
QM rainzax |

Let’s transition here! Go ahead and declare your Exploration Mode tactic (or describe how you enter the forest and I will choose one for you) and what weapons you are holding, then go ahead and place your Tokens in Area A on the Map (linked in my QM Alias Bar), and roll initiative!

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Shimmer travels with her bow out, watching for any other potential clues.
Investigate.
Initiative: 1d20 + 5 ⇒ (18) + 5 = 23

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Simon will try to Track for his exploration activity
Initiative using Survival: 1d20 + 6 ⇒ (5) + 6 = 11

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"The killer seems to be a single leaping monster, capable of simply clearing the fence by jumping." Delta shares to them. "We should look for tracks further from this location.
Delta draws his hand crossbow and loads it with an arrow. He keeps his eyes peeled for any signs of unusual movements while they move and search the area where the killer might be. [b]"Be vigilant. The killer might be somewhere here."
Perception to Search: 1d20 + 6 ⇒ (11) + 6 = 17

QM rainzax |

We are 3/5 initiatives and 2/5 tokens!

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Toavandil Hanustar watches out for any enemies that could attack the group, his staff in his hand. The longer pole is again on his back.
Scout, so +1 initiative for the group?
Perception initiative: 1d20 + 3 + 1 ⇒ (13) + 3 + 1 = 17

QM rainzax |

The bloodsucker is Hidden to those whose Perception DC is 13 or lower - if that is you, on your turn, if you are targeting the beast, please first declare the action you are taking, then roll the flat check, followed by any regular checks associated with that action normally.
Round One
Terrain: Undergrowth
Effects: None
Shimmer
Shardul
Toavandil
Delta
Monster @ Hidden to Perception 13
Simon
The party (except Simon) is Up!

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"Closer Sprinkle," Shimmer whispers. She scans the creature and levels her bow. "We can see you, you know," she says icily as she looses the arrow.
[Free] Devise a Stratagem: 1d20 ⇒ 11
[Free] Recall Knowledge (Arcana, Hunting Lore, or Scouting Lore? +7; I suspect this'll be Nature, though, at +0). If that succeeds, Shimmer also spots an opening and informs her allies, granting everyone a +1 circumstance bonus to their next attack.
* Command an Animal: Sprinkle Strides twice
* Demoralize Intimidation: 1d20 + 5 ⇒ (18) + 5 = 23 (may take language penalty)
* Attack: 18 to hit for piercing damage: 1d6 ⇒ 1 and precision damage: 1d6 ⇒ 6--unless she learned from her RK that it's an intelligent creature that might be reasoned with, in which case she'll hold off on attacking for the moment.

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Toavandil Hanustar runs to join Shimmer, then readies his staff for defense. "Let's see what kind of sucker this is, then."
◆ Stride
◆ Stride
◆ Parry AC 20

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Delta joins the others to get a better look at what they are seeking. "Oy! Are you the one that murders alpacas in this place?" he asks the beast, expecting a reply. He then shoots the creature with the bolt already loaded in his hand crossbow to impale it.
Hand Crossbow Attack vs Monster: 1d20 + 4 ⇒ (17) + 4 = 21
Weapon Damage: 1d6 ⇒ 3 piercing damage
◆ Stride
◆ Stride
◆ Strike

QM rainzax |

While Shardul and Toavandil stride forward adopting defensive stances, Delta does so letting loose a crossbow bolt, which misses due to range.
19 is a miss - did i get your weapon's range increment wrong?
The beast watches as the projectile whiffs by, narrowly grazing it, and seems to slowly realize that it's hiding spot has been compromised...
...but before it can act, Shimmer is up!
...
Round One (Continued)
Terrain: Undergrowth
Effects: None
Shardul (??/??) @ Shield (AC 20)
Toavandil (17/17) @ Parry (AC 20)
Delta (19/19)
Shimmer (15/15); & Sprinkle (??/??)
Monster @ Hidden to Perception 13
Simon (21/21)

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It is out of range too Demoralize, so... although if 19 misses this isn't gonna work.
Hmmph. If that shot missed, a shot in the dark won't work.. but you never know! Shimmer takes a second shot.
Attack (MAP): 1d20 + 1 ⇒ (14) + 1 = 15

Boss Monster |

With a springing step, the Bloodsucker dodges Shimmer’s arrows and snaps a bite at Shardu as it races into the nearby trees, territorial, coy and cunning, thirsty but not hasty slobber gathering around it’s toothy maw!
◆) Stride
◆) Strike
◆) Stride
Jaws vs Shardul (AC 20, Shield): 1d20 + 13 ⇒ (2) + 13 = 151d10 + 7 ⇒ (7) + 7 = 14

QM rainzax |

Round Two
Terrain: Undergrowth
Effects: None
Simon (21/21)
Shardul (20/20)
Toavandil (17/17)
Delta (19/19)
Shimmer (15/15); & Sprinkle (??/??)
Bloodsucker!
...
The party is up!

