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Big Jig glances at the bloody, chewed-upon rabbit with glowing red eyes, and sighs to his loyal mount. "Are you sure you want to rescue that one?"
But First Secretary Floof's big brown eyes convince Jig to try. Jig takes a deep breath. "I guess it has not attacked yet... But if I become a zombie rabbit's chew toy, I am blaming you."
Jig trots First Secretary Floof forward and stands grandly on his mount's head. "You are the one they called Denufair, are you not?" Jig bows. "I am their Majesty, Big Jig, the uncrowned and exiled King of Jigland. If you mean us harm, you can eat me now, for I am naught but a morsel to you. But if there exists good in you, show us."
Diplomacy: 1d20 + 10 ⇒ (8) + 10 = 18

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Jig has managed to Improve Denufair's attitude from Indifferent to Friendly. It looks sad ... as if there is a sense of loss.

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Pine Sapling looks at the rabbit with sadness "Can you show us where are your companions or what remains of them?"

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Olaf follows.
Olaf is one of my earlier characters -- they tend to have zero people skills unless their class needs it

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Henri observes what will happen after Big Jig converses with the rabbit. He even casts Detect Magic just to be sure. He even takes a good look of the rabbit after seeing its unusual features or something. I would like to make a Recall Knowledge about the rabbit. Nature +4, Religion +9
Bloodied, and wounded? Even her bones are visible and where is her... heart?“ he mutters under his breath.

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The rabbit turns and starts hopping towards the left hand staircase.

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"Stairs, ho!" But before he goes up them, Jig wants to make sure they are still sound.
If the rabbits are falling apart, what state will the stairs be in?
Perception +7, please

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Henri finds nothing unusual with the rabbit. He thinks it is safe to follow the rabbit that might lead them somewhere with clues of her master. He follows Denufair as well. But he has his doubts, still.

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Olaf follows everyone, though he pulls out a throwing knife in case something unfriendly jumps out at them.

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As you reach the top of the stairs, which are stone, look rather sturdy, and appear to have been here for decades, if not a few centuries ....
Could everyone trained in Stealth please make a check.

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Stealth: 1d20 + 8 ⇒ (2) + 8 = 10
Hero Point: 1d20 + 8 ⇒ (14) + 8 = 22
Big Jig almost makes a big clatter on the staircase until his First Secretary reminds him to be quiet.

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Henri is untrained in Stealth...

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No stealth here either

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There is a roar in anger as you reach the top of the stairs. Everyone needs to make a Fort save (DC 18) to avoid taking mental: 3d6 ⇒ (2, 4, 4) = 10 and sonic: 3d6 ⇒ (5, 4, 4) = 13 damage as well as Frightened 1 for the next hour (frightened 2 on crit fail)
Kyra should be level 3

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DC 18 Fortitude save: 1d20 + 8 ⇒ (3) + 8 = 11
Let's Hero Point that: DC 18 Fortitude save: 1d20 + 8 ⇒ (15) + 8 = 23 (Success)
Henri quickly closes his ears after hearing such loud roar of anger. "What was that?!" he exclaims and draws his scimitar, just in case somebody attacks them.

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DC 18 Fortitude (E) Big Jig: 1d20 + 7 ⇒ (17) + 7 = 24
DC 18 Fortitude (E) First Secretary Floof: 1d20 + 7 ⇒ (12) + 7 = 19
Is this a Basic Save? Did we each take half damage?
Big Jig and his trusty steed stand firm against the roar. Jig looks around for the undead thing that caused such a ruckus. "This is ridiculous! Is this how you greet a Mighty King?"
What would a +5 Religion or +9 Diverse (Bardic) Lore tell me about what just happened?

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The scenario only says 'Fort Save', not 'Basic Fort Save'

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Fort Save: 1d20 + 8 ⇒ (2) + 8 = 10
Fort Save, Hero Point, Promotional Vestments: 1d20 + 9 ⇒ (6) + 9 = 15
Olaf cries out and grabs at his head as the mental and sonic onslaught assail the party. Pulling a scroll from his backpack, he has the party gather around him as he sends healing energy at everyone.
Heal Lvl 2: 2d10 ⇒ (1, 3) = 4
I guess I forgot to sacrifice to the dice gods again
Are we on a timetable here? Is there time to do Treat Wounds checks?

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"Spend time treating your wounds." Jig says to his companions. "I will try to settle the spirits while you do so."
Religion: 1d20 + 5 ⇒ (14) + 5 = 19
Big Jig, learning that this is a haunt, sets to disabling it with what he knows of the group who went on that disastrous earlier mission. He says gently, "Soldier, be at rest! We have come to recover your colleague's bodies and rescue who we can. We have come to take care of you. I have with me these three stalwart priests, a spirit of nature and a mighty fighter. We promise, we will care of those you guard."

