[Let's Play] Revenge of the Red Dragon: Raven Quickblade

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[Let's Play] Revenge of the Red Dragon: Raven Quickblade

Post by Beroli »

Centuries ago, your great-great grandfather tried to drive away the Red Dragon, Flametongue, who lived in the area. He lost, and your great-great grandmother was forced to let the Red Dragon loot the family castle. Among the other treasure, the Red Dragon took your family's most prized possession--the Shield of Dragonkind.

You've heard this story ever since you were a child. Many knights in your family have gone after Flametongue to try and recover the family treasure and restore the family honor. All of them failed--including your father, who barely escaped with his life.

When you won your spurs as a Black Knight, you vowed to avenge your family's honor. You paid a witch a great deal of money to enact a devious plan. She couldn't teleport you back from Flametongue's lair, but she gave you a map of the Enchanted Lands between your castle and his lair, sent a message that caused Flametongue to leave quickly, and teleported you to his lair as soon as he left. You stole back the treasure he stole from you, including the Shield, a few valuable objects to help cover expenses, and a Faerie Dragon.

Unfortunately, the Red Dragon returned to his lair earlier than you'd expected. You had a narrow escape, ducking out the back door just as the Red Dragon entered the front! Finding the Shield missing, as well as his pet Faerie Dragon, Flametongue immediately knew who stole them! He flew into a rage that caused the ground to shake for miles around. He is searching the countryside for you, vowing to slay you on sight!

You could face the Red Dragon, now that you have the Shield, but why take the risk? Once you reach Ebony Castle, the Red Dragon cannot touch you!The family castle's magical defenses will stop him cold. But your castle is far to the north. The witch warned you that there were dangers ahead, not counting the Red Dragon! It's going to be a long, hard journey!

PRIMARY PLAYER CHARACTER: Raven Quickblade, The Black Knight

Alignment: True Neutral

Class: Fighter

Level: 14

Hit Points: 45/45

Abilities: Darkness Power was given to you by a wizard. It enables you to convert an enemy into an ally. In a dark area, you may attempt to convert an enemy into an ally instead of yourself or any of your allies attacking on a Combat Turn. The GM will tell you if this power is available. If you roll an 18, 19, or 20, the enemy will become your ally and remain with you for the next battle. You can only have one enemy controlled by this power at one time. An imp has promised to save your life three times. You can invoke this power by stating that you wish to retreat when in any dangerous situation except being partway through combat with the Red Dragon; you can choose to retreat immediately on meeting the Red Dragon, just not after battle begins.

Special Magical Possessions: Shield of Dragonkind: Each Combat Turn, it absorbs the first 4 damage your group would take from any spell. Black Helm of Protection: will negate one spell cast on you, once per week. Sword of Striking: can be used instead of any other weapon by yourself, Scorch, Euras, or any other humanoid ally you gain. Does 11 damage. Lions of Power: three small lion figurines which come to life and fight for you when you throw them to the ground. Each has 7 Hit Points and does 4 damage on hit, and they will fight in any number of battles until they die, but they cannot be healed by any means. Ioun Stone: whoever you have wearing it (assuming that's not a lion as per the previous clause...) will heal 1 point of damage at the beginning of each of your movement turns. Magic Displacer Cloak: will cause all your enemies to miss all attacks on the first turn of every battle. Drum of Panic can be used by any member of your group in lieu of doing anything else in a Combat Turn. If they get an 18, 19, or 20, one enemy flees. Can be used an infinite number of times.

Damage: Your hereditary magical sword, Nightslasher, does 11 damage, or 14 damage in an enclosed space.



Raven Quickblade's Ally: Phantast, the Nightmare

Alignment: Chaotic Evil

Hit Points: 20/20

Phantast resembles a black horse with fangs and flames shooting from his hooves, and he can fly for short distances. Phantast has come to live with your family, but not for a very pleasant reason. Phantast likes the way you taste! If you ever drop to below 5 hit points, Phantast will immediately turn on you along with whatever you may be fighting at the time.

No healing items of any sort will work on Phantast, but Phantast will regenerate one hit point at the beginning of each of your (non-combat) turns--that is, whenever you move to a new area.

Weapons and Damage: On dragons and their allies, Phantast uses his fangs, automatically hitting for 3 damage each Combat Turn. On everyone else, he uses his flaming hooves, which deal 6 damage per successful hit.



