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Pip finishes up her purchases, and gets ready to head out with her team. "It is ritual time. I hope we are ready."

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Ionic gives a nod and heads out the door to grab what he can and get supplies together. A few hours later he shows up with a slightly glowing Wayfinder, a series of small runes carved across various chains in his chainmail armor to ultimately make a larger rune, and a trident where the pointy bits have been replaced with a blueish grey metal and a shape that matches the previous head as if someone was staring at th first one when making this one.
"I needed ta help ritual? Or just watchin' good?"
Ionic has a +17 tp his Athletics (master, best strength possible at this level [had to give up a point due to not having enough for th e lifting belt]) but I'd rather not risk helping the ritual unless there's some need or concern.

PFS 2 GM ZD |

A few hour past before the PC's are summoned into an open space, Dolok Darkfur stands in the middle of a circle of alters. Eando kline moves about the alters placing items specific for the ritual target.
Additionally, I will need to know if any of you, not these PC's, have chronicles for the following missions: #2-01: Citadel of Corruption, #2-03 Catastrophe's Spark, #2-05 Balancing the Scales, #2-14 Lost in Flames, and #2-18 The Fanciful March of Urwal.
Dolok invites the PC's and Nelket inside of the ritual circle. "I will now explain the finer details of this ritual. Upon completion, I will be transformed into an ethereal state. Only then will I be able to track down Sapphire and the spirit possessing them and act as a beacon to draw you to the location."
"The energy that this ritual creates reeks havoc with teleportation magic. Long distance teleportation will not be safe. But harness this energy can be useful in our fight against this spirit."
Dolok then looks to Nelket before continuing on, "This ritual ties me to the ethereal plane. If there is not enough energy left over, I will not be able to return the this plane. I request that you save some energy to bring me back, however, if you are unable to, I accept that as well."
The ritual energy gained is measured in Aspiration Points. How many of these points you get depend on how well you do on the ritual. How you can spend these points will be explained after the ritual and once we figure out the scenario situation from above. But you do know that you will need at least one aspiration point remaining to bring Dolok back
Nelket breaks the somber moment by clapping her hands, "Shall we do this? We will need some assistance. Those who are not participating may leave the circle. "
Since we have 6 players, we will need 3 secondary casters. The checks can be Arcana, Athletics, Nature, Occultism, Performance, Religion, or Society.

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I have every one of those chronicles and most of them are on Pip. Pip's highest of the Ritual skills is a +17 Occultism.
Pip waits to hear more of the details of the ritual, and skills that her fellow players are bringing, before deciding whether to continue or not.

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I haven't played any of the listed scenarios. Assuming a bit of drama can be added to the ritual Herondal can do Perform at +20 (Virtuosic Performer now adds +2). Otherwise Perform at +18 is my best option.
Herondal limbers up a bit. "I think I can help."

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I have all of those but 2-18. Also, the majority on Bardyth. Of the skills, Athletics is my best. +19
Bardyth will look around to see who will, and who won't, be able to join.

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Additionally, I will need to know if any of you, not these PC's, have chronicles for the following missions: #2-01: Citadel of Corruption, #2-03 Catastrophe's Spark, #2-05 Balancing the Scales, #2-14 Lost in Flames, and #2-18 The Fanciful March of Urwal.
2-01 Peri, 2-03 Brekovi, 2-05 Peri, 2-14 Salliss, 2-18 Brekovi
Have them all, one of them even on this character!Arcana +16, so unless the chronicles give a bonus on the checks others are better.
“It sounds like others are better able to help with the ritual. I’ll watch from outside the area.”

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I have chronicles from every of those scenarios, one on Hopper. But skill wise he is not aligned. Best would be Arcana/Occultism/Society +11 :(
Hopper begins to unwrap a package that he received, a long bundle. As he unpacks it, he sees the top-notch craftsmanship of Puddles blacksmith.
"Look at that blade, it is made from cold-iron, this blade is very sharp, look it even have invested runes on it. It is beautiful... wait why the handle is detached and where is the guard. What kind of nonsense is this?" Hopper looks at the beautiful blade accompanied by doing it yourself cold-iron dogslicer with wounding and striking runes. So he ignores the ritual and begins to assemble his weapon of destruction.
Sorry folk, this Christmas week is brutal for my PBP games :( Starting form Monday I will do better.

