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Done.
Isaku clambers up the cliff. "Hang on Rhaegal! I'm coming!"

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Herr Doktor was watching the fight feeling rather useless when Rhaegal decided to crash on the ground. He moves toward him, climbing a bit of rocks...
Athletics: 1d20 + 16 ⇒ (12) + 16 = 28 (I assume it's enough)
... and then heals the dragon.
Battle Medicine DC 15: 1d20 + 14 ⇒ (18) + 14 = 32
Healing: 4d8 ⇒ (6, 4, 6, 2) = 18

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I assume that gets Rhaegal up and we're out of combat rounds.
The Dragon, now back in his kobold smaller dragon form, blinks his eyes open. "Did we kill it?" He glances at all the scattered bones surrounding him and jumps to his feet, roaring though a tad weezy. "YES! I have triumphed over the false dragon! Its power is returned to the bloodline!"
He begins collecting some of the dragon bones to show Jadirahx and enhance his own power and knowledge. He does stop to tend to his own and others' wounds though.
Sounds like we won't have full rest, but potentially at least 10 minutes? If so, Rhaegal will perform a Treat Wounds starting with himself and Crunch. If interrupted, we can retcon this out.
Treat Wounds (DC20): 1d20 + 17 ⇒ (19) + 17 = 36
Healing: 4d8 + 10 ⇒ (6, 6, 6, 5) + 10 = 33
This also clear's Rhaegal's Wounded condition even though he's not at full health.

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Isaku manages to climb up and sees Rhaegal sitting up. He points his wand at the injured Dragon and heals him.
Soothe, R1: 1d10 + 4 ⇒ (6) + 4 = 10
Rhaegal should be at 61/94
Isaku puts his wand away and patches himself up.
Healing DC 20, Assurance: 2d8 + 10 ⇒ (3, 7) + 10 = 20
92/96 after 10 minutes; additional 10hp due to the aeon stone
Isaku turns to Rhaegal and patches him up further.
Healing, DC 20, Assurance: 2d8 + 10 ⇒ (6, 2) + 10 = 18
Isaku would also be back at full

GM Watery Soup |

Herr Doktor revives the real dragon, and we're out of initiative.
--End of Combat
Crunch (26/123, resist fire 4, resist void 1)
Isaku (62/96, resist fire 5)
Cal (47/116, resist fire 5)
Eliadyr (42/96, resist fire 5, resist void 1)
Herr Doktor (44/86, resist fire 5, Wounded 1)
Rhaegal (18/94, Wounded 1)
Soon after the heroes defeat the enemies, Eliza Petulengro rushes in with three other agents. She explains that she can guarantee a brief 10-minute rest, and that the agents she has with her can tend to those in need. The agents Eliza brought along restore all of the heroes' Hit Points with a combination of spells and elixirs of life. This allows PCs to regain Focus Points, cast spells, and use consumable items if they want, without locking out Treat Wounds for an hour.
Eliza offers to cast 4th-rank restoration on the heroes; she has 3 scrolls available. This is mostly for conditions you never received.
When the heroes' ten minutes of rest are up, Eliza thanks them for their monumental effort and bravery so far, but states the hardest is yet to come. She casts a 3rd-rank anticipate peril on each of them, and she and Eando face the demonic reinforcements from reaching the heroes while the heroes engage the demoniac spirit.
When you're ready, you can buff yourself however you wish, but do track the order in which the buffs expire - the minute-long buffs may actually run out, so I'm tracking them.
Please also look over the following tracker and make edits as you'd like. As you've noticed throughout the past 2.5 scenarios, there's a LOT going on, so please help me out.
--Beginning of Next Combat
Crunch (123/123, resist fire 4, resist void 1)
Isaku (96/96, resist fire 5)
Cal (116/116, resist fire 5)
Eliadyr (96/96, resist fire 5, resist void 1)
Herr Doktor (86/86, resist fire 5)
Rhaegal (94/94)
[ dice=Stealth (Cal), anticipate peril (3rd)]1d20+16+1+2[/dice]
[ dice=Defend (Crunch), anticipate peril (3rd)]1d20+14+1+2[/dice]
[ dice=Avoid Notice (Eliadyr), anticipate peril (3rd)]1d20+20+1+2[/dice]
[ dice=Scout (Herr Doktor), anticipate peril (3rd)]1d20+11+1+2[/dice]
[ dice=Stealth (Isaku), anticipate peril (3rd)]1d20+14+1+2[/dice]
[ dice=Search (Rhaegal), anticipate peril (3rd)]1d20+16+1+2[/dice]

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Cal whoops as the dragon falls and flies a loop, a barrel-roll, and then finishes with a Split-S to a soft touch down. He's still buzzing as the agents tend to his wounds, and it's not until they're done that he really registers how badly he was hurt. As he looks around though, he realizes how badly everyone else took it, too, and he worries that this next fight will be even worse.
Your tracker looks fine for Cal. Only addendums would be that he has a Pilgrim's Token and has Battle Cry in case any opponents are within 30 feet.

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So, wait, does that mean that we didn't need to use our resources for healing? In that case, Isaku will prep and chug a mistform elixir right before combat. Tracker looks ok.

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During the short break, Rhaegal continues to collect some of the dragon bones.
Rhaegal has resist acid 5 if it matters. And unfortunately has several fire spells left as I thought we would be facing more trolls.

