
GM Fuzzfoot |

Given the sandbox nature of this AP, I don't think you have the necessary information to understand the importance of certain things. In any case, there doesn't seem to be any more of interest in this side room.

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With a shrug, Mouser makes his way around the front of the cathedral, looking for anything valuable.
stealth: 1d20 + 21 ⇒ (20) + 21 = 41
perception (Trap Spotter 20'): 1d20 + 15 ⇒ (12) + 15 = 27
disguise (Fit In): 1d20 + 12 ⇒ (4) + 12 = 16

Somer Hiondu |

Stealth: 1d20 + 9 ⇒ (18) + 9 = 27
Perception: 1d20 + 12 ⇒ (13) + 12 = 25
The tension getting to him Somer slips up onto the dias thinking the higher position will give him a better angle if things go wrong. As he moves he scans the walls and floor for anything of note.

Balmir |

Balmir watches Mouser and Somer as they carefully search the ruins. Every moment that goes buy with no danger detected allows him to relax a little bit. "Hey guys, maybe this is just what it looks like. Just some abandoned building. It might make a good place to camp out."

GM Fuzzfoot |

Stealth: 1d20 + 17 ⇒ (17) + 17 = 34
As everyone is exploring, an no sooner than the words are out of Balmir's mouth, the vegetation that is all around the alter bursts into motion!
You can use knowledge, nature to get specifics, but it is pretty clear now that this is a huge venus flytrap plant.
Surprise round
It initially grabs Somer and attempts to eat him. Somer is now grappled by the jaws of one of the many pods.
Bite Attack vs Flatfooted: 1d20 + 15 ⇒ (19) + 15 = 34
Damage: 1d8 + 7 ⇒ (5) + 7 = 12
Balmir: 1d20 + 3 ⇒ (8) + 3 = 11
Derrik: 1d20 + 4 ⇒ (19) + 4 = 23
Mouser: 1d20 + 6 ⇒ (3) + 6 = 9
Somer: 1d20 + 5 ⇒ (12) + 5 = 17
Tamxander: 1d20 + 1 ⇒ (17) + 1 = 18
Plant: 1d20 + 8 ⇒ (14) + 8 = 22
Derrik reacts quickest, although he is still outside, probably at the door.
Round 1 (Bold may act)
Derrik
Plant
Tamxander
Somer (12 dmg)
Balmir
Mouser

GM Fuzzfoot |

Botting Derrik.
The cleric hears trouble and double times it into the cathedral. Double move
Perception: 1d20 + 10 ⇒ (10) + 10 = 20
Another giant flytrap "head" looks over at Mouser, but doesn't seem to know where he is (due to the nice stealth roll earlier). So it makes due with continuing to chomp on Somer, and manages to swallow him!
CMB: 1d20 + 22 ⇒ (20) + 22 = 42
Damage: 1d8 + 7 ⇒ (4) + 7 = 11
and Acid damage: 2d6 ⇒ (6, 4) = 10
The seal formed is airtight, so an engulfed creature risks suffocation. Engulf is a special form of pinning, and an engulfed creature can escape in the same way as he can from being pinned, but since an engulfed creature is contained wholly inside the plant‘s jaws, the flytrap’s victim cannot be targeted by effects or attacks that require line of sight or line of effect.
Round 1 (Bold may act)
Tamxander
Somer (33 dmg, engulfed)
Balmir
Mouser
Round 2 (Bold may act)
Derrik
Plant

Balmir |

Seeing the plant swallow Somer, Balmir jumps into action he immediately starts towards the far end of the ruins where Somer and Mouser are.
Are the benches in the middle of the room in the map picture actually there and would they stop me from running? If not, then I want to run straight in which case I'll get to the plant in 3 rounds. Otherwise, going around, I will need 5 rounds to get there.

Somer Hiondu |

Looking at universal monster rules dose Somer get a reflex save on being engulfed? I am seeing an AOO or a reflex save but this might be different then the universal rule.
Reflex: 1d20 + 6 ⇒ (3) + 6 = 9
CMB Escape: 1d20 + 8 ⇒ (7) + 8 = 15
Never mind lol. Neither option would have worked.
Somer does his best to break free but......