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I only have 2-01 and 2-18 (the last on Ionic oddly enough.) Seems that we have a tie for third best modifier. I'll put a roll in a spoiler and if Pip doesn't want to roll then we can use that.
Ionic gives a small groan as he realizes he the group has to help with the ritual and he is one of the better options for the group. He lumbers to his feet, a little more limber than before, and stretches.
"'ine. What I hafta do?" Listening to the instructions, Ionic grabs a hold of one part of a rope wrapped around Dolok and looks at Bardyth to see that he has the other half and pulls tight, making a physical representation of the energy that binds the bear to this plane. "Right, 'old dis tight. Den it gets cut, right?"
Athletics Master: 1d20 + 17 ⇒ (2) + 17 = 19
NOOOPPEE!
Hero point!: 1d20 + 17 ⇒ (6) + 17 = 23
Ugh, hopefully that is not a failure.

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I have all five chronicles. If that has any effect on the Ritual, than it should be me.
"Don't worry, Ionic. I'll take it instead. I've gotten used to working with Herondel." Pip steps forward to work with Herondel and Bardyth.
Ritual Occultism: 1d20 + 17 ⇒ (14) + 17 = 31
If that is not enough for a Crit Success with whatever effect the chronicles offer, Pip uses a Hero Point.
Joining in the Ritual, she takes her turn to praise the Farheaven Clan as required by the ritual.
Blessed is Dolok Darkfur, the God-Called of Old
Blessed the connection with Pathfinders Bold
Our two clans, allied in twain
Have been called to root out the evils again...
She recites for the full four hours, taking turns with Herondel and Bardyth to bolster the ritual with stories, strength and song.
Hero Point: 1d20 + 17 ⇒ (20) + 17 = 37

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I was going to link to a ritual that seemed 'dramatic' but that describes pretty much all of them. The shamans/exorcists/with doctors are really selling it. Odds are everyone involved is being dramatic, Herondal takes it over the top.
Herondal is a bit worrying in how exited he seems at all of this.
"The power of Dolok compels you..."
Perform: 1d20 + 18 + 2 ⇒ (16) + 18 + 2 = 36

PFS 2 GM ZD |
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The Scenario provides bonuses, but not to the ritual itself
@Pip, not a critical success. So will use your Hero Point reroll, which is. Nice
I wait for a third to roll before I reveal the level of success

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athletics: 1d20 + 19 ⇒ (19) + 19 = 38
Bardyth will demonstrate the physical Feats of strength and prowess. That he was going to do even if he wasn't one of the best skills. yay giant instinct anathema. luckily, his guts appear to pay off. Or at least, he hopes they do.
not going to hero point that if that isn't a crit. Cus chances of getting 1 better are much worse than chances of getting 10 worse. Lol

PFS 2 GM ZD |

Eando Kline moves around placing the final items, "Thanks to the Societies efforts, we were able to enhance the ritual by placing these items."
He places a jeweled mask on the first. "The mask belonging to Sapphire"
On the next alter he places a sapling of a bruorsivi pine from the Finadar
Forest. "A piece of where our enemies call home."
Next a coin with the sign or Urxehl.
Eando then hefts a block of hewn stone, etched with runes, on to the alter. "This should boost the power since it is carved by Urxehl's priests."
Finally, Eando places a single dragon scale, "A gift from the dragon Jadirahx"
Eando nods to Nelket, who then signals Dolok to begin the ritual.
Blue, Brown, Purple and Red flames shout from the alters circling Dolok. Barydeth, Herondal, and Pip assist in the ritual. Each one of them in perfect sync with Dolok. All three are critical successes
With a flash of brilliant blue light, Dolok's form begins to shift and becomes translucent. With out saying anything, Dolok flies up and towards the center of Min‑Khadaim.
Moments later, a pillar of light shoots into the sky, and all of the PCs’ wayfinders point toward the beacon.
Eando shouts, "There" pointing at the beacon, "Sapphire has got to be at the center. Hell, its a lot closer than I had thought it would be."
Eando begins to muster reinforcements, since he had sent multiple teams into the field in hopes of casting a wide net, leaving only a handful of Pathfinders at the base camp. Thunder echoes as he sends couriers to recall the other Pathfinder teams, and fire begins to fall from the sky.
"It appears that Urxehl's minions have begun a ritual of their own" Nelket says looking up at the sky.
"You all" Eando calls out to the PC's, "Your immediate mission is to go and exorcise the spirit before the storm sets the entirety of the Finadar Forest ablaze with its demonic powers."