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Shimmer looks for an opening... and sees none. No point in firing if she'll just miss.
Well, maybe one point? She urges Sprinkle to move closer to Toavandil, timing her shot to his--not trying to hit the creature, just trying to get it to dodge exactly wrong.
"The people depend on their livestock, and we won't let you steal from them! There's plenty of wildlife around here for you to hunt--stand down!"
With her arrow leveled towards it, she hopes to get its attention.
[Free] Devise a Stratagem: 1d20 ⇒ 9 Well, I know that will miss.
* Command Minion: Sprinkle Strides
* Prepare to Aid Toavandil's attack
* Demoralize Intimidation: 1d20 + 5 ⇒ (3) + 5 = 8, -4 if it doesn't understand Common

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"Well that's cunning, monastic training perhaps?" Toavandil Hanustar ponders the beast's actions that mimic his own tactic.
He runs past the beast, swirls his staff to give a pair of quick whacks and takes a defensive pose. "It doesn't like to be close so let's surround it to make it a wee bit worried", he calls to the team.
◆ Stride
◆ Flurry of blows Strike 1 attack: 1d20 + 6 + 1 ⇒ (15) + 6 + 1 = 22 Damage: 1d8 + 3 ⇒ (6) + 3 = 9 Strike 2 attack: 1d20 + 6 - 5 ⇒ (14) + 6 - 5 = 15 Damage: 1d8 + 3 ⇒ (4) + 3 = 7
◆ Parry AC 20

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Perhaps we can catch if off guard by approaching from different directions.
◆ Stride
◆ Stride
◆ Adopt Reflective Ripple Stance

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Hand crossbow has 60 ft range, I think Delta's attack is within range before the bloodsucker moved for the next round.
"Careful, my friend!" he warns Shardul. "How about a mental jolt!" he sends a mental jolt to the Bloodsucker. "I think I have seen your kind before..." he tries to recall about the Bloodsucker, his fingers under his chin while thinking.
◆◆ Cast a Spell, Daze, DC 17 basic Will save vs 4 mental damage
◆ Recall Knowledge about Bloodsucker, Nature +6

Boss Monster |

Will vs 4 Mental Daze (DC 17): 1d20 + 9 ⇒ (4) + 9 = 13
Please spoiler and roll your Recall Knowledge checks - example in Discussion
A single thwack from Toavandil (assisted by Sprinkle!) and mental jolt from Delta and the creature starts to bleed from it’s head...
13 damage, all goes through

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Boss Monster |

This creature is a Chupacabra!
It has the following ability:
Chupar [one-action] Requirements The chupacabra has a creature grabbed; Effect The chupacabra sucks blood from the grabbed creature. The chupacabra gains the quickened condition for 1 minute and can use the extra action only for Strike and Stride actions. A chupacabra can’t use Chupar again while it is quickened in this way. A creature that has its blood drained by a chupacabra is drained 1 until it receives healing (of any kind or amount).
Reflex best save, Will is worst.

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Shardul strides up and tries to give the creature a good kicking
attack: 1d20 + 7 ⇒ (13) + 7 = 20
damage non lethal bludgeoning: 1d6 ⇒ 6
then keeps up her shield (raise shield)
(will use shield block if crit and reaction still available)

Trap! |

As Shardul makes her way to engage the creature, she quickly realizes her footing isn’t stable - possibly falling into a pit!
Shardul! - please roll a 1d4, as there is a strong chance this square hasn’t yet sunken. If you roll a 1, 2, or 3, you fall into the pit, but have the chance to Grab an Edge as a reaction!
If you succeed and have one hand free, or Release one item into the pit as a free action to free up one hand, you cling to the edge, and can then Climb 5 feet as an action (same DC) to exit the pit to any adjacent square.
If you fail, or decline to grab the edge (saving your reaction), you fall 10 feet and sustain 10 falling damage, and then must Climb 10 feet up and 5 feet over to exit the pit to any adjacent square.
Alternatively, if you roll a 4 on the initial 1d4, your turn proceeds as intended, as you quickly recover your footing and do not fall into a pit (as it has already been deployed and filled naturally)!
As her allies watch her advance, they quickly realize there may be other pit traps nearby!
Shardul (with ◆◆↺) is Up!