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And that is enough to exorcise the Haunt. Meanwhile the rabbit is continuing towards the centre of the island where you see three skeletons patrolling.
Since you have light sources, please make perception checks.

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Perception: 1d20 + 7 ⇒ (7) + 7 = 14
Jig, still aglow from disabling the haunt, is not paying the fullest attention to these skeletons.

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That's like 23 total damage on a Failure, right? Do we have enough time to get those affected to restore some HP? If not, we'll heal those that needs healing.
Perception: 1d20 + 9 ⇒ (17) + 9 = 26
With weapon still at hand, Henri searches cautiously as to where Denufair is leading them.

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Kyra and Henri notice that the skeletons are attracted to the light.

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Fort save: 1d20 + 8 ⇒ (6) + 8 = 14 Failure > hp 20/43, frightened 1
Perception: 1d20 + 6 ⇒ (1) + 6 = 7

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As soon as Kyra and Henri announce that the skeletons are attracted by the light, Jig says, "Let's leave those Wayfinders on then! Make them come to us!"

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No token for Yakuthiel as yet
The skeletons advance with murderous intent.
Initiatives:
Big Jig: 1d20 + 7 ⇒ (12) + 7 = 19
Henri: 1d20 + 9 ⇒ (13) + 9 = 22
Kyra: 1d20 + 9 ⇒ (7) + 9 = 16
Olaf: 1d20 + 11 ⇒ (15) + 11 = 26
Pine: 1d20 + 6 ⇒ (17) + 6 = 23
Yakuthiel: 1d20 + 8 ⇒ (1) + 8 = 9
red: 1d20 + 7 ⇒ (6) + 7 = 13
blue: 1d20 + 7 ⇒ (20) + 7 = 27
green: 1d20 + 5 ⇒ (11) + 5 = 16
Blue takes a step, grabs longbow, nocks an arrow and fires at Pine.
longbow: 1d20 + 11 ⇒ (5) + 11 = 16 piercing: 1d8 ⇒ 7
Everyone but Kyra and Yakuthiel are up.

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I have added a question mark head avatar for Yakuthiel, so that he can be on the map with us. Yakuthiel, feel free to replace the question mark with your own avatar.
★ ---- ★ ---- ★ ---- ★
Big Jig holds his Tome in one hand as he studies the skeletons to see if he can trigger any weaknesses that they might have. "Hey Bonehead, are you a fan of music? Have I got a song for you!"
You know that every creature, no matter how obscure, has a weakness. By identifying and empowering the right object, you can strike down even the most resilient of monsters. You gain the Exploit Vulnerability action.
EXPLOIT VULNERABILITY [one-action]
ESOTERICA MANIPULATE THAUMATURGE
Frequencyonce per round Requirements You are holding your implement. You scour your experiences and learning to identify something that might repel your foe. You retrieve an object from your esoterica with the appropriate supernatural qualities, then use your implement to stoke the remnants of its power into a blaze. Select a creature you can see and attempt an Esoteric Lore check against a standard DC for its level, as you retrieve the right object from your esoterica and use your implement to empower it. You gain the following effects until you Exploit Vulnerabilities again.
Critical Success You remember the creature's weaknesses, and as you empower your esoterica, you have a flash of insight that grants even more knowledge about the creature. You learn all of the creature's resistances, weaknesses, and immunities, including the amounts of the resistances and weaknesses and any unusual weaknesses or vulnerabilities, such as what spells will pass through a golem's antimagic. You can exploit either the creature's mortal weakness or personal antithesis (see below). Your unarmed and weapon Strikes against the creature also become magical if they weren't already.
Success You recall an important fact about the creature, learning its highest weakness (or one of its highest weaknesses, if it has multiple with the same value) but not its other weaknesses, resistances, or immunities. You can exploit either the creature's mortal weakness or personal antithesis. Your unarmed and weapon Strikes against the creature also become magical if they weren't already.
Failure Failing to recall a salient weakness about the creature, you instead attempt to exploit a more personal vulnerability. You can exploit only the creature's personal antithesis. Your unarmed and weapon Strikes against the creature also become magical if they weren't already.
Critical Failure You couldn't remember the right object to use and become distracted while you rummage through your esoterica. You become flat-footed until the beginning of your next turn.
Mortal Weakness After identifying a creature's weakness, you use a thematically resonant bit of esoterica to attune your attacks to your discovery. Your unarmed and weapon Strikes activate the highest weakness you discovered with Exploit Vulnerability, even though the damage type your weapon deals doesn't change. This damage affects the target of your Exploit Vulnerability, as well as any other creatures of the exact same type, but not other creatures with the same weakness. For example, when fighting a pack of werewolves, you might use silver shavings or crushed moonstone to deal damage that applies their weakness to silver to your attacks against any of the werewolves, but you wouldn't apply this damage to any other monsters with a weakness to silver.
Personal Antithesis You improvise a custom weakness on a creature by forcefully presenting and empowering a piece of esoterica that repels it on an individual level; for instance, against a tyrant, you might procure a broken chain that once held a captive. This causes the target creature, and only the target creature, to gain a weakness against your unarmed and weapon Strikes equal to 2 + half your level.
★ ---- ★ ---- ★ ---- ★
◈ Exploit Vulnerability (Esoteric Lore): 1d20 + 11 ⇒ (14) + 11 = 25
If these creatures have a Weakness, that is enough for Jig to learn about it. So if they are weak to a specific type of attack, Jig's discordant notes will do Sonic damage and trigger their highest weakness. If these creatures are unlike normal skeletons and have no weakness, than Jig will give the skeletons a special allergy to Corgi fur. Please add +3 damage to all my attacks in that case.
Then Jig rubs his cricket legs together and chirps two especially discordant notes straight at the Red Skeleton! One of those notes bounces off the skeleton, ineffectively.
◈ Discordant Note (Mortal Weakness, 20 ft. Range, Handwraps): 1d20 + 8 + 1 ⇒ (17) + 8 + 1 = 26
Sonic damage that triggers Highest Weakness: 1d4 + 2 ⇒ (1) + 2 = 3
◈ Discordant Note 2nd Attack (Mortal Weakness, 20 ft. Range, Handwraps): 1d20 + 8 + 1 - 4 ⇒ (1) + 8 + 1 - 4 = 6
Sonic damage that triggers Highest Weakness: 1d4 + 2 ⇒ (2) + 2 = 4

