
GM Blazej |

Adsal Perception: 1d20 + 20 ⇒ (20) + 20 = 40
Holding onto Silvermane Adsal points out a few poor parts of the cliff face that should be avoided.
The Cliff
Adsal (located unstable hoof holds)
Chaine (spider horse)
Keela (up the cliff, lowering ropes)
Theritis (climbing up the cliff slowly)
Qatala (climbed up ropes)
Jackson (climbed up cliff)
"Alright, solid bit of climbing although I really was looking forward to you building that pulley system. Oh well, maybe another time! Tah tah!"
You continue following the trail and soon find that it enters a mass of plantlife. The trail zigzags through a large thicket that winds about like a primal hedge maze. Some of the plants move on their own, reaching for any warmth.
Relaxing from a stump at the start of the maze is Grimpfkin again. "You know variety is the spice of life. You have your leaps and climbs, but sometimes you just need a maze or a puzzle to sink your teeth into. You know what I mean? What sort of answer are you going to come up with now?"
The Maze
Adsal
Chaine
Keela
Theritis
Qatala
Jackson

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"Go boy... find the trail! find the trail!"
[dice=Silvermane Scent ability; Handle Animal "Track" trick; Survival vs. DC 10]1d20+1[/dice]
"That's it! good boyyyyyy! keep going, keep going!"

GM Blazej |

Will do, if anyone has a good action for Keela to take, feel free to mention it. I'm not very inclined to rush botting with three people who have yet to post.
Silvermane is making his way leading Chaine through the maze, although the path the ale bird has taken is likely not the fastest path as the path has you double back several times and passes several intersections. Still Silvermane's speed gives a great advantage in running through this maze. However all of Silvermane's focus is on taking in the magical fumes of an animated ale. The alcoholic nature of the trail may soon hamper Silvermane's complete dedication. Silvermane could make a Fortitude save to avoid the negative effects of the ale bird's scent in addition to any other strategy you might have in response to this complication.
Jackson's solution will eventually find a solution to the problem but it is hampered by needing to complete this quickly by the omnipresent vines reaching the walls attempting to grasp him every step of the way. Options to avoid this include would be Reflex saves from Jackson to avoid the vines grasp or a melee attack to swat them away as you traverse the maze.

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Qatala is going to attempt to navigate the maze using high jump to leap up so she can see the layout occasionally.
acrobatics: 1d20 + 16 + 10 + 16 ⇒ (17) + 16 + 10 + 16 = 59
That's almost 15ft leap and she doesn't need a running start

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Chaine sees his horse struggle with the ale vapors, and smiles; he takes an antitoxin and feeds it to his horse, issuing a quick prayer to Cayden Cailean. The horse seems appreciative or disappointed at losing the effect of the alcohol... hard to tell...
"SSSSSSSSNNNNNNNNNNNnnnnort......"
1d20 + 10 + 5 ⇒ (11) + 10 + 5 = 26

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Did someone say attack roll?
Theritis clears away the vines from Jackson's "path".
attack roll (unraged): 1d20 + 17 ⇒ (19) + 17 = 36

GM Blazej |

Maze is vast and constantly shifting with plantlife. Keela attempts to push through along with the party but is constantly harried by the foliage.
Keela Reflex: 1d20 + 10 ⇒ (4) + 10 = 14
Adsal looks to parts of the foliage to avoid (or destroy) and others that are safe to ignore.
Adsal Knowledge (nature): 1d20 + 13 ⇒ (17) + 13 = 30
Maze Roll: 1d20 ⇒ 3
Jackson moves about the maze in a straight forward matter constantly moving toward the goal as Theritis clears the vines as they reach out to the brawler.
Scouting above Qatala see the exit and is able to find a faster path out of the living labyrinth.
Moving through the maze their own way, Chaine and Silvermane fly by following the glittering trail back and forth. Escaping just behind the rest of the party.
Grimpfkin sits at the exit and gives applause with your appearance. "Excellent work, I would have watched you all much more closely, but it is often so boring to watch people solve mazes. Puts me to sleep. Still, keep pushing forward to the end!"
**
The trail leads to a ruined two-story building rising out of the forest, hugged by dense thorny thickets on both sides. The front wall, ceiling and floors have long since collapsed. Several support columns rise from the celar, and the remains of the staircase up to the second floor look far too weak to support weight. The back door leads to clearer terrain, where the trail continues.
Grimpfkin watches from the roof pushing you forward. "The race is almost over! You best hurry or else we may just run out of time!"
The Ruins
Adsal
Chaine
Keela
Theritis
Qatala
Jackson