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Pip comes down from the ritual drenched with sweat, but energized. "We will bring back Sapphire and save the forest from the flames." Holding out her wayfinder, she glances up at the fire falling from the sky threatening her pine friends. "And maybe while we're at it, we can slay some demons. Pathfinders, let's go!"

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Salliss uses his wand of Longstrider and then stores it.
He then looks towards the beacon, trying to judge the distance and how severe the rain of fire is going to be.
Resist Energy lasts 10 minutes. If it looks like about 5 minutes or less travel to the beacon, that is what I want to know.
If there is a check to predict magical weather, I would like to do it.

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Herondal smiles. "Impressive. We do good work."
As we rush towards where the beacon was he says "I'm starting to think a ring that protects against fire would have been a good idea."

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Ionic gives a few blinks as he realizes just how close the other ritual was. He pops his neck and roll shis shoulders before pulling out his clan dagger and looking at everyone else. "I'll scout ahead. Get an idea o' what out dere." He then slinks into the forest with a surprising amount of speed.
Ionic has a travel speed of 45' feet, he can probably readily scout ahead and back. Otherwise, I say we get moving then?

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Bardyth grabs his Glaive, nodsxa farewell to Eando, and joins the group towards the opposing ritual

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Herondal runs as fast as his stumpy legs can go. At least he can leap over some obstacles.
"Anything we want to do to prepare when we get close?"

PFS 2 GM ZD |

It takes a total of 5 minutes for the PCs to reach the site of the beacon at a quickened pace, during which they must face the rain of fire conjured by Urxehl’s growing influence in the region.
During this encounter, you will be facing off against a complex hazard. This functions as two rounds of the firestorm performing its routine before the PCs reach the beacon’s location. Each PC can attempt a single skill check on each of these rounds to mitigate the risk to themselves: Acrobatics to evade the fire, Abyss Lore to uncover patterns in the storm, or Survival to take advantage of the surrounding terrain and find usable cover. This check takes one action. So each PC can attempt to disable the hazard each round, as a two action activity. The checks to disable are a trained Arcana, Nature, Occultism or Religion check, or Dispel Magic.
Salliss's Perception (M): 1d20 + 21 ⇒ (12) + 21 = 33
Herondal's Perception (E): 1d20 + 18 ⇒ (10) + 18 = 28
Hopper's Perception (T): 1d20 + 15 ⇒ (1) + 15 = 16
Bardyth's Perception (E): 1d20 + 17 ⇒ (2) + 17 = 19
Ionic's Perception (M): 1d20 + 16 ⇒ (6) + 16 = 22
Pip Hip Hooray's Perception (E): 1d20 + 19 ⇒ (11) + 19 = 30
Hazard: 1d20 ⇒ 5
Round 1-Bold May Act
Salliss
Herondal
Ionic
Pip
Firestorm
Barydeth
Hopper

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Pip tries to evade the flames while trying to undo their power.
◈ Bardic Lore to evade damage: 1d20 + 14 ⇒ (4) + 14 = 18
◈◈ Occultism E to disable: 1d20 + 17 ⇒ (11) + 17 = 28

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I need to pick up Dispel Magic some day.
Herondal tries using the surrounding foliage for cover. ◈
Survival to avoid damage: 1d20 + 12 ⇒ (1) + 12 = 13
hero point: 1d20 + 12 ⇒ (5) + 12 = 17
Well a failure is better then a crit fail.
He then uses fancy prayers to try and abate the storm's effects. ◈◈
religion to disable: 1d20 + 12 ⇒ (11) + 12 = 23

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Bardyth is not trained in any of the related skills to disable. So I'm going to drop my avoid damage roll in spoilers to help keep things moving, in case I am not back before monday. Only other thing I can see that I could potentially do is Rage for 11 temp HP.
Bardyth attempts to leap and tumble between the hellish fires.
acrobatics: 1d20 + 12 ⇒ (4) + 12 = 16
Probably a fail, resist 5 fire from my ring of fire resistance.

