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"They are hereeee!" he screams and goes to attack one of those hostilities getting close to the tents where his goblin friends are.
He magically hurls a stone nearby at White as he continues his music!
Telekinetic Projectile, IC vs White: 1d20 + 8 + 1 ⇒ (19) + 8 + 1 = 28
Damage, IC: 1d6 + 4 + 1 ⇒ (1) + 4 + 1 = 6 bludgeoning damage
◆ Stride
◆◆ Cast a Spell, Telekinetic Projectile
Don't forget Inspire Courage bonus to your attacks and damage!

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Quinthalas carefully aims a spell at the only Jaguar that he can see (blue). He fires three magical bolts of pure force at the feline.
◆◆◆ magic missile force: 3d4 + 3 ⇒ (2, 3, 1) + 3 = 9

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With the beasts now upon them, Basalt quickly focuses on the one right beside him, trying to will it into submission, as he then starts his attack.
◆Demoralize redIntimidation: 1d20 + 3 ⇒ (9) + 3 = 12
◆Elemental Blast, melee1d20 + 8 ⇒ (13) + 8 = 21, bludgeoning: 1d8 + 3 ⇒ (7) + 3 = 10
◆Raise Shield

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Correction: Gympie's strike did hit. I forgot to include IC in the tracker.
Griphook lets everyone know that the cats are in the northern area of camp before launching a rock at White. The rock slams White right on the head and staggers the feline. Quinthalas sends three force missiles at blue which strikes it in the flank. The cat yowls in pain.
Basalt attempts to intimidate Red but doesn't quite succeed. His melee attack, though, does the talking for him.
------------------
COMBAT TRACKER
Round: 2
Tactical Map
Active Conditions: Inspire Courage (Rd 2 of 3)
------------------
Those with ** may go
Griphook Ragnok - AC 18 (19 w/shield), 28/28 (AC 19)
Basalt - AC 18 (20 w/shield), 20/20
**Loquinor Brightcoral - AC 16, 20/20
Red (-11)
White (-22)
Jack Jin Dune - AC 18, 20/20
Gympie - AC 19, 28/28 (AC 20; +5 Speed, Force Damage)
Blue (-10)
Quinthalas - AC 16, 12/12

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Lorqinor shoots an icy water blast at the blue kitty cat but doesn't connect. He closes with the cat.
Its prize in its mouth, White easily scales the fence and jumps down the other side, disappearing into the darkness.
Red bares its teeth at Basalt and attempts to bite him.
Jaws vs Basalt AC 20: 1d20 + 10 ⇒ (12) + 10 = 22 for Piercing Damage: 1d10 + 3 ⇒ (9) + 3 = 12
Basalt, I'm going to assume you're going to shield block that?
Red's teeth get past Basalt's defenses and clamp down on him (◆ Grab). It then follows up its attack with a pair of raking claws.
◆ Maul
Claw 1 vs Basalt, AC 20, MAP, Agile, FF: 1d20 + 6 ⇒ (1) + 6 = 7 for
Slashing Damage: 1d6 + 3 ⇒ (2) + 3 = 5
Claw 2 vs Basalt, AC 20, MAP, Agile, FF: 1d20 + 6 ⇒ (4) + 6 = 10 for Slashing Damage: 1d6 + 3 ⇒ (3) + 3 = 6
------------------
COMBAT TRACKER
Round: 2
Tactical Map
Active Conditions: Inspire Courage (Rd 2 of 3)
------------------
Those with ** may go
Griphook Ragnok - AC 18 (19 w/shield), 28/28 (AC 19)
Basalt - AC 18 (20 w/shield), 13/20 (AC 20; Steel Shield: 13/20 hp; Grabbed, Immobilized, FF)
Loquinor Brightcoral - AC 16, 20/20
Red (-10)
White (-22; Escaped)
**Jack Jin Dune - AC 18, 20/20
**Gympie - AC 19, 28/28 (AC 20; +5 Speed, Force Damage)
Blue (-10)
Quinthalas - AC 16, 12/12

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Gympie steps up and attempts to eviscerate the one clamped down on Basalt.
◆ Step
◆◆ SpellStrike (Gouging Claw)
Attack: 1d20 + 9 + 1 ⇒ (7) + 9 + 1 = 17
Slashing: 2d6 + 7 + 1 ⇒ (6, 6) + 7 + 1 = 20 plus 1 force.
Hero Point
Attack: 1d20 + 9 + 1 ⇒ (1) + 9 + 1 = 11
AAAAAAAAAAAAAARGH!