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If I get all my vials back then I'll be under Titanic Fury Cocktail, Isaku will be under Insight Coffee and I'll also take a Cheetah's Elixir for me. Poison and Weapon Siphons are recharged.

GM Watery Soup |

There's only 10 minutes, so you'll have 2 more than you ended the battle with.
Can someone remind me who has poisons and who has weapon siphons? I'll put those on the tracker.

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No poisons here

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There's only 10 minutes, so you'll have 2 more than you ended the battle with.
Can someone remind me who has poisons and who has weapon siphons? I'll put those on the tracker.
Ha ok, sorry, I didn't understand well. So no Insight Coffee for Isaku, the rest doesn't change.
Cal and Herr Doktor have Poison, Crunch and Herr Doktor have Weapon Siphons. But we handle them quite well, you don't really have to think about it ;)
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Once the battle is done, Eliadyr will clamber up onto the plateau to join the group.
"That was terrifying, but I am very relieved to see you up and about again Rhaegal. I think that is the first true aerial combat I have seen - masterfully done everyone!"
Once healed up, Eliadyr spends the time refocusing by reviewing his arcane notes and meditating.

GM Watery Soup |

Ablaze trees surround a clearing consumed by flame. A fiery ritual circle, almost eighty feet in diameter, rises two feet from the ground. Small sigils inside the circle further illuminate its interior. An inky black pit at the center of the circle leads into the bowels of the earth. Even looking at the pit invokes a sense of wrongness and vertigo. Outside the circle, five blazing rune are visible, each with trolls bound by iron chains to stand above them. Tendrils of lightning-filled smoke tie the five sigils to a spectral figure hovering in the air above the rift in the earth.
See Slide 6 for art, Slide 7 for combat map.
The spirit speaks, its voice booming above the blaze.
"YOU LESSER CREATURES HAVE HOUNDED ME AT EVERY TURN, BUT YOU'RE TOO LATE! THE GREAT URXEHL SHALL RISE AND RESTORE US TO OUR RIGHTFUL PLACE AS RULES OF THIS WORLD! YOU WILL RUE THE DAY YOU DARED TO DEFY ME! NOW DIE, AND LET YOUR SOULS FEED MY RITUAL!"
Environment:
The flaming ritual circle brims with energy. Any PC who attempts to cross into the circle must attempt a DC 25 Will save.
Critical Success The PC enters the circle unharmed.
Success The PC enters the circle, taking 1d6 fire damage.
FailureThe PC enters the circle, taking 2d6 fire damage and 1d8 void damage.
Critical FailureThe PC cannot enter the circle. They take 3d6 fire damage and 2d8 negative damage.
The PCs can leave the circle freely; however, they must attempt a new save every time they enter the circle.
Several trolls fuel the demoniac spirit’s ritual. Heavy chains bind each of them to one of the five runes outside the circle. The chains prevent the trolls from moving away from their rune. The PCs can attempt to Disable (◆◆, manipulate) the runes with a DC 27 Acrobatics, Arcana, Athletics, Occult, or Religion check. PCs fluent in Cyclops gain a +2 circumstance bonus to their checks. To attempt a check to disable a rune, the PC must be adjacent to the rune, which puts them in reach of the attacks of the troll who is bound to it - but the troll need not be slain before attempting to Disable.
Stealth (Cal), anticipate peril (3rd): 1d20 + 16 + 1 + 2 ⇒ (7) + 16 + 1 + 2 = 26
Defend (Crunch), anticipate peril (3rd): 1d20 + 14 + 1 + 2 ⇒ (10) + 14 + 1 + 2 = 27
Avoid Notice (Eliadyr), anticipate peril (3rd): 1d20 + 20 + 1 + 2 ⇒ (16) + 20 + 1 + 2 = 39
Scout (Herr Doktor), anticipate peril (3rd): 1d20 + 11 + 1 + 2 ⇒ (16) + 11 + 1 + 2 = 30
Stealth (Isaku), anticipate peril (3rd): 1d20 + 14 + 1 + 2 ⇒ (15) + 14 + 1 + 2 = 32
Search (Rhaegal), anticipate peril (3rd): 1d20 + 16 + 1 + 2 ⇒ (6) + 16 + 1 + 2 = 25
Spirit: 1d20 + 22 ⇒ (12) + 22 = 34
Trolls: 1d20 + 13 ⇒ (19) + 13 = 32
The demoniac spirit welcomes the heroes to the rift by detonating a fireball in their midst.
Fireball (4th rank): 8d6 ⇒ (5, 5, 6, 6, 2, 4, 4, 3) = 35
DC 28 basic Reflex save
The trolls gnash their teeth, unable to charge the party.
--Round 1
Crunch (123/123, resist fire 4, resist void 1, DC 28 basic Reflex vs -35 fire)
Isaku (96/96, resist fire 5, DC 28 basic Reflex vs -35 fire)
Cal (116/116, resist fire 5, DC 28 basic Reflex vs -35 fire)
Eliadyr (96/96, resist fire 5, resist void 1, DC 28 basic Reflex vs -35 fire)
Herr Doktor (86/86, resist fire 5, DC 28 basic Reflex vs -35 fire)
Rhaegal (94/94, ↺ eat fire, DC 28 basic Reflex vs -35 fire)
--Round 2
Demoniac Spirit (-0 hp)
Red Troll (-0 hp, 0' speed)
Yellow Troll (-0 hp, 0' speed)
Green Troll (-0 hp, 0' speed)
Cyan Troll (-0 hp, 0' speed)
Blue Troll (-0 hp, 0' speed)

