
Del Drinnar |

Del shakes his head helplessly, "I think this place is going to have stranger things than plants for us to stumble onto. Did you happen to notice the two-headed giant wizardress by the front door?" He chuckles with another shake of his head as he checks Ruby, preparing for more the worst. "Ah, I'm afraid the only thing I'll be surprised at us finding is something other than Trouble."

GM-JZ |

Del: 1d20 + 6 ⇒ (10) + 6 = 16 Fail
Sapphire: 1d20 + 6 ⇒ (14) + 6 = 20 Success
Greyston: 1d20 + 5 ⇒ (2) + 5 = 7 Fail
Elleros: 1d20 + 12 + 2 ⇒ (14) + 12 + 2 = 28 Success
Corum: 1d20 + 5 ⇒ (6) + 5 = 11 Fail
Nasrin: 1d20 + 12 ⇒ (9) + 12 = 21 Success
Round 1 - Enemy
Carried on the stale air with the scent of rotting leaves and moisture is something else. A tune, pleasant and jaunty and it resonates along the solid stone of Artrosa.
A slightly glazed look befalls Corum, Del and Greyston and they simply begin strolling north, without a care in the world, as if walking through a sunny park.
Round 1 - Heroes
The three mentioned above continue walking north, taking a double move toward the scent and the music.

GM-JZ |

This natural cavern is warm and humid, and stinks of stagnant water. Wisps of water vapor hover just above the floor, somewhat concealing a swampy morass of fungus. In some areas of the cave, large lumpy piles of fungus rise from the slop like fetid islands, and long, rubbery fungal strands hang from the ceiling and walls.
As you enter, you see a handsome, horned man with furry goat legs in the entryway to west. He is the source of the pleasant tune, playing a set of pan pipes with expert skill.
You begin splashing through the water toward him and as you do so a massive mass of tentacles begin slowly unwrapping itself from the fungus. It turns it's bulk toward you revealing a horrid mucus-filled maw.
Del you are still under the compulsion to enter the water-filled room. Greyston and Corum are already there so the suggestion effect has ended for them

Corum Mac Roth |

does that mean we can act normally?

Sapphire |

Using her magic whilst she still has it, Sapphire flies down the corridor after the menfolk, mouth agape at their behaviour.
Move to K36
As she stares around at the odd setup she sighs
This can't be good, mental note: curiosity killed the displacer beast... no more investigating random corridors...
She mutters an arcane word and a shield of fore springs up around her.
Shield. AC 26

Elleross Oronar |

As the lock finally gives way with a satisfying clunk the old elf straightens up and tucks away his tools.
As Corum opens the doors He can indeed smell the damp heady scent of rotting vegetation and he wonders what might be up there. His thought is interrupted by the subtle music that drifts down toward them and he can feel it's beguiling magics attacking his mind but he has trained himself to resist such attacks and he shakes off the effects.
The Dell, Greyston and Corum however are not so lucky.
sapphire, something is wrong with them. They are being lured into a trap, they don't seem to be aware of what they are doing he says as he hurried forward trying to catch up with them
I will move as far up the corridor as I can j 40ft of movement. Double move action

GM-JZ |

Round 2 - Enemy
1d3 ⇒ 2 Corum
Bite, Corum: 1d20 + 13 - 2 ⇒ (13) + 13 - 2 = 24 Hit
Grab: 1d20 + 17 - 2 ⇒ (5) + 17 - 2 = 20 Fail
Damage: 2d6 + 9 + 4 ⇒ (3, 3) + 9 + 4 = 19
Tentacle 1, Corum: 1d20 + 8 - 2 ⇒ (12) + 8 - 2 = 18 Miss
Tentacle 2, Corum: 1d20 + 8 - 2 ⇒ (7) + 8 - 2 = 13 Miss
The huge plant shambles forward toward the confused pair of Greyston and Corum. Though Sapphire arrives to support her confused friends, the plant takes advantage and with it's dripping maw takes a chunk out of Corum's arm. The sudden flare of pain snaps him out of his fugue and he is able to deflect the two flailing tentacles that also come his way.
The pipe-playing half man, half goat dashes into the room, letting his pipes swing down to his side as he snatches up a shortbow from his back.
Another 6 kills for old Poryphanes! he says excitedly. That'll take me up to 87, not long until that bloody debt is paid to the old witch!
Rather than fire off a shot he raises a hand and unleashes a blast of oily black energy that washes over the assembled group, smiting his foes.
Greyston will: 1d20 + 5 ⇒ (15) + 5 = 20 Success
Corum will: 1d20 + 5 ⇒ (5) + 5 = 10 Fail
Sapphire will: 1d20 + 6 ⇒ (8) + 6 = 14 Fail
Elleros will: 1d20 + 12 ⇒ (8) + 12 = 20 Success
Nasrin will: 1d20 + 12 ⇒ (17) + 12 = 29 Success
Del will: 1d20 + 6 ⇒ (2) + 6 = 8 Fail
Damage: 4d8 ⇒ (6, 7, 6, 2) = 21
Sickened for this many rounds: 1d4 ⇒ 3
Greyston, Elleros and Nasrin take half damage and are not sickened
Knowledge nature for the plant and Knowledge planes for the goat man
Round 2 - Heroes

