(PFS2) WAR OF IMMORTALS @ LOST ON SPIRIT ROAD (Inactive)

Game Master rainzax

A shipment of relics on its way to Minkai vanished somewhere in the Forest of Spirits, a dense woodland home to kami and spirits of all sorts. In search of the missing shipment, Pathfinder agents travel to a remote village, where they uncover secrets of this enigmatic forest. This scenario features a wide variety of options for encounters and reasons for the vanishing, making for a fresh experience on mulitple playthoughs.

PbP Macros > (not for this game)
Slides / Maps > Lost on Spirit Road (Maps)
Action Symbols > Single (◆), Double (◆◆), Triple (◆◆◆), Free (◇), Reaction (↺)
Status Symbols > ♥️ hit points, ☘️ hero points, ✋ held items, ⚕ status conditions
Challenge Points 12 = (4+4+4)


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Lost on Spirit Road (Maps) | Action Symbols ➤ (◆), (◆◆), (◆◆◆), (◇), (↺) | Spell Templates | Hero Points @ Brendar (☑□), Natalu (☑☑☑), Zisiro (□□□) | Status Symbols: ♥️ hit points, ☘️ hero points, ✋ held items, ⚕ status condition | Contact Sheet

Lost on the Spirit Road: Getting Started

Each of the PCs arrived in Minkai within the past few months. Since then, the PCs have been working with Venture-Captain Amara Li to help lay the groundwork for a lodge in Minkai, performing a variety of tasks that are well-suited to their individual skills. They know that Amara Li has been collecting relics from across the world to house in a new museum with a focus on relics from Minkaian history that have been kept in other nations. To this end, she has been traveling all over the nation to pursue leads. These relics have come from a combination of purchases and donations, and she has occasionally called on local Pathfinders to guard the relics. The PCs are currently working in Sakakabe, a prosperous city famous for its trade in silver and pearls. Venture-Captain Li summons the PCs to meet with her in one of the gardens of the Kiniro Kyomai teahouse, a famous teahouse run by geisha. The quality of the Kiniro Kyomai’s tea, food, and samisen music make it a popular destination for locals and travelers alike. She waits for the PCs to enjoy their tea before turning their attention to more serious matters.

“I fear that misfortune may have struck some of your fellow agents. I hope that you can help them return here to safety, but I fear the task I have to request of you may instead center around recovering what you can from your fallen allies and, if it is safe to do so, completing the mission in their stead.”

“Last year, I received a donation of relics from Taldor. The route is lengthy and complicated, so I will spare you unnecessary details. A caravan carrying the relics safely arrived in Hongal to the north, where it met up with a pair of Pathfinder agents, Lin Po and Ti Lan. These agents inspected the cargo, sent me a missive indicating that all was in order, and joined a second caravan to take the Spirit Road through the Forest of Spirits. The journey is understandably long, taking over two months to complete. Still, the caravan is late, and I fear that they may have run into trouble along the way. They were supposed to reach Sakakabe two weeks ago."

“While it’s possible that they were waylaid in the northernmost parts of Minkai, I believe it’s far more likely that they ran into trouble in the Forest of Spirits, a mystical place that shelters departed souls and most of the world’s kami. Kami are spiritual guardians with a deep connection to certain living locations or living things. The locals pay great respect to the kami, never intruding further into the forest than their one coastal road, the Spirit Road, and a number of small settlements built around shrines. This should make tracking the caravan simple, since there’s only a single road along which they should have had to rest or resupply at some point. I need you to check each of the roadside settlements until you find the last one to have seen the caravan, then track it from there and figure out what happened.”

“Be sure to respect the kami and the local traditions honoring them; I don’t want you to come to harm in your journey. The kami are mostly benevolent, so long as they receive the proper respect, but there are some dangers that might have harried the caravan. Bandits, hobgoblins, and giants, among other creatures, dwell within the forest. The forest also hosts some aggressive plants and animals, not to mention malign spirits such as the oni, the sworn enemies of the kami. The locals will know more than I of what perils to expect.”

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Background Knowledge

Forest Lore (DC 13), Spirit Lore (DC 13), or Nature (DC 15):

Critical Success

Spoiler:

The PC knows several details about villages bordering the Forest of Spirits, as well as the kitsune that populate the region. Such PCs gain a +2 circumstance bonus on checks to investigate the village and to negotiate with the thief.

Success

Spoiler:

The PC recalls general information about the Forest of Spirits, including its dense populations of kami and mostly benign spirits that can possess living creatures to share memories but exert little control over their hosts.

Critical Failure

Spoiler:

The PC recalls that the Forest of Spirits is named for its numerous incorporeal undead denizens, including fell spirits who possess travelers’ bodies only to horrifically murder their hosts. A PC who receives this result and is not corrected is frightened 1 for the duration of Encounter B: Caravan Defense

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Feel free to introduce your characters and roll applicable Background Knowledge Checks!

Verdant Wheel

N (he/him) Varisian Animist 3 | HP 32/38 | AC <19> 20 (22) | F +9 R +6 W +10 | Perc +10 | Stealth +1 | 25 ft | Hero 2/3 | focus 2/2 | 1st: 2+1 2nd: 1+1 | ◆ | ◇ | ↺ | Active Conditions: suspicious hunter, frightened 2

"Greetings, I am Zisiro. I believe I've seen some of you working on the grounds," says a tattooed Varisian man wearing a breast plate over an embroidered robe as you gather at the tea house. He might have been noticed working on the future gardens before being summoned to the task at hand.

"I will be sure to respect the kami of the land," he says after the Venture-Captain explains their task.

Spirit Lore (T): 1d20 + 5 ⇒ (5) + 5 = 10

The spirits have been particularly closed lipped about the nearby wild lands these past months.

Horizon Hunters

HP 19/33 | AC 19 | F +7 R +8 W +11 | Perc +9 | speed 30 ft | focus 1/1| Hero 1 | Active Conditions Wounded 1

"Most forests have spirits in them, I think." Brendar snorts. "Most places do, in fact."

Forest Lore: 1d20 + 6 ⇒ (14) + 6 = 20

"This Forest of Spirits is full of them. Sometimes they even possess travelers to communicate."

Radiant Oath

Male Sprite Exemplar 3 | HP 14/42 | AC 20 | F+9 R+9 W+7 | Perc +5; Low-Light and Darkvision | Speed 20 ft | Hero Points: 0 | Exploration: Scout | Immanence: Palisade Bangles (+1 AC aura) | Active Conditions: Dying 3, Wounded 1, Resist Pierce 3

Radiant Natalu is a rather short man with golden hair (not blond, but actually golden) and a silver sheen to his eyes. He only introduces himself as "Natalu," but the "Radiant" part always seems somehow implied.

He has tattoos across his torso that portray his past adventures, but alas covers them with leather armor when expecting danger. He carries a spear that is noticeably longer than he is tall, but seems light. While one of the wingless sprites of the Universe, everyone present has seen him take to the air in short bursts, born aloft on dragonfly-like wings of blue light that unfurl from his shoulders.

"A rescue mission? Count me in! I am confident of our success. And it sounds like an interesting place!"


Lost on Spirit Road (Maps) | Action Symbols ➤ (◆), (◆◆), (◆◆◆), (◇), (↺) | Spell Templates | Hero Points @ Brendar (☑□), Natalu (☑☑☑), Zisiro (□□□) | Status Symbols: ♥️ hit points, ☘️ hero points, ✋ held items, ⚕ status condition | Contact Sheet

The Border Village

1d4 ⇒ 2

Although Sakakabe is the closest city to the forest of Spirits, it still takes several weeks of travel on a road that winds through the Osogen Grasslands to reach the Forest of Spirits. Along the way, the PCs cross paths with travelers heading south into Minkai, as well as the nomadic herders who call the rolling plains home. No one the PCs meet in the grasslands has seen the caravan the PCs are looking for.