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Yeah, please block that. Man, that hurt.

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The blue one came to me, this is a Dwarf's dream come true.
Jack gets excited knowing the enemy came to him, rather than the other way around.
He then attacks. hit: 1d20 + 7 ⇒ (19) + 7 = 26 dmg: 1d4 + 4 ⇒ (1) + 4 = 5 hit: 1d20 + 2 ⇒ (15) + 2 = 17 dmg: 1d4 + 4 ⇒ (4) + 4 = 8
hit: 1d20 - 3 ⇒ (13) - 3 = 10 dmg: 1d4 + 4 ⇒ (2) + 4 = 6
The tri-bladed katar has fatal d8, so if any of those are crits, the damage changes to (1d8+4)X2 +1d8, fatal is better than deadly at low levels. Deadly is affected by greater striking runes, fatal is not.

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Jack gladly takes a swipe at the Blue cat, nicking it with his katar.
------------------
COMBAT TRACKER
Round: 2-3
Tactical Map
Active Conditions: Inspire Courage (Rd 3 of 3)
------------------
Those with ** may go
-3-
**Griphook Ragnok - AC 18 (19 w/shield), 28/28 (AC 19)
**Basalt - AC 18 (20 w/shield), 13/20 (AC 20; Steel Shield: 13/20 hp; Grabbed, Immobilized, FF)
**Loquinor Brightcoral - AC 16, 20/20
Red (-10; Grabbing Basalt)
White (Escaped)
Jack Jin Dune - AC 18, 20/20
Gympie - AC 19, 28/28 (AC 20; +5 Speed, Force Damage)
Blue (-15)
-2-
**Quinthalas - AC 16, 12/12 (Inspire Courage 2/3)

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Basalt will try to get free from the beast grabbing him, the old way.
◇Flat check: 1d20 ⇒ 7
◆◆Elemental Blast, earth: 1d20 + 8 ⇒ (13) + 8 = 21, bludgeoning: 1d8 + 7 ⇒ (7) + 7 = 14
◇Flat check: 1d20 ⇒ 9
◇◆Elemental Blast, earth, agile 1d20 + 8 ⇒ (12) + 8 = 20, bludgeoning: 1d8 + 3 ⇒ (2) + 3 = 5

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Griphook launches force missiles at the one grabbing Basalt!
Magic Missile, IC vs Red: 3d4 + 3 + 1 ⇒ (3, 4, 2) + 3 + 1 = 13 force missile
◆◆◆ Cast a Spell, Magic Missile
Telekinetic Projectile Spell Attack, IC vs Blue: 1d20 + 8 + 1 ⇒ (15) + 8 + 1 = 24
Spell Damage, IC: 1d6 + 4 + 1 ⇒ (6) + 4 + 1 = 11 slashing damage
◆ Stride
◆◆ Cast a Spell, Telekinetic Projectile

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Basalt launches earth at Red and connects with his first strike, showering the kitty with loose rocks and such.
It appears you didn't include the MAP for your second attack, which will cause it to miss (even with IC)
Griphook follows up the attack with three force missiles, battering the already ragged-looking kitty. Red appears uncertain whether it wants to continue the attack or not.
------------------
COMBAT TRACKER
Round: 2-3
Tactical Map
Active Conditions: Inspire Courage (Rd 3 of 3)
------------------
Those with ** may go
-3-
Griphook Ragnok - AC 18 (19 w/shield), 28/28 (AC 19)
Basalt - AC 18 (20 w/shield), 13/20 (AC 20; Steel Shield: 13/20 hp; Grabbed, Immobilized, FF)
**Loquinor Brightcoral - AC 16, 20/20
Red (-38)
White (-22; Escaped)
Jack Jin Dune - AC 18, 20/20
Gympie - AC 19, 28/28 (AC 20; +5 Speed, Force Damage)
Blue (-15)
-2-
**Quinthalas - AC 16, 12/12 (Inspire Courage 2/3)