Tamxander Glenfarrow |

"Plants. Why did it have to be plants..." complains Tam, since most plants are immune to illusions.
Ranged touch attack: 1d20 + 7 ⇒ (9) + 7 = 16
He blasts the one holding Somer with his gloomblind bolts.
Damage: 4d6 ⇒ (3, 4, 1, 5) = 13
Ref save DC 17 or blinded for one round. Full damage regardless of the results of the save.

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"It seemed too quiet here," Mouser exclaims as he leaps into action.
"Now let go of my elf!"
+1 Rapier (sneak attack): 1d20 + 14 + 2 ⇒ (7) + 14 + 2 = 231d4 + 7 ⇒ (2) + 7 = 94d6 ⇒ (2, 4, 1, 6) = 13
+1 Rapier (sneak attack): 1d20 + 9 + 2 ⇒ (7) + 9 + 2 = 181d4 + 7 ⇒ (1) + 7 = 84d6 ⇒ (3, 4, 3, 5) = 15
If hits, target is disoriented for 1 round (target takes a –2 penalty on attack rolls, or -4 penalty vs. Mouser).
If attacked and attack misses, spend 1 panache to activate underfoot assault + limb-climber.
3 Panache remaining
limb-climber (climb check vs. creature's CMD): 1d20 + 13 ⇒ (18) + 13 = 31
exploitative maneuver (CMB vs. creature's CMD): 1d20 + 11 ⇒ (3) + 11 = 14 If successful, creature takes -4 on its attack against Mouser, and Mouser receives +4 to his AC.

GM Fuzzfoot |

@Somer - I am not seeing any way to avoid it. If you start out grappled and are 2 sizes smaller, the engulf is automatic. You do have an action, though, so if you have a dagger or something, you should try to do something other than just be digested.
@Balmir - those are pews and they do exist, so you will need to move around them. Also, they are for giant-sized patrons.
Tam sends a bolt of shadowy energy at the plant and easily hits it, causing some obvious damage. It is unclear if the blinding effect does much, though.
Reflex save: 1d20 + 8 ⇒ (17) + 8 = 25
Mouser springs into action, apparently surprising the plant to the impending attack, and it reacts by turning on the small stabber.
In order to keep moving, I am going to push on, but Somer you can still make a round 1 action.
Derrik double moves around the west end of the chapel.
The plant attacks Mouser, missing, and continues to digest Somer.
Attack: 1d20 + 15 ⇒ (5) + 15 = 20
Mouser's limb climber happens here.
Somer's acid damage: 2d6 ⇒ (5, 4) = 9
Round 2 (Bold may act)
Tamxander
Somer (41 dmg, engulfed, unconscious, bleeding)
Balmir
Mouser
Round 3 (Bold may act)
Derrik
Plant (55 dmg)

Tamxander Glenfarrow |

Crossbow attack, into melee: 1d20 + 7 - 4 ⇒ (20) + 7 - 4 = 23
Crossbow confirm crit, into melee: 1d20 + 7 - 4 ⇒ (14) + 7 - 4 = 17
Tam, lacking any other direct damage magic, pulls up his little crossbow and plunks a bolt into the plant. Amazingly, he hits!
Crossbow damage: 1d6 ⇒ 3
Crossbow crit damage, if confirmed: 1d6 ⇒ 5

Somer Hiondu |

I was working form the idea that I could not really draw a weapon since I cannot us spells that require somatic components, seemed similar.
Attack Brinya's Love: 1d20 + 9 - 2 ⇒ (17) + 9 - 2 = 24
Damage: 1d4 + 4 ⇒ (1) + 4 = 5
As he is engulfed Some keeps one hand on his bow, a family heirloom, and grabs Brinya's Love from his belt to hack at the plant. He manages one weak cut before falling unconscious.
Stabilize: 1d20 - 2 ⇒ (16) - 2 = 14
In his unconsciousness his body manages to cling to life for one moment more.
Good thing I always keep a backup character it seems. If this is the end it is certainly not a glorious one but what end is really.