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Acrobatics to Evade: 1d20 + 19 ⇒ (1) + 19 = 20 Assuming it is still raining fire, Hero Point
Acrobatics to Evade: 1d20 + 19 ⇒ (4) + 19 = 23 Four times better!
Arcana to reduce the fiery rain: 1d20 + 16 ⇒ (14) + 16 = 30
Salliss does his best to avoid the abyssal rain while trying to undermine the magic powering it.

PFS 2 GM ZD |
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Between the combined efforts of Pip and Salliss, they are able to quell the storm for the time being.
You all can save your hero points. May meed them later. Muah-ah-ah
After dealing with the storm, the PC's continue to head towards the beacon.
Dolok’s aspirational state leads the PCs to the Khadaim Colossus, a massive statue of a robed female cyclops in a half-kneeling position, holding an offering bowl up to the western heavens. Image Added. Terrain for the first part is on slide 6. Height differences are indicated on the map
An immense ruined stone colossus rests on one knee in the ruins of the ancient cyclops city. Over a hundred feet tall, it holds an immense stone bowl aloft just above its head. Built into the statue’s left knee is an impressive stone door entry, while the entire right leg is a shattered mess of broken chunks of stone that ascends up to the chest of the immense structure.
The fire storm surges in strength as the PC's are met by some of Urxehl’s faithful that has have been risen from the grave to continue to serve.
Each PC can attempt a single skill check on each of these rounds to mitigate the risk to themselves: Acrobatics to evade the fire, Abyss Lore to uncover patterns in the storm, or Survival to take advantage of the surrounding terrain and find usable cover. This check takes one action. So each PC can attempt to disable the hazard each round, as a two action activity. The checks to disable are a trained Arcana, Nature, Occultism or Religion check, or Dispel Magic.
Salliss's Perception (M): 1d20 + 21 ⇒ (10) + 21 = 31
Herondal's Perception (E): 1d20 + 18 ⇒ (19) + 18 = 37
Hopper's Perception (T): 1d20 + 15 ⇒ (6) + 15 = 21
Bardyth's Perception (E): 1d20 + 17 ⇒ (9) + 17 = 26
Ionic's Perception (M): 1d20 + 16 ⇒ (2) + 16 = 18
Pip Hip Hooray's Perception (E): 1d20 + 19 ⇒ (10) + 19 = 29
red: 1d20 ⇒ 13
yellow: 1d20 ⇒ 19
green: 1d20 ⇒ 19
storm: 1d20 ⇒ 10
Round 1-Bold May
Herondal
Yellow
Green
Pip
Salliss
Red
Storm
Barydeth
Hopper
Ionic
Red: 165/165
Yellow: 165/165
Green: 165/165

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"Unfriendlies I presume. Time to bring in a friend."
Herondal summons a Pugwampi. ◆◆◆
Level 2 spell. It appears 30 feet away and 25ft from Bardyth so no effect on the party.
The Pugwampi steps closer to the big yellow monster ◆
Unlucky Aura: Red and Yellow must make a DC 16 will save rolling twice and keeping the lower result. If they fail they do so for all rolls while in the aura.
Then attacks it. ◆
ranged attack with shortbow effected by wind: 1d20 + 8 - 1 ⇒ (13) + 8 - 1 = 20
piercing: 1d6 ⇒ 6

PFS 2 GM ZD |

Herondal summons a fey creature to harass the undead.
red save: 2d20 ⇒ (7, 6) = 13 Success
yellow save: 2d20 ⇒ (15, 18) = 33 Success
The Pugwampi misses with its shot.
Yellow moves forward and swings at the Pugwampi.
yellow strike vs Pugwampi: 1d20 + 16 ⇒ (4) + 16 = 202d6 + 4 ⇒ (3, 6) + 4 = 131d6 ⇒ 4 13 bludgeoning and 4 negative energy. Which drops it down to exactly 0
The pugwampi falls and phases back to its home.
It continues to advance on the party.
Green advances on the party.
Round 1-Bold May
Herondal
Yellow
Green
Pip
Salliss
Red
Storm
Barydeth
Hopper
Ionic

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Pip does not bother to defend herself from the storm. But defending her comrades, oh yes, she can do that. She begins her dance, unweaving the fire storm's magic.
Performance (dance): 1d20 + 15 ⇒ (7) + 15 = 22
◇Lingering Performance
◈ Inspire Defense
◈◈ Occultism E to disable the storm: 1d20 + 17 ⇒ (17) + 17 = 34