When the PCs enter the Forest of Spirits, the atmosphere changes. The forest is cool and damp, and profoundly alive. Snow blankets the ground and clings to branches of towering pine and spruce trees. Birds, rodents, foxes, deer, bears, and numerous other creatures roam through the woods, keeping their distance from the road. The density of the trees suggests that logging is almost unheard of in this forest. Animals are not the only creatures moving out in the woods; the PCs occasionally see unexplained movement in the trees and rocks or feel like someone is watching them. As the PCs progress through the forest, they visit several small villages, none of which have seen the caravan the PCs are looking for. They can find signs of passage from several caravans and groups that travelled on foot, and the remains of campsites right next to the trail. However, there are no indications that any of these groups came to harm.

Eventually, the PCs arrive at a village nestled deeper in the forest’s outskirts!

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Skill Challenge:

Asking around for the whereabouts of the missing pathfinders involves the following skills:

Diplomacy
Medicine
Performance

Each PC can make a single check, or, a single check to Aid a fellow PC. I will be somewhat flexible on Aid skills, feel free to be creative. If the party succeeds at this skill challenge, open the spoiler below to gain a Charm for the rest of the scenario!

Charm

Spoiler:

Hospitable: The villagers or spirits provide comfort and care to travelers, improving their stamina. This charm allows a PC to reroll a single saving throw once per encounter.

Horizon Hunters

HP 19/33 | AC 19 | F +7 R +8 W +11 | Perc +9 | speed 30 ft | focus 1/1| Hero 1 | Active Conditions Wounded 1

Brendar's own spirits dance through the back of his mind, quite at home under the dark boughs of the Forest of Spirits.

A healer in his own community, the kobold is happy to tend to the small hurts of the townspeople while gossiping with them about passing Pathfinders.

Medicine: 1d20 + 11 ⇒ (5) + 11 = 16

Verdant Wheel

N (he/him) Varisian Animist 3 | HP 32/38 | AC <19> 20 (22) | F +9 R +6 W +10 | Perc +10 | Stealth +1 | 25 ft | Hero 2/3 | focus 2/2 | 1st: 2+1 2nd: 1+1 | ◆ | ◇ | ↺ | Active Conditions: suspicious hunter, frightened 2

Zisiro calls to the surface the spirits of the wild places. He has little formal training in medicine, but he provides what advice he can on herbal remedies to the villagers.

Lore (herbalism): 1d20 + 5 ⇒ (3) + 5 = 8 (or +3 for Medicine, specifically)

Radiant Oath

Male Sprite Exemplar 3 | HP 14/42 | AC 20 | F+9 R+9 W+7 | Perc +5; Low-Light and Darkvision | Speed 20 ft | Hero Points: 0 | Exploration: Scout | Immanence: Palisade Bangles (+1 AC aura) | Active Conditions: Dying 3, Wounded 1, Resist Pierce 3

Charm comes easily to Natalu (though staying well-liked can be more challenging). He appeals to the townsfolk's sympathies, making a show of how oversized everything in their village is to him.

Diplomacy: 1d20 + 6 ⇒ (5) + 6 = 11


Lost on Spirit Road (Maps) | Action Symbols ➤ (◆), (◆◆), (◆◆◆), (◇), (↺) | Spell Templates | Hero Points @ Brendar (☑□), Natalu (☑☑☑), Zisiro (□□□) | Status Symbols: ♥️ hit points, ☘️ hero points, ✋ held items, ⚕ status condition | Contact Sheet

Village Assault

The party manages to locate the possible whereabouts of the last Pathfinder Caravan to pass through, but are quickly urged to move along as the villagers insist upon the “Outsiders” doing so to “Appease the Spirits” - when just then, the village comes under attack!

Failed skill challenge!

Drawing their weapons, the party musters at the center of the village square, bravely racing to the defense against whatever “Angry Spirits” have “Taken Offense” to their presence!

Please roll Initiative and place your Token on Slide #2!

Verdant Wheel

N (he/him) Varisian Animist 3 | HP 32/38 | AC <19> 20 (22) | F +9 R +6 W +10 | Perc +10 | Stealth +1 | 25 ft | Hero 2/3 | focus 2/2 | 1st: 2+1 2nd: 1+1 | ◆ | ◇ | ↺ | Active Conditions: suspicious hunter, frightened 2

Zisiro looks over his shoulder for the cause of the villager's alarm.

Perception (T): 1d20 + 8 ⇒ (9) + 8 = 17

Radiant Oath

Male Sprite Exemplar 3 | HP 14/42 | AC 20 | F+9 R+9 W+7 | Perc +5; Low-Light and Darkvision | Speed 20 ft | Hero Points: 0 | Exploration: Scout | Immanence: Palisade Bangles (+1 AC aura) | Active Conditions: Dying 3, Wounded 1, Resist Pierce 3

Inituatuve (Perception): 1d30 + 5 ⇒ (19) + 5 = 24

Horizon Hunters

HP 19/33 | AC 19 | F +7 R +8 W +11 | Perc +9 | speed 30 ft | focus 1/1| Hero 1 | Active Conditions Wounded 1

Initiative: 1d20 + 9 ⇒ (16) + 9 = 25


Lost on Spirit Road (Maps) | Action Symbols ➤ (◆), (◆◆), (◆◆◆), (◇), (↺) | Spell Templates | Hero Points @ Brendar (☑□), Natalu (☑☑☑), Zisiro (□□□) | Status Symbols: ♥️ hit points, ☘️ hero points, ✋ held items, ⚕ status condition | Contact Sheet

Village Assault

1d4 ⇒ 3

Skeletons assault the village from all corners!

Black Skeletal Quadruped to Initiative + Direction: 1d20 + 8 ⇒ (17) + 8 = 251d8 ⇒ 6
Green Armored Skeletal Biped to Initiative + Direction: 1d20 + 8 ⇒ (9) + 8 = 171d8 ⇒ 8
Blue Skeletal Biped to Initiative + Direction: 1d20 + 2 ⇒ (10) + 2 = 121d8 ⇒ 8
Red Skeletal Biped to Initiative + Direction: 1d20 + 2 ⇒ (15) + 2 = 171d8 ⇒ 7


Large Skeletal Monstrosity and Medium Skeletal Magicker | Religion to Identify

The Black Skeletal Quadruped charges across the central pond and tackles Natalu or Zisiro?: 1d4 ⇒ 1 Natalu!

Hoof vs Natalu: 1d20 + 9 ⇒ (16) + 9 = 251d8 + 5 ⇒ (1) + 5 = 6
Hoof w/ MAP vs Natalu: 1d20 + 9 - 5 ⇒ (10) + 9 - 5 = 141d8 + 5 ⇒ (5) + 5 = 10


Lost on Spirit Road (Maps) | Action Symbols ➤ (◆), (◆◆), (◆◆◆), (◇), (↺) | Spell Templates | Hero Points @ Brendar (☑□), Natalu (☑☑☑), Zisiro (□□□) | Status Symbols: ♥️ hit points, ☘️ hero points, ✋ held items, ⚕ status condition | Contact Sheet

Brendar and Natalu are Up!

Horizon Hunters

HP 19/33 | AC 19 | F +7 R +8 W +11 | Perc +9 | speed 30 ft | focus 1/1| Hero 1 | Active Conditions Wounded 1

The kobold reaches out to the spirits, and dark whisps of energy twist around him. He gestures at the closest skeleton and darts of metal fly at it.