GM Fuzzfoot |

Just FYI, the all dwarf party that started the same time as you TPKd here.

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This ^
Vaulting into action, Mouser stabs the plant repeatedly with his rapier, hoping to poke a hole that Somer can escape from.
+1 Rapier (flank, sneak attack): 1d20 + 14 + 2 ⇒ (16) + 14 + 2 = 321d4 + 7 ⇒ (1) + 7 = 84d6 ⇒ (1, 4, 4, 1) = 10 18 dmg total
+1 Rapier (flank, sneak attack): 1d20 + 9 + 2 ⇒ (3) + 9 + 2 = 141d4 + 7 ⇒ (3) + 7 = 104d6 ⇒ (6, 2, 6, 1) = 15 25 dmg total
If hits, target is disoriented for 1 round (target takes a –2 penalty on attack rolls, or -4 penalty vs. Mouser).
exploitative maneuver (CMB vs. creature's CMD): 1d20 + 11 ⇒ (7) + 11 = 18 If successful, creature takes -4 on its attack against Mouser, and Mouser receives +4 to his AC.

GM Fuzzfoot |

Mouser - who are you flanking with? I don't see how you get a sneak attack here.
I believe we have lost Derrik. His last post seems to have been in June. So at least for now, I will be botting him. Looking over his character, he has channeling and so my first thought is to have him save Somer, but this will, of course, heal the plant as well. Thoughts?

Somer Hiondu |

Oh my that would be pure hell. Go unconscious from being melted alive. You wake up form being healed and are immediately melting again. Either way I have a backup worked out just in case, he can even heal some.

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Mouser - who are you flanking with? I don't see how you get a sneak attack here.
[/ooc]
I'm getting sneak attack from Underfoot Assault because we are ALL flanking it. Underfoot Assault (Ex): At 1st level, if a foe whose size is larger than the mouser's is adjacent to her and misses her with a melee attack, the mouser can as an immediate action spend 1 panache point to move 5 feet into an area of the attacker's space. This movement does not count against the mouser's movement the next round, and it doesn't provoke attacks of opportunity. While the mouser is within a foe's space, she is considered to occupy her square within that foe's space.
While the mouser is within her foe's space, the foe takes a –4 penalty on all attack rolls and combat maneuver checks not made against the mouser, and all of the mouser's allies that are adjacent to both the foe and the mouser are considered to be flanking the foe. The mouser is considered to be flanking the foe whose space she is within if she is adjacent to an ally who is also adjacent to the foe. The mouser can move within her foe's space and leave the foe's space unhindered and without provoking attacks of opportunity, but if the foe attempts to move to a position where the mouser is no longer in its space, the movement provokes an attack of opportunity from the mouser. This deed replaces opportune parry and riposte.
GM Fuzzfoot |

OK, but you are adjacent to no one. Somer is swallowed, and no one else is close yet. And holy crap is that an involved option!
Derrik blast heals Somer (and anyone else nearby, though no one needs it).
Channel Heal: 3d6 ⇒ (2, 4, 4) = 10
The plant continues to digest Somer, and again attacks Mouser. This time, it seems to get him, and holds him tight in its jaws.
Acid: 2d4 ⇒ (1, 1) = 2
Bite attack: 1d20 + 15 - 4 ⇒ (17) + 15 - 4 = 28
Damage: 1d8 + 7 ⇒ (2) + 7 = 9
Mouser is grappled.
Round 3 (Bold may act)
Tamxander
Somer (33 dmg, engulfed)
Balmir
Mouser (9 dmg, grappled)
Round 4 (Bold may act)
Derrik
Plant (63 dmg)

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Okay, it looks like I wouldn't get sneak attack damage, but I still don't think it would hit me with its attack. It takes a -4 on all attack rolls against me, so it needs a 31 to hit me. Yeah, it's a little complicated.
@Tam, what about Glitterdust to blind it? You could probably target any corner of its square to not hit me or Somer.

GM Fuzzfoot |

Relook at the attack. It rolled a 32. I added in the -4.

