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Aid DC: 15
Surprise! It's skill check time. I know you are all shocked and amazed that there is a whole section specifically on skill checks and/or socialization. The listed skills are the obvious ones for each location, but creative solutions may be rewarded!
Rescue Activities
Survivor Rescue: Most of the crew of the Flawless Diamond are safely treading water or clinging onto floating debris; however, one sailor is visibly unconscious and trapped within rigging.
Athletics to swim to the sailor and tow him to safety
Thievery to untangle the rigging
Medicine to revive the sailor
Crate Salvage: The weapons, medical supplies, and the like carried by the Flawless Diamond are crucial to the monastery’s defense, but they are now dangerously close to drifting away on the currents. A
Athletics or Merchant/Sailor Lore to safely retrieve the crates
Spectator Escort: Two merfolk in the path of falling wreckage are too awestruck to move.
Diplomacy/Intimidation to shake the merfolk from their stupor. +2 bonus if you can speak Aquan

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"These Sea Devils will enter a frenzy as soon as they smell blood." Nilaglade tells his teammates. "No chance to talk them out of it..."
Grandmaster Remendi catches his eye. Honestly, all of these undine catch his eye. Constant physical training pays off. They could probably bench press Deroff if they had the chance.
But the Grandmaster is right. No time for chitchat. "Hey, thanks for inviting us to join the hunt. We'll do our best."
Merfolk. Shiny tails. Everyone here is such a good swimmer. Nilaglade simply holds onto Deroff as the wolf paddles around.
The Dragon Turtle makes Nilaglade awestruck. It's so huge! But more importantly, they are scattering debris everywhere. Time for action!
Spectator Escort
Nilaglade turns to the lovely merfolk. "Hey! Come on! Shake those fins over here!"
Nilaglade's Diplomacy is +9. If someone has +9 or more, he will Aid them.
Survivor Rescue
After helping the merfolk, he tells Deroff to make a beeline to the sailor.
Nilaglade's Medicine is +6, Deroff's Athletics is a +7. If Deroff can make the check I'll let him use Athletics. Once again, if anyone has a higher bonus, Nilaglade/Deroff will aid instead.

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Eddie's best two options are Expert Diplomacy +9, and Natural Medicine for the Medicine check at +9. Unless we're desperate, they also have athletics +5 to round up crates.
Eddie swims after Nilaglade to help the hapless merfolk staring at the slowing incoming danger. "Swim away, yes, you two, come to me.. I have snacks."
Expert Diplomacy: 1d20 + 9 ⇒ (14) + 9 = 23
Almost like they're linked mentally (sorry Nilaglade, you're doing the heavy lifting on that one), Eddie kicks their swim fins to try reviving the KO'd sailor. "Tasty berry snacks for you, and you, and you!"
Nature to treat wounds: 1d20 + 9 ⇒ (8) + 9 = 17

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Eldon swims to the rigging to pick it apart to save the sailor, but on the way, he tries to get the Merfolk attention "You must move! You're in danger!"
Diplomacy: 1d20 + 9 ⇒ (20) + 9 = 29
Thievery: 1d20 + 8 ⇒ (8) + 8 = 16

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I have to do all three actions to help the sailor? Not sure on that part, but it makes sense from a narrative standpoint, so let's do that.
Ysoldt rushes to save lives as fast as possible. She swims to the unconscious sailor, while looking at the dragon turtle nearby. Her heart pumping in fear as the creature moves around. She reaches the sailr, pulls out her knife to cut the rigging in the right places, then tries some mouth to mouth.
Athletics: 1d20 + 5 ⇒ (18) + 5 = 23
Thievery: 1d20 + 11 ⇒ (8) + 11 = 19
Medicine: 1d20 + 8 ⇒ (13) + 8 = 21

