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That dreaded Fort save, ID: 1d20 + 13 + 1 ⇒ (12) + 13 + 1 = 26 Made it!
Able to withstand the stench, Salliss quips “Ew! You stink!” as he attacks the Blue Brimorak.
Concealment: 1d20 ⇒ 6
+1 Striking Cold Iron Rapier: 1d20 + 17 ⇒ (2) + 17 = 19 Disarm, Finesse
Piercing: 2d6 + 6 ⇒ (6, 4) + 6 = 16
On crit Deadly: 1d8 ⇒ 2
Sneak Attack: 2d6 ⇒ (6, 3) = 9
Concealment: 1d20 ⇒ 15
+1 Striking Cold Iron Rapier, MAP: 1d20 + 17 - 5 ⇒ (16) + 17 - 5 = 28 Disarm, Finesse
Piercing: 2d6 + 6 ⇒ (1, 2) + 6 = 9
On crit Deadly: 1d8 ⇒ 3
Sneak Attack: 2d6 ⇒ (5, 4) = 9
He has gang up, so Blue should be flat footed to the attacks.
He then once again says an arcane word to provide some additional protection.
Strike x2, Cast Shield
Reflex if needed vs Boiling Blood, ID: 1d20 + 19 + 1 ⇒ (20) + 19 + 1 = 40

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Elixir of life: 3d6 + 6 ⇒ (1, 5, 2) + 6 = 14
Hopper pulls out a healing potion and drinks it. Then he looks at Pip and signs
"On my way"
Wolfie bites the brimorak and turns around running.
Jaws@red: 1d20 + 14 ⇒ (17) + 14 = 31
Damage, piercing: 2d8 + 3 ⇒ (7, 6) + 3 = 16
Pull out a potion, drink it, command wolfie (attack, move). Sorry for the brief post I am ill.

PFS 2 GM ZD |
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Let's reveal
Barydeth first swings connect. The second finds only air.
Pip makes a comment about their family. It rattles it, but only slightly.
will: 1d20 - 2 ⇒ (4) - 2 = 2 Failed. Slowed 1 and can't use reactions
Salliss is unaffected by the smoke, for now. He misses his first stab, but not the second.
Hopper retreats. Wolfie nips it before leaving.
Wolfie needs to make a DC 21 basic reflex save or take 2d4 ⇒ (1, 1) = 2 fire
************************************************************************
The Ravener keeps its focus on the heavy-hitting Barydeth.
Jaws: 1d20 + 19 ⇒ (13) + 19 = 32
magical piercing damage: 2d8 + 8 ⇒ (2, 2) + 8 = 12
negative damage: 2d4 ⇒ (4, 1) = 5
Hit. 12-2= 10 piercing damage. 5 negative for a total of 15. Subtract the 7 from your temp hp. So 8 real damage.
claw: 1d20 + 15 ⇒ (1) + 15 = 16
slashing damage: 2d4 + 8 ⇒ (4, 1) + 8 = 13
negative damage: 2d4 ⇒ (4, 1) = 5
************************************************************************
Red strides twice to catch up to its Prey and swings at Hopper.
flaming sword: 1d20 + 17 ⇒ (3) + 17 = 20 Miss
************************************************************************
Round 3-Bold May Act
Salliss: 19 damage
Hopper: 72 damage
Wolfie: 36 damage
Barydeth: 37 damage
Pip: 6 damage
Ravener
Red Brimorak
Herondal: Sickened 1
Ionic:
Blue Brimorak
Weak Crumbling Ravener Husk: 99/180 Breath cool down 2
Elite Red Brimorak: 69/100, fireball used
Elite Blue Brimorak: 80/100, fireball used, d6 bleeding

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Unicorn save vs Black Smoke Fort DC 23: 1d20 + 10 ⇒ (19) + 10 = 29
Going to test the theory that not everything can take an aoo.
The Unicorn tries to heal Salliss.
Concealment Check DC 5: 1d20 ⇒ 19
level 3 heal: 3d8 + 24 ⇒ (2, 8, 4) + 24 = 38 ◆◆
Still getting over his fear Herondal just moves closer to the action. ◆◆◆
Triple move.

