
GM rainzax |

Natalu - you passed both saves, and so do not attack yourself - so you have an extra action left (◆) - followed by the end of turn save (Will DC 18) to lower your frightened level!

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Zisiro tries to understand the spirits swarming from the forest. Failing that, he tries to drive them away with a wild dance.
◆ Identify: Religion (T): 1d20 + 8 ⇒ (5) + 8 = 13
◆ Attack: Religion (T): 1d20 + 8 ⇒ (12) + 8 = 20
◆ Attack: Religion (T): 1d20 + 8 ⇒ (8) + 8 = 16

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Brendar tries to dissipate the attacking spirits. "Off with you, now. You're not helping."
Attack: Religion: 1d20 + 9 ⇒ (4) + 9 = 13
Attack: Religion: 1d20 + 9 ⇒ (11) + 9 = 20
Attack: Religion: 1d20 + 9 ⇒ (2) + 9 = 11

GM rainzax |

Botting Natalu's end of turn DC 18 Will Save 1d20 ⇒ 1
Go ahead and take your extra ◆ retroactively - I'm going to keep us moving!

a Haunt |

This time, the spirits lash out at Brendar or Zisiro?: 1d6 ⇒ 5 Zisiro!
Terror welling up inside of Natalu or Zisiro?: 1d6 ⇒ 6 Zisiro, whispers that he commit seppuku build!
◆◆) Enfrighten Zisiro (Will DC 22)
◆) Induce Seppuku Zisiro (Will DC 22)
~) Outcome HERE @ Seppuku (blunt) if Zisiro fails 2nd Will save vs AC: 1d20 + 19 ⇒ (6) + 19 = 251d10 + 3 ⇒ (3) + 3 = 6
➤➤➤➤➤➤➤➤➤➤
Vengeful Spirits: Round Two
Identify (◆) @ Occultism or Religion (DC 20) or Haunt Lore, Kami Lore, or Spirit Lore (DC 18)
Disable (◆◆) @ Occultism or Religion (DC 26) (DC 25)
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!

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"You are stubborn, spirit, but not welcome here." Brendar chants, trying to unravel the baleful energy.
Attack: Religion: 1d20 + 9 ⇒ (7) + 9 = 16
Attack: Religion: 1d20 + 9 ⇒ (1) + 9 = 10
Attack: Religion: 1d20 + 9 ⇒ (17) + 9 = 26

a Haunt |

"I have lived and died here - let me show you how!"
The spiritual whisper re-enacting it's own death on Brendar's travelmates loses a piece of it's essence at his use of the words 'not welcome' - it dissipates partially - it's hand fading back into the nether, the rest of it intact!
-5 damage to Haunt
Natalu and Zisiro!

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Will (E) vs. DC 22: 1d20 + 10 ⇒ (6) + 10 = 16
Will (E), Frightened vs. DC 22: 1d20 + 10 - 2 ⇒ (3) + 10 - 2 = 11
Zisiro's eyes go wide beneath his mask. His hand moves unbidden to slice his belly with his sickle.
Once he regains control of his body, at least for now, he attempts to understand and then banish the malevolent spirit.
◆Identify: Religion (T), Frightened: 1d20 + 8 - 2 ⇒ (9) + 8 - 2 = 15
◆ Attack: Religion (T), Frightened: 1d20 + 8 - 2 ⇒ (10) + 8 - 2 = 16
◆ Attack: Religion (T), Frightened: 1d20 + 8 - 2 ⇒ (10) + 8 - 2 = 16
Will (E), Frightened vs. DC 18: 1d20 + 10 - 2 ⇒ (3) + 10 - 2 = 11

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Second save was a failure--I didn't apply the Frightened penalty to the roll. The first was a success though, so just Frightened 1, no other ongoing effect.
"But that's just it. You can die in a place, but you shouldn't linger there. It's bad for you. Just look what it's doing to you--you're all twisted and wrong. Time to keep moving."
Attack (Diplomacy): 1d20 + 6 ⇒ (16) + 6 = 22
Attack (Diplomacy): 1d20 + 6 ⇒ (17) + 6 = 23
Attack (Diplomacy): 1d20 + 6 ⇒ (20) + 6 = 26