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Kyra's first thought is for the drwoning sailor. She swims to the man and tries to free him, and if given the chance, also attempts to revive him.
Athletics: 1d20 + 7 ⇒ (15) + 7 = 22
Aid for Thievery: 1d20 + 1 ⇒ (2) + 1 = 3
Medicine: 1d20 + 9 ⇒ (12) + 9 = 21

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Ysoldt - actually you could only make 2 of the checks but I adjusted it so that the party succeeded in what you needed to do. :)
Ysoldt and Kyra manage to retrieve some of the supplies. On their way back to the wreck, they manage to untangle the rigging on the sailor. Eddie is able to shove a berry into the man's mouth and revive him long enough so that he manages to swim away. Meanwhile, Eldon manages to convince the merfolk onlookers to get out of danger. Eddie helps out and the party has enough time to watch Nilaglade and Deroff swim in circles...
You see a commotion in the distance as the Dragon Turtle returns, a sea devil hanging onto its shell for dear life.
Because you were able to accomplish all the tasks, you each have 1 rd to prepare for combat
TacMap is posted. It's also linked at the top of the page.

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Nilaglade, Avoid Notice: 1d20 + 10 ⇒ (5) + 10 = 15
Kyra, Detect Magic: 1d20 + 12 ⇒ (9) + 12 = 21
Ysoldt, Scout: 1d20 + 9 ⇒ (13) + 9 = 22
Eddie, Search: 1d20 + 12 ⇒ (2) + 12 = 14
Eldon, Investigate: 1d20 + 9 ⇒ (10) + 9 = 19
Red Init: 1d20 + 7 ⇒ (16) + 7 = 23
Dragon Turtle Init: 1d20 + 12 ⇒ (15) + 12 = 27

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Are dragon turtles eligible for wild empathy? I don't know if they count as an animal or as a dragon.. or both? If Eddie thinks they can avoid combat then they won't do a combat buff..
Wild Empathy: You have a connection to the creatures of the natural world that allows you to communicate with them on a rudimentary level. You can use Diplomacy to Make an Impression on animals and to make very simple Requests of them. In most cases, wild animals will give you time to make your case.

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Make an Impression is 1 minute though. You have 6 seconds... I hope he can talk fast :)

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"You're welcome!" Nilaglade thinks as the merfolk and sailors scatter.
With the civilians out of the way, it's time to defend the area. He pulls out his shortbow, interested in how it will work underwater...

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Eddie draws their staff and casts Magic Fang on Deroff "Good luck" The words echo oddly under water.
Eddie ponders what they may know about dragon turtles.. So will make a recall knowledge check if this qualifies under nature as third action. Will draw that staff later if recall goes off.

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Eldon's Arcana (T): 1d20 + 6 ⇒ (10) + 6 = 16
Eddie's Arcana: 1d20 - 2 ⇒ (17) - 2 = 15
You're not terribly familiar with Dragon Turtles other than the obvious (they're big and have a shell)

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Ysoldt considers a sling, then dismisses it, and pulls out her dagger. She swims to cover, just in case. Leaning against the hull of the sunken ship nearby, she waits for the chaos to ensue.

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Kyra can retcon their 1 round of preparation
As you prepare for battle, you see a commotion in the water as the Dragon Turtle speeds back towards you, a sea devil clinging desperately to its shell.
Jaws vs Red: 1d20 + 15 ⇒ (6) + 15 = 21
Piercing: 2d8 + 5 ⇒ (3, 3) + 5 = 11
Jaws vs Red: 1d20 + 10 ⇒ (9) + 10 = 19
Piercing: 2d8 + 5 ⇒ (5, 4) + 5 = 14
The Dragon Turtle starts by dumping its passenger off its shell and biting it in half...
------------------
COMBAT TRACKER
Round: 1
Tactical Map
Terrain Features: Various sunken buildings dot the battlefield; each is 15 feet from the seafloor unless otherwise noted. Each section of the sunken ship is 20 feet high.
Active Conditions: Underwater Combat Rules in effect (see below)
------------------
Those with ** may go
Dragon Turtle
**Ysoldt - AC 20, 35/35
**Kyra - AC 19, 32/32
**Eldon - AC 18, 27/27
**Nilaglade - AC 22, 39/39; Deroff AC 18, 15/30 (Magic Fang; +1 Striking unarmed)
**Eddie - AC 18, 38/38
--------------------------------
CONDITIONS AND EFFECTS REFERENCE
--------------------------------
* Need to spend 1 rd to tread water or sink (and be FF). Athletics check to tread water is waived; DC 10 Athletics to Swim
* No fire-based spells or effects
* Resistance 5 to fire and acid
* Melee Slashing/Bludgeoning take a -2 penalty to attack
* Ranged Slashing/Bludgeoning Automatically Miss
* Ranged Piercing attacks have their range cut in half