Cast discomfiting whisper, cast needle darts on black.

spell attack roll: 1d20 + 9 ⇒ (10) + 9 = 19 for piercing: 3d4 ⇒ (2, 3, 1) = 6

DISCOMFITING WHISPERS:

[one-action] FOCUS 1
UNCOMMON ANIMIST AURA MISFORTUNE VOID
Area 5-foot emanation
Duration sustained up to 1 minute
You are surrounded by an aura of spiteful murmurings that
incite bad luck and punish failure. Each creature that starts its
turn within the area of this spell must roll twice on their first
attack roll that round and take the lower result. If an attack
roll modified in this way results in a failure, the creature that
rolled the failed attack takes 1d6 void damage.

Radiant Oath

Male Sprite Exemplar 3 | HP 14/42 | AC 20 | F+9 R+9 W+7 | Perc +5; Low-Light and Darkvision | Speed 20 ft | Hero Points: 0 | Exploration: Scout | Immanence: Palisade Bangles (+1 AC aura) | Active Conditions: Dying 3, Wounded 1, Resist Pierce 3

Natalu looks at the enemies. Skeletons. No flesh. Full of holes.
He looks down at his weapon. A spear. Pointy.

Well, he'll just have to stab them better!
Oh, or he could just use the blunt end.

But first, he lets the light flow from his bangles into his spear. The horse is drawn towards their inevitable clash. Stepping forward to close the gap, the little sprite twirls his spear and brings the heavy blunt end crashing down towards the skull.

* Transcend--Embrace of Destiny. Black must make a DC 19 Fort save or be pulled adjacent to Natalu. Natalu's Divine Spark moves to his Noble Branch weapon Ikon, adding 2 spirit damage to its attacks.
If it fails the save he'll attack twice. If it succeeds, he'll step adjacent instead and make only the first strike.
* Step (if necessary)
* Strike +1 Dancer's Spear: 1d20 + 10 ⇒ (18) + 10 = 28 for bludgeoning damage: 1d6 + 2 ⇒ (2) + 2 = 4 +2 spirit damage.
* Strike (if an action remains) +1 Dancer's Spear: 1d20 + 5 ⇒ (1) + 5 = 6 (+1 to hit if the first attack missed, due to Backswing trait) for bludgeoning damage: 1d6 + 2 ⇒ (3) + 2 = 5 +2 spirit damage[/dice]
Either Black will move one space right, or Natalu will move one space left. I don't know which, so I didn't move either on the map.

SPARK TRANSCENDENCE:

DIVINE EXEMPLAR
Frequency once per round
Requirements The ikon must currently house your divine spark. You can unleash an ikon’s transcendence ability only if you are holding it (if it’s a weapon ikon) or wearing it (if it’s a worn ikon).
You channel the full might of your divine spark through your ikon to briefly surpass mortal limitations and enact a miraculous deed. This is a special activity that takes a variable number of actions, as listed in the ikon’s stat block. Some ikons are activated as a free action or reaction instead of as an activity. Immediately after the effects of the transcendence resolve, your divine spark is forcefully ejected from that ikon into another ikon of your choice.

Palisade Bangles' Transcendence: Embrace of Destiny:
[one-action] (emotion, mental, spirit) You draw an enemy within the aura into your reach, moving them directly toward you into a square within your melee reach unless they succeed at a Fortitude save against your class DC.

Noble Branch Immanence:
Your weapon ikon deals 2 additional spirit damage per weapon damage die to creatures it Strikes.


Large Skeletal Monstrosity and Medium Skeletal Magicker | Religion to Identify

Brendar’s needles fly through the quadruped’s ribcage (resist piercing 5) - his baleful aura is engaged by his apparition.

The quadruped attempts to resist the spiritual magnetism!

Fortitude vs DC 19: 1d20 + 6 ⇒ (11) + 6 = 17

Natalu’s destiny pulls in the horse, which repels completely his otherwise well-laid strike, but the noble branch pulls through with spiritual energy (2 damage to horse) - his second strike goes wide.


Lost on Spirit Road (Maps) | Action Symbols ➤ (◆), (◆◆), (◆◆◆), (◇), (↺) | Spell Templates | Hero Points @ Brendar (☑□), Natalu (☑☑☑), Zisiro (□□□) | Status Symbols: ♥️ hit points, ☘️ hero points, ✋ held items, ⚕ status condition | Contact Sheet

Green Armored, shield attacked to his back, moves forward twice and strikes as Zisiro with his lance!

Green Lance vs Zisiro: 1d20 + 10 ⇒ (7) + 10 = 171d8 + 4 ⇒ (2) + 4 = 6

Red Bones, unarmed, follows suit, clawing Zisiro with his bare boned hands!

Red Claw vs Zisiro: 1d20 + 6 ⇒ (11) + 6 = 171d4 + 2 ⇒ (1) + 2 = 3

Both attacks are easily dodged.

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Village Assault: Round One

Terrain: Houses are obstacles, Bushes can be used to take cover, Fountain is difficult terrain
Monster ID: Religion
Status: none

Black Horse (-1 needles, -2 spirit)
Brendar (whispers)
Natalu (-6 hoof, weapon ikon)
Green Armored (w/ lance, reach)
Red Bones
Zisiro
Blue Bones

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Zisiro is Up!

Verdant Wheel

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N (he/him) Varisian Animist 3 | HP 32/38 | AC <19> 20 (22) | F +9 R +6 W +10 | Perc +10 | Stealth +1 | 25 ft | Hero 2/3 | focus 2/2 | 1st: 2+1 2nd: 1+1 | ◆ | ◇ | ↺ | Active Conditions: suspicious hunter, frightened 2

Zisiro's eyes roll back in his head as the skeletal warriors advance and assault him. He suddenly adopts a more hunched posture. His fingers curl like claws and he bares his teeth right before his body twists and expands under a swirl of shadow.

When the shadow clears, a black furred bear stands in his place. He snaps at the (red) closest skeleton.

◆ Apparition’s Whirl (WtAB -> SiDB)
◆ Cast: Darkened Forest Form
◆ Strike: Jaws (T), DFF: 1d20 + 9 + 1 ⇒ (15) + 9 + 1 = 25
P: 2d8 + 1 ⇒ (4, 4) + 1 = 9

AC: 19
HP: 43/38

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◆ Apparition’s Whirl (Frequency: once per round) Your apparitions spiral around you as you replace your bond with your primary apparition with another. Choose another apparition from among those you’ve attuned to; it becomes your primary apparition, replacing your current one.

◆ Darkened Forest Form Your apparition casts a feral shadow over your form, transforming you into another shape. You can polymorph into any form listed in pest form. When you transform into a form granted by a spell, you gain all the effects of the form you chose from a version of the spell heightened to darkened forest form’s rank. The apparition also helps you adapt more quickly to your new form; you gain a +1 status bonus to your attack rolls using the form’s default attack modifier. Each time you Sustain this Spell, you can choose a different shape from those available via the associated spell.
Heightened (2nd): You can also transform into the forms listed in animal form.


Large Skeletal Monstrosity and Medium Skeletal Magicker | Religion to Identify

Ziriro transforms into a bear and bites Red - gnawing on bone (resist 5).

Blue skeleton advances upon the Bear, striking twice!

Blue Claw vs Zisiro (AC 19, weakness 5 to physical): 1d20 + 6 ⇒ (12) + 6 = 181d4 + 2 + 5 ⇒ (2) + 2 + 5 = 9
Blue Claw w/ MAP vs Zisiro (AC 19, weakness 5 to physical): 1d20 + 6 - 4 ⇒ (1) + 6 - 4 = 31d4 + 2 + 5 ⇒ (1) + 2 + 5 = 8

Meanwhile, Black Horse continues to attack Natalu!

Hoof vs Natalu (AC 20): 1d20 + 9 ⇒ (20) + 9 = 291d8 + 5 ⇒ (3) + 5 = 8
Hoof w/ MAP (-5) vs Natalu (AC 20): 1d20 + 9 - 5 ⇒ (18) + 9 - 5 = 221d8 + 5 ⇒ (3) + 5 = 8
Hoof w/ MAP (-10) vs Natalu (AC 20): 1d20 + 9 - 10 ⇒ (8) + 9 - 10 = 71d8 + 5 ⇒ (8) + 5 = 13

Clobbering the sprite for 24 damage!