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Adsal looks around for a good way to beat the last obstacle.
Perc: 1d20 + 20 ⇒ (11) + 20 = 31
He then uses his knowledge of buildings to find a way.
Know Engi: 1d20 + 12 ⇒ (2) + 12 = 14

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Theritis will climb up and over the rubble to the backdoor... and freedom!.
raging (5 rounds worth) climb: 1d20 + 17 ⇒ (2) + 17 = 19

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***OVERSEER ANNOUNCEMENT***
It is difficult to tell how much time has passed through the smothering canopy as Medda addresses the regrouped Pathfinder and Twinhorn forces. “The ancient battlefield is just beyond those trees. There, Ivvora and her comrades scattered an undead army, but the necromantic taint never left this land. Instead, the plants and animals have gradually absorbed the evil, encouraged by someone calling herself Mother Bloodleaf.
“We must strike as one, simultaneously attacking the corruption’s heart as well as the seedpods spread out around the swamp. Their destruction will unleash harmful energies, so we of the Twinhorn following shall head toward the center to ritually disperse that energy to keep it from festering anew! Each team should follow its Twinhorn mystic to an intended target, and from there, three blasts of a horn shall signal our attack. May Vildeis bless us as she did Ivvora before us!”
Medda, the Twinhorns, and the Pathfinders spread out and make their way through the woods to their striking positions. Even though much of the forest withers from some evil curse, eager faces flow from tree to tree as the friendly, whispering spirits encourage their would-be saviors onward.
Three blasts of a war-horn echo across the heavily forested battleground. As the Pathfinders rush toward their targets, startled figures with purple glowing eyes hurry toward the seedpods and the enormous dark flower at the heart of the swamp. A shriek carries over the battleground. “What treachery is this? My minions have fallen without so much as warning me? No matter, I shall rip out any trespassers’ souls and feed them to the blight!”
Table GMs, the Unaware Guardians and Helpful Spirits effects are in effect (see the Guardians and Spirits sidebar on page 39), and the way to area Q is now open. Please move to that encounter area quickly.

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Just to be a bit different, Keela takes a look at the ruins with Adsal, and before he starts building something, she walks up to the structure and topples it, creating him the necessary pieces, or even clearing the way, for his stiars, as she helps him create a path up.
Perception to notice weak stop...: 1d20 + 18 ⇒ (13) + 18 = 31
Unarmed Strike + Stunning Fist: 1d20 + 17 ⇒ (7) + 17 = 24 -- To knock down the structure, leaving the skeleton of the ruins in place...
The monk nods at the wizard, and helps him build the way up...

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I don't really understand what to do here... go around the ruined house?

GM Blazej |

That would have meant going through the dense thorny thickets which, given your experience with the brambles, wouldn't have been quick. Through the house is where you need to head. With all of that said...
The building contains ancient architecture from bygone era that is hard for Adsal to identify.
Keela destroys a pillar to create a improvised ramp through the dilapidated structure allowing the party to quickly get through the building.
After that you find yourself in a small area where Grimpfkin is reclining against a tree stump where the ale-bird has alighted.
"I congratulate you on the skill that you have displayed. I feel more than elated that I can support you, and your various comrades tromping through the woods, in your quest to put an end to this vicious blight." He straightens himself up and looks to the horizon. "Sometimes it does feel nice to do good things."
He weaves his magic through the stump and shapes the wood into a set of mugs. Hitting his own mug against the stump the bird splits into equal parts filling each of the mugs with ale. "A toast to your upcoming victory! And another delightful battle!"
Drinking these will grant you boons for your next battle.
Once during the next battle you can choose to reroll a d20 after seeing the result but before learning the outcome. When you do, you roll two d20 and take the higher result.
After you take or refuse the beverages, he leads ahead using his magic to open wide a trail through the forest. "While you have proven your ability to navigate this place quickly, I honestly can't wait to see how you contend with this challenge."
"Have fun!"
With that you move forward to the corruption's heart...