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Ionic, slightly annoyed by his last round of attacks, triples down on hitting the dragon thing. "Just go down 'lready!"
“Axe ain’t working! Put ‘oles in it!” Trident, Doubling ring: 1d20 + 16 ⇒ (10) + 16 = 26
Damage, piercing: 2d8 + 6 ⇒ (4, 8) + 6 = 18
+1 striking Clan dagger, 2nd strike, hunted prey, ghost touch: 1d20 + 16 - 2 ⇒ (5) + 16 - 2 = 19
Damage, Bludgeoning: 2d4 + 6 ⇒ (2, 4) + 6 = 12
+1 Clan dagger, 3rd+ strike, hunted prey, ghost touch: 1d20 + 16 - 4 ⇒ (19) + 16 - 4 = 31
Damage, Bludgeoning: 2d4 + 6 ⇒ (4, 2) + 6 = 12
+1 Clan dagger, 3rd+ strike, hunted prey, ghost touch: 1d20 + 16 - 4 ⇒ (9) + 16 - 4 = 21
Damage, Bludgeoning: 2d4 + 6 ⇒ (3, 1) + 6 = 10

PFS 2 GM ZD |

@Herondal, I think you can only stride twice, it would take an action to sustain, unless you got something special going on.
Herondal moves close to the action while the unicorn heals Salliss.
Ionic unleashes a flurry of attacks. The first and third strikes land. The second and fourth miss
Ionic shatters more bones as the blunt clan dagger lands.
Ionic needs to make a basic DC 23 reflex save. Damage below
5d6 ⇒ (2, 5, 6, 4, 4) = 21 piercing damage.
************************************************************************
The smoke continues to linger. 3 rounds remaining.
The Brimorak moves around and then breaths out a torrent of boiling blood over Salliss and the unicorn.
Salliss and the unicorn needs to make a DC 23 basic reflex save vs divine, evocation, and fire. Damage below.
6d6 + 4 ⇒ (5, 4, 5, 1, 2, 4) + 4 = 25 fire damage
recharge: 1d4 ⇒ 4
bleed: 1d6 ⇒ 51d20 ⇒ 7
Black Outline: A creature that enters or begins its turn within the smoke must succeed at a DC 23 Fortitude save or become sickened 1 (sickened 2 on a critical failure).
Red Outline: The ground within this area becomes slippery, with the effects of a grease spell DC 23
Round 4-Bold May Act
Salliss: 19 damage
Hopper: 72 damage
Wolfie: 36 damage
Barydeth: 37 damage
Pip: 6 damage
Ravener
Red Brimorak
Herondal: Sickened 1
Ionic:
Blue Brimorak
Weak Crumbling Ravener Husk: 69/180 Breath cool down 2
Elite Red Brimorak: 69/100, fireball used
Elite Blue Brimorak: 75/100, fireball used, d6 bleeding, breath cool down 5 rounds.

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Pip looks up at the sky and addresses the GM. "Ahem! Was that spray of bone matter a reaction, perchance? That dragon is slowed and cannot do reactions because it failed its save versus Hideous Laughter."
★ ---- ★ ---- ★ ---- ★
Pip delays until after Hopper has acted, hoping to heal him if he comes close enough in range. "Hopper, keep coming towards me!"
And you better believe I will be using one of my actions to sustain my hideous laughter.

