Salliss
|
Arcana: 1d20 + 16 ⇒ (6) + 16 = 22
Salliss also attempts to redirect the storm, with little luck. He prepares to hold his breath just before the storm hits.
The Mad Hoppper
|
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Arcana: 1d20 + 14 ⇒ (19) + 14 = 33
"What are you all doing? Should I wave my hands in the same way?"
Hopper seems to know a bit or two about the magic and impacting those cursed storms
| PFS 2 GM ZD |
Hopper manages to redirect the storm.
**************************************************************************
The storm surges a third time.
Salliss's Perception (M): 1d20 + 15 ⇒ (18) + 15 = 33
Herondal's Perception (E): 1d20 + 18 - 1 ⇒ (20) + 18 - 1 = 37
Bardyth's Perception (E): 1d20 + 17 ⇒ (19) + 17 = 36
Pip Hip Hooray's Perception (E): 1d20 + 13 ⇒ (20) + 13 = 33
Everyone searching manages to spot the next surge of abyssal energy.
Same checks as before to avoid the storm surge.
Pip Hip Hooray
|
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"Hopper, you're right. I was overthinking this." Pip points her feet and begins a light dance, sending mystical energy in all directions to disrupt the coming storm. She puts everything she has into it, hoping to disrupt the fire storm once and for all, reminding Finadar Forest of itself: verdant, mysterious and full of joy.
Occultism: 1d20 + 17 ⇒ (20) + 17 = 37
Salliss
|
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“There is no such thing as over-thinking magic!”
Arcana: 1d20 + 16 ⇒ (15) + 16 = 31
| PFS 2 GM ZD |
Nice, Pip and Salliss both get it.
The agents make it through the firestorm, but with no time to process their new surroundings.
The PCs emerge into an area of burned trees atop a raised section of rock. A cavern lies to the north of their position, with stones jutting out from a short path.
Atop the cavern, a gargantuan creature sits, it's eyes locked on the newcomers. It let's out a draconic roar, attempting to instill fear into the agents.
By the cave entrance are a pair small bipedal creatures. They have the legs and head of a goat. A sword of flame is carried in their hands, as their nose expels black smoke. Since you all faced these in Part 1 of this scenario, I am okay with you knowing that these are Brimorak demons.From your previous encounter, you know they are weak to cold iron and good.
This encounter occurs immediately once you emerge from the storm. Unfortunately, this means Herondal will be sickened for this encounter.
Salliss's Perception (M): 1d20 + 15 ⇒ (15) + 15 = 30
Herondal's Perception (E): 1d20 + 18 - 1 ⇒ (5) + 18 - 1 = 22
Hopper, Avoid Notice: 1d20 + 16 ⇒ (14) + 16 = 30
Bardyth's Perception (E): 1d20 + 17 ⇒ (20) + 17 = 37
Ionic's Perception (M): 1d20 + 16 ⇒ (4) + 16 = 20
Pip Hip Hooray's Perception (E): 1d20 + 13 ⇒ (19) + 13 = 32
ravener: 1d20 + 19 ⇒ (4) + 19 = 23
red brimorak: 1d20 + 14 ⇒ (11) + 14 = 25
blue brimorak: 1d20 + 14 ⇒ (4) + 14 = 18
Round 1-Bold May Act
Salliss
Hopper
Barydeth
Pip
Ravener
Red Brimorak
Herondal: Sickened 1
Ionic
Blue Brimorak
Weak Crumbling Ravener Husk: 180/180
Elite Red Brimorak: 100/100
Elite Blue Brimorak: 100/100
| PFS 2 GM ZD |
Pip can see the family resemblance but this is not HER dragon.
Pip Hip Hooray
|
Performance (dance): 1d20 + 15 ⇒ (1) + 15 = 16
◇Lingering Performance
◈ Inspire Defense
Inspire Defense is up for this round, and I'll have to cast it again next round.
+1 to AC and Saves, +2 resistance to physical damage for everyone.
Pip initiates another dance and then stumbles on the rough terrain. "Weren't those the demons that fireballed us last time? Let's get the heck out of fireball formation!"
Pip curses as she sees how far off the villains are. Not one of them is even close to my thirty foot spell range...
◈ Pip recalls what she can about undead demonic dragons that are definitely not her beloved Jadirahx.