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Quinthalas keeps his eye on the jaguar (blue) and throws a curveball snowball at it. Then he erects a magical Shield to defend himself.
◆◆Spell Strike: 1d20 + 7 + 1 ⇒ (12) + 7 + 1 = 20
Ray of Frost: 1d4 + 4 + 1 ⇒ (4) + 4 + 1 = 9
◆ Shield

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Quinthalas sends a snowball at Blue which hits it right in the face.
That's not a spellstrike. A spellstrike is a magus ability
------------------
COMBAT TRACKER
Round: 3
Tactical Map
Active Conditions: Inspire Courage (Rd 3 of 3)
------------------
Those with ** may go
Griphook Ragnok - AC 18 (19 w/shield), 28/28 (AC 19)
Basalt - AC 18 (20 w/shield), 13/20 (AC 20; Steel Shield: 13/20 hp; Grabbed, Immobilized, FF)
**Loquinor Brightcoral - AC 16, 20/20
Red (-38)
Jack Jin Dune - AC 18, 20/20
Gympie - AC 19, 28/28 (AC 20; +5 Speed, Force Damage)
Blue (-24)
Quinthalas - AC 16, 12/12 (Inspire Courage 2/3)

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Getting into position by running so that the kitty is between him and Basalt, the half elf makes a two action strike at the kitty, a globe of manifested water in the shape of a dolphin emerging from his hand
1d20 + 1 + 6 ⇒ (3) + 1 + 6 = 10 -2 AC for flanking
LOL, well that has helpful
If he is attacked and hit he will use his reaction for a water shield to prevent 1 hp of force or piercing.

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Lorqinor launches more water at Blue but misses. The Red kitty has had enough. He releases Basalt, goes over the fence is is gone.
------------------
COMBAT TRACKER
Round: 3
Tactical Map
Active Conditions: Inspire Courage (Rd 3 of 3)
------------------
Those with ** may go
Griphook Ragnok - AC 18 (19 w/shield), 28/28 (AC 19)
Basalt - AC 18 (20 w/shield), 13/20 (AC 20; Steel Shield: 13/20 hp)
Loquinor Brightcoral - AC 16, 20/20
**Jack Jin Dune - AC 18, 20/20
**Gympie - AC 19, 28/28 (AC 20; +5 Speed, Force Damage)
Blue (-24)
Quinthalas - AC 16, 12/12

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Gympie advances on the last cat and slashes at it before trying to hold onto it with his jaws.
◆ Stride
◆ Strike
Attack: 1d20 + 9 ⇒ (4) + 9 = 13
Damage: 1d6 + 4 ⇒ (5) + 4 = 9
◆ Grapple (Jaws)
Attack vs Fort DC: 1d20 + 8 - 5 ⇒ (4) + 8 - 5 = 7

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Even better, Jack is now flanking so he gets sneak attack, he attacks the kitty hit: 1d20 + 7 ⇒ (15) + 7 = 22 vs flat footed dmg: 1d4 + 4 ⇒ (2) + 4 = 6 and precision dmg: 1d6 ⇒ 5
hit: 1d20 + 2 ⇒ (1) + 2 = 3 vs flat footed
hit: 1d20 - 3 ⇒ (11) - 3 = 8 vs flat footed