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Right. Unicord lived a turn so had to maintain it. And in 2.0 my speed is only 25. I moved back some.
Unicorn fort save DC 23: 1d20 + 10 ⇒ (18) + 10 = 28
Unicorn ref save DC 23 vs breath: 1d20 + 8 ⇒ (14) + 8 = 22 HP 20/45
Unicorn Ref save vs Grease DC 23 ref: 1d20 + 8 ⇒ (16) + 8 = 24

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Fortitude save vs cloud: 1d20 + 13 + 1 ⇒ (16) + 13 + 1 = 30
Reflex vs torrent of blood, ID: 1d20 + 19 + 1 ⇒ (2) + 19 + 1 = 22 takes full fire damage
Reflex vs Grease to not fall prone, ID: 1d20 + 19 + 1 ⇒ (11) + 19 + 1 = 31
In order to remain on his feet, Salliss ends up taking the damage from the torrent of boiling blood. He then moves to flank Red Brimorak with Hopper and Wolfie. Once there, he strikes twice.
+1 Striking Cold Iron Rapier: 1d20 + 17 ⇒ (12) + 17 = 29 Disarm, Finesse
Piercing: 2d6 + 6 ⇒ (2, 3) + 6 = 11
On crit Deadly: 1d8 ⇒ 2
Sneak Attack: 2d6 ⇒ (2, 5) = 7
+1 Striking Cold Iron Rapier, MAP: 1d20 + 17 - 5 ⇒ (20) + 17 - 5 = 32 Disarm, Finesse
Piercing: 2d6 + 6 ⇒ (2, 3) + 6 = 11
On crit Deadly: 1d8 ⇒ 5
Sneak Attack: 2d6 ⇒ (4, 1) = 5
No shield this time
Ton of saving throws, stride, strike, strike which should be a crit
Reflex save in case of boiling blood on the hit, ID: 1d20 + 19 + 1 ⇒ (9) + 19 + 1 = 29

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With Hopper sick, I'll just prepost what I will do once he acts.
Pip calls out to the Ravener in draconic. "Why do so many Ravener comedians wing it? They need to show the audience their humerus!" Pip tells the joke, waiting for Hopper to come to her.
★ ---- ★ ---- ★ ---- ★
Pip heals her friend, and keeps the dragon laughing.
◈ Sustain Hideous Laughter
◈◈ Soothe (Level 4): 4d10 + 16 ⇒ (6, 9, 9, 9) + 16 = 49
Pip sighs, and does damage to the Ravener instead.
◈ Sustain Hideous Laughter
◈◈ Telekinetic Projectile: 1d20 + 16 ⇒ (12) + 16 = 28
Bludgeoning, Piercing or Slashing: 4d6 + 4 ⇒ (6, 3, 5, 4) + 4 = 22
Bludgeoning - skeleton, yo.

PFS 2 GM ZD |
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Correct you are. Ionic, ignore the reflex save from the bone shards
Wow, Salliss can fail reflex saves ;}
Salliss moves away to assist Hopper. He stabs it twice. Hit and Critical
Pip continues to tickle the draconic skeleton's funny bones as she waits for Hopper.
Round 4-Bold May Act
Salliss: 44 damage
Hopper: 72 damage
Wolfie: 36 damage
Barydeth: 37 damage
Pip: 6 damage
Ravener: bloodied
Red Brimorak: Bloodied
Herondal: Sickened 1
Ionic:
Blue Brimorak: Injured
Weak Crumbling Ravener Husk: 69/180 Breath cool down 2
Elite Red Brimorak: 14/100, fireball used
Elite Blue Brimorak: 75/100, fireball used, d6 bleeding, breath cool down 5 rounds.

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now that I can post... lol
Bardyth roars in greater annoyance at getting hit, and swings at the ravener yet again.
glaive, vs flanked: 1d20 + 17 ⇒ (20) + 17 = 37
slashing, Ghost touch, cold iron: 2d8 + 16 ⇒ (1, 5) + 16 = 22
deadly d8: 1d8 ⇒ 2
I do believe that is a crit. Whoo! Dice roller likes me again! I elect to not move it anywhere as part of the crit spec effect
He then swings a second time.
glaive, map vs flanked: 1d20 + 17 - 5 ⇒ (15) + 17 - 5 = 27
slashing, Ghost touch, cold iron forceful: 2d8 + 16 + 2 ⇒ (5, 1) + 16 + 2 = 24
deadly d8: 1d8 ⇒ 3
And a then he will Renew some Vigor for 7 temp hp again.
I will update my sheet with damage taken and temp hp in morning. I am posting before bed to try and help things keep moving. End turn