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Reflex: 1d20 + 15 ⇒ (6) + 15 = 21 ouch
Isaku yells in pain as he is unable to dodge out of the way in time. Nevertheless, he sees the trolls and smiles as he digs a small bead out of his pouch and hurls it at the nearest troll (Blue).
Fireball, DC 25 Basic Reflex: 7d6 ⇒ (6, 3, 1, 6, 1, 5, 3) = 25
Unfortunately the trolls are far enough away that the fireball can only get one of them
◆ Interact to Draw
◆ Activate
◆ BOOM!

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Reflex: 1d20 + 14 ⇒ (18) + 14 = 32
Herr Doktor manages to avoid most of the blast.
Do I feel that killing the trolls would somehow disrupt the ritual? And if I understand well, the trolls are agressive and will attack us if freed from their chains (but that will disrupt the ritual as well)?

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Don't see a connection between each troll and its rune, but it's gonna be harder to disrupt the runes while the trolls are alive. =D
Though of course we started as far from the runes as possible. ;)
Reflex Save: 1d20 + 17 + 1 ⇒ (19) + 17 + 1 = 37

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Reflex Save: 1d20 + 16 ⇒ (4) + 16 = 20
Rhaegal is overly confident in the face of the fire, not really trying to get out of the way, but it's more than he can handle at once.
↺ Eat Fire (Fire Resist 10)

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Reflex, Evasion : 1d20 + 20 ⇒ (10) + 20 = 30
Cal ducks just enough that the blast passes right over him. He flips the tip of a finger off the brim of his hat and moves towards the nearest troll.
"I don' know magic, but I'm not stickin' around to watch you all get fried by more o' those,," he says as he moves to the north. He pauses just outside the troll's reach, moves in carefully and stabs at the troll, then {zaps} himself to the opposite side in case anyone else wants to come set up a flank on it.
Skirmish Strike: 1d20 + 18 ⇒ (12) + 18 = 30
damage, S: 2d6 + 3 ⇒ (4, 5) + 3 = 12
Sneak attack?: 2d6 ⇒ (6, 1) = 7
◆ Stride (to the Red-bordered Cal's position), ◆ Skirmish Strike (Step + Strike), ◆ Life Leap
I Presume the Troll beat us on initiative and already acted, and thus is not subject to Sneak Attack damage by virtue of Surprise Attack.

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GM, does the damage on entering the circle of fire happen regardless of avoiding the physical fire? Like flying over the flames? I assume so since it's a Will save and not Reflex.
After consuming some of the fire, Rhaegal hurries toward the nearby troll and the ring of flames. The Dragon burps loudly, sending a cloud of smoke towards the ring, trying to block the Shadow's view of him. Then he turns to the troll and roars at him. Unfortunately, it comes out as a weak cough.
Demoralize vs Blue Will DC: 1d20 + 17 ⇒ (1) + 17 = 18
◆ Move
◆ Belch Smoke (from Eat Fire, lasts 1 minute unless dispersed)
◆ Demoralize Blue

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Reflex DC 28: 1d20 + 18 ⇒ (9) + 18 = 27
Eliadyr tries to dodge the fireball but isn't quite fast enough.
"Let's find out what these trolls are up to" and Eliadyr will move up to the Blue troll and attempt to unbind it.
Arcana DC 27: 1d20 + 19 ⇒ (2) + 19 = 21
"Hmm, this one is a bit of a problem..."
((Assuming that no-one speaks cyclops, Crunch is our best best at breaking these bonds, with Eliadyr a close second))
--
◆ Stride 40 feet
◆◆ Attempt to disable

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Minor update: Cal's weapon has poison on it which would trigger on that hit, but I don't know exactly which poison. Herr Doktor, if you please?

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Brightshade but with a DC of 26.
I expected to face an undead :)

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◆ Raise Shield
◆ Stride
◆ Strike Blue Troll
Warwammer: 1d20 + 18 ⇒ (9) + 18 = 27 for 2d8 + 6 + 1d6 + 1d4 ⇒ (1, 7) + 6 + (5) + (1) = 20 cold iron bludgeoning, spirit, fire
Crunch follows their companions closer to the ring of fire, but focuses on eliminating the lesser threat before moving closer to the main one.

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Herr Doktor draws an Acid Flask from his belt and throws it on the troll the party is focusing on.
Attack: 1d20 + 13 - 2 ⇒ (1) + 13 - 2 = 12
Great, I needed a failure... Well, next turn then.
He then draws a second one.

