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"Anyone know how detect magic?"
Bom moves to the other side of the counter, shield and longsword in hand.

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Amarok stands from his examinations and turns to the rest of the group, he indicates the vine and steps away from it carefully.
"The vine seems to be some form of natural trap, anyone know how to deal with such a thing?"

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"Other than hack it apart? Not really" Kerastes says while he casts two cantrips
guidance & detect magic
Knowledge Nature to identify the vine, guidance: 1d20 + 3 + 4 + 1 ⇒ (12) + 3 + 4 + 1 = 20

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"I have some experience with getting past such hazards. Let me have a look at this vine thing"
Darius gets as near as he feels safe and has a look at the plant to see what he can work out.
perception: 1d20 + 14 ⇒ (1) + 14 = 15 Oh dear...

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I can try to eliminate the trap...everyone stand aside..just in case it is a poison spray or gas.
Once everyone is aside, Rallas castsDetect Poison and then will proceed to disarm the trap
disable device: 1d20 + 12 + 1 ⇒ (4) + 12 + 1 = 17the +1 is for masterwork tools...i don't include them i my total on my sheet in case i don't get a chance to use them..ie time/battle..just fyi

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Stupid.....plant....get you.... Rallas' mutterings degrades into curses in Elven. He cracks hus knuckles and tries to disarm the trap again.
disable: 1d20 + 12 + 1 ⇒ (14) + 12 + 1 = 27
edit:derp!

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Amarok continues his search of the place, which has seemed pretty fruitless so far. Hearing Rallas' string of curses, no matter than language used, the Monk turns to their companion.
"Are you faring well?"

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Bom's intuition is something isn't right. "That fact that there are no tracks given the events that took place suggests magic is involved. Kerastes, keep concentrating, there has to be some magic tracks left."

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"Plants used as traps. That is certainly a new one for me. Good work there sorting it out Rallas."

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"Well, with the plant now dormant, let us see if there are other clues further inwards.." says Orophin, somewhat blindly heading through the doorway.

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Rallas packs up his tools and makes to follow Orophin.
Perhaps you should let someone more acquainted with finding traps lead?
perception: 1d20 + 11 ⇒ (10) + 11 = 21+1 more if a trap

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Amarok steps to meet Rallas as he begins searching the next area, he turns to the elf briefly.
"I will add my eyes to yours, two are better than one they say"
perception: 1d20 + 15 ⇒ (20) + 15 = 35

GM V |

NAT 20! And it was a trap disguised as a plant. And you don't think it would really have hurt you so much as pulled you back.
The rear entrance of The Dryad’s Trousseau allows pallets of fresh plants to be brought from the alleyway into the back of the shop, where they can be unpacked for display. Just inside the delivery doors are two wooden crates of robust Avistani roses. One crate has been smashed open, and rose petals and tangled, thorny clusters are strewn throughout the room.
You find that two crates has a false bottoms. One crate is smashed the other contains blocks of sticky white wax wrapped in cheesecloth.
Know nature

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"What is that white stuff?"
Aid someone on Knowledge Nature, guidance: 1d20 + 3 + 1 ⇒ (10) + 3 + 1 = 14
There you go, another +4 ;-)

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Bom takes a look.
Knowledge Nature (w/Aid): 1d20 + 4 + 4 ⇒ (7) + 4 + 4 = 15

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Darius adds his bardic knowledge to Bom's more hands on experience.
knowledge nature assist: 1d20 + 0 ⇒ (12) + 0 = 12

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Orophin admires himself in a mirror and composes a small tune in his head.
"Presumably that white stuff is what they came for. Maybe this shop is used to import drugs. I have heard that the Aspis consortium has been peddling a new one recently."

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I can safely determine if it is a poison or not...one moment...
Rallas narrows his eyes in concentration and focuses on the package, and maintains his state as he examines the plant trap after that.
cast detect poison CL 4

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Whilst the others examine the nature of the substance stashed within the crates, Amarok, who has no skill in discerning the natural world or its properties, examines the rest of the room for any other hidden surprises.
perception: 1d20 + 15 ⇒ (9) + 15 = 24

GM V |

We'll say you guidance Bom as well. Also you notice the ground in here is covered in roses and thorny plants. They act as caltrops.
The stuff in the cloth is Pesh a potent drug.
Everyone give me another perception check. Amarok is good.

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perception: 1d20 + 14 ⇒ (11) + 14 = 25

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perception: 1d20 ⇒ 20
Once again, blessed with the luck of the gods, if not the skill of his team mates, Orophin carries on with the group, potentially oblivious.

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Perception (w/Urban): 1d20 + 11 ⇒ (11) + 11 = 22

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Rallas motions to the rest that he hears a noise in the adjacent room. He goes towards the room, drawing his blade as he goes.
stealth: 1d20 + 11 ⇒ (4) + 11 = 15

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Bom nods and speaks aloud as if to draw attention, "If we find anyone here we should take them alive."

