
GM Watery Soup |

Gonna need a confirmation that Crunch is willing to carry everyone, also, a path, and an order in which they're carrying people.

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As the team discusses their options, Cal clambers onto Crunch's shoulders. "Take me up first, boyo. Then I can scout around a bit, just to make sure everything's safe fer the rest o' you."
It's unlikely that any of you can see through the veneer of bravado the professional con-man wears as he volunteers to go first. He's died once before, and it's not something he wants to repeat. And though he can't shake this feeling of doom hanging over him, he knows that scout and trap-master is his role on the team.
"Scoutin' some giant's lair is right outta the story books, and not really much different than casin' a joint for a little burglarin'." he adds as he pushes his jaunty hat down firmly on his head in preparation for the Crunch-ride.

GM Watery Soup |

Alright, as you all start moving about, some creatures start appearing.
Rolling Athletics for Crunch's initiative, Nature for Rhaegal's, and Perception for Cal's. Rhaegal is in bat form, and Cal and Crunch are unarmed. Crunch can use an action to put Cal down safely, or dump him on the ground for free (but Cal will be prone). Crunch can also use an action to climb down safely.
Scout (Herr Doktor): 1d20 + 11 + 1 ⇒ (5) + 11 + 1 = 17
Perception (Cal): 1d20 + 16 + 1 ⇒ (7) + 16 + 1 = 24
Athletics (Crunch): 1d20 + 20 + 1 ⇒ (5) + 20 + 1 = 26
Stealth (Eliadyr): 1d20 + 19 + 1 ⇒ (20) + 19 + 1 = 40
Stealth (Isaku): 1d20 + 14 + 1 ⇒ (20) + 14 + 1 = 35
Search (Rhaegal): 1d20 + 16 + 1 ⇒ (1) + 16 + 1 = 18
Initiative (Storm Lord): 1d20 + 20 ⇒ (8) + 20 = 28
Initiative (Invidiak): 1d20 + 17 ⇒ (5) + 17 = 22
Initiative (Stygira): 1d20 + 17 ⇒ (7) + 17 = 24
"We're under attack!" cry the ranged combatants, who recognize the dangers before everyone else.
--Round 1
Eliadyr (78/86[78], drained 1)
Isaku (96/96)
Red (-0 hp, Recall: Arcana/Nature)
Crunch (123/123, unarmed, carrying Cal)
Cal (98/116[98], drained 2, doomed 1, unarmed, carried by Crunch)
Blue (-0 hp, Recall: Nature)
Yellow (-0 hp, Recall: Religion)
Rhaegal (109/94, bat form, flying)
Herr Doktor (70/86[70], resist fire 5, drained 2, doomed 1)
GM note: Everyone is at a different height in this combat, so I've attached an elevation marker to everyone. I've also put in a chart on Slide 6 showing how the horizontal distance and vertical distance should combine for range purposes - so, if there's a 15' horizontal distance to an enemy and a 15' vertical difference, the range is 20'.

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After giving his warning, Eliadyr swings his bow around to target the large creature with a red aura that is looming overhead. He glimpses into the future, shrugs, and charges the arrow with crackling energy, then lets the arrow fly.
◆ Cast Sure strike (The attack ignores circumstance penalties to the attack roll and any flat check required due to the target being concealed or hidden)
◆◆ Spellstrike with Shocking Grasp (rank 4) Composite Shortbow: 1d20 + 17 ⇒ (13) + 17 = 30 or 1d20 + 17 ⇒ (13) + 17 = 30 on red for 2d6 + 3 ⇒ (4, 6) + 3 = 13 piercing plus 5d12 ⇒ (3, 2, 4, 3, 11) = 23 electricity plus 1d4+3 persistent electricity if the target is wearing metal armor or is made of metal

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Isaku takes one look at the ... thing in Red and tries to get an angle on it. He also tries for the life of him to find out what the heck it is...
Devise: 1d20 ⇒ 20
Hits AC 34 including adjustment for Range
Smiling, Isaku pulls out his pistol and lets fly.
Concussive, Crit: 2d10 ⇒ (4, 2) = 6 plus Precision: 2d6 ⇒ (4, 6) = 10
Doubled to 32
Fatal: 1d10 ⇒ 8
Total Damage: 40
"Rhaegal!" he calls, "Bonk it!"
Red is OG to Rhaegal
◆ Devise
◇ RK (Arcana +14)
◆ Interact to Draw
◆ BANG!

