
Mawj |

Sah-weet!
Mawj looks with great joy at his new suit of armor. "Yes. Yes, this pleases Mawj. Mawj thanks his companions for their generosity and prudence." He preens and poses after putting it on, earning his a derisive look from Uli. "Mawj knows of that rock spire like the one from the dead human's book. It might be best to rest and go in the morning."

Gwenyth |

As the group maneuvers throughout the ship, Gwen takes the necessary time to heal herself and others of their wounds.
Channel (Everyone): 2d6 ⇒ (5, 3) = 8
Channel (Everyone):2d6 ⇒ (1, 1) = 2
Channel (Everyone):2d6 ⇒ (2, 1) = 3
How is everyone after that? I think we could move on. I have 4 more of those, and 4 1st level spells.

DM Alexander Kilcoyne |

300XP each.
Ambroze please assign loot to people- you've done a capital job as lootmeister so far so as long as its recorded somewhere who is carrying what.
A short thirty minutes walk later, you have crossed the silent island. A fifty-foot-high pillar of fungus-covered rock thrusts up from the surf here, angling away from the main body of the larger island you stand on to the west. The rock is connected to the main island by thick tangles of fibrous fungus, perhaps providing a way to cross the churning surf below.
Essentially another fungus bridge... ;).
6PM, Day 15.

Chi T'reignial |

Before attempting to cross the bridge, Chi makes sure the flask of plant killer is in her pocket, ready to get out and use in an instant. She smiles at the thought they might rid the island of the blight, her bright demeanor out of kilter with the drab gray of the island. She starts to cross the bridge, taking care with her footing.
If Chi can use Acrobatics skill for balance toi cross the bridge, she will take a 10 for 17, otherwise she takes a 10 on climb for 11.

Ambroze |

Ambroze please assign loot to people- you've done a capital job as lootmeister so far so as long as its recorded somewhere who is carrying what.
Thanks! Sorry for the prolonged silence. Been sick the past few days and this is the first time I've felt up to sitting in front of the computer.
Party Loot List updated in my profile. This is the breakdown I've got so far for the items recovered from the Nightvoice:
Individual Equipment and Magic Items:
-- Elven Chain Mail (Small-sized) (Mawj)
-- Masterwork Longspear (Small-sized) (Mawj)
-- Wand of Mirror Image (CL 3, 5 charges) (unclaimed, recommend for Chi or Ambroze)
-- Bracers of Armor +1 (unclaimed, recommend for Chi)
-- Ship's Log (to be given to Gelik)
Undivided Treasure of Monetary Value:
-- Jewelry worth 250 gp
-- 432 copper pieces
-- 284 silver pieces
-- 123 gp
Just as a reminder, we still have 2 unclaimed Antitoxins, 2 unlclaimed Potions of Cure Light Wounds, and 2 unclaimed Potions of Lesser Restoration if anyone would care to claim any of them. Plus there's still the unclaimed scail mail +1 if anyone needs it.

Gwenyth |

Hold one moment, I'm recalculating my sheet in heroLab to reflect that I'm no longer under a heavy load.
Edit: OK. Well, I'm TERRIBLE at climbing. I'm going to remove my armor and take 10 for a 9, plus any modifiers from the rope. I'll hastily don my armor once I reach the other side.

DM Alexander Kilcoyne |

Gwenyth makes it across to the other side with little difficulty, the fungus proving to be a very sturdy bridge. Now that you are focusing on the spire itself, you see a hole on the surface near to where you are stood, leading down into a natural cavern. The drop is a fairly gentle incline leading down about fifteen feet from what you can see. Like the rest of the island, the grey fungus infests the surfaces...
No roll will be necessary to descend- but beyond the drop itself it will be pitch black inside.

