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"Thank you!" Pip hugs Dolok and then asks, "Will you be able to lend us some of your trees again? I really liked fighting alongside tree friends. It's the dryad in me."

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As the vision unfolds, Salliss focuses on it trying to note every detail he can. He doesn’t even notice what is happening with Ionic, Pip and Drandle Dreng.
Afterwards, he gets out some writing supplies and quickly notes his observations. Where was that third anchor again? Think I have it.
Once the excitement is over, he spends time searching the site for further clues on the ritual used.
He shares his notes with Eando, along with suggestions for avenues of further research.

PFS 2 GM ZD |
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With a slight chuckle, "I'll see what I can do. It will take some time to recover from the ritual."
Eando having to nearly restrain the dwarf, "Easy now. That is a member of the Decemvirate you are trying to maim."

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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!
Ionic blinks for a moment as he realizes that Pip is standing in between his sweeping foot and the now teetering Dreng and looks around. "Wait, wha- He- I- Spirit-" It takes a long moment for him to get his bearings again. The dwarf quickly wrests himself from Eando's grip with a "Don't do hugs!" and then goes over to see if Dreng is okay and that he didn't hurt the man.
Staring at him for a long moment the dwarf realizes that he HAS met him. He was that man who burst into his room when he was doing his morning weapon maintenence when he was a still training. Seemed disappointed to not wake him up. "Huh, Dat guy. Didn't know he left Absalom."

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Hopper looks at the remains of the demon disappearing then he turns and begins to charge Dreng with Ionic
"Smite him with that hammer, there is no saying if he is still possessed. Sometimes haunts like to linger a bit longer..." he yells, Wolfie running full speed towards the bearded, battered man, his eyes growing in panic as Wolfie with full speed slams into him and knocks him down. Then the giant wolf begins to lick his face
"Oh, come on Wolfie, you don't know where he stuck that face of his..."
But the animal was certain of what it was doing
Hopper stowed his dogslicer and looked at Eando and point at his feet "You haven't seen those, have you? You need to be careful while walking down mysterious corridors, there are dangers everywhere" says Mr helpful
So a question in S02-01 there were also bones of a dragon (haunted ones) was that a different dragon? I remember that we saved Jadirahx in the March scenario, does it assume that the dragon died anyways? Or is there something else happening?

PFS 2 GM ZD |
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Those questions will be answered in the next scenario. Stay tuned.

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Bardyth will poke the air where the spirit was only moments before... Looking disappointed that he didn't get to stab it more. He then notices the newcomers, that dreng is himself again, and what all else is going on... Shrinking back to his normal size, Bardyth then shrugs, funds a good place to sit, and starts to sharpen and push his glaive. The latter proving to be difficult to determine how well he has done, considering it is still glowing brightly.

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Pip spends part of the week dealing with the legal ramifications for a group of Pathfinders who traveled through time on a mission. She was referred the case by her latest client, Grum, an orc whose occasional flashes of temper reminds her a bit of Bardeth.
She also decides to pick up a pair of sturdy new boots after admiring the ones that Ionic has been wearing, and starts wearing them on her daily training runs with Saliss.

