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Reflex save@Hopper, penalty due to moutned, id, DC26: 1d20 + 14 - 2 + 1 ⇒ (10) + 14 - 2 + 1 = 23
Reflex save@Wolfie, id, DC26: 1d20 + 14 + 1 ⇒ (6) + 14 + 1 = 21
According to mounted combat, Hopper gets -2 penalty due to being mounted

PFS 2 GM ZD |
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Darn it. I even asked myself, what I was forgetting. concealment rolls on the two hits. DC 5. 2d20 ⇒ (3, 6) = 9. First one missed. Second succeeded, will update your HP. The spell was indeed an area effect. [url=https://2e.aonprd.com/Spells.aspx?ID=172]Lightning Bolt. Area-120 foot line.
Also forgot the persistent fire on blue. So 3 additional fire. flat check: 1d20 ⇒ 2
Barydeth takes the bolt of lightning, it doesn't change the determined halfling's demeanor though.
Barydeth takes down the troll with two strokes. It then closes in on the black troll. Techincally it is dying. Regen can keep it coming back unfortunately. So if you choose to stay close, completely up to you. Forgot about that niche thing for the first one, but will not retcon that far back.
So clarifying damage. Was at full. 118-38 from crit= 80. 80-30 from lightning bolt=50. Added it to the tracker in hopes to not forget it again.
Hopper and Wolfie both get blasted by the bolt.
After the saves, it looks like Wolfie is the most injured in the area of the tree, so it would get the healing.
Barydeth's tree heals Wolfie.
Round 3-Bold may Act
Herondal 73/74
Pip 51/78
Salliss 47/78
Hopper 42/72
Wolfie 55/60
Yellow-injured
Black-uninjured
Blue-Dying
Barydeth 50/118; concealed; acid retaliation 1 acid
Ionic 85/85
Ionic's tree 80/80
Herondal's tree 80/80
Barydeth's tree 80/80
Pip's tree 78/80
Hopper's tree 30/80
Salliss' Tree 74/80
Black: 200/200 4/2, 3/1, 2/3, 1/3
Blue: Dying 1; regen nullified
Yellow: 123/135

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Blue has successfully punched me the turn I dropped it, taking acid. It's regen is off for a round. It is Dying 1. It will take persistent, going to dying 2. If it critically saves its stabilize roll, it goes to stable at 0, but wounded 1, otherwise dieing 1 on a save, dieing 3 on a fail. Then it will burn from the lava. Dropping it to dieing 2 if it saved in either fashion, dieing 4 on a fail. Someone poke it with acid or sonic in some form after it's next turn, and the lava will finish it off.

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Pip didn't take any fire damage because she has 10 resistance to natural fire.

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Ionic grumbles some as his hunted prey once again dies before he can reach it, after a second of trying to figure out what to do he decides to head after the yellow troll instead of trying to catch up to the fast moving Bardyth and the black troll. He points at the troll, commenting, "Dis one next, 'ight?" as he studies the creature for a moment or two. He then sccuries up to near the troll and stops to catch his breath in the hot and stifling cavern.
Hunted Prey, Stride, Stride. I will get an attack off this combat, sometime.
I've heard lava can be hot? Fire Damage: 1d6 - 5 ⇒ (1) - 5 = -4

Botくん |

Unlike the short legged dwarf that planted it, Ionic's tree has no troubles finding targets and focuses on the same troll that the dwarf is going after. First it winds up and gives Herondal a good splashing of water before releasing a stream of the cold liquid at the troll.
Deluge: 1d20 + 13 ⇒ (1) + 13 = 14
Cold Damage: 4d6 ⇒ (6, 1, 1, 1) = 9

PFS 2 GM ZD |

Ionic moves in with the hopes of getting involved in melee.
Ionic's tree misses it's target.
@Pip, added 3 back to ya
Round 4-Bold may Act
Herondal 73/74
Pip 54/78
Salliss 47/78
Hopper 42/72
Wolfie 55/60
Yellow-injured
Black-uninjured
Blue-Dying
Barydeth 50/118; concealed; acid retaliation 1 acid
Ionic 85/85
Ionic's tree 80/80
Herondal's tree 80/80
Barydeth's tree 80/80
Pip's tree 78/80
Hopper's tree 30/80
Salliss' Tree 74/80
Black: 200/200 4/2, 3/1, 2/3, 1/3
Blue: Dying 1; regen nullified; 3 persistent damage
Yellow: 123/135

