
miteke |

After bleeding a bit Snorri takes the yellow dwarf down! The patrons start scooping up money, seeing the way the fight is going and having the victors blessing.
❖❖❖❖❖❖ Combat Card Round 2 ❖❖❖❖❖❖
Ongoing effects not mentioned below: Turel unable to post starting Friday evening 5/23 through Monday evening 5/26
Bold may go.
Navatsiyk's Eidolan (-0 HP)
❖❖❖ Round 3 ❖❖❖
Green Dwarf (-7 HP)
Blue Dwarf (-16 HP)
Turel Avundlil (-2 HP)
Eegru (-0 HP; disease in progress; sickened for a while)
Snorri (-5 HP; bleed 1)
Navatsiyk (-0 HP; sickened for a while)

Faceless man |

The eidolon continues rending the green dwarf.
claw: 1d20 + 6 ⇒ (9) + 6 = 15
slashing: 1d4 + 3 ⇒ (3) + 3 = 6
claw: 1d20 + 6 ⇒ (14) + 6 = 20
slashing: 1d4 + 3 ⇒ (1) + 3 = 4

miteke |

After a pair of adequate blows, green collapses.
Blue shifts his attention to the eidolan, having been very unsuccessful hitting Eegru.
to hit: 1d20 + 2 ⇒ (15) + 2 = 17
damage: 1d4 + 1 ⇒ (2) + 1 = 3; 1 bleed.
After he attacks he collapses.
Both Snorri and the eidolan bleed a bit more. All your opponents are down and the customers flee. We are still in combat/rounds because some of you are bleeding to death.
❖❖❖❖❖❖ Combat Card Round 3 ❖❖❖❖❖❖
Ongoing effects not mentioned below: Turel unable to post starting Friday evening 5/23 through Monday evening 5/26
Bold may go.
Navatsiyk's Eidolan (-4 HP; 1 bleed)
Turel Avundlil (-2 HP)
Eegru (-0 HP; disease in progress; sickened for a while)
Snorri (-6 HP; bleed 1)
Navatsiyk (-0 HP; sickened for a while)
❖❖❖ Round 4 ❖❖❖

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Snorri takes out a healing kit and tries to stop his own bleeding.
Heal: 1d20 + 8 ⇒ (6) + 8 = 14

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One more try on the next round, before resorting to a potion.
Heal: 1d20 + 8 ⇒ (20) + 8 = 28

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Nava heals eidolon's wounds with a spell.
rejuvenate eidolon: 1d10 + 2 ⇒ (10) + 2 = 12

miteke |

Snorri stops bleeding, but that healing potion might be useful as that still leaves him down 7 HP.
The eidolan is feeling quite whole again.
Eegru and Nave are still reeling from the overpowering odors from the previous room, which seem to linger in their nostrils even after leaving.
Any more preps/searching before trying another door?

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CLW potion: 1d8 + 1 ⇒ (6) + 1 = 7

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"Shall we explore rest of this place? There's a door to south and whoever murdered the real auctioneer could be hiding there."

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"Let's." Snorri is ready to lead whenever everybody else is.

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Back!
Turel nods, and looks towards the door to the South.
Give me but a moment to ensure it is safe...
Perception (traps): 1d20 + 6 ⇒ (13) + 6 = 19

miteke |

No traps
A grand burial chamber with a large dais in the center appears to have been converted into a ritual chamber. Two concentric circles of ornate runes have been scrawled in chalk atop the dais. The dais itself is surrounded by four obelisks, each of which is topped with an inverted tetrahedron clasped by a black stone claw. Each of the crystals emits a strange, crimson glow.
Zaashakar is here, preparing some kind of ritual conversing with an eerie Poppet. "Vaultkeeper, my little friend, soon we will ascend, and we will finally have the power to reach beyond this world!” Vaultkeeper responds to Zaashakar’s statements in a sweet, almost childlike voice, murmuring hopeful encouragements.
Zaashakar notices the PCs entering the room, and smirks at them and says “Well, found us, have you? It’s too late now. As soon as my employer gets here I shall become something more powerful than you can possibly imagine!” As Zaashakar cackles madly at her own declaration, the
poppet Vaultkeeper interjects “Not fair, sweet queen, not fair! A game must be played before you can be declared the victor!”
At this, Zaashakar stops cackling and a strangely serious look comes over her face. “Quite right, quite right. Well, my would-be heroes? Shall we play a game for the shard?”
Zaashakar proposes a simple game that involves spinning the shard upon the ground; if the shard comes to rest pointing at Zaashakar, the PCs must agree to leave the Alhanzir Cemetery and not return for exactly 24 hours. If the shard comes to rest pointing at any of the PCs, one of them must assist her in completing her ritual, after which she will relinquish the shard to them.