PFS 2 GM ZD |

The Pathfinder Society’s base camp just outside the ruined cyclops city of Min-Khadaim is in a state of frantic preparation. Strong winds blow dust, small debris, and the occasional ember throughout the camp. Society field agents strap on armor and weapons, set up stations for triage, and secure tents and supplies. Eando Kline, leader of the Vigilant Seal faction, has recalled all the agents in the region to defend the camp and prepare for battle. Meanwhile, Eliza Petulengro of the Decemvirate has arrived to assist with the situation and take charge. Eliza requests that the PCs meet with her immediately.
The canvas of Eando Kline’s pavilion tent ripples and flaps in the wind. A group of senior Pathfinders stand to one side, straightening their gear. On the other side stand Eando Kline, Eliza Petulengro, and Godcaller Nelket. As the last few agents walk in and secure the tent flaps, Eliza steps forward to address everyone.
“Welcome, agents. Let me be frank: the situation is grave. A demoniac cyclops spirit has manifested, free from the shackles of its former conjoined existence. It raised the remains of one of the forest’s stewards, an ancestor to the dragon Jadirahx who recently aided us. This animated abomination flew the demoniac spirit to the center of the new storm that rages all around us.”
Eliza squares her shoulders. “Several hidden ritual sites in the Finadar Forest, each dedicated to the demon lord of storms and disaster, Urxehl, have begun to stir. Thanks to the efforts of several Pathfinder agents, the number of ritual sites wasn’t enough to completely plunge the forest into the Abyss.” Eliza’s hands ball into fists. “If this ritual is left unchecked, Urxehl himself may soon walk Golarion. We believe the eye of the firestorm will be his point of entry, and the nameless demoniac spirit and their newfound draconic ally patrol the area. The heat of the firestorm makes it all but impossible to breach.
“Eando, Nelket, and I have devised a plan that should stop this catastrophe. First, you must brave the fringes of the storm and disrupt the ritual sites. This will weaken the ritual and diminish the storm enough to make a journey to its center possible.
“To begin, Eando and I will divide you into teams and brief you on the ritual sites.”
Eando takes the PCs aside for their briefing. “It’s good to see you all again! You’re some of our most experienced agents, and we’re going to need your knowledge and skills to get through this. No pressure.” Eando wryly laughs to lighten the mood. “To maximize your effectiveness and cover as much ground as possible, you will each take command of a group of Pathfinders and lead them to the various active ritual sites. We need your expertise at each of these sites, so sending you all to the same place would be an inefficient way of utilizing your skills. With each of you guiding a team, we can strike most effectively. We’ve assessed the sites from a distance and hope to pair each team with a site that suits your individual expertise.”
Eando’s brow furrows, “Under normal circumstances, I would question asking agents to perform such a dangerous mission, but these aren’t normal circumstances. The agents you see around you now are all that stands in the way of a terrible tragedy. The ritual has evolved unexpectedly, cutting off our communications and access to the world beyond this forest, and time is running out. Good luck, agents. May Desna, and all the other gods, smile on us all.”
The PCs can ask Eando some questions before they depart from the camp.
Hero Points have been distributed and go ahead and claim your school items. When you get a chance, please fill out the new sign in sheet in the discussion sections and update any macros
Automatic critical success on the Recall knowledge for everyone
Urxehl is the demon lord of storms and natural disasters. He is known as the father of trolls, although some cyclopes also worshiped him near the end of the Koloran empire.
Urxehl’s faithful often strive to conjure cursed storms, with a rain of fire considered the most sacred manifestation of their lord’s will.

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Pip swallows. "You're splitting up our team? This is the most amazing team I have ever had."
Ooh, this one of those rare Split the Party missions!

PFS 2 GM ZD |

Eando attempts to clarify his intent with Pip. “We’re going to put you each in charge of a team of less experienced Pathfinders. They need your leadership and expertise to succeed. All of the ritual sites must be deactivated at once, so we’ll need you to help coordinate these small
teams.”

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Herondal seems to be lost in thought.
"The special effects for this play will be outrageous."
Then he seems to be paying more attention.
"Of course we will do what we can. What can you tell us about the teams?"

PFS 2 GM ZD |

"The teams themselves, not too much. But they will be able to assist you in disabling the rituals that are fueling this firestorm."

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Ionic glances at the rest of the group around him. "Hate ta split up... But if we hafta..." He shakes his head and pops his neck and rolls his shoulders. "We got any way ta communicate? Organizin' simulatinous attacks's bit hard. Know a recipe for wrist bands. Dey might help. Also any idea o' what we facin'? How we splitin' dese up? Pickin' teams like dat 'ball-dodgin'-game-thin'y' ya had us do in Pathfinder trainin'?"

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"Do we have any idea of what skills will be needed in each mission? I'd like to be able to match up the right party members with the right missions!"

PFS 2 GM ZD |
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"Each of you will be assigned three junior agents. I know it does not seem like much, but that is all that we have available. Unfortunately the storm has made communications as well as teleportation in and out of Iobaria difficult. Go out, take care of the sites, and head back. If you go missing, we may not be able to send a team out until much later." Does not give a time frame
"We know of 10 sites in the immediate area that you will be responsible for. What the tasks entails, I do not know." I will provide that information when we get there and stating this now, no, you do not need to worry about all 10. It provides that many just for options.

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Salliss spent some time reviewing what information he had on fiends before reporting to the tent.
Adversary Lore Fiend boon, +1 circumstance bonus to Recall Knowledge about Fiends
He listens to the briefing with interest.
“Hopper, Ionic and I should probably be given the fastest moving teams.”
It is obvious that Salliss doesn’t like the idea of splitting up either. “Wish I had a better plan that didn’t require splitting up like this.”
“At least I will get some more experience fighting demons.”