Raven Quickblade's Ally: Gridelin, the Faerie Dragon

Alignment: Neutral

Hit Points: N/A, he never takes damage and attacks are never directed at him

Gridelin is an ancient Purple Faerie Dragon of great power. You found him in the cave of the Red Dragon. He was lonely and bored, so he was easy to entice away from his owner. He will stay with you until he is summoned by the Red Dragon. There is no way you can stop him from leaving when summoned. Faerie Dragons never take anything seriously and consider life one huge joke. No matter what happens, Gridelin giggles.

Spells: Gridelin can cast each of these spells once while with you. Each of them hits automatically.

Magic Elf Shot: Deals 5 damage.
Fire: Deals 2 fire damage to each member of an enemy group.
Illusionary Image: All enemies in your current battle will miss the next Combat Turn.
Friends: All enemies in your current battle will miss the next two Combat Turns.
Sparks: One enemy of your choice will automatically miss the next Combat Turn.

Burn Metal: Each enemy in your current battle who is using a metal weapon takes 2 fire damage.


Raven Quickblade's Ally: Scorch, the Efreet

Alignment: True Neutral

Hit Points: 21/21

Scorch is a creature of fire. He is able to control heat and flame. He takes half damage from fire attacks, rounding down. If you fight the Red Dragon, Flametongue is too smart to breathe on him, and he is too smart to try to punch Flametongue.

Scorch will not drink any liquid, including healing potions.

Spells: Scorch can cast each of these spells once per battle. They are used up (for that battle) whether they hit or miss.

Wall of Fire: If used against the Red Dragon's group, hits each of them for 5 fire damage if it hits; whether it hits or misses must be determined separately for each of them. Against any other enemy, it does a flat 10 damage to whoever is in front if it hits.

Flame Spell: Does 10 fire damage to an enemy if it hits. You can choose who Scorch targets with this spell, if you are fighting multiple opponents.

Wall of Stone: If this spell hits, for two Combat Turns, your enemies will not attack--except for any dragons, who will fly over the wall.

Fire Illusion: Does 3 fire damage on a basic hit result, 10 damage on a double damage result, or 15 damage on a special result. (In every other instance, a "special" result counts as a miss for any of your allies.)

Weapons and Damage: When not casting a spell that Combat Turn, Scorch can strike twice with his fists, doing 4 fire damage per successful hit.

Ambush Enemy: If you are confident the Red Dragon will pass through the area you are currently in after you have left it, you can leave Scorch behind in his magical bottle to ambush the Red Dragon. This is probably a bad idea for multiple reasons. But you can do it if you choose.


Raven Quickblade's Ally: Euras, the Djinn

Alignment: True Neutral

Hit Points: 19/19

Euras is a creature of air, controlling storm and wind. He has a huge beaker of Healing Potion which will heal 15 hit points of damage when used.

Spells: Euras can cast each of these spells once per battle. They are used up (for that battle) whether they hit or miss.

Summon a Wind Being: Can only be cast on the first Combat Turn of a battle. On an 18, 19, or 20, summons a storm that absorbs the next 10 damage that would be suffered by anyone in your group.

Wind Gusts: On a hit or double damage result, prevents one enemy from attacking for the next two Combat Turns. You can choose who Euras targets with this spell, if you are fighting multiple opponents.

Thunderclouds: Can only be used outdoors. On an 18, 19, or 20, deals 12 electricity damage to the enemy.

Wind Blast: Does 4 damage on a basic hit result, 9 damage on a double damage result, or 12 damage on a special result. (In every other instance, a "special" result counts as a miss for any of your allies.)

Weapons and Damage: When not casting a spell that Combat Turn, Euras uses a massive broadsword, Stormslicer, which does 6 damage per hit.

Ambush Enemy: If you are confident the Red Dragon will pass through the area you are currently in after you have left it, you can leave Euras behind in his magical ring to ambush the Red Dragon. This is probably a bad idea for multiple reasons. But you can do it if you choose.


Couatl:

Hit Points: 39/39

The Couatl knows the following spells:
Fireball: does 5 hit points of damage if it hits.
Harm: does 4 hit points of damage to each member of an enemy group if it hits.
Charm: Causes whichever ally has the least remaining hit points to turn and attack you if it hits.
Sticks to Snakes: Automatically causes three sticks to turn into snakes and immediately attack. They have 2 hit points each and have a poisonous bite like the couatl (see below).
If the couatl or one of its snakes hits someone, they are reduced to half their current hit points (round up). If they already have one hit point, they die. The couatl can only attack every other round.

