| PFS 2 GM ZD |
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Whelp, guess we will head out
A staircase leads from each ear of the Colossus onto its shoulders. From there, the PCs can walk up its arms to an arched doorway at each wrist, leading into the offering bowl. Here, the winds blow away from the bowl, making it more challenging even for PCs who are walking along the ground to move.
Salliss's Perception (M): 1d20 + 21 + 1 ⇒ (5) + 21 + 1 = 27
Herondal's Perception (E): 1d20 + 18 ⇒ (5) + 18 = 23
Bardyth's Perception (E): 1d20 + 17 ⇒ (11) + 17 = 28
| PFS 2 GM ZD |
No one spotted the trap this time...so random PC to take a Caltrop to the foot
1-Salliss
2-Herondal
3-Hopper
4-Bardyth
5-Ionic
6-Pip Hip Hooray
random lego stomp: 1d6 ⇒ 2
Herondal cries out as he finds a Drendlestick with his foot.
piercing damage: 1d4 + 7 ⇒ (3) + 7 = 10
precision damage: 2d6 ⇒ (3, 3) = 6
persistent bleed: 2d4 ⇒ (2, 2) = 4
I will also need a DC 25 Will save vs Auditory, Enchantment, Linguistic, and Mental or you will drop everything you are holding.
Salliss
|
Salliss moves over to help Herondal control the bleeding.
Since we aren’t in combat yet, not sure how you want to handle the persistent damage.
| PFS 2 GM ZD |
Yeah, I hate when things like this happen outside of combat. If someone wants to administer first aid on him, to help him make an immediate flat check to end the bleed. It doesn't list a DC, so I will go with DC 15. Or of someone can heal him back to full, so 16 HP.
Salliss
|
Medicine: 1d20 + 10 ⇒ (1) + 10 = 11 Hero Point
Medicine: 1d20 + 10 ⇒ (1) + 10 = 11 Sorry, Herondal
Although he was trying to stop the bleeding, all Salliss did was make it worse.
Critical Failure If you were trying to stabilize, the creature’s dying value increases by 1. If you were trying to stop bleeding, it immediately takes an amount of damage equal to its persistent bleed damage.
Herondal Lapetty
|
"Ow. How will I dance like this?"
Herondal stands on 1 foot.
"Thank you Salliss."
No will save because Herondal isn't holding anything.
Salliss
|
@Herondal, you are still bleeding. Might want Ionic to tend to you.
“Think this is bit more than my lessons covered…”
Ionic Saltbeard
|
Medicine: 1d20 + 12 ⇒ (18) + 12 = 30
Ionic pulls out a small bottle of ointment and quickly splashes it on the caltrop wound and then quickly binds it with bandages. The bandages and ointment help it to clot and stop bleeding.
Herondal Lapetty
|
Much better. Thank you as well Ionic."
Have we gained any healing potions from the game so far? Or a heal scroll from a school? I forget.
| PFS 2 GM ZD |
Not sure about school items, but no real loot has been discovered. Not a loot heavy scenario
Ionic bandages Herondal's foot and is back to new. Now just have to do something about the damage.
Will allow you all to resolve that before the next encounter begins.
Once Herondal is healed up, the party moves towards the bowl.
Stone doors open into an immense red stone bowl open to the sky above. The bowl slopes gradually up, rising ten feet from its center to the rim, which rises a further five feet into the sky. A five-foot-tall circular dais rests atop the center of the bowl.
The air above the dais dances with a mix of raining fire, abyssal energies, and the beacon conjured by the PCs’ ritual. The walls of the bowl provide shelter from the wind to PCs on the surface, but flying PCs must still contend with the effects of the blistering and strong winds.
A human in worn adventuring gear stands in rapture atop the dais. The PCs recognize this human as Venture-Captain Drandle Dreng, the true identity of the Decemvirate member known as Sapphire. A gaunt, shadowy figure looms over Drandle’s form.