Del Drinnar |

"Whaaa- what was that? I don't feel so well, folks. I'm sure I'll be better if I can just make it around this corner though..."
Del hobbles into the room, his olive skin looking a bit brighter as he cradles his suddenly ailing stomach.
Does it take a double move for me to get far enough to be free of the suggestion or do I have a standard action once I arrive?
HP: 48/48
AC: 19 (15 T / 14 FF)
CMD: 21
F/R/W: +8/+10/+6
Grit remaining: 2/2
Healing Amulet charges remaining: 3/3
Regular bolts remaining: 50/80
Cold Iron bolts: 40/40
tangle bolts: 3
tracer bolts: 4
Ongoing Effects
Vigilant Loading
Gunslinger Initiative
Favored Terrain (cold): +2 bonus on initiative, Knowledge (geo), Perception, Stealth, & Survival
sickened (1/3 rounds): -2 to hit and just about everything else

Elleross Oronar |

knowledge nature: 1d20 + 14 ⇒ (2) + 14 = 16
knowledge planes: 1d20 + 13 ⇒ (12) + 13 = 25
Half limping and half running after the others Elleross stumbles as the oily darkness slams into him, he can feel the dark energy burning into his nervous system and he grunts in pain.
With his iron will he forces aside the agony and reaches into his spell components pouch, he can see the lumbering mass of vegetation reaching hungrily for his companions and with a gesture he unleashes his spell.
dimensionum,spatium,altiorum,spicis
The ground beneath the lumbering mass suddenly drops away.
casting spike pit j on the plant dc 21 reflex save

Corum Mac Roth |

As they walk up the stair Corum thinks he can hear music as though someone plays a pipe or flute. It is as if the sound carries from far away and he finds it soothing and pleasant. I must see who plays. The pipe calls to me. though he does not know it something in the melody is reminiscent of the lullaby his mother sang to him in his crib. He smiles as he walks off up the stair, the unwitting fish lured by the soft insidious magic carried by the music.
He wanders into the chamber, closer now, the lovely music is louder. He smiles again and suddenly a white hot pain in his arm snaps him out of his stupor. He find himself before a nightmare beast of fang and tentacle.
His instincts kick in strange black energy slams into him from a second assailant and a wave of nausea hits him. He gags and glares past the tentacles monster at the goat man beyond.
Suddenly a pit opens beneath th creature that bit him and it tumbles into the hole. The burning heat of his battle fury descends on him then and the sickness passes.
Spell sunder1d20 + 24 ⇒ (10) + 24 = 34
that is vs Dc15+caster level. If I beat it by 5-9 the effect is suppressed for 1 round. If I beat it by 10 or more it is dispelled.
He roars a battle cry, charges across the chamber and hacks at the goat man.
Pa rage charge 1d20 + 16 ⇒ (4) + 16 = 20
Dam1d20 + 16 ⇒ (17) + 16 = 33

Corum Mac Roth |

hp65/111

Corum Mac Roth |

Spell sunder was to avoid being sickened bu yeah, I'll attack the plant.