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d8s!!!!!
Sorry for the exclamation marks but I'd really like you to remember you have d8s for Precision damage.
Do you have a source for d8 Strategic Strike??

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Do you have a source for d8 Strategic Strike??
Yes, it's the Insight Coffee I give you every 10 minutes.

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Isaku Beru wrote:Do you have a source for d8 Strategic Strike??Yes, it's the Insight Coffee I give you every 10 minutes.
OH! I was under the impression it was a one time thing. Sorry. I misunderstood. I'll drink it next time

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Imagine having an coffee every 10 minutes. Talk about some jitters.
Considering that the character who inspired the Investigator is heavily using drugs, I think there's some logic in having a coffeeholic Investigator.
But all of that should be in discussions in fact :D

GM Watery Soup |

Eliadyr lines up a shot. It's a pretty good shot, he believes. Probably better than 2/3 of his shots. But the arrow misses. AC > 30 (!)
Isaku, I'm fine with you retconning drinking the coffee.
Precision: 2d8 ⇒ (7, 6) = 13
Isaku lines up a shot. It's a perfect shot. Crit, which means AC <= 34.
As the bullet hits the creature, it disperses. Its malevolent energy still swirls, though. It takes full damage, but until its turn (which is coming up immediately), it can’t be attacked or targeted, and doesn’t take up space.
The creature is an air elemental known as a storm lord. It moves so quickly that its movement will not trigger reactions.
---
On its turn, Red coalesces again, 50' below and 20' SW of its original position, on the same vertical level as Isaku and Eliadyr. This is part of its reaction, so there's no action involved.
It blasts Isaku with a gust of wind, attempting to push Isaku off the ramp.
Gust: 1d20 + 20 ⇒ (3) + 20 = 23
Bludgeoning: 2d12 + 10 ⇒ (2, 11) + 10 = 23 plus Push 5'
Lucky Isaku!
Gust, agile: 1d20 + 20 - 4 ⇒ (1) + 20 - 4 = 17
Bludgeoning: 2d12 + 10 ⇒ (4, 12) + 10 = 26 plus Push 5'
Very lucky Isaku!
Gust, agile: 1d20 + 20 - 8 ⇒ (14) + 20 - 8 = 26
Bludgeoning: 2d12 + 10 ⇒ (4, 8) + 10 = 22 plus Push 5'
Isaku, please make a DC 22 Reflex save to Grab and Edge, or else you'll fall to the floor of the colossus, 30' below (15 bludgeoning damage and prone).
--Round 1
Crunch (123/123, unarmed, carrying Cal)
Cal (98/116[98], drained 2, doomed 1, unarmed, carried by Crunch)
Blue (-0 hp, Recall: Nature)
Yellow (-0 hp, Recall: Religion)
Rhaegal (109/94, bat form, flying)
Herr Doktor (70/86[70], resist fire 5, drained 2, doomed 1)
--Round 2
Eliadyr (78/86[78], drained 1)
Isaku (74/96, Reflex save)
Red (-46 hp, 30 < AC <= 34, Recall: Arcana/Nature, dispersed)

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Reflex: 1d20 + 15 ⇒ (13) + 15 = 28
"WOAH!!" Isaku yells, grabbing the edge of the platform.
Expert Acrobatics w/ Cat Fall... You only take damage if you fall more than 5' right?

