
PFS 2 GM ZD |

You could always try to jump the rift that leads down to darkness...;)
Ionic enter the circle of fire and skirts the edge of the chasm.
**********
Magenta lashes out at Salliss.
jaws: 1d20 + 13 ⇒ (16) + 13 = 29
2d10 + 3 ⇒ (6, 1) + 3 = 10
jaws: 1d20 + 13 - 5 ⇒ (7) + 13 - 5 = 15
2d10 + 3 ⇒ (7, 4) + 3 = 14
jaws: 1d20 + 13 - 10 ⇒ (16) + 13 - 10 = 19
2d10 + 3 ⇒ (2, 8) + 3 = 13
The first strike hits Salliss for 8 damage. The remaining two miss.
Lime readies for someone to come close.
limes headache: 3d4 ⇒ (4, 3, 4) = 111d20 ⇒ 6
Round 5-Bold May Act
Herondal: 16 damage
Spirit:
Salliss: 18 damage
Hopper: 57 damage
Wolfie: 15 HP/wounded 1
Blue
Yellow
Red
Barydeth: 65 damage
Ionic: 21 damage
Pip: 68 damage
Magenta
Lime
Elite Demonic Spirit: 150/150: no vengeful flash reaction. Reach 10ft. AC -2. No fly speed. Lightning Bolt 4th/5th used. fireball used. Fear used.
Blue: 96/96
Yellow: 96/96
Red: 96/96
Magenta: 96/96
Lime: 85/96, 3d4 persistent mental damage

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Mirror Image, 1 = Salliss: 1d4 ⇒ 1
One image gone to a miss, other attack was a crit fail

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Leaving the last rune to someone more qualified Herondal walks through the fire. ◆
Then he tosses a bit of bad humor at the big nasty.
"Why are colds bad criminals? Because they’re easy to catch."
Hideous Laughter DC 25 Will save. ◆◆

PFS 2 GM ZD |

@Herondal, since you walked through the flames, will need you to make a will save as well. Link for effects

PFS 2 GM ZD |
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will: 1d20 ⇒ 1 Wow, just nat 1'd it on the bbeg.
It is now prone and officially out of the fight for 1 round
Rune status: Blue deactivated. Magenta deactivated. Yellow deactivated. Red deactivated. Lime partially deactivated.
Round 5-Bold May Act
Herondal: 16 damage
Spirit:
Salliss: 18 damage
Hopper: 57 damage
Wolfie: 15 HP/wounded 1
Blue
Yellow
Red
Barydeth: 65 damage
Ionic: 21 damage
Pip: 68 damage
Magenta
Lime
Elite Demonic Spirit: 150/150: no vengeful flash reaction. Reach 10ft. AC -2. No fly speed. Lightning Bolt 4th/5th used. fireball used. Fear used.
Blue: 96/96
Yellow: 96/96
Red: 96/96
Magenta: 96/96
Lime: 85/96, 3d4 persistent mental damage

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Salliss yells “Hoppper, I’ll try to take care of the last rune! Leave Wolfie someplace safe and help the others against the spirit! Might want to heal yourself some more first!”
He then dashes up to the lime rune and tries to deactivate it.
Acrobatics vs Rune: 1d20 + 19 ⇒ (9) + 19 = 28
“Lime, you’ve run out of time!”

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Hey three 'p's from salliss
"No worries Salliss I am healthy as a .... crocodile. The ghost will not know what hit them."
Wolfie runs towards the flames and stops before them. Hopper jumps off the saddles into the flames
"Put the lime in the coconut..."
Will save, id, dc23: 1d20 + 12 + 1 ⇒ (12) + 12 + 1 = 25
Fire damage, minus resistance: 1d6 - 4 ⇒ (2) - 4 = -2
"Fire?! I was born of that!" yells Hopper and moves slowly towards the ghost, he reaches for his bandolier and throws the bomb at the spirit
Ghost charge@ghost: 1d20 + 17 ⇒ (17) + 17 = 34
Damage, positive damage: 2d8 ⇒ (7, 8) = 15 +2 splash positive damage, enfeebled 1 on hit. Ghost charge
Wolfie 1-action to move, 1st: dismount, 2nd: move 15ft (-10 due to stonebody mutagen), 3rd: throw bomb