Sapphire |

Sapphire steps forward, her blade crackling with fire and lightning as it lashes out high and low, chopping through the plant thing's thick foliage.
5 ft to J36, quick for arcane strike, full attack
2h Black blade: 1d20 + 13 - 2 + 2 ⇒ (20) + 13 - 2 + 2 = 33
slashing/magic/electricity/fire: 1d8 + 8 + 2 + 2 + 1d6 + 1d6 ⇒ (7) + 8 + 2 + 2 + (4) + (2) = 25
crit confirm?: 1d20 + 8 - 2 + 2 ⇒ (12) + 8 - 2 + 2 = 20
crit damage: 1d8 + 8 + 2 + 2 + 1d6 + 1d6 ⇒ (3) + 8 + 2 + 2 + (3) + (6) = 24
2h Black blade: 1d20 + 8 - 2 + 2 ⇒ (15) + 8 - 2 + 2 = 23
slashing/magic/electricity/fire: 1d8 + 8 + 2 + 2 + 1d6 + 1d6 ⇒ (3) + 8 + 2 + 2 + (3) + (4) = 22
AC26, hp 20/67, blur, sickened 2/3 rounds

Greyston Fenris |

Grayston finally realising where he a sound of surprise as he looks up at the massive plant in front of him.
He is quick to move back away from it, makes the most of his large friend as he steps behind Corum. "What do we know about this thing?"
Nature: 1d20 + 17 ⇒ (9) + 17 = 26
Shaking up a bomb he lobs it over to hit the plant.
Attack: 1d20 + 12 ⇒ (9) + 12 = 21
Damage: 4d6 + 8 ⇒ (3, 6, 3, 1) + 8 = 21 Other guy takes 12 splash dc 18 for half
1d6 fire each round on the plantman, it can put itself out as a full round
Step to L35 and bomb

GM-JZ |

Attack of opportunity, Greyston: 1d20 + 13 - 2 ⇒ (11) + 13 - 2 = 22 Hit
Damage: 2d6 + 9 + 4 ⇒ (6, 5) + 9 + 4 = 24
Grab: 1d20 + 17 - 2 ⇒ (8) + 17 - 2 = 23 Success
As Greyston throws his bomb the plant lurches forward with an incredible stretch of it's hungry maw. The bomb explodes in the thing's mouth but it still bites down on the alchemist and drags him toward it.

GM-JZ |

This is a particularly large and aggressive Tendriculous. It has plant traits, a massive reach with it's bite and tentacles (15ft) and likes to swallow people whole where they are paralysed and digested in it's gut. It also regenerates all wounds except those caused by bludgeoning weapons and fire. It is also immune to acid

Elleross Oronar |
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ok j that's fine, shame...I would have liked to dump it into a pit :)
I will cast a different spell
...with a gesture he completes the spell, but as he releases it he alters the structure slightly,boosting its power
tonitrui,fulgur,orbis!
With a crack like rolling thunder and a sudden sharp smell of ozone Elleross pulls apart his hands and an incandescent stream of lightning arcs between his open palms, the raw arcane energy slides over his skin like water as it coalesces Into a series of crackling orbs of pure electricity.
With a thought they rise up into the air and he sends them hurtling into the mass of vegetation.
ball lightning: 3d6 ⇒ (5, 4, 4) = 13
ball lightning: 3d6 ⇒ (6, 5, 3) = 14
ball lightning: 3d6 ⇒ (6, 5, 4) = 15
[ooc] using my focuses spell to increase the caster level j
3 reflex saves to negate damage dc 21[/dice]

Nasrin |

"Bash the Tendriculous! It grows back parts that are cut off!" With that, she shifts into her wolf-shape and jumps into the room, past the Tendriculous and nearly on top of the horned man.
Beast Shape and then move so my top corner is in G32, cutting off the horned man's retreat. The wolf form is so I can do bludgeoning damage...

Del Drinnar |

If I can use Targeted Shot (arms) on the tendriculous to get it to drop Greyston (even though he's in its mouth instead of held in a hand), Del will try that. If that's beyond that particular class ability's scope, I'll instead ready a shot at the satyr for if he starts to cast a spell.
Del looks up at the chaos in the room and brings Ruby up to his shoulder, his aim swinging from the giant plant to the satyr and back again. His brow knits as he briefly considers his options before he steadies his shot with a determined nod. He declares loudly, "I don't like this place one bit!"
If Del takes a stab at freeing Greyston, turn to page 102 If he instead holds his shot for the satyr, turn to page 33.
Targeted Shot: 1d20 + 14 - 2 ⇒ (14) + 14 - 2 = 26
On a hit, the target takes no damage from the hit but drops one carried item of the gunslinger's choice, even if the item is wielded with two hands. Items held in a locked gauntlet are not dropped on a hit.
Readied Action (with cold iron bolt): 1d20 + 12 - 2 ⇒ (15) + 12 - 2 = 25for: 1d8 + 9 ⇒ (4) + 9 = 13
HP: 48/48
AC: 19 (15 T / 14 FF)
CMD: 21
F/R/W: +8/+10/+6
Grit remaining: ?2?/2
Healing Amulet charges remaining: 3/3
Regular bolts remaining: 50/80
Cold Iron bolts: 40/40
tangle bolts: 3
tracer bolts: 4
Ongoing Effects
Vigilant Loading
Gunslinger Initiative
Favored Terrain (cold): +2 bonus on initiative, Knowledge (geo), Perception, Stealth, & Survival
sickened (2/3 rounds): -2 to hit and just about everything else

