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argh... that's why I didn't find it in the description for Advanced First Aid! :)

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Looking again at the map, I'm not sure that's rubble On the ramp between us and blue, but rather a hole in the ramp and rubble on the floor.
Satisfied with the feel of the final impact on the monster, Crunch rolls their shoulders slightly and backs off from the distant threat.
◆ Stride
◆ Raise Shield
◆ Open to suggestions, but don't see anything to do.

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Like Crunch, Cal is a bit limited for options. So he sticks with what's been working. He moves on light feet just a bit and glares at the last foe still here.
Intimidation Glare : 1d20 + 20 ⇒ (5) + 20 = 25
Strike, returning starknife, 2nd increment : 1d20 + 18 - 2 ⇒ (12) + 18 - 2 = 28
Damage, Slashing: 1d4 + 3 ⇒ (2) + 3 = 5
Sneak damage : 2d6 ⇒ (5, 6) = 11 In the unlikely event that the Demoralize worked.
Not exactly sure what's difficult terrain versus what's just open air. I'd like to move him further forward, but also don't want to risk saying he did and finding out he stepped into a gap.
◆ Stride, ◆ Demoralize, ◆ Strike

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"Ve need to get rid of it before the ozer one comes back!"
Herr Doktor drops his weapon, produces a weird looking flask and imbibes its content (Spiderfoot Brew). Hair starts growing on his feet and hands and he uses them to climb on the wall, positioning himself 20 ft. under the enemy, ready to jump on it when the party decides to move to attack.

GM Watery Soup |

@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.
The beams are level with the ramp, so they're approximately 10' in height apart from each other (that is, you'd need to cover the horizontal distance and then a 10' vertical).
Looking again at the map, I'm not sure that's rubble On the ramp between us and blue, but rather a hole in the ramp and rubble on the floor.
The ramp has collapsed in that part, but you can Climb against the wall to bridge the gap. Crunch would need both hands free to Climb, however, even with a Climb speed.
Not exactly sure what's difficult terrain versus what's just open air. I'd like to move him further forward, but also don't want to risk saying he did and finding out he stepped into a gap.
I wouldn't have you fall in without a warning, but yes, it's open air in front of you. It's 20' horizontal and 10' vertical to the other edge, if you have a jump capable of going that far.
---
Isaku attempts to calm down the Doktor, but is unsuccessful. (DC 25)
Cal fails to scare Blue, but does hit with a starknife. The starknife doesn't seem to do any damage, though. Resistance slashing 10.
Crunch raises a shield and moves up.
Herr Doktor drinks something that smells like fermented spider eye, and begins climbing on the walls.
Blue backs up, and then runs to the edge of the platform, launching themselves through the air and landing behind Crunch and Cal.
Athletics: 1d20 + 15 ⇒ (7) + 15 = 22 vs DC 15
As it's a ~20' drop, I'm going to say it makes the horizontal distance, but take 20' worth of falling damage (10 bludgeoning) - which it resists. (resist bludgeoning 10, so resist physical 10)
Red will be re-entering this round, so Crunch and Cal aren't up.
--Round 3
Rhaegal (95/94, bat form, flying)
Herr Doktor (70/86[70], resist fire 5, drained 2, doomed 1, frightened 1)
--Round 4
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)
Cal (98/116[98], drained 2, doomed 1)
Blue (-20 hp, 25 < AC <= 28, Recall: Nature, resist physical 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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Isaku tries to get an angle on Blue.
Devise: 1d20 ⇒ 9
Not finding one, he turns and slaps a battle dressing on Eliadyr.
Battle Medicine, DC 20, Assurance: 2d8 + 10 ⇒ (5, 3) + 10 = 18
Calling on the power of his gloves, he adds more healing.
Healer's Touch, Healer's Gloves: 2d6 + 7 ⇒ (3, 5) + 7 = 15
◆ Devise
◆ Battle Med on Eliadyr
◆ Healer's Touch on Eliadyr