NPC Buddy |

The tree once again provides protection from fire to those close enough.
It then fires a blast of water at Yellow.
Super Soaker!: 1d20 + 13 ⇒ (16) + 13 = 29 Range 60’
Cold water: 4d6 ⇒ (6, 4, 1, 4) = 15
Although it is mindless, in the past the trees ignored downed opponents. I’m assuming it does so here as well. If you disagree, feel free to redirect at Blue which is closer.
Fire!: 1d6 ⇒ 2

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Salliss gets out one of the lesser elixirs of life and quickly quaffs it. He then moves over to the body of the blue troll, ready to administer a killing blow if it looks like it will recover. He is careful to stay in line of sight of Bardyth’s tree.
Lesser elixir of life: 3d6 + 6 ⇒ (5, 1, 3) + 6 = 15
Fire! less Resist: 1d6 - 5 ⇒ (5) - 5 = 0

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Hopper rides off the stone and follows Barydeth
Acid Flask@Black, cavalier charge, ic: 1d20 + 13 + 1 + 1 ⇒ (6) + 13 + 1 + 1 = 21
Hero Point reroll
Acid Flask@Black, cavalier charge, ic: 1d20 + 13 + 1 + 1 ⇒ (17) + 13 + 1 + 1 = 32
3 acid damage (1+2 splash only to black) + 2d6 persistent acid damage
Then he turns around to again not be targeted by the spell
He Rides towards Barydeth, throws the flask then returns up
Blight Bomb@Blue, map, ic: 1d20 + 13 + 1 - 5 ⇒ (12) + 13 + 1 - 5 = 21
Damage, poison, ic: 2d6 + 1 ⇒ (2, 1) + 1 = 4 +2d4 persistent poison damage on hit
"You seem to be spending plenty of time on the fallen one, push him into the lava or something"

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"You seem to be spending plenty of time on the fallen one, push him into the lava or something"
Salliss is surprised and confused by Hopper’s accusation.
“What? They regenerate and I wanted to make sure it wasn’t getting back up.”

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With 3 party members focusing on blue Herondal pulls out another Sonic Burst scroll ◆ and aims the spell to only hit yellow. ◆◆
Last round of Lingering.
Sound Burst DC 22 Fort: 3d10 + 1 ⇒ (1, 10, 1) + 1 = 13
fire damage: 1d6 - 5 ⇒ (6) - 5 = 1

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Alright, since we don't know if I can just dig up and replant trees anywhere, let's just post for both options so that ZD can move us forward.

PFS 2 GM ZD |

Salliss' tree will go after the obviously alive one. Nailing it with water.
Salliss heals and readies to deliver the final blow.
Hopper move ahead and tosses a flash at the burrowing troll. It connects, coating the troll in acid.
Hopper then returns and easily hits Blue with a poison bomb.
Hopper's tree blasts the troll beneath it. The troll retaliates.
AOO Jaw: 1d20 + 16 ⇒ (16) + 16 = 322d10 + 8 ⇒ (3, 4) + 8 = 15 Critical hit. 15x2=30-5 from resistance=28
yellow save: 1d20 ⇒ 16 Crit success=no damage
Herondal's sound burst does not seem to bother this troll.
Pip moves forward to follow Barydeht If you change your mind after my discussion post, let me know
************************************************************************
yellow fire damage: 1d6 ⇒ 2
Yellow leaves the tangle of tree roots and attempts to bite and claw Ionic.
jaw: 1d20 + 16 ⇒ (3) + 16 = 192d10 + 8 ⇒ (9, 5) + 8 = 22 Miss
claw + MAP: 1d20 + 16 - 4 ⇒ (17) + 16 - 4 = 292d6 + 8 ⇒ (4, 6) + 8 = 18 Hit. 18-2=16 slashing
************************************************************************
The black troll takes a pair of swipes at Barydeth from around the corner.
claw vs concealment DC 5: 1d20 ⇒ 8
claw+cover: 1d20 + 20 - 2 ⇒ (19) + 20 - 2 = 373d6 + 8 ⇒ (1, 5, 5) + 8 = 19 Critical hit. 19X2=38-2(inspire defense)=36 slashing
claw vs concealment DC 5: 1d20 ⇒ 11
claw + MAP: 1d20 + 20 - 4 - 2 ⇒ (18) + 20 - 4 - 2 = 323d6 + 8 ⇒ (2, 4, 6) + 8 = 20hit. 20-2(inspire defense)=18
The pair of slashes drops the halfling, but it cost the troll as the acid burns. Barydeth goes to Dying 1. Initiative move to in front of black
It leaves the halfling to burrow further.
persistent damage+flat check: 2d6 ⇒ (6, 6) = 121d20 ⇒ 14
************************************************************************
blue dying: 1d20 ⇒ 2 Crit fail. Instantly drops to dying 4 and dies.
Blue stops breathing.
************************************************************************
Round 4-Bold may Act
Herondal 72/74
Pip 54/78
Salliss 47/78
Hopper 42/72
Wolfie 55/60
Yellow-injured
Barydeth 0/118; concealed; acid retaliation 1 acid; dying 1
Black-uninjured
Blue-Dying
Ionic 69/85
Ionic's tree 80/80
Herondal's tree 80/80
Barydeth's tree 80/80
Pip's tree 78/80
Hopper's tree 2/80
Salliss' Tree 72/80
Black: 183/200 4/2, 3/1, 2/3, 1/3; regen negated; 2d6 persistent acid.
Blue: Dying 2; regen nullified; 3 persistent damage
Yellow: 109/135