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Zaashakar is a "she"
Turel flashes his dagger.
We're going to need that shard either way, and I don't like what you're doing with it here.

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Sense motive: 1d20 ⇒ 9
"Not interested in your game. We will take the shard and you can't stop us."

miteke |

I always get my genders mixed up when dealing with characters.
Zaashakar scowls at you all. "Inconvenient, but this should not take long, Right Vaultkeeper?"
Excitedly, like a child eying a bag of choclolate, yet oh so sweetly, like an rotting apple covered with yellowjackets, Vaultkeeper chimes in with "Right! Ascension can wait until you deal with these interlopers."
init (Turel Avundlil): 1d20 + 10 ⇒ (17) + 10 = 27
init (Eegru): 1d20 + 3 ⇒ (16) + 3 = 19
init (Snorri): 1d20 + 2 ⇒ (5) + 2 = 7
init (Navatsiyk): 1d20 + 2 ⇒ (5) + 2 = 7
init (Navatsiyk's eidolan): 1d20 + 1 ⇒ (13) + 1 = 14
init (Zaashakar): 1d20 + 4 ⇒ (6) + 4 = 10
❖❖❖❖❖❖ Combat Card Round 1 ❖❖❖❖❖❖
Ongoing effects not mentioned below: Turel unable to post starting Friday evening 5/23 through Monday evening 5/26
Bold may go.
Turel Avundlil (-2 HP)
Eegru (-0 HP; disease in progress; sickened for a while)
Navatsiyk's Eidolan (-0 HP)
Zaashakar (-0 HP)
Snorri (-0 HP)
Navatsiyk (-0 HP; sickened for a while)
❖❖❖ Round 2 ❖❖❖

Faceless man |

Moved Eegru's token.
Eidolon steps into the room and reaches for Zaashakar with their claws.
claw: 1d20 + 6 ⇒ (6) + 6 = 12 Reach 10 feet
damage: 1d4 + 3 ⇒ (4) + 3 = 7
claw: 1d20 + 6 ⇒ (8) + 6 = 14
damage: 1d4 + 3 ⇒ (1) + 3 = 4

miteke |

Zaashakar is entangled by Eegru's net, but the eidolan's attacks are still ineffective.
❖❖❖❖❖❖ Combat Card Round 1 ❖❖❖❖❖❖
Ongoing effects not mentioned below: A creature entangled by a net can escape with a successful DC 20 Escape Artist check (a full-round action). The net has 5 hit points and can be burst with a successful DC 25 Strength check (also a full-round action).
Bold may go.
Turel Avundlil (-2 HP)
Zaashakar (-0 HP; entangled by net {half speed, -2 on attacks, -4 dex causing -2 AC, DC 15 + spell level to cast})
Snorri (-0 HP)
Navatsiyk (-0 HP; sickened for a while)
❖❖❖ Round 2 ❖❖❖
Eegru (-0 HP; disease in progress; sickened for a while)
Navatsiyk's Eidolan (-0 HP)

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Our tokens were still far behind, but based on the narrative we should all be in the room. Moving Turel to just inside the door of this room before the turn below.
Turel approaches Zaashakar head on, hoping to catch her flat-footed.
[move] 20ft, drawing dagger
He quickly thrusts his dagger forward at her, hoping to find a weak spot under her cloak.
[standard] attack
dagger attack (flat footed), P damage, sneak attack damage (knife master): 1d20 + 4 ⇒ (5) + 4 = 91d4 ⇒ 41d8 ⇒ 8
Hmm, what a waste of good damage rolls.

miteke |

Turel advances and flashes a knife at the would-be-god, but misses, but it dows draw her attention. Zaashakar points a finger and a ray shoots out at Turrel from the northern crystal (swift action).
to hit ranged touch: 1d1d20 + 7 - 2 ⇒ (6) + 7 - 2 = 11
When that fails she attacks with her claws and teeth and Turel goes down.
to hit claw, entangled: 1d20 + 6 - 2 ⇒ (17) + 6 - 2 = 21
damage: 1d6 + 2 ⇒ (2) + 2 = 4
to hit claw, entangled: 1d20 + 6 - 2 ⇒ (3) + 6 - 2 = 7
to hit bite, entangled: 1d20 + 6 - 2 ⇒ (15) + 6 - 2 = 19
damage: 1d6 + 2 ⇒ (2) + 2 = 4
❖❖❖❖❖❖ Combat Card Round 1 ❖❖❖❖❖❖
Ongoing effects not mentioned below: A creature entangled by a net can escape with a successful DC 20 Escape Artist check (a full-round action). The net has 5 hit points and can be burst with a successful DC 25 Strength check (also a full-round action).
Bold may go.
Snorri (-0 HP)
Navatsiyk (-0 HP; sickened for a while)
❖❖❖ Round 2 ❖❖❖
Eegru (-0 HP; disease in progress; sickened for a while)
Navatsiyk's Eidolan (-0 HP)
Turel Avundlil (-10 HP; need stabilization roll)
Zaashakar (-0 HP; entangled by net {half speed, -2 on attacks, -4 dex causing -2 AC, DC 15 + spell level to cast})