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Rhaegal swoops down to screech at the hearty creature and then attempt to bite them. "Crunch! Get the gem! Or kick it down the hole!"
Demoralize vs Blue Will Save DC: 1d20 + 17 ⇒ (15) + 17 = 32
Attack vs Blue, OG: 1d20 + 16 ⇒ (16) + 16 = 32
Damage: 2d8 + 5 ⇒ (3, 2) + 5 = 10
◆ Fly
◆ Demoralize Blue
◆ Strike

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"Thanks Isaku, I suspect I may need that in a bit if Red is on his way back"
and Eliadyr lines up another shot on blue and then glances back a bit nervously
◆ Refresh spellstrike
◆◆ Spellstrike with gouging claw Composite Shortbow: 1d20 + 17 ⇒ (14) + 17 = 31 on blue for 2d6 + 3 + 5d6 ⇒ (5, 4) + 3 + (3, 6, 5, 5, 4) = 35 piercing + 5 persistent bleed

GM Watery Soup |

Isaku heals Eliadyr.
Rhaegal frightens Blue, and bites successfully, but the fey creature takes no damage. Resist physical 10.
Eliadyr hits with an arrow. It looks bloodied, now.
I forgot to address the bleed last turn. It is not immune, but it has resist physical 10, and bleed is a type of physical damage, so it would never take the damage.
--Round 3
Rhaegal (95/94, bat form, flying)
Herr Doktor (70/86[70], resist fire 5, drained 2, doomed 1, frightened 1)
--Round 4
Eliadyr (59/86[78], drained 1)
Isaku (74/96)
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 (-45 hp, 25 < AC <= 28, Recall: Nature, resist physical 10, frightened 1, 5 bleed) <50%
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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I can't move my token, if you can put it next to the creature
Herr Doktor goes back and bites at the creature's legs.
First Attack: 1d20 + 18 ⇒ (9) + 18 = 27
Piercing damage: 2d10 + 4 ⇒ (5, 5) + 4 = 14
Second Attack: 1d20 + 13 ⇒ (4) + 13 = 17

GM Watery Soup |

Herr Doktor is frightened 1, but that still hits, pegging its AC at 26.
Red comes flying back into the room. Takes all three actions.
Red Will, Frightened 1: 1d20 + 18 ⇒ (4) + 18 = 22 vs DC 20
It is no longer frightened.
Remember that Red disperses as a reaction when it takes damage.
--Round 4
Crunch (123/123)
Cal (98/116[98], drained 2, doomed 1)
Blue (-49 hp, AC 26, Recall: Nature, resist physical 10, frightened 1, 5 bleed) <50%
Yellow (-92 hp, AC 22, resist piercing 5, resist bludgeoning 5, resist fire 5, resist cold 5, weakness cold iron 5, weakness spirit 5)
Rhaegal (95/94, bat form, flying)
Herr Doktor (70/86[70], resist fire 5, drained 2, doomed 1)
--Round 5
Eliadyr (59/86[78], drained 1)
Isaku (74/96)
Red (-78 hp, 30 < AC <= 34, Recall: Arcana/Nature)

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"'Scuse me, Crunch, comin' thru," Cal says with a cheery lilt, even though he's struggling to keep a brave face on. This fight is taking too long, and he's running out of tricks. So he steps between Crunch and the foe, spins around, and stabs Blue while its distracted.
Strike vs OG : 1d20 + 18 ⇒ (14) + 18 = 32
Damage, S, Sneak : 2d6 + 3 + 2d6 ⇒ (2, 6) + 3 + (1, 1) = 13
Strike vs OG, MAP : 1d20 + 18 - 4 ⇒ (3) + 18 - 4 = 17
Damage, S, Sneak : 2d6 + 3 + 2d6 ⇒ (4, 4) + 3 + (6, 4) = 21
"That's a pretty gem ya' got there. Do ya' have a girlfriend I can deliver it to later?"
Bon Mot vs Blue Will: 1d20 + 17 ⇒ (2) + 17 = 19
◆ Skirmish Strike (Step+Strike), ◆ Strike, ◆ Bon Mot. Blue is Enfeebled 1 until the End of Cal's next turn.