As this epic confrontation begins, the PCs can feel Dolok Darkfur’s energy straining to separate Drandle from the spirit possessing him. The PCs can spend Aspiration Points to empower Dolok.
At this time, you may choose to spend the aspiration points. If I remember correctly, you all were going to spend 4 to severely weaken the spirits hold. Is that still the game plan?
Ionic Saltbeard
|
It sounds like it will A) Severely weaken the enemy and B) allow us to save Dreng without him likely dying from the spirit's actions. I am more than for spending the points.
Ionic hands over a healing potion from the Horizon Hunters to Herondal. "Should 'elp. Not likely ta need it."
Inside the bowl the dwarf squint up at the figure and then looks at everyone else. "Dat's Dreng? Ain' t look like much. Expected more from all de fables."
The Mad Hoppper
|
Hopper looks at Dreng and the spirit. He looks at Sapphire
"A friend of mine told me that you can be a real douchebag! Despite that, we will save you!"
I don't know if this was only mine 2-01 but he was an unpleasant Pathfinder to deal with. Yeah let us use 4 points
Bardyth the Giant
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spend the aspiration points. Dreng has been a jersey sometimes, awesome others. But I am disappointed by the lack of cabbage references this time.
Bardyth will look at the two before the party, absolutely prepared to try and gut the ghostly possessor... even if it has no guts.
Pip Hip Hooray
|
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We are spending four aspiration points here, and then one more to get Dolok home.
Pip raises a brow at Hopper's comment. Where did that come from?
Are you sure you are remembering the correct Decemvirate member from 2-01? Shrike was mean. Sappire, supportive.
"Drandle Dreng, I've met you twice as yourself. Once when dealing with a goblin king, once when we worked together to help endangered kobold allies. You cared about the society's relationships with downtrodden allies, and you care about justice. Hell, you even tried to help find justice for an undead accountant whose life was stolen -- even if it meant political repercussions in Absalom. I've also met you as Sapphire, when you carefully gave me encouragement." She looks at Dreng, and calls out, "I know you are in there. Jadirahx told me that the demon riding you has not slain the real you yet. So... I am here to fight for you. If you can hear me, I hope that you are fighting for yourself, and us, too."
Ionic Saltbeard
|
| 3 people marked this as a favorite. |
How much does the potion heal?
That was one of Ionic's healing potions from the school training so a lesser for 2d8+5
Lesser potion: 2d8 + 5 ⇒ (7, 1) + 5 = 13
Ionic looks at Pip, then at Dreng. From the look on his face it's clear he has no clue about what to say to the man he'd never met in either capacity. "Uh, yeah...What she said."
| PFS 2 GM ZD |
Dolok manifests in spirit form before the PC's eyes. He raises a might paw and slashes at the spirit, severing the connection between parasite and host. With the grasp on Drendle weakened, the spirit roars and the firestorm surges.
Salliss, Avoid Notice: 1d20 + 21 ⇒ (5) + 21 = 26
Herondal, Search: 1d20 + 18 ⇒ (15) + 18 = 33
Hopper, Avoid Notice: 1d20 + 15 ⇒ (14) + 15 = 29
Bardyth, Search: 1d20 + 17 ⇒ (2) + 17 = 19
Ionic, Scout: 1d20 + 16 ⇒ (11) + 16 = 27
Pip Hip Hooray, Investigate: 1d20 + 19 ⇒ (9) + 19 = 28
firestorm: 1d20 + 15 ⇒ (5) + 15 = 20
Disciple of Urxehl: 1d20 + 16 ⇒ (4) + 16 = 20
Wind is not present inside of the bowl. If you fly above it, it is counted as severe.
The firestorm is back and stronger than ever. You can not spend an action to not be targeted by the storm in this combat
Round 1-Bold May Act
Salliss
Herondal
Hopper
Ionic
Pip
GM & Drandle Dreng
Firestorm
Barydeth
Salliss
|
You will need to tell me if my Resist Energy spell is still active. I used the scroll just before leaving the double doors out of the central shaft. The spell lasts 10 minutes.