◈ Pip starts running forward, and takes cover behind a shrub. She feels exposed, but knows that Bardyth, Ionic, Hopper and Saliss would all be running forward into danger, and if she wanted to support them she had to move up with them.
| PFS 2 GM ZD |
1d20 + 14 ⇒ (5) + 14 = 19
Even after seeing this Ravener, Pip still fails to recall anything.
I also forgot. When first seeing the Ravener, everyone needs to make a DC 23 Will save vs fear, emotion, and mental effect against its Frightful Presence. Critical Success-No effect, Success=Frightened 1, Failure-Frightened 2, and Critical Fail=Frightened 4
Pip Hip Hooray
|
Will+ID: 1d20 + 14 + 1 ⇒ (10) + 14 + 1 = 25
Boo. Frightened 1.
Even though Pip knows that isn't Jadirahx, she still feels a tiny clench of fear upon seeing the Ravener.
Salliss
|
Will, ID: 1d20 + 13 + 1 ⇒ (15) + 13 + 1 = 29 Frightened 1, goes down at end of his turn
Salliss is so concentrated on the Brimorak’s that the dragon aura doesn’t make that much of an impression. He sprints forward, getting into position to attack them.
Can he take cover? Would it be better than the Shield cantrip?
Last action is either take cover or cast Shield
The Mad Hoppper
|
Will save, Hopper, DC23: 1d20 + 13 ⇒ (2) + 13 = 15
Will save,Wolfie, DC23: 1d20 + 12 ⇒ (5) + 12 = 17Frightened 2
Hopper looks at the creature and devils aiding it. "That is a big one..." he looks at his hands and see them shaking a bit. Goblin reaches out for one of his bottles and drinks it whole. Spasms begin to pass through his body, his eye lids begin to twich, and hopper begin to scratch his face.
Then he screams, a scream of the pain of his body changing. Then he goes silent his eyes changed, his pupils slitted look at his allies. Then he roars, it sounds loud, but you are certain that it can't be heard more than 30 ft from you
Pull out drakeheart mutagen, drink it, command wolfie to run
| Hopper's Wolf |
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Wolfie hears the roar and he raises his head and begins to howl. A loud long-lasting sound of a Wolf calling for a hunt. Then he lowers his ears and begins to run, he saw Pip and Salliss to run earlier but he knew that they move too slowly for him.
His paws hit the ground as the mount jumps over the terrain. He passes Pip in his maximum speed, when he runs next to Sallis, Wolfie turns right and begin to circle around.
Bardyth the Giant
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Will: 1d20 + 15 ⇒ (13) + 15 = 28 Bardyth is shocked as much by an undead dragon thing as he is to the lack of giant-kin to slaughter. Huffing in annoyance, and maybe slight fear, he then rages, becomes larger himself, and then rushes forward, winding up slightly ahead and north of Pip, but well behind Salliss and Hopper. Spending two actions before moving on such a long-distance map... Oh well, I suspect I'll want that size and reach for what's coming.
Rage, Giant's Stature, Stride. End turn
glaive: 1d20 + 17 ⇒ (3) + 17 = 20
slashing, cold iron, ghost touch: 2d8 + 16 ⇒ (2, 1) + 16 = 19
| PFS 2 GM ZD |
Salliss, I will say you can take cover behind the trees
The Ravener glides down off of it's stoop and lands rignt next to Salliss, it then opens its maw and releashes a torrent of negative energy.
Salliss, Hopper and Wolfie will need to make me a DC 26 basic reflex save vs divine, evocation,and Negative
11d6 - 4 ⇒ (5, 5, 6, 1, 2, 6, 6, 6, 2, 1, 4) - 4 = 40 Negative
1d4 ⇒ 3 recharge
*****
The red brimorak points his sword towards the back of the group. Fire erupts from nothing hitting Pup, Barydeth and Ionic.
Barydeth, Ionic, and Pip will need to make a DC 23 basic reflex save vs evocation and fire.