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"Yikes, the turtle is turning on us?" Nilaglade holds onto Deroff. "Alright boy, get me close."
Deroff's Athletics: 1d20 + 7 ⇒ (8) + 7 = 15
Deroff's Athletics: 1d20 + 7 ⇒ (6) + 7 = 13
With Deroff's 40 ft of movement, he can swim 15 ft.
"That's good. Thanks." He takes aim with his shortbow.
50 ft away. Shortbow range is normally 30 ft, 15 ft underwater. I'm in the 4th range increment here. I'll try to recall nature instead.
◆ Ask Animal Companion to ◆Stride ◆twice
◆ Hunt Prey: Turtle Dragon
◆ Recall Nature +6

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Don't forget to add 5 for the fins. I guess I should have spelled it all out... underwater combat is a pain :)
Nilaglade RK: 1d20 + 1 ⇒ (17) + 1 = 18
Nilaglade marks the Dragon Turtle as prey and moves closer.
------------------
COMBAT TRACKER
Round: 1
Tactical Map
Terrain Features: Various sunken buildings dot the battlefield; each is 15 feet from the seafloor unless otherwise noted. Each section of the sunken ship is 20 feet high.
Active Conditions: Underwater Combat Rules in effect (see below)
------------------
Those with ** may go
Dragon Turtle
Red
**Ysoldt - AC 20, 35/35
**Kyra - AC 19, 32/32
**Eldon - AC 18, 27/27
Nilaglade - AC 22, 39/39; Deroff AC 18, 15/30 (Magic Fang; +1 Striking unarmed)
**Eddie - AC 18, 38/38
--------------------------------
CONDITIONS AND EFFECTS REFERENCE
--------------------------------
* Need to spend 1 rd to tread water or sink (and be FF). Athletics check to tread water is waived; DC 10 Athletics to Swim. +5 movement due to Swim Fins.
* No fire-based spells or effects
* Resistance 5 to fire and acid
* Melee Slashing/Bludgeoning take a -2 penalty to attack
* Ranged Slashing/Bludgeoning Automatically Miss
* Ranged Piercing attacks have their range cut in half

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Athletics to Swim 15', DC10: 1d20 + 5 ⇒ (12) + 5 = 17
Athletics to Swim 15', DC10: 1d20 + 5 ⇒ (10) + 5 = 15
Eddie kicks their flippers like a pro, propelling themselves up on top of the nearby building for a better view of both their allies and the huge turtle.
Eddie shouts some Guidance towards Nilaglade "Turtles like fish, don't look like a fish."
Swim/Stride x2, Guidance on Nilaglade.

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I forgot about the fins.
"Right. it's a big... turtle... dragony... thing."