Lost on Spirit Road (Maps) | Action Symbols ➤ (◆), (◆◆), (◆◆◆), (◇), (↺) | Spell Templates | Hero Points @ Brendar (☑□), Natalu (☑☑☑), Zisiro (□□□) | Status Symbols: ♥️ hit points, ☘️ hero points, ✋ held items, ⚕ status condition | Contact Sheet

Village Assault: Round Two

Terrain: Houses are obstacles, Bushes can be used to take cover, Fountain is difficult terrain
Monster ID: Religion
Status: none

Black Horse (large w/ reach) @ (AC 16; -1 needles, -3 spear, -4 spirit) (note: first attack by Natalu a crit)
Brendar (whispers)
Natalu (weapon ikon) @ (-6 hoof, -16 hoof, -8 hoof)
Green Armored (lance w/ reach) @ (AC 19)
Red Bones (AC 16; -4 jaws)
Zisiro (bear, AC 19, weakness 5 physical)
Blue Bones (AC 16)

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Brendar and Natalu are Up!

Horizon Hunters

HP 19/33 | AC 19 | F +7 R +8 W +11 | Perc +9 | speed 30 ft | focus 1/1| Hero 1 | Active Conditions Wounded 1

Brendar moves up onto the platform behind the black horse. Ill omens swirl around him.

He reaches out to Natalu with more beneficial energies, healing the sprite.

heal (2nd): 2d8 + 16 ⇒ (6, 7) + 16 = 29


Lost on Spirit Road (Maps) | Action Symbols ➤ (◆), (◆◆), (◆◆◆), (◇), (↺) | Spell Templates | Hero Points @ Brendar (☑□), Natalu (☑☑☑), Zisiro (□□□) | Status Symbols: ♥️ hit points, ☘️ hero points, ✋ held items, ⚕ status condition | Contact Sheet

Village Assault: Round Two

Foisting his misfortune curse upon adjacent foes, Brendar restores to Natalu some vitality!

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Terrain: Houses are obstacles, Bushes can be used to take cover, Fountain is difficult terrain
Monster ID: Religion
Status: none

Black Horse (large w/ reach) @ (AC 16; -1 needles, -3 spear, -4 spirit) (note: first attack by Natalu a crit)
Brendar (whispers)
Natalu (weapon ikon) @ (-6 hoof, -16 hoof, -8 hoof, +29 heal)
Green Armored (lance w/ reach) @ (AC 19)
Red Bones (AC 16; -4 jaws)
Zisiro (bear, AC 19, weakness 5 physical)
Blue Bones (AC 16)

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Natalu is Up!

Radiant Oath

Male Sprite Exemplar 3 | HP 14/42 | AC 20 | F+9 R+9 W+7 | Perc +5; Low-Light and Darkvision | Speed 20 ft | Hero Points: 0 | Exploration: Scout | Immanence: Palisade Bangles (+1 AC aura) | Active Conditions: Dying 3, Wounded 1, Resist Pierce 3

"Ah ha, perfect!" says Natalu as the monsters close and the party surrounds them (and as his mounting injuries are healed almost entirely).

Keeping the weighted end of his weapon towards the enemy, he lashes the brute in front of him as he tries to crack its skull.

With his second hit, instead of swinging again, he sends a pulse of energy down the haft of the weapon and into the undead.
His spark flows the other way, back from his weapon and into his body.

* Strike Black +1 Dancer's Spear: 1d20 + 10 ⇒ (12) + 10 = 22 for bludgeoning damage: 1d6 + 2 ⇒ (3) + 2 = 5 +2 spirit damage.
* Strike +1 Dancer's Spear (MAP): 1d20 + 5 ⇒ (8) + 5 = 13 Hero Point: 1d20 + 5 ⇒ (18) + 5 = 23 for bludgeoning damage: 1d6 + 2 ⇒ (5) + 2 = 7 +2 spirit damage.
* Spark Transcendence: Strike, Breathe, Rend. This deals spirit damage: 1d6 ⇒ 1 to Black. Natalu will move his Divine Spark to his body Ikon, which gives him resist slashing 1 that doesn't apply against critical hits.

Strike, Breathe, Rend:
[one-action] (spirit) Requirements Your last action this turn was a successful Strike with the noble branch; Effect You channel a pulse of energy down your weapon at the moment of contact. The target of the required Strike takes spirit damage equal to your weapon damage dice.

Skin Hard as Horn:
Tempered in your spirit, your very skin is as a suit of armor, though a single location on your body remains unprotected, a curse and a challenge within your legend.
Immanence You gain resistance to bludgeoning, slashing, or piercing damage equal to half your level. You make this choice when you gain this ikon, and it can’t be changed thereafter. This resistance doesn’t apply against critical hits, which successfully find your unprotected spot.
Transcend—Crash against Me [one-action] Your skin becomes virtually unbreakable until the beginning of your next turn. Your resistance increases to a value equal to your level. During this time, if a creature fails a melee attack roll against you using a weapon dealing the same damage type as your resistance, or if they succeed at an attack against you with the weapon but your resistance would be enough to reduce the damage dealt to 0, that weapon clangs wildly off your skin with a painful reverberation, making the attacking enemy off-guard and applying a –2 circumstance penalty to attacks with that weapon until the beginning of their next turn.


Large Skeletal Monstrosity and Medium Skeletal Magicker | Religion to Identify

Natalu's spear dances and dances, crunching the quadruped's bones and melting it with spirit energy! (7+9+1 = 17 damage this round)

Meanwhile, a low cunning advances the Green Skeleton forward, now threatening the entire party with it's lance - it focuses it's strikes on the spirit bear.

Green Lance (reach, deadly d8) vs Zisiro (AC 19 / Bear): 1d20 + 10 ⇒ (1) + 10 = 111d8 + 4 ⇒ (7) + 4 = 111d8 ⇒ 2
Green Lance (reach, deadly d8) w/ MAP vs Zisiro (AC 19 / Bear): 1d20 + 10 - 5 ⇒ (7) + 10 - 5 = 121d8 + 4 ⇒ (7) + 4 = 111d8 ⇒ 4

If anyone uses a move action, ranged strike, or manipulate w/in Green's reach:

Reactive Strike w/ Lance (reach, deadly d8): 1d20 + 10 ⇒ (18) + 10 = 281d8 + 4 ⇒ (4) + 4 = 81d8 ⇒ 2

The horse retaliates with fury against the sprite!

Hoof vs Natalu (AC 20): 1d20 + 9 ⇒ (10) + 9 = 191d8 + 5 ⇒ (6) + 5 = 11
Hoof w/ MAP (-5) vs Natalu (AC 20): 1d20 + 9 - 5 ⇒ (6) + 9 - 5 = 101d8 + 5 ⇒ (8) + 5 = 13
Hoof w/ MAP (-10) vs Natalu (AC 20): 1d20 + 9 - 10 ⇒ (9) + 9 - 10 = 81d8 + 5 ⇒ (7) + 5 = 12

But Natalu dances between it's hooves with legendary agility!


Lost on Spirit Road (Maps) | Action Symbols ➤ (◆), (◆◆), (◆◆◆), (◇), (↺) | Spell Templates | Hero Points @ Brendar (☑□), Natalu (☑☑☑), Zisiro (□□□) | Status Symbols: ♥️ hit points, ☘️ hero points, ✋ held items, ⚕ status condition | Contact Sheet

Village Assault: Round Two

Terrain: Houses are obstacles, Bushes can be used to take cover, Fountain is difficult terrain
Monster ID: Religion
Status: none

Black Horse (large w/ reach) @ (AC 16; -1 needles, -12 branch, -17 branch)
Brendar (whispers)
Natalu (body ikon / resist slash 1) @ (-6 hoof, -16 hoof, -8 hoof, +29 heal)
Green Armored (lance w/ reach and RS) @ (AC 19)
Zisiro (bear, AC 19)
(delay) Red Bones (AC 16; -4 jaws)
Blue Bones (AC 16)

➤➤➤➤➤➤➤➤➤➤

Zisiro is Up!