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Expert Acrobatics w/ Cat Fall... You only take damage if you fall more than 5' right?
PC pg 421: If you fall more than 5 feet, when you land you take bludgeoning damage equal to half the distance you fell. (emphasis added)
Cal gracefully clambers down from Crunch's shoulders. He raises one eyebrow in the direction of the jaundicy looking demon-bat-thing, and is satisfied that he's put the fear-o'-the-Pathfinders in it. His hand snatches the starknife from his waist and tosses it in one single motion at the same foe.
Demoralize Yellow, Glare: 1d20 + 20 ⇒ (13) + 20 = 33
+1 returning starknife, Range increment(?) : 1d20 + 18 - 2 ⇒ (17) + 18 - 2 = 33
Damage, P, Sneak : 1d4 + 3 + 2d6 ⇒ (1) + 3 + (2, 1) = 7
◆ Dismount, ◆ Demoralize, ◆ Quick Draw (and Strike) vs OG and Frightened(?)

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Herr Doktor snaps his fingers and He-Thing brings him the mutagen it was carrying and feed him down the throat (it triggers Reflexive Strike, in case of, He-Thing AC is 27).
The Doktor's facial features change to something more bestial, his teeth elongates and he litteraly grows claws. He then attacks the creature next to him.
First attack: 1d20 + 18 ⇒ (18) + 18 = 36
Damage: 2d10 + 4 ⇒ (5, 10) + 4 = 19
He bites the flying creature, which dissolves once again.
He then moves up the ramp.
"Das elemental creature ist too hard to hit, let's focus on ze ozer ones."
◆ Command He-Thing to deliver what it carries
◆ Strike
◆ Stride up to the rubbles (to climb them next turn if needed)

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The scaly deformed drake, which is even more all wings than you've seen before, dives down onto the storm lord. Its set of terrible teeth bites down into the elemental, though the size difference doesn't make this nearly as terrifying.
Attack vs Red, OG (from Isaku): 1d20 + 16 ⇒ (19) + 16 = 35
Damage: 2d8 + 5 ⇒ (2, 2) + 5 = 9
Rip & Tear vs Red, OG: 1d20 + 16 - 4 ⇒ (16) + 16 - 4 = 28
Damage: 2d6 + 5 ⇒ (1, 2) + 5 = 8
The drake flies back up towards the creature in cyan.
Fly to 10 feet south of cyan, at +75' altitude
◆ Fly
◆ Strike Red
◆ Either Strike Red or Fly

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You can review your round, I dissipated the creature just before you.
Attack: 1d20 + 17 ⇒ (18) + 17 = 35
Attack: 2d10 + 4 + 1d4 ⇒ (7, 9) + 4 + (4) = 24 Piercing and Frost damage + Fortitude DC 26 against poison.

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Neither of you is up in initiative. ;)
Relieved of their passenger, Crunch clambers over the rubble closer to the creature ahead. It's just slow and arduous enough that they decide against hurling themselves forward and instead ready their defense.
Weapon in hand, they give the creature a beckoning nod.
Does the rubble require climbing or is it just difficult terrain?
◆ Climb or Stride
◆ Draw Warhammer
◆ Raise shield (draw shield?)

GM Watery Soup |

Isaku manages to grab the edge, but is now dangling. DC 22 Athletics to Climb back up, and one hand is occupied, so you can't reload.
Herr Doktor starts this back at his original position.
I forgot to mention that Yellow was hiding - it is Undetected to Eliadyr and Herr Doktor, and Hidden to everyone else. I'm just going to bot a flat check for Cal.
Cal dismounts and demoralizes Yellow - critically. Frightened 2.
Flat Check: 1d20 ⇒ 19 vs DC 11
Cal's starknife hits the creature critically - but not all the damage goes through. Resist piercing 5.
Crunch climbs through the rubble and raises their shield. The rubble needs Climbing.
Blue walks down the ramp, holding their gem aloft. When they get within 30' of Crunch and Cal the gem flashes, and both Pathfinders see a vision of their own dead bodies slowly petrifying. DC 25 Will save vs frightened 1.
Yellow curses its ruined surprise and flies out, reaching a shadowy, tendrily hand and touches Crunch. Crunch, please make a DC 26 24 Will save. Edit: forgot frightened 2.
--Round 1
Rhaegal (109/94, bat form, flying)
Herr Doktor (70/86[70], resist fire 5, drained 2, doomed 1)
--Round 2
Eliadyr (78/86[78], drained 1)
Isaku (74/96, hanging on edge)
Red (-46 hp, 30 < AC <= 34, Recall: Arcana/Nature)
Crunch (123/123, DC 25 Will save vs frightened, DC 24 Will save vs spell, shield raised)
Cal (98/116[98], drained 2, doomed 1, DC 25 Will save vs frightened)
Blue (-0 hp, Recall: Nature)
Yellow (-9 hp, AC <= 27, Recall: Religion, frightened 2 frightened 1, resist piercing 5)