PFS 2 GM ZD |

Bardyeth swings his glaive around and connects with the Ravener. The impact can be felt by those around as the bones crumble. The second hit finishes the Ravener.
Ravener is dealt. Hopper is up

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Breath in, breath out... Hopper tries to stay in the sadle despite the bleeding wounds. He lowers his body for greater speed. Breath in, breath out
"Noro lim, Asfaloth, noro lim!"
But Wolfie stops and turns around, Hopper more by reflex parries the hit from the devil and spots Salliss to come to his aid...
He quickly attacks with his sword
Dogslicer@Red flanked: 1d20 + 17 ⇒ (6) + 17 = 23
Damage, cold iron, slashing, backstabber: 2d6 + 1 + 1 ⇒ (1, 6) + 1 + 1 = 9 +1d6 bleeding when hit
But he was too tired for this hit to do any damage. Then he again commands Wolfie to resume his escape
Dogslicer@Red flanked, map(agile), cavalier charge: 1d20 + 17 - 4 + 1 ⇒ (20) + 17 - 4 + 1 = 34
Damage, cold iron, slashing, backstabber: 2d6 + 1 + 1 ⇒ (5, 6) + 1 + 1 = 13 +1d12 bleeding when hit sice this is a crit
Attack, Cavalier charge (attack@red if still up if not then blue)

Hopper's Wolf |

Wolfie kept running, he decided to escape with the wind so that chasing fiend would be easily smelled by him. Animal knew that the creature would catch them
"Noro lim, Asfaloth, noro lim!" the animal heard and wondered why Hopper was speaking to him in elvish, and why would he call him Asfaloth, that makes no sense.
The giant wolf in one jump stopped in place and turned around throwing the fiend off, and letting Hopper to parry the hit. Then he resumed his run.
Sorry folks I am still ill, and actually feeling worse and not better. I will not post during the weekend so please bot me if needed.

PFS 2 GM ZD |

Hopper finishes off the red brimorak before moving within healing range of Pip.
Pip restores a good chunk of it.
Round 4-Bold May Act
Salliss: 44 damage
Hopper: 23 damage
Wolfie: 36 damage
Barydeth: 37 damage
Pip: 6 damage
Herondal: Sickened 1
Ionic:
Blue Brimorak: Injured
Elite Blue Brimorak: 75/100, fireball used, d6 bleeding, breath cool down 5 rounds.

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"Wrah! Dinner be served by Ionic!"
Bardyth then looks and finally sees that Hopper is in a poor state.
"Hopper, get safe. We take care of!"
@GM, if you are fine with it, since the Ravener is down, Bardyth would move instead of Renewed Vigor, to be within AoO reach of blue.

PFS 2 GM ZD |

@Barydeth, that is fine. He would still be concealed by you, so if you make an AOO post, please include concealment.

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Of course.
Concealment: 1d20 ⇒ 8
Glaive, 15ft reach: 1d20 + 17 ⇒ (13) + 17 = 30
slashing, cold iron: 2d8 + 16 ⇒ (5, 5) + 16 = 26
deadly d8: 1d8 ⇒ 7
if that crit, I would move him one square south, so unless he is moving, the unicorn could attack it on herondal's turn without worrying about cover.