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oh goody. Black isn't just an awesome Caster, but an awesome fighter aswell... whelp. I'm not going to be much use now. Good luck all.

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There's a reason I'm sending the (relative to the rest of the party) squishy Ionic after yellow instead. Also Ionic wasn't going to be as much help if Bardyth went large.
Fire damage (ring applied): 1d6 - 5 ⇒ (4) - 5 = -1
Ionic gives a grunt as he takes a blow to the chest and glares at the troll, before stepping in a smidge closer and lashing out with a quick series of attacks.
“First de Axe!” Dwarven Waraxe, Doubling ring: 1d20 + 14 ⇒ (7) + 14 = 21
Damage, Slashing, Doubling rings: 2d8 + 4 ⇒ (5, 2) + 4 = 11
+1 striking Clan dagger, 2nd strike, hunted prey, ghost touch: 1d20 + 14 - 2 ⇒ (12) + 14 - 2 = 24
Damage, Piercing: 2d4 + 4 ⇒ (3, 2) + 4 = 9
+1 Clan dagger, 3rd+ strike, hunted prey, ghost touch: 1d20 + 14 - 4 ⇒ (14) + 14 - 4 = 24
Damage, Piercing: 2d4 + 4 ⇒ (1, 2) + 4 = 7
He then raises his dagger in a pitiful attempt at parrying away fists that might fly at him. He then glances at Herondal. "If you've got some way to stop his regen that would be really helpful!"
◆ Twin Takedown (combine damage if both hit for weakness/resistance), ◆ Strike, ◆ Parry (AC is 24 for the round)

PFS 2 GM ZD |

Ionic's axe misses. The two dagger strikes connect.
Ionic's tree nails the troll once more.
Barydeth, if you can go ahead and make a DC 11 flat check to stabilize. Unless someone heals you before hand. Then you can go ahead and take actions instead.
Round 5-Bold may Act
Herondal 72/74
Pip 54/78
Salliss 47/78
Hopper 42/72
Wolfie 55/60
Yellow-injured
Barydeth 0/118; concealed; acid retaliation 1 acid; dying 1
Black-uninjured
Blue-Dying
Ionic 69/85
Ionic's tree 80/80
Herondal's tree 80/80
Barydeth's tree 80/80
Pip's tree 78/80
Hopper's tree 2/80
Salliss' Tree 72/80
Black: 183/200 4/2, 3/1, 2/3, 1/3; regen negated; 2d6 persistent acid.
Yellow: 90/135