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"So let's go back to the undead dragon. Will Jadirahx be able to provide us with any information about which of her ancestors this was? Is there anything special about the dragon that they raised?" Pip pauses, and then says, "Other than it is an undead demonic dragon -- a particularly nasty combination?"

PFS 2 GM ZD |

“We had little time to study it, but Eliza tells me it’s a weakened form of a truly formidable creature known as a ravener. She’ll brief you more when the time comes. The demoniac spirit raised it. Supposedly it’s an ancestor of the forest’s steward. The storm you’re approaching is actually a bit of a blessing in that regard. With the density of the trees and the high winds, it’s nigh impossible for the thing to just fly up to you.”

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Hopper gets to the briefing and smiles to each and every one of other agents then he listens to the briefing and hides his face in his hands. Burned, stained hands.
"Isn't this getting a bit old now? Whenever I come here, we are in a tight spot, maybe we let the troll godling come and kick his butt? So far we are in constant 'firefight mode'. How about we try to do some ballsy move to turn the tables?"
He listens to the idea of splitting the party and simply comments "Ballsy indeed! I can work with anyone, my ideal candidates would be well armored and hitting like a cart full of cabbage. Ideally on some mounts if we are supposed to travel fast. "
For some reason any of my pbp friends that played this series never played their PC's again, are they in fact dead? 'Yeah we should split the party! We have a great record of doing that!' lol

PFS 2 GM ZD |

Lots of choices in coming
Eando and Eliza have already dispatched teams to ritual sites throughout the forest. Eando has compiled a list of remaining sites, each with a short description, to help the PCs choose which missions to take on. There are a total of 10 ritual sites remaining for the PCs to choose from.
Due to the raging firestorm, travel to the sites is taxing. The Abyssal energies coursing through the air also have a mental impact. There is an underlying sense of dread that goes deeper than the danger of fire and falling debris. Every move seems to take more effort. The ever-howling wind fills every sense. The Pathfinder teams will regularly look to the PCs for reassurance and guidance during the journey.
To disable the ritual sites as fast as possible, each of the PCs is sent to a different site, as the leader of a team of three less experienced Pathfinder agents. Once a PC reaches a site, they can attempt a skill check to disable the ritual. Instead of attempting the listed check, PCs can instead have the junior agents attempt by making a Diplomacy or Deception check.
It takes two successes to disable the site. Because of the time and effort required for an attempt to disable one of the ritual sites, each PC only has time to attempt two skill checks. PCs who critically succeed at their first skill check can move to another site for their second check.
Feel free to make both checks at once
RITUAL MISSION 1: BONES
Huge rib bones jut from the ground in this clearing, their pointed ends trussed together with rope and vines. A faintly glowing object rests atop the ribs where they all connect. The curvature of the ribs gives the item total cover, so shooting it down is not an option. The ribs are smooth with age and very thick, so hacking through them would take days and requires specialized equipment currently not at hand.
Associated Skill: Acrobatics (to balance)
RITUAL MISSION 2: FLARES
Several rifts have opened in this rocky forest floor. Every time the wind picks up, red demonic energy flares out of them but subsides once the wind calms. Using the wind as an indicator, the rifts can be safely approached. Red crystals pulsating coat the interior of the rifts.
Associated Skill: Arcana
RITUAL MISSION 3: POLES
A rocky outcropping stands amidst burning trees, once part of a larger cliff face long since eroded. Five metal poles covered in strange arcane runes dot the area. Someone previously hammered the poles into the rock, but they appear unsteady, shifting with the storm.
Associated Skill: Athletics
RITUAL MISSION 4: VINES
Vines have sprouted in this part of the forest, forming a large half dome. The vines sport jagged thorns and leak red sap when struck. When cut, the vines regrow at an unnatural speed. It’s clear they’re protecting something within their dome.
Associated Skill: Nature
RITUAL MISSION 5: MONOLITHS
Three basalt monoliths jut from the forest’s congested floor, as if something massive pushed them up from underground. Runes glowing with a liquid red light cover the surface of each monolith, humming in eerie sequence. The core of each stone is comprised of shifting lava, which is contained by the monolith’s magic and doesn’t spill out. The monoliths only radiate a moderate amount of heat despite the magma within.
Associated Skill: Occultism
RITUAL MISSION 6: LIGHTS
The ruins of an ancient temple stand in a clearing overgrown with weeds. Tenacious shrubs and small vines cling to the weathered piles of stone. Some walls still stand, and eerie lights flash from within the ruin. An altar inside features a pile of religious symbols from dozens of different faiths. Each symbol has been defaced with an image of a storm cloud pierced by lightning, the symbol of the demon lord Urxehl. Sparks continuously sputter from each of the religious symbols, the result of magical feedback.
Associated Skill: Religion
RITUAL MISSION 7: ELEMENTALS
Huge molten elementals have leveled most of this part of the forest. They now circle around a small pedestal, which has a large red crystal placed atop it. The fallen trees around the area provide plenty of cover.
Associated Skill: Stealth
RITUAL MISSION 8: BEAST
The carcass of a massive beast lies on its side. It’s been partially consumed, and something has removed its head and tail. Even in the heat of the forest, the body hasn’t spoiled. All around the carcass, organs of other, smaller dead creatures have been strung together in a twisted mockery of life.
Associated Skill: Medicine
RITUAL MISSION 9: SIGNATURE
The Pathfinder Society has monitored all the ritual sites, but one magical signature is not staying in one location. This phenomenon takes an erratic path throughout the forest. Something or someone must be taking it from place to place, and the PCs notice strange tracks from a previous ritual location.
Associated Skill: Survival
RITUAL MISSION 10: TOWER
This stone tower, crafted by centaurs in ages past, crumbled to ruin a long time ago, leaving piles of stone blocks strewn about the area. The base of the tower partially collapsed into its own cellar, but there is still room enough to explore it. Inside, spectral silver chains tether two orbs of light to the floor. The orbs yank on the chains and ripple in distress.
Associated Skill: Thievery