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Herondal keeps the Unicorn around. ◆
Then moves up a bit. ◆◆ Double Stride.
"Everything dead?"
The unicorn can see a bit out of the cloud and Hopper is hurt so...
Heal level 3 on Hopper: 3d8 + 24 ⇒ (3, 7, 4) + 24 = 38 ◆◆

Bot Buddy 2000 |

“Axe ain’t working! Put ‘oles in it!” Trident, Doubling ring: 1d20 + 16 ⇒ (18) + 16 = 34
Damage, piercing: 2d8 + 6 ⇒ (7, 7) + 6 = 20
+1 striking Clan dagger, 2nd strike, ghost touch: 1d20 + 16 - 2 ⇒ (3) + 16 - 2 = 17
Damage, Piercing: 2d4 + 6 ⇒ (4, 3) + 6 = 13
Ionic strides, and then attacks the Brimorak twice.
Edit
Concealment Strike 1: 1d20 ⇒ 2
Concealment Strike 2: 1d20 ⇒ 15
Unforunately, he likely misses in the smoke...

PFS 2 GM ZD |

Herondal sustains and moves up.
The unicorn spends it's actions healing.
Ionic moves up and swings twice, missing both.
2 rounds of smoke left.
The demon focuses on the dwarf within range.
flame sword: 1d20 + 17 ⇒ (2) + 17 = 19
2d8 + 6 ⇒ (6, 4) + 6 = 16 slashing
1d6 ⇒ 5 evil
1d6 ⇒ 2 fire
hoof: 1d20 + 13 ⇒ (15) + 13 = 28
2d4 + 6 ⇒ (3, 2) + 6 = 11 bludgeoning
1d6 ⇒ 5 evil
1d6 ⇒ 1 fire
9 bludgeoning. 5 evil. no fire
hoof: 1d20 + 9 ⇒ (9) + 9 = 18
2d4 + 6 ⇒ (2, 1) + 6 = 9 bludgeoning
1d6 ⇒ 1 evil
1d6 ⇒ 2 fire
bleed: 1d6 ⇒ 11d20 ⇒ 17 no longer bleeding
Round 5-Bold May Act
Salliss: 44 damage
Hopper:
Wolfie: 36 damage
Barydeth: 37 damage
Pip: 6 damage
Herondal: Sickened 1
Ionic: 14 damage
Blue Brimorak: Injured
Elite Blue Brimorak: 74/100, fireball used, breath cool down 4 rounds.

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Pip cannot remember how long it has been since she inspired defense. She moves forward.
Performance (dance): 1d20 + 15 ⇒ (5) + 15 = 20
◇Lingering Performance
◈ Inspire Defense
And she fires an arrow at the Brimorak.
◈ Striking Short bow: 1d20 + 11 + 1 ⇒ (15) + 11 + 1 = 27
Piercing damage: 2d6 ⇒ (5, 3) = 8
Deadly?: 1d10 ⇒ 9
She throws a rock at the Brimorak.
◈◈ Telekinetic Projectile: 5 + 16 = 21
Bludgeoning, Piercing or Slashing: 4d6 + 4 ⇒ (2, 3, 4, 5) + 4 = 18
Concealment Check for either course of action: 1d20 ⇒ 11

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Salliss says an arcane word to protect himself, moves up beside Ionic and attacks the Brimorak.
Since Ionic is adjacent, he will benefit from the resist evil now. Still took the evil damage already done.
Concealment: 1d20 ⇒ 20
Flat-footed because of gang up
+1 Striking Cold Iron Rapier: 1d20 + 17 ⇒ (8) + 17 = 25 Disarm, Finesse
Piercing: 2d6 + 6 ⇒ (6, 6) + 6 = 18
On crit Deadly: 1d8 ⇒ 2
Sneak Attack: 2d6 ⇒ (4, 3) = 7

PFS 2 GM ZD |

@Pip, you will need to recast it next round, if this encounter last that long.
Pip moves up and zips a rock at the demon. It goes right over its head.
Round 5-Bold May Act
Salliss: 44 damage
Hopper:
Wolfie: 36 damage
Barydeth: 37 damage
Pip: 6 damage
Herondal: Sickened 1
Ionic: 14 damage
Blue Brimorak: Injured

PFS 2 GM ZD |

Ack. The rogue ninja'd me again.
Salliss moves into range of the Brimorak. The smoke doesn't fool him as he lands a decent shot on the demon. The cold iron doing additional damage.
Round 5-Bold May Act
Salliss: 44 damage
Hopper:
Wolfie: 36 damage
Barydeth: 37 damage
Pip: 6 damage
Herondal: Sickened 1
Ionic: 14 damage
Blue Brimorak: Injured
Elite Blue Brimorak: 44/100, fireball used, breath cool down 4 rounds.