a Haunt |

Zisiro succumbs a moment - intending to die in the way the voices show him "Cut the belly, yes" until he recovers a moment enough to fight for his will.
Cutting yourself costs an action!
Meanwhile Natalu makes significant headway dissipating the restless spirits - perhaps halfway present now "We cannot move on - not without YOU!" they remain vigilant none-the-less (fail+5+crit10 damage - you are still frightened)
Botting Natalu EoT Will to reduce Fright vs DC 18: 1d20 + 7 - 1 ⇒ (6) + 7 - 1 = 12 Still Frightened!
With both Natalu and Zisiro beset with terror, the spirits turn now to Brendar!
◆◆) Enfrighten Brendar (Will DC 22)
◆) Induce Seppuku Brendar (Will DC 22)
~) Outcome HERE @ Seppuku (blunt) if Brendar fails 2nd Will save vs AC: 1d20 + 19 ⇒ (7) + 19 = 261d10 + 3 ⇒ (6) + 3 = 9
➤➤➤➤➤➤➤➤➤➤
Vengeful Spirits: Round Three
Identify (◆) @ Occultism or Religion (DC 20) or Haunt Lore, Kami Lore, or Spirit Lore (DC 18)
Disable (◆◆) @ Occultism or Religion (DC 26) (DC 25) (DC 24)
Attack (◆, no MAP, 5 damage) @ Diplomacy, Nature, Occultism, or Religion (DC 22) or Haunt Lore, Kami Lore, or Spirit Lore (DC 20)
Vengeful Spirits @ (-20 HPs) @ (□□)
Brendar (full HP) @ pending
Natalu (-12 HP) @ Fright 1
Zisiro (-6 HP) @ Fright 2
Ti Lan and Lin Po (full HP)
If you roll one of these checks, please specify which before rolling!
The party is Up!

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Left alone by the haunting spirits for a moment, Zisiro tries to drive them away.
◆ Attack: Religion (T), Frightened: 1d20 + 8 - 2 ⇒ (6) + 8 - 2 = 12
◆◆ Disable: Religion (T), Frightened: 1d20 + 8 - 2 ⇒ (9) + 8 - 2 = 15
Will (E), Frightened vs. DC 18: 1d20 + 8 - 2 ⇒ (14) + 8 - 2 = 20
Frightened 1

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Will (Frighten): 1d20 + 11 ⇒ (3) + 11 = 14
Hero Point: 1d20 + 11 ⇒ (11) + 11 = 22
Will (Seppuku): 1d20 + 11 ⇒ (7) + 11 = 18
Brendar stabs himself, then tries to disable the haunt.
"No, I don't want to!"
◆◆Disable (Religion): 1d20 + 9 ⇒ (11) + 9 = 20

GM rainzax |

Brendar - did you add your Frightened penalty? Also, end of turn Will save please!

GM rainzax |

Brendar and Zisiro struggle through, but the spiritual energy continues to overwhelm them...
Natalu!

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"This isn't working for you anyway. Wouldn't it be better to just stop and rest?"
Attack (Diplomacy): 1d20 + 6 ⇒ (7) + 6 = 13
Attack (Diplomacy): 1d20 + 6 ⇒ (19) + 6 = 25
Attack (Diplomacy): 1d20 + 6 ⇒ (12) + 6 = 18

GM rainzax |

Natalu makes more progress quieting the restless spirits. (-5 HPs)
Botting Natalu EoT Will to reduce Fright vs DC 18: 1d20 + 7 - 1 ⇒ (7) + 7 - 1 = 13
Brendar recovers - but with his comrades under the effects, they target him again!
◆◆) Enfrighten Brendar (Will DC 22)
◆) Induce Seppuku 1d6 ⇒ 1 Brendar (or Natalu if Brendar remains unfrightened...) (Will DC 22)
~) Outcome HERE @ Seppuku (blunt) if PC fails 2nd Will save vs AC: 1d20 + 19 ⇒ (20) + 19 = 391d10 + 3 ⇒ (7) + 3 = 10
➤➤➤➤➤➤➤➤➤➤
Vengeful Spirits: Round Four
Identify (◆) @ Occultism or Religion (DC 20) or Haunt Lore, Kami Lore, or Spirit Lore (DC 18)
Disable (◆◆) @ Occultism or Religion (DC 26) (DC 25) (DC 24) (DC 23)
Attack (◆, no MAP, 5 damage) @ Diplomacy, Nature, Occultism, or Religion (DC 22) or Haunt Lore, Kami Lore, or Spirit Lore (DC 20)
Vengeful Spirits @ (-25 HPs) @ (□□)
Brendar (-9 HP) @ pending again
Natalu (-12 HP) @ Fright 1
Zisiro (-6 HP) @ Fright 1
Ti Lan and Lin Po (full HP)
Players - do not forget your end of turn saves to reduce frightened (DC 18) - it does not go down automatically!
The party is Up!