GM-JZ |

Reflex: 1d20 + 6 ⇒ (5) + 6 = 11 Fail
Reflex: 1d20 + 6 ⇒ (3) + 6 = 9 Fail
Reflex: 1d20 + 6 ⇒ (9) + 6 = 15 Fail
Round 3 - Enemy
Sapphire slashes a huge gash in the side of the plant and though grievously wounded by it's bite, Greyston's bomb still explodes and tears away great chunks of green matter. It looks ready to snap down on the alchmeist once more when Elleros raises his hands and produces a trio of electrified balls, as if he had plucked lightning out of the sky and bent it to his own will.
He sends them streaking across the cavern where the light the whole room blue with their radiance. With a deafening crackle of electricity they explode on the plant and in half an instant it is reduced to a barely writhing, half-melted mass of stinking compost.
The satyr looks stunned at the sudden turn of events and begin uttering his own spell to counter. Del looses his bolt and for moment it looks as though it might find it's target in the centre of his forehead when at the last second he ducks and it clatters against his horns.
Nevertheless, he cries out in pain and the shock disrupts his spellcasting.
Instead, he begins to edge back into the corridor to the west.
Can't update the map. The plent is dead and the satyr is now in the western corridor which is only 5ft wide.
Round 3 - Heroes

Corum Mac Roth |

As the plant is demolished by blade, spell and bomb Corum spots the Satyr attempting to flee. He snarls in fury and charges across the chamber to catch the fleeing fawn.
Not sure if I'll get an attack as part of that charge, but just in case I do:
Pa charge 1d20 + 18 ⇒ (9) + 18 = 27
Dam 1d10 + 16 ⇒ (3) + 16 = 19

Nasrin |

Lunging out at the horned man before he can flee, but the satyr is too nimble for her to snatch up.
Attack, No PA: 1d20 + 12 ⇒ (4) + 12 = 16 for 1d8 + 16 ⇒ (2) + 16 = 18 and Trip: 1d20 + 12 ⇒ (12) + 12 = 24

Nasrin |

Pursuing the horned man, Wolf-Nasrin barrels past Corum and then the object of her pursuit. No escaping, prey!
Move to cut off retreat again, going for an Overrun attempt ;)
Overrun: 1d20 + 13 ⇒ (17) + 13 = 30

Del Drinnar |

"So much for paying off that debt, eh?" Del chuckles at his own snark as he keeps Ruby steady and trained on the satyr.
Readying another shot should he try casting again
Readied Shot: 1d20 + 12 - 2 ⇒ (9) + 12 - 2 = 19for: 1d8 + 9 ⇒ (7) + 9 = 16
HP: 48/48
AC: 19 (15 T / 14 FF)
CMD: 21
F/R/W: +8/+10/+6
Grit remaining: 2/2
Healing Amulet charges remaining: 3/3
Regular bolts remaining: 46/80
Cold Iron bolts: 39/40
tangle bolts: 3
tracer bolts: 4
Ongoing Effects
Vigilant Loading
Gunslinger Initiative
Favored Terrain (cold): +2 bonus on initiative, Knowledge (geo), Perception, Stealth, & Survival
sickened (3/3 rounds): -2 to hit and just about everything else

Greyston Fenris |

Grayston clatters to the floor thankful for Elleross and the others. He is quick to scramble to his feet looking around nodding at the others, as he takes out a vial and lobs it at the creature.
alchemist fire: 1d20 + 12 ⇒ (3) + 12 = 15
Damage: 1d6 + 8 ⇒ (5) + 8 = 13 using Concentrated Splash(50% more) 20 damage

Sapphire |

With no way to get at the Satyr whilst Corum and Nasrin assault it, Sapphire whirls around, checking the room to ensure there are no other threats.