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Gympie advances on the last cat and attempts to stab and grapple it, but the cat is too quick for him. Jack takes advantage of the flank provided by Lorquinor and stabs the blue kitty. The kitty yowls in pain and retaliates.
Jaws vs Jack AC 18: 1d20 + 10 ⇒ (6) + 10 = 16
Claws vs Jack AC 18, MAP, Agile: 1d20 + 6 ⇒ (4) + 6 = 10
Claws vs Jack AC 18, MAP 2+, Agile: 1d20 + 2 ⇒ (9) + 2 = 11
I think the Dice Bot is on strike...
------------------
COMBAT TRACKER
Round: 3-4
Tactical Map
Active Conditions: Inspire Courage (Quinthalas only)
------------------
Those with ** may go
-4-
**Griphook Ragnok - AC 18 (19 w/shield), 28/28 (AC 19)
**Basalt - AC 18 (20 w/shield), 13/20 (AC 20; Steel Shield: 13/20 hp)
**Loquinor Brightcoral - AC 16, 20/20
**Jack Jin Dune - AC 18, 20/20
**Gympie - AC 19, 28/28 (AC 20; +5 Speed, Force Damage)
Blue (-35)
-3-
**Quinthalas - AC 16, 12/12 (Inspire Courage 3/3)

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Griphook continues inspiring his allies. He then magically hurls a small stone nearby to hurt Blue.
Telekinetic Projectile Spell Attack, IC vs Blue: 1d20 + 8 + 1 ⇒ (13) + 8 + 1 = 22
Spell Damage, IC: 1d6 + 4 + 1 ⇒ (4) + 4 + 1 = 9 slashing damage
◆ Cast a Spell, Inspire Courage
◆◆ Cast a Spell, Telekinetic Projectile

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Griphook continues to inspire his allies, then hurls a sharp rock at Blue. The rock nicks a major blood vessel and the kitty collapses shortly.
COMBAT OVER
As you catch your breath, Zig hurries up to you.
"The cats got another one! MuckMuck is threatening to leave the camp and take the rest of the workers with him. You must end this as soon as possible!"
Survival to Track; Lorquinor and Quinthalas get a +2 bonus for succeeding at an earlier Nature check

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"I feel I'd just gotten lucky earlier, I am no tracker. It looks like they went this way."
Survival: 1d20 + 2 ⇒ (13) + 2 = 15
GM Tiger, you'd mentioned that we already knew where the Jaguar's lair was. Is it possible to just go straight there instead of tracking?

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Quinthalas - you made the DC anyway so it's a moot point now :)
As the party begins to head out to the lair, Zig runs up to you.
"Is there a Lorqinor Brightcoral in your group? I just received a message from my father that you have not completed the insurance waiver prior to the Boss Fight. Please complete it now as we will not be held responsible if you should become kitty food..."

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Lorqinor and Quinthalas lead the party to the lair. As you round the bend, you see a leopard standing behind what appear to be skeletal goblins. The leopard bears a scar across its chest. On the far side of the lair, two leopards lounge against the rocks but get up and appear to be moving towards the fight as well.
Gympie, Avoid Notice: 1d20 + 7 ⇒ (18) + 7 = 25
Jack Jin Dune, Search: 1d20 + 7 ⇒ (6) + 7 = 13
Quinthalas, Avoid Notice: 1d20 + 6 ⇒ (11) + 6 = 17
Loquinor Brightcoral, Scout: 1d20 + 5 + 1 ⇒ (3) + 5 + 1 = 9
Griphook Ragnok, Search: 1d20 + 7 ⇒ (12) + 7 = 19
Basalt, Defend: 1d20 + 5 ⇒ (19) + 5 = 24
Red Leopard Init: 1d20 + 7 ⇒ (1) + 7 = 8
White Leopard Init: 1d20 + 7 ⇒ (7) + 7 = 14
Blue Leopard Init: 1d20 + 7 ⇒ (3) + 7 = 10
Red Skeleton Init: 1d20 + 2 ⇒ (2) + 2 = 4
White Skeleton Init: 1d20 + 2 ⇒ (12) + 2 = 14
Blue Skeleton Init: 1d20 + 2 ⇒ (4) + 2 = 6
Yellow Skeleton Init: 1d20 + 2 ⇒ (16) + 2 = 18
Pink Skeleton Init: 1d20 + 2 ⇒ (6) + 2 = 8
------------------
COMBAT TRACKER
Round: 1
Tactical Map
Active Conditions:
------------------
Those with ** may go
**Gympie - AC 19, 28/28
**Basalt - AC 18 (20 w/shield), 13/20 (Steel Shield: 13/20 hp)
**Griphook Ragnok - AC 18 (19 w/shield), 28/28
Yellow
Quinthalas - AC 16, 12/12
White Skeleton
White Leopard
Jack Jin Dune - AC 18, 20/20
Blue Leopard
Loquinor Brightcoral - AC 16, 20/20
Pink
Red Leopard
Blue Skeleton
Red Skeleton