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Zisiro speaks religious scripture and performs religious signs in an attempt to dispel or at least weaken the malevolent spirits.
◆◆ Disable: Religion (T), Frightened: 1d20 + 8 - 1 ⇒ (12) + 8 - 1 = 19
◆ Attack: Religion (T), Frightened: 1d20 + 8 - 1 ⇒ (16) + 8 - 1 = 23
Will (E), Frightened vs. DC 18: 1d20 + 10 - 1 ⇒ (6) + 10 - 1 = 15

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Wasn't not going down part of the failure result? I succeeded on the initial save.
Convincing the spirits to depart isn't working as well as he'd hoped, or at least not as quickly.
Maybe Natalu can use his experience manipulating divine energy here...
"This place is so unpleasant and gloomy," he says as he tries to find the threads, "You don't want to stay here anyway."
** Disable Religion: 1d20 + 5 ⇒ (6) + 5 = 11
* Attack Diplomacy: 1d20 + 6 ⇒ (7) + 6 = 13
Will?: 1d20 + 7 - 1 ⇒ (17) + 7 - 1 = 23

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Will: 1d20 + 11 ⇒ (2) + 11 = 13
Will: 1d20 + 11 - 2 ⇒ (3) + 11 - 2 = 12
Brendar bites himself in a sensitive area, then attempts to disable the haunt.
Religion: 1d20 + 9 - 2 ⇒ (10) + 9 - 2 = 17
Will (Reduce Fright): 1d20 + 11 - 2 ⇒ (5) + 11 - 2 = 14
HP: 4/33. Ouch!

GM rainzax |

Brendar's perception begins to go dark - he soldiers on barely!
Zisiro damages the spiritual connexion ever more so... (-5 HPs)
Natalu regains his wits but yet finds his efforts ineffective...
The spirits go after the strong: Radiant Natalu!
◆◆) Enfrighten Natalu (Will DC 22)
◆) Induce Seppuku 1d6 ⇒ 6 Zisiro (Will DC 22)
~) Outcome HERE @ Seppuku (blunt) if PC fails 2nd Will save vs AC: 1d20 + 19 ⇒ (1) + 19 = 201d10 + 3 ⇒ (1) + 3 = 4
➤➤➤➤➤➤➤➤➤➤
Vengeful Spirits: Round Five
Identify (◆) @ Occultism or Religion (DC 20) or Haunt Lore, Kami Lore, or Spirit Lore (DC 18)
Disable (◆◆) @ Occultism or Religion (DC 26) (DC 25) (DC 24) (DC 23) (DC 22)
Attack (◆, no MAP, 5 damage) @ Diplomacy, Nature, Occultism, or Religion (DC 22) or Haunt Lore, Kami Lore, or Spirit Lore (DC 20)
Vengeful Spirits @ (-30 HPs) @ (☑□)
Brendar (-29 HP) @ Fright 2
Natalu (-12 HP) @ normal but pending
Zisiro (-6 HP) @ Fright 1
Ti Lan and Lin Po (full HP)
Players - if you failed the initial "Enfrighten" save, do not forget your end of turn saves to reduce that condition (DC 18) - it does not go down automatically!
The party is Up!

a Haunt |

"Die all together, we shall! You and You and You and You and You!!!"
Indirectly proportional to the damage the spirits seemed to have sustained, grows their anger, fury, and threats!
The spirits are "bloodied" - I will count this as a single "success" to disable!

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Will: 1d20 + 7 ⇒ (3) + 7 = 10 Critical failure. I will reroll.
Hero Point: 1d20 + 7 ⇒ (14) + 7 = 21 Still failure...
second Will (Frightened 2): 1d20 + 5 ⇒ (15) + 5 = 20
Natalu's confidence wavers as the haunt focuses on him, and he nearly injures himself.
"This isn't working..."
But first, Natalu notes how battered Brendar is starting to look and focuses on healing him.
* Attempt to Strike self, critically fail. Unless this didn't affect me?
* Transfer Spark to body Ikon
* Spark Transcendence. The actual effect here is probably irrelevant (piercing resistance), just doing it for the Epithet effect--Brendar heals 8 hp. Spark returns to Palisade Bangles.
Will (Frightened 2): 1d20 + 5 ⇒ (16) + 5 = 21
* Diplomacy (Attack): 1d20 + 4 ⇒ (3) + 4 = 7 If I have an action? Well, that's not going to matter anyway.