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Seeing that Pip is attempting, Salliss does his part to unravel the storm.
Arcana E: 1d20 + 16 ⇒ (7) + 16 = 23 Based on past experience, I assume that fails. Hero point.
Arcana E Hero Point reroll: 1d20 + 16 + 1 ⇒ (20) + 16 + 1 = 37
He follows that with an arcane word of protection.
Disable Storm, Cast Shield

PFS 2 GM ZD |

Pip begins to inspire her allies and begins to work on the storm.
Salliss follows along and defends himself.
A success and critical is enough to remove all three actions of the storm, disabling it for now
Pip and Hopper exlcuded
random target order of initiative: 1d4 ⇒ 4
The red undead moves towards the group and level his gaze on Ionic. Need a DC 25 fortitude save vs death, necromancy, occult, visual
Crit Success-No effect
Success-drained 1
Failure-doomed 1 and drained 2
Crit Failure-doomed 1 and grained 4
Round 1-Bold May
Herondal
Yellow
Green
Pip
Salliss
Red
Barydeth
Hopper
Ionic

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Bottled Lightning@green: 1d20 + 16 ⇒ (13) + 16 = 29
Damage: 2d6 ⇒ (6, 5) = 11 +2 splash electricity damage, flat-footed on hit
Hopper pulls out his bomb and throws it at the nearest creature.
Then he whispers to Wolfie "Come on furball, we are not meant to stand in one spot"
And they begin to ride. Hopper is lowered on the saddle trying to keep closes to Wolfie, who runs around the creatures. When he is at the flank he tosses another bomb
Ghost charge@green ff, map, cavalier charge: 1d20 + 16 + 1 - 5 ⇒ (18) + 16 + 1 - 5 = 30
Damage, positive: 2d8 ⇒ (7, 6) = 13 +2 splash positive damage and Enfeebled 1 if hit
Throw Bottled Lightning bomb, cavalier charge (throw Ghost charge bomb)

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Bardyth is angered by seeing creatures currently bigger than him, and so he (and his heart) grew two sizes that day. Rage, and Giant's Stature into Large size. He then swings his Glaive at Green.
Glaive: 1d20 + 17 ⇒ (15) + 17 = 32
Slashing, Cold Iron, Ghost Touch: 2d8 + 16 ⇒ (2, 4) + 16 = 22
Glaive AoO: 1d20 + 17 ⇒ (8) + 17 = 25
Slashing, Cold Iron, Ghost Touch: 2d8 + 16 ⇒ (6, 2) + 16 = 24
End Turn

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Sorry for the lack of posting
Ionic feels the eyes of the creature level at him and gives a small shiver.
Fort Save: 1d20 + 14 ⇒ (18) + 14 = 32 Death-warden Dwarf heritage makes that a critical success.
Ionic moves up towards the undead cyclops thing, leveling back a glare of his own. "You. You are goin' down!" He then draws out his axe to pair with his dagger as he slashes out in one quick action.
◈ Stride, ◈ Hunt Prey, and ◈ Quick Draw
“First de Axe!” Dwarven Waraxe, Doubling ring: 1d20 + 16 ⇒ (1) + 16 = 17
Damage, Slashing, Doubling rings: 2d8 + 6 ⇒ (1, 7) + 6 = 14
Dang, nat 1

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Barring unexpected visitors it should be my turn next.
"What a brave little Pugwumpi."
Herondal is happy where he is for now. but he does start acting out a bit about a giantslayer named Jack felling giants like trees.
Lingering Performance into Inspire Courage DC 24: 1d20 + 20 ⇒ (13) + 20 = 33
Inspire Courage for 3 rounds. ◇◈
"Be afraid, Very afraid."
Herondal hits them all with Fear. ◈◈ DC 25 Will save.