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Griphook refocuses before they go to the lair.
Griphook begins the combat against these goblin killers by playing a battle tune to encourage his allies!
Performance check to Lingering Composition w Virtuosic Performer feat: 1d20 + 8 + 1 ⇒ (15) + 8 + 1 = 24 (The DC is usually a standard-difficulty DC of a level equal to the highest-level target of your composition, but the GM can assign a different DC based on the circumstances. Inspire Courage for 3 rounds if Success)
He then continues playing to provide Gympie a temporary respite from harm.
◇ Cast a Spell, Lingering Composition
◆ Cast a Spell, Inspire Courage (+1 status bonus to attack rolls, damage rolls, and saves against fear effects)
◆◆ Cast a Spell, Hymn of Healing (for Gympie)

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I'll allow 10 minutes for you to catch your breath and refocus/heal before the final fight. Go ahead and post it before you do any combat actions please :)
Griphook gives Gympie fast healing and plays a battle song to give everyone an edge for the upcoming fight.
------------------
COMBAT TRACKER
Round: 1
Tactical Map
Active Conditions: Inspire Courage (Rd 1 of 3)
------------------
Those with ** may go
**Gympie - AC 19, 28/28 (Fast Healing 2; temp hp: 2/2)
**Basalt - AC 18 (20 w/shield), 13/20 (Steel Shield: 13/20 hp)
Griphook Ragnok - AC 18 (19 w/shield), 28/28
Yellow
Quinthalas - AC 16, 12/12
White Skeleton
White Leopard
Jack Jin Dune - AC 18, 20/20
Blue Leopard
Loquinor Brightcoral - AC 16, 20/20
Pink
Red Leopard
Blue Skeleton
Red Skeleton

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Yes, Gympie would have refocused as well. I tend to assume it's done unless the GM explicitly says there is a time crunch that prevent it.
With a magical shield, Gympie sets up his stance before advancing to the opening.
◆ Cast a spell (shield)
◆ Arcane Cascade
◆ Stride

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Well, unless it was raining, I doubt 10 minutes would have made a difference. So I can allow the 10 minutes to catch your breath
Gympie sets up his stance and moves into the front.
------------------
COMBAT TRACKER
Round: 1
Tactical Map
Active Conditions: Inspire Courage (Rd 1 of 3)
------------------
Those with ** may go
Gympie - AC 19, 28/28 (Fast Healing 2; temp hp: 2/2; AC 20; Arcane Cascade - +5 Speed, Force Damage)
**Basalt - AC 18 (20 w/shield), 13/20 (Steel Shield: 13/20 hp)
Griphook Ragnok - AC 18 (19 w/shield), 28/28
Yellow
Quinthalas - AC 16, 12/12
White Skeleton
White Leopard
Jack Jin Dune - AC 18, 20/20
Blue Leopard
Loquinor Brightcoral - AC 16, 20/20
Pink
Red Leopard
Blue Skeleton
Red Skeleton