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None of the trolls can hit me, so I am going to prepost here.
Pip's feet renew their dance steps, finding the catchy beat once more to offer protection to her teammates.
Performance (dance): 1d20 + 15 ⇒ (13) + 15 = 28
◇Lingering Performance
◈ Inspire Defense
Bardyth is out of range for Pip's healing, so she heals herself this round so that she can join the fight in the next.
◈◈ Soothe (Level 4): 4d10 + 16 ⇒ (5, 8, 7, 9) + 16 = 45

PFS 2 GM ZD |

Sorry for the delay. Had my first of many interviews and a real-time game tonight.
Salliss moves in.
Lime takes a swing.
jaws: 1d20 + 13 ⇒ (5) + 13 = 18
2d10 + 3 ⇒ (9, 10) + 3 = 22 piercing.
It misses.
Salliss successfully deactivates the rune.
Hoppper dismounts and joins Barydeth and Ionic in the ring of fire. The goblin tosses a ghost charge. Hit. almost critical.
Red, Blue, and Yellow are not able to attack anything.
Pip begins another performance and makes it linger for 3 rounds, before soothing her own wounds.
Round 5-Bold May Act
Herondal: 16 damage
Spirit:
Salliss: 18 damage
Hopper: 57 damage
Wolfie: 15 HP/wounded 1
Blue
Yellow
Red
Barydeth: 65 damage
Ionic: 21 damage
Pip: 23 damage
Magenta
Lime
Elite Demonic Spirit: 133/150: no vengeful flash reaction. Reach 10ft. AC -2. No fly speed. No Abyssal spite action. Lightning Bolt 4th/5th used. fireball used. Fear used. Enfeebled 1.
Blue: 96/96
Yellow: 96/96
Red: 96/96
Magenta: 96/96
Lime: 85/96, 3d4 persistent mental damage

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GM, I think Ionic took 8 points of damage from the barrier if you wanted to track that in the damage totals.
Ionic continues to hoof it around the rift in the ground, annoyed that the spirit had to open a LITERAL rift to hell and not just a metaphysical one. It's just too far to sprint to the spirit and the dwarf instead has to jog to get adjacent. However, once he is there, Ionic tries to prove just how deadly he can be with a short few seconds. "Bardyth, whatcha estimation o' dis fellow? Worth even bettin' over?"
Trident, Doubling ring, vs. FF: 1d20 + 16 ⇒ (13) + 16 = 29
Damage, piercing: 2d8 + 6 ⇒ (3, 5) + 6 = 14
+1 striking Clan dagger, 2nd strike, hunted prey, ghost touch, vs. FF: 1d20 + 16 - 2 ⇒ (12) + 16 - 2 = 26
Damage, Piercing: 2d4 + 6 ⇒ (2, 3) + 6 = 11
Not sure if Herondal has IC up or not (Ionic was always too far away for it to matter)

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Bardyth growls out simply, "Exterminate!", and if you blinked just right, the fire makes it look like his head flashes in time with the word. He then swings on the spirit that is prone and flanked.
Glaive, frightened 1, vs flat-footed: 1d20 + 17 - 1 ⇒ (8) + 17 - 1 = 24
Slashing, Cold Iron, Ghost Touch: 2d8 + 16 ⇒ (5, 7) + 16 = 28
deadly d8: 1d8 ⇒ 2
He then growls in frustration and swings again.
Glaive, frightened 1, map vs flat-footed: 1d20 + 17 - 1 - 5 ⇒ (2) + 17 - 1 - 5 = 13
Slashing, Cold Iron, Ghost Touch, forceful: 2d8 + 16 + 2 ⇒ (6, 6) + 16 + 2 = 30
deadly d8: 1d8 ⇒ 1
His anger reaches a crescendo and he renews his vigor for 7 temp hp, and let's the last bit of Frightened fade away.
End Turn... But since, in all likelihood this thing is going to trigger it. Standing, moving, casting, ranged attacking... Anything but swinging in melee with a negative essentially...
C'mon dice roller... give me something good finally...
Glaive vs flat-footed: 1d20 + 17 ⇒ (8) + 17 = 25 bleh.
Slashing, Cold Iron, Ghost Touch: 2d8 + 16 ⇒ (8, 2) + 16 = 26
deadly d8: 1d8 ⇒ 4