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Kyra calls upon Saranrae's power and gives everyone within 5' of her a bit of divine aid. Eddie also gives Nilaglade some divine help before settling on top of one of the buildings.
------------------
COMBAT TRACKER
Round: 1
Tactical Map
Terrain Features: Various sunken buildings dot the battlefield; each is 15 feet from the seafloor unless otherwise noted. Each section of the sunken ship is 20 feet high.
Active Conditions:
Underwater Combat Rules in effect (see below)
Bless - 5' emanation from Kyra (+1 to attack)
------------------
Those with ** may go
Dragon Turtle
Red
**Ysoldt - AC 20, 35/35
Kyra - AC 19, 32/32
**Eldon - AC 18, 27/27
Nilaglade - AC 22, 39/39 (Guidance); Deroff AC 18, 15/30 (Magic Fang; +1 Striking unarmed)
Eddie - AC 18, 38/38
--------------------------------
CONDITIONS AND EFFECTS REFERENCE
--------------------------------
* Need to spend 1 rd to tread water or sink (and be FF). Athletics check to tread water is waived; DC 10 Athletics to Swim. +5 movement due to Swim Fins.
* No fire-based spells or effects
* Resistance 5 to fire and acid
* Melee Slashing/Bludgeoning take a -2 penalty to attack
* Ranged Slashing/Bludgeoning Automatically Miss
* Ranged Piercing attacks have their range cut in half

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Ysoldt peeks over the hull of the ship. She looks at the dragon turtle, and gasps a bit.
"That might be a problem." she smiles at Kyra. "Let's see."
She swims a little further, but remains near the hull. She screams at the turtle to frighten it a little.
Intimidate: 1d20 + 8 ⇒ (13) + 8 = 21 Probably with a penalty for language.
◆ stride, ◆ tread water, ◆ intimidate

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Athletics: 1d20 + 5 ⇒ (7) + 5 = 12
Ysoldt swims forward and burbles some threat at the Dragon Turtle. To her surprise, the Turtle flinches slightly, as if rattled.

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The turtle swims close and attempts to bite Ysoldt.
Jaws vs Ysoldt AC 20, Reach, Frightened: 1d20 + 15 - 1 ⇒ (16) + 15 - 1 = 30
Piercing, Crit: 2d8 + 5 ⇒ (3, 5) + 5 = 13 Doubled to 26
------------------
COMBAT TRACKER
Round: 2
Tactical Map
Terrain Features: Various sunken buildings dot the battlefield; each is 15 feet from the seafloor unless otherwise noted. Each section of the sunken ship is 20 feet high.
Active Conditions:
Underwater Combat Rules in effect (see below)
Bless - 5' emanation from Kyra (+1 to attack)
------------------
Those with ** may go
Dragon Turtle
**Ysoldt - AC 20, 35/35
**Kyra - AC 19, 6/32
**Eldon - AC 18, 27/27
**Nilaglade - AC 22, 39/39 (Guidance); Deroff AC 18, 15/30 (Magic Fang; +1 Striking unarmed)
**Eddie - AC 18, 38/38
--------------------------------
CONDITIONS AND EFFECTS REFERENCE
--------------------------------
* Need to spend 1 rd to tread water or sink (and be FF). Athletics check to tread water is waived; DC 10 Athletics to Swim. +5 movement due to Swim Fins.
* No fire-based spells or effects
* Resistance 5 to fire and acid
* Melee Slashing/Bludgeoning take a -2 penalty to attack
* Ranged Slashing/Bludgeoning Automatically Miss
* Ranged Piercing attacks have their range cut in half