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Grinning, Basalt will stride forward, manifest his aura while sending a flame whisp flicking his wrist at the closest panther and then he'll make the earth rumble under his enemies feet.
◆Stride
◆Channel Elements
◇Elemental Blast (red panther) 1d20 + 8 ⇒ (18) + 8 = 26, fire: 1d6 ⇒ 1
◆◆ Tremor, bludgeoning: 1d8 ⇒ 6 10ft area burst centered right before red skeleton, basic Fort Save DC 17, area is difficult terrain until the start of my next turn.
Dang, short 5 feet due to armor, doing a minor edit due to damage type change on the blast
Please correct me if I'm wrong in the placing of the tremor burst

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Basalt moves forward and sends a fireball at the red kitty, singing it slightly. He drops a minor tremor in front of the red skeleton. Red and White manage to hold on but all the others take damage. Yellow falls on its face as well.
Red Fort DC 17: 1d20 + 2 ⇒ (13) + 2 = 15
Yellow Fort DC 17: 1d20 + 2 ⇒ (1) + 2 = 3
White Fort DC 17: 1d20 + 2 ⇒ (15) + 2 = 17
Blue Fort DC 17: 1d20 + 2 ⇒ (8) + 2 = 10
Pink Fort DC 17: 1d20 + 2 ⇒ (8) + 2 = 10
Yellow staggers to his feet and heads over to Basalt.
------------------
COMBAT TRACKER
Round: 1
Tactical Map
Active Conditions: Inspire Courage (Rd 1 of 3)
------------------
Those with ** may go
Gympie - AC 19, 28/28 (Fast Healing 2; temp hp: 2/2; AC 20; Arcane Cascade - +5 Speed, Force Damage)
Basalt - AC 18 (20 w/shield), 13/20 (Steel Shield: 13/20 hp)
Griphook Ragnok - AC 18 (19 w/shield), 28/28
Yellow (-12)
**Quinthalas - AC 16, 12/12
White Skeleton (-3)
White Leopard
Jack Jin Dune - AC 18, 20/20
Blue Leopard
Loquinor Brightcoral - AC 16, 20/20
Pink (-6)
Red Leopard
Blue Skeleton (-6)
Red Skeleton (-6)

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Quinthalas moves closer and fires a ray of frost at the closest skeleton.
◆ stride
◆◆Spell Attack: 1d20 + 7 ⇒ (9) + 7 = 16 Cold: 1d4 + 4 ⇒ (3) + 4 = 7 (Yellow)

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Quinthalas moves up and sends a snowball at Yellow. It's about to crumble but still stubbornly holds on. A white leopard that looks like one that attacked you earlier runs down to join the fight. It's got a scar on its chest.
The white skeleton runs up to Gympie and attempts to slash him.
Claw vs Gympie AC 20: 1d20 + 6 ⇒ (20) + 6 = 26
Slash, Crit: 1d4 + 2 ⇒ (1) + 2 = 3 Doubled to 6
------------------
COMBAT TRACKER
Round: 1
Tactical Map
Active Conditions: Inspire Courage (Rd 1 of 3)
------------------
Those with ** may go
Gympie - AC 19, 24/28 (Fast Healing 2; temp hp: 0/2; AC 20; Arcane Cascade - +5 Speed, Force Damage)
Basalt - AC 18 (20 w/shield), 13/20 (Steel Shield: 13/20 hp)
Griphook Ragnok - AC 18 (19 w/shield), 28/28
Yellow (-19)
Quinthalas - AC 16, 12/12
White Skeleton (-3)
White Leopard
**Jack Jin Dune - AC 18, 20/20
Blue Leopard
Loquinor Brightcoral - AC 16, 20/20
Pink (-6)
Red Leopard
Blue Skeleton (-6)
Red Skeleton (-6)

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Gympie's magical shield takes the brunt of the claw and he's left unscathed.
------------------
COMBAT TRACKER
Round: 1
Tactical Map
Active Conditions: Inspire Courage (Rd 1 of 3)
------------------
Those with ** may go
Gympie - AC 19, 28/28 (Fast Healing 2; temp hp: 1/2; Arcane Cascade - +5 Speed, Force Damage)
Basalt - AC 18 (20 w/shield), 13/20 (Steel Shield: 13/20 hp)
Griphook Ragnok - AC 18 (19 w/shield), 28/28
Yellow (-19)
Quinthalas - AC 16, 12/12
White Skeleton (-3)
White Leopard
**Jack Jin Dune - AC 18, 20/20
Blue Leopard
Loquinor Brightcoral - AC 16, 20/20
Pink (-6)
Red Leopard
Blue Skeleton (-6)
Red Skeleton (-6)