GM Watery Soup |

Isaku throws a little glass bead.
Reflex: 1d20 + 13 ⇒ (9) + 13 = 22 vs DC 25
The fire immolates the troll, deactivating its regeneration, and ... causing additional damage! Weakness fire, lol. The demoniac spirit chose its minions well.
Herr Doktor avoids most of the blast. The trolls are defending runes located beneath them - killing the trolls is not required, but you'll need to get in range to deactivate the runes. Whether or not you absolutely need to deactivate the runes to disrupt the ritual is unknown, but you're pretty sure it would help, at least.
Cal zips in and stabs the troll. Correct - they are not subject to Surprise Attack.
Rhaegal: You are correct - it's not a physical barrier, it's a magical one, so flying over would still necessitate the same save. Rhaegal belches smoke and provides some cover. He tries to Demoralize the troll, but fails miserably.
Eliadyr tries to Disable the rune, but it's trickier than it looks, especially with the flames and the troll and the DEMON SPIRIT SHOOTING FIREBALLS. Maybe it's exactly as easy as it looks.
Troll Fortitude: 1d20 + 18 ⇒ (2) + 18 = 20 vs DC 26
The Blue troll looks poisoned by the brightshade.
Crunch moves in and strikes the troll. Cold iron and spirit seem to do nothing additional, but the fire sure does.
Herr Doktor throws an acid flask into the rift.
The demoniac spirit watches Herr Doktor's vial disappear into the depths, and shrugs. Fun fact: not sure if you guys planned this, but the spirit can't hit Eliadyr, Crunch, and Rhaegal with a fireball without hitting their ally!
The spirit moves to the edge of the circle and tries lightning instead of fire. 5th rank lightning bolt
Electricity: 6d12 ⇒ (10, 5, 6, 12, 8, 1) = 42
DC 28 basic Reflex save for Crunch, Rhaegal, Herr Doktor, and Isaku.
The Blue troll doesn't seem to regenerate, but does lash out against 1d3 ⇒ 2 Cal.
Claw: 1d20 + 16 ⇒ (3) + 16 = 19 vs Cal
Slashing: 2d8 + 8 ⇒ (1, 6) + 8 = 15
Unable to grab the slippery gnome, it then targets 1d3 ⇒ 3 Eliadyr.
Claw, agile: 1d20 + 16 - 4 ⇒ (20) + 16 - 4 = 32 vs Eliadyr
Slashing: 2d8 + 8 ⇒ (1, 1) + 8 = 10
Crit for 20, assuming champion's reaction from Crunch, so applying 9 damage.
1d3 ⇒ 2 The troll tries its luck against Cal again.
Claw, agile: 1d20 + 16 - 8 ⇒ (1) + 16 - 8 = 9 vs Cal
Slashing: 2d8 + 8 ⇒ (1, 8) + 8 = 17
There's something about that gnome ...
Poison: 1d6 ⇒ 3
Recovery: 1d20 + 18 ⇒ (1) + 18 = 19 vs DC 26
--Round 2
Crunch (110/123, resist fire 4, resist void 1, DC 28 basic Reflex vs -42 electricity, Retributive Strike)
Isaku (66/96, resist fire 5, DC 28 basic Reflex vs -42 electricity)
Cal (116/116, resist fire 5)
Eliadyr (57/96, resist fire 5, resist void 1)
Herr Doktor (74/86, resist fire 5, DC 28 basic Reflex vs -42 electricity)
Rhaegal (69/94, ↺ ate eat fire, DC 28 basic Reflex vs -42 electricity)
--Round 3
Demoniac Spirit (-0 hp)
Red Troll (-0 hp, 0' speed, 20 < AC <= 27, weakness fire 10, regeneration active)
Yellow Troll (-0 hp, 0' speed, 20 < AC <= 27, weakness fire 10, regeneration active)
Green Troll (-0 hp, 0' speed, 20 < AC <= 27, weakness fire 10, regeneration active)
Cyan Troll (-0 hp, 0' speed, 20 < AC <= 27, weakness fire 10, regeneration active)
Blue Troll (-68 hp, 0' speed, 20 < AC <= 27, weakness fire 10, brightshade stage 2 2/6, regeneration deactivated active) still >50%, just so you don't think I forgot to label it.

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Cal zips in and stabs the troll. Correct - they are not subject to Surprise Attack.
But it still takes 12, right? =D
Reflex Save: 1d20 + 17 + 1 ⇒ (14) + 17 + 1 = 32
↺ Punishment
Warwammer: 1d20 + 18 ⇒ (7) + 18 = 25 for 2d8 + 6 + 1d6 + 1d4 ⇒ (7, 1) + 6 + (1) + (4) = 19 cold iron bludgeoning, spirit, fire
Holding action to know if I need to finish the troll, attempt the rune, or can go after the spirit

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Reflex: 1d20 + 15 ⇒ (6) + 15 = 21
Reflex, HP, T-Shirt: 1d20 + 15 + 1 ⇒ (1) + 15 + 1 = 17
AGH. Goodnight...
Dying 2
I'm gonna go buy that resurrection boon right now

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Cal looks over his shoulder at the approaching Spirit and shimmies away just a bit. Oh, how convenient - he shimmied right into a flank with Crunch.
Strike vs OG: 1d20 + 18 ⇒ (17) + 18 = 35
Damage, Sneak, S: 2d6 + 3 + 2d6 ⇒ (3, 3) + 3 + (1, 1) = 11
Debilitating Strike: Blue is Enfeebled 1
Let's see what we've got here, he thinks as he nimbly dances across the runes scribed in the soil, rubbing them out as he goes.
Acrobatics (E) DC 27: 1d20 + 18 ⇒ (17) + 18 = 35
◆ Skirmish Strike, ◆◆ Disable Rune
@GM I pasted the Disable info onto the slide with the Spirit's image, but could you add it to an ooc or on the tracker maybe, so we can easily see the DC and appropriate skills?