PFS 2 GM ZD |

@Ionic, will add. Thanks for catching. Just went back, and it does not appear Inspire courage is up. Pip does have inspire defense going.
Ionic's trident passes somewhat through the spirit, while the ghost touch dagger does full damage.
Barydeth misses both attacks, blinded by rage?
***********************
Lime takes it's frustration out on Salliss.
jaws: 1d20 + 13 ⇒ (6) + 13 = 19
2d10 + 3 ⇒ (8, 9) + 3 = 20 piercing
jaws: 1d20 + 13 - 5 ⇒ (17) + 13 - 5 = 25
2d10 + 3 ⇒ (5, 8) + 3 = 16 piercing
jaws: 1d20 + 13 - 10 ⇒ (20) + 13 - 10 = 23
2d10 + 3 ⇒ (7, 10) + 3 = 20 piercing
The troll gets one lucky shot in, dealing 18 damage.
lime's headache: 3d4 ⇒ (3, 1, 2) = 61d20 ⇒ 13
Round 6-Bold May Act
Herondal: 16 damage
Spirit:
Salliss: 18 damage
Hopper: 57 damage
Wolfie: 15 HP/wounded 1
Blue
Yellow
Red
Barydeth: 65 damage; 7 temp
Ionic: 29 damage
Pip: 23 damage
Magenta
Lime
Elite Demonic Spirit: 118/150: no vengeful flash reaction. Reach 10ft. AC -2. No fly speed. No Abyssal spite action. Lightning Bolt 4th/5th used. fireball used. Fear used. Enfeebled 1.
Blue: 96/96
Yellow: 96/96
Red: 96/96
Magenta: 96/96
Lime: 90/96, 3d4 persistent mental damage

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Did Lime remember sickened 2 and ongoing damage 3d4?
"You liked that one huh? What about this one? A guild is making glass coffins. Whether they’re successful remains to be seen."
Maintain Hideous Laughter. ◆
Lingering Inspire: 1d20 + 20 ⇒ (6) + 20 = 26
3 rounds of Inspire Courage. ◇◆
Then Herondal gives the Spirit a good glare.
Intimidating Glare: 1d20 + 20 ⇒ (16) + 20 = 36 ◆

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That last strike on Salliss turns into a hit because of the natural 20. Mirror image winks out way too fast, was gone before the last hit.

PFS 2 GM ZD |

I will admit, I have been forgetting the sickened. But the last hit does still stand.
Herondal maintains his spell and begins to inspire before cutting the spirit an evil glare. Success on the intimidate.
The spirit does stand up, triggering Barydeth's attack. Due to numerous factors, the glaive just hits.
The spirit attacks Ionic with a spectral claw.
claw: 1d20 + 21 - 1 ⇒ (20) + 21 - 1 = 40 Critical Hit
2d10 + 7 - 1 ⇒ (6, 5) + 7 - 1 = 17 *2=34-2=32 negative damage. Ionic needs to attempt a DC 29 fortitude save vs Necromancy and Divine or be drained 1
Round 6-Bold May Act
Herondal: 16 damage
Spirit:
Salliss: 18 damage
Hopper: 57 damage
Wolfie: 15 HP/wounded 1
Blue
Yellow
Red
Barydeth: 65 damage; 7 temp
Ionic: 63 damage
Pip: 23 damage
Magenta
Lime
Elite Demonic Spirit: 98/150: no vengeful flash reaction. Reach 10ft. AC -2. No fly speed. No Abyssal spite action. Lightning Bolt 4th/5th used. fireball used. Fear used. Enfeebled 1.
Blue: 96/96
Yellow: 96/96
Red: 96/96
Magenta: 96/96
Lime: 90/96, 3d4 persistent mental damage, sickened 2