GM Blazej |

Make sure your buffs are accouted for, you have plenty of time to get them in line before this battle. If you taking anything with shorter duration than 10 minutes, it will need to cover the time listed below or be used on the first round here.
Moving forward, the signal given you find yourselves in an ancient battleground has turned into a fetid swamp that fills the air with the scent of death and decay. Rusted weapons jut out from the patches of solid land. Here and there, skeletal remains and grimacing skulls clad in ruined iron peek out from the glowing mire. A seedpod pulsing with purplish energy and covered in dark plant life grows on an islet across the swamp.
The mystic that had just been assigned to you points at the seedpod. "That is the heart of the corruption. That is what you must destroy. I will hold back and begin my ritual. Be careful and may Vildeis bless you."
Adsal: 1d20 + 3 ⇒ (5) + 3 = 8
Chaine: 1d20 + 2 ⇒ (5) + 2 = 7
Keela: 1d20 + 5 ⇒ (15) + 5 = 20
Theritis: 1d20 + 5 ⇒ (5) + 5 = 10
Qatala: 1d20 + 3 ⇒ (10) + 3 = 13
Jackson: 1d20 + 7 ⇒ (4) + 7 = 11
Mother: 1d20 + 2 ⇒ (16) + 2 = 18
Mounds 1: 1d20 ⇒ 9
Mounds 2: 1d20 + 4 ⇒ (12) + 4 = 16
Adsal: 1d20 + 20 ⇒ (17) + 20 = 37
Chaine: 1d20 + 1 ⇒ (8) + 1 = 9
Keela: 1d20 + 18 ⇒ (16) + 18 = 34
Theritis: 1d20 + 5 ⇒ (9) + 5 = 14
Qatala: 1d20 + 22 ⇒ (14) + 22 = 36
Jackson: 1d20 + 17 ⇒ (9) + 17 = 26
Reflex Mother: 1d20 + 6 ⇒ (8) + 6 = 14
Reflex Blue: 1d20 + 5 ⇒ (7) + 5 = 12
Reflex Red: 1d20 + 5 ⇒ (19) + 5 = 24
Reflex Yellow: 1d20 + 5 ⇒ (2) + 5 = 7
To your left on the path you see the source of the shriek you have just heard wailing throughout the wood an elderly orc with dagger. "More fodder for the Blight. Far better have already fallen. There will be no legends to call out your names. There will only be the Blight!"
Ahead of her are three mounds of plant debris that is fully animated. Slower than most of you but still far quicker than any plant has right to be.
At the far end of the swamp is the seedpod and corruption you have been sent to destroy.
Round 1
Keela
Mother
Qatala
Jackson
Theritis
Mounds
Adsal
Chaine
Keela's up. I also need an answer from the party in a question I have put in the next post.
You are all on a new map "Swamp".

GM Blazej |

Terrain Notes:
The water acts as a shallow bog. Let me know if you enter the shallow bog and give a Fortitude save as the swamp has unpleasant effects from the blight.
The large fallen tree at the center of the map is 10 feet tall. It is covered in an incredibly slick substance that would require a difficult climb check (or an exceptional Escape Artist) to get over it while moving half speed.
"Now that man is gone we can finally aid once more.", says Gruff.
"Hey, he isn't so bad. He actually is pretty funny!", adds Punny.
Third concludes with, "And yet you never introduced yourself. Still, this is why we have come so far. Adventurer's now is the time for us to strike. We can create a portal between the trees in this area. It will only last a minute but it will aid in your traversal of this area. Use it well and end this place."
You can choose any two trees on the map (within 60 feet of each other) to create as portal trees. Entering either of the trees will place you adjacent to the other portal tree. I do need to know where you want the portals as a group now.
One PC can attempt a DC 33 Knowledge (nature) or Spellcraft check to increase the distance between the two trees to be 120 feet instead. You will need to do this before choosing the trees. Failing this does not penalize you.

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Will nod to Grimpfkin and swig the drink down.
Will recast barkskin 1ki, and use wand of mage armour.
Will hold wand of shield in hand to cast during 1st round.
After mother's actiom unless hampered will move around towards the orcs to block them.
Swift action Crane wing stance, action cast shield, move upto 70ft.
AC=34 38 vs AoO if they have reach.

GM Blazej |

Qatala: That will work with what Mother plans to do with her turn.
You are welcome to change your turn when it comes up if you feel circumstances demand.
Additional portal clarification. Spells will not pass through the portal. Only the party (and any allies you have) will be able to use the portals.

GM Blazej |

Making Adsal's skill check to confirm where portals can be placed
Adsal Spellcraft: 1d20 + 19 ⇒ (20) + 19 = 39
I do realize that I wasn't clear on portal placement. Choosing the trees that serve as portals will not be an action, it is present at the start of the combat. I'll accept any input on where these portals should be placed. It doesn't need to be your turn to place them. If two people agree to the placement, I will go with that decision. The portal check succeeded so the portals can be 120 feet apart.