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"You excused. Don't think it has girlfriend, though," Crunch replies with a lilt before going about their usual business.
◆ Strike
Warwammer: 1d20 + 18 ⇒ (9) + 18 = 27 for 2d8 + 6 + 1d6 ⇒ (4, 3) + 6 + (6) = 19 cold iron bludgeoning, spirit
◆ Strike
Warwammer: 1d20 + 18 - 6 ⇒ (16) + 18 - 6 = 28 for 2d8 + 6 + 1d6 ⇒ (7, 5) + 6 + (5) = 23 cold iron bludgeoning, spirit
◆ Raise Shield

GM Watery Soup |

Cal connects, but not very deeply.
Crunch's hammer strikes seem to be far more effective, partly from the cold iron. weakness cold iron 5 The creature seems to be on the brink of death. <10%
Yet, it is defiant, extending its claws at 3d5 ⇒ (5, 2, 5) = 12 Crunch, then Herr Doktor, and then Crunch again.
Claw, frightened 1: 1d20 + 17 - 1 ⇒ (19) + 17 - 1 = 35
Slashing: 2d6 + 10 ⇒ (3, 5) + 10 = 18 plus DC 25 Fortitude save
Will assume Shield Block.
Claw, frightened 1, agile: 1d20 + 17 - 1 - 4 ⇒ (8) + 17 - 1 - 4 = 20
Slashing: 2d6 + 10 ⇒ (2, 5) + 10 = 17 plus DC 25 Fortitude save
Claw, frightened 1, agile: 1d20 + 17 - 1 - 8 ⇒ (13) + 17 - 1 - 8 = 21
Slashing: 2d6 + 10 ⇒ (2, 1) + 10 = 13 plus DC 25 Fortitude save
Will: 1d20 + 19 ⇒ (1) + 19 = 20 vs DC 20
LOL, still frightened.
--Round 4
Rhaegal (95/94, bat form, flying)
Herr Doktor (70/86[70], resist fire 5, drained 2, doomed 1)
--Round 5
Eliadyr (59/86[78], drained 1)
Isaku (74/96)
Red (-78 hp, 30 < AC <= 34, Recall: Arcana/Nature)
Crunch (115/123, shield -8, DC 25 Fort save)
Cal (98/116[98], drained 2, doomed 1)
Blue (-74 hp, AC 26, Recall: Nature, resist physical 10, frightened 1, weakness cold iron 5) <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)
Gonna post Blue's hit points in a spoiler so people can turn their attention to Red if they want.

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"Eliadyr, Isaku, you should prepare an attack against ze big one whenever it reforms."
It should prevent it from acting or force it to take the damage without using its reaction.

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"Eliadyr, Isaku, you should prepare an attack against ze big one whenever it reforms."
It should prevent it from acting or force it to take the damage without using its reaction.
"Its a good idea, would Isaku be interested in doing that? I fear that anything I could prepare would luck any punch."
((That may work better for Isaku, as Eliadyr generally uses a 2 action spellstrike which can't be readied. Otherwise it is just 2d6+3 damage. As DaS applies "before the start of your next turn" I think readying should work (if the roll is good). I was planning on hitting it this round and getting it to dissipate. I'll wait for Isaku to go though))

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Given my dice rolls, I can try. But I don't know if I can ready a strike if I use Devise Strategy?