GM Watery Soup |

Will process Herr Doktor's and Rhaegal's turns as posted, since their actions still apply.
Herr Doktor hits Red, dispersing it, then moves up. I'll leave it to you whether you want to move right up, or just far enough for your pike to reach.
Rhaegal flies up and attacks Blue. Hit, not a Crit. However, Blue doesn't seem to be wounded. Resist piercing 10.
--Round 1
Rhaegal (109/94, bat form, flying)
Herr Doktor (70/86[70], resist fire 5, drained 2, doomed 1)
--Round 2
Eliadyr (78/86[78], drained 1)
Isaku (74/96, hanging on edge)
Red (-65 hp, 30 < AC <= 34, Recall: Arcana/Nature, dispersed)
Crunch (123/123, DC 25 Will save vs frightened, DC 24 Will save vs spell, shield raised)
Cal (98/116[98], drained 2, doomed 1, DC 25 Will save vs frightened)
Blue (-0 hp, 25 < AC <= 35, Recall: Nature, resist piercing 10)
Yellow (-9 hp, AC <= 27, Recall: Religion, frightened 1, resist piercing 5)

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Will Save: 1d20 + 15 ⇒ (12) + 15 = 27
Will Save: 1d20 + 15 ⇒ (19) + 15 = 34
Shoo, ya bother me.

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Isaku tries to climb back up.
Athletics(T): 1d20 + 12 ⇒ (11) + 12 = 23
He succeeds but finds himself on the other side of the action. He makes his way to the other side of the structure and reloads.
◆ Climb
◆ Stride
◆ Reload

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Neither of you is up in initiative. ;)
Sorry about that, it looks like I was too eager to play :D
You did well Soup, the fault was on me. Herr Doktor is fine where he is.

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Eliadyr looks in despair between the opponents, "Its a tough crowd! But let's get them one at a time." He moves out into the open and let's fly an enchanted arrow at yellow.
◆ Stride out from next to the storm lord
◆◆ Spellstrike with gouging claw Composite Shortbow: 1d20 + 17 ⇒ (7) + 17 = 24 on yellow for 2d6 + 3 + 5d6 ⇒ (1, 1) + 3 + (6, 1, 1, 2, 3) = 18 piercing + 5 persistent bleed

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Will save : 1d20 + 15 ⇒ (7) + 15 = 22
Cal is used to inspiring fear in others. He rarely experiences it itself, though he's certainly felt it a few times. Like that time he died. But he always puts on a brave face. You can't tell from looking at him that he's quaking just a little. He is a professional con man, after all.
"Pfft, that the best ya' got, freaky-deaky? Yer' buddy's more scared o' me than I'll ever be o' you."

GM Watery Soup |

Isaku, the ramp is discontinuous. It starts at +30' where you started (11 o'clock), and spirals up to +80' at the door (12 o'clock). There is nothing below the ramp (so, if you drop, you'll drop 30' to the base, and if you fall off the ramp elsewhere, you'll drop further than that). If you climb back up, you'll end up on the square with a green X. Do you want to revise your turn?