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Herondal Summons a Pugwampi. ◆◆◆
Troll has to make a DC 16 will save. Roll twice and keep the lowest. If it fails it has to do that for all of it's rolls while within 20 feet of the Pugwampi. Ionic is out of range and the tree is immune.
The Pugwampi fires at the troll. ◆
ranged attack with shortbow: 1d20 + 8 ⇒ (15) + 8 = 23
piercing damage: 1d6 ⇒ 5
And again. ◆
ranged attack with shortbow: 1d20 + 8 - 5 ⇒ (11) + 8 - 5 = 14
piercing damage: 1d6 ⇒ 4
fire damage to the Pugwampi: 1d6 ⇒ 2
fire damage to Herondal: 1d6 - 5 ⇒ (5) - 5 = 0

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Pip flies forward, seed in hand and then casts Soothe on Bardyth.
◈ Stride
◈◈ Soothe
Soothe: 4d10 + 16 ⇒ (5, 9, 9, 10) + 16 = 49
"Fine time to be laying down on the job, Bardyth! We have trolls to kill!"

PFS 2 GM ZD |

Herondal casts a spell. A Pugwumpi appears out of nowhere and begins to viciously attack the troll.
will save: 2d20 ⇒ (7, 9) = 16 The 7 causes the troll to fail
The first arrow hits the troll.
Pip flies over and soothes some of Barydeth's wounds.
Salliss' tree lurches back. The troll instinctively swipes at it.
AOO: 1d20 + 16 ⇒ (19) + 16 = 351d20 + 16 ⇒ (8) + 16 = 242d6 + 8 ⇒ (1, 1) + 8 = 10
It manages to snag some roots. The tree then launches another ball of water. It connects. Critical hit
Barydeth may now act since he is conscious.
Round 5-Bold may Act
Herondal 72/74
Pip 54/78
Salliss 47/78
Hopper 42/72
Wolfie 55/60
Yellow-bloodied
Barydeth 49/118; concealed; acid retaliation 1 acid; wounded 1
Black-uninjured
Blue-Dying
Ionic 69/85
Ionic's tree 80/80
Herondal's tree 80/80
Barydeth's tree 80/80
Pip's tree 78/80
Hopper's tree 2/80
Salliss' Tree 57/80
Black: 183/200 4/2, 3/1, 2/3, 1/3; regen negated; 2d6 persistent acid.
Yellow: 61/135; unlucky

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Acid flask@yellow: 1d20 + 13 ⇒ (12) + 13 = 25
3 acid damage only to yellow +2d6 persistent acid damage.
Hopper reaches for one of his bombs "I got this" as he tosses it hitting the troll and spraying him with acid
He looks around himself wondering what to do. He pulls out a fresh vial and begins to mix the connotation.
Wolfie moves to bring him next to Barydeth, who now looks small without his bigger posture.
Hopper pours the connotation down halfling throat "This will make you harder to be hit."
1st: Attack with a quick bomber
2nd: quick alchemy to make Drekheart Mutagen
Wolfie's action (due to Cavalier feat: Mature animal): move to be next to Barydeth
3rd: pour the drakeheart mutagen down his throat (it would increase his AC by 1 and give him final surge action). If he does not want him, Hopper would drink it himself.

PFS 2 GM ZD |

Hopper's bomb lands on the yellow troll, coating it in acid. He then moves to assist Barydeth.
The tree shoots yellow with water again and it connects.
Round 5-Bold may Act
Herondal 72/74
Pip 54/78
Salliss 47/78
Hopper 42/72
Wolfie 55/60
Yellow-bloodied
Barydeth 49/118; concealed; acid retaliation 1 acid; wounded 1
Black-uninjured
Ionic 69/85
Ionic's tree 80/80
Herondal's tree 80/80
Barydeth's tree 80/80
Pip's tree 78/80
Hopper's tree 2/80
Salliss' Tree 57/80
Black: 183/200 4/2, 3/1, 2/3, 1/3; regen negated; 2d6 persistent acid.
Yellow: 34/135; unlucky; 2d6 persistent acid

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for Gm knowledge, got myself Toughness so the DC would have only been 10 for me ;)
Bardyth will growl in iritation, draw and drink a Lesser Healing Potion, then grab his Glaive. Still prone.
Potion: 2d8 + 5 ⇒ (7, 7) + 5 = 19
End turn
*----*-----*-----*-----*-----*-----*----
Tree Heals Saliss it looks like.
heal: 2d8 + 16 ⇒ (3, 5) + 16 = 24

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Having just been healed and seeing that Yellow will not be regenerating, Salliss casts Mirror Image and runs to help Bardyth against the troll priest.