Somer Hiondu |

Somer comes conscious and screams in pain as his flesh once again starts melting in the most terrible torture ever. The scream was a bad idea as the acid even get into his mouth!
Conscious he flails about for his dagger finally grabbing it.
Working for the idea that finding his dagger is a standard action. You would not wake up and start melting and be able to be effective.

GM Fuzzfoot |

Bumb for actions from Mouser (grappled, but not swallowed) and Balmir, who I aassum is double moving, but not sure exactly to where. Keep in mind, this thing has 15' reach.
Round 3 (Bold may act)
Tamxander
Somer (33 dmg, engulfed)
Balmir
Mouser (9 dmg, grappled)
Round 4 (Bold may act)
Derrik
Plant (69 dmg)

Balmir |

With a clear space in front of him, Balmir runs as fast as his legs can carry him. His grip on agrimmosh grows tighter as he anticipates striking at the giant plant.
Run action means three times my speed. Each square is 10 feet. I'm almost there!

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Mouser, feeling like he can't escape the plant's jaws, stabs it to try to blind it, then stabs it again for good effect.
dirty trick (dirty fighting, improved dirty trick): 1d20 + 15 ⇒ (11) + 15 = 26 I'll try a dirty trick to blind it.
If succeeds in giving target the blinded condition, the target cannot remove the condition during the first round of blindness.
+1 Rapier: 1d20 + 14 ⇒ (2) + 14 = 161d4 + 7 ⇒ (2) + 7 = 9

GM Fuzzfoot |

oops. Blamir is right - the map says 1 square = 10', but I have been doing everything on a 5' scale. Given that, let's say that Balmir was able to close the gap last round, and you can act as if you are already where your icon is at the beginning of round 3 - meaning go ahead and take another turn. And does anyone have knowledge, nature? Knowledge skills go a long way when trying to beat some foes...
Mouser's dirty trick fails.

Somer Hiondu |

Next level Somer will be getting Know Nature but nothing now. Of course that is if he survives.

GM Fuzzfoot |

No, let's stick to 5' squares - it is 15x15 and has 15' reach. I think only you noticed that the scale was supposed to be 10'. 'll be more conscious in the future - I think the final maps in book 6 at 15' squares!

Balmir |

Balmir pauses several paces away from the giant plant. He grabs agrimmosh with both hands, closes his eyes, and squeezes tight. Immediately his body begins to grow. Within seconds he is nearly twice and large as before.
Once per day agrimmosh allows me to enlarge person as a full round action.

GM Fuzzfoot |

Good call.
Derrik sees Balmir transform, but is still unsure of Somer and now Mouser's status, so he channels again.
Healing Energy: 3d6 ⇒ (2, 1, 4) = 7
In a surprise turn of events, the plant moves! It is not fast, but it does close a bit of the gap with Balmir and Derrik, and tries to grab each of them while also trying to swallow Mouser.
CMB Mouser: 1d20 + 22 ⇒ (19) + 22 = 41
Closing its jaws around Mouser, the plant does indeed engulf him and chomps on his tiny body as acid rushes in to aid in the digestion.
Damage to Mouser: 1d8 + 7 + 2d6 ⇒ (2) + 7 + (2, 6) = 17
Damage to Somer: 2d6 ⇒ (3, 6) = 9
Bite Attack vs Balmir: 1d20 + 15 ⇒ (12) + 15 = 27
Damage: 1d8 + 7 ⇒ (2) + 7 = 9
Free Grab: 1d20 + 22 ⇒ (4) + 22 = 26
Bite Attack vs Derrik: 1d20 + 15 ⇒ (14) + 15 = 29
Damage: 1d8 + 7 ⇒ (8) + 7 = 15
Free Grab: 1d20 + 22 ⇒ (9) + 22 = 31
Round 4 (Bold may act)
Tamxander
Somer (35 dmg, engulfed)
Balmir (enlarged, 9 dmg, grappled)
Mouser (19 dmg, engulfed)
Round 5 (Bold may act)
Derrik (15 dmg, grappled)
Plant (62 dmg)
Make it count!

GM Fuzzfoot |

Derrik has some extra features I don't think he has used yet. Calling on his divine powers, he activates his freedom of movement to escape the plant's jaws. He also invokes his aura of deflection to give Balmir a boost of +2 to AC and CMD. Then he backs up 5'.