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Hopper picks his mission. He leaves the tent and looks at the waiting pathfinder.
"Agents, today we are in a tight spot, like every other day. But have no fear, you have good old Hopper to lead you through this." he looks at Wizards, Sorcerers, bards, warriors and picks three tall agents
"You, you and you. This is a list of things that you need to gather. What are your names? Bob, Robbert, and Bobby? How convenient"
Agents leave with the list just to come back in 5 minutes
"Why exactly do we need 2 pounds of beef, bay leaves, a bag of basilicum and a bottle of wine?"
Hopper looks at them "Trust me, they will come in handy before the mission is over."
Hopper leads them towards the site, agents were able to not fall off the horses which is as much as he could hope for.
Onsight Hopper with three agents named Bob, sneaked into the chamber just to see the orbs on the silver chains
"Now stay calm, I will try to disable the one on the left first. Why? Because I said so! Bobby keeps an eye on the corridor and informs me when anything changes. Bob go there with the bag of spices and wait for my signal, Robert you try to do the same thing with the other orb"
Ritual MIssion 10, Thievery: 1d20 + 14 ⇒ (13) + 14 = 27
Ritual MIssion 10, Thievery: 1d20 + 14 ⇒ (18) + 14 = 32
Hopper works on the orb while the other agent tries to keep up. When he is nearly done Hopper gives a signal to Bob
Junior agent panics, he runs towards Hopper and smashes the bag of spices into the orb, over and over.
Hopper covered in bay leaves and basil "We did well, let's head back, maybe others need our experteese."

PFS 2 GM ZD |
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Tower Success: Once released, the orbs emit a relieved tinkling sound and fade away. It took both attempts, but two success and two ritual points.

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Herondal looks around for any recruits with Holy symbols.
"You three, Let's go clean up a temple."
Herondal entertains them on the way. His stories would sound unbelievable but when one of the trainees looks doubtful Herondal just waves his hand at the surrounding storm. "You too will have amazing stories to tell."
Once there he leads the clean up efforts.
Ritual for Religion: 1d20 + 12 ⇒ (1) + 12 = 13
Hero point that: 1d20 + 12 ⇒ (16) + 12 = 28
Second attempt at Religion: 1d20 + 12 ⇒ (4) + 12 = 16
Hopefully that is just a fail. Can I try a third time or do I just move on?