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Reflex Save: 1d20 + 16 ⇒ (1) + 16 = 17
Hero Point: 1d20 + 16 ⇒ (15) + 16 = 31
Rhaegal prepares to stand tall and eat the fire again, but at the last minute he realizes it's lightning and not flames and tries to duck out of the way. He rears back and counters with a fierce dragon breath of his own, fire exploding around the spirit and engulfing the bound troll too. He moves back to keep the cloud of smoke between him and the spirit.
Fireball (R4, Reflex DC26): 8d6 ⇒ (2, 2, 5, 1, 6, 4, 4, 4) = 28
◆◆ Fireball hitting Blue and the Spirit
◆ Move

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Heroic Intervention: 3d6 ⇒ (6, 3, 3) = 12
So does this mean Isaku is at Wounded 1 with 12 hp? Heroic intervention says me and all allies w/in 30 ft

GM Watery Soup |

But it still takes 12, right? =D
Yes. Let me double check. Isaku fireballed it for 25, plus 10 weakness. Cal stabbed it for 12. Crunch wammered it for 20, plus 10 weakness. Then it took 3 poison. That's ... not 68. It's 80, and that is less than half remaining, then.
Crunch's Retributive Strike takes out another chunk of its hit points, but it's very much still alive.
Isaku eats the lightning right int he face, and falls backwards.
Cal stabs the troll, and then scratches out part of the rune when it's distracted. The troll doesn't react - the demoniac spirit does. It gasps, and it seems to be moving slower. The rune granted the demoniac spirit increased speed (40' from 20'). Presumably, disabling other runes will weaken the spirit. There's no way to tell which rune does what, but I've given you the exact reduction in speed so you can decide whether it's worth fighting the spirit as is, or make the rounds to Disable.
Rhaegal casts a fireball.
Troll Reflex: 1d20 + 13 ⇒ (1) + 13 = 14 vs DC 26
Spirit Reflex: 1d20 + 22 ⇒ (3) + 22 = 25 vs DC 26
The troll collapses, imemdiately shriveling up as its soul is sucked into the rift. The demoniac spirit takes some damage, but not as much as if it were corporeal. Resist fire 10.
Isaku: Heroic Intervention does apply, but the text says, "When you spend a Hero Point, you and any allies within 30 feet who can see you regain 3d6 Hit Points ..." So, you get the 3d6 = 12 hit points when you use the Hero Point, which is before the damage applies - you go from 66 to 78 hit points, but CF reduces by 82, so you're still Dying 2 and unconscious. However, Herr Doktor and Rhaegal will get the hit point bump, too. (But not Eliadyr.)
--Round 2
Crunch (89/123, resist fire 4, resist void 1)
Cal (116/116, resist fire 5)
Eliadyr (57/96, resist fire 5, resist void 1)
Herr Doktor (86/86, resist fire 5, DC 28 basic Reflex vs -42 electricity)
Rhaegal (60/94, ↺ eat fire)
--Round 3
Isaku (0/96, resist fire 5, prone, unconscious, Dying 2)
Demoniac Spirit (-18 hp, resist fire 10)
Red Troll (-0 hp, 0' speed, 20 < AC <= 27, weakness fire 10, regeneration active)
Yellow Troll (-0 hp, 0' speed, 20 < AC <= 27, weakness fire 10, regeneration active)
Green Troll (-0 hp, 0' speed, 20 < AC <= 27, weakness fire 10, regeneration active)
Cyan Troll (-0 hp, 0' speed, 20 < AC <= 27, weakness fire 10, regeneration active)
Blue Troll (-169 hp)
Any PC who attempts to cross into the circle must attempt a DC 25 Will save.
Critical Success The PC enters the circle unharmed.
Success The PC enters the circle, taking 1d6 fire damage.
Failure The PC enters the circle, taking 2d6 fire damage and 1d8 void damage.
Critical Failure The PC cannot enter the circle. They take 3d6 fire damage and 2d8 negative damage.
Disable a Rune (◆◆, manipulate): DC 27 Acrobatics, Arcana, Athletics, Occult, or Religion check. PCs fluent in Cyclops gain a +2 circumstance bonus to their checks.

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Reflex: 1d20 + 14 ⇒ (13) + 14 = 27
Herr Doktor nearly avoid the lightning. The important word being nearly.
He draws a scalpel and forceps from his healing bag.
Battle Medicine (DC 15): 1d20 + 14 ⇒ (15) + 14 = 29
Healing: 4d8 ⇒ (3, 2, 8, 2) = 15
Strangely, Isaku regains consciousness before he even touches him.
"Let's get for ze spirit, runes are of no use to us."
He still produces a vial and gulps it.
Elixir of Life: 3d6 + 6 ⇒ (4, 6, 5) + 6 = 21
◆ Battle Medicine
◆ Quick Alchemy
◆ Activate