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Chaine raises a glass to Lord Grimpfkin and accept the toast, drinking it in its entirety. If Lord Grimpfkin has a spare amount, Chaine also gives some to his favorite spider-horse.
***************************
Proposed portal placement has been made on the map. Feather Step on Silvermane is the only long-term buff.
At the first sign of battle, Chaine gathers those nearby while Qatala delays the enemy.
"Let's pretend we're retreating behind these bushes; there's a portal hidden on the other side. This may buy us a few precious moments to gird ourselves for battle"
"RETREAT! RETREAT! SAVE YOURSELVES!!"
Bluff not to sound too fake...: 1d20 + 15 ⇒ (6) + 15 = 21
[Swift Action done at the beginning of round: Greater Tactician - Lastwall Phalanx feat to everyone within 60 ft. (entire party)
If others agree with current placement, Chaine draws a potion and downs it (two move actions) while Silvermane walks to the other side of the bush and enters the portal and keeps moving on the other side until he reaches the pod Acrobatics to jump small swamp ditch: 1d20 + 30 ⇒ (11) + 30 = 41.
Chaine instructs Silvermane to attack the seedpod as he lands on the island!

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Horse Single Attack
Horse Hoof Attack vs. seedpod: 1d20 + 11 ⇒ (19) + 11 = 30 for dmg: 1d6 + 6 ⇒ (2) + 6 = 8

GM Blazej |

No ale for Silvermane unfortunately.
Will be holding off on Keela's turn for the moment.
Mother Bloodleaf calls out to the swamp, drawing upon arcane power and having it conceal into a toxic mist centered right on the party.
"Breathe the Blight in and let yourselves fall to the Blight!"
Con Damage: 1d4 ⇒ 1
Everyone within the green cloud, which is the entire party at the time of casting, will take 1 Constitution damage (DC 17 Fortitude save vs poison will reduce this to 0)
The cloud blocks all sight through it. Everything within 5 feet has concealment and everything beyond that has total concealment.
Round 1
Keela (delaying, Fort save)
Mother Bloodleaf
Qatala (cast shield and move toward the plant creatures and the orc, Mother Bloodleaf, Fort save)
Jackson (Fort save)
Theritis (Fort save)
Mounds
Adsal (Fort save)
Chaine (planning to: activate greater tactician, double move through portal, Fort save)
Remind, you can't see or target anything outside 5 feet while inside the toxic cloud.

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@GM: I forgot that Lastwall Phalanx might still up for: Theritis, Jackson, Keela and Qatala (duration 15 min enacted just before the show of might vs. huge wolf) - not sure how long the chase was, then 6 min after that. Please confirm.
Chaine Fort: 1d20 + 9 ⇒ (19) + 9 = 28 +3 if Drill Instructor / Lastwall Phalanx still up
Silvermane Fort: 1d20 + 10 ⇒ (12) + 10 = 22

GM Blazej |
1 person marked this as a favorite. |

It has been about 20 minutes since your ecnounter with the wolf-like creature. Lastwall Phalanx would have lapsed.

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Keela braces herself, and doesn't take a breath. Instead, she drops to the grown and vanishes, appearing behind the Mother.
Fortitude: 1d20 + 12 + 1 ⇒ (10) + 12 + 1 = 23 -- bonuses for poison
Mechanically, keela uses 2 points to dimension door beside the boss...she has 29 AC

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fort save: 1d20 + 12 ⇒ (12) + 12 = 24
Theritis clicks his boots and takes off into the sky.
Standard to activate winged boots and move toward the Mother (15 feet off the ground), activating rage as well.

GM Blazej |

Theritis: That movement is fine, that does have you moving past the mother (the orc spellcaster) and her entourage. Your path has you moving toward the seedpod that Chaine is attacking.
"You have yet to the true extent of my power! Be crushed under the infinite power of this swamp!"
At her call the shambling piles of plant-life push forward to attack. Caught off guard by the sudden attack of the Pathfinders, they are not able to get too far. One tries to grab on to Qatala to no success.
Red Slam Qatala: 1d20 + 11 - 2 ⇒ (1) + 11 - 2 = 10
Bludgeoning Damage: 2d6 + 5 + 4 ⇒ (3, 3) + 5 + 4 = 15
Red Slam Qatala: 1d20 + 11 - 2 ⇒ (18) + 11 - 2 = 27
Bludgeoning Damage: 2d6 + 5 + 4 ⇒ (5, 2) + 5 + 4 = 16
Blue provokes an attack from Keela during movement.
Unfortunately for Chaine, as he pushes forward to the heart of the blight, it appears it is much more active than initial sight or smell would have shown. As he moves in the vines move to whip the cavalier and drags him from Silvermane.
Horse or Rider: 1d2 ⇒ 2
AoO Vine vs Chaine: 1d20 + 22 ⇒ (5) + 22 = 27 Looking at listed Flat-Footed AC, I am guessing Chaine's AC for this is exactly 27. I don't know if the AC is accurate though, let me know if this misses.
He can't take cover from the surprise attack.
Bludgeoning Damage: 1d8 + 12 ⇒ (8) + 12 = 20
Grab Chaine: 1d20 + 26 ⇒ (15) + 26 = 41
Constrict Damage: 1d8 + 12 ⇒ (1) + 12 = 13
Let me know if either of these fail, otherwise Chaine is grappled.
Round 1
Heart of the Blight
Mother Bloodleaf
Keela (May take AoO on Blue Mound)
Qatala
Jackson
Theritis
Mounds
Adsal
Chaine (activate greater tactician, double move through portal toward seedpod, 33 damage, grappled)