Salliss gets out his scroll of Stoneskin and casts it on Ionic.
“Will that demon bleed?”
The Mad Hoppper
|
Hopper looks at Pip "Hey, my mind can't remember everything. I heard that Decemvirate was a douche... nevermind. I will go to the bottom of this later on." Let us throw it on Hopper's distracted mind ;)
He looks at the spirits and when it is distracted with Dolok's doing he leads Wolfie to attack from the side. He takes out a bomb that he throws at the ghost
Ghostly charge@ghost, ic, cavalier charge: 1d20 + 16 + 1 + 1 ⇒ (9) + 16 + 1 + 1 = 27
Damage, positive, ic: 2d8 + 1 ⇒ (8, 6) + 1 = 15 +2 positive splash damage, Ghost charge works vs incorporeal creatures, but positive damage should not damage Dreng + enfeebled 1 on hit
Then he reaches for another bomb
Bottled Lightning@ghost, ic, map: 1d20 + 16 + 1 - 5 ⇒ (2) + 16 + 1 - 5 = 14
Damage, electricity: 2d6 + 1 ⇒ (5, 2) + 1 = 8 +2 splash electricity (that will hurt Dreng), flat-footed if hit
"Let us kick the ugly spirit out of Dreng!" Yells Hopper at times waving his dogslicer
Cavalier charge & attack
| PFS 2 GM ZD |
Yes, its been less than 10 minutes. No one used Treat Wounds. Administer first aid is I think in two actions worth of time.
Bardyth the Giant
|
Whelp, first in initiative one battle, last in it the next. XD
Herondal Lapetty
|
"The power of Dolok Compels you!"
Herondal acts out an exorcism. Dreng will be spirit free in no time.
Lingering into dramatic inspire DC 24: 1d20 + 20 ⇒ (1) + 20 = 21 ◇◆
Despite the critical fail it is still +1 Inspire.
He then moves out of the aoe zone. ◆
And glares in a dramatic an scary manner] ◆
Dramatic Glare at the spirit to Demoralize: 1d20 + 20 ⇒ (8) + 20 = 28
| PFS 2 GM ZD |
Sallis buffs Ionic while Herondal inspires the party. Herondal's glare seems to go unnoticed by the spirit.
Hopper and Wolfie move in. The ghost charge hits and deals damage. The second bomb misses. Hit and Critical Miss
Reminder about the storm, to disable it takes a trained Arcana, Nature, Occultism, or Religion twice or dispel magic to get rid of it. Each attempt takes two actions.
Round 1-Bold May Act
Salliss
Herondal
Hopper
Ionic
Pip
GM & Drandle Dreng
Firestorm
Barydeth
Elite Disciple of Urxehl: 103/120; quickened 1, enfeebled 1
Drandle Dreng: 125/125
Storm: 2 disables needed
Pip Hip Hooray
|
Pip's dance is thrown off by Herondel's missed lead. She trips over her feet, failing to get the rhythm for a proper lingering earworm. "Oops. You didn't see that, right?"
Performance (dance): 1d20 + 15 ⇒ (1) + 15 = 16
◇Lingering Performance
◈ Inspire Defense
Despite the critical failure on the lingering my allies still have +1 defense this round.
Then she takes a deep breath and starts the process of unweaving the fire storm.
Occultism E: 1d20 + 17 ⇒ (8) + 17 = 25
At first it seems hard, but then she redoubles her efforts! Hero Point if the first attempt does not work!
Hero Point - Occultism E: 1d20 + 17 ⇒ (16) + 17 = 33
Ionic Saltbeard
|
Whoops forgot to post today as I got busy at work. Time tpo st something in the last 10 minutes before everyone goes home and kicks me out of the building.
Ionic gives Salliss a broad grin as he feels his skin turn to stone. "Let's find out, eh?" He gives the rogue a slaute as way of thanks as he strides over to the demon and studies it for his prey, before lashing out at it twice.