GM-JZ |

Including soft cover Greyston that bomb was a miss
Miss: 1d8 ⇒ 8
Landing in J30. Even with redirecting it one space it is either going to splash Nasrin or Corum so I would assume Corum is best since he has the most hp
Corum, you take 9 fire damage unless you make a reflex save for half
Also, Nasrin are you large sized now?
Satyr reflex: 1d20 + 10 ⇒ (17) + 10 = 27

Elleross Oronar |

Relieved to see the plant creature destroyed Elleross knows Greyston had a close call and the situation could have been much worse.
As the young alchemist scrambled to his feet, bloodied but alive. Elleross moves after the others. Stepping past Greyston he looks down the corridor and with a gesture he sets the orbs of arcane lightning streaking across the room.
moving to j34. Ball lightning lasts 12 rounds so I will move them 20 feet to square i 31,32 and 33. they are 10 feet up in the air.

GM-JZ |

Round 3 - Enemy
With his back quite literally against the wall, the satyr snarls at the massive wolf behind him and launches at it with tooth and claw, hoping to drive his way by and find an escape route.
Swift action to Smite Good
Bite, Nasrin: 1d20 + 9 + 5 ⇒ (2) + 9 + 5 = 16 Hit
Damage: 1d6 + 5 + 8 ⇒ (2) + 5 + 8 = 15
Claw 1, Nasrin: 1d20 + 9 + 5 ⇒ (20) + 9 + 5 = 34
Claw 1, Nasrin, confirm: 1d20 + 9 + 5 ⇒ (14) + 9 + 5 = 28 Confirmed
Damage: 2d4 + 10 + 16 ⇒ (4, 3) + 10 + 16 = 33
Claw 2, Nasrin: 1d20 + 9 + 5 ⇒ (8) + 9 + 5 = 22 Hit
Damage: 1d4 + 5 + 8 ⇒ (1) + 5 + 8 = 14
I think that puts Nas on -6
Blood and fur flies and with as far a cry as you can imagine from his jaunty tune, the satyr's animalistic snarls ring through the chamber.
He then takes a step back into the corridor, inching away from the group.
Back off! he shouts through bloodied teeth, a claw raised high above his head. Don't know if any of you are animal lovers but one more step toward me and this one won't be fit for anything but a rug beside the fire!
Round 4 - Heroes

Corum Mac Roth |

The Satyr tears into Nasrin with tooth and claw. Blood flies and with a terrible cry Nasrin's vulpine body falls limply to the floor and twitches weakly.
The Satyr issues it's ultimatum which would make most reasonable foes pause and permit him to retreat. The foe before it is neither reasonable or in the frame of mind to entertain compromise. Lost on the grip of his rage Corum only sees two things: his friend badly hurt and an enemy that he wants to badly hurt. He steps forward and savagely presses his own assault. His muscles bulge and strain as he swing his axe with all of his might. As he attacks he roars a battle cry, an incoherent sound of pure hatred.
Pa 1d20 + 14 ⇒ (13) + 14 = 27
Dam 1d10 + 16 ⇒ (3) + 16 = 19
Pa 1d20 + 9 ⇒ (13) + 9 = 22
Dam 1d10 + 16 ⇒ (6) + 16 = 22

Sapphire |

No LOS or suitable ranged attack so Sapphire will hold her action.

Elleross Oronar |

The situation had quickly gone from bad to worse, Nasrin lay helpless at the Satyr's feet and its threat was far from empty.
Elleross watches as Corum reacts with his typical brute force and as the warrior launches himself at the creature he focuses his mind and directs his orbs of lightning.
They crackle and pulse with energy as they streak over Corum and slam Into the Satyr
we must put it down before it can get to Nasrin! Help Corum, throw everything you have at it
I can move them 20 feet j so hopefully the two closest globes will hit him
Dc21 reflex to negate damage, if he is wearing metal armour he takes -4 to this save
ball lightning: 3d6 ⇒ (5, 6, 4) = 15
ball lightning: 3d6 ⇒ (2, 4, 3) = 9
Even as the orbs move toward their target Elleross weaves another spell and opening his palm he watches as the pyramids of force fly unerringly toward their enemy.
magic missile: 4d4 + 4 ⇒ (2, 3, 3, 3) + 4 = 15

Greyston Fenris |

Grayson rushes forward cursing Corum, as he grabs at his bombs shaking it up and lobs it over corum smahsug against the creature.
attack: 1d20 + 12 ⇒ (10) + 12 = 22
damage: 4d6 + 8 ⇒ (6, 1, 2, 1) + 8 = 18