6d6 + 4 ⇒ (2, 4, 3, 4, 3, 2) + 4 = 22 fire damage
Reminder, do not move too far away from your bards. Their songs have a range limit of 60 feet
Round 1-Bold May Act
Salliss
Hopper: Frightened 1, pending reflex vs breath
Wolfie: Frightened 1, pending reflex vs breath
Barydeth: pending reflex vs fireball
Pip: pending reflex vs fireball
Ravener
Red Brimorak
Herondal: Sickened 1, Frightened 2
Ionic: Pending will save vs frightened, pending reflex vs fireball
Blue Brimorak
Weak Crumbling Ravener Husk: 180/180
Elite Red Brimorak: 100/100, fireball used
Elite Blue Brimorak: 100/100
Salliss
|
Reflex, Cover, ID: 1d20 + 19 + 2 + 1 ⇒ (4) + 19 + 2 + 1 = 26 Looks like I needed every bonus here.
Still within 60’ of Pip, only question is if the dragon negated the cover
| PFS 2 GM ZD |
I think your good. Added the origin of the breath attack for reference. Damn 40 foot cone template doesn't exist.
Bardyth the Giant
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Tsk, 5 feet too close to Ionic. sorry my friend.
reflex, ID: 1d20 + 13 + 1 ⇒ (4) + 13 + 1 = 18
Ouch. oh well. I suspect I may need my hero points for more important rolls. So 17 points of damage it is. (ring of fire resist removes 5). 11 of that goes to my temp hp from raging, thus I am down to 128/134
Herondal Lapetty
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Herondal summons a Unicorn. ◆◆◆
"Save us my pointy headed friend!"
The unicorn charges the red Red Brimorak. ◆◆
Powerful Charge: 1d20 + 12 ⇒ (18) + 12 = 30
piercing ghost touch damage: 1d10 + 2d6 + 4 ⇒ (2) + (2, 6) + 4 = 14
extra ghost touch + Good damage: 1d6 ⇒ 3
| PFS 2 GM ZD |
Herondal fabulous friend impales the demon with its horn.
As the unicorn's horn pierces the demon, it is met with boiling blood. Unicorn needs to make a DC 22 Basic Reflex save vs the boiling blood. 2d4 ⇒ (4, 4) = 8 fire damage
Round 1-Bold May Act
Salliss
Hopper: Frightened 1, pending reflex vs breath
Wolfie: Frightened 1, pending reflex vs breath
Barydeth: 10 damage
Pip: pending reflex vs fireball
Ravener
Red Brimorak
Herondal: Sickened 1, Frightened 1
Ionic: Pending will save vs frightened, pending reflex vs fireball
Blue Brimorak
Weak Crumbling Ravener Husk: 180/180
Elite Red Brimorak: 82/100, fireball used
Elite Blue Brimorak: 100/100
Pip Hip Hooray
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Reflex+ID: 1d20 + 15 + 1 ⇒ (10) + 15 + 1 = 26
Pip manages to evade most of the fireball damage, with her ring absorbing at least five of the points of fire. "You were such a good purchase!" Pip kisses the ruby ring on her finger!
Ionic Saltbeard
|
Ah, Sorry for the lack of posts, got busy with other things on the boards and then lacked the energy to try getting back into things for a few days.
Ionic glares at the dragon like thing for a moment. Will Save (E) : 1d20 + 14 + 1 ⇒ (14) + 14 + 1 = 29
He gives a small shiver in fear, but otherwise seems to be unaffected.
He then tries to dodge out of the way of the incoming fire ball after a second. Reflex save (M): 1d20 + 15 + 1 ⇒ (13) + 15 + 1 = 29 I can't remember the ability name, but like Salliss, Rangers get an ability that upgrades successful reflex saves vs. damaging effects to crits successes.
He avoids the ball of fire and then gives a growl in response. "These things are going down and going down quickly!"
He then dashes forwards, his new boots and training helping him to close the distance and get into a good position to possibly help Salliss next turn with some flanking.
| PFS 2 GM ZD |
Pip dances among the flame and is barely singed.
Ionic completley dodges it and then moves in.
The unicorn finds that the demon as caustic blood the hard way.
************************************************************************
Blue drops it's own fireball in the middle of the combat area, hitting the unicorn, Salliss, Hopper and Wolfie. Those four mentioned need to make a DC DC 23 basic reflex save vs evocation and fire.
6d6 + 4 ⇒ (5, 6, 2, 5, 5, 5) + 4 = 32 fire damage.
arcana: 1d20 + 16 ⇒ (11) + 16 = 27
Salliss sees the fireball incoming, but can not recognize it in time. Not a critical success.
It then advances on Hopper, Wolfie and the Unicorn.