Verdant Wheel

N (he/him) Varisian Animist 3 | HP 32/38 | AC <19> 20 (22) | F +9 R +6 W +10 | Perc +10 | Stealth +1 | 25 ft | Hero 2/3 | focus 2/2 | 1st: 2+1 2nd: 1+1 | ◆ | ◇ | ↺ | Active Conditions: suspicious hunter, frightened 2

Zisiro, as a bear, steps to the side and drops down on all fours. Shadows swirl around him as he rises up. As they fade, they reveal a black-furred orangutan. The ape punches a broad fist at the skeletal horse (black) and then then skeletal soldier next to it (blue).

◆ Sustaining Dance (Step, Sustain)
◆ Strike: Fist (T), DFF: 1d20 + 9 + 1 ⇒ (6) + 9 + 1 = 16
Hero Point: ◆Strike: Fist (T), DFF, Vestments vs. Horse: 1d20 + 9 + 1 + 1 ⇒ (12) + 9 + 1 + 1 = 23
B: 2d6 + 1 ⇒ (4, 5) + 1 = 10
◆ Strike: Fist (T), DFF vs. Blue Biped: 1d20 + 9 + 1 - 5 ⇒ (14) + 9 + 1 - 5 = 19
B: 2d6 + 1 ⇒ (1, 1) + 1 = 3

AC 19
HP 43/38

➤➤➤➤➤➤➤➤➤➤

◆ Sustaining Dance You dance in tune with the rhythms of your spiritual allies, moving through a series of steps laden with power. You Step or Leap (15 ft to 20 ft, depending on form), and then Sustain.

◆ Darkened Forest Form Your apparition casts a feral shadow over your form, transforming you into another shape. You can polymorph into any form listed in pest form. When you transform into a form granted by a spell, you gain all the effects of the form you chose from a version of the spell heightened to darkened forest form’s rank. The apparition also helps you adapt more quickly to your new form; you gain a +1 status bonus to your attack rolls using the form’s default attack modifier. Each time you Sustain this Spell, you can choose a different shape from those available via the associated spell.
Heightened (2nd): You can also transform into the forms listed in animal form.


Lost on Spirit Road (Maps) | Action Symbols ➤ (◆), (◆◆), (◆◆◆), (◇), (↺) | Spell Templates | Hero Points @ Brendar (☑□), Natalu (☑☑☑), Zisiro (□□□) | Status Symbols: ♥️ hit points, ☘️ hero points, ✋ held items, ⚕ status condition | Contact Sheet

Village Assault: Round Three

Zisiro clobbers the horse, which collapses into a pile of jagged bone - he nearly clobbers the Blue Skeleton (1 HP left!) as the bear goes ape!

Retcon: Earlier, Zisiro - the bear not the ape - had in fact bit the Red Skeleton in half on his first bite - it too crumbled already...

Barely holding together, Blue Skeleton attacks Zisiro (the ape) with wildl swings!

Claws vs Zisiro (AC 19): 1d20 + 6 ⇒ (14) + 6 = 201d4 + 2 ⇒ (2) + 2 = 4
Claws w/ agile MAP vs Zisiro (AC 19): 1d20 + 6 - 4 ⇒ (13) + 6 - 4 = 151d4 + 2 ⇒ (1) + 2 = 3
Claws w/ agile MAP vs Zisiro (AC 19): 1d20 + 6 - 8 ⇒ (6) + 6 - 8 = 41d4 + 2 ⇒ (2) + 2 = 4

Swiping him across his chest!

➤➤➤➤➤➤➤➤➤➤

Terrain: Houses are obstacles, Bushes can be used to take cover, Fountain is difficult terrain
Monster ID: Religion
Status: none

Black Horse (large w/ reach) @ (AC 16; -1 needles, -12 branch, -17 branch)
Brendar (whispers)
Natalu (body ikon / resist slash 1) @ (-6 hoof, -16 hoof, -8 hoof, +29 heal)
Green Armored (lance w/ reach and RS) @ (AC 19)
Zisiro (ape, AC 19; -4 claw)
Red Bones (AC 16; -4 jaws)
Blue Bones (AC 16; -3 ape slam)

➤➤➤➤➤➤➤➤➤➤

Brendar and Natalu are Up!

Horizon Hunters

HP 19/33 | AC 19 | F +7 R +8 W +11 | Perc +9 | speed 30 ft | focus 1/1| Hero 1 | Active Conditions Wounded 1

Careful not to interfere with his companions, Brendar ceases concentrating on his upsetting spell. He moves in on the remaining skeleton and enchants his claws, lashing out at the creature.

Stride, Cast gouging claw

gouging claw: 1d20 + 9 ⇒ (11) + 9 = 20 for slashing: 2d6 + 4 ⇒ (6, 1) + 4 = 11

Radiant Oath

Male Sprite Exemplar 3 | HP 14/42 | AC 20 | F+9 R+9 W+7 | Perc +5; Low-Light and Darkvision | Speed 20 ft | Hero Points: 0 | Exploration: Scout | Immanence: Palisade Bangles (+1 AC aura) | Active Conditions: Dying 3, Wounded 1, Resist Pierce 3

Circling around, Natalu allows his spark to flow back from his body and into his weapon. The radiant light for which he is sometimes named also shines on Zisiro. He then whirls his spear around, trying to bring the weighted end smashing against the back of another skull.

* Transcend: Crash Against Me. Natalu's resistance to slashing increases to 3. If a creature attacks him with a slashing weapon but fails to deal damage either because they missed or because of the resistance, they take a -2 penalty to further attacks with that weapon and are Off-Guard. Move Divine Spark to weapon Ikon. This also heals Zisiro 8 because of his Radiant epithet.
* Stride which provokes Green. It doesn't provoke Blue unless it also has reach.
* Strike Blue +1 dancer's spear (flanking): 1d20 + 10 ⇒ (2) + 10 = 12 for bludgeoning damage: 1d6 + 2 ⇒ (1) + 2 = 3 +2 spirit damage.

Crash Against Me:
[one-action] Your skin becomes virtually unbreakable until the beginning of your next turn. Your resistance increases to a value equal to your level. During this time, if a creature fails a melee attack roll against you using a weapon dealing the same damage type as your resistance, or if they succeed at an attack against you with the weapon but your resistance would be enough to reduce the damage dealt to 0, that weapon clangs wildly off your skin with a painful reverberation, making the attacking enemy off-guard and applying a –2 circumstance penalty to attacks with that weapon until the beginning of their next turn.

Root Epithet: Radiant:
Heroes live bigger lives than any other, shining so brightly that they attract followers, inspire troops, and change the course of kingdoms. You are trained in Diplomacy. After you Spark Transcendence of your body ikon, you inspire an ally within 30 feet to push on, restoring Hit Points equal to 2 + double your level; this is a mental and emotion effect. The ally is then temporarily immune for 10 minutes.

Weapon Ikon: Noble Branch:
Immanence Your weapon ikon deals 2 additional spirit damage per weapon damage die to creatures it Strikes.


Lost on Spirit Road (Maps) | Action Symbols ➤ (◆), (◆◆), (◆◆◆), (◇), (↺) | Spell Templates | Hero Points @ Brendar (☑□), Natalu (☑☑☑), Zisiro (□□□) | Status Symbols: ♥️ hit points, ☘️ hero points, ✋ held items, ⚕ status condition | Contact Sheet

Village Assault: Round Three / Four

Brendar rips the unarmored skeleton's ribcage open - it's animating magic departs.