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Ionic, grumbling about 'de damn smoke' and 'cheap tactics' and 'not wantin' ta make dinner,' gives a fancy flip of his dagger to shift his grip as he slides into the smoke and into a flanking position with Salliss.
Concealment: 1d20 ⇒ 8
“Axe ain’t working! Put ‘oles in it!” Trident, Doubling ring, Cold Iron: 1d20 + 16 ⇒ (6) + 16 = 22
Damage, piercing: 2d8 + 6 ⇒ (2, 4) + 6 = 12
Concealment: 1d20 ⇒ 19
Concealment: 1d20 ⇒ 6
Trident, Doubling ring, Cold Iron, 2nd strike, Hunted prey: 1d20 + 16 - 3 ⇒ (6) + 16 - 3 = 19
Damage, piercing: 2d8 + 6 ⇒ (7, 4) + 6 = 17
+1 Clan dagger, 3rd+ strike, hunted prey, ghost touch: 1d20 + 16 - 4 ⇒ (7) + 16 - 4 = 19
Damage, Piercing: 2d4 + 6 ⇒ (1, 2) + 6 = 9
I forget what the smoke does but hopefully it's worth it for the flanking.

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You should have stayed flanking with Bardyth. Salllis specifically moved beside you to share his protective aura and has the gang up feat now so he had flanking.
Seeing Ionic start to shift, Salliss says “Don’t move in there, Ionic! Wanted us to be side by side!”

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Wait...I doidnt realize I was already flanking whoops! I'll just stay put, if I can.
Ionic realises that there's no reason to head into the smoke after all, and decides against moving into the acrid looking stuff in the first place. "Right. Stayin' put'sa good idea." Instead of trying to lash out a fourth time, he raises his dagger to try fending off the brimorak instead.
New actions: Strike, Twin takedown, Parry, AC 26 for the round.

PFS 2 GM ZD |
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The smoke doesn't do anything but concealment, unless you are inside, then you would have to worry about fort saves.
Ionic lands the first trident strike. The remaining miss. He then lifts his dagger in a defensive position. The demon screams out as the cold iron pierces its flesh.
Round 5-Bold May Act
Salliss: 25 damage
Hopper:
Wolfie: 36 damage
Barydeth: 37 damage
Pip: 6 damage
Herondal: Sickened 1
Ionic: 14 damage
Blue Brimorak: Bloodied
Elite Blue Brimorak: 27/100, fireball used, breath cool down 4 rounds.

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Hopper invigorated with magic rides towards the last Brimorak standing, and tries to strike him
Concealed, DC5: 1d20 ⇒ 14
Attack, cavalier charge, ic: 1d20 + 16 + 1 + 1 ⇒ (16) + 16 + 1 + 1 = 34
Cold-iron dogslicer, ic: 2d6 + 1 + 1 ⇒ (3, 6) + 1 + 1 = 11 +1d6 bleeding on hit
Concealed, DC5: 1d20 ⇒ 11
Attack, ic, map(agile): 1d20 + 16 + 1 - 4 ⇒ (3) + 16 + 1 - 4 = 16
Cold-iron dogslicer, ic: 2d6 + 1 + 1 ⇒ (4, 4) + 1 + 1 = 10 +1d6 bleeding on hit
Hopper is not filled by the mist, and at least his first strike strike the demon

