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Snorri is angry at the creature, but keeps his cool. He looks at the beast, studies its movements, and slashes at it.
Greatsword attack: 1d20 + 12 ⇒ (15) + 12 = 27
Silver slash damage: 2d6 + 9 ⇒ (3, 3) + 9 = 15

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Also, I assume this is undead or otherwise lacks a pulse. If it is alive, Snorri knows how many HP it has left because of his Blood Reader ability.

Faceless man |

The eidolon's arms stretch incredibly long and he slashes at necrograft.
claw: 1d20 + 6 ⇒ (3) + 6 = 9
damage: 1d4 + 3 ⇒ (1) + 3 = 4
claw: 1d20 + 6 ⇒ (4) + 6 = 10
damage: 1d4 + 3 ⇒ (2) + 3 = 5

miteke |

Also, I assume this is undead or otherwise lacks a pulse. If it is alive, Snorri knows how many HP it has left because of his Blood Reader ability.
Correct, it is undead and had no pulse.
Snorri only swings once, but that big sword of his does significant damage to the undead unbeing.
The faceless man is able to reach over the others to strike at the necrocraft, but 'at' is not the same as hitting. Botting Navatsiyk
to hit: 1d20 + 4 - 4 ⇒ (5) + 4 - 4 = 5; +4 AC due to cover. Not surprisingly, she misses.
The Necrocraft strikes at Eegru, in spite of the fact that Snorri did the most damage.
to hit claw, entangled: 1d20 + 3 - 2 ⇒ (4) + 3 - 2 = 5
to hit claw, entangled: 1d20 + 3 - 2 ⇒ (4) + 3 - 2 = 5
But the nimble fellow easily avoids both swings.
Turel takes 1d4 ⇒ 2 bleed damage and slips closer toward death.
Snorri takes 1d4 ⇒ 3 bleed damage.
❖❖❖❖❖❖ Combat Card Round 4 ❖❖❖❖❖❖
Ongoing effects not mentioned below:
Bold may go.
Navatsiyk (-1 HP; shield spell)
Snorri (-13 HP; bleed 1d4 at beginning of turn)
Eegru (-1 HP)
Navatsiyk's Eidolan (-1 HP)
Gold-clad necrocraft (-18 HP, entangled: half speed, -2 on attacks, -4 dex, DC 20 Escape Artist or DC 25 strength or 5 damage to escape)
❖❖❖ Round 5 ❖❖❖
Turel Avundlil (-12 HP; bleed 1d4 at beginning of turn; unconscious)

Faceless man |

The eidolon steps back and continues scratching the creature.
claw: 1d20 + 6 ⇒ (4) + 6 = 10
claw: 1d20 + 6 ⇒ (19) + 6 = 25
damage: 1d4 + 3 ⇒ (1) + 3 = 4

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Sylph woman hustles out of bidding room hoping to catch the auctioner if he tries to leave. Double move, white arrow on map

miteke |

GM Does Turel get a stablize check every round?
Aaaaaanybody got any healing handy?
The bleed condition is not affected by a stabilization check (or the stabilization spell). Only a magical healing or DC 15 heal check will save you from dying. It will be quite the learning experience if none of you have a healing potion. I learned that lesson the hard way too (always have a healing potion even if you can cast healing spells), and though, in my case, it did not end in death it almost did.

miteke |

Eegru kicks it in the shin and deftly removes a bit of dead flesh previously sewn on to the unbeing.
The Faceless Man joins in the undead bashing and also scores a nice hit.
Nav slips out the back to intercept the auctioneer, but she is unable to see him (make me a perception roll; remember he is invisible).
❖❖❖❖❖❖ Combat Card Round 4 ❖❖❖❖❖❖
Ongoing effects not mentioned below:
Bold may go.
Navatsiyk (-1 HP; shield spell; actions already taken, need perception roll)
Snorri (-13 HP; bleed 1d4 at beginning of turn)
Gold-clad necrocraft (-18 HP, entangled: half speed, -2 on attacks, -4 dex, DC 20 Escape Artist or DC 25 strength or 5 damage to escape)
❖❖❖ Round 5 ❖❖❖
Turel Avundlil (-12 HP; bleed 1d4 at beginning of turn; unconscious)
Eegru (-1 HP)
Navatsiyk's Eidolan (-1 HP)