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Jack moves around and flanks one of the skeletons but almost overbalances with his swing.
A leopard with a blue stripe in its coat begins trotting down to join the fray.
------------------
COMBAT TRACKER
Round: 1
Tactical Map
Active Conditions: Inspire Courage (Rd 1 of 3)
------------------
Those with ** may go
Gympie - AC 19, 28/28 (Fast Healing 2; temp hp: 1/2; Arcane Cascade - +5 Speed, Force Damage)
Basalt - AC 18 (20 w/shield), 13/20 (Steel Shield: 13/20 hp)
Griphook Ragnok - AC 18 (19 w/shield), 28/28
Yellow (-19)
Quinthalas - AC 16, 12/12
White Skeleton (-3)
White Leopard
Jack Jin Dune - AC 18, 20/20
Blue Leopard
**Loquinor Brightcoral - AC 16, 20/20
Pink (-6)
Red Leopard
Blue Skeleton (-6)
Red Skeleton (-6)

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Delaying Lorqinor
Basalt, Gympie, Jack: 3d3 ⇒ (1, 2, 3) = 6
Claw vs Basalt AC 18: 1d20 + 6 ⇒ (9) + 6 = 15
Claw vs Gympie AC 19: 1d20 + 2 ⇒ (18) + 2 = 20
Claw vs Jack AC 18: 1d20 - 2 ⇒ (11) - 2 = 9
Slash vs Gympie: 1d4 + 2 ⇒ (1) + 2 = 3
Red clacks up to Jack and slashes at him with a claw.
Claw vs Jack AC 18, FF: 1d20 + 6 ⇒ (13) + 6 = 19
Slash: 1d4 + 2 ⇒ (4) + 2 = 6
The Red leopard crosses the difficult terrain and attempts to bite Jack.
Jaws vs Jack AC 18, FF: 1d20 + 10 ⇒ (13) + 10 = 23
Piercing: 1d10 + 3 ⇒ (2) + 3 = 5
------------------
COMBAT TRACKER
Round: 2
Tactical Map
Active Conditions: Inspire Courage (Rd 2 of 3)
------------------
Those with ** may go
**Gympie - AC 19, 26/28 (Fast Healing 2; temp hp: 0/2; Arcane Cascade - +5 Speed, Force Damage)
**Basalt - AC 18 (20 w/shield), 13/20 (Steel Shield: 13/20 hp)
**Griphook Ragnok - AC 18 (19 w/shield), 28/28
Yellow (-19)
Quinthalas - AC 16, 12/12
White Skeleton (-3)
White Leopard
Jack Jin Dune - AC 18, 9/20
Blue Leopard
**Loquinor Brightcoral - AC 16, 20/20 (Delay)
Pink (-6)
Red Leopard
Blue Skeleton (-6)
Red Skeleton (-6)

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As his wounds heal, Gympie moves around to confront the leopard. His mambele grows even more blades as he strikes.
◆ Stride
◆◆ Spellstrike (Gouging Claw) vs Red Leopard
Attack (flanking): 1d20 + 9 + 1 ⇒ (8) + 9 + 1 = 18
Slashing: 2d6 + 7 + 1 ⇒ (4, 6) + 7 + 1 = 18 plus 3 force.