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At the gesture from Rallas, Darius draws his bow and tries his best to keep quiet while moving to a better spot.
stealth: 1d20 + 8 ⇒ (5) + 8 = 13

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Orophin hangs back a bit, but he does take out a large morning star, and give it a couple of swings to loosen up his arms.
"Go ahead.." he says quietly.

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Kerastes readies his morningstar and joins the others, casting guidance on himself.

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Like Darius, the Angelic monk draws their bow and the creeps through the store for a better vantage point, seeking to be unheard by the potential enemies. Once in place with a clear view, Amarok prepares their bow with a smooth practiced ease.
stealth: 1d20 + 9 ⇒ (20) + 9 = 29

GM V |

Perception: 1d20 + 6 ⇒ (18) + 6 = 24
Tools, soil, and pots are stored here, next to a deeply-scarred hardwood worktable. A strange plant, shaped like a jaguar made of thorny vines and covered in freshly blooming rose buds, sits crouched in the corner among torn sacks of potting earth.
You attempt to sneak in but your spotted!
BG: 1d20 + 6 ⇒ (19) + 6 = 25
Amarok: 1d20 + 6 ⇒ (10) + 6 = 16
Kerastes: 1d20 + 7 ⇒ (16) + 7 = 23
Orophin: 1d20 + 1 ⇒ (6) + 1 = 7
Darious: 1d20 + 4 ⇒ (12) + 4 = 16
Bom: 1d20 + 2 ⇒ (16) + 2 = 18
Rallas: 1d20 + 9 ⇒ (1) + 9 = 10
Power Attack Rallas: 1d20 + 6 - 1 ⇒ (1) + 6 - 1 = 6
Round 1
BG
Everyone
Know nature to lean more about the thing

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Taken aback by the sudden assault by the greenery littered around the place, Amarok quickly gathers his composure and flies into action, taking a step forward to free the view for those behind him. In a smooth graceful motion, the monk draws two arrows from the mystical quiver slung on his shoulder and fires them into the bulk of the creature.
Don't provoke due to Point blank master
flurry, pbs, deadly aim, cold iron: 1d20 + 9 + 1 ⇒ (15) + 9 + 1 = 25 for damage: 1d8 + 7 + 1 ⇒ (6) + 7 + 1 = 14
flurry, pbs, deadly aim, cold iron: 1d20 + 9 + 1 ⇒ (14) + 9 + 1 = 24 for damage: 1d8 + 7 + 1 ⇒ (1) + 7 + 1 = 9

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Rallas flashes his blade in a high arc before bringing it home against his foe.
attack: 1d20 + 11 ⇒ (7) + 11 = 181d10 + 7 ⇒ (7) + 7 = 14
Amarok, next turn can you 5' step so we can flank it? then we can really damage it. Also, designating it as studied target next round..just saying it ahead of time..

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Bom's exposure to the god of war shows its effect. Bom hustles forward and slams the creature with his shield.
Shield Slam: 1d20 + 8 ⇒ (20) + 8 = 28
Damage (Heavy Spiked Shield): 1d6 + 4 ⇒ (2) + 4 = 6
Know. Nature: 1d20 + 4 ⇒ (2) + 4 = 6
Confirmation on Crit: 1d20 + 8 ⇒ (12) + 8 = 20
Damage: 1d6 + 4 ⇒ (4) + 4 = 8
In the right position, your shield can be used to send opponents flying.
Prerequisites: Improved Shield Bash, Shield Proficiency, Two-Weapon Fighting, base attack bonus +6.
Benefit: Any opponents hit by your shield bash are also hit with a free bull rush attack, substituting your attack roll for the combat maneuver check (see Combat). This bull rush does not provoke an attack of opportunity. Opponents who cannot move back due to a wall or other surface are knocked prone after moving the maximum possible distance. You may choose to move with your target if you are able to take a 5-foot step or to spend an action to move this turn.
If the 28 exceeds the creatures CMD should be knocked prone due to the solid wall in the direction it would have to move.

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"I hope old man Chert isn't too upset that we trimmed his plant....."
Bom calls Ulfur to his side and has the wolf sniff the cloth.

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Know Nature for what it was: 1d20 + 3 + 4 ⇒ (4) + 3 + 4 = 11
Know Local aid our bard: 1d20 + 3 ⇒ (5) + 3 = 8
Or not on both accounts
"Antaios? Who or what is that?"

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"Well that was over quick. Some fast reactions and well struck blows there my friends. Whatever that thing is i think it will no longer be any trouble for us."
Wow guys. Nicely done!

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Bom kicks at the plant creature, "Guessing by the name tag on the plant and the one at the door and the fact that the old man brought it up, this is probably some kind of pet guardian. Curious that we didn't pick up any tracks in the dirt, but maybe it doesn't make them." Bom shrugs.
Then with a laugh, Bom continues, "If anyone asks, we'll say the monk killed it! But seriously, let's put it back in the pot and give it some water and call it good."

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Orophin reaches out to stabilise the strange plant.
"It would not to do kill our hosts guardians. We are trying to preserve our reputation, not destroy it."