PFS 2 GM ZD |
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Blast it, the boards ate my post.
Hopper moves around and bombards the green one. Two hits
Barydeth moves in and lands a hit on the green one as well. hit
Ionic fights off the effect of the gaze. He moves into strike but comes up short. Miss. eh eh, dwarf joke.
Herondal attempts to drive fear into the mind of the undead. weird these things are immune to mental...
yellow: 1d20 ⇒ 12 Save
green: 1d20 ⇒ 9 Save
red: 1d20 ⇒ 2 Fail
Herondal, seeing that these things are hard to rattle, inspires the party.
************************************************************************
Yellow notices Hopper head towards the door and gives chase. Once in range, he swings twice.
fist + frightened 1: 1d20 + 16 - 1 ⇒ (15) + 16 - 1 = 302d6 + 4 ⇒ (1, 1) + 4 = 61d6 ⇒ 1 Hit. 6-2= 4 bludgeoning damage and 1 negative damage.
fist + frightened 1 + MAP: 1d20 + 16 - 1 - 4 ⇒ (11) + 16 - 1 - 4 = 222d6 + 4 ⇒ (1, 4) + 4 = 91d6 ⇒ 4 Miss
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Green focuses on Barydeth, attempting to stare down the barbarian. Need a DC 24, damn frightened, Fortitude save vs death, necromancy, occult, visual
Depending on your level of success, add the following conditions.
Crit Success-No effect
Success-drained 1
Failure-doomed 1 and drained 2
Crit Failure-doomed 1 and grained 4
He then takes a single swing at him.
Frightened 1 and Enfeebled 1 do not stack since both are status bonuses, but do cause a -1 to both attack and damage.
fist + frightened 1 + enfeebled 1: 1d20 + 16 - 1 ⇒ (20) + 16 - 1 = 352d6 + 4 - 1 ⇒ (4, 3) + 4 - 1 = 101d6 ⇒ 4 Critical Hit. 10*2=20-2=18 Bludgeoning. 4*2=8-5=3 Negative
************************************************************************
3 rounds of inspiring courage-Herondal
Inspire defense ends this round unless Pip re-ups it
Side note, I will rely on you all to keep track of your Hit Points. Too much to remember on my side of the screen. Please keep your status bar as up-to-date as possible.
Round 2-Bold May Act
Herondal
Yellow
Green-injured
Pip
Salliss
Red
Barydeth
Hopper
Ionic
Red: 165/165; frightened 2
Yellow: 165/165;
Green: 115/165; flat-footed, enfeebled 1

PFS 2 GM ZD |

Fear is a mental spell so if they are Immune to Mental the Fear spell has no effect on them.
I know. I was just commenting how odd it was for them not to have that immunity. Most undead I have come across are immune.

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Salliss says an arcane word to bring up his protections, then runs to flank with Ionic. Once in position, he draws and strikes at Red with his blade.
+1 Striking Cold Iron Rapier, IC: 1d20 + 17 + 1 ⇒ (10) + 17 + 1 = 28 Disarm, Finesse
Piercing, IC: 2d6 + 6 + 1 ⇒ (2, 2) + 6 + 1 = 11
On crit Deadly: 1d8 ⇒ 3
Sneak Attack: 2d6 ⇒ (5, 6) = 11
Cast Shield, Stride, Quick Draw

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Performance (dance): 1d20 + 15 ⇒ (17) + 15 = 32
◇ Lingering Performance
◈ Inspire Defense
Pip dances and weaves, her feet finally hitting a catchy enough rhythm to linger. Then she gathers positive energy and flings it at one of the undead giants.
◈◈ Disrupt Undead Positive Energy (DC 26 Basic Fortitude): 4d6 + 4 ⇒ (2, 3, 5, 1) + 4 = 15
She aims this spell at the already frightened Red Cyclops, hoping that the fear that Herondel provided will make her spell stick.