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Snorri realizes the danger of the situation, and shouts to his allies. "Navatsiyk! My pack! He shifts a shoulder to indicate his ally should go for one of the potions within. But he personally continues the attack on the necrograft.
Greatsword: 1d20 + 12 ⇒ (7) + 12 = 19
silver slashing: 2d6 + 9 ⇒ (1, 2) + 9 = 12

miteke |

Botting Nat's perception roll
perception: 1d20 ⇒ 12
Navatsiyk hears something headed towards the stairs but cannot see anything, followed by the tromping of feet down the stairs.
Snorri looks back and realizes that Navatsiyk is nowhere to be seen, but after that quick turn of the head, sets his mind on destroying the creature.
Combined with the other hits, it is looking like it is barely hanging together. Not that it cares.
to hit claws, entangled: 1d20 + 3 - 2 ⇒ (7) + 3 - 2 = 8
to hit claws, entangled: 1d20 + 3 - 2 ⇒ (15) + 3 - 2 = 16
Somehow Eegru continues to evade the claws, probably because it is all bundled up in a net.
Turel takes 1d4 ⇒ 2 bleed damage and moves even closer toward death.
Snorri takes 1d4 ⇒ 1 bleed damage.
❖❖❖❖❖❖ Combat Card Round 5 ❖❖❖❖❖❖
Ongoing effects not mentioned below:
Bold may go.
Navatsiyk (-1 HP; shield spell)
Snorri (-14 HP; bleed 1d4 at beginning of turn)
Eegru (-1 HP)
Navatsiyk's Eidolan (-1 HP)
Gold-clad necrocraft (-37 HP, entangled: half speed, -2 on attacks, -4 dex/-2 AC, DC 20 Escape Artist or DC 25 strength or 5 damage to escape)
❖❖❖ Round 6 ❖❖❖
Turel Avundlil (-14 HP; bleed 1d4 at beginning of turn; unconscious)

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Snorri tries to finish the creature.
Attack: 1d20 + 12 ⇒ (15) + 12 = 27
Silver slashing: 2d6 + 9 ⇒ (6, 2) + 9 = 17

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If that finishes the creature, he will run to Turil, quick-drawing a potion on the way.

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"Snorri! Heard someone going down the stairs, possibly the auctioneer." Nava shouts to her friends while casting detect magic

Faceless man |

Eidolon continues clawing the undead if it isn't fallen yet.
claw: 1d20 + 6 ⇒ (2) + 6 = 8
damage: 1d4 + 3 ⇒ (2) + 3 = 5
claw: 1d20 + 6 ⇒ (20) + 6 = 26
crit confirm: 1d20 + 6 ⇒ (9) + 6 = 15
damage: 1d4 + 3 ⇒ (4) + 3 = 7
crit damage: 1d4 + 3 ⇒ (2) + 3 = 5

miteke |

Snorri finishes off the monster. and snags a potion from his stash. Eegru or the Eidolan (since its attack was not necessary) could administer it this round.
Note: You cannot quick draw a potion while moving. They did rule that a spring loaded wrist sheath could be loaded with a potion or wand, though, for situations like this. And they are cheap. Definitely worth the purchase if you have the source book to allow it.
I'm going to assume that is done. Snorri, what type of potion is it and would you like to do the honors of rolling for it?
Oh, and *** Combat Over ***. No treasure to be found, and the auctioneer escapes due to the invisibility. Even with detect magic it would be hard to spot and catch up with him.
@Nat
In your pursuit you find the two Borkaliks outside the museum having kindly but unknowingly opened doors for the auctioneer, waiting to see what happens.
You hear the girl commenting that "That thing looked like the creatures that have been seen at the cemetery."
Options at this point:
1) Poke around the museum to see if there are any clues.
2) Head to the cemetery to investigate
3) Heal up

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All of Snorri's potions are Cure Light Wounds. He will use one on Turel first, then one for himself.
CLW Turel: 1d8 + 1 ⇒ (7) + 1 = 8
CLW Snorri: 1d8 + 1 ⇒ (3) + 1 = 4

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Turel blinks awake. He looks around for signs of the necrocraft.
So... that auction really got out of hand, huh?
He jumps to his feet looking around some more.
What happened to the shard?!