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Mission 1: Bones
Salliss looks over the team he was given. Some sort of leshy barbarian from the area, a human storm druid, and a kobald sorcerer. Well, plenty of spell power and who knows what the leshy can do in combat?
He lays out the plan and they make their best speed to the location.
Once there, Salliss says “Well, this should be easy. Just need to climb over those bones and release the glowing thing.” Looking to the others, he asks them to try and minimize the storm and keep a watch for ambush. Looking to the druid, he adjusts his instructions. “Minimize the evil fire storm. Other storms are alright.”
Acrobatics to Balance: 1d20 + 19 ⇒ (7) + 19 = 26
Need to know if that is a success or not before continuing. Since it is to balance, a success becomes a critical success because of Steady Balance.

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Pip picks her mission. "It looks like we are going for the Monoliths! So... There is going to be lava and runes. Does anyone here have fire resistance and a knowledge of Cyclopean?" She watches as a lot of the agents mumble and some try to actively step backwards to avoid getting picked by Pip.
"Look, it will be great. I'll teach you the Cyclopean on the way." Eventually she recruits three Pathfinders, a short halfling ifrit named Vani, along with two other Pathfinders who can cast energy resistance, Tandu and Frltz. Not being much of a cook, she grabs practical rations, not understanding why every other group is looking back longingly at Hopper's provisions.
As they get to the site, Pip translates some of the Cyclopean, and the team sets up the anti-ritual ritual outside the lava. But the whole time, the team is nervous, and this affects their performance.
Ritual Mission 5 Occultism E: 1d20 + 17 ⇒ (5) + 17 = 22
Ritual Mission 5 Occultism E: 1d20 + 17 ⇒ (6) + 17 = 23
Hero Point, if needed: 1d20 + 17 ⇒ (13) + 17 = 30
Let me know if I need to spend another Hero Point to pull this off.

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Bardyth will look to those he leads, "We travel at my speed. I do not intend to look back. If you get separated, turn around and return here. It is safer than trying to catch up... Move!"
Bardyth will lead the way to the metal poles, staying mostly true to his word. (If one of those in his group stumbles slightly, he might pause for a moment to 'adjust his gear for the climb' but only once per individual.) He then leads the way up the rock, working to remove the poles one at a time with exacting precision.
Ritual Mission 3: Poles
Athletics: 1d20 + 19 ⇒ (9) + 19 = 28
Athletics: 1d20 + 19 ⇒ (19) + 19 = 38
Let me know if either of those fail. If so, I'll hero point 'em.

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Ionic steps out of the tent and looks at the assembled underling pathfinders. He points out 5 of them with either swords and axes or torches and bombs and gestures for them to come closer. "Goin' after de vines. Trin' a slash 'n' burn strategy with dem. You'n'you are a team, You'n'you and you're wid me. Got it? I'll make sure nodin' hurts us on de way dere'n'back. Can get dough dis. I promise, Just keep ya cool'n'do what we say.,, Widin reason, o'course!"
At the spot of the vines, Ionic and his team start to cut and immediately sear the vines in two-man teams hoping to keep them back long enough to destroy whatever they protect.
Nature, (E): 1d20 + 14 ⇒ (7) + 14 = 21
Nature, (E): 1d20 + 14 ⇒ (14) + 14 = 28
In case there was a failure, HERO POINT! Nature (E): 1d20 + 14 ⇒ (13) + 14 = 27

PFS 2 GM ZD |

Herondal heads off to the temple with his agents. He falters at first symbol, but eventually removes it.
The second symbol proves too much and fails.
Unfortunately no. You get two attempts max. You still get one ritual point though
Sallis expertly maneuvers over the carcass and retrieves the object.
Bones Success: The object atop the ribs is a glittering orb of obsidian. Once it’s removed, a subtle tension in the air seems to release and the bones become brittle, making it easy to balance or climb down. Shortly after its removal, the obsidian orb breaks apart into dust and terminates the ritual site.
Salliss, you can move to another location not already deactivated. 2 ritual points gained.
With some last-minute luck, Pip manages to scratch out both runes.
Monolith Success: With the proper runes scratched out, they stop glowing. The monoliths crack as they rapidly cool down, and their energies dissipate. 2 ritual points gained
The junior agents surprised with the speed of the halfling just manage to keep up.
Barydeth topples one and then another, causing a chain reaction.
Poles Success: Once the poles have been dislodged, the runes flare hot enough to melt them to slag in catastrophic feedback of energy. 3 ritual points
The Vines give Ionic some trouble at first but are no match for his ax.
Vines Success: Inside the dome rests a slab of flint. The stone bulges in places as if something is growing inside. The slate breaks with just a few good hits. Once the flint slab is broken, the withered vines decay into a black sludge, as if undergoing months of rot in seconds. two ritual points gained.
12 total ritual points so far. Sallis may move to another location and attempt one check.