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I believe the induced seppuku was against me. :)
Will (E), Frightened vs. DC 22: 1d20 + 10 - 1 ⇒ (6) + 10 - 1 = 15
Zisiro tries to smash his head on his shield, but the angle is too oblique to do any harm.
Once he comes to his senses, he makes another desperate attempt to dispel the haunting.
◆◆ Disable: Religion (T), Frightened vs. DC 22: 1d20 + 8 - 1 ⇒ (16) + 8 - 1 = 23
Will (E), Frightened vs. DC 18: 1d20 + 10 - 1 ⇒ (12) + 10 - 1 = 21

a Haunt |

"Kill that one!"
Just before Zisiro manages to coup de gras the spirits, it lashes out at him desperately one last time, but dissipates before managing to inflict any more tangible violence...
Haunt neutralized

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Natalu rests for a moment. The radiance for which he is sometimes named shines on Zisiro and the other Pathfinders.
"We haven't been in the forest long ourselves, so you made it most of the way through. We'll get you the rest of the way out. Was it just the two of you? Do you still have your cargo? And... we heard you were traveling with a caravan. Did they stop somewhere else, or do we need to rescue them too?"
Transfer Immanence and Spark Transcendence off body ikon, to heal Zisiro and the other Pathfinders 8 hp each. Brendar is immune for 10 minutes, but unless interrupted Natalu will repeat every 10 minutes until else is fully healed.
He can't heal himself this way and will quietly hope someone offers him some healing while I remember that playtest characters work like pregens and don't get school items. Should've bought some healing potions.

Dr. Suess |

"The forest has wound us in circles for weeks - like it doesn't want us to leave!" they marvel "The rest of our crew is safe - an encampment nearby - we have been taking turns on watch" then "Here, from this stash, you might need to take something with you - I suspect the forest isn't done with us yet!"
They explain the source of their predicament, starting with receiving a message from the kami within the relic shortly before reaching the village. The message was vague, but they were able to discern that the kami was trapped within, and that it was afraid that some sort of nefarious force in the forest would try to capture it. At the time, they had a strong sense that the kami’s ward was close by, and they convinced the caravan to take a minor detour to assist a spirit in need.
Unfortunately, the detour ended up being far longer than they expected, as the theft of the relic disrupted their plans. Since then, they have been following trails left by the spirits in hopes of finding their way back to the spirit road. The have glimpsed the thief in the distance several times, still carrying their bag, but they have never managed to catch up with him. From this, they surmise (correctly) that the spirits are trying to lead them to the thief. They are tired, scared, and frustrated, and they feel guilty for leading an entire caravan into such a troublesome situation.
After explaining the situation to the PCs, Lin Po and Ti Lan ask the PCs to track down the thief and put an end to this trouble. If the PCs ask the Pathfinders to come along, they explain that they are unwilling to abandon the caravan and encampment. Though it is still early in the day, the caravan
stops and makes camp, awaiting the PCs’ safe return.
Let's say you have an hour to rest!

GM rainzax |

Finding the Thief
After an hour (or less) rest, the party heads out to find the thief - coming to a clearing when suddenly they are ambushed!
Please place your Token on the Map (Slide #2) and roll Initiative!

0-Bot |

Valeros comes jogging up, slightly winded. "Sorry, am I late?"
Seeing an injured party member, he offers his healing potion.
It feels weird to offer to control a pregen, and then immediately do this for my own character. But he is the only one still damaged... healing: 2d8 + 5 ⇒ (2, 4) + 5 = 11
Initiative (Perception): 1d20 + 7 ⇒ (18) + 7 = 25

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Natalu accepts the potion, but declines the other items. "Thank you, but too big for me!"
None of them were particularly suited to him in any case.
Initiative (Perception): 1d20 + 5 ⇒ (5) + 5 = 10

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"The wand will be useful if we're pressed," Zisiro says.
Perception (T): 1d20 + 8 ⇒ (4) + 8 = 12

Minions |

Large Skeletal Monstrosity to Initiative: 1d20 + 7 ⇒ (8) + 7 = 15
Medium Skeletal Magicker to Initiative: 1d20 + 12 ⇒ (12) + 12 = 24
Just ahead, beyond the tree, the party spots a larger skeletal monstrosity, and a smaller skeletal magicker cloaked in an aura of malice!

GM rainzax |

Finding the Thief: Round One
➤➤➤➤➤➤➤➤➤➤
Terrain: Dark Tree are Difficult Terrain and provide Lesser Cover
Monster ID: Religion (Monstrosity) and Religion or Arcana (Magicker)
Ongoing Effects: none
Valeros @ 25
Skeletal Magicker @ 24
Brendar @ 24
Skeletal Monstrosity @ 15
Zisiro @ 12
Natalu @ 10
➤➤➤➤➤➤➤➤➤➤
Valeros is Up!