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Admiring Cal's fancy footwork, Eliadyr then responds to Herr Doktor "Right, the spirit it is then!" and turns to the Demoniac Spirit
Again he first uses arcane insight to choose an optimum strike and then lets fly a crackling arrow at the Demoniac Spirit.
◆ Cast Sure strike
◆◆ Spellstrike with Shocking Grasp (rank 5) +1 striking ghost touch composite shortbow: 1d20 + 18 ⇒ (3) + 18 = 21 or 1d20 + 18 ⇒ (15) + 18 = 33 on Demoniac Spirit for 2d6 + 3 ⇒ (5, 1) + 3 = 9 piercing plus 6d12 ⇒ (4, 11, 5, 6, 5, 6) = 37 electricity plus 1d4+3 persistent electricity if the target is wearing metal armor or is made of metal (Deadly?: 1d10 ⇒ 3)
"These just aren't carrying the charge..." he mutters

GM Watery Soup |

Herr Doktor revives Isaku, and then drinks a vial himself.
Eliadyr casts a magical aid for his spell, and unleashes a shot. It strikes true, and with ghost touch, all the damage goes through.
--Round 2
Crunch (89/123, resist fire 4, resist void 1)
Cal (116/116, resist fire 5)
Eliadyr (57/96, resist fire 5, resist void 1)
Herr Doktor (65/86, resist fire 5)
Rhaegal (60/94, ↺ eat fire)
--Round 3
Isaku (15/96, resist fire 5, prone, Wounded 1)
Demoniac Spirit (-64 hp, 23 < AC <= 33, resist fire 10, resist piercing 10, resist electricity 10)
Red Troll (-0 hp, 0' speed, 20 < AC <= 27, weakness fire 10, regeneration active)
Yellow Troll (-0 hp, 0' speed, 20 < AC <= 27, weakness fire 10, regeneration active)
Green Troll (-0 hp, 0' speed, 20 < AC <= 27, weakness fire 10, regeneration active)
Cyan Troll (-0 hp, 0' speed, 20 < AC <= 27, weakness fire 10, regeneration active)
Blue Troll (-169 hp)
Any PC who attempts to cross into the circle must attempt a DC 25 Will save.
Critical Success The PC enters the circle unharmed.
Success The PC enters the circle, taking 1d6 fire damage.
Failure The PC enters the circle, taking 2d6 fire damage and 1d8 void damage.
Critical Failure The PC cannot enter the circle. They take 3d6 fire damage and 2d8 negative damage.
Disable a Rune (◆◆, manipulate): DC 27 Acrobatics, Arcana, Athletics, Occult, or Religion check. PCs fluent in Cyclops gain a +2 circumstance bonus to their checks.

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Feeling that this is the best moment, if any, Crunch charges across the firebreak and up to the spirit.
It proves more nimble than anticipated.
◆ Raise Shield
◆ Stride
Will Save: 1d20 + 15 ⇒ (1) + 15 = 16 Argh - burn the gd hero point
Will Save: 1d20 + 15 ⇒ (7) + 15 = 22
2d6 + 1d6 ⇒ (4, 6) + (3) = 13 fire and void Naturally. Take 8 in the end.
◆ Strike
Warwammer: 1d20 + 18 ⇒ (1) + 18 = 19 This. This is why we won't be done any time soon

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Isaku gasps as Dok brings him back. "My thanks, Dok!" He concentrates and heals himself.
Soothe R3: 3d10 + 12 ⇒ (9, 3, 8) + 12 = 32
He reaches into his medical kit and slaps a battle dressing on himself.
Battle Medicine, DC 20, Assurance: 2d8 + 10 ⇒ (7, 3) + 10 = 20
67/96
◆◆ Soothe (R3)
◆ Battle Med

GM Watery Soup |

Crunch forces their way through the ring of fire, whiffing, while Isaku heals himself.
The demoniac spirit dances away from Crunch. Opportune Attack? and then reaches back with a spectral claw. Reach 20'
Spectral Claw: 1d20 + 24 ⇒ (1) + 24 = 25
Void: 2d12 + 8 ⇒ (7, 2) + 8 = 17 plus Drain Life (DC 30 Fortitude vs drained)
Spectral Claw, agile: 1d20 + 24 - 4 ⇒ (5) + 24 - 4 = 25
Void: 2d12 + 8 ⇒ (9, 6) + 8 = 23 plus Drain Life (DC 30 Fortitude vs drained)
The spirit is as good at hitting Crunch as Crunch is at hitting them.
--Round 3
Crunch (81/123, resist fire 4, resist void 1, Opportune Attack)
Cal (116/116, resist fire 5)
Eliadyr (57/96, resist fire 5, resist void 1)
Herr Doktor (65/86, resist fire 5)
Rhaegal (60/94, ↺ eat fire)
--Round 4
Isaku (67/96, resist fire 5, Wounded 1)
Demoniac Spirit (-64 hp, 23 < AC <= 33, resist fire 10, resist piercing 10, resist electricity 10)
Red Troll (-0 hp, 0' speed, 20 < AC <= 27, weakness fire 10, regeneration active)
Yellow Troll (-0 hp, 0' speed, 20 < AC <= 27, weakness fire 10, regeneration active)
Green Troll (-0 hp, 0' speed, 20 < AC <= 27, weakness fire 10, regeneration active)
Cyan Troll (-0 hp, 0' speed, 20 < AC <= 27, weakness fire 10, regeneration active)
Blue Troll (-169 hp)
Any PC who attempts to cross into the circle must attempt a DC 25 Will save.
Critical Success The PC enters the circle unharmed.
Success The PC enters the circle, taking 1d6 fire damage.
Failure The PC enters the circle, taking 2d6 fire damage and 1d8 void damage.
Critical Failure The PC cannot enter the circle. They take 3d6 fire damage and 2d8 negative damage.
Disable a Rune (◆◆, manipulate): DC 27 Acrobatics, Arcana, Athletics, Occult, or Religion check. PCs fluent in Cyclops gain a +2 circumstance bonus to their checks.