Round 2-Bold May Act
Salliss: pending reflex vs blue brimorak fire ball.
Hopper: Frightened 1, pending reflex vs breath and pending reflex vs blue brimorak fire ball.
Wolfie: Frightened 1, pending reflex vs breath and pending reflex vs blue brimorak fire ball.
Barydeth: 10 damage
Pip: 6 damage
Ravener
Red Brimorak
Herondal: Sickened 1, Frightened 1
Ionic:
Blue Brimorak
Weak Crumbling Ravener Husk: 180/180
Elite Red Brimorak: 82/100, fireball used
Elite Blue Brimorak: 100/100
The Mad Hoppper
|
Reflex, Hopper, drakeheart mutagen, mounted, id, DC26 - breath attack: 1d20 + 16 - 1 - 2 + 1 ⇒ (9) + 16 - 1 - 2 + 1 = 23 Fail so - 40 negative
Reflex, Wolfie, id, DC26 - breath attack: 1d20 + 15 + 1 ⇒ (18) + 15 + 1 = 34 Save so 20 negative
Reflex, Hopper, drakeheart mutagen, mounted id, DC23 - fireball: 1d20 + 16 - 1 - 2 + 1 ⇒ (5) + 16 - 1 - 2 + 1 = 19 Fail so 32-4(natural resistance) = 28
Reflex, Wolfie, id, DC23 - fireball: 1d20 + 16 - 1 + 1 ⇒ (8) + 16 - 1 + 1 = 24 Save so 16 fire
Hopper coughs, a lot. "Wolfie I am afraid that they saw us coming. We can't stay here." He looks to the side on the unicorn "Nice Charge pal, but we need to regroup"
He reaches to his pouch and pulls out a Ghost charge bomb
Ghost Charge@Red: 1d20 + 17 ⇒ (5) + 17 = 22
Damage, good: 2d8 ⇒ (2, 2) = 4 +2 good splash to both brimoraks and Unicorn (who should be cool with good dmg), enfeebled 1 to red for 1 till start of my next round.
Then he urges Wolfie to move forwards. Wolfie runs around the enemies and as they pass the healthy one, Hopper cuts the creature using Unicorn as a distraction.
Dogslicer@Blue flat-footed, agile, cavalier charge: 1d20 + 17 - 4 + 1 ⇒ (11) + 17 - 4 + 1 = 25
Damage, slicing, backstabber: 2d6 + 1 + 1 ⇒ (2, 6) + 1 + 1 = 10 +1d6 bleeding damage if hit and Wyvern Poison Fortitude Save DC26 or 5d6 poison dmg.
Throw bomb + cavalier charge.
| PFS 2 GM ZD |
@Hopper, Ghost Charges do positive damage, not good. Would you like to switch up which bomb you are using.
| Hopper's Wolf |
Wolfie jumps on its paws, the animal is smart and perceptive enough to see the breath of the dragon and then to spot the casted spell. Wolfie is bruised and smoked but Hopper has to know better to take them into this place.
He see the bomb being thrown and the signal to charge, Wolfie growls and jumps towards the small demon just to take a tight turn just in front of him and round around the two creatures. He feels more than sees Hopper slice and knows what to do next, run further away from the others...
Bardyth the Giant
|
I am uncertain how the 10 damage for Bardyth was calculated. Listed damage was 22. I failed the reflex save, so still 22 damage. Five of it removed from ring of fire resistance, brings it to 17 damage taken. My temporary hp from Rage is 11 (only 7 when I use Renewed Vigor, as it provides a lesser amount of temp hp than normal rage.) So my full HP should have taken 6.
Bardyth will user Sudden Charge to rapidly charge across the battlefield, ending in a flank with Saliss, and triggering any AoO type reaction the Ravener may have. Then takes that swing as part of the activity at the end of the movement.
Glaive, vs flanked: 1d20 + 17 ⇒ (3) + 17 = 20
Slashing, Ghost-Touch, Cold Iron: 2d8 + 16 ⇒ (1, 3) + 16 = 20
deadly d8: 1d8 ⇒ 2
Hero Point that nonsense
Heroic Glaive, vs flat-footed: 1d20 + 17 ⇒ (17) + 17 = 34
After making a last minute correction to slam into the Ravener, I'm hoping a 34 on a flank hits... but who knows <.< he then swings a second time.