Minions |

Magicker Skeleton advances menacingly, and conjures forth dark necromantic energy, a ball of blackness, which seers towards the onrushing fighter, entering his eyes!
Valeros - please make a Fortitude (incapacitation, necromancy) save vs DC 23!
Brendar is Up!

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Brendar moves a bit closer, then beseeches the spirits of the forest to slow the enemies while the Pathfinders get into position.
Stride, Cast entangling flora (DC 19 Reflex)
ENTANGLING FLORA [two-actions] SPELL 2
CONCENTRATE MANIPULATE PLANT WOOD
Traditions arcane, primal
Range 120 feet; Area all squares in a 20-foot burst
Duration 1 minute
Plants and fungi burst out or quickly grow, entangling
creatures. All surfaces in the area are difficult terrain. Each
round that a creature starts its turn in the area, it must attempt
a Reflex save. On a failure, it takes a –10-foot circumstance
penalty to its Speeds until it leaves the area, and on a critical
failure, it’s also immobilized for 1 round. Creatures can attempt
to Escape to remove these effects

Minions |

Large Skeletal Monstrosity to Reflex (DC 19): 1d20 + 8 ⇒ (4) + 8 = 12
Medium Skeletal Magicker to Reflex (DC 19): 1d20 + 9 ⇒ (4) + 9 = 13
Stuck fast in shrooms and flowers - the spirits of the forest themselves seem eager to assist the party! - the Skeletal Monstrosity tries to rake it's way free!
Escape vs DC 19: 1d20 + 12 ⇒ (13) + 12 = 25
◆) Escape
◆◆) Terrifying Charge (through difficult terrain)
◇) Demoralize
Horns (reach 10, piercing) w/ agile MAP (-4) w/ Terrifying Charge (+4) vs Valeros (AC 21 / shield / blind): 1d20 + 12 - 4 ⇒ (17) + 12 - 4 = 251d10 + 5 + 4 ⇒ (6) + 5 + 4 = 15
Demoralize vs Valeros (Will DC 17): 1d20 + 9 ⇒ (18) + 9 = 27

GM rainzax |

Finding the Thief: Round One / Two
➤➤➤➤➤➤➤➤➤➤
Terrain: Dark Tree are Difficult Terrain and provide Lesser Cover
Monster ID: Religion (Monstrosity) and Religion or Arcana (Magicker)
Ongoing Effects: Entangling Flora (bright green) is difficult terrain, if start turn, reflex 19 or -10 speed / immobilized
Valeros @ Blind until start of turn, Frightened 1 w/ Bravery, -15 w/ shield block?
Skeletal Magicker @ failed Flora save (-10 speed)
Brendar @
Skeletal Monstrosity @
Zisiro @
Natalu @
➤➤➤➤➤➤➤➤➤➤
Zisiro, Natalu, and Valeros are Up!

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Zisiro enters the thicket. Under the shadows of the trees, he begins to chant and gesticulate. He sends a wave of strength from one of the spirits dwelling within him toward Valeros.
◆ Stride
◆◆ Cast (V/S): enlarge @ Valeros
Bolstered by magical power, the target grows to size Large. Its equipment grows with it but returns to natural size if removed. The creature is clumsy 1. Its reach increases by 5 feet (or by 10 feet if it started out Tiny), and it gains a +2 status bonus to melee damage. This spell has no effect on a Large or larger creature.

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Natalu moves forward. The enemies are so big, and so far away!
He gets close enough to swing the weighted end of his spear, but he's focused on protection at the moment.
* Stride
* Stride
* Strike +1 Dancer's spear: 1d20 + 10 ⇒ (7) + 10 = 17 for bludgeoning damage: 1d6 + 2 ⇒ (6) + 2 = 8
Immanence still in Palisade Bangles, granting +1 circumstance to AC to himself and all allies within 15 feet (increases to +3 if shield raised, so effectively stacks with shield)

0-Bot |

Shield Block would break his shield, so let's hold of on that for the moment.
Taking advantage of his increased size, Valeros pounds on his no-longer-towering assailant.
** Double Slice +1 longsword: 1d20 + 12 ⇒ (10) + 12 = 22 for slashing damage: 1d8 + 6 ⇒ (3) + 6 = 9 and Shield Boss: 1d20 + 9 ⇒ (4) + 9 = 13 for bludgeoning damage: 1d6 + 6 ⇒ (6) + 6 = 12
* Raise Shield