
Ghûn |

Fort: 1d20 + 9 ⇒ (17) + 9 = 26
Fort: 1d20 + 9 ⇒ (10) + 9 = 19
Fort: 1d20 + 9 ⇒ (9) + 9 = 18

Engwarth |

Fort: 1d20 + 5 ⇒ (14) + 5 = 19
Fort: 1d20 + 5 ⇒ (4) + 5 = 9
Fort: 1d20 + 5 ⇒ (2) + 5 = 7

Ghûn |

Ghûn roars and kicks at Eng and Orett to wake them. Does he think some plant frangrance caused the sleep? Looks around for threats.
"WAKE UP, NO TIME SLEEP!"
know nature: 1d20 + 4 ⇒ (14) + 4 = 18
perception: 1d20 + 14 ⇒ (2) + 14 = 16

Giant GM |

After a few minutes, Ghun observes several creepers and vines slowly moving towards the two slumbering forms. He surmises that some kind of plant in this garden uses a sleep spore to knock out its prey before moving in to consume it. While the druids still held power they were probably able to rescue any intruders before they were devoured.
Now, not so much. The vines move ever closer....

Daardra |

Can I create a loop with rope and try and toss it around the foot of either Orett or Eng?
Do I think the fire and smoke from a torch would disguise/disrupt the spore effect of the plant?
know nature: 1d20 + 13 ⇒ (20) + 13 = 33

Giant GM |

Daardra thinks it would be very difficult indeed to lasso Orett and/or Eng, but it is possible.
Known for their potent—and ultimately deadly—scent, xtabays are a floral hazard to the unwary. As fast-spreading as ivy, a xtabay’s vines are sturdy and adaptive, making the plant a potential threat nearly everywhere—from gardens to wells to forest groves.
Attractive flowers blossom from the vines of xtabays, emitting the spores that mean a slow death for their victims. The strange, face-like patterns that grow on the petals are disturbing but seem to have no real function. Hermits or other reclusive types have been known to surround their territory with xtabays, warding off pesky creatures and adventurers alike. Instances of xtabays of larger-than-usual size have also been reported. These massive plants possess tendrils as thick as tree limbs and flowers that can fell even the hardiest of warriors with their overwhelming perfume. Underground, xtabays thrive in the wet, dark environment, covering the walls and floors of entire caverns and anesthetizing whole dens of subterranean creatures.
Nomadic plants, xtabays traverse large expanses of land until they sense nearby life, at which point they lie dormant and take on the guise of harmless flowers while releasing their deceptive aroma. Once a creature is subdued, the beast-like plant wastes no time in devouring it, disregarding creatures unaffected by its aroma. Because of their carnivorous nature, xtabays only rarely run short on nutrients, consuming the entirety of a victim’s body over the course of several days following the initial process of draining its blood. Xtabays are able to devour creatures thanks to their lengthy roots, which produce a corrosive acid that breaks down and absorbs flesh and bone.
While a creature is under the effects of a xtabay’s soporific pollen, the plant may, as a full-round action, occupy the same square as the sleeping creature and slowly sap the life from it. Every round the xtabay uses this ability, the affected creature must make a DC 14 Fortitude save or take 1d2 Con damage. This feeding is curiously painless, and normally isn’t enough to waken a foe put to sleep by the plant. Each round this feeding continues, the sleeping victim can attempt a new DC 14 Will save to awaken. This save DC is Constitution-based.
As a standard action, a xtabay can release sleep-inducing pollen into the air around it. Each creature within a 10-ft.-radius burst centered on the xtabay must make a DC 16 Will save or fall asleep for 1d3 minutes. A creature that succeeds on the Fortitude save cannot be affected by the same xtabay’s soporific pollen for 24 hours. A creature put to sleep by this pollen can be awakened by vigorously shaking the sleeper (a standard action ) or by damaging it. This is a mind-affecting sleep effect. The save DC is Constitution-based.
There are probably multiple xtabays in this area.