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Hopper looks at the creature and yells to Ionic
"Ionic! Why do you use a fork when you should be using a knife!"
I think you should drop your trident, and take Hopper's dogslicer. It has ghost touch rune + wounding rune, it does 2d6 dmg (+1 from backstabber) and is an agile weapon. It also has Wyvern Poison however most incorporeal creatures are immune to poison :(
Hopper takes a step towards the dwarf and holds his sword for him to take.
With his other hand he takes out a bomb and throws it at the ghost
Ghost Bomb, ic: 1d20 + 17 + 1 ⇒ (6) + 17 + 1 = 24
Damage, positive, ic: 2d8 + 1 ⇒ (4, 2) + 1 = 7 +2 splash positive damage only to target and enfeebled 1 on hit
Then he throws another one
Ghost Bomb, ic, map: 1d20 + 17 + 1 - 5 ⇒ (6) + 17 + 1 - 5 = 19
Damage, positive, ic: 2d8 + 1 ⇒ (2, 2) + 1 = 5 +2 splash positive damage only to target and enfeebled 1 on hit
Move, throw, throw.

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Salliss moves away from Lime to a position just outside the ring of fire between Lime and Magenta. He then casts [i]Haste[/ic] on Bardyth.
“So what do we know about this spirit?”
What skill is it to identify the spirit? I want to know before I decide if it is worth an action for me to attempt it.

PFS 2 GM ZD |

Religion to identify what it is. If you want to spoiler your roll to save some time, that is fine
Hoppper launches two bombs, both of which miss. Some of the concoctions still hit the spirit.
Round 6-Bold May Act
Herondal: 16 damage
Spirit:
Salliss: 36 damage
Hopper: 57 damage
Wolfie: 15 HP/wounded 1
Blue
Yellow
Red
Barydeth: 65 damage; 7 temp
Ionic: 63 damage
Pip: 23 damage
Magenta
Lime
Elite Demonic Spirit: 94/150: no vengeful flash reaction. Reach 10ft. AC -2. No fly speed. No Abyssal spite action. Lightning Bolt 4th/5th used. fireball used. Fear used. Enfeebled 1.
Blue: 96/96
Yellow: 96/96
Red: 96/96
Magenta: 96/96
Lime: 90/96, 3d4 persistent mental damage, sickened 2

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Salliss pauses to consider what he might know of this demon.
If it is a demon, may I use Demon Lore? It is 4 higher.
He then sheaths his rapier and gets out his scroll of Ghostly Weapon.

PFS 2 GM ZD |

Salliss is unable to recall anything about this being as he pulls out a scroll.
Round 6-Bold May Act
Herondal: 16 damage
Spirit: Slowed 1
Salliss: 36 damage
Hopper: 57 damage
Wolfie: 15 HP/wounded 1
Barydeth: 65 damage; 7 temp; hasted
Ionic: 63 damage
Pip: 23 damage
Round 7-Bold May Act
Herondal: 16 damage

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Pip considers briefly what would do the most good... While a Magic Missile would definitely put the incorporeal spirit's nose out of joint, a fully hasted and raging Bardyth with a ghost touch weapon was something to keep in the fight. She sighs and steps through the fire and then uses a healing spell on Bardyth.
Will+ID: 1d20 + 14 + 1 ⇒ (14) + 14 + 1 = 29
Fire Damage minus resistance: 1d6 - 5 ⇒ (6) - 5 = 1
Soothe (Level 4): 4d10 + 16 ⇒ (4, 9, 6, 8) + 16 = 43
Both Inspire Courage & Defense are up thanks to Team Bard!