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Griphook magically hurls a round stone at Pink with his music! He then sustains the hymn of healing he has for the gnoll.
Telekinetic Projectile Spell Attack, IC vs Pink: 1d20 + 8 + 1 ⇒ (16) + 8 + 1 = 25
Spell Damage, IC: 1d6 + 4 + 1 ⇒ (5) + 4 + 1 = 10 bludgeoning damage
◆◆ Cast a Spell, Telekinetic Projectile
◆ Sustain a Spell, Hymn of Healing (the first time each round you Sustain the Spell, the target gains 2 temporary Hit Points, which last for 1 round)

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Gympie charges the red leopard and slashes at it. It barely connects but it opens a wicked slash in the kitty's side. Griphook hurls a rock at Pink and connects. Pink is about to fall apart but is still barely hanging on.
------------------
COMBAT TRACKER
Round: 2
Tactical Map
Active Conditions: Inspire Courage (Rd 2 of 3)
------------------
Those with ** may go
Gympie - AC 19, 28/28 (Fast Healing 2; temp hp: 2/2; Arcane Cascade - +5 Speed, Force Damage)
**Basalt - AC 18 (20 w/shield), 13/20 (Steel Shield: 13/20 hp)
Griphook Ragnok - AC 18 (19 w/shield), 28/28
Yellow (-19)
Quinthalas - AC 16, 12/12
White Skeleton (-3)
White Leopard
Jack Jin Dune - AC 18, 9/20
Blue Leopard
**Loquinor Brightcoral - AC 16, 20/20 (Delaying)
Pink (-16)
Red Leopard (-21)
Blue Skeleton (-6)
Red Skeleton (-6)

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Lorqinor moves up and blasts Pink with more water. Pink also appears ready to crumble but still refuses to go down.
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COMBAT TRACKER
Round: 2
Tactical Map
Active Conditions: Inspire Courage (Rd 2 of 3)
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Those with ** may go
Gympie - AC 19, 28/28 (Fast Healing 2; temp hp: 2/2; Arcane Cascade - +5 Speed, Force Damage)
Loquinor Brightcoral - AC 16, 20/20
**Basalt - AC 18 (20 w/shield), 13/20 (Steel Shield: 13/20 hp)
Griphook Ragnok - AC 18 (19 w/shield), 28/28
Yellow (-19)
Quinthalas - AC 16, 12/12
White Skeleton (-3)
White Leopard
Jack Jin Dune - AC 18, 9/20
Blue Leopard
Pink (-19)
Red Leopard (-21)
Blue Skeleton (-6)
Red Skeleton (-6)

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Basalt will strike at both skeletons in front of him, hoping to open some space.
◆ Melee Elemental Blast against yellow skeleton 1d20 + 8 ⇒ (7) + 8 = 15, bludgeoning: 1d8 + 3 ⇒ (1) + 3 = 4
◇◆ Melee Elemental Blast against pink skeleton, agile1d20 + 4 ⇒ (10) + 4 = 14, bludgeoning: 1d8 + 3 ⇒ (2) + 3 = 5
◆ Raise Shield

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Basalt blasts the Yellow skeleton which immediately crumbles. He attempts to do the same with Pink but barely misses.
Don't forget the +1 from Bard!
------------------
COMBAT TRACKER
Round: 2
Tactical Map
Active Conditions: Inspire Courage (Rd 2 of 3)
------------------
Those with ** may go
Gympie - AC 19, 28/28 (Fast Healing 2; temp hp: 2/2; Arcane Cascade - +5 Speed, Force Damage)
Loquinor Brightcoral - AC 16, 20/20
Basalt - AC 18 (20 w/shield), 13/20 (AC 20; Steel Shield: 13/20 hp)
Griphook Ragnok - AC 18 (19 w/shield), 28/28
**Quinthalas - AC 16, 12/12
White Skeleton (-3)
White Leopard
Jack Jin Dune - AC 18, 9/20
Blue Leopard
Pink (-19)
Red Leopard (-21)
Blue Skeleton (-6)
Red Skeleton (-6)

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Quinthalas yells "Radius pruinae!" and fires another ray of frost, this time aimed at the pink skeleton.
◆◆Spell Attack: 1d20 + 7 ⇒ (13) + 7 = 20 Cold: 1d4 + 4 ⇒ (2) + 4 = 6
◆ Shield
↺ Shield Block