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pit: 1d4 ⇒ 4
Whoa tricksy this ground aint right
so what happens when i roll a 4 leaning to wards stride somewhere that isnt about to collapse on Shardul and raise shield maybe adjacent to shimmer
also prefered option on retributive strike is melee strike without moving then straight to ranged strike

QM rainzax |

Shardul looks down and observes a single bone sticking out of the filled pit - perhaps the remains of some past prey with whom she had nearly shared a dire fate?! - in any case, she swears to remain vigilant as the Bloodsucker remains on the prowl!

QM rainzax |

Round Three
Terrain: Logs are Difficult Terrain, Bushes can Take Cover, Trees (black spots) are obstacles
Effects: None
Simon (21/21)
Shardul (20/20)
Toavandil (17/17)
Delta (19/19)
Shimmer (15/15); & Sprinkle (??/??)
Bloodsucker @ Taking Cover
...
The party is up!

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Enough of this running around
Shardul hurls a dart at the creature
attack at second range increment: 1d20 + 7 - 2 ⇒ (8) + 7 - 2 = 13
piercing damage: 1d4 ⇒ 2
before an electric arc heads towards it
electic arc damage dc 16 basic reflex: 1d4 + 3 ⇒ (3) + 3 = 6
ac 18 as shield drops down

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Ugh. Terrible. No shot at all.
Shimmer knows perfectly well that any shot she'd take at the moment would miss by a mile. Instead she urges Sprinkle forward and they circle around, trying to cut off any escape. And then she readies her bow and waits for a better opening to present itself.
[free]Devise a Stratagem: 1d20 ⇒ 1
* Command Minion: Sprinkle Strides twice
** Ready an action to attack if it moves.

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Simon will move around to try and get behind the creature, as well as avoid any suspect squares the creature might have been trying to lead us across.
◆ Stride
◆ Attempt to Trip the Creature with +1 from Reflective Ripple Stance
Athletics to trip with +1 from Stance vs Reflex DC: 1d20 + 6 + 1 ⇒ (5) + 6 + 1 = 12
DC 5 flat check for concealment: 1d20 ⇒ 2
◆ Flurry of Blows
First flowing wave attack (agile, disarm, finesse, nonlethal, trip, unarmed, and water traits): 1d20 + 6 ⇒ (5) + 6 = 11
Bludgeoning Damage: 1d6 + 3 ⇒ (1) + 3 = 4
DC 5 flat check for concealment: 1d20 ⇒ 3
Second flowing wave attack (agile, disarm, finesse, nonlethal, trip, unarmed, and water traits): 1d20 + 6 - 4 ⇒ (1) + 6 - 4 = 3
Bludgeoning Damage: 1d6 + 3 ⇒ (6) + 3 = 9
DC 5 flat check for concealment: 1d20 ⇒ 18
The one DC 5 flat check for concealment that I actually passed was paired with a natural 1 attack. Six d20 rolls that round and only one of them over five. Not very effective

QM rainzax |

While Shimmer races around looking for an opening, Simon carefully treads the treacherous ground, luckily triggering no traps, but arriving, engages with the wily beast, who manages to trip him!
Round Three (Continued]
Terrain: Logs are Difficult Terrain, Bushes can Take Cover, Trees (black spots) are obstacles
Effects: None
Simon (21/21) @ Prone
Shardul (20/20)
Toavandil (17/17)
Delta (19/19)
Shimmer (15/15); & Sprinkle (??/??)
Bloodsucker @ Taking Cover
...
Toavandil and Delta are up!

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"Aha! I remember what that bloodsucker is! A chupacabra! They are quick but their mind can be easily boggled. Be careful to be grabbed, else your blood will be sucked and drain you to death!" Delta explains while he moves a bit closer and sends another mental jolt to the bloodsucker. "You take that, you bloodsucker! Haha!"
◆ Stride
◆◆ Cast a Spell, Daze, DC 17 basic Will save vs 4 mental damage

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"Rather slippery one. Might be better to force the chap to open ground", Toavandil Hanustar continues analyzing the tactics.
"But now you are at least a bit surrounded, so let's use it". He repeats his usual maneuver, swirling a pair of strikes and preparing to parry.
◆ Stride
◆ Flurry of blows Strike 1 attack: 1d20 + 6 ⇒ (1) + 6 = 7 Damage: 1d8 + 3 ⇒ (2) + 3 = 5 Strike 2 attack: 1d20 + 6 - 5 ⇒ (1) + 6 - 5 = 2 Damage: 1d8 + 3 ⇒ (3) + 3 = 6
◆ Parry AC 20
Well that's the worst average attack roll pair ever.