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Snorri runs up to the enemy, drawing his sword as he comes. He strikes at the foe.
to hit: 1d20 + 10 ⇒ (17) + 10 = 27
Silver slashing: 2d6 + 7 ⇒ (5, 6) + 7 = 18

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Despite odds of hitting not being great, Nava draws her stonebow and shoots the enemy.
stonebow: 1d20 + 4 - 4 ⇒ (20) + 4 - 4 = 20
confirm crit: 1d20 + 4 - 4 ⇒ (1) + 4 - 4 = 1
bludgeoning damage: 1d6 ⇒ 3
crit damage: 1d6 ⇒ 4

miteke |

Snorri's blow puts a damper on her enthusiasm, eliciting a grunt of surprise. But Vaultkeeper, perched on hir shoulder murmurs encouragements, egging her on. Navatsiyk lands a lucky blow too, scoring a bit of damage.
Turel slips closer to death, wondering if this mission was over his head.
Turel, I also need a DC 14 fort save vs. the Aurum Death disease.
❖❖❖❖❖❖ Combat Card Round 2 ❖❖❖❖❖❖
Ongoing effects not mentioned below: A creature entangled by a net can escape with a successful DC 20 Escape Artist check (a full-round action). The net has 5 hit points and can be burst with a successful DC 25 Strength check (also a full-round action).
Bold may go.
Eegru (-0 HP; disease in progress; sickened for a while)
Navatsiyk's Eidolan (-0 HP)
Zaashakar (-21 HP; entangled by net {half speed, -2 on attacks, -4 dex causing -2 AC, DC 15 + spell level to cast})
Snorri (-0 HP)
Navatsiyk (-0 HP; sickened for a while)
❖❖❖ Round 3 ❖❖❖
Turel Avundlil (-11 HP; need stabilization roll; need DC 14 fort save)

miteke |

In spite of feeling a bit wobbly, Eegru's training takes over and he lands a mighty kick (for him) to the egomaniac.
concentration: 1d20 + 5 ⇒ (19) + 5 = 24
Z steps back and a ray and spell strike out at Snorri almost simultaneously. Z really did not like that hit on her, but at least the ray misses (again).
ranged touch, entangled: 1d20 + 6 - 2 ⇒ (2) + 6 - 2 = 6
❖❖❖❖❖❖ Combat Card Round 2 ❖❖❖❖❖❖
Ongoing effects not mentioned below: A creature entangled by a net can escape with a successful DC 20 Escape Artist check (a full-round action). The net has 5 hit points and can be burst with a successful DC 25 Strength check (also a full-round action).
Bold may go.
Snorri (-0 HP; DC 14 will save or be frightened for 1d4 ⇒ 2 rounds; shaken 1 round)
Navatsiyk (-0 HP; sickened for a while)
❖❖❖ Round 3 ❖❖❖
Turel Avundlil (-11 HP; need stabilization roll; need DC 14 fort save)
Eegru (-0 HP; disease in progress; sickened for a while)
Navatsiyk's Eidolan (-0 HP)
Zaashakar (-22 HP; entangled by net {half speed, -2 on attacks, -4 dex causing -2 AC, DC 15 + spell level to cast})

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Will: 1d20 + 1 ⇒ (15) + 1 = 16
Knowledge Religion: 1d20 + 7 ⇒ (2) + 7 = 9

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Snorri steps up and attacks again.
To hit: 1d20 + 10 ⇒ (11) + 10 = 21
Silver slashing: 2d6 + 7 ⇒ (6, 5) + 7 = 18

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Turel Avundlil (-11 HP; need stabilization roll; need DC 14 fort save)
Is this copy-pasta from last round (when he stopped the bleeding)?

miteke |

miteke wrote:Turel Avundlil (-11 HP; need stabilization roll; need DC 14 fort save)Is this copy-pasta from last round (when he stopped the bleeding)?
It is complicated by spotty vacation internet. I probably had to redo that post 4 times. You will remain at -12.
Zaashakar knows she is in trouble when her frightening spell does not take hold. Sure enough Snorri, the engine of destruction, lands another might blow and Zaashakar collapses, lifeless and truly dead.
The poppet, who had been set on a pedestal, calls out plaintively with out stretched arms “I’m free! Free from that evil witch! Please take me with you and allow me to serve Abadar with a righteous ally!”