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"Once you are healed an ready to go, one lead worth checking points to local cemetery. Similar undead was seen there by the Borkalik woman."

miteke |

Turel is now at -2 and feeling much more with it. The shard is still there on the podium but the rest of the items that were not claimed in the auction are gone. You might want to investigate the Museum before you leave, though that is more for plot development purposes and no harm done if you do not.

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Snorri will give another potion to Turel.
[1d8+1[/dice]
Snorri will also look around the museum for the plot. This will allow him to get an idea of the escaped target's footprints and stride, which may help with tracking later.

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Thank you Snorri, I owe you.
Though, you really should save this last potion since he's 2hp away from full. Perhaps you read the GM's note as -2 from zero versus "2 down from full"?
Turel joins the others in looking around the museum for more clues.
Perception: 1d20 + 6 ⇒ (12) + 6 = 18
For such a clandestine auction, they sure didn't secure all of the entry points.

miteke |

What happened to the shard?!
The shard seems to have been left on the podium, though all of the other items that were not bid on are gone.
During his search efforts, Turel sees a small pool of blood in the large corner office forming below a combination safe under the large desk. The safe appears to have been damaged a bit.

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Disable Device: 1d20 + 10 ⇒ (18) + 10 = 28

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"This is the auctioneer's body. Then who was running the auction? We should finish here quickly and find our enemy."

miteke |

When you arrive in at Alhanzir Cemetery you find a field of arid soil the color of a rusty blade littered with grave markers arranged in symmetrical rows. Despite the lack of water, the ground and gravestones are covered with mossy lichens, spiny cacti, and knotted, thorny brambles with pale blossoms that bloom in clumps. A few yucca trees stand between the graves, their trunks the color of bleached bone. None of the more recent, cleaner headstones show any signs of religious patronage, and many of the older headstones bear scars where religious iconography and aphorisms have been chiseled away or ground to dust. Toward the back of the cemetery stand a few cylindrical stone structures with tarnished metal doors.
Once this spoiler has been revealed, open the next spoiler on a DC 15 Knowledge (religion) check by any character.

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DC15 Perception: 1d20 + 6 ⇒ (5) + 6 = 11
Hrm... it seems like an ordinary cemetery. Does anybody else notice anything unusual?

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Perception 1d20 + 7 ⇒ (18) + 7 = 25
Aw heck it ate my post! Please read the spoiler, as Eegru warns against touching the possible aurum death handprints!
Know. Religion 1d20 + 5 ⇒ (4) + 5 = 9

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Knowledge Religion: 1d20 + 7 ⇒ (9) + 7 = 16

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"This is most likely an ancestral tomb reserved for one specific family. It looks like some of the residual 'ghosts' of the illustrations on its outer walls could be forms associated with a deity, but I can't tell who," Snorri says.
He shifts his pack, and inspects his inventory. "I only have five potions left. Let's be careful. I don't want to lose any of you."

miteke |

The door opens onto a long set of stone stairs that descend along a 15-foot-wide passageway, dimly lit by flaming torches set into wall sconces. The stairs descend to a small room with marble floors before descending further.
If you made a DC 25 perception open this spoiler.

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Perception: 1d20 + 8 ⇒ (4) + 8 = 12
If Eegru is alright with it, Snorri would like to lead the way. He is more hearty than the rest of the team.

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Turel will try to stay towards the front of the party (perhaps just behind Snorri) and look out for traps as they go.
Let's not move too quickly in this place.
Perception: 1d20 + 6 ⇒ (10) + 6 = 16
As of yet, he doesn't notice anything out-of-place.