Ghûn |

Wake Eng up!
Listen at doors.
perception: 1d20 + 14 ⇒ (1) + 14 = 15

Ghûn |

Open the doors, take a look.
perception: 1d20 + 14 ⇒ (6) + 14 = 20

Ghûn |

Open the doors and look around.
perception: 1d20 + 14 ⇒ (9) + 14 = 23

Giant GM |

This large, arched chamber provides a grim contrast to the Vault’s other life-filled rooms. Instead of lush vegetation, a massive briar patch and layers of thick humus form high mounds throughout the room. Hundreds of varieties of fungi choke out any attempt for healthy plants to root, and the air is heavy with the stench of decay. At the chamber’s eastern end, a large, swollen wooden chest sits atop a high mound of compost.
The arched ceiling is 60 feet high in this chamber. Several 30-foot-high mounds of compacted compost and soil, draped with twisting masses of thorny vines, form a complex warren throughout this chamber. A larger, 50-foot-high mound (the one with the chest on it) towers above the others at the eastern end of the room. Harmless rodents live among the rotting mulch and fungi, skittering about in a desperate hunt for food.

Engwarth |

"I get the feeling that's not an unguarded chest of treasure, our luck is never that good! Should I summon a creature to move through the room to the wooden chest?'
perception: 1d20 + 6 ⇒ (1) + 6 = 7

Ghûn |

"No need summoned thing, if something here, we kill it, take treasure!"
perception: 1d20 + 14 ⇒ (3) + 14 = 17

Giant GM |

Daardra espys at the base of the larger mound a tremendous bramble of intertwined bushes rises from a sizable pile of bones heaped at its roots; its thorny flowers are blood colored. There are dozens of vermin skittering about the floor of the room, but they all appear to give the area around the bramble a wide birth.

Ghûn |

Ghûn looks where Daardra points.
Know nature: 1d20 + 4 ⇒ (17) + 4 = 21

Giant GM |

Given the other creatures encountered thus far, Ghun surmises that the bramble bush is another intruder from the First World that has found its way into this demi-plane. It seems quite clear that it is guarding the mound with the chest on it as it has not expanded its area of control much past the mound, leaving the rest of the room to the devices of the rats and other creatures infesting this space.
Ghun imagines that the creature will attack with piercing bramble tendril and may even be able to fire thorns at creatures that threaten it. The stacks of vermin bones at its base seem to attest to its deadly efficacy.

Ghûn |

“Hmmm, bad plant, nasty thorns. Need to kill.”

Ghûn |

Move forward into position.
Stealth : 1d20 + 3 ⇒ (13) + 3 = 16
Rage and attack!
GHPA rage: 1d20 + 12 ⇒ (14) + 12 = 26
Dam: 3d6 + 17 ⇒ (2, 4, 6) + 17 = 29

Engwarth |

Move forward only after Ghûn engages, trying to stay out of melee range.

Giant GM |

As Ghun and Orett rush in to engage the malignant bush, with a snap of its thorny vines it fires a volley of thorns at each of them.
On Ghun
thorn 1: 1d20 + 10 ⇒ (16) + 10 = 261d6 + 7 ⇒ (4) + 7 = 11
thorn 2: 1d20 + 10 ⇒ (15) + 10 = 251d6 + 7 ⇒ (4) + 7 = 11
thorn 3: 1d20 + 10 ⇒ (6) + 10 = 161d6 + 7 ⇒ (1) + 7 = 8
thorn 4: 1d20 + 10 ⇒ (5) + 10 = 151d6 + 7 ⇒ (3) + 7 = 10
On Orett
thorn 1: 1d20 + 10 ⇒ (8) + 10 = 181d6 + 7 ⇒ (2) + 7 = 9
thorn 2: 1d20 + 10 ⇒ (9) + 10 = 191d6 + 7 ⇒ (3) + 7 = 10
thorn 3: 1d20 + 10 ⇒ (10) + 10 = 201d6 + 7 ⇒ (5) + 7 = 12
thorn 4: 1d20 + 10 ⇒ (7) + 10 = 171d6 + 7 ⇒ (2) + 7 = 9
When the melee pair (or anyone else) makes it within 40' they feel a palpable aura of rot and decay wash over them. DC 19 FORT save or be nauseated for 1 round; if you fail the save you are sickened for 10 rounds after the 1st round of being nauseated.
hex save: 1d20 + 5 ⇒ (17) + 5 = 22