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Looks like you subtracted 26 HP from Kyra. Looks like Ysoldt should have taken the bite?
Also, Deroff should be at full HP. Nilaglade healed him for >9 HP< and Eddie fed him a Goodberry for>13< more.
Nilaglade frowns. "Hey! No biting!" He takes aim.
Shortbow, Hunted Shot 1: 1d20 + 9 ⇒ (17) + 9 = 26
Shortbow, Hunted Shot 2: 1d20 + 9 - 5 ⇒ (3) + 9 - 5 = 7
Piercing: 1d6 + 1d6 ⇒ (6) + (3) = 9
If either shot hit, add Precision Piercing Damage: 1d8 ⇒ 4. Combine all damage before applying resistance.
He taps Deroff. "Let's try to get closer, eh? If we can flank, Ysoldt can stick it where the sun don't shine."
Deroff's Athletics to Swim: 1d20 + 8 ⇒ (14) + 8 = 22 Moves 20 ft thanks to 40 ft Land speed + swimming fins
Jaws: 1d20 + 8 ⇒ (9) + 8 = 17
Piercing: 1d8 + 2 ⇒ (5) + 2 = 7
Nilaglade points. "Just a little more, Ysoldt. We got your back. Deroff's in the mood for some turtle soup today!"
Intimidate to Demoralize: 1d20 + 2 ⇒ (14) + 2 = 16
◆ Hunted Shot
◆ Direct Animal Companion to ◆ Stride and ◆ Strike
◆ Demoralize

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Thanks Eddie.
I hit AC 27 with my first shot for 6 + 4 damage.
Nilaglade hits AC 18 for 7 + 1d8 ⇒ 7 + (4) = 11 Piercing damage.

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Nilaglade swims closer and manages to poke the turtle with an arrow. His attempt to scare it doesn't quite work. Neither does Deroff's jaws.
Kyra and Ysoldt's HP corrected
------------------
COMBAT TRACKER
Round: 2
Tactical Map
Terrain Features: Various sunken buildings dot the battlefield; each is 15 feet from the seafloor unless otherwise noted. Each section of the sunken ship is 20 feet high.
Active Conditions:
Underwater Combat Rules in effect (see below)
Bless - 5' emanation from Kyra (+1 to attack)
------------------
Those with ** may go
Dragon Turtle (-10)
**Ysoldt - AC 20, 9/35
**Kyra - AC 19, 32/32
**Eldon - AC 18, 27/27
Nilaglade - AC 22, 39/39; Deroff AC 18, 30/30 (Magic Fang; +1 Striking unarmed)
**Eddie - AC 18, 38/38
--------------------------------
CONDITIONS AND EFFECTS REFERENCE
--------------------------------
* Need to spend 1 rd to tread water or sink (and be FF). Athletics check to tread water is waived; DC 10 Athletics to Swim. +5 movement due to Swim Fins.
* No fire-based spells or effects
* Resistance 5 to fire and acid
* Melee Slashing/Bludgeoning take a -2 penalty to attack
* Ranged Slashing/Bludgeoning Automatically Miss
* Ranged Piercing attacks have their range cut in half

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Eldon shields himself and protects Ysoldt from fire/cold.
------------------
COMBAT TRACKER
Round: 2
Tactical Map
Terrain Features: Various sunken buildings dot the battlefield; each is 15 feet from the seafloor unless otherwise noted. Each section of the sunken ship is 20 feet high.
Active Conditions:
Underwater Combat Rules in effect (see below)
Bless - 5' emanation from Kyra (+1 to attack)
------------------
Those with ** may go
Dragon Turtle (-10)
**Ysoldt - AC 20, 9/35 (Resist Fire/Cold 2)
**Kyra - AC 19, 32/32
Eldon - AC 18, 27/27 (AC 19)
Nilaglade - AC 22, 39/39 (Guidance); Deroff AC 18, 30/30 (Magic Fang; +1 Striking unarmed)
**Eddie - AC 18, 38/38
--------------------------------
CONDITIONS AND EFFECTS REFERENCE
--------------------------------
* Need to spend 1 rd to tread water or sink (and be FF). Athletics check to tread water is waived; DC 10 Athletics to Swim. +5 movement due to Swim Fins.
* No fire-based spells or effects
* Resistance 5 to fire and acid
* Melee Slashing/Bludgeoning take a -2 penalty to attack
* Ranged Slashing/Bludgeoning Automatically Miss
* Ranged Piercing attacks have their range cut in half