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I might be miscalculating this but I think Ionic should only be down 60 hp. He was at 29, and got hit for a total of 34, that was then reduced by 2 from Inspire Defence and Ionic also has Negative Resistance 1 from his slotted Aeon Stone.
Ionic tries to resist the necrotic energies assaulting his senses. Fort Save, ID: 1d20 + 14 + 1 ⇒ (1) + 14 + 1 = 16
If there's something worse than Drained 1 on a crit failure then I'll reroll that, but if there isn't I'll take it.
Feeling some of his life force be drained away, the dwarf gives a growl and stabs his trident into the ground, takes Hoppper's offered Dogslicer and starts to lay into the spirit with a level of fury typically only reserved for storms and other natural disasters.
Hoppper's Dogslicer, Wounding, Ghost Touch, Doubling rings, IC, flanking: 1d20 + 16 + 1 ⇒ (9) + 16 + 1 = 26
Damage, Slashing, Backstabber, IC: 2d6 + 6 + 1 + 1 ⇒ (6, 4) + 6 + 1 + 1 = 18
+1 striking Clan dagger, 2nd strike, hunted prey, ghost touch, FF, IC: 1d20 + 16 - 2 + 1 ⇒ (17) + 16 - 2 + 1 = 32
Damage, Piercing, IC: 2d4 + 6 + 1 ⇒ (1, 1) + 6 + 1 = 9
Hoppper's Dogslicer, Wounding, Ghost Touch, Doubling rings, IC, flanking, Hunted Prey: 1d20 + 16 + 1 - 4 ⇒ (1) + 16 + 1 - 4 = 14
Damage, Slashing, Backstabber, IC: 2d6 + 6 + 1 + 1 ⇒ (1, 2) + 6 + 1 + 1 = 11
Hoppper's Dogslicer, Wounding, Ghost Touch, Doubling rings, IC, flanking, Hunted Prey: 1d20 + 16 + 1 - 4 ⇒ (6) + 16 + 1 - 4 = 19
Damage, Slashing, Backstabber, IC: 2d6 + 6 + 1 + 1 ⇒ (1, 3) + 6 + 1 + 1 = 12
Twiun takedown and then strike strike!

PFS 2 GM ZD |

Forgot to add. BBEG is at approx 50%. You all got this

PFS 2 GM ZD |

I do not believe both the resistance from inspired defense and the resistance from your Wayfinder will stack. You would apply the highest form of resistance from a single instance of damage which was Pip's at 2.
Other than that, I think the number was a mistype. 29+32=61 damage.
And finally, no. There is no added thing that happens on a critical failure.
Pip heals Barydeth up to tango with the spirit.
Ionic wastes no time, he lands the first two strikes. It is immune to precision damage, so no +1 from the backstabber. But all of the damage does go through.
Inspire Defense and Inspire Courage is up
Round 6-Bold May Act
Herondal: 16 damage
Spirit: Slowed 1
Salliss: 36 damage
Hopper: 57 damage
Wolfie: 15 HP/wounded 1
Barydeth: 22 damage; 7 temp; hasted
Ionic: 61 damage
Pip: 24 damage
Round 7-Bold May Act
Herondal: 16 damage
Elite Demonic Spirit: 78/150: no vengeful flash reaction. Reach 10ft. AC -2. No fly speed. No Abyssal spite action. Lightning Bolt 4th/5th used. fireball used. Fear used. Enfeebled 1.
Blue: 96/96
Yellow: 96/96
Red: 96/96
Magenta: 96/96
Lime: 90/96, 3d4 persistent mental damage, sickened 2

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Bardyth shouts out a thanks to whoever helped him, too laser focused on stabbing to tell. thanks to both of Pip and Salliss
Then he swings away with the fury of a man barbarian.
glaive, ic: 1d20 + 17 + 1 ⇒ (6) + 17 + 1 = 24
slashing, Ghost touch, cold iron ic: 2d8 + 16 + 1 ⇒ (1, 4) + 16 + 1 = 22
deadly d8: 1d8 ⇒ 8
bah
Again
glaive, ic, map: 1d20 + 17 + 1 - 5 ⇒ (11) + 17 + 1 - 5 = 24
slashing, Ghost touch, cold iron ic, forceful: 2d8 + 16 + 1 + 2 ⇒ (5, 8) + 16 + 1 + 2 = 32
deadly d8: 1d8 ⇒ 6
these dice really hate me
Again
glaive, ic, super map: 1d20 + 17 + 1 - 10 ⇒ (18) + 17 + 1 - 10 = 26
slashing, Ghost touch, cold iron ic super forceful: 2d8 + 16 + 1 + 4 ⇒ (5, 8) + 16 + 1 + 4 = 34
deadly d8: 1d8 ⇒ 3
maybe, cus flanked?
Hasted again
glaive, ic, super map: 1d20 + 17 + 1 - 10 ⇒ (16) + 17 + 1 - 10 = 24
slashing, Ghost touch, cold iron ic, super forceful: 2d8 + 16 + 1 + 4 ⇒ (5, 2) + 16 + 1 + 4 = 28
deadly d8: 1d8 ⇒ 8
...how many ways can you roll the same result? Three it seems.
end turn
glaive, ic: 1d20 + 17 + 1 ⇒ (13) + 17 + 1 = 31
slashing, Ghost touch, cold iron ic: 2d8 + 16 + 1 ⇒ (1, 2) + 16 + 1 = 20
deadly d8: 1d8 ⇒ 5