GM Blazej |

I omitted from Chaine's turn but the plant doesn't take damage from Silvermane as the rubbery plant flesh provides DR vs the hoof attack.
Acting under the assumption the grab succeeded and Adsal is unable to interfere with either the Heart or Bloodleaf's turns.
With a swift motion the massive plant swallows Chaine whole. Leaving him to the deadly acids within itself.
Heart of the Blight Maintain Grapple on Chaine: 1d20 + 26 + 5 ⇒ (19) + 26 + 5 = 50
Constrict Damage: 1d8 + 12 ⇒ (6) + 12 = 18
Acid Damage: 4d6 ⇒ (5, 5, 6, 5) = 21
"Your tricks can not frighten, I draw from a power far greater than you can fathom."
Mother Bloodleaf focuses on her magic, casting magic that lets her take off into the air, flying away from Keela)
If Keela is able to take this AoO, she may.
Bloodleaf Concentration: 1d20 + 10 + 4 ⇒ (19) + 10 + 4 = 33
Round 1/2
Heart of the Blight
Mother Bloodleaf (flying)
Keela (AoOs)
Qatala
Jackson
Theritis
Mounds
Adsal
Chaine (72 damage, grappled, swallowed)

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Keela shutters forward, like a dragon out of control as she swipes at her enemies. "It's a shame we have to destroy such beauty, but it seems you give us no other choice!" - she spits at the shambling mounds, he hands burning with a swift chill.
AOO on Mound: 1d20 + 17 ⇒ (1) + 17 = 18 -- lethal damage
Damage: 1d10 + 19 + 1d6 ⇒ (7) + 19 + (3) = 29
AOO on Mother: 1d20 + 17 ⇒ (4) + 17 = 21 -- lethal
Damage: 1d10 + 19 + 1d6 ⇒ (2) + 19 + (6) = 27
As the Mother gets out of her reach, she focuses her attention on the shambling mounds in front of her.
The bonuses on the first flurry and secondary flurry are from Body Wraps of Mighty Strikes. The Dragon Style feat line gives me x1.5+0.5 str on first attack, and then x1.5 str on everything else. Always power attacking. Gaining a total bonus of +1 to hit, +3 to damage from champion spirit. If damage is non-lethal, then +1 damage from Silver Crusade boon.
Note! -- I reserve the right to boost one attack with Spirit Surge (1/rd up to 3/day) +1d6 to an attack roll.
Attention! -- All damage will be: Lethal!
Flurry #1: 1d20 + 18 ⇒ (13) + 18 = 31 vs (red) first flurry attack
Additionally -- This attack will have Enforcer and Stunning Fist (DC18 Fort) keyed to it.
Enforcer: 1d20 + 18 ⇒ (13) + 18 = 31 -- intimidate to demorolise target and make them shaken
DMG Flurry #1: 1d10 + 19 ⇒ (9) + 19 = 28 -- magical, cold iron, silver, bludg
DMG Cold: 1d6 ⇒ 5 -- cold damage from AoMF
Note! -- Ignore this if Flying Kick - Ki Strike is used instead!
Elbow Smash - Ki Strike: 1d20 + 11 ⇒ (1) + 11 = 12 vs (red) ki strike elbow smash if first hits
DMG Flurry #1: 1d10 + 16 ⇒ (10) + 16 = 26 -- magical, cold iron, silver, bludg
DMG Cold: 1d6 ⇒ 5
Flurry #2: 1d20 + 17 ⇒ (14) + 17 = 31 vs (red) second flurry attack
DMG Flurry #1: 1d10 + 16 ⇒ (1) + 16 = 17 -- magical, cold iron, silver, bludg
DMG Cold: 1d6 ⇒ 6
Ki Point - Flurry #3: 1d20 + 14 ⇒ (17) + 14 = 31 vs (monster) third flurry attack from ki point
DMG Flurry #1: 1d10 + 16 ⇒ (9) + 16 = 25 -- magical, cold iron, silver, bludg
DMG Cold: 1d6 ⇒ 4
Hasted - Flurry #4: 1d20 + 17 ⇒ (19) + 17 = 36 vs (red) fourth flurry attack from haste
DMG Flurry #1: 1d10 + 16 ⇒ (4) + 16 = 20 -- magical, cold iron, silver, bludg
DMG Cold: 1d6 ⇒ 1
Secondary - Flurry #5: 1d20 + 2 ⇒ (4) + 2 = 6 vs (red) fifth flurry attack
DMG Flurry #1: 1d10 + 16 ⇒ (2) + 16 = 18 -- magical, cold iron, silver, bludg
DMG Cold: 1d6 ⇒ 3
Remaining Abilities -- Ki Pool (3/8); Stunning Fists (8/9); Boots of Haste (7/10); Spirit Surge (3/3)
Round 2 - mechanically, keela will take the two attacks of opportunity. Her attack on the Mother is a simple attack, not knowing she will cast fly. She still has to make a concentration check, or not? I'm not too sure there. She will then 5ft forward and flurry on red, without spending a ki pool point. AC29 currently.
Edit! -- Lots of natural ones there, well then...

