splashed he braces himself...
DC11 Fortitude: 1d20 + 0 ⇒ (13) + 0 = 13
DC11 Fortitude: 1d20 + 0 ⇒ (17) + 0 = 17
Phew!
After making sure the rest of the group is okay he suggests they try the door suggested by the little girl.

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Fort 1d20 + 3 ⇒ (7) + 3 = 10
Fort 1d20 + 3 ⇒ (18) + 3 = 21
Folio reroll for the failed save, please.
Fort 1d20 + 3 ⇒ (5) + 3 = 8
Eegru tries to dodge the nastiness left from the undead shower of yuck. He wasn’t entirely successful.
”Can anyone heal this one,” the grippli asks, as he points at Omero.