PFS 2 GM ZD |

Hopper charges back in unafraid.
His cold iron dogslicer lays it open. It disappears.
Out of Combat
Soon after the PCs defeat the ravener and its brimorak allies, Eliza Petulengro rushes in with three other agents. "I can only guarentee you all a short rest." 10 minutes "Here allow these three to assist you"
The three agents tend to the PC's wounds, restoring them to full hit points by using a combination of heal spells and elixirs. While this is happening, the PC's take in the spectacle of battle. Numerous agents driving back demons and undead.
Herondal is finally able to breathe enough clean air to clear his lungs of soot.
Everyone please let me know what you all plan to do with the 10 minutes. Also, very well fought combat. If you all would like to nominate two to receive a hero points for this battle, please do so in discussion.

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Hopper ensures that enough magic, elixirs, and attention goes towards Wolfie. As the scales are falling to the ground Hopper is applying his second Wyvern Poison to the dogslicer.
"So we killed the undead dragon. Well done all."

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Ionic huffs into his beard as yet someone else takes down his prey before him. He mutters a few things in annoyance before taking a deep breath and calming himself. He looks over at Bardyth and, trying not to frown, asks, "So... Whaddja want for dinner? Can't be too fancy out 'ere, but 'll try."

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"Great job everyone!"
To the three agents "Thanks."
Herondal goes through some vocal tones to be sure his throat is okay.
Never got close enough to use a Focus point.

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Bardyth, shrinking down to his usual size looks to Ionic "I think you owe dinner."

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Bardyth, shrinking down to his usual size looks to Ionic "I think you owe dinner."
Ionic glances back, a confused scowl across his eyebrows. "Yeah... Dat's why I askin'. Wha'dja want me ta make? Steak? Fish? Mutton? Venison? ... Don't tell me ya a vegan! Wid arms like dose? Wouldn't believe ya!"

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With a wry smile, Salliss asks Ionic “Ever see an ox eat meat? I have heard the phrase strong as an ox.”

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"Oh, thank you for the healing! You all are awesome!" Pip refocuses and then finally opens her eyes to find her team still talking about dinner. "How about a stir-fry with lots of veggies, some rice and meat of your choice? Perhaps something local that you find while hunting?"

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my bad, my pages only partly loaded and didn't get to your post Ionic.
Bardyth blinks, "Must not heard. Was distracted. I eat... food... is edible, I eat..." as a once upon a time slave. He isn't picky.

PFS 2 GM ZD |

Eliza chimes in, "I am glad you all are so optimistic, but let us focus on the task at hand."
Your next mission is to disrupt the ritual site itself. Eando and I will be organizing the rest of the field agents and running interference and will keep the area as clear as we can. Nelket and Dolok, as well as the rest Farheaven clan, will be running support as well."
"One last thing." Eliza begins casting a spell on each PC. "This should give you the jump on the."
She casts a 3rd level Anticipate Peril on each of you. Granting a +2 Status bonus to your initiative.[/b]
Ablaze trees surround a clearing consumed by flame. A fiery ritual circle, almost eighty feet in diameter, rises two feet from the ground. Small sigils inside the circle further illuminate its interior. An inky black pit at the center of the circle leads into the bowels of the earth. Even looking at the pit invokes a sense of wrongness and vertigo. Outside the circle, five blazing rune are visible, each with trolls bound by iron chains to stand above them. Tendrils of lightning-filled smoke tie the five sigils to a spectral figure hovering in the air above the rift in the earth.
The spirit speaks, its voice booming above the blaze. “You lesser creatures have hounded me at every turn, but you’re too late! The great Urxehl shall rise and restore us to our rightful place as rulers of this world. You will rue the day you dared to defy me! Now die, and let your souls feed my ritual!”
Out of the corner of your eyes, you see the Farheaven Clan and Pathfinders engage on the perimeter. They are quickly surrounded by undead and trolls alike.
Salliss, Avoid Notice: 1d20 + 19 + 2 ⇒ (16) + 19 + 2 = 37
Herondal, Search: 1d20 + 18 + 2 ⇒ (20) + 18 + 2 = 40
Hopper, Avoid Notice: 1d20 + 16 + 2 ⇒ (17) + 16 + 2 = 35
Bardyth, Search: 1d20 + 17 + 2 ⇒ (7) + 17 + 2 = 26
Ionic, Scout: 1d20 + 16 + 2 ⇒ (5) + 16 + 2 = 23
Pip Hip Hooray, Search: 1d20 + 13 + 2 ⇒ (5) + 13 + 2 = 20
spirit: 1d20 + 21 ⇒ (16) + 21 = 37
trolls: 5d20 ⇒ (16, 18, 8, 9, 15) = 66
Round 1-Bold May Act
Herondal
Spirit
Salliss
Hopper
Blue
Yellow
Red
Barydeth
Ionic
Pip
Magenta
Lime
[ooc]Since there is a lot of side things in this encounter. I'll be posting it in the discussion for easier tracking.