Glaive, vs flanked, map: 1d20 + 17 - 5 ⇒ (1) + 17 - 5 = 13
Slashing, Ghost-Touch, Cold Iron, forceful: 2d8 + 16 + 2 ⇒ (1, 8) + 16 + 2 = 27
deadly d8: 1d8 ⇒ 2
oof... end turn
Glaive: 1d20 + 17 ⇒ (2) + 17 = 19
Slashing, Ghost-Touch, Cold Iron: 2d8 + 16 ⇒ (5, 7) + 16 = 28
deadly d8: 1d8 ⇒ 1
Man, dice rollers be hating on me today
Herondal Lapetty
|
another unicorn reflex save DC 23 including inspired defense: 1d20 + 8 + 1 ⇒ (4) + 8 + 1 = 13
And more proof that summons suck in 2E.
The Unicorn burns to death in gruesome agony.
The Mad Hoppper
|
@Hopper, Ghost Charges do positive damage, not good. Would you like to switch up which bomb you are using.
Ugh, my bad! I would swap for bottled lightning
Damage: 2d6 ⇒ (5, 4) = 9 +2 electric splash and flat footed if hit
GM Kitsune Kune
|
[dice=another unicorn reflex save DC 23 including inspired defense]d20 +8 +1
And more proof that summons suck in 2E.
The Unicorn burns to death in gruesome agony.
I've never made much use of them myself in 2e. But I've seen them come in pretty good use at lower levels... You're the first person i seen use them at lever above 4 though. And, yeah, I can see the pain.
Salliss
|
Reflex vs Blue’s fireball, ID, Cover: 1d20 + 19 + 1 + 2 ⇒ (4) + 19 + 1 + 2 = 26 Success becomes crit success
Salliss is very thankful he took cover when he did as it provided that little extra bit of protection he needed against the dragon breath and fireball.
He is sorry to see that the unicorn is already destroyed, he would really like to go after the demons instead of this dragon.
“Ionic, Bardyth can you hold the line against this dragon if I go after the demons?”
Would like to delay just long enough to see if the Bottled Lightning hit.
Bardyth the Giant
|
"Aye. I can tangle with this dragon as long as it takes, and then some." Bardyth says with the certainty that comes with the fact that backing down from such a challenge is anathema to him ;)
Also, @ Gm, that message earlier should have said ending in a flank with Ionic, not Saliss. sorry. Position on map is correct.
Ionic Saltbeard
|
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"Wouldn't be 'ere if'n I weren't! Now Bardyth, who ya dink gonna take dis ding down first? Wanna bet? Loser buys dinner."
Pip Hip Hooray
|
"Oh! That poor unicorn!" But Pip cannot mourn him for long. She needs to move forward to keep her allies within 60 feet.
Performance (dance): 1d20 + 15 ⇒ (20) + 15 = 35
◇Lingering Performance
◈ Inspire Defense
Lingering, 4 rounds!
She dances, putting everything she has into it.
◈ Then she moves forward, to keep her allies in range.
This map makes that very hard!
◈ Finally, she activates her dancing scarf, giving herself concealment as the scarf swirls around her.
| PFS 2 GM ZD |
@Barydeth, I must of Mathed wrong. My apologies.
Herondal's unicorn goes up in flames.
Hopper and Wolfie are torn apart by the flames and negative energy.
Salliss remains untouchable by the AOE effects.
**********
Hopper chucks a bomb that just splashes the two demons. He then spurs Wolfie into action, just landing a hit against the Brimoral. Bottled Lightning Misses and Dogslicer hit
Barydeth moves to take on the Ravener. His first swing hits, the second misses. Critical Hit vs the Ravener.
Pip critically inspires her allies and moves closer to the battle as fast as her little legs can carry her.
Round 2-Bold May Act
Salliss:
Hopper: 68 damage
Wolfie: 36 damage
Barydeth: 6 damage
Pip: 6 damage
Ravener
Red Brimorak
Herondal: Sickened 1, Frightened 1
Ionic:
Blue Brimorak
Weak Crumbling Ravener Husk: 138/180
Elite Red Brimorak: 80/100, fireball used
Elite Blue Brimorak: 98/100, fireball used
The Mad Hoppper
|
Hey GM, do you remember about my Bleeding rune and poison I can't say if you did from your post, and I don't want to peek behind your screen. Hoppers dogslicer is also cold-iron made but I forgot to include it in my post, I need to prep the rolls to include it all
Bardyth the Giant
|
No need to apologize. As someone who GMs 90% of the time, I fully get it. There's tons to keep track of, I just wanted to make sure I hadn't missed something. :)
Salliss
|
Salliss breaks away from the undead abomination in the shape of a dragon to go fight the Brimoraks.