Raven's Map.jpg
Raven's Map.jpg (38.71 KiB) Viewed 32456 times
You must reach Ebony Castle before the Red Dragon catches you. Once you're in there, the Dragon will never be able to penetrate your magical defenses. Now you must decide which is the fastest way to travel through the Enchanted Lands!

The witch who conjured your map told you the names of the areas on the map could warn you about potential dangers. Reading over those names is like reading a list of your enemies! Crossing the Plain of Trolls to the north is the quickest way, but it also looks like the quickest way to die! The only other alternative is traveling through Lizardman Swamp. You never met any Lizardmen, but legend says they have no love for humans!

Because of Flametongue's size, you will always know where he is. Currently, he is at the Ruins of Castle Arcania. He will not know where you are unless you are in the same area as him--in which case you will immediately have to fight him, unless you retreat.

For your first decision, will you go to the Plain of Trolls, or Lizardman Swamp?
Last edited by Beroli on Sun Sep 14, 2025 2:53 pm, edited 10 times in total.
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deaddmwalking
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Re: [Let's Play] Revenge of the Red Dragon: Raven Quickblade

Post by deaddmwalking »

I think finding out what fire does to trolls will be a good introduction to combat with allies. Let's try the Plain of Trolls.
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Re: [Let's Play] Revenge of the Red Dragon: Raven Quickblade

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After a hard day's ride, you are thankful to discover a cave just as the sun is setting. Leaving the Efreet to guard the entrance, you immediately fall asleep.

Howls of pain awaken you. You are being attacked by Trolls! Since the Djinn is still inside his ring, he cannot act on the first Combat Turn.

The Trolls fight as a unit, having 25 hit points and having two attacks per round, one for 7 damage and one for 8 damage. If they take no damage in a Combat Turn, they heal 3 damage. You are able to use your Darkness Power here if you choose to.

What strategy will you use?
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Re: [Let's Play] Revenge of the Red Dragon: Raven Quickblade

Post by deaddmwalking »

I do want.to use the Darkness ability.

I would like the Faerie Dragon to use Sparks so the troll automatically misses the first round.

I would like the Djinn to use Summon Wind Being g (ignore first 10 points of damage)l yo my side)

Outside of that, beating them with weapons seems good for the rest of round 1 and 2.
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Re: [Let's Play] Revenge of the Red Dragon: Raven Quickblade

Post by Beroli »

Problem there. Trying to use your darkness power is instead of any of your party attacking; you can't simultaneously try to kill and charm them. Which will you do?
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Re: [Let's Play] Revenge of the Red Dragon: Raven Quickblade

Post by deaddmwalking »

I thought everyone on my team got a turn. I would like to use the darkness power first. Since it's only a 15% chance of success, I figured I'd plan on combat. But we can see how that goes first...

Assuming Darkness fails, that would prevent the Djinn from using Summon Wind Being (since that's a 1st round only power)?
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Re: [Let's Play] Revenge of the Red Dragon: Raven Quickblade

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The Djinn can't act the first round regardless because he's in the ring. He can use Summon Wind Being on the first Combat Turn he's in the fight, which will be the second round of the combat.

And it's not that the others don't get to act, but rather, that if any of your allies attack someone you're trying to charm, the charm attempt will automatically fail.

You attempt to invoke your Darkness Power: the result is a 16, failure. The trolls claw and bite at you, getting one double damage result and one hit. You swing your magical sword and hit for 12 damage. Gridelin casts Sparks; Euras emerges from the ring and attempts to summon a wind being (the result is 1, failure). Scorch swings his fists and hits once for 4 damage. Phantast kicks the trolls and hits for 6 damage. The trolls automatically miss because of the Sparks spell.

The trolls have 3 hit points left. Which of your group takes 14 damage, which takes 8 damage, and what will you do for the next round?
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Re: [Let's Play] Revenge of the Red Dragon: Raven Quickblade

Post by deaddmwalking »

I thought it was the efreet that was in the ring. My mistake.

Raven will take all the damage. We'll use the 15 point healing as soon as we can.
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Re: [Let's Play] Revenge of the Red Dragon: Raven Quickblade

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For the next round everyone will attack normally.
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Re: [Let's Play] Revenge of the Red Dragon: Raven Quickblade

Post by Beroli »

Raven misses; Phantast hits, finishing off the trolls. Raven takes Euras' healing potion and drinks it.