PFS 2 GM ZD |

The spirit takes advantage of the main group of agent and detonates a fireball over the majority of the party.
6d6 + 4 ⇒ (5, 5, 3, 4, 6, 6) + 4 = 33 fire damage. Everyone but Herondal needs to make a DC 30 basic reflex save vs evocation, fire and arcane.
1d20 + 17 ⇒ (1) + 17 = 18
Salliss recognizes it as fireball, but fails to get any bonuses from it.
It then lashes out with mental energy towards Herondal.
2d10 + 9 ⇒ (3, 4) + 9 = 16 mental damage. Herondal needs to make DC 30 basic will save vs evocation and occult
Round 1-Bold May Act
Herondal
Spirit
Salliss
Hopper
Blue
Yellow
Red
Barydeth
Ionic
Pip
Magenta
Lime

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Reflex: 1d20 + 15 ⇒ (4) + 15 = 19 ACK! Hero Point!
Reflex: 1d20 + 15 ⇒ (8) + 15 = 23
Pip takes twenty-eight damage and says goodbye to her last Hero Point. Some of her vines blacken and smoke as they wither away.

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Reflex: 1d20 + 19 ⇒ (9) + 19 = 28 Failure
Salliss has no where to dodge the incoming fireball.
Still smoking, he runs to the base of one of the pillars and attempts to disable the rune there.
Acrobatics: 1d20 + 19 ⇒ (8) + 19 = 27 Success becomes critical success if it is to balance

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Ionic gives a nod at the suggestion for a stir-fry meal. It might be just the thing for everyone to be able to enjoy. He pauses at Salliss's comment, thinking for a moment, before commenting, "Oxen're different creatures? I don't know but never met a vegan, oder dan oxen, strong as an ox."
Later approaching the ritual, Ionic gives a small sound akin to a mouse at the giant fireball that engulfs the party.
Reflex save, DC 30: 1d20 + 15 ⇒ (1) + 15 = 16
Uh no! Looks like I' ll be using that extra hero point immediately.
Reflex save, DC 30: 1d20 + 15 ⇒ (2) + 15 = 17
OW!
Ionic blanks for a moment and then comes to to the smell of his beard burning before he notices he's covered in about 61 points of fire damage worth of burns.

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Reflex save, DC30, mounted: 1d20 + 17 - 2 ⇒ (20) + 17 - 2 = 35
Reflex save, DC30, Wolfie: 1d20 + 16 ⇒ (6) + 16 = 22
Despite being in the saddle Hopper dodged the worst of the flames, but Wolfie get out a bit smoldered.
Hopper looks around the circles and heads towards Salliss, he passes him in great speed. "I will take care of the next one!"
He arrives to see the giant troll chained to the rune "Don't bother me pal, I will free you from this prison! You will be back to sleeping under a bridge in no-time"
Arcana to disable: 1d20 + 14 ⇒ (17) + 14 = 31
Command animal (wolfie double stride 90ft), disable device (arcana)