“First de Axe!” Dwarven Waraxe, Doubling ring, IC: 1d20 + 16 + 1 ⇒ (4) + 16 + 1 = 21
Damage, Slashing, Doubling rings, IC: 2d8 + 6 + 1 ⇒ (8, 8) + 6 + 1 = 23
+1 striking Clan dagger, 2nd strike, hunted prey, ghost touch IC: 1d20 + 16 - 2 + 1 ⇒ (19) + 16 - 2 + 1 = 34
Damage, Piercing, IC: 2d4 + 6 + 1 ⇒ (4, 3) + 6 + 1 = 14
| PFS 2 GM ZD |
Pip provides her team with a defensive point and attempts to deactivate the storm. She almost loses it, but at the last moment corrects her thoughts and succeeds. 1 success
Ionic moves in. The ax misses. The dagger strikes true.
************************************************************************
Fire storm-I think this is the first time you see it in action.
random person-in order of inititive: 1d6 ⇒ 2
corrupted fire bolt: 1d20 + 17 ⇒ (1) + 17 = 18 Miss
fire damage: 2d6 + 7 ⇒ (1, 2) + 7 = 10
evil damage: 1d6 ⇒ 1
A bolt of fire impacts right next to Ionic.
random person-in order of inititive: 1d6 ⇒ 5
corrupted fire bolt: 1d20 + 17 ⇒ (3) + 17 = 20 Miss
fire damage: 2d6 + 7 ⇒ (3, 5) + 7 = 15
evil damage: 1d6 ⇒ 3
A second impacts next to pip.
************************************************************************
Spirit & DD
Free action
The Spirit casts multiple spells in rapid-fire as the ritual charges its powers to surge.
Salliss's Occultism (T): 1d20 + 14 ⇒ (10) + 14 = 24
Salliss recognizes the first spell, purple aura centered on DD, as Silence (4th level). Success
Two actions
The spirit then casts a spell and reaches out to touch Ionic. Ionic needs to make a DC 28 Basic Fortitude save vs Death, Negative, and Necromancy effect.
negative damage: 8d6 ⇒ (2, 1, 5, 6, 3, 4, 3, 1) = 25
One action
The spirit then commands DD to attack Ionic. DD moves around Ionic and attacks.
rapier: 1d20 + 18 ⇒ (9) + 18 = 27 Hit
piercing + Precision Damage + Bloodseeker Beak: 2d6 + 8 + 2d6 + 1d4 ⇒ (4, 1) + 8 + (2, 4) + (2) = 21 21-5 from stone skin=16 damage. Doesn't stack with inspire defense.You also have d4 persistent bleed
Quickened Action
The spirit then flies up moving out of reach of the melee combatants. Spirit is now 15 feet in the air.
New items to note. Purple aura is around DD is 4th Silence. Black aura around DD is 2nd level Darkness Disciple is 15 feet in the air, at the top of the rim.
Round 1-Bold May Act
Salliss
Herondal
Hopper
Ionic
Pip
Firestorm
GM & Drandle Dreng
Barydeth
Round 2-Bold may act-will take place after Barydeth
Salliss
Herondal
Hopper: fort save needed. -16 damage and 1d4 persistent bleed. Please roll at the end of your turn.
Ionic
Pip
Firestorm
GM & Drandle Dreng
Barydeth
Elite Disciple of Urxehl: 89/120; quickened 1, enfeebled 1
Drandle Dreng: 125/125
Storm: 1/2 disables needed
The Mad Hoppper
|
Darkness is lvl 2 which means that creatures with darkvision can see through it. Right?
