
GM MacShack |

Sofia's sword bites into the trunk of the dead tree, and the vine starts to move.
Assassin Vine Initiative: 1d20 ⇒ 16
Belliken Initiative: 1d20 + 3 ⇒ (9) + 3 = 12
Cammy Initiative: 1d20 + 2 ⇒ (12) + 2 = 14
Hank Initiative: 1d20 + 2 ⇒ (15) + 2 = 17
Phedran Initiative: 1d20 + 5 ⇒ (11) + 5 = 16
Sofia Initiative: 1d20 ⇒ 13
Initiative Order:
Phedran
Assassin Vine
Hank and Cammy
Sofia
Belliken

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Seeing the mass of vines shamble forward, Phedran takes action and hurls the vial at the ground surrounding the verdant creeper. Liquid spreads instantly from the broken glass, coating the area before erupting in a red-hot blaze.
Move: Up 3, Left 2
Standard: Attack (bomb), targetting the ground, line segment in the upper-right corner of the assassin vine
Ranged vs. AC 5, +1 from point-blank shot: 1d20 + 4 + 1 ⇒ (3) + 4 + 1 = 8
Damage (minimum, splash, +1 from point-blank shot): 1d1 + 4 + 1 ⇒ (1) + 4 + 1 = 6 fire damage

GM MacShack |

As the fire from Phedran's bomb sizzles out, the vine slithers along the ground before striking out in a whip-like manner at Sofia.
Slam: 1d20 + 6 ⇒ (4) + 6 = 10
However, she is able to deflect it away with her shield.
Tiny shoots burrow up from the ground, wrapping around your ankles and making it extremely hard to move.
The green area on the map is difficult terrain. If you enter it from outside, or if you end your turn in it, then you must make a DC 13 Reflex save to avoid becoming entangled. If you are entangled, it is a DC 13 STR or DEX check (your choice) to break free at the start of your turn.
Cammy Reflex: 1d20 + 6 ⇒ (9) + 6 = 15
Hank Reflex: 1d20 + 1 ⇒ (1) + 1 = 2
Phedran Reflex: 1d20 + 5 ⇒ (20) + 5 = 25
Sofia Reflex: 1d20 ⇒ 3
Phedran and Cammy are able to keep themselves from being tied down, but Hank and Sofia are caught unawares and a vines begin to entangle their legs up to the knees, and they find themselves unable to move.
Since hank's turn is about to start, Hank DEX check: 1d20 ⇒ 9

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I forgot, the assassin vine can roll a DC 15 Reflex save to take only half damage on the splash. (10 + alchemist's level + INT modifier)

Hank the Keeper |

Sorry to take so long to get to this! Yesterday was crazy busy.
As vines swarm up over his floating disk, Hank finds himself stuck to his camp chair chariot. "Oh heck, eat our way out of this, Cammy!"
Hank attempts to cast Guidance on Cammy:
Concentration Check from Entangled DC 15: 1d20 + 2 ⇒ (6) + 2 = 8
...but his magic sputters.

Cammy the Camel |

Cammy casts a baleful glance at the assassin vine, as if to say "You've tangled (literally) with the wrong herbivore, sprout!"
bite: 1d20 + 5 ⇒ (1) + 5 = 61d4 + 6 ⇒ (2) + 6 = 8
...but Cammy is late for a meal for the first time in his life.

Belliken Weaver |

Belliken looks about uncomfortably.
Oi I get too close n'that thing'll grab me right up too.
He loads his crossbow and takes a shot with his Halfling luck. into the fray.
Shot: 1d20 + 2 - 4 ⇒ (10) + 2 - 4 = 8
Damage: 1d6 ⇒ 6

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Evading the whip-like vines as they surround the area, Phedran deftly leaps around the swirling mass of roots and cordvines until he has cleared the whole mess. He looks back at his compatriots, who are struggling with the verdant beast, and figures he has a good angle to toss yet another of his incendiary concoctions.
Move: 2 spaces to the right, 1 space down out of the entangle's AoE
Standard: Attack (bomb), targetting the ground, line segment in the upper-right corner of the assassin vine
Attack, vs. AC 5, +1 from point-blank shot: 1d20 + 4 ⇒ (2) + 4 = 6
Damage (minimum, splash, +1 from point-blank shot): 1d1 + 5 ⇒ (1) + 5 = 6 [ooc]fire damage, DC 15 Reflex halves/ooc]

GM MacShack |

Vine Reflex Save: 1d20 + 1 ⇒ (17) + 1 = 18
Dozens of hand-shaped leaves fall burning to the ground as the vine continues its assault on the nearest target.
Slam: 1d20 + 6 ⇒ (12) + 6 = 18
Damage: 1d6 + 4 ⇒ (1) + 4 = 5
The vine lurches forward at Sofia with surprising speed, and manages to wrap itself around her torso, partially pinning her arms. Sofia can’t move while grabbed, loses her DEX Mod to AC, and takes a –2 penalty on attack rolls. CMD 16 to escape with Escape Artist or Combat Maneuver check.

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Same as before.
Attack, vs. AC 5, +1 from point-blank shot:
1d20 + 4 ⇒ (18) + 4 = 22
1d1 + 5 ⇒ (1) + 5 = 6 fire damage, DC 15 Reflex halves
Kill it with fire!

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"Agreed. Never in my travels have I ever come across a plant like that." Phedran looks around to his compatriots, then wonders aloud. "Shall we keep onwards?"

GM MacShack |

Cammy: 1d20 ⇒ 4
Hank: 1d20 + 2 ⇒ (13) + 2 = 15
Phedran: 1d20 + 5 ⇒ (5) + 5 = 10
Sofia: 1d20 + 2 ⇒ (1) + 2 = 3
After the fight, you manage to pick up the trail again fairly quickly, and follow it for another twenty minutes or so. After a while, the pathway opens up into a much larger clearing. Here, the trees are much sparser, but the ground is covered in large pools of stagnant, murky water.
Cammy: 1d20 + 1 ⇒ (13) + 1 = 14
Hank: 1d20 + 8 ⇒ (13) + 8 = 21
Phedran: 1d20 + 2 ⇒ (14) + 2 = 16
Sofia: 1d20 + 2 ⇒ (12) + 2 = 14
Hank Knowledge (nature): 1d20 - 1 ⇒ (4) - 1 = 3
Phedran Knowledge (nature): 1d20 + 7 ⇒ (17) + 7 = 24
Phedran recalls learning about swamp gas bubbles, which can surface from water and emit nauseating, though usually not fatal, gases.

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Phedran holds a handkerchief to his nose, and gestures at the murky pool.
"Your intuition serves you well, Miss Sofia; stagnant pools like these can often emit gas bubbles, which can emit nauseating gases. I don't believe them to be fatal, but it would be a completely unpleasant experience if you were to inhale one directly."

Hank the Keeper |

Sorry to have been AWOL for a few days, friends! I'm visiting