PFS 2 GM ZD |

Salliss prepares himself and heads in to assist Barydeth.
************************************************************************
yellow fire damage: 1d6 ⇒ 4
The troll fails to regenerate.
Seeing the dwarf right in front of it, it attacks.
claw + unlucky: 1d20 + 16 ⇒ (7) + 16 = 231d20 + 16 ⇒ (8) + 16 = 242d6 + 8 ⇒ (5, 1) + 8 = 14 Miss
claw + unlucky + MAP: 1d20 + 16 - 4 ⇒ (3) + 16 - 4 = 151d20 + 16 - 4 ⇒ (18) + 16 - 4 = 302d6 + 8 ⇒ (2, 6) + 8 = 16 Miss
jaw + unlucky + MAPx2: 1d20 + 16 - 10 ⇒ (3) + 16 - 10 = 91d20 + 16 - 10 ⇒ (20) + 16 - 10 = 262d10 + 8 ⇒ (3, 6) + 8 = 17 miss
The dagger deflects the blow, causing the troll to miss and takes him off its rhythm.
persistent acid damage: 2d6 ⇒ (3, 2) = 51d20 ⇒ 51d20 ⇒ 9
Unlucky aura really came through for that round.
************************************************************************
Barydeth swigs a potion and grabs hold of his weapon.
His tree heals Salliss
************************************************************************
Only seeing Salliss, the troll extends a finger and dark necromatic energy extends and attempts to sap the life away from the half-elf. Sallis will need to make a DC 26 fortitude save. You can see what it does below
Salliss instantly recognizes as Enervation. It has the Arcana tradition and since you are an expert, you automatically know it
Recognize spell bonus: 1d20 + 10 ⇒ (10) + 10 = 20 Not a critical success[/dice]
The troll then turns its back and continues to dig.
persistent acid damage: 2d6 ⇒ (2, 1) = 31d20 ⇒ 14
************************************************************************
Round 5-Bold may Act
Herondal 72/74
Pip 54/78
Salliss 78/78; 3 mirror images
Hopper 42/72
Wolfie 55/60
Yellow-death's door [ooc]under 15% health
Barydeth 68/118; concealed; acid retaliation 1 acid; wounded 1; drake heart mutagen
Black-uninjured
Ionic 69/85
Ionic's tree 80/80
Herondal's tree 80/80
Barydeth's tree 80/80
Pip's tree 78/80
Hopper's tree 2/80
Salliss' Tree 57/80
Black: 180/200 4/1, 3/1, 2/3, 1/3; regen negated; 2d6 persistent acid.
Yellow: 25/135; unlucky; 2d6 persistent acid

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Ionic takes a moment to nod gratefully at he little thing behind him before he starts to unleash a barrage of weapon strikes at the last troll he can see.
“First de Axe!” Dwarven Waraxe, Doubling ring: 1d20 + 14 ⇒ (1) + 14 = 15
+1 striking Clan dagger, 2nd strike, hunted prey, ghost touch: 1d20 + 14 - 2 ⇒ (12) + 14 - 2 = 24
Damage, Piercing: 2d4 + 4 ⇒ (4, 1) + 4 = 9
+1 Clan dagger, 3rd+ strike, hunted prey, ghost touch: 1d20 + 14 - 4 ⇒ (1) + 14 - 4 = 11
His axe catches into the lava as the dwarf goes for a giant swing. He doesn't realize what has happened until after he follows through with his first dagger attack. Noticing he got near molten rock on his weapon, it throws off his next dagger attack as well.
Deciding to try risking it, Ionic brings his axe around one more time, in a vain attempt the rid it of the cooling lava and try bringing this troll down for good.
“One last axe!” Dwarven Waraxe, Doubling ring, 3rd+ strike hunted prey: 1d20 + 14 - 6 ⇒ (14) + 14 - 6 = 22
Damage, Slashing, Doubling rings: 2d8 + 4 ⇒ (8, 2) + 4 = 14
Keep forgetting to roll for the fire damage before posting.: 1d6 - 5 ⇒ (5) - 5 = 0

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ouch. Enervation is a mean spell even on success, better yet failure. That said, question on Mirror Image... It doesn't have any text specifying area effects ignore it. And while there is a section dedicating what happens on attack rolls. The section on there being a 1 in 4 chance of hitting you just says any attack that would hit you and does NOT specify it as an attack trait like how AoOs call out the manipulate trait... as Enervation doesn't have the Attack trait, I can easily see the argument it wouldn't apply, although the rules for attack as a key term rather than a trait suggests it would... so, would it apply in this situation? And if not, for the rest of these scenarios. When an AoE has the attack trait for whatever reason, would mirror image apply?