Boss Monster |

The beast crouches low in the bushes, and tries to pounce Toavandil!
Hide (+2 Underbrush) vs Toavandil Perception (DC 13): 1d20 + 11 + 2 ⇒ (4) + 11 + 2 = 17
◆) Hide
◆) Pounce
◆) Take Cover (to AC 24)
Jaws vs Toavandil (AC 18, Flat-footed, Parry): 1d20 + 13 ⇒ (19) + 13 = 321d10 + 7 ⇒ (9) + 7 = 16
Gripping his neck, it rips the elf to the ground, who begins profusely bleeding out, before ducking back into the bushes to seemingly ready another pounce, perhaps content to drain the elf of blood at a later time!

QM rainzax |

"Rather slippery one. Might be better to force the chap to open ground", Toavandil Hanustar continues analyzing the tactics.
Perhaps sage advice as our hero falls, leaving the party with only 4 healthy combatants. Can they rush in time to save their friend, or will the savage killer slay them all and feast on the Blood of the Beautiful!?!?
Toavandil, please hold off on rolling your recovery check until all your comrades have had a chance to act first!
Round Four
Terrain: Logs are Difficult Terrain, Bushes can Take Cover, Trees (black spots) are obstacles
Effects: None
Simon (21/21) @ Prone
Shardul (20/20)
Delta (19/19)
Shimmer (15/15); & Sprinkle (??/??)
Toavandil (00/17) @ Dropped weapon, Prone, Unconscious, Dying 2
Bloodsucker @ Taking Cover
...
The party (except Toavandil) is Up!

QM rainzax |

Round Four (Continued)
Terrain: Logs are Difficult Terrain, Bushes can Take Cover, Trees (black spots) are obstacles
Effects: None
Shardul (20/20) @ Shield Raised
Simon (21/21) @ Prone
Delta (19/19)
Shimmer (15/15); & Sprinkle (??/??)
Toavandil (06/17) @ Dropped weapon, Prone, Wounded 1 @ Lay Hands (+2 AC)
Bloodsucker @ Taking Cover
...
The party (except Shardul) is Up!

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Well. that was embarrassing.
◆ Stand Up
◆ Stride
◆ Flurry of Blows
First flowing wave attack (agile, disarm, finesse, nonlethal, trip, unarmed, and water traits): 1d20 + 6 ⇒ (19) + 6 = 25
Bludgeoning Damage: 1d6 + 3 ⇒ (6) + 3 = 9
Second flowing wave attack (agile, disarm, finesse, nonlethal, trip, unarmed, and water traits): 1d20 + 6 - 4 ⇒ (19) + 6 - 4 = 21
Bludgeoning Damage: 1d6 + 3 ⇒ (2) + 3 = 5
That's better

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Shimmer sees the advantage of being in the bush herself, but letting the creature do the same is looking more and more like a net loss. "Step back! Lure it into the open!"
She levels her bow and waits again for a clearer shot.
[Free]Devise a Stratagem: 1d20 ⇒ 14
* Move
** Ready an attack for when it's out of cover.

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Toavandil Hanustar opens his eyes. He looks at the gash at his side. "Again? This is getting bothersome, at least my tailor is happy", he complains. He gets up, gives a punch followed by a kick to the beast, and retreats.
Bah, wrong window post. See discussion for rolls.

Boss Monster |

Simon waveclaps the Bloodsucker right into Toavandil’s supple wrist punch, and with the latter swiftly retreating, the beast, suddenly more wounded than healthy, crouches low, licking it’s chops as it begins to crawl sideways, circling around the undine with the low cunning of a desperate predator!
♥️ 21/60

QM rainzax |

Round Four (Concluding)
Terrain: Logs are Difficult Terrain, Bushes can Take Cover, Trees (black spots) are obstacles
Effects: None
Shardul (20/20) @ Shield Raised
Simon (21/21)
Toavandil (06/17) @ Dropped weapon, Prone, Wounded 1 @ Lay Hands (+2 AC)
Delta (19/19)
Shimmer (15/15); & Sprinkle (??/??); w/ ◆◆
Bloodsucker @ Taking Cover
...
Delta and Shimmer are Up!

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Delta sends another mental jolt to the chupacabra and loads his hand crossbow. ”You’re tough, huh.”
◆◆ Cast a Spell, Daze, DC 17 basic Will save vs 4 mental damage
◆ Reload weapon

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Shimmer takes the shot. She knows it's not good enough. But it'll be close, and maybe.. just maybe, as it moves to evade, it'll line up her next arrow.
* Strike. Hits 21 for 3 damage.
* Strike Attack (MAP): 1d20 + 1 ⇒ (7) + 1 = 8 for piercing damage: 1d6 ⇒ 1