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Isaku, the ramp is discontinuous. It starts at +30' where you started (11 o'clock), and spirals up to +80' at the door (12 o'clock). There is nothing below the ramp (so, if you drop, you'll drop 30' to the base, and if you fall off the ramp elsewhere, you'll drop further than that). If you climb back up, you'll end up on the square with a green X. Do you want to revise your turn?
Ah! ok. So I'll climb up, reload and move to the spot behind Eliadyr

GM Watery Soup |

Isaku skirts around the storm lord, which reforms right behind him. Seeing how difficult it is to push him off, it tries for Eliadyr instead.
◆ Gust: 1d20 + 20 ⇒ (17) + 20 = 37
Bludgeoning: 2d12 + 10 ⇒ (10, 6) + 10 = 26 plus Push 5'
I just realized that Isaku should never have been Pushed, because it should have taken an action and the creature hit on its third action. However, I also just realized that the creature is untrained in Athletics. Presumably, this was because the pre-Remastered Push didn't require a check, which it now does. My hands are tied - it's explicitly instructed to push PCs off the edge, so ... it tries, I guess. I consider this a big enough (accidental) nerf that I'm not going to retcon, because this thing has gone from TPK potential to comically inept.
◆ Push: 1d20 + 4 ⇒ (10) + 4 = 14 vs Drained 1 Fort DC 24
The storm lord falls prone and stands back up. ◆
lol
--Round 2
Crunch (123/123, shield raised)
Cal (98/116[98], drained 2, doomed 1, frightened 1)
Blue (-0 hp, 25 < AC <= 35, Recall: Nature, resist piercing 10)
Yellow (-9 hp, AC <= 27, Recall: Religion, frightened 1, resist piercing 5)
Rhaegal (109/94, bat form, flying)
Herr Doktor (70/86[70], resist fire 5, drained 2, doomed 1)
--Round 3
Eliadyr (26/86[78], drained 1)
Isaku (74/96)
Red (-65 hp, 30 < AC <= 34, Recall: Arcana/Nature)

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Isaku skirts around the storm lord, which reforms right behind him. Seeing how difficult it is to push him off, it tries for Eliadyr instead.
I just realized that Isaku should never have been Pushed, because it should have taken an action and the creature hit on its third action. However, I also just realized that the creature is untrained in Athletics. Presumably, this was because the pre-Remastered Push didn't require a check, which it now does. My hands are tied - it's explicitly instructed to push PCs off the edge, so ... it tries, I guess. I consider this a big enough (accidental) nerf that I'm not going to retcon, because this thing has gone from TPK potential to comically inept.
lol
Just like improved grab, which previously didn't require a check, though it's still a free action

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Cal sees the creepy tendril trying to suck out Crunch's soul (or whatever it's doing - either way it's creepy), and decides that maybe getting a little farther away from that focusing on the injured big one is the best tactic.
He turns his attention to the storm lord and tries to put the whammy on it.
Intimidation, F1: 1d20 + 20 - 1 ⇒ (15) + 20 - 1 = 34
I'll assume that a Success for purposes of OG.
Then he steps a little closer before throwing his trusty returning starknife at it twice.
Strike, F1 vs Frightened & OG : 1d20 + 18 - 1 ⇒ (14) + 18 - 1 = 31
Damage, P, Sneak, magic : 1d4 + 3 + 2d6 ⇒ (1) + 3 + (3, 6) = 13
After noticing that the pointy part did less damage to the other guy, he switches his grip just a little before throwing the second time.
Strike, F1, agile MAP : 1d20 + 18 - 1 - 4 ⇒ (2) + 18 - 1 - 4 = 15
Damage, Versatile S, Sneak, magic: 1d4 + 3 + 2d6 ⇒ (1) + 3 + (1, 6) = 11
◆ Demoralize Red, ◆ Skirmish Strike (Step & Strike), ◆ MAP Strike
I don't know if this would have applied, but I forgot it last time. Cal has Terrified Retreat, so if the demoralize is a Crit AND the creature is less than Level 9, it flees for 1 round.
Yellow needs a DC 20 Will save or his Frightened does not go away automatically at the end of its turn.