Engwarth |

"Uhhhh, that's putrid."
fort: 1d20 + 5 ⇒ (11) + 5 = 16

Giant GM |

Orett and Ghun withstand the other-planar miasma.
Ghun takes piercing: 1d6 ⇒ 2 as his hammer smashes into the base of the bush and Orett takes piercing: 1d6 ⇒ 4 as he connects once.
Eng and Daardra don't need to make a save unless they close within 40'.
Ropy brambly vines reach out at Ghun and Orett:
Ghun: 1d20 + 13 ⇒ (10) + 13 = 232d6 + 7 ⇒ (1, 3) + 7 = 11
Orett: 1d20 + 13 ⇒ (12) + 13 = 252d6 + 7 ⇒ (1, 6) + 7 = 14
bush save: 1d20 + 5 ⇒ (16) + 5 = 21
Meanwhile with a savage war cry the wounded twigjacks from earlier spray Daardra and Eng with a nasty spray of splinters:
DC 14 REF for half
Daardra: 4d6 ⇒ (5, 4, 5, 4) = 18
Eng: 4d6 ⇒ (4, 4, 6, 2) = 16

Ghûn |

GHPA : 1d20 + 12 ⇒ (19) + 12 = 31
Dam: 3d6 + 17 ⇒ (2, 6, 2) + 17 = 27
-27

Engwarth |

Eng moved within 30’ so he can channel energy for Ghûn and Orett.
Ref: 1d20 + 3 ⇒ (1) + 3 = 4
Channel exclude baddies : 2d6 + 1 ⇒ (5, 3) + 1 = 9
-3
Sickened

Daardra |

reflex: 1d20 + 6 ⇒ (6) + 6 = 12
OWW!
-9 hp (after channel)
If the twigjacks are in range(15'), Cast Burning Hands dc17 ref/half: 4d4 ⇒ (4, 3, 1, 3) = 11
If not cast Evil Eye Hex on one twigjack for -2 to saving throws(dc18 will), and Cackle TEE, HEE-HEE!

Orett |

use ki pt for ki strike 2/5
Flurry of Blows: 1d20 + 8 ⇒ (1) + 8 = 9
Flurry of Blows 2: 1d20 + 8 ⇒ (10) + 8 = 18
damage: 1d10 + 10 ⇒ (3) + 10 = 13
Ki Strike: 1d20 + 8 ⇒ (2) + 8 = 10
-feeble-
-9 hp

Giant GM |

Ghun smashes the base again taking 1d6 ⇒ 1 but he can tell that his hammer is not the best weapon to destroy the bush. Orett misses twice. Eng heals; Daardra 1d20 ⇒ 7 burns a wounded twigjack to a crisp.
The remaining twigjack screams in fury and bramblejumps, sneak attacking Daardra with its tiny spear-1d20 + 3 + 2 ⇒ (9) + 3 + 2 = 141d4 - 1 + 3d6 ⇒ (3) - 1 + (1, 2, 2) = 7
The evil bush reaches for Ghun with it's thorny vines, ignoring Orett for the moment:
vine1: 1d20 + 13 ⇒ (15) + 13 = 282d6 + 7 ⇒ (6, 2) + 7 = 15
vine1: 1d20 + 13 ⇒ (6) + 13 = 192d6 + 7 ⇒ (4, 1) + 7 = 12

Engwarth |

channel: 2d6 + 1 ⇒ (5, 6) + 1 = 12
sickened