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Herondal maintains his Hideous Laughter. ◆
"Try this one, I witnessed an attempted murder earlier—fortunately only one crow showed up!"
He then tries Disrupt Undead on the Spirit. ◆◆
Disrupt Undead including IC DC 25 Fort save: 4d6 + 4 + 1 ⇒ (5, 4, 1, 2) + 4 + 1 = 17

PFS 2 GM ZD |

Barydeth attacks furiously and connects with only one swing. The 26 with flanking
1d20 ⇒ 15 Success
The spirit manages to fight off some of the positive energy.
******************************
It takes another swing at Ionic.
spectral claw: 1d20 + 21 ⇒ (13) + 21 = 34
2d10 + 7 ⇒ (4, 6) + 7 = 17 -2=15 negative damage.
It then reaches past Ionic and targets Hoppper.
spectral claw: 1d20 + 21 - 4 ⇒ (1) + 21 - 4 = 18 Miss
2d10 + 7 ⇒ (4, 6) + 7 = 17
Round 7-Bold May Act
Herondal: 16 damage
Spirit: Slowed 1
Salliss: 36 damage
Hopper: 57 damage
Wolfie: 15 HP/wounded 1
Barydeth: 22 damage; 7 temp; hasted
Ionic: 76 damage
Pip: 24 damage
Round 8-Bold May Act
Herondal: 16 damage
Elite Demonic Spirit: 36/150: no vengeful flash reaction. Reach 10ft. AC -2. No fly speed. No Abyssal spite action. Lightning Bolt 4th/5th used. fireball used. Fear used. Enfeebled 1.
Blue: 96/96
Yellow: 96/96
Red: 96/96
Magenta: 96/96
Lime: 90/96, 3d4 persistent mental damage, sickened 2

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◈◈◈ Magic Missile Force Damage: 6d4 + 6 ⇒ (2, 2, 4, 2, 3, 3) + 6 = 22
Pip just throws a Magic Missile at it, hoping to help weaken the spirit for everyone else.

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Feeling faint and weak on his knees, Ionic delays just long enough to let Bardyth attack. i.e. these actions go after Bardyth's so he can still have flanking
He lays into the spirit with three attacks before backing off far enough to not be a target of the spirit's next attack.
Hoppper's Dogslicer, Wounding, Ghost Touch, Doubling rings, IC, flanking: 1d20 + 16 + 1 ⇒ (15) + 16 + 1 = 32
Damage Slashing, IC: 2d6 + 6 + 1 ⇒ (1, 2) + 6 + 1 = 10
+1 striking Clan dagger, 2nd strike, hunted prey, ghost touch, FF, IC: 1d20 + 16 - 2 + 1 ⇒ (19) + 16 - 2 + 1 = 34
Damage, Piercing, IC: 2d4 + 6 + 1 ⇒ (2, 2) + 6 + 1 = 11
Hoppper's Dogslicer, Wounding, Ghost Touch, Doubling rings, IC, flanking, Hunted Prey: 1d20 + 16 + 1 - 4 ⇒ (3) + 16 + 1 - 4 = 16
Damage, Slashing, Backstabber, IC: 2d6 + 6 + 1 ⇒ (6, 2) + 6 + 1 = 15
He then sprints back a good 20 feet to avoid being in the spirit's realm of effect. "Bardyth, brin' dis ding down! He's not worth it!"