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Ritual 7: Elementals
Salliss leads his people towards the fiery devastation, having his group follow him in. Once the whole group is near, he has the group prepare to make a distraction should he need to escape.
Choosing his path carefully, Salliss uses the heat of his surroundings to cover his approach. He is thankful for the training he has in avoiding extraordinary senses. He gets to the red crystal without detection.
Stealth: 1d20 + 19 ⇒ (16) + 19 = 35
Not sure what the destruction text is, Salliss would try to carry it away and smash it.

PFS 2 GM ZD |

Sallis easily sneaks through. Critical Success
Elementals Success: With the crystal removed from the pedestal, the energy surrounding area dies down. Moments later, the elementals stop moving, and the crystal cracks. two more ritual points.
Total ritual points: 14
Eliza Petulengro rushes from team to team, gathering the surviving agents in a circle. She steps into the circle’s center and smiles with grim determination. “Excellent work, agents! Many of the ritual sites have been disabled or damaged enough so that they no longer function. The Abyssal firestorm has diminished, although it’s still quite strong near its eye. Hopefully, we have a chance to break through, but we’ll need all your bravery, strength, wits, and tenacity if we are to succeed. Our next move is to push deep into the forest, drive off the demon lord Urxehl’s minions, and then together, we will defeat this great evil!”
Eliza approaches your group and is relieved to see you all in one piece. "Thanks to the teamwork and your efforts, I believe we have significantly weakened the ritual. However, the mission is not over. Your next order is to spearhead the attack on the eye of the storm. You are some of our more skilled agents who are the best equipped for the job.
"It is most likely that you heading straight for the ritual site will draw the attention of the spirit's guardian, a Skeletal Ravener the vision foretold. Even though it is not a true Ravener, you will still have your hands full with it.
"While you are heading in through the middle, Eando and I will be attacking the flanks dealing with the demons, undead, and other threats that guard the site. Once they are dealt with, we are going to start a counter ritual to help close whatever has been opened.
"We know nothing of the Daemonic spirit itself. It has transformed since it was excised from Sapphire.
"You have one hour to prepare. Any longer, and we may be too late."
She hands each of you a moderate elixir of life and two moderate alchemist's fires. "Ironic, firebombs to help end a firestorm. But the followers of Urexhl being trolls, it is the perfect weapon to take them down.
"I wish you luck. That is the last thing I am able to give you." She beams proudly for a split second before heading to the other group.
Salliss's Arcana (E): 1d20 + 16 ⇒ (14) + 16 = 30
Hopper's Arcana (T): 1d20 + 14 ⇒ (12) + 14 = 26
Pip Hip Hooray's Arcana (T): 1d20 + 14 ⇒ (10) + 14 = 24
Herondal's Religion (T): 1d20 + 12 ⇒ (10) + 12 = 22
Raveners being such rare creatures, no one is able to recall much other than them being undead dragons. I at least had to five you the traits. Such a high DC
Any last-minute prep, if not, I will move us along tomorrow evening.

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Hopper looks at the others "Nicely done, we saved the day... again. Nowe we just need to kill the undead Ravener and then whoop the ghostly butt of that demon before he brings his troll godling. One can't love those simple pathfinder planes of actions. Easy to remember and follow, subtle like a blow in a gut" complains Hopper while whisking the mixture in his cauldron
Then he takes out a bowl and pours dark broth in it "Anyone wants some beef broth? Bob wasted most of the bay leaves and basil but I was able to get a new batch, so it is still edible."

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Before they depart Hopper sits on the ground and applies his Wyvern Poison to his magical dogslicer. In between, he keeps on eating the broth.
"The most important thing, while applying the poison is to keep your hands clear from it."
Few spoons of broth, apply a bit of poison, few spoons ...
"Safety is my main concern..."

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"I'll take some Broth."
After eating Herondal takes a few minutes to commune with nature and convert his Ray of Frost to Produce Flame.

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Trolls are specifically mentioned. Bardyth is itching to go destroy them. It takes every ounce of self-control he has to not rush off alone.

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Salliss also takes some of the broth when Hopper offers it.
He puts the elixir of life in a pouch and offers the two alchemist’s fires to Hopper.
“How long would you estimate we will be in that fire storm?”