DM Alexander Kilcoyne |

Descending, you appear to have found the heart of the foul fungi that dominates the island. You venture onwards guided by magical light past several thick curtains of fungus to a 30-foot-diameter cavern; at the mouth of the cavern brightly colored seashells, bits of polished
stone, and many bones and skulls appear to have been left as crude tribute. The air down here feels stale, and you have some initial difficulties drawing breath. In addition, you each feel a sense of foreboding; particularily Gwenyth who finds she can only speak in Celestial already.
You get to the mouth of the cavern before you see what resides in it- a four foot tall mushroom growing from a bed of tentacular roots; appearing to be feeding on nutrients in the grey fungus, consuming what little organic matter is left on the island and siphoned to it from the fungus spreading from it. The fungus appears to be at least a foot deep here. Purple tendrils slither out of the dozens of fissures in its pointed cap, writhing in the air with menace. As you enter the chamber, the surface of the mushroom takes on a pale red glint, seemingly both sentient and aware of your presence- and the two vegepygmies guarding it raise their longspears in alarm and brace them against attack...
Battle for Silent Island
Round 1-
Ordered Initiative-
Chi-1d20 + 4 ⇒ (6) + 4 = 10
Mawj- 1d20 + 7 ⇒ (5) + 7 = 12
Ambroze-1d20 + 3 ⇒ (14) + 3 = 17
Tun'ada-1d20 + 4 ⇒ (1) + 4 = 5
Marcus-1d20 + 4 ⇒ (13) + 4 = 17
Gwenyth-1d20 + 2 ⇒ (13) + 2 = 15
Shroom- 1d20 + 1 ⇒ (8) + 1 = 9
Veges- 1d20 + 2 ⇒ (18) + 2 = 20
Vegepygmies (acted)- 20
Ambroze- 17
Marcus- 17
Gwenyth- 15
Mawj- 12
Chi- 10
Shroom- 9
Tun'ada- 5
Map-
Link
Notes-
The red halo is for badassness, but the blue and orange halo's are just to make denoting targets easier for you. Note that although the mushroom is a medium sized plant, it has ten feet reach with its tendrils.
The sheer concentration of foul fungus means that every square in the cave is difficult terrain.
Active Effects
None, yet.
This man sized mushroom is in fact a violet fungus, a subterranean creature that can move slowly about on a mass of small feelers. This result reveals all plant traits.
As well as being partially mobile, violet fungi also have poisonous tentacles that can incapacitate the unwary dungeoneer.
Violet fungi are often found growing among shriekers which they closely resemble.
The red tinge to the creature as well a few other subtle clues indicate that this creature is innately evil and fiendish in nature; it is likely to possess elemental resistances as well as resistant to spells, and will possess the ability to smite good.

Mawj |

Mawj and Uli howl in salutation to the enemy.
Move to D5
He moves forward and stops some distance away to fire an arrow.
shortbow; Attack 1d20 + 9 ⇒ (17) + 9 = 26, Damage 1d4 ⇒ 2
The goblin then shouts to his companions. "Death to our enemies!

Marcus Alanto |

Mawj and Uli howl in salutation to the enemy.
Move to D5
He moves forward and stops some distance away to fire an arrow.
shortbow; Attack 1d20+9, Damage 1d4
The goblin then shouts to his companions. "Clear the way! Mawj needs room to charge!
If possible, a clear line of movement would be great for next round. ;)
Alex said difficult terrain.

Ambroze |

Knowledge (nature): 1d20 + 10 ⇒ (19) + 10 = 29
Knowledge (planes): 1d20 + 7 ⇒ (8) + 7 = 15
Round One:
Ambroze's face pales as he studies the four-foot tall mushroom. "It's a violet fungus!" he cries in surprise. "A subterranean creature that can move about on a mass of small feelers. It also has poisonous tentacles that can incapacitate the unwary dungeoneer, and is often found growing among shriekers. However this one appears to be fiendish in nature, so it will likely be resistant to spells and certain elemental energies and it may even be able to cause additional harm to those who are of good aspect. Since it's a plant it will be immune to mind-affecting effects and poison - but I bet it won't like Chi's plant killer!"
With those words, Ambroze retrieves his flask of plant killer from his pack.
Standard action to activate Bardic Performance (Naturalist): allies within 30 ft gain +1 insight bonus to AC, attacks, and saving throws against exceptional, supernatural, and spell-like abilities used by the fiendish violet fungus. Move action to retrieve flask of plant killer.
Rounds of Bardic Performance used today: 4/17

Marcus Alanto |

Round 1
Marcus recoils in horror and disgust at the sight of the plant but his combat reflexes are already moving him forward. He takes up a defensive stance in front of the group.
OK! We'll keep the little guys off!
Move two squares forward.
Standard action, total defense.
AC 26
Suggest we let people throw their killer before we get base to base with the plant to avoid the -4.

Chi T'reignial |

Hearing Ambroze, issue his warning she sounds a note of caution, "We need to get closer to the mushroom, if we're gonna be accurate with throwing these flasks, the closer the better." Following the others into the cavern, she speaks to Tun'ada, "Would it help to make you more powerful, by increasing your size ot should I offer it to Marcus? Once we are close enough I will aid your fight by sapping its strength, if my magik has enough power." With a look to the roof of the cavern, she cries out, "Lady Aycenia, your island will be returned to you, we are here to rid you of this spot of unnatural darkness. Let us succeed!"
She follows behind Marcus, her flask of plant killer in her hand, as she makes her way into the shadows she tries to hide from the plant and its guards.
Knowledge(nature) 1d20 + 8 ⇒ (17) + 8 = 25
Knowledge(arcana) 1d20 + 9 ⇒ (13) + 9 = 22
Stealth 1d20 + 13 ⇒ (17) + 13 = 30
Can we get to about 20ft for throwing the flask? Marcus and the fighters at 15ft. Then retreat?