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Seeing the nasty bite that Ysoldt took, Kyra decides that she needs to immediately provide some aid.
◆ Concentrate on bless, increasing effectiveness by 5'
◆ Move forward, to touch Ysoldt Swim check: 1d20 + 7 ⇒ (18) + 7 = 25
◆ Heal Healing: 2d10 ⇒ (8, 8) = 16

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The sailor screams as the turtle bites down on her torso. Fortunately, it was only her tools that broke, not ribs. The turtle tosses her around a bit, then releases for some reason. Ysoldt nods towards Kyra as she appears next to her in the chaos and closes her wounds.
Filled with a new vigor, she decides to swim and return the favor to the beast.
Athletics (Swim): 1d20 + 5 ⇒ (1) + 5 = 6
And she swims... Somewhere. Like a confused artistic swimmer, she makes a strange backward roll and appears in the same spot where she was at the beginning.
"What?" she exclaims as she is about to jab her dagger into whatever it is in front of her. But it's not the dragon turtle. It's Kyra. So she stops herself, and turns around.
Not sure what happens here with a nat1. Do I sink lower? Do I use an action to move again to get where I wanted to be? That could also provoke, so lemme know. 1 action used so far.

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Eddie's familiar Toady offers some guidance as they send a blast of cold through the water at the oversized turtle. Hopefully this works ok.
◆◆ Ray of Frost, 120' Range, Cold, Guidance: 1d20 + 9 + 1 ⇒ (5) + 9 + 1 = 15
Cold Damage: 2d4 + 4 ⇒ (2, 4) + 4 = 10
◆ Guidance on Self, ◆◆ Ray of Frost

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Kyra sends some healing at Ysoldt. Ysoldt tries to move closer but she can't quite get the hang of swimming. Eddie tries to send a snowball at the turtle but misses.
Ysoldt -- nope. You pretty much don't move. You'll sink if you don't tread water (check is waived). You only need to make an Athletics check if you want to move.
------------------
COMBAT TRACKER
Round: 2
Tactical Map
Terrain Features: Various sunken buildings dot the battlefield; each is 15 feet from the seafloor unless otherwise noted. Each section of the sunken ship is 20 feet high.
Active Conditions:
Underwater Combat Rules in effect (see below)
Bless - 10' emanation from Kyra (+1 to attack)
------------------
Those with ** may go
Dragon Turtle (-10)
**Ysoldt - AC 20, 25/35 (Resist Fire/Cold 2; 2 actions)
Kyra - AC 19, 32/32
Eldon - AC 18, 27/27 (AC 19)
Nilaglade - AC 22, 39/39 (Guidance); Deroff AC 18, 30/30 (Magic Fang; +1 Striking unarmed)
Eddie - AC 18, 38/38
--------------------------------
CONDITIONS AND EFFECTS REFERENCE
--------------------------------
* Need to spend 1 rd to tread water or sink (and be FF). Athletics check to tread water is waived; DC 10 Athletics to Swim. +5 movement due to Swim Fins.
* No fire-based spells or effects
* Resistance 5 to fire and acid
* Melee Slashing/Bludgeoning take a -2 penalty to attack
* Ranged Slashing/Bludgeoning Automatically Miss
* Ranged Piercing attacks have their range cut in half

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Okay so another athletics. And then thread water, which is a separate action. And I'm done.
Athletics (Swim): 1d20 + 5 ⇒ (4) + 5 = 9
Oh lawd, I'm gonna drown here.

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"So... no flanking..." Nilaglade watches Ysoldt tumble and flail. "I'll uh... see what we can do."