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Feeling more like themselves now that the carrying and climbing is done, Crunch lays into the monster before them.
◆ Strike yellow
Warwammer: 1d20 + 18 ⇒ (18) + 18 = 36 for cold iron bludgeoning: 2d8 + 6 ⇒ (3, 5) + 6 = 14 plus Spirit: 1d6 ⇒ 1 plus Fire: 1d4 ⇒ 2 (17 total, hopefully doubled to something meaningful)
◆ Strike yellow
Warwammer: 1d20 + 18 - 6 ⇒ (7) + 18 - 6 = 19
◆ Raise Shield

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Yellow needs a DC 20 Will save or his Frightened does not go away automatically at the end of its turn.
Rhaegal also has this on his armor now. So is that 2 Will Saves to get rid of the frightened?

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I think so. (Of course, I'm biased.) But it says that if they are within 30 feet and can see the wearer of the dread rune armor, they must make a save. He can see both of us. So, say, he shakes off the effect of my armor, he turns his head, sees Rhaegal's armor and has to save versus that.

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Yep, I don't see any reason to block one of the saves. They should roll twice (considering the DC, it shouldn't be hard to succeed twice anyway).

GM Watery Soup |

I don't know if this would have applied, but I forgot it last time. Cal has Terrified Retreat, so if the demoralize is a Crit AND the creature is less than Level 9, it flees for 1 round.
This should have applied last turn, as that was a Crit. Instead, I'll have Red flee this turn, since that was a Success.
Yellow needs a DC 20 Will save or his Frightened does not go away automatically at the end of its turn.
As I understand it, it only applies from going from Frightened 1 to Frightened 0, correct? So, Frightened 2 to Frightened 1 is still automatic.
---
Cal frightens the storm lord and stabs it. The storm lord disperses. Red is not targetable for the second attack, but since you've rolled already and it misses, I'll just say Cal swings and it passes through the air.
Crunch raises their shield and brings their hammer down on Yellow. Crit. Doubled to 28 B + 2 spirit + 4 fire. Resist bludgeoning 5, resist fire 5, weakness cold iron 5, weakness spirit 5. This makes it 28 B + 7 spirit + 0 fire, or 35 total.
Blue raises its gem. DC 25 Will save from Rhaegal. It then slashes with a claw.
Claw: 1d20 + 17 ⇒ (18) + 17 = 35
Slashing: 2d6 + 10 ⇒ (3, 1) + 10 = 14 plus DC 25 Fortitude save
Ruh roh. That's going to be a crit if Rhaegal fails the Will save. So I'm going to bot the Will save.
Rhaegal Will: 1d20 + 17 ⇒ (11) + 17 = 28 with Resolve vs DC 25
Success->Critical Success
Hit is a regular hit.
Claw, agile: 1d20 + 17 - 4 ⇒ (7) + 17 - 4 = 20
Slashing: 2d6 + 10 ⇒ (6, 1) + 10 = 17 plus DC 25 Fortitude save
Yellow is going to step up to Herr Doktor and reach out to touch him. Frightened 1 DC 25 Will save.
Yellow Will: 1d20 + 13 ⇒ (12) + 13 = 25 vs DC 20
Yellow Will: 1d20 + 13 ⇒ (7) + 13 = 20 vs DC 20
Yellow is no longer frightened.
On its turn, Red will reappear and flee. Its movement doesn't trigger reactions, and it has a 75' move speed, so it's well out of range of anything at the end of its turn.
--Round 2
Rhaegal (95/94, bat form, flying, DC 25 Fort save)
Herr Doktor (70/86[70], resist fire 5, drained 2, doomed 1, DC 25 Will save)
--Round 3
Eliadyr (26/86[78], drained 1)
Isaku (74/96)
Red (-78 hp, 30 < AC <= 34, Recall: Arcana/Nature, frightened 1, fleeing 1/1)
Crunch (123/123, shield raised)
Cal (98/116[98], drained 2, doomed 1)
Blue (-0 hp, 25 < AC <= 35, Recall: Nature, resist piercing 10)
Yellow (-44 hp, AC <= 27, Recall: Religion, frightened 1, resist piercing 5, resist bludgeoning 5, resist fire 5, weakness cold iron 5, weakness spirit 5)

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Does that "reach out" trigger any reactions?