Wolfie moves closer to the spirit. Hopper looks around and attempts to
Arcana to disable storm: 1d20 + 12 ⇒ (4) + 12 = 16
Then Hopper yanks out another bomb and throws it at the spirit.
bottled Lightning@ghost, ic: 1d20 + 16 + 1 ⇒ (2) + 16 + 1 = 19
Damage, electricity: 2d6 + 1 ⇒ (2, 6) + 1 = 9 Flat-footed on hit, +2 splash damage in not crit miss
Hopper throws the bomb into the sphere, but he hears not if it hit or not, nor does he see any parts falling to the ground
"What the h...."
Wolfie move (due to mature animal), Hopper: 2-action disable storm and attack
Bardyth the Giant
|
Since we were expecting some kind of fight. Going to assume my Glaive is already in hand when this started.
Bardyth will Rage (gaining 11 temp hp), Stride up to be under the Spirit, (I positioned myself one square East of where I really am, so both tokens can be seen) then Giant's Stature. Means he is now 10ft tall (roughly), with a 15ft reach. His glaive is the one with the level 4 Light spell from herondal, which I think counters the Darkness since it's a higher level.
End Turn
Since I am within reach of the Spirit, and will be if it moves or casts. I will save my AoO for it, ignoring DD.
AoO, Ghost-touch: 1d20 + 17 ⇒ (10) + 17 = 27
Slashing, GT, Cold Iron: 2d8 + 16 ⇒ (4, 7) + 16 = 27
deadly d8: 1d8 ⇒ 8
Salliss
|
Salliss tries to determine what he can do against the spirit.
One action RK hopefully with Arcana +16 or Demon Lore +14 rather than Religion +10
Going to wait for the results of that before committing to something.
Pip Hip Hooray
|
Pip dances again, and trips a second time. The uneven flooring of the bowl is really tripping her up!
Performance (dance): 1d20 + 15 ⇒ (1) + 15 = 16
◇ Lingering Performance
◈ Inspire Defense
Another 1? Boo.
Occultism E: 1d20 + 17 ⇒ (17) + 17 = 34 to disable the storm.
Pip activates her Goggles of the Night, and attempts to identify the spooky thing floating above Drandle Dreng.
◇ Pip calls on Dolok's aspiration points as a free action to give everyone good damage on their attacks.
Herondal Lapetty
|
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Herondal continues to Exorcise.
dramatically inspire courage with Lingering DC 24: 1d20 + 20 ⇒ (4) + 20 = 24 ◇ ◈
+1 to hit and damage for 3 rounds.
Disrupt Undead the spirit Positive damage and DC 25 fort save or Enfeebled 1: 4d6 + 4 + 1 ⇒ (1, 4, 3, 5) + 4 + 1 = 18 ◈◈
Activate Goggles of Night. ◈
Cast Shield. ◈
Ionic Saltbeard
|
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Fort save, vs. Necromancy: 1d20 + 14 + 1 ⇒ (2) + 14 + 1 = 17
Uh, no hero point: 1d20 + 14 + 1 ⇒ (16) + 14 + 1 = 31
Ionic has a moment where he feels the necromantic influence of energy start to drain his system but his body, due to millennium of natural selection, is more than capable of resisting the energy. Tomb watcher heritage makes that a crit success
Ionic takes a stab wound to the leg before trying to trip Dreng in response. He puts his axe away for a moment before reaching out.
Trip, Master Athletics: 1d20 + 17 ⇒ (11) + 17 = 28
The dwarf the dances back and waits for a better chance to attack the spirit instead of pathfinder.
Bleed: 1d4 ⇒ 2
Persistant damage recovery check: 1d20 ⇒ 20
| PFS 2 GM ZD |
All of the agents weapons begin to glow as Dolok grants them divine power. However, they feel Dolok's life force began to wane.
Barydeth takes the opportunity to move into the globe of darkness and shine light on the situation.
He moves right under it, threatening the spirit.
Round 2
Hopper tries to disrupt the storm, but is unsuccessful.
Hopper attempts to throw another bomb, just misses the target. Fail
relgion: 1d20 + 10 ⇒ (1) + 10 = 11
Salliss is able to tell that if the spirit is struck by a physical weapon, it can spend a reaction to lay a curse upon the attacker.