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Ysoldt continues to flail about in the water. Meanwhile the turtle sees you all lashes out with Jaws and Flippers (◆◆ Draconic Frenzy).
Jaws vs Kyra AC 19, Reach: 1d20 + 15 ⇒ (8) + 15 = 23
Piercing: 2d8 + 5 ⇒ (8, 2) + 5 = 15
Who's Next; DNY: 2d3 ⇒ (1, 1) = 2
Claw vs Deroff AC 18, MAP, Agile: 1d20 + 11 ⇒ (13) + 11 = 24
Claw vs Deroff AC 18, MAP 2+, Agile: 1d20 + 7 ⇒ (15) + 7 = 22
Slashing: 4d6 + 10 ⇒ (6, 4, 1, 2) + 10 = 23
After clubbing Deroff, the turtle then turns on NY: 1d2 ⇒ 2
Claw vs Ysoldt AC 20, MAP 2+, Agile: 1d20 + 7 ⇒ (11) + 7 = 18
But doesn't connect.
------------------
COMBAT TRACKER
Round: 3
Tactical Map
Terrain Features: Various sunken buildings dot the battlefield; each is 15 feet from the seafloor unless otherwise noted. Each section of the sunken ship is 20 feet high.
Active Conditions:
Underwater Combat Rules in effect (see below)
Bless - 10' emanation from Kyra (+1 to attack)
------------------
Those with ** may go
Dragon Turtle (-10)
**Ysoldt - AC 20, 25/35 (Resist Fire/Cold 2; 2 actions)
**Kyra - AC 19, 17/32
**Eldon - AC 18, 27/27 (AC 19)
**Nilaglade - AC 22, 39/39 (Guidance); Deroff AC 18, 7/30 (Magic Fang; +1 Striking unarmed)
**Eddie - AC 18, 38/38
--------------------------------
CONDITIONS AND EFFECTS REFERENCE
--------------------------------
* Need to spend 1 rd to tread water or sink (and be FF). Athletics check to tread water is waived; DC 10 Athletics to Swim. +5 movement due to Swim Fins.
* No fire-based spells or effects
* Resistance 5 to fire and acid
* Melee Slashing/Bludgeoning take a -2 penalty to attack
* Ranged Slashing/Bludgeoning Automatically Miss
* Ranged Piercing attacks have their range cut in half

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Eldon ◈ Unleashes his Psyche, red and blue flames dancing about his person.
He then directs a beam of cold energy at the Dragon Turtle, lancing through the water.
◆◆ Amped Ray of Frost, Unleashed: 1d20 + 9 ⇒ (4) + 9 = 132d10 + 4 ⇒ (1, 2) + 4 = 7
HERO POINT Amped Ray of Frost, Unleashed: 1d20 + 9 ⇒ (4) + 9 = 132d10 + 4 ⇒ (8, 5) + 4 = 17
And he swims closer if he can.
◆Athletics: 1d20 - 1 ⇒ (11) - 1 = 10

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"Oh boy, that was bad."
Nilaglade takes two more shots.
Shortbow, Hunted Shot 1: 1d20 + 9 ⇒ (12) + 9 = 21
Shortbow, Hunted Shot 2: 1d20 + 9 - 5 ⇒ (1) + 9 - 5 = 5
Piercing: 1d6 ⇒ 2
Precision Piercing: 1d8 ⇒ 4
Assuming the first shot hit, combine with the precision shot before applying damage resistance.
"We can't take another beating like that..." He looks at the red rivulets of blood coming from Deroff and frowns. "Come on, boy. Just a bit longer."
Nilaglade pulls out a minor healing elixir as Deroff chomps down.
Jaws: 1d20 + 8 ⇒ (2) + 8 = 10
Piercing: 1d8 + 2 ⇒ (5) + 2 = 7
Jaws: 1d20 + 8 - 5 ⇒ (14) + 8 - 5 = 17
Piercing: 1d8 + 2 ⇒ (8) + 2 = 10
◆ Hunted Shot
◆ Interact to draw elixir
◆ Direct Animal Companion to ◆Strike ◆Strike

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Eddie has a hard time seeing clearly through all the blood in the water, its quickly obvious the blood is Deroff's. "I can reach, let me help you Deroff."
Eddie asks the water spirits for aid, extending the reach of their magic on the wounded wolf.
◆ Reach Spell: ◆◆ 1st Level Heal: 1d8 + 8 ⇒ (4) + 8 = 12