Will you ride for Fisherman's Village immediately, or go back to sleep and risk being attacked again?

Raven Quickblade's Hit Points: 38/45
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Re: [Let's Play] Revenge of the Red Dragon: Raven Quickblade

Post by deaddmwalking »

I don't believe there is any penalty for not having slept, so I think going to the Fisherman's Village makes sense.
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Re: [Let's Play] Revenge of the Red Dragon: Raven Quickblade

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My mother is having emergency surgery tomorrow to remove a tumor. I'll be flying out to visit her for the next week. I expect to have chances to check in but if there are any delays, that's why.
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Re: [Let's Play] Revenge of the Red Dragon: Raven Quickblade

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I hope she recovers quickly and completely.

You gallop through the night, urging Phantast forward as fast as he'll go.

Suddenly a robed figure leaps out of the darkness, shouting and waving his arms! There's no way you can stop your Nightmare! Phantast rides the man down without hesitation. Reining in your steed, you leap off to see what remains of the man you hit.

He looks like a beggar, but you sense an aura of power about this strange old man. He was obviously trying to stop you and tell you something, but what? You may never know. He's badly wounded and could die any second. You can save him, but you will have to use some of your healing ointments.

Search his body quickly to see if you can find out anything about him before you use the ointment?
Use your healing ointment to restore 5 hit points and save his life? (Despite the presentation, this does not hinge on possessing any specific items.)
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Re: [Let's Play] Revenge of the Red Dragon: Raven Quickblade

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Let's use the ointment.
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Re: [Let's Play] Revenge of the Red Dragon: Raven Quickblade

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Instead of thanking you for saving his life, the old man tries to kill you! Now you recognize his garb! He's a member of the Cult of the Flame, dedicated to destroying all knights!

Flame Wizard does 10 damage per round. Hit points: 10/25. Each round in which he takes no damage, he heals his wounds further, restoring 3 hit points.

Because of this surprise attack, the first round the Flame Wizard goes first, and your allies other than Phantast cannot act at all. The second round things proceed normally.

He misses. You miss. Phantast hits for 6 damage.

Second round, he has 4 hit points, your group goes first, and all your allies can act normally. What strategy will you use?
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Re: [Let's Play] Revenge of the Red Dragon: Raven Quickblade

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Just normal attacks. Regular weapons
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Re: [Let's Play] Revenge of the Red Dragon: Raven Quickblade

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Raven gets a Special result: an ancient Protection Spell aids his enemy, causing Raven specifically to take 3 damage. Phantast misses. Scorch smashes the wizard.

You decide that's the last good deed you'll ever do! You continue on to Fisherman's Village, as Flametongue arrives at the Purple Plain.

Raven Quickblade's Hit Points: 35/45

"Stop, mortal," the Vampire snarls. "The people in this village tried to drive a stake through my heart! Tonight, they will pay!"

It's less than clear why he blames you for this, but he's attacking you. If you want to talk to anyone in Fisherman's Village, you'll have to fight him. He has 34 hit points, does 20 damage per hit, and is immune to all charm effects (neither Darkness Power nor the Ebony Dust will work).

If you do not wish to fight him, he will let you leave and continue on to the Abbey of the High Cleric--but he will hit you for 20 damage while you are communicating your lack of desire to fight.

What will you do, and if you choose to fight, what strategy will you use?
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Re: [Let's Play] Revenge of the Red Dragon: Raven Quickblade

Post by deaddmwalking »

I would have liked to use the ebony dust. But we'll fight!

Gridelin will use Friends: All enemies in your current battle will miss the next two Combat Turns. I assume that doesn't count as a charm ability like the ebony dust? The name sorta sounds like it could be, but nothing in the description says it is.

Assuming that's a valid choice, we'll just beat on him for the two rounds he can't attack. If he's not dead after that, I would certainly like to do something different on Round 3.
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Re: [Let's Play] Revenge of the Red Dragon: Raven Quickblade

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Friends will work.

Raven Quickblade misses. Phantast misses. Scorch misses twice. Euras hits.
Raven Quickblade gets a Special result: his weapon shows an affinity for striking Dragons. If he was fighting a Dragon, he would auto-hit this round and the next two rounds, but as he is not, he only auto-hits once. Phantast hits for double damage. Scorch hits twice, once for double damage, finishing off the Vampire, who crumbles to dust.