Natalu's shine heals Zisiro as he makes his way through Green's lance - which catches him! (8 damage reactive strike open spoiler upthread) - he does not recover, missing with his spear which the skeleton easily parries.

Green Champion - the remaining skeletal threat, fully intact! - steps back tactically before lancing out at Natalu twice more!

Green Lance (Piercing, deadly d8) vs Natalu: 1d20 + 10 ⇒ (3) + 10 = 131d8 + 4 ⇒ (2) + 4 = 61d8 ⇒ 1
Green Lance (Piercing, deadly d8) w/ MAP vs Natalu: 1d20 + 10 - 5 ⇒ (19) + 10 - 5 = 241d8 + 4 ⇒ (5) + 4 = 91d8 ⇒ 1

Reactive Strike (Green @ 10-ft reach):

Green Lance (Piercing, deadly d8) vs PC: 1d20 + 10 ⇒ (19) + 10 = 291d8 + 4 ⇒ (6) + 4 = 101d8 ⇒ 1

➤➤➤➤➤➤➤➤➤➤

Terrain: Houses are obstacles, Bushes can be used to take cover, Fountain is difficult terrain
Monster ID: Religion
Status: none

Brendar
Natalu (weapon ikon / resist slash 3 + punish miss w/ slash @ 1-rnd) @ (-6 hoof, -16 hoof, -8 hoof, +29 heal, -8 lance, -9 lance)
Green Armored (lance w/ reach and RS) @ (AC 19)
Zisiro (ape, AC 19; -4 claw, +8 randiance)

➤➤➤➤➤➤➤➤➤➤

The Party is Up!

Radiant Oath

Male Sprite Exemplar 3 | HP 14/42 | AC 20 | F+9 R+9 W+7 | Perc +5; Low-Light and Darkvision | Speed 20 ft | Hero Points: 0 | Exploration: Scout | Immanence: Palisade Bangles (+1 AC aura) | Active Conditions: Dying 3, Wounded 1, Resist Pierce 3

"I don't suppose you're going to start explaining?" says Natalu as he closes, a little more carefully this time, with the last skeleton.

He drives the butt of his spear up towards the jaw so far above him. The weight collides, and Natula pushes his spiritual energy down the shaft and through the enemy, to rest protectively in his bangles.

* Step
* Strike +1 Dancer's Spear: 1d20 + 10 ⇒ (12) + 10 = 22 for bludgeoning damage: 1d6 + 2 ⇒ (1) + 2 = 3 +2 spirit
* Transcend: Strike, Breathe, Rend. Green takes spirit damage: 1d6 ⇒ 6 Natalu's Divine Spark enters his Palisade Bangles, granting him and all allies within 15 feet +1 circumstance to AC (increases for allies with shield raised to effectively stack--+2 if they've a buckler raised or +3 for a larger shield

Strike, Breathe, Rend:
[one-action] (spirit) Requirements Your last action this turn was a successful Strike with the noble branch; Effect You channel a pulse of energy down your weapon at the moment of contact. The target of the required Strike takes spirit damage equal to your weapon damage dice.

Palisade Bangles:
These armbands signify rejection and acceptance; rejection of harm, and acceptance of your inevitable dominance over your enemies.
Immanence (aura) You are surrounded by a 15-foot aura that protects you and all allies within the aura from harm, granting a +1 circumstance bonus to AC. This bonus increases to +2 for anyone in the aura who has a buckler raised, or +3 if they have a shield raised.
Transcend—Embrace of Destiny [one-action] (emotion, mental, spirit) You draw an enemy within the aura into your reach, moving them directly toward you into a square within your melee reach unless they succeed at a Fortitude save against your class DC.

Verdant Wheel

N (he/him) Varisian Animist 3 | HP 32/38 | AC <19> 20 (22) | F +9 R +6 W +10 | Perc +10 | Stealth +1 | 25 ft | Hero 2/3 | focus 2/2 | 1st: 2+1 2nd: 1+1 | ◆ | ◇ | ↺ | Active Conditions: suspicious hunter, frightened 2

Zisiro raises his arms and steps towards the skeletal warrior. He closes a fist and hammers down toward their foe. The ape's eyes roll back in his head a moment and return with a silver hue.

◆ Sustaining Dance
◆ Strike: Fist (T), DFF: 1d20 + 9 + 1 ⇒ (11) + 9 + 1 = 21
Magical, Bludgeoning: 2d6 + 1 ⇒ (6, 3) + 1 = 10
◆ Apparition’s Whirl (SiDB -> WtAB)

AC 19 -> 20 due to Natalu's aura
HP 39/38

➤➤➤➤➤➤➤➤➤➤

◆ Sustaining Dance You dance in tune with the rhythms of your spiritual allies, moving through a series of steps laden with power. You Step or Leap (15 ft to 20 ft, depending on form), and then Sustain.

◆ Apparition’s Whirl (Frequency: once per round) Your apparitions spiral around you as you replace your bond with your primary apparition with another. Choose another apparition from among those you’ve attuned to; it becomes your primary apparition, replacing your current one.

Horizon Hunters

HP 19/33 | AC 19 | F +7 R +8 W +11 | Perc +9 | speed 30 ft | focus 1/1| Hero 1 | Active Conditions Wounded 1

Brendar scurries around the armored figure to flank with Natalu and snaps at the invader.

Step, Step, Strike

bite: 1d20 + 9 ⇒ (2) + 9 = 11 for piercing: 1d6 ⇒ 6

Giving a flanking buddy, at least.


Large Skeletal Monstrosity and Medium Skeletal Magicker | Religion to Identify

Green Champion Skeleton reels from the combined blows (21 total damage) - but doesn't fall - instead retaliates against 1d2 ⇒ 1 Natalu!

Zisiro - what are the traits of Apparition's Whirl? Trigger RS?

Green Lance (Piercing, deadly d8) vs Natalu (AC 21 / Bangles): 1d20 + 10 ⇒ (9) + 10 = 191d8 + 4 ⇒ (1) + 4 = 51d8 ⇒ 7
Green Lance (Piercing, deadly d8) w/ MAP vs Natalu (AC 21 / Bangles): 1d20 + 10 - 5 ⇒ (6) + 10 - 5 = 111d8 + 4 ⇒ (3) + 4 = 71d8 ⇒ 7
Green Lance (Piercing, deadly d8) w/ MAP vs Natalu (AC 21 / Bangles): 1d20 + 10 - 10 ⇒ (20) + 10 - 10 = 201d8 + 4 ⇒ (5) + 4 = 91d8 ⇒ 3

➤➤➤➤➤➤➤➤➤➤

Natalu (worn ikon / resist slash 3 + punish miss w/ slash @ 1-rnd) @ (-6 hoof, -16 hoof, -8 hoof, +29 heal, -8 lance, -9 lance, -9 lance)

➤➤➤➤➤➤➤➤➤➤

The Party is Up!

Verdant Wheel

N (he/him) Varisian Animist 3 | HP 32/38 | AC <19> 20 (22) | F +9 R +6 W +10 | Perc +10 | Stealth +1 | 25 ft | Hero 2/3 | focus 2/2 | 1st: 2+1 2nd: 1+1 | ◆ | ◇ | ↺ | Active Conditions: suspicious hunter, frightened 2

Animist, Apparition, and Concentrate, so it doesn't trigger regular Attack of Opportunity.

Horizon Hunters

HP 19/33 | AC 19 | F +7 R +8 W +11 | Perc +9 | speed 30 ft | focus 1/1| Hero 1 | Active Conditions Wounded 1

Brendar lashes out with a magically-enhanced claw and snaps at the creature's ankles, hoping to distract it.