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Since 1/4 of me is still in the cloud, I assume I have to make a Fort Save.
Fort 15: 1d20 + 14 ⇒ (2) + 14 = 16
I almost forgot, but I have +2 vs poison, so it turns out I made the save.
I want to charge the flying one. There are a few complications. I believe I will provoke from Yellow Mound. Then, I'm not sure, given how Pythagorean Theorem and Pathfinder don't mesh well, if I have to use a reach weapon to hit her or can ram her with my armor spikes. I believe one can normally make an attack at a creature 5' above you, no? So I should be able to get right next to her and body bump her. If that doesn't make sense, I'll just hit her with my Lucern Hammer.
Step 1: Get past the Mound. I'll try Acrobatics at -10, knowing it's most likely going to fail. Can I jump as part of a charge? If yes, I can use the Boots of Vaulting to add +10. That 10 is not included below.
Acrobatics at -10: 1d20 + 8 ⇒ (2) + 8 = 10
Step 2 - Unless it has Grab/Trip/Something else that stops me completing my charge, I will either use Armor Spikes or my hammer. Let me know which I can use.

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"AAAAAAAAAAAAARRGH!!!!!!!! HELP!! HELP!! AAAAARGGHGRGLLBBHH... **COUGH** **ACK** **CHOKE**"

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Theritis is not smart and apparently thinks the giant plant is someone's mother. With his friend swallowed, he will press on.
Theritis flies with abandon toward the hulking seedpod and strikes it with a vicious swing.
improved vital strike attack, assuming power attack, rage, cold iron
attack: 1d20 + 20 ⇒ (10) + 20 = 30
damage: 6d6 + 25 ⇒ (5, 5, 2, 4, 2, 3) + 25 = 46

GM Blazej |

Jackson: You can hit her with armor spikes or the hammer, I'll rule both are viable with your height and her low elevation.
Yellow Mound AoO vs Jackson: 1d20 + 11 ⇒ (13) + 11 = 24
Yellow Mound Damage: 2d6 + 5 ⇒ (1, 5) + 5 = 11
Yellow Grapple: 1d20 + 16 ⇒ (1) + 16 = 17
It will hit you but not grapple you. You may finish the charge.

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KnowNature: 1d20 + 15 ⇒ (2) + 15 = 17
Adsal quickly casts burning arc into the yellow then blue finally red plant monsters.
BA: 9d6 ⇒ (5, 3, 5, 5, 5, 6, 2, 5, 1) = 374d6 ⇒ (3, 2, 5, 5) = 152d6 ⇒ (1, 6) = 7 DC 19 refl

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Qatala takes a 5ft step then a free action to activate her boots of speed.
Fighting defensively she tries to trip red mound.
trip attack: 1d20 + 13 + 8 - 2 + 1 ⇒ (19) + 13 + 8 - 2 + 1 = 39 vs red cmd
If it works she attacks with two AoO's
viscous stomp: 1d20 + 14 + 1 - 2 ⇒ (3) + 14 + 1 - 2 = 16
damage: 2d6 + 5 ⇒ (2, 2) + 5 = 9 magical, silver, cold iron & bludgeoning
greater trip: 1d20 + 14 + 1 - 2 ⇒ (3) + 14 + 1 - 2 = 16
damage: 2d6 + 5 ⇒ (2, 4) + 5 = 11 magical, silver, cold iron & bludgeoning
Otherwise she continues to attack red to take it down. If its down she works on blue instead.
nine section whip: 1d20 + 14 - 2 + 1 ⇒ (10) + 14 - 2 + 1 = 23
damage: 1d8 + 6 ⇒ (8) + 6 = 14 adamantium, magical, silver cold iron & bludgeoning
nine section whip: 1d20 + 14 - 2 + 1 ⇒ (14) + 14 - 2 + 1 = 27 hasted attack
damage: 1d8 + 6 ⇒ (5) + 6 = 11 adamantium, magical, silver cold iron & bludgeoning
nine section whip: 1d20 + 9 - 2 + 1 ⇒ (10) + 9 - 2 + 1 = 18 secondary attack
damage: 1d8 + 6 ⇒ (4) + 6 = 10 adamantium, magical, silver cold iron & bludgeoning