He says an arcane word to give himself some protection, then draws and lunges at the Red Brimorak.
+1 Striking Cold Iron Rapier: 1d20 + 17 ⇒ (8) + 17 = 25 Disarm, Finesse
Piercing: 2d6 + 6 ⇒ (1, 4) + 6 = 11
On crit Deadly: 1d8 ⇒ 8
Stride, Cast a Spell, Quick Draw
Reflex vs Burning Blood if he hit, ID: 1d20 + 19 + 1 ⇒ (15) + 19 + 1 = 35
Pip Hip Hooray
|
| 1 person marked this as a favorite. |
"Do you have another Unicorn?" Pip calls to Herondel. "I don't remember those demons casting multiple fireballs, and breath weapons take time to recharge. A round later, and your unicorn would have had a chance."
| PFS 2 GM ZD |
Totally forgot the poison and bleed. Will resolve that now.
bleed: 1d6 ⇒ 51d20 ⇒ 3
poison: 1d20 ⇒ 12 [ooc|Save[/ooc]
Salliss moves in and strikes red. Hit
************************************************************************
Red eyes up Salliss before leaving in a puff of smoke, only to reappear next to Hopper.
It then strikes at the goblin with his flaming sword.
attack: 1d20 + 17 ⇒ (11) + 17 = 28
2d8 + 6 ⇒ (6, 6) + 6 = 18 Slashing
1d6 ⇒ 2 Evil
1d6 ⇒ 2 fire
Hopper takes the 18 slashing and the 2 evil for a total of 20. His resistance takes care of the fire.
************************************************************************
The Ravener focuses on Barydeth.
jaw: 1d20 + 19 ⇒ (14) + 19 = 33 Hit
2d8 + 8 ⇒ (3, 8) + 8 = 19 piercing
2d4 ⇒ (3, 3) = 6 negative
Hit. 19-2=17 piercing and 6 negative. For a total of 23 damage
claw: 1d20 + 15 ⇒ (4) + 15 = 19 Miss
2d4 + 8 ⇒ (3, 3) + 8 = 14 slashing
2d4 ⇒ (2, 3) = 5 negative
claw: 1d20 + 11 ⇒ (12) + 11 = 23 Miss
2d4 + 8 ⇒ (3, 1) + 8 = 12 slashing
2d4 ⇒ (2, 1) = 3 negative
Round 2-Bold May Act
Salliss:
Hopper: 88 damage
Wolfie: 36 damage
Barydeth: 29 damage
Pip: 6 damage
Ravener
Red Brimorak
Herondal: Sickened 1, Frightened 1
Ionic:
Blue Brimorak
Weak Crumbling Ravener Husk: 138/180 Breath cool down 3
Elite Red Brimorak: 69/100, fireball used
Elite Blue Brimorak: 98/100, fireball used, d6 bleeding
Salliss
|
Looking at the Blue Brimorak, Salliss says in Abyssal “Fleeing won’t save either of you cowards.”
I really need to find a way to get my weapon blessed against demons!
Herondal Lapetty
|
"Yes."
Herondal summons another Unicorn. ◆◆◆ Then points at the blue Brimorok.
"Charge that one then start healing the wounded.
The unicorn charges the Blue one. ◆◆
Powerful Charge: 1d20 + 12 ⇒ (10) + 12 = 22
damage if that somehow hit good/magic/ghost touch: 1d10 + 2d6 + 4 ⇒ (7) + (5, 5) + 4 = 21
extra good damage: 1d6 ⇒ 3
Ionic Saltbeard
|
Ionic drops his axe and draws out his cold iron trident instead. He studies the movement of the dragon as he does so and once the weapon is properly in his grip, he stabs out with it before then pulling back and stabbing again the following up with the clan dagger in his other hand.
“Take dis dragon… ding down ‘fore Bardyth’n’get ‘im ta pay for some good fish!”