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Yellow is going to step up to Herr Doktor and reach out to touch him.
Considering its position, I assume it's no Step but a Fly, so it takes AoOs from both Crunch and I.
Reflexive Strike: 1d20 + 17 ⇒ (13) + 17 = 30
Herr Doktor strikes the creature as it gets closer to him.
Will: 1d20 + 14 ⇒ (8) + 14 = 22
But the creature's touch frightens him a little.
Oops, I forgot the damage.
Damage from Reflexive Strike: 2d10 + 4 + 1d4 ⇒ (9, 8) + 4 + (4) = 25 Piercing and Cold damage.

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Fort Save (DC25): 1d20 + 15 ⇒ (11) + 15 = 26
The small drake with oversized wings spirals down to ambush the other flying creature from above.
Bite vs Yellow, OG: 1d20 + 16 ⇒ (5) + 16 = 21
Piercing Damage: 2d8 + 5 ⇒ (1, 2) + 5 = 8
Rip & Tear vs Yellow, OG: 1d20 + 16 - 5 ⇒ (15) + 16 - 5 = 26
Piercing Damage: 2d8 + 5 ⇒ (8, 3) + 5 = 16
Persistent Bleed, if applicable: 1d6 ⇒ 3
◆ Fly
◆ Strike
◆ Rip & Tear (only if the previous strike hit and dealt damage)

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Isaku moves up to try to get an angle on Yellow, trying to figure out what it is.
Devise: 1d20 ⇒ 3
Disgusted at the plan (too much coffee probably ;)) he shoots Blue with a fireball instead.
Ignition, Ranged: 1d20 + 14 ⇒ (7) + 14 = 21 for Fire Damage: 5d4 ⇒ (2, 1, 4, 2, 3) = 12 Double + 4d4 Persistent Fire
◆ Devise
◇ RK
◆◆ Ignition (whiff)

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Does that "reach out" trigger any reactions?
Did they stand from prone after the critical effect specialization effect?
Loaded question, I know ;)
With their foe still in reach, Crunch sets about their standard routine of offensive and defensive actions. This time, it seems the enemy is ready for it.
◆ Raise Shield
◆ Strike yellow
Warwammer: 1d20 + 18 ⇒ (3) + 18 = 21
◆ Strike
Warwammer: 1d20 + 18 - 6 ⇒ (1) + 18 - 6 = 13

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I realize I completely forgot about poison. If the Storm Lord is not immune, it needs to save against Isaku's. And if the yellow triggers my attack of opportunity, then it has to save against mine, and if it fails its save it needs to save again at the end of its round.

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I realize I completely forgot about poison. If the Storm Lord is not immune, it needs to save against Herr Doktor and Isaku's. If the yellow one is not immune, it needs to save against Cal's. And if they get affected, they need to roll a second time for the end of their turn.
I think not for Yellow. I think we established that Cal would have coated his sword as that's his main weapon. But for this fight, he's only used his starknife so far. But I will try to remember to remind GM if/when he does switch to the sword.

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I think not for Yellow. I think we established that Cal would have coated his sword as that's his main weapon. But for this fight, he's only used his starknife so far. But I will try to remember to remind GM if/when he does switch to the sword.
Sorry for my mistake. I've edited my previous post to make things clearer for Soup. You can delete your post for clarity.
Combats get really complicated at that level :D

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Eliadyr focuses on yellow again, this time finding the right line!
◆ Refresh spellstrike
◆◆ Spellstrike with gouging claw Composite Shortbow: 1d20 + 17 ⇒ (16) + 17 = 33 on yellow for 2d6 + 3 + 5d6 ⇒ (2, 5) + 3 + (2, 2, 4, 6, 6) = 30 piercing + 5 persistent bleed