You are a hero! Everyone in the village turns out to thank you for saving them from the Vampire! They give you all the treasure in the village and invite you to a fish fry.

This hero business isn't bad, you think. Maybe you should consider becoming a White Knight!

The next morning you leave, heading for the Abbey of the High Cleric. As you ride, you sort through all the junk the villagers gave you. Amid the worthless trinkets, you actually find some things of value!

Healing Potion restores 4 Hit Points of damage. Talisman of the Snake: according to your map, you may need to pass the Lair of the Blue Snake. The villagers told you that this Talisman will allow you to charm the Snake so that it will not harm you.


You arrive at the Abbey of the High Cleric as Flametongue arrives at the Druid's Grove.

Ringing the bell loudly enough to wake the dead, you finally get a deaf old cleric to answer. He peers over the wall.

"Black Knight!" he shrieks in horror. "Get away! Get away!"

Furious, you consider spearing the idiot. These clerics have powers of healing, they're supposed to let all who ask for sanctuary inside--even Black Knights! You could insist that they help you, but that might take time, and time is something you don't have!

Shout "I hope the Dragon burns this place to a crisp!" and ride on?
Yell, "Let me inside! I demand sanctuary!"?
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Re: [Let's Play] Revenge of the Red Dragon: Raven Quickblade

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I think I'd like to suggest that the dragon will no doubt burn the place and see what they say before riding on, so I think I'll do the sanctuary thing. Especially since I don't want to move to the Druid's Grove while Flametongue is waiting. "Let me inside! I demand sanctuary!"
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Re: [Let's Play] Revenge of the Red Dragon: Raven Quickblade

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After arguing among themselves for ages, the clerics finally let you inside the Abbey.

"I am wounded," you tell them. "I demand that you heal me!"

The fools don't answer. They just shake their heads. Then they guide you to two magical paths and point. Obviously, you're supposed to pick one of them.

Griffons or water fountains? Phantast just ate dinner, so you don't need a griffon right now. As for water, what do they expect you to do, take a bath? You already had one this year. What a waste of time! You knew you shouldn't have come into this place!

The Path of the Griffons?
The Path of the Fountains?
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Re: [Let's Play] Revenge of the Red Dragon: Raven Quickblade

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Path of the Fountains.

My gut says we fight griffons and we are healed by magical fountains, but maybe they plan to subvert my expectations.
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Re: [Let's Play] Revenge of the Red Dragon: Raven Quickblade

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Magic tingles in the air around you! Plunging your hand into the cool water, you feel your wounds healing completely. You also discover that you have the power to heal the wounds of one of your allies. (Effect wasted as none are wounded.) In addition, a magical black war helm rises out of the foaming waters.

Black Helm of Protection: has the power to negate one magical spell cast on you once per week. (Once in this adventure.)

Feeling much better, you laugh at the astounded clerics, then ride to the Druid's Grove as Flametongue arrives at the Lich's Way.

Phantast gallops with the swiftness of the night wind, and you arrive in the place marked Druid's Grove on your map. It seems deserted, but you sense the magical presence of the Druids still lingering. You try to peer into the Grove, but you can't see through the thick trees that block your path. All your life you've heard stories of Druid treasure. But you've also heard stories of their fearful traps! Maybe it would be safer to keep moving!

Enter the Druid's Grove?
Ride to the Lich's Way?
Ride to Statue Bay?
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Re: [Let's Play] Revenge of the Red Dragon: Raven Quickblade

Post by deaddmwalking »

Since I'm not going to stay ahead of Flametongue, I'm happy taking the scenic route. I will enter the druid's grove.

If there are any spell effects that do 20+ damage, I'd like to automatically use the helmet. Anything less than 20 I think I'm fine with using the dragon shield.
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Re: [Let's Play] Revenge of the Red Dragon: Raven Quickblade

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Oh, no! The Grove wasn't deserted!

"Whoops, sorry. Didn't mean to disturb you," you say. But the Druid isn't interested in your apology! Pointing at you, he begins to chant a spell!

The Druid has 33 Hit Points and does 9 electrical damage per hit. To your dismay, he calls in Pixies to help finish you off! They have 15 Hit Points and deal 5 damage per successful Combat Turn. Your attacks will hit whichever one has more Hit Points left, unless an attack would kill either one of them, in which case it will finish off the Pixies first. What strategy will you use?
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