GM Fuzzfoot |

I believe you can ignore the into melee here since the creature is so large, but it still doesn't come close to doing damage.

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Just to be clear, it sounds like I should get a save or Refl save against being engulfed?
The creature can engulf creatures in its path as part of a standard action. It cannot make other attacks during a round in which it engulfs. The creature merely has to move over its opponents, affecting as many as it can cover. Targeted creatures can make attacks of opportunity against the creature, but if they do so, they are not entitled to a saving throw against the engulf attack. Those who do not attempt attacks of opportunity can attempt a Reflex save to avoid being engulfed—on a success, they are pushed back or aside (target’s choice) as the creature moves forward. Engulfed opponents gain the pinned condition, are in danger of suffocating, are trapped within the creature’s body until they are no longer pinned, and may be subject to other special attacks from the creature. The save DC is Strength-based.
Format: engulf (DC 12, 1d6 acid and paralysis); Location: Special Attacks.

Somer Hiondu |

I think I have one less HP then you listed. Should be at 4.
Somer fights back a scream as he feels his skin melt, reform, and melt again. This is the worst kind of agony and he blissfully remembers being unconcious. Still he has the dagger and slashes as best he can.
Attack Brinya's Love: 1d20 + 9 - 2 ⇒ (6) + 9 - 2 = 13
Damage: 1d4 + 4 ⇒ (1) + 4 = 5

Balmir |

"Ok guys! I'm here now. I'll make quick work of this creature. I'm sure of it." Even grappled, Balmir is able to swing the hammer down on the plant.
agrimmosh@plant,power attack,grappled: 1d20 + 16 - 3 - 2 ⇒ (12) + 16 - 3 - 2 = 23
damage,power attack,enlarged: 3d6 + 8 + 6 ⇒ (4, 2, 4) + 8 + 6 = 24
agrimmosh@plant,power attack,grappled: 1d20 + 11 - 3 - 2 ⇒ (15) + 11 - 3 - 2 = 21
damage,power attack,enlarged: 3d6 + 8 + 6 ⇒ (6, 5, 2) + 8 + 6 = 27

GM Fuzzfoot |

Good try, Mouser, but not the version of engulf that is in the monster's description. This is where Knowledge skills really can help!
If a giant flytrap begins its turn with an opponent at least two size categories smaller than itself grappled in one of its mouths, it can close its jaws completely around the foe by making a new combat maneuver check (as though attempting to pin the foe). If it succeeds, it engulfs the prey and inflicts 1d8+7 points of damage and 2d6 acid damage as the cavity floods with digestive enzymes. The seal formed is airtight, so an engulfed creature risks suffocation. Engulf is a special form of pinning, and an engulfed creature can escape in the same way as he can from being pinned, but since an engulfed creature is contained wholly inside the plant‘s jaws, the flytrap’s victim cannot be targeted by effects or attacks that require line of sight or line of effect. A giant flytrap that is grappling or pinning a foe cannot attack other targets with that bite, but is not otherwise hindered.
Round 4 (Bold may act)
Tamxander
Somer (36 dmg, engulfed)
Balmir (enlarged, 9 dmg, grappled)
Mouser (19 dmg, engulfed)
Round 5 (Bold may act)
Derrik (15 dmg)
Plant (103 dmg)

Somer Hiondu |

I tried the same argument. :)

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Ha. Okay, am I able to attack it inside with my rapier, or do I need a smaller weapon? Does sneak attack apply to its innards?