GM Blazej |

Keela: She made her concentration check to cast the spell defensively successfully to avoid being struck while casting. The AoO you would get would be from her movement afterward.
Jackson Cloudkill: 1d4 ⇒ 4 Jackson would take 2 Con damage for saving
The mass of hateful life at the center of the swamp snatches Theritis as it did Chaine. It begins to also consume the other Pathfinder. To my knowledge you wouldn't be able to complete that attack with the two handed greatsword during the grapple. Let me know if I'm wrong and you could change your second action.
AoO vs Theritis: 1d20 + 22 ⇒ (11) + 22 = 33
Damage: 1d8 + 12 ⇒ (8) + 12 = 20
Grapple Theritis: 1d20 + 26 ⇒ (15) + 26 = 41
Constrict: 1d8 + 12 ⇒ (3) + 12 = 15
Keela's attacks brings down one of the mounds. Adsal's fire aids in injuring the other two, but their water laden vines resist the arc of flame. Qatala brings down the mound and almost destroys it with her series of attacks.
Reflex Yellow Mound: 1d20 + 5 ⇒ (6) + 5 = 11
Reflex Blue Mound: 1d20 + 5 ⇒ (5) + 5 = 10
The shambling mounds of plant-life attack Qatala to no avail. The swings of their plant flesh finding no solid blow on the monk.
Bludgeoning Damage: 2d6 + 5 + 4 ⇒ (5, 6) + 5 + 4 = 20
Blue Slam Attack vs Qatala: 1d20 + 11 - 2 - 4 ⇒ (16) + 11 - 2 - 4 = 21
Bludgeoning Damage: 2d6 + 5 + 4 ⇒ (5, 2) + 5 + 4 = 16
Yellow Slam Attack vs Qatala: 1d20 + 11 - 2 ⇒ (13) + 11 - 2 = 22
Bludgeoning Damage: 2d6 + 5 + 4 ⇒ (4, 1) + 5 + 4 = 14
Yellow Slam Attack vs Qatala: 1d20 + 11 - 2 ⇒ (15) + 11 - 2 = 24
Bludgeoning Damage: 2d6 + 5 + 4 ⇒ (4, 5) + 5 + 4 = 18
Round 2
Heart of the Blight (not grappled)
Mother Bloodleaf (flying, 27 damage)
Keela
Qatala
Jackson (11 damage, 2 Con damage)
Theritis (Standard action left) (25 damage, grappled)
Mounds Red (77 damage)
Mounds Yellow (27 damage)
Mounds Blue (60 damage, prone)
Adsal
Chaine (72 damage, grappled, swallowed)
Everyone but Keela and Qatala is up in initiative. With Chaine and Theritis in significant danger against a deadly foe.

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Nope, couldn't attack if grabbed. So I would attempt to break free.
CMB to break free: 1d20 + 18 ⇒ (8) + 18 = 26

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Jackson shifts position so his armor spikes do Bludgeoning damage. Jackson rams into the flying foe.[b]Weapon Versatility as a free action.
Armor spikes attack: 1d20 + 22 ⇒ (16) + 22 = 38
Damage: 1d8 + 7 ⇒ (4) + 7 = 11 Magic, Silver, Bludgeoning
I'm going to assume that hits and go ahead release the Touch of Idiocy Spell in my armor spikes. She probably has SR so it's folly, but Jackson can't be sure of that.
SR check from scroll: 1d20 + 3 ⇒ (16) + 3 = 19
If she has no SR, then I deal mental stat penalties of...
Penalty to mental stats: 1d6 ⇒ 5

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Something dark stirs deep inside Chaine, around the bend of his ancient memories... you can all hear a primal growl coming out of the huge plant's opened man... the voice that yells out of the plant's gullet is not entirely Chaine's own...
"RRRAAAAAAAAAWWR!!"
Move Action: Remnant of the Beast Boon - RISE! RISE! RICE! RICE!!! Fast Healing 7 for 1d3 + 1 ⇒ (2) + 1 = 3 rounds; (recovers 7 NOW!!!)
Swift Action to Challenge;
Standard Action to attack.
MW cold iron kukri, challenge: 1d20 + 14 ⇒ (20) + 14 = 34 for 1d4 + 3 + 12 ⇒ (2) + 3 + 12 = 17 slashing cold iron dmg. MUSTA!!!
CONFIRM CRIT: 1d20 + 14 ⇒ (14) + 14 = 28 for 1d4 + 3 + 12 ⇒ (4) + 3 + 12 = 19 slashing cold iron dmg. KRAKISH!!!
Chaine attempts to cut his way out, instincts taking over.