First Secretary Floof |

"Arf!" Since First Secretary Floof was not called upon to act, he takes his secretarial duties seriously. He puts the Initiative in order.
Bold is up!
★ ---- ★ ---- ★ ---- ★
Blue
Olaf Spiritwell
Pine Sapling
Henri Hart
Big Jig
Green
Kyra
Red
Yakuthiel

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Red takes 3 damage.

First Secretary Floof |

"Arf!"
That's 6 damage then, because now Red suffers from the Corgi fur allergy (Personal Antithesis) for an additional +3. I will account for this in future posts.

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Pine casts healing spell on himself and strides toward blue skeleton.2nd level heal, 2 actions: 2d8 + 16 ⇒ (5, 1) + 16 = 22

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Pine, did the Blue skeleton even hit you? Your AC is 17, and it hit a 16.

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Pine, did the Blue skeleton even hit you? Your AC is 17, and it hit a 16.
No, but failed fort save vs. the haunt earlier and took 23 damage.

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1 person marked this as a favorite. |

Bold are up
Blue
Olaf Spiritwell
Pine Sapling (-1)
Henri Hart
Big Jig
Green
Kyra
Red (-6)
Yakuthiel

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Henri quickly casts his Bless spell to help his allies with their attacks. “May the blessing of Sarenrae guide you in all your ways!“ He then raises his shield.
◆◆ Cast a Spell, Bless (5-ft emanation)
◆ Cast a Spell, Shield (+1 to AC)

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OMG! My post didn't register. Sorry for the delay
Raising his staff, Olaf roars at the Skeletons. "Nethys strike you down!"
He sends a massively loud explosive noise at the Red and Blue Skeletons.
Sound Burst, Sonic, DC 19 Fort Save: 2d10 ⇒ (7, 8) = 15
Then he casts Shield.
◆◆ HONK!!
◆ Shield
My original post got eaten for some reason.

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fort(red): 1d20 + 8 ⇒ (7) + 8 = 15
fort(blue): 1d20 + 8 ⇒ (20) + 8 = 28
((is that save for half or save for none?))

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Green Strides toward Yakuthiel and attacks with it's glaive. (10ft reach)
glaive: 1d20 + 9 ⇒ (6) + 9 = 15 slashing: 1d4 + 2 ⇒ (1) + 2 = 3
glaive: 1d20 + 4 ⇒ (8) + 4 = 12 slashing: 1d4 + 2 ⇒ (3) + 2 = 5
Bold are up
Blue
Olaf Spiritwell
Pine Sapling (-1)
Henri Hart
Big Jig
Green
Kyra
Red (-13)
Yakuthiel

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[dice=fort(red)]d20+8
[dice=fort(blue)]d20+8((is that save for half or save for none?))
Basic save... so Blue manages to cover what's left of its ears :)