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I believe so, Dok. I think that rune hampered their movement and they cannot fly.
↺ Don't Move!
Warwammer: 1d20 + 18 ⇒ (13) + 18 = 31 for 2d8 + 6 + 1d6 + 1d4 ⇒ (1, 2) + 6 + (2) + (4) = 15 cold iron ghost touch bludgeoning, spirit, fire
◆ Raise Shield
◆ Come back here! (aka Stride)
◆ Strike
Warwammer: 1d20 + 18 ⇒ (14) + 18 = 32 for 2d8 + 6 + 1d6 ⇒ (7, 2) + 6 + (5) = 20 cold iron ghost touch bludgeoning, spirit
Now that they're inside the burning ring of fire, Crunch feels far more at home and is undaunted by the spirit's attempts to get rid of them.

GM Watery Soup |

They can still fly, just with a reduced speed. They're at ground level, mostly because they needed to be at ground level for the lightning bolt not to be a pain to resolve, and then I forgot to have them fly upward.
Both of Crunch's attacks hit, bringing it below 50%. Will post a full update later.

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Herr Doktor decides to jump through the ring of fire.
Will: 1d20 + 14 ⇒ (3) + 14 = 17
Damage: 2d6 + 1d8 ⇒ (5, 2) + (6) = 13 (7 total, I also have void resistance 1)
He then moves next to the enemy and takes his weapon with 2 hands.
◆ Stride
◆ Stride
◆ Change grip

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"We've got it on the ropes now - go Crunch and Herr Doktor!" Eliadyr calls out as they both charge through the fire.
With the spirit still in range (just), Eliadyr then rebuilds his magical energy and lets it loose at the spirit again.
◆ Refresh spellstrike
◆◆ Spellstrike with gouging claw +1 striking ghost touch composite shortbow: 1d20 + 18 ⇒ (7) + 18 = 25 on the Demoniac Spirit for 2d6 + 3 + 6d6 ⇒ (2, 6) + 3 + (5, 4, 4, 3, 5, 2) = 34 piercing + 5 persistent bleed (Deadly?: 1d10 ⇒ 2)
(Let's hero point that one)
◆◆ Spellstrike with gouging claw +1 striking ghost touch composite shortbow: 1d20 + 18 ⇒ (13) + 18 = 31 on the Demoniac Spirit for 2d6 + 3 + 6d6 ⇒ (1, 6) + 3 + (5, 3, 1, 4, 2, 2) = 27 piercing + 5 persistent bleed (Deadly?: 1d10 ⇒ 9)

GM Watery Soup |

Crunch swings at the spirit on its way out, and while they hit, a shower of void energy bursts forth from the impact.
Void: 5d6 ⇒ (2, 4, 3, 3, 2) = 14
DC 28 basic Reflex save
Herr Doktor jumps into the ring!
Eliadyr sends an arrow flying. It appears to be missing, but he Heroically curves it. Hero Point consumed, hit.
--Round 3
Crunch (81/123, resist fire 4, resist void 1, Reflex vs -14 void)
Cal (116/116, resist fire 5)
Eliadyr (57/96, resist fire 5, resist void 1)
Herr Doktor (58/86, resist fire 5, resist void 1)
Rhaegal (60/94, ↺ eat fire)
--Round 4
Isaku (67/96, resist fire 5, Wounded 1)
Demoniac Spirit (-126 hp, 25 < AC <= 31, resist fire 10, resist piercing 10, resist electricity 10) <50%
Red Troll (-0 hp, 0' speed, 20 < AC <= 27, weakness fire 10, regeneration active)
Yellow Troll (-0 hp, 0' speed, 20 < AC <= 27, weakness fire 10, regeneration active)
Green Troll (-0 hp, 0' speed, 20 < AC <= 27, weakness fire 10, regeneration active)
Cyan Troll (-0 hp, 0' speed, 20 < AC <= 27, weakness fire 10, regeneration active)
Blue Troll (-169 hp)
Any PC who attempts to cross into the circle must attempt a DC 25 Will save.
Critical Success The PC enters the circle unharmed.
Success The PC enters the circle, taking 1d6 fire damage.
Failure The PC enters the circle, taking 2d6 fire damage and 1d8 void damage.
Critical Failure The PC cannot enter the circle. They take 3d6 fire damage and 2d8 negative damage.
Disable a Rune (◆◆, manipulate): DC 27 Acrobatics, Arcana, Athletics, Occult, or Religion check. PCs fluent in Cyclops gain a +2 circumstance bonus to their checks.