Pip keeps the inspiration going and then successfully ends the threat of the storm.
Herondal inspires his allies attacks and then targets the Spirit with a jolt of positive energy.
fort save: 1d20 ⇒ 4 Fail
It recoils from the spell.
Ionic almost falls victim to the touch. His ancestors looks over him and he powers through it.
Ionic just catches DD's leg and he falls to the ground. Success. Right on it
Salliss is up, two actions remaining
Elite Disciple of Urxehl: 69/120; quickened 1
Drandle Dreng: 125/125; prone
Salliss
|
“The demonic spirit can curse any that strike it with physical weapons!”
Is that only melee attacks or ranged attacks too? Does it need to be able to touch the creature so reach helps?
He then moves to within 30’ of the spirit and tries to determine if he thinks flanking would work on Drendle given his reputation.
I didn’t use all my 45’ movement, so if he has to be closer please adjust my avatar.
Society and Pathfinder Society lore both +14 for Recall Knowledge on Drendle.
Bardyth the Giant
|
Bardyth is too angry to heed Salliss' warning, and his stated AoO action stands as is. let's hope I don't end up crit failing against whatever curse it does. XD
| PFS 2 GM ZD |
Just states physical attacks, but not sure how it would follow ranged back to the source. So I will say just melee for now
salliss recall knowledge: 1d20 + 14 ⇒ (11) + 14 = 25
Salliss is unable to recall anything special about Drandle Dreng other than he is well versed in combat.
**************************************************************************
The Spirit and DD
One action-Command DD
DD kips up in spectacular fashion and then attempts to stab Herondal.
Rapier: 1d20 + 18 ⇒ (10) + 18 = 28
Piercing Damage: 2d6 + 8 ⇒ (5, 2) + 8 = 15 Hit. 15-2=13 piercing damage
Quickened acrion-fly
Barydeth Manages to wing it as moves away from him.
It then reaches down and touches Salliss. Salliss needs to make a DC 28 Basic Fort Save vs Death, Necromancy, and Negative.
8d6 ⇒ (1, 5, 4, 1, 1, 3, 2, 5) = 22 negative damage.
Round 2-Bold May Act
Salliss
Herondal: 13 damage
Hopper
Ionic: 16 damage
Pip
GM & Drandle Dreng
Barydeth
Round 2-Bold may act-will take place after Barydeth
Salliss
Herondal: 13 damage
Hopper
Ionic: 16 damage
Pip
GM & Drandle Dreng
Barydeth
Elite Disciple of Urxehl: 42/120; quickened 1
Drandle Dreng: 125/125;
| PFS 2 GM ZD |
Salliss Recognize spell: 1d20 + 16 + 1 ⇒ (11) + 16 + 1 = 28
Salliss recognizes the spell as Vampiric Touch. Not a critical
Salliss
|
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Fort, ID: 1d20 + 11 + 1 ⇒ (17) + 11 + 1 = 29 Yay! It is possible for my character to make a Fort save after all.
Salliss manages to avoid the worst of the demon’s attack.
Sallis casts two spells in quick succession; True Strike followed by Acid Splash to attempt and do some damage to the spirit.
Two Action Arcane Acid Splash: 1d20 + 14 ⇒ (2) + 14 = 16 CS: +2 persistent damage
Two Action Arcane Acid Splash: 1d20 + 14 ⇒ (3) + 14 = 17 CS: +2 persistent damage
Acid damage: 1d6 + 4 ⇒ (5) + 4 = 9
Acid Splash damage: 1 = 1
Good damage: 1 = 1
Pip Hip Hooray
|
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Performance (dance): 1d20 + 15 ⇒ (19) + 15 = 34
◇ Lingering Performance
◈ Inspire Defense
Pip dances, her feet finally finding the proper rhythm on the bowl! Turning to the spirit, she tries out a joke in order to keep it from its curse reaction! "Why did the evil spirit not go to the Pathfinder Confirmation? He ran into a Dead End!"