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"I will be happy to have your soup!" Pip resets her primal spell to Disrupt Undead and makes sure the laces of her new running boots are tied properly. "Does anyone want my alchemist's fires? I'm unlikely to use them, and I think we should use them."

PFS 2 GM ZD |
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mmm...good soup
As you all approach the border, an abyssal firestorm rears its ugly head.
Herondal's Perception (E): 1d20 + 18 ⇒ (5) + 18 = 23
Bardyth's Perception (E): 1d20 + 17 ⇒ (2) + 17 = 19
No one spots the surge in activity
The firestorm surges.
randomness: 1d10 ⇒ 9
Large amounts of soot blow in on the wind. The soot moves with supernatural malice, seeking out the lungs of any creatures caught nearby. Any creature that needs to breathe must succeed at a DC 23 Fortitude save or become sickened 1 (sickened 2 on a critical failure). The sickened condition can’t end or be reduced until a creature has spent 10 minutes breathing clean air. Pretty much until you are out of the storm

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Fortitude: 1d20 + 18 ⇒ (7) + 18 = 25
Bardyth is un-phased by this.
Barbarian Juggernaut ability makes successes on Fortitude a crit success

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DC 23 fort save: 1d20 + 12 ⇒ (9) + 12 = 21
Herondal staggers a bit.
*Cough* *Cough* "Can't... can't even play a decent noseflute medley in this.

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Fortitude: 1d20 + 13 ⇒ (15) + 13 = 28
Pip raises her dancing scarf over her mouth just in time. In a muffled voice, she says, "This is unpleasant."
She feels the mystical currents and looks for a way to disable the firestorm.
Does this scenario allow for disabling with Occultism and Nature, like previous ones did?

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Fortitude: 1d20 + 13 ⇒ (4) + 13 = 17
Fortitude, hero point reroll: 1d20 + 13 + 1 ⇒ (15) + 13 + 1 = 29
Salliss narrowly avoids breathing the soot in. He quickly pulls a scarf over his mouth.

PFS 2 GM ZD |

@Pip, Only if you spot the surge ahead of time. It is not a complex hazard like before, it just has a hits you once and done. Unfortunately, though, it's gonna hit you a few more times, but it's not as bad as it could be since you all did so well with the ritual disruption.
Barydeth, Pip, and Salliss manage to avoid getting soot into their lungs.
Herondal does not cover his face in time. Sickened 1
Ionic, Hopper, and Wolfie left to roll
Just a suggestion, while heading through the storm, some of you may want to change your exploration activities. The more eyes the better.

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Fort save, Hopper, DC23: 1d20 + 16 ⇒ (14) + 16 = 30
Fort save, Wolfie, DC23: 1d20 + 15 ⇒ (11) + 15 = 26
"Can you feel that air? It is like being on holiday again, the hot breeze hitting your face. I once was on a particularly nice Vulcano, it had a similar feel to this, just it smelled more with sulfur."
Hopper is a charhide - it does not give him any bonus to hot air, but he is accustomed to warmth.
Wolfie keeps on walking, one paw in front of the other, it does not seem to be to bothered by the storm.

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Salliss realizes that it doesn’t do any good to sneak through here given the sudden storms don’t care if they see him or not.
Taking the hint and changing exploration to Search.

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Pip also realizes it's hard to investigate a storm she cannot see.
Also taking the hint and changing exploration to Search.

PFS 2 GM ZD |

Hopper and Wolfie manage to make it through the soot storm without any negative effects.
Will give Ionic a few more hours before rolling for them

PFS 2 GM ZD |

Ionic Fort: 1d20 + 14 ⇒ (16) + 14 = 30
Ionic fights off the effects of the soot.
Salliss's Perception (M): 1d20 + 15 ⇒ (1) + 15 = 16
Herondal's Perception (E): 1d20 + 18 - 1 ⇒ (12) + 18 - 1 = 29
Bardyth's Perception (E): 1d20 + 17 ⇒ (14) + 17 = 31
Pip Hip Hooray's Perception (E): 1d20 + 13 ⇒ (6) + 13 = 19
Barydeth's keen halfling eyes spots another Storm Surge coming there way.
You can attempt a Trained Arcana, Nature, Occultism, or Religion to redirect the surge. Or you can attempt to nullify it with a Dispel Magic.

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Occultism E: 1d20 + 17 ⇒ (8) + 17 = 25
Pip attempts to redirect the surge, but her initial approach is clumsy!