GM Fuzzfoot |

We are getting into some weird, nit-picky areas here. So I did a bit (well, quite a bit...) research to see what I can come up with.
From the grappled rules
A grappled creature is restrained by a creature, trap, or effect. Grappled creatures cannot move and take a –4 penalty to Dexterity. A grappled creature takes a –2 penalty on all attack rolls and combat maneuver checks, except those made to grapple or escape a grapple. In addition, grappled creatures can take no action that requires two hands to perform. A grappled character who attempts to cast a spell must make a concentration check (DC 10 + grappler's CMB + spell level), or lose the spell. Grappled creatures cannot make attacks of opportunity.
A grappled creature cannot use Stealth to hide from the creature grappling it, even if a special ability, such as hide in plain sight, would normally allow it to do so. If a grappled creature becomes invisible, through a spell or other ability, it gains a +2 circumstance bonus on its CMD to avoid being grappled, but receives no other benefit.
Pinned rules
A pinned creature is tightly bound and can take few actions. A pinned creature cannot move and is denied its Dexterity bonus. A pinned character also takes an additional –4 penalty to his Armor Class. A pinned creature is limited in the actions that it can take. A pinned creature can always attempt to free itself, usually through a combat maneuver check or Escape Artist check. A pinned creature can take verbal and mental actions, but cannot cast any spells that require a somatic or material component. A pinned character who attempts to cast a spell or use a spell-like ability must make a concentration check (DC 10 + grappler's CMB + spell level) or lose the spell. Pinned is a more severe version of grappled, and their effects do not stack.
Being pinned does not make you flat-footed, but you are denied your Dex bonus.
From the monster description:
The seal formed is airtight, so an engulfed creature risks suffocation. Engulf is a special form of pinning, and an engulfed creature can escape in the same way as he can from being pinned, but since an engulfed creature is contained wholly inside the plant's jaws, the flytrap's victim cannot be targeted by effects or attacks that require line of sight or line of effect. A giant flytrap that is grappling or pinning a foe cannot attack other targets with that bite, but is not otherwise hindered.
In conclusion:
It seems based on discussion threads that a pinned creature cannot attack at all, but can only use mental or verbal only options, or try to escape (grapple check or escape artist, but here the number to beat is quite high, especially if you are denied Dex.)[/i]

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escape artist: 1d20 + 11 ⇒ (5) + 11 = 16
Sounds like I'm just dead then unless anyone outside can burn it down without getting swallowed themselves. I used to remember rules about cutting your way out of something like this, attacking it from the inside, but I guess that's no more. Two TPKs on the same monster sounds a little much.

GM Fuzzfoot |

It seems this particular monster has caused many a discussion on a number of forums. Swallowed whole let's you cut your way out, which is what I was thinking happened here, but as I did more research about your question, I realized that this plant has you pinned, but good - which is more strict than swallowed. At least Balmir has a fighting chance here.
Derrik channels again in hopes of keeping his friends alive, and the plant continues to digest and then tries again to bite Derrik, who also calls on his god to help prevent a similar fate.
Channel: 3d6 ⇒ (5, 2, 2) = 9
Plant acid vs Somer: 2d6 ⇒ (1, 3) = 4
Plant acid vs Mouser: 2d6 ⇒ (5, 2) = 7
Grapple to maintain vs Balmir: 1d20 + 22 + 5 ⇒ (20) + 22 + 5 = 47
Damage: 1d8 + 7 ⇒ (8) + 7 = 15
Bite Attack vs Derrick: 1d20 + 15 ⇒ (18) + 15 = 33
Damage: 1d8 + 7 ⇒ (2) + 7 = 9
Free grab: 1d20 + 22 ⇒ (16) + 22 = 38
Derrik's frredom of movement allows him to slip free!
Round 5 (Bold may act)
Tamxander
Somer (31 dmg, engulfed/pinned)
Balmir (enlarged, 15 dmg, grappled)
Mouser (17 dmg, engulfed/pinned)
Round 6 (Bold may act)
Derrik (15 dmg)
Plant (94 dmg)

Balmir |

Balmir grunts as the creature continues to squeeze him but he attacks back.
agrimmosh@plant,power attack,grappled: 1d20 + 16 - 3 - 2 ⇒ (15) + 16 - 3 - 2 = 26
damage,power attack,enlarged: 3d6 + 8 + 6 ⇒ (5, 3, 2) + 8 + 6 = 24
agrimmosh@plant,power attack,grappled: 1d20 + 11 - 3 - 2 ⇒ (4) + 11 - 3 - 2 = 10
damage,power attack,enlarged: 3d6 + 8 + 6 ⇒ (4, 6, 6) + 8 + 6 = 30