Cast gouging claw, Strike

gouging claw: 1d20 + 9 ⇒ (7) + 9 = 16 for slashing: 2d6 + 4 ⇒ (1, 1) + 4 = 6

jaws: 1d20 + 9 ⇒ (19) + 9 = 28 for piercing: 1d6 ⇒ 6

Verdant Wheel

N (he/him) Varisian Animist 3 | HP 32/38 | AC <19> 20 (22) | F +9 R +6 W +10 | Perc +10 | Stealth +1 | 25 ft | Hero 2/3 | focus 2/2 | 1st: 2+1 2nd: 1+1 | ◆ | ◇ | ↺ | Active Conditions: suspicious hunter, frightened 2

Zisiro as the dark-furred ape takes on a more ferocious stance and slams his fists all around the skeletal warrior. All of the blows seem to have landed on the ground, missing the skeleton.

◆ Sustain (concentrate) darkened forest form
◆ Cast (only traits are Uncommon and Animist): embodiment of battle
◆ Strike: Fist (T), DFF: 1d20 + 9 + 1 ⇒ (4) + 9 + 1 = 14
Magical, Bludgeoning, EoB: 2d6 + 1 + 1 ⇒ (5, 3) + 1 + 1 = 10

↺ Reactive Strike
◆ Strike: Fist (T), DFF: 1d20 + 9 + 1 ⇒ (8) + 9 + 1 = 18
Magical, Bludgeoning, EoB: 2d6 + 1 + 1 ⇒ (5, 3) + 1 + 1 = 10

➤➤➤➤➤➤➤➤➤➤

Embodiment of Battle Your apparition guides your attacks and imparts its skill to your movements. For the duration, your proficiency with martial weapons is equal to your proficiency with simple weapons, you gain a +1 status bonus to attack and damage rolls made with weapons or unarmed attacks, you gain the Reactive Strike reaction (Player Core 138), and you gain the critical specialization effect for any weapon you are wielding when you Cast or Sustain this Spell. The instincts of an apparition of battle run contrary to the use of magic; for the duration of this spell, you take a –2 status penalty to your spell attack modifier and your spell DCs.


Lost on Spirit Road (Maps) | Action Symbols ➤ (◆), (◆◆), (◆◆◆), (◇), (↺) | Spell Templates | Hero Points @ Brendar (☑□), Natalu (☑☑☑), Zisiro (□□□) | Status Symbols: ♥️ hit points, ☘️ hero points, ✋ held items, ⚕ status condition | Contact Sheet

Brendar - did you forget to apply MAP?

Brendar chisles away at the few remaining structural junctures of the Skeletal Champ - but his application of piercing and slashing damage fails to penetrate the bone (2 damage total)

Zisiro's slam attacks go wide as the Undead parries with his Lance!

Can Radiant Natalu, mighty born of sprites, finish the job!?!

Horizon Hunters

HP 19/33 | AC 19 | F +7 R +8 W +11 | Perc +9 | speed 30 ft | focus 1/1| Hero 1 | Active Conditions Wounded 1

Yup, forgot the MAP, sorry.

Radiant Oath

Male Sprite Exemplar 3 | HP 14/42 | AC 20 | F+9 R+9 W+7 | Perc +5; Low-Light and Darkvision | Speed 20 ft | Hero Points: 0 | Exploration: Scout | Immanence: Palisade Bangles (+1 AC aura) | Active Conditions: Dying 3, Wounded 1, Resist Pierce 3

Natalu channels his power into his weapon again as he strikes. "Didn't think so."

His first swing misses the skull! He just manages to drive the weighted end of his spear into the center of the skeleton's chest, unable to keep it there long enough to channel more energy into it.

* Already adjacent, so can't get anything out of Transcending. Just Shift Immanence into weapon
* Strike +1 Dancer's Spear (flanking): 1d20 + 10 ⇒ (3) + 10 = 13 for bludgeoning damage: 1d6 + 2 ⇒ (3) + 2 = 5 +2 spirit. Oof. So close.
* Strike +1 Dancer's Spear (flanking, Backswing): 1d20 + 6 ⇒ (16) + 6 = 22 for bludgeoning damage: 1d6 + 2 ⇒ (3) + 2 = 5 +2 spirit


Lost on Spirit Road (Maps) | Action Symbols ➤ (◆), (◆◆), (◆◆◆), (◇), (↺) | Spell Templates | Hero Points @ Brendar (☑□), Natalu (☑☑☑), Zisiro (□□□) | Status Symbols: ♥️ hit points, ☘️ hero points, ✋ held items, ⚕ status condition | Contact Sheet

Village Assault: Conclusion

Natalu fells the skeleton, which piles into a mess of bones.

The villagers "release" the party for having "corrected" their own "auspicious intrusion", allowing them to camp on the outskirts of the village for the night.

Players, please apply an Overnight Rest and declare any Daily Preparations!


Lost on Spirit Road (Maps) | Action Symbols ➤ (◆), (◆◆), (◆◆◆), (◇), (↺) | Spell Templates | Hero Points @ Brendar (☑□), Natalu (☑☑☑), Zisiro (□□□) | Status Symbols: ♥️ hit points, ☘️ hero points, ✋ held items, ⚕ status condition | Contact Sheet

Spirits in the Woods: Interlude

Following the villagers’ directions, the PCs travel the Spirit Road toward the east, taking the same path that the caravan traveled before them. Along the journey, the road branches off several times, typically only for a short distance before rejoining the main road or reaching a dead end. The seemingly endless rows of conifer trees create a serene yet monotonous backdrop.

The patch is choked with snowdrifts, making it too narrow for a wagon to traverse easily. The wagon regularly catches on roots or stalls in the snow. Overall, these impediments slow the wagon to a speed of 10 feet. If the PCs leave the wagon behind in the village, they can travel at their normal overland speed. While weather has obscured the trail, the PCs soon see obvious signs that the caravan before them ran into similar difficulties, such as an abandoned wheel along the side of the path and damaged branches. Occasional flurries of snow fall from trees the above as breezes shake their branches.

Up ahead, two vague incorporeal forms linger effervescently...

Nature (DC 10) or Religion (DC 10):

A PC who succeeds at a DC 10 Nature or Religion check recognizes that the spirit needs a host to
interact with the living world, and wants to possess a PC in order to share its experience; these types of spirits are not strong enough to take control of a body they possess, but they may influence their host’s thinking and behavior by superimposing their own consciousness.

If the PCs wish to avoid being possessed, they can easily circumvent the slow-moving spirits and be on their way. If a PC chooses to accept a spirit into their body, however, they experience a rush of memories, both from the spirit’s living days and its recent moments roaming the forest.

First PC to Volunteer (open spoiler)

Spoiler:

The first spirit the PCs encounter has recently seen the
caravan: the host PC sees flashes of memory as the caravan
is beset by creatures native to the forest—the same type
of creature that will attack again in Encounter B—all the
while harried by a humanoid thief that appears to have a
fox’s head and tail. A PC who succeeds at a DC 10 Society
check recognizes the creature as a kitsune, a race of crafty
shape-changing humanoids common throughout Tian
Xia, including the Forest of Spirits. The spirit observed
the kitsune infiltrate one of the wagons while the guards
were distracted repelling the attack, and then sneak away
holding a sack of clanging valuables and the relic Venture-
Captain Amara Li seeks. Hosting this spirit allows the PC
to attempt an appropriate Recall Knowledge check.

2d4 ⇒ (3, 1) = 4

You also gain the following charm (boon) / foible (bane) until the end of the scenario:

Superstitious Hunter: The spirit is a masterful hunter, but wary of the forest and fear its denizens. This charm provides a +1 bonus to attack rolls against foes with cover, but also requires a PC to succeed at a DC 5 flat check at the beginning of each encounter or be frightened 1 for the first round.