GM Watery Soup |

Does that "reach out" trigger any reactions?
Yes, it's a touch spell.
it's no Step but a Fly, so it takes AoOs from both Crunch and I.
It does. I didn't realize that Step can't be done with non-land speeds, so yes, it provokes. This may mean that Crunch doesn't have a reaction for OA for the spell.
Did they stand from prone after the critical effect specialization effect?
Oops - I did not mark them prone. But Yellow is gone this turn (see below).
Combats get really complicated at that level
This is easily the most complex series of combats I've ever run, and I GMed Fists of the Ruby Phoenix (11-20) for my kids. Granted, they ended up selecting a lot of feats that were baked in to Roll20 macros, but this is still more complicated.
---
Speaking of complicated, I'm going to resolve the OAs first, for my own sanity. I'm going to use Crunch's first attack for the OA, because they trigger a bunch of resistances and weaknesses.
Herr Doktor hits, but doesn't crit, Yellow on the way in. Yellow is still frightened 1 when the OA resolves, so AC > 21. Not all of the cold damage goes through. Resist cold 5.
Crunch's OA hits frightened 1 AC. AC is 22.
Cold Iron, Bludgeoning: 2d8 + 6 ⇒ (5, 6) + 6 = 17 plus Spirit: 1d6 ⇒ 1 plus Fire: 1d4 ⇒ 3
---
Rhaegal flies in and bites the shadowy creature twice, although it doesn't do as much damage as he had hoped, it's enough. Yellow down.
Isaku, presumably, would Devise a Strategem against Blue, since Yellow is down.
Isaku recognizes Blue as a stygira, an eyeless fey creature, worshipped by some as seers or even gods. They have strange ties to the ancient empires of the cyclopes, often dwelling in the oversized ruins those creatures left behind long ago. To many stygiras, gemstones harvested from ancient cyclopean mosaics have even greater magical properties than other crystals.
As long as the stygira holds a gemstone, they can see through the gem with darkvision and the effects of true seeing. The stygira is blind when they are not holding a gem in a hand.
Stone Curse (curse, primal, transmutation)
Wounds dealt by the stygira's claws leave the flesh bleached of color and turn the blood that runs from them dark gray. Each time a creature is damaged by the stygira's claw Strike, it must succeed at a DC 25 Fortitude save or become permanently slowed 1 (slowed 2 on a critical failure) as its flesh stiffens like stone. If a creature is reduced to 0 Hit Points from the stygira's claw Strike and fails the saving throw against stone curse, it is petrified. A creature that spends 8 hours in direct sunlight can attempt a new saving throw to remove the effects of stone curse, even if it has been petrified.
Because Isaku must use the Devise roll if he attacks Blue, he has two actions remaining.
Because Yellow is down, Crunch has all three actions remaining.
Redirecting Eliadyr's attack to Blue.
Eliadyr shoots Blue, successfully but not critically. No bleed.
--Round 2
Rhaegal (95/94, bat form, flying)
Herr Doktor (70/86[70], resist fire 5, drained 2, doomed 1, frightened 1)
--Round 3
Eliadyr (26/86[78], drained 1)
Isaku (74/96) 2 actions
Red (-78 hp, 30 < AC <= 34, Recall: Arcana/Nature, frightened 1, fleeing 1/1)
Crunch (123/123)
Cal (98/116[98], drained 2, doomed 1)
Blue (-20 hp, 25 < AC <= 33, Recall: Nature, resist piercing 10)
Yellow (-92 hp, AC 22 resist piercing 5, resist bludgeoning 5, resist fire 5, resist cold 5 weakness cold iron 5, weakness spirit 5)

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"Crunch, do you need ze position in front of the creature or can you go around it?"
There's only one position in front of the creature so either I get there or you do.
@Soup: Can I jump from beam to beam to get behind the creature? It's a bit hard to see their position in 3 dimensions.

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Redirecting Eliadyr's attack to Blue.
Eliadyr shoots Blue, successfully but not critically. No bleed.
Is Blue immune to bleed? The bleed applies on a regular hit for Gouging claw

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Isaku attempts to calm Herr Doktor down using Advanced First Aid
Advanced First Aid: 1d20 + 16 ⇒ (5) + 16 = 21
Advanced First Aid: 1d20 + 16 ⇒ (17) + 16 = 33
No listed limitation on Advanced First Aid.
◆ Advanced First Aid vs Herr Doktor
◆ same as above