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Pip Inspires Defense, moves and plants a tree down near Saliss where it can heal people no matter where they are in the tunnel.
Where the purple triangle is on the map.
Performance (dance): 1d20 + 14 ⇒ (5) + 14 = 19
◇Lingering Performance
◈ Inspire Defense
We have three rounds of Inspire Defense -- +1 to AC and all saves and resistance 2 to physical damage!

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Hopper again moves to action, he and Wolfie runs from behind the corner and he throws his last Bottled Lightning Bomb at the creature
Bottled Lightning@Black, cavalier charge: 1d20 + 13 + 1 ⇒ (17) + 13 + 1 = 31
Damage, electricity: 2d6 ⇒ (2, 4) = 6 +2 splash damage, flat-footed on hit
Then he attempts to aid Salliss to stop begin consumed by negative energy. He uses some of the ingredients to neutralize the effect. Using interact action to aid Salliss

PFS 2 GM ZD |

Ionic misses with the first slash. The dagger connects. Ionic then risks another swing. That too connects.
Ionic's tree blasts the troll once more, dropping it unconscious.
************************************************************************
Pip flies down the tunnel and plants the feather in the ground. A tree fills the small tunnel.
Pip begins to inspire defense again.
************************************************************************
Hopper tosses a bomb and tries to assist Salliss. The bomb connects. The troll roars as the electricity courses through her body. Hit, you think the electricity damage did more than normal.
************************************************************************
[ooc]Pip's tree heals Barydeth. heal: 2d8 + 16 ⇒ (5, 7) + 16 = 28
Round 6-Bold may Act
Herondal 72/74
Pip 54/78
Salliss 78/78; 3 mirror images; 4d8 persistent damage and drained 1
Hopper 42/72
Wolfie 55/60
Barydeth 96/118; concealed; acid retaliation 1 acid; wounded 1; drake heart mutagen
Black-uninjured
Yellow-dying
Ionic 69/85
Ionic's tree 80/80
Herondal's tree 80/80
Barydeth's tree 80/80
Pip's tree 80/80
Hopper's tree 2/80
Salliss' Tree 57/80
Black: 168/200 4/1, 3/1, 2/3, 1/3; regen negated; 2d6 persistent acid; flat-footed
Yellow: 0/135; unlucky; 2d6 persistent acid; dying 1; regen negated.

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If I understand correctly the trees will just keep shooting at the yellow troll until it dies so we should be fine.
Letting the Pugwampi go Herondal moves closer to the group ◆◆ before coming up with an inspirational bit about a troll caught in a cave in. ◆
Inspire Courage. It hits everyone in the cave but won't reach around the corner.
fire damage: 1d6 - 5 ⇒ (1) - 5 = -4

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Assisted recovery from Hopper: 1d20 ⇒ 16
“Thanks Hopper! Now to use the opening you made for me.”
Salliss moves forward and attacks the troll.
+1 Striking Cold Iron Rapier, IC: 1d20 + 16 ⇒ (20) + 16 = 36 Disarm, Finesse
Piercing, IC: 2d6 + 6 + 1 ⇒ (5, 4) + 6 + 1 = 16
On crit Deadly: 1d8 ⇒ 2
Sneak Attack: 2d6 ⇒ (4, 1) = 5
He then says an arcane word of protection.
Stride, Strike, Cast Shield
Unfortunately the crit specialization is just to make it flat-footed, which it already is.