+1 striking Cold Iron Trident, Doubling rings: 1d20 + 16 ⇒ (4) + 16 = 20
Damage, Cold Iron Piercing: 2d8 + 6 ⇒ (1, 1) + 6 = 8
+1 striking Cold Iron Trident, Doubling rings, Hunted prey, 2nd strike: 1d20 + 16 - 3 ⇒ (8) + 16 - 3 = 21
Damage, Cold Iron Piercing: 2d8 + 6 ⇒ (3, 3) + 6 = 12
+1 striking Clan dagger, Hunted Prey, 3rd+ strike: 1d20 + 16 - 4 ⇒ (17) + 16 - 4 = 29
Damage, Bludgeoning: 2d4 + 6 ⇒ (2, 4) + 6 = 12
| PFS 2 GM ZD |
The unicorn's charge misses the demon.
Ionic attacks the Ravener. Even with the flank, he finds it difficult to land a blow. The third strike does hit. As the blunt end of the dagger slams into the Ravener, Ionic is met with a shower of bone shards.
Ionic needs to attempt a DC 23 basic reflex save. Damage below
5d6 - 2 ⇒ (2, 6, 4, 5, 4) - 2 = 19 piercing damage.
***********************************************************************
The demon sneers at Salliss after deftly dodging the horn. It takes a deep breath in and expels a cloud of black smoke, engulfing itself, Salliss, and the unicorn.
duration: 1d4 ⇒ 4 rounds.
It then swings its sword at Salliss.
1d20 + 17 ⇒ (12) + 17 = 29
slashing damage: 2d8 + 6 ⇒ (8, 6) + 6 = 20
evil damage: 1d6 ⇒ 1
fire damage: 1d6 ⇒ 1
Salliss takes 18 slashing damage and 1 point of fire damage. His resistance to evil negates that 1 point.
And like an idiot I rolled for blue bleed after he took it and not at the end of his turn. So, he already took the bleed for this round.
Black outline is the smoke. All creatures within the smoke become concealed, and all creatures outside the smoke become concealed to creatures within it. A creature that enters or begins its turn within the smoke it must succeed at a DC 23 Fortitude save or become sickened 1 (sickened 2 on a critical failure).
Round 3-Bold May Act
Salliss: 19 damage
Hopper: 88 damage
Wolfie: 36 damage
Barydeth: 29 damage
Pip: 6 damage
Ravener
Red Brimorak
Herondal: Sickened 1
Ionic: Pending reflex save vs bone shards
Blue Brimorak
Weak Crumbling Ravener Husk: 126/180 Breath cool down 3
Elite Red Brimorak: 69/100, fireball used
Elite Blue Brimorak: 98/100, fireball used, d6 bleeding
Ionic Saltbeard
|
Reflex save: 1d20 + 15 ⇒ (13) + 15 = 28
Evasion means crit success
Ionic dodges the bone shards with alacrity and doesn't get caught by them at all. "Saw Dat comin' mile away."
Bardyth the Giant
|
Bardyth growls in annoyance, and takes a swing at the ravener. "The Boneyard awaits you!"
glaive, vs flanked: 1d20 + 17 ⇒ (13) + 17 = 30
slashing, Ghost touch, cold iron: 2d8 + 16 ⇒ (6, 5) + 16 = 27
deadly d8: 1d8 ⇒ 8
He then swings again.
glaive, map vs flanked: 1d20 + 17 - 5 ⇒ (8) + 17 - 5 = 20
slashing, Ghost touch, cold iron forceful: 2d8 + 16 + 2 ⇒ (5, 3) + 16 + 2 = 26
deadly d8: 1d8 ⇒ 4
Huffing about that miss, he then renews some vigor, gaining 7 temp hp.
glaive,: 1d20 + 17 ⇒ (2) + 17 = 19
slashing, Ghost touch, cold iron: 2d8 + 16 ⇒ (7, 6) + 16 = 29
deadly d8: 1d8 ⇒ 2
end turn
Pip Hip Hooray
|
"Hopper, I can't heal you if you're so far away! Get over here!"
Then she turns to the dragon and says in Draconic, "Hey Ravener, your descendant Jadirahx would like to pick a bone with you about siding with abyssal scum!"
Diplomacy M: 1d20 + 19 ⇒ (17) + 19 = 36
◈ Bon Mot
That's likely only a success, so -2 to its Will Saves and Perception.
She then casts Hideous Laughter on the Dragon.