◈◈ Hideous Laughter
DC 25 Will Save
Please work!
The Mad Hoppper
|
Hopper takes out an empty bottle and looks at the creature hovering over Sallis
"I don't think demons like you Sallis, if you ask me it is due to your fashion choices!" says Hopper. Wolfie moves closer and Hopper throws a prepared bomb
Tanglefoot bag@ghost, ic: 1d20 + 16 + 1 ⇒ (17) + 16 + 1 = 34
Moderate tanglefoot bag Escape is DC19 (probably can't fail it), but it entangles its wings and make the demon to land on the ground, until they escape
Then Hopper throws another bomb
Ghost charge@ghost, ic, map: 1d20 + 16 + 1 - 5 ⇒ (7) + 16 + 1 - 5 = 19
Damage, positive, ic: 2d8 + 1 ⇒ (5, 6) + 1 = 12 Ghost charge +2 splash positive restricted to ghost and make it enfeebled 1 for 1 round
Wolfie free action to move, Hopper: quick alchemy, throw, throw
| PFS 2 GM ZD |
Who said anything about wings? I'll allow you to ret con. It is flying by some other voodoo.
The Mad Hoppper
|
That is fine, the creature is next to a solid surface - wall. So it is immobilized there, it needs to eat an action to escape, which is what I was mostly after. Bringing it to the ground would be cool,,,
Bardyth the Giant
|
Bardyth Strides to the East some, flanking DD with herondal. Then swings away on the spirit. And remembering the 1 Inspire Courage damage and 1 Good damage for this that I forgot on my previous AoO. XD
Glaive: 1d20 + 17 ⇒ (15) + 17 = 32
Slashing, Ghost Touch, Cold Iron, Good: 2d8 + 16 + 1 ⇒ (8, 6) + 16 + 1 = 31
deadly d8: 1d8 ⇒ 1
He then swings again.
Glaive, map: 1d20 + 17 - 5 ⇒ (8) + 17 - 5 = 20
Slashing, Ghost Touch, Cold Iron, Good, forceful: 2d8 + 16 + 1 + 2 ⇒ (1, 8) + 16 + 1 + 2 = 28
deadly d8: 1d8 ⇒ 4
I'd Be surprised if that one doesn't miss. XD. End turn
Glaive: 1d20 + 17 ⇒ (12) + 17 = 29
Slashing, Ghost Touch, Cold Iron, Good: 2d8 + 16 + 1 ⇒ (4, 1) + 16 + 1 = 22
deadly d8: 1d8 ⇒ 7
Herondal Lapetty
|
Didn't realize I was in the silence so how about this. Last round he would have moved out of the Silence, Inspired, and cast Shield. This round he would move away and cast Disrupt Undead. So we can add 2 damage from his last attack minus shield and this turn move away provoking then just use the results of the previous Disrupt Undead.
| PFS 2 GM ZD |
Fine by me Herondal
Barydeth comes up and hacks away at the spirit. The now good infused weapon deals a grievous blow to the spirit. The ethereal connections tethering the spirit to Drandle's body is finally severed. The spirit is sent flying to the periphery of the bowl.
As this happens, reinforcements in the form of Nelket, Eando, and a host of about a dozen Pathfinders rush toward the bowl from the two arms of the Colossus. One of which is walking with a serious limp from stepping on the Drandlestick left behind
Conclusion
With the spirit now severed from its connection to Drandle Dreng, Nelket and Eando work together to banish the spirit, driving it back into the firestorm where it appears to be torn apart. There’s a brief moment of victory and reprieve for the assembled masses. The firestorm dies out, and the assembled group can recover Drandle Dreng.
Dolok takes what remaining energy he has and restores his physical form.
Drandle Dreng is much worse for wear and not yet able to answer questions about his experience.