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Will DC 25 : 1d20 + 15 ⇒ (4) + 15 = 19
Not one known for having any willpower to resist temptations, Cal also doesn't have much mental strength to overcome the fire barrier.
Strike, vs OG for flanking: 1d20 + 18 ⇒ (9) + 18 = 27
Damage, S, Sneak: 2d6 + 3 + 2d6 ⇒ (6, 6) + 3 + (2, 5) = 22
If it hits, Spirit is enfeebled 1
◆◆ Double Move, ◆ Strike

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Isaku gets up and pulls out his dueling pistol. He then makes his way north to help his comrades.
Can he shoot through the flames?
◆ Stand up
◆ Interact to Draw
◆ Stride

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Will Save DC25: 1d20 + 17 ⇒ (18) + 17 = 35
Rhaegal pushes through the ritual circle, his dragonness preventing even the flames from touching him. Then he stretches out his wings and shoots up into the air and streaks down just past the shadow. Earth and fire erupt as he lands.
Blazing Dive (Reflex DC 25): 3d4 + 3d6 ⇒ (1, 3, 3) + (4, 2, 2) = 15
first part is bludgeoning, second part is fire. Hits both spirit and Red
◆ Move
◆◆ Blazing Dive, hitting Spirit and Red

GM Watery Soup |

Cal moves into the circle, taking Fire: 2d8 ⇒ (1, 8) = 9 plus Void: 1d8 ⇒ 8 damage. His strike misses, even against the off-guard creature.
Isaku moves to get a better shot. Yes, you can shoot through the flames.
Rhaegal jumps up and dives in a literal blaze of glory.
Spirit Reflex: 1d20 + 22 ⇒ (6) + 22 = 28 vs DC 25
Red Reflex: 1d20 + 13 ⇒ (9) + 13 = 22 vs DC 25
The spirit dodges half the blast, and resists the other half. Red doesn't dodge any of it, and takes weakness on top.
Botting Crunch's Reflex save.
Crunch Reflex: 1d20 + 17 ⇒ (11) + 17 = 28 vs DC 28
6 void applied.
The spirit allows the Red troll to swipe at Rhaegal before taking its actions.
Red Claw: 1d20 + 16 ⇒ (11) + 16 = 27 vs flanking
Slashing: 2d8 + 8 ⇒ (8, 2) + 8 = 18
Red Claw, agile: 1d20 + 16 - 4 ⇒ (4) + 16 - 4 = 16 vs flanking
Slashing: 2d8 + 8 ⇒ (2, 5) + 8 = 15
Red Claw, agile: 1d20 + 16 - 8 ⇒ (10) + 16 - 8 = 18 vs flanking
Slashing: 2d8 + 8 ⇒ (6, 3) + 8 = 17
The spirit moves out (Provokes Opportune Attack [vs flanking], and if you hit, Cal and Crunch will need to make a DC 28 Reflex save vs Void: 5d6 ⇒ (1, 4, 2, 4, 1) = 12) and another lightning bolt springs forth from its claws, through the two foes who have ghost touch.
Electricity: 6d12 ⇒ (12, 6, 11, 10, 11, 11) = 61
DC 28 basic Reflex save.
Oh, wow. I don't think I've ever seen 6d12 roll that high. Eliadyr has a Hero Point but Crunch doesn't, so hopefully none of you have angered the dice gods recently.
--Round 4
Crunch (75/123, resist fire 4, resist void 1, Opportune Attack, DC 28 Reflex vs -61 electricity)
Cal (104/116, resist fire 5)
Eliadyr (57/96, resist fire 5, resist void 1, DC 28 Reflex vs -61 electricity)
Herr Doktor (58/86, resist fire 5, resist void 1)
Rhaegal (42/94, ↺ eat fire)
--Round 5
Isaku (67/96, resist fire 5, Wounded 1)
Demoniac Spirit (-126 hp, 29 < AC <= 31, resist fire 10, resist piercing 10, resist electricity 10) <50%
Red Troll (-25 hp, 0' speed, 20 < AC <= 27, weakness fire 10, regeneration active)
Yellow Troll (-0 hp, 0' speed, 20 < AC <= 27, weakness fire 10, regeneration active)
Green Troll (-0 hp, 0' speed, 20 < AC <= 27, weakness fire 10, regeneration active)
Cyan Troll (-0 hp, 0' speed, 20 < AC <= 27, weakness fire 10, regeneration active)
Blue Troll (-169 hp)
Any PC who attempts to cross into the circle must attempt a DC 25 Will save.
Critical Success The PC enters the circle unharmed.
Success The PC enters the circle, taking 1d6 fire damage.
Failure The PC enters the circle, taking 2d6 fire damage and 1d8 void damage.
Critical Failure The PC cannot enter the circle. They take 3d6 fire damage and 2d8 negative damage.
Disable a Rune (◆◆, manipulate): DC 27 Acrobatics, Arcana, Athletics, Occult, or Religion check. PCs fluent in Cyclops gain a +2 circumstance bonus to their checks.

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↺ Opportunity Attack
Warwammer: 1d20 + 18 ⇒ (1) + 18 = 19
No void explosion... yay, I guess?
Reflex Save: 1d20 + 17 + 1 ⇒ (19) + 17 + 1 = 37
Ignoring their shield for the moment, given the spirit's lack of physical attacks, Crunch calls on Torag before stepping in to finish the job.
◆ Lay on Hands
Heals 30
◆ Step
◆ Strike
Warwammer: 1d20 + 18 ⇒ (5) + 18 = 23