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Alright, so I forgot to mention above, Rage brought me 11 temp Hp. so 145 effective hp, then got smacked for a combined 21. So dropped me back down to 124/134 before the save. Important for me to keep track of... Since I am going to bounce all over the place on HP and Temp Hp now that I have Renewed Vigor.
Fortitude Save, ID: 1d20 + 18 + 1 ⇒ (7) + 18 + 1 = 26
Alright, Barbarian Trait: Juggernaut means that goes from a Success to a Crit Success.
Bardyth, annoyed at something trying to scare HIM of all people, gets a bit angrier. Renewed Vigor for 7 more temporary HP. (will update character line shortly to reflect current Hp and Temp HP)
He then swings his Glaive into Green again, growling like a mad man.
Glaive Strike, IC: 1d20 + 17 + 1 ⇒ (14) + 17 + 1 = 32
Slashing, Cold Iron, IC: 2d8 + 16 + 1 ⇒ (5, 5) + 16 + 1 = 27
Deadly D8: 1d8 ⇒ 4
Then he does so again, bathing in whatever viscera serves as these things' innards.
Glaive Strike, IC, MAP: 1d20 + 17 + 1 - 5 ⇒ (14) + 17 + 1 - 5 = 27
Slashing, Cold Iron, IC, forceful: 2d8 + 16 + 1 + 2 ⇒ (5, 6) + 16 + 1 + 2 = 30
Deadly D8: 1d8 ⇒ 5
end turn
AoO Glaive Strike, IC: 1d20 + 17 + 1 ⇒ (9) + 17 + 1 = 27
Slashing, Cold Iron, IC: 2d8 + 16 + 1 ⇒ (3, 5) + 16 + 1 = 25
Deadly D8: 1d8 ⇒ 5

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As for the not being immune to mental effects. Only mindless undead are. Undead in general don't come with that immunity... That also means, though, that these things can think and strategize... With their size adn reach, easy flanks if desired.

PFS 2 GM ZD |

Salliss ducks around the battlefield and stabs the undead in the back. Hit
Pip dances to inspire the defense of her allies and then attempts to disrupt red.
red fort + frightened 2: 1d20 - 2 ⇒ (14) - 2 = 12 Fail.
************************************************************************
Red turns to face the one who just injured it and attempts to stare it down. Need a DC 23 Fortitude save vs death, necromancy, occult, visual
Crit Success-No effect
Success-drained 1
Failure-doomed 1 and drained 2
Crit Failure-doomed 1 and grained 4
Red then swings on Salliss.
fist + frightened 2: 1d20 + 16 - 2 ⇒ (14) + 16 - 2 = 282d6 + 4 ⇒ (5, 3) + 4 = 121d6 ⇒ 1 Hit. 12-2=10 bludgeoning damage. 1 negative damage.
************************************************************************
Barydeth successfully strikes the green one twice.
3 rounds of inspire courage-Herondal
3 rounds of inspire defense-Pip
Round 3-Bold May Act
Herondal
Yellow-injured
Green-bloodied
Pip
Salliss
Red-injured
Barydeth
Hopper
Ionic
Round 4-Bold may Act
Herondal
Red: 128/165; frightened 1
Yellow: 140/165
Green: 58/165; flat-footed, enfeebled 1

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As his inspirational bit of acting lingers on, Herondal glares at one of the giants in an intimidating yet dramatic fashion.
Intimidating Glare to demoralize green: 1d20 + 20 ⇒ (17) + 20 = 37 ◆
He then sends electricity arcing through 2 of them.
Electric Arc on Red and Green DC 25 simple reflex saves: 4d4 + 4 + 1 ⇒ (4, 2, 2, 3) + 4 + 1 = 16 ◆◆
Still Glare at the remaining target then hit them with a Hideous Laughter (DC 25 Will save)

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Hopper pulls out another bomb and throws it at the most wounded foe
Lightning Bomb@green, ic: 1d20 + 16 + 1 ⇒ (15) + 16 + 1 = 32
Damage, electricity, ic: 2d6 + 1 ⇒ (5, 5) + 1 = 11 +2 splash, flat-footed on hit.
Then Wolfie charges forwards as Hopper waves his newly acquired sword. The wolf jumps forwards and goes down on its paws immediately turning around. Hopper leans out of the saddle and takes a swing aiming for the legs
Cold-iron dogslicer@yellow, ic, cavalier charge, map(agile): 1d20 + 16 + 1 + 1 - 4 ⇒ (2) + 16 + 1 + 1 - 4 = 16
Damage, slashing, ic: 2d6 + 1 + 1 ⇒ (3, 2) + 1 + 1 = 7 +1d6 bleeding dmg on hit
But he hits only earth. Wolfie begins to run away from the foe towards the statue.
"Come on foul! Try to catch me!"
Throw bomb(green), cavalier charge (attack yellow)

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Fort save, ID: 1d20 + 12 + 1 ⇒ (19) + 12 + 1 = 32 So close…just a success. I assume you adjusted the DC for Frightened.
Salliss goes a little pale.