PFS 2 GM ZD |

Definitely is a moot point.
Pip launches a force volley, severely damaging the being.
Ionic swings twice. The final blade causes the undead to stumble back before erupting into Abyssal Flames.
The firestorm abruptly ends.
The rift in the center of the ritual circle remains, and seems to close slowly. The smaller runes around the wall of flames flicker and die out. Any surviving trolls immediately immolate in the explosion.
Everyone get's one round worth of actions to recover/ready for the unknown happening next.

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Ionic blinks for a few second as he, he takes down the spirit. Knew should've double or noding-ed dis fight! He gives a slightly cocky grin and wave at Bardyth as he tries to hide how weak he truly feels. With his last two actions he hands Hoppper back his doglsicer and pulls out two potions with a PFS mark on it and downs the contents on his next round.
Using the school items to heal up.
Lesser Healing Potions x2: 4d8 + 10 ⇒ (6, 7, 5, 5) + 10 = 33
He then starts to look for his trident on the ground.
Should all take 5 actions which the dwarf should still have left.

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Salliss uses his scroll of Ghostly Weapon on his normal rapier and then tries to move through the circle of flames.
I had previewed it, so need to leave the dice roll even though I’m no longer using it.
Will, ID: 1d20 + 13 + 1 ⇒ (12) + 13 + 1 = 26
This time the GM ninjaed the rogue….
It is obvious that Salliss had intended to use the scroll, but is reconsidering now that the spirit is gone.
Looking towards the dark hole in the ground, he suggests “Might not want to stay in that circle…and Bardyth still has trolls out here.”
He grabs the elixir of life that he had been given and quickly quaffs it. He then looks at the ritual circle, trying to figure out if there is some way he could disrupt it.
Elixir: 5d6 + 12 ⇒ (4, 1, 3, 4, 1) + 12 = 25

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Elixir of life: 3d6 + 6 ⇒ (4, 4, 4) + 6 = 18
Hopper quickly prepares an elixir of life for himself and drinks it. The red liquid slowly flows through his stone throat.
Then he grabs the dogslicer "I told you that knife would do" he smiles broadly
"Ok we did it, time to go home, Wolfie need to rest"
Quick alchemy, drink, take dogslicer

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... does bardyth rage end with no enemies around? Cus if so... won't be able to Rage again for a long while and will be fatigued... and I don't like that ominous "unknown happening next in one round" statement... or are there still 'enemies' fighting our allies from the original box text, still in view
Bardyth looks around for the next challenger

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Sooth on Bardyth: 1d10 + 4 ⇒ (2) + 4 = 6
If the circle of Fire is gone Herondal will also move away.
"Think that's the end of all of this?"

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“Still a circle of fire, still a huge gash in the earth.” Salliss gestures to the ritual area.
“I am willing to bet it isn’t over yet.”
Does Bardyth think trolls are his friends? There are still five trolls here.

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"Lime cut up both me and Saliss, go show him who's boss!" Pip tells Bardyth as she pours another lesser healing potion down Ionic's throat.
Lesser Healing Potion for Ionic: 2d8 + 5 ⇒ (1, 1) + 5 = 7
She frowns as the potion produces less than the desired effect. "Sometimes I think that the ones they give out are the ones with rapidly approaching expiration dates."

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“Still a circle of fire, still a huge gash in the earth.” Salliss gestures to the ritual area.
“I am willing to bet it isn’t over yet.”
Does Bardyth think trolls are his friends? There are still five trolls here.
Gm box text said, quote, "the remaining trolls are imolated in the explosion" so I thought they are all dead.. otherwise, heck no not friends. And would happily murder them.

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Oops, I had missed that the trolls were immolated.
Rereading the GM text, trolls and wall of fire is gone, gash is closing.
Guess I would do a Seek action near the gash to make sure no more enemies are about to appear.