Second PC to Volunteer (open spoiler)

Spoiler:

The second spirit the PCs encounter witnessed the
kitsune’s escape from the battle, following him to a clearing
deeper in the woods. There, the spirit observed the kitsune
behave in a way that belies his motivation for stealing the
relic: an amateur mage kitsune immediately retrieves the
relic and a book from his satchel, poring over some text
and eagerly reciting incantations under his breath; a selfish
thief kitsune opens up the sack, grabs fistfuls of treasure,
and holds them up to sparkle in the light with a wicked
grin; and a champion of Pharasma kitsune stares at the
relic in his hand while silently running his thumb along a
holy symbol around his neck, nodding with an expression
of resolve. If the kitsune is the violent villain, the spirit
observed him stalking into the forest like a feral animal
clutching the clattering sack until a white, cat-like creature
with a mischievous sneer emerged from inside a nearby
tree trunk—seemingly having melded into the wood—
only to snatch the sack and disappear in a flash.

2d4 ⇒ (2, 1) = 3

You also gain the following charm (boon) / foible (bane) until the end of the scenario:

Hospitably Insular: The spirit only speaks Tien and is reticent with outsiders, but likes to provide comfort and care to travelers, improving their stamina. This foible imposes a –2 circumstance penalty to Charisma-based skill checks, but allows a PC to reroll a single saving throw once per encounter.


After this brief encounter, prepare to move along shortly!


Lost on Spirit Road (Maps) | Action Symbols ➤ (◆), (◆◆), (◆◆◆), (◇), (↺) | Spell Templates | Hero Points @ Brendar (☑□), Natalu (☑☑☑), Zisiro (□□□) | Status Symbols: ♥️ hit points, ☘️ hero points, ✋ held items, ⚕ status condition | Contact Sheet

Caravan Defense: Commencement

(Regardless of whether or not the PCs accept the visions), spirits and minor kami endeavor to make the trail to the caravan as clear as possible to the PCs, moving aside brush to reveal wagon tracks, snagging lost scraps of fabric on trees, and otherwise making sure that the PCs find their way to the caravan.

Two humans - a short heavyset Tian man with a round cleanshaven face, and an athletic woman who stands a few inches taller with broad shoulders and a stern demeanor - looking quite haggard hail the party up ahead.

Players, please place your Tokens on the Map (Slide #2) and roll Initiative!

Verdant Wheel

N (he/him) Varisian Animist 3 | HP 32/38 | AC <19> 20 (22) | F +9 R +6 W +10 | Perc +10 | Stealth +1 | 25 ft | Hero 2/3 | focus 2/2 | 1st: 2+1 2nd: 1+1 | ◆ | ◇ | ↺ | Active Conditions: suspicious hunter, frightened 2

Nature (T): 1d20 + 8 ⇒ (14) + 8 = 22
Society (U): 1d20 + 0 ⇒ (1) + 0 = 1

Zisiro greets and welcomes the wandering spirit. His eyes roll back and his face contorts through several expressions as shares witness to the events in the spirit's memories. "A werewolf--or maybe a werefox--distracted our caravanners with her minions and then stole something from the wagons," he explains.

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Initiative: Perception (T): 1d20 + 8 ⇒ (9) + 8 = 17
Flat DC 5: 1d20 ⇒ 13

Horizon Hunters

HP 19/33 | AC 19 | F +7 R +8 W +11 | Perc +9 | speed 30 ft | focus 1/1| Hero 1 | Active Conditions Wounded 1

Brendar is unfazed by the spirit channeling. "No doubt we'll have to recover it. Let's ask the caravanners about it when we arrive."

Initiative: Perception: 1d20 + 9 ⇒ (15) + 9 = 24

Radiant Oath

Male Sprite Exemplar 3 | HP 14/42 | AC 20 | F+9 R+9 W+7 | Perc +5; Low-Light and Darkvision | Speed 20 ft | Hero Points: 0 | Exploration: Scout | Immanence: Palisade Bangles (+1 AC aura) | Active Conditions: Dying 3, Wounded 1, Resist Pierce 3

Religion: 1d20 + 5 ⇒ (5) + 5 = 10
Initiative: Perception: 1d20 + 5 ⇒ (2) + 5 = 7

"Huh? Wha?"
Natalu does not notice anything.


A cadre of evil spirits with ephemeral masks with horns, tusks, and yellow eyes assails people’s minds throughout the stretch of forest! | Stealth (trained) +15 | Identify @ Occultism or Religion (DC 20) or Haunt Lore, Kami Lore, or Spirit Lore (DC 18) | Disable (□□) @ Occultism or Religion (DC 26) | Attack @ Diplomacy, Nature, Occultism, or Religion (DC 22) or Haunt Lore, Kami Lore, or Spirit Lore (DC 20)

Stealth to Initiative: 1d20 + 15 ⇒ (13) + 15 = 28

"What's that!?" the short fat pathfinder yells as a mass of swirling spirits come screaming out of the enchanted forest!

"SSKKKKRRRRRREEEEEEEEEEEEEE!!!!!"

The screaming spirits target Brendar, Natalu, or Zisiro?: 1d6 ⇒ 3 Natalu who's mind is tempted into committing seppuku!

Natalu, please make a DC 22 Will Save!

Open after Rolling / Finalizing Will Save:

Critical Success The target is unaffected and is temporarily
immune to this haunt for 24 hours.

Success The target is frightened 1.

Failure The target is frightened 2. The value of the frightened
condition does not automatically decrease by 1 at the end
of each of the target’s turns. Instead, the target can attempt
a DC 18 Will save at the end of each of their turns to lower
their frightened value by 1.

Critical Failure The target is frightened 3. The value of the
frightened condition does not automatically decrease by 1
at the end of each of the target’s turns. Instead, the target
can attempt a DC 18 Will save at the end of each of their
turns to lower their frightened value by 1.

The haunt uses its third action to compel any
frightened creature to harm itself with surrounding forest
debris, its strength fueled by spirit possession. The creature
must succeed at a DC 22 Will save or attempt to Strike
itself during its turn as its first action, using the haunt’s
statistics below. Note that frightened applies equally to the
creature’s attack roll and AC, and therefore does not affect
the accuracy of the attack.

Seppuku (blunt) if 2nd Will save fails vs AC: 1d20 + 19 ⇒ (13) + 19 = 321d10 + 3 ⇒ (3) + 3 = 6

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Vengeful Spirits: Round One

Identify (◆) @ Occultism or Religion (DC 20) or Haunt Lore, Kami Lore, or Spirit Lore (DC 18)
Disable (◆◆) @ Occultism or Religion (DC 26)
Attack (◆, no MAP, 5 damage) @ Diplomacy, Nature, Occultism, or Religion (DC 22) or Haunt Lore, Kami Lore, or Spirit Lore (DC 20)

If you roll one of these checks, please specify which before rolling!

The party is Up!

Radiant Oath

Male Sprite Exemplar 3 | HP 14/42 | AC 20 | F+9 R+9 W+7 | Perc +5; Low-Light and Darkvision | Speed 20 ft | Hero Points: 0 | Exploration: Scout | Immanence: Palisade Bangles (+1 AC aura) | Active Conditions: Dying 3, Wounded 1, Resist Pierce 3

Will: 1d20 + 7 ⇒ (17) + 7 = 24
Will: 1d20 + 7 ⇒ (15) + 7 = 22

Natalu gives himself a good thump. He's not even entirely sure what just happened.

Hey now. Is that anyway to treat a fellow spirit? That's what I am mostly, you know. Just because things went bad for you doesn't mean you have to make them bad for everyone else. Just stop. Rest."

* Attack self and crit for 12 damage.
* Attack? Diplomacy (no MAP, frightened 1): 1d20 + 5 ⇒ (6) + 5 = 11
* Attack? Diplomacy (no MAP, frightened 1): 1d20 + 5 ⇒ (2) + 5 = 7

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