PFS 2 GM ZD |

Salliss moves forward, the troll turns and attempts to bite him.
Jaws AOO: 1d20 + 20 ⇒ (14) + 20 = 342d12 + 8 ⇒ (10, 9) + 8 = 27
Mirror Image, hit on a 1: 1d4 ⇒ 2
The image pops in it's mouth.
Salliss delivers a good rapier thrust. Critical hit
Round 6-Bold may Act
Herondal 72/74
Pip 54/78
Salliss 78/78; 2 mirror images
Hopper 42/72
Wolfie 55/60
Barydeth 96/118; concealed; acid retaliation 1 acid; wounded 1; drake heart mutagen
Black-uninjured
Yellow-dying
Ionic 69/85
Ionic's tree 80/80
Herondal's tree 80/80
Barydeth's tree 80/80
Pip's tree 80/80
Hopper's tree 2/80
Salliss' Tree 57/80
Black: 124/200 4/1, 3/1, 2/3, 1/3; regen negated; 2d6 persistent acid; flat-footed
Yellow: 0/135; unlucky; 2d6 persistent acid; dying 1; regen negated.

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Bardyth will Stand, then use Sudden Charge to wind up adjacent to the Black troll, next to Salliss, and Strike with the Glaive.
Glaive, IC: 1d20 + 16 + 1 ⇒ (8) + 16 + 1 = 25
slashing, cold iron, IC: 2d8 + 6 + 1 ⇒ (1, 4) + 6 + 1 = 12
deadly d8: 1d8 ⇒ 1
glaive: 1d20 + 16 + 1 ⇒ (15) + 16 + 1 = 32
slashing: 2d8 + 6 + 1 ⇒ (2, 4) + 6 + 1 = 13
deadly d8: 1d8 ⇒ 2
*----*-----*-----*-----*-----*-----*
Herondal is the only possible target in range that is injured.
heal: 2d8 + 16 ⇒ (5, 5) + 16 = 26

PFS 2 GM ZD |

Barydeth charges in next and brings his glaive down on the troll. Hits
Herondal is restored to full.
************************************************************************
The troll swipes at Salliss
claw: 1d20 + 20 ⇒ (16) + 20 = 363d6 + 8 ⇒ (1, 2, 4) + 8 = 15
2 images, 1 or 2 on d6: 1d6 ⇒ 5 Pop goes an image
claw +map: 1d20 + 20 - 4 ⇒ (13) + 20 - 4 = 293d6 + 8 ⇒ (5, 2, 4) + 8 = 19
1 image, 1-3 on a d6: 1d6 ⇒ 4 Pop goes the last image
Growing frustrated, it continues to dig.
Barydeth swings and connects as it walks away. Barydeth hits on the AOO
persistent acid damage: 2d6 ⇒ (1, 2) = 31d20 ⇒ 6
************************************************************************
stabilization: 1d20 ⇒ 3
Yellow continues to burn and suddenly stops breathing.
************************************************************************
Round 6-Bold may Act
Herondal 74/74
Pip 54/78
Salliss 78/78
Hopper 42/72
Wolfie 55/60
Barydeth 96/118; concealed; acid retaliation 1 acid; wounded 1; drake heart mutagen
Black-bloodied
Ionic 69/85
Ionic's tree 80/80
Herondal's tree 80/80
Barydeth's tree 80/80
Pip's tree 80/80
Hopper's tree 2/80
Salliss' Tree 57/80
Black: 96/200 4/1, 3/1, 2/3, 1/3; regen negated; 2d6 persistent acid; flat-footed

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Ionic goes perfuntorily through the motions to recall his tree, still surprised it an reach him across the lava and then turns to look at the cave entrance where black has been tunneling.
Three actions to take his tree back and hopefully help plant it in a better spot.

PFS 2 GM ZD |

Ionic's tree is recalled.
Round 7-Bold may Act
Herondal 74/74
Pip 54/78
Salliss 78/78
Hopper 42/72
Wolfie 55/60
Barydeth 96/118; concealed; acid retaliation 1 acid; wounded 1; drake heart mutagen
Black-bloodied
Ionic 69/85
Ionic's tree 80/80
Herondal's tree 80/80
Barydeth's tree 80/80
Pip's tree 80/80
Hopper's tree 2/80
Salliss' Tree 57/80

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The Toll that Herondal is pretending to be is getting desperate for air.
Inspire Courage. ◆
He then moves into the tunnel. ◆◆
"Hey Troll, Hold up a minute, We want to talk to you."

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“So Barydeth, any reason we shouldn’t just kill it from range? You’ve got that fancy spear.”

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◈ Pip moves up and tells a joke in Jotun!
◈◈ Hideous Laughter
DC 25 Will save!
"Why did the troll have to give up telling jokes to gnomes? Because her jokes went right over their heads!"