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Fort Save: 1d20 + 19 ⇒ (9) + 19 = 28 Upgrade success

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Given my dice rolls, I can try. But I don't know if I can ready a strike if I use Devise Strategy?
Based on >Devise a Strategem< I think you can now. They changed it from "before the end of the round" to "before the start of your next turn" in the remaster.
Attack Stratagem If you Strike the chosen creature before the start of your next turn, you must use the result of the d20 roll for your Strike's attack roll instead of rolling. You make this substitution only for the first Strike you make against the creature this round, not any subsequent ones.
to keep things rolling, Eliadyr will try to hit Red
"This is a long shot but here we go" and from close quarters he'll pull back his bow and loose an arrow at red
◆ Refresh spellstrike
◆◆ Spellstrike with gouging claw Composite Shortbow: 1d20 + 17 ⇒ (19) + 17 = 36 on red for 2d6 + 3 + 5d6 ⇒ (2, 2) + 3 + (1, 2, 4, 3, 6) = 23 piercing + 5 persistent bleed

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@Soup: Do we know where the creature will reform when it uses its reaction or do we have to wait the moment it reforms?
As a side note, the creature's reaction certainly has the Move trait, so Trip or Grapple would prevent it.
Crunch, I let you finish the crystal gem, I barely scratch it with my teeth.

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Rhaegal continues to bite down on the creature, finally finding a soft spot along its neck to sink fangs into. As it falls, he flies off towards the opposite side of the room.
Attack vs Blue, OG: 1d20 + 16 ⇒ (18) + 16 = 34
Damage: 2d8 + 5 ⇒ (4, 8) + 5 = 17
Demoralize vs Red: 1d20 + 17 ⇒ (1) + 17 = 18
I don't know if we can affect Red at all while it's dispersed. If not, Rhaegal will gain some altitude instead.
◆ Strike Blue
◆ Fly
◆ Demoralize Red (or Fly up to 60' altitude)

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Isaku tries to get an angle against Red.
Devise: 1d20 ⇒ 5 Sigh... really?
Isaku, disgusted, concentrates instead. His fist ignites into flame and he punches Blue.
Ignition, Melee: 1d20 + 14 ⇒ (15) + 14 = 29 for Fire Damage: 5d6 ⇒ (1, 6, 5, 5, 6) = 23 Crit: Double + 4d4 Persistent Fire
Assuming I read it right and Blue is 5' above Isaku. If not, then the damage is 5d4 instead of 5d6
◆ Devise
◆◆ Ignition, Melee vs Blue

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Blue is dead - it had 6 hp left, and Rhaegal got it for 7

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So if Blue is dead, Isaku will pull out a hatchet and throw it at Red (which will miss with a roll like that)!
◆ Devise
◆ Interact to Draw
◆ Whiff vs Red

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Pretty sure they always reform where they were.

GM Watery Soup |

Crunch shrugs off the effects entirely, and Rhaegal finishes off Blue.
Eliadyr hits the elemental. Immune to bleed.
It disperses. It can reform anywhere within 50' of where it dispersed. I'll have Herr Doktor just ready a strike if it appears within reach.
It will re-form right in the middle of everyone. Isaku shoots and misses. Herr Doktor, make an OA, but everyone else can go ahead and roll an attack, and I'll just process from the most damage down to the least damage.
It will trying to push Herr Doktor off the beam.
Gust: 1d20 + 20 ⇒ (14) + 20 = 34
Bludgeoning: 2d12 + 10 ⇒ (12, 11) + 10 = 33 plus Push
Athletics, Untrained: 1d20 + 6 ⇒ (3) + 6 = 9
It falls and rights itself. This triggers OA, but Herr Doktor would have used his already and I think Crunch can't reach.
--Round 6
Crunch (115/123, shield -8)
Cal (98/116[98], drained 2, doomed 1)
Blue (-81 hp, resist physical 10, weakness cold iron 5)
Yellow (-92 hp, AC 22, resist piercing 5, resist bludgeoning 5, resist fire 5, resist cold 5, weakness cold iron 5, weakness spirit 5)
Rhaegal (95/94, bat form, flying)
Herr Doktor (37/86[70], resist fire 5, drained 2, doomed 1) readied action
--Round 7
Eliadyr (59/86[78], drained 1)
Isaku (74/96)
Red (-101 hp, 30 < AC <= 34, Recall: Arcana/Nature)