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Silvermane attempts to hoof 'IT' down to the ground.
Horse Full Attack
Hoof: 1d20 + 11 ⇒ (8) + 11 = 19 for dmg: 1d6 + 6 ⇒ (6) + 6 = 12 B dmg.
Hoof: 1d20 + 11 ⇒ (16) + 11 = 27 for dmg: 1d6 + 6 ⇒ (6) + 6 = 12 B dmg.
Bite: 1d20 + 11 ⇒ (6) + 11 = 17 for dmg: 1d4 + 6 ⇒ (4) + 6 = 10 B/P/S dmg.

GM Blazej |

Heart of the Blight
As Theritis remains held by the Heart of the Blight, Chaine finds the strength to rip himself out of the flesh of the monstrosity dropping him out of the mass.
The plant doesn't offer anything but silence in response as the vines whip out and try to rip and consume all around it.
The creature crushes Theritis and after some effort grabs Silvermane in the powerful vines as well. Without regard for his ferocity, the vines attempt to grab Chaine as well, but he is able to throw them off before they are able take hold.
Maintain Grapple on Theritis: 1d20 + 26 + 5 ⇒ (13) + 26 + 5 = 44
Vine Damage + Constrict: 2d8 + 24 - 10 ⇒ (4, 3) + 24 - 10 = 21 Already removed 5 damage per hit
21 to Theritis after DR 5
Attack Silvermane: 1d20 + 22 ⇒ (7) + 22 = 29
Vine Damage: 1d8 + 12 ⇒ (2) + 12 = 14
Miss
Attack Silvermane: 1d20 + 22 ⇒ (20) + 22 = 42
Confirm Attack on Silvermane: 1d20 + 22 ⇒ (10) + 22 = 32 I believe this is Silvermane's current AC
Vine Damage: 2d8 + 24 ⇒ (1, 5) + 24 = 30
Grapple Silvermane: 1d20 + 26 ⇒ (18) + 26 = 44
Constrict Damage: 1d8 + 12 ⇒ (7) + 12 = 19
Crit and grab Silvermane for 49 damage
Attack Chaine: 1d20 + 22 ⇒ (16) + 22 = 38
Vine Damage: 1d8 + 12 ⇒ (2) + 12 = 14
Grapple Chaine: 1d20 + 22 ⇒ (2) + 22 = 24
Hit Chaine for 14 damage, and fail to grab.
Mother Bloodleaf
Jackson's blow lands on Mother Bloodleaf as she calls out in confusion. "Your ... weak blows will not stop the power the Blight grants me! Waste away!" She calls out a word of magic pointed her crooked finger at Jackson, but the dark energy sputters out in her hands. Confused she calls out, "Feel the power of the storm! LIGHTNING BOLT!"
Nothing happens.
Out of desperation she calls places her hands together and attempts to release burning flame out of hands only for that to sputter out as well.
She tries to shake off the fog within her mind as she rages at Jackson. "The swamp will pick ... the meat from your bones!"
She focuses her remaining power to dampen Jackson's thoughts in kind and put him to sleep before she flies away.
Jackson must make a DC 14 Will save or fall asleep. If he remains awake, he can take an AoO on Mother Bloodleaf as she flies toward the Heart of the Blight.
Round 2/3
Heart of the Blight (36 damage, not grappled)
Mother Bloodleaf (37 damage, flying, -5 Men Stats)
Keela
Qatala
Jackson (11 damage, 2 Con damage)
Theritis (Standard action left) (46 damage, grappled)
Mounds Yellow (27 damage)
Mounds Blue (60 damage, prone)
Adsal
Chaine (79 damage)
Silvermane (49 damage, grappled)
Also, a good time to remind everyone that you still have the boon from Grimpfkin. Reroll a d20, roll 2 d20 and take the better result.

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Stunned at his success at ripping himself out of that... thing... Chaine quickly vaults over Silvermane's saddle!
Fast Mount Ride DC 20 automakes - free action to mount Silvermane, if you'll allow me. :) --Edit: not this round as I need to have a move action available to make the attempt; so this happens at the beginning of Chaine's next turn.

GM Blazej |

You can mount following that, and resolve the Blight's attacks as though you were mounted.