As the dust settles on the site of the battle, Eando begins to thank the PCs for their actions. As he speaks, the remnants of the PCs’ ritual provide a vision of the spirit reforming in a firestorm. In the vision, a barrage of lightning bolts strikes the ground of Min-Khadaim, and the skeletal body of an immense dragon rises from the ground. A PC with a Chronicle Sheet for Pathfinder Society Scenario #2-18: The Fanciful March of Urwal recognizes the draconic skeleton looks similar to Jadirahx.
This flame-wreathed skeleton quickly rises into the air, collects the spirit, and flies off into the darkening clouds, toward the eye of the storm further into the Finadar Forest. At ritual anchors across the forest, rifts in reality tear open and expand, exposing the blasted landscapes of the Abyss. The largest of these rifts hovers over a ritual circle at the center of the storm. A rust red claw rips the portal wider, and a hulking, troll-like creature wreathed in an aura of power steps through the rift. The figure raises its hands to the sky, and flames erupt from all directions, burning the forest to ash.
Eando shakes his head, and in a tone both disappointed and unsurprised, says that he figured they wouldn’t be able to destroy the spirit that easily. Dolok explains that what the PCs saw in the vision was neither the present nor an immutable future—rather, it was a reflection of the spirit’s plans and intentions. It will take some time for the spirit to reform, enough time for the Society to prepare teams to track down and disrupt the ritual anchors. With Drandle out of the spirit’s hands and the insights from the ritual, the stage is set for the Society to put a stop to the spirit’s plans once and for all, before it unleashes a demon lord onto Golarion!
PRIMARY OBJECTIVES
The PCs fulfill their primary objective if they successfully defeat the Disciple of Urxehl atop the Colossus of Khadaim. Doing so earns each PC 2 Reputation with their chosen faction Success
SECONDARY OBJECTIVES
The PCs fulfill their secondary objective if both Dolok Darkfur and Drandle Dreng survive. This requires the PCs to defeat the Disciple of Urxehl with at least 1 Aspiration Point remaining, and to stabilize Drandle should he gain the dying condition during the final battle. Doing so earns each PC 2 Reputation with their chosen faction. Success
FACTION NOTES-Vigilant Seal
Eando Kline aims to rescue Sapphire from the Disciple of Urxehl at all costs. To succeed at this objective, the PCs must spend at least 1 Aspiration Point in area A9 and stabilize Drandle Dreng should he gain the dying condition. Doing so earns each PC 2 additional Reputation with the Vigilant Seal faction. Success
Pip Hip Hooray
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Pip holds up a fist and challenges the vision. "NOOOOO! You will not be taking Jadirahx! She's the guardian of this forest and my personal friend!"
Ionic Saltbeard
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Ionic moves back up to Dreng and tries to trip him again. He mouths something along the lines of "Bloody spirit flying outta reach. Can't fight fair. Leaves all de dirty work to underlines. Gozreh blighted mother-f-" Luckily, the silence effect makes it so his words can't actually be heard.
Trip, Master Athletics: 1d20 + 17 ⇒ (6) + 17 = 23 And seeing that the spirit won't engage him in a way he can handle, Ionic instead marks Dreng as his prey and readies to start flurrying non-lethal strikes. It takes him a long moment to realize that the fight has actually concluded and he nearly tripped someone who wasn't actually fighting anymore. He gives a sheepish look and plops down in the bowl and watches the vision and people move about but not engaging too much, just preparing for the next mission and hunting down those anchors.
Pip Hip Hooray
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"Ionic, no! He's no longer possessed!" Pip runs in between Ionic and Dreng, then whispers to Ionic, "Don't make me have to represent you in an assault case!"
Pip had always heard the rumors of Dreng rousting Pathfinders out of bed, and she wonders if that happened to Ionic. Maybe he's not a morning person!
| PFS 2 GM ZD |
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Dolok lays a reassuring paw on Pip's shoulder, in a growling voice, "Be calm little one. We will look to put an end to the events before the come."