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Kyra holds her ground... er, water. She continues to bolster her friends and now starts an offensive against the huge turtle creature.
◆ Concentrate on bless, increasing effectiveness by 5' to 15'
◆◆ Cast Daze targeting dragon turtle
Mental Damage: 1d6 + 4 ⇒ (3) + 4 = 7

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Kyra, the heightened Daze is a level 3 cantrip. you would need to be at least 5th level to access that.
Will: 1d20 + 10 ⇒ (9) + 10 = 19
Kyra sends the turtle a mental jolt, though from the expression on the turtle's face you wouldn't know if it was affected at all. Eddie calls upon the woodland spirits and sends Deroff some much needed healing. Eldon unleashes his psyche and sends a snowball at the turtle, but doesn't hit. Nilaglade and Deroff attack but are also unsuccessful.

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Ysoldt tries to stab the turtle but doesn't manage to find a gap in its shell. She swims to Deroff but is unable to get the plaster to stick.
The turtle attempts to bite Kyra again.
Jaws vs Kyra AC 19, Reach: 1d20 + 15 ⇒ (10) + 15 = 25
Piercing: 2d8 + 5 ⇒ (4, 3) + 5 = 12
The turtle swims up to Eldon and Eddie but runs out of time to do much else.
------------------
COMBAT TRACKER
Round: 4
Tactical Map
Terrain Features: Various sunken buildings dot the battlefield; each is 15 feet from the seafloor unless otherwise noted. Each section of the sunken ship is 20 feet high.
Active Conditions:
Underwater Combat Rules in effect (see below)
Bless - 15' emanation from Kyra (+1 to attack)
------------------
Those with ** may go
Dragon Turtle (-12)
**Ysoldt - AC 20, 25/35 (Resist Fire/Cold 2)
**Kyra - AC 19, 5/32
**Eldon - AC 18, 27/27 (AC 19)
**Nilaglade - AC 22, 39/39 (Guidance); Deroff AC 18, 19/30 (Magic Fang; +1 Striking unarmed)
**Eddie - AC 18, 38/38
--------------------------------
CONDITIONS AND EFFECTS REFERENCE
--------------------------------
* Need to spend 1 rd to tread water or sink (and be FF). Athletics check to tread water is waived; DC 10 Athletics to Swim. +5 movement due to Swim Fins.
* No fire-based spells or effects
* Resistance 5 to fire and acid
* Melee Slashing/Bludgeoning take a -2 penalty to attack
* Ranged Slashing/Bludgeoning Automatically Miss
* Ranged Piercing attacks have their range cut in half

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"Thank you. Deroff would probably slobber your face at this point, but..." He shrugs and moves the potion into Deroff's mouth. "Drink up and let's move in."
Minor Healing Potion: 1d8 ⇒ 2
Deroff's Athletics to Swim: 1d20 + 8 ⇒ (18) + 8 = 26
Deroff's Athletics to Swim: 1d20 + 8 ⇒ (13) + 8 = 21
"Good job, boy." Nilaglade takes aim at the dragon turtle...
Shortbow, Hunted Shot 1, Bless: 1d20 + 9 + 1 ⇒ (18) + 9 + 1 = 28
Shortbow, Hunted Shot 2, Bless: 1d20 + 9 - 5 + 1 ⇒ (2) + 9 - 5 + 1 = 7
Piercing: 1d6 + 1d6 ⇒ (4) + (2) = 6
If either shot hit, add Precision Piercing Damage: 1d8 ⇒ 2.
If the first shot critically hit, add Deadly: 1d10 ⇒ 4 extra damage.
Combine all damage before applying resistance.
◆ Interact to use Minor Healing Potion on Deroff
◆ Direct Animal Companion to Stride and Stride
◆ Hunted Shot vs Dragon Turtle