PFS 2 GM ZD |
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@Barydeth, it seems that allies are still fighting off demons on the side lines, per the next part

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Ionic turns to give Pip a congratulatory clap on the back and comment on her bravery when she approaches, but gets surprised by the sudden potion in his face. He chugs it down, before taking a deep breath. "Bit unexpected... Also potion'as definitely bit stale."

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"Amateur Hour, my potions never go bad. I once drank a bestial mutagen that was 2 years old ... sure it got some extra fur to grow on my face that I had to shave off, but beside that it worked as expected!"

PFS 2 GM ZD |

Moving us along.
Barydeth strides towards combat, just off map, and begins to assist in the fighting, to keep his rage going.
Suddenly, the ground violently trembles, and an enormous rust-red clawed hand emerges from the rift and grabs hold of the edge. The runes on the ground flare to life, this time with black flame. Urxehl pushes his monumental will through the boundary of planes.
As the portal opens, Eliza rallies agents to do what they can to disable the runes of black flame. From the sidelines, Eando and another group of agents battle brimorak demons, holding them at bay. Meanwhile, Urxehl’s hand turns its rage upon the PCs.
As the hand emerges, the sense of evil is overwhelming.
Everyone needs to make a DC 28 Will save vs aura, divine, enchantment, mental, fear. Critical success=unaffected, Success=2d6 ⇒ (6, 2) = 8 evil damage. Failure=4d6 ⇒ (6, 1, 4, 2) = 13 evil damage and is frightened 1. Critical Failure=8d6 ⇒ (6, 3, 6, 3, 2, 4, 1, 2) = 27 evil damage and frightened as long as the portal to the Abyss is still open.
hand initiative: 1d20 + 18 ⇒ (17) + 18 = 35
Map Updated.
Round 9-Bold May Act
Herondal: 16 damage
Salliss: 9 damage
Hand of Urxehl
Hopper: 39 damage
Wolfie: 15 HP/wounded 1
Barydeth: 16 damage; 7 temp; hasted
Ionic: 36 damage, Drained 1
Pip: 24 damage
I think I have the damage totals right, if not, let me know.

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will save: 1d20 + 15 ⇒ (14) + 15 = 29
Bardyth is seriously annoyed that after all this work. Not only is Urxhel is still showing up afterall, it had the audacity to wait for him to start to move away first. So annoyed he manages to pass that will save and thus only get slightly nicked from it. good bye temp hp and 1 normal hp before it even gets a turn. Otherwise my stats look good. As an aside, if a hero point is to be handed out from that last battle. This is a 'Just in case' if. I gotta nominate Herondal for the first time I seen a BBEG nat 1 a hideous laughter. Great spell use, great scene to use it on, and great roleplaying with the jokes to boot.

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Will Save, DC 28: 1d20 + 14 ⇒ (2) + 14 = 16 Either of the Inspires still lingering? If so this should have a +1 to it.
Not another Gorum-dang crit failure! Final hero point!: 1d20 + 14 ⇒ (16) + 14 = 30
Ionic feels the slight burn of the evil creature's power try wrack his body but he is able to quickly marshal his mental defences and negate the worst of the effects.
Second nominating Herondal. He's been super helpful with his spells throught the scenario and that hideous laughter was well timed!

PFS 2 GM ZD |

Sounds good. Herondal can enjoy another hero point

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Thanks all.
will save: 1d20 + 14 ⇒ (1) + 14 = 15
use my newly acquired hero point on that: 1d20 + 14 ⇒ (6) + 14 = 20
13 damage, Frightened 1. I think this is the 3rd round of Lingering Performance.
"Anyone have a friendly giant to call on? Maybe a deity owes a favor?"
Herondal sends a rock at the big hand. ◆◆
attack inc IC: 1d20 + 14 + 1 ⇒ (15) + 14 + 1 = 30
blugoning damage: 4d6 + 4 + 1 ⇒ (6, 2, 1, 6) + 4 + 1 = 20
Then Shield just in case. ◆

PFS 2 GM ZD |

Herondal launches a stone at one of the hands. It connects, leaving a small mark.
Salliss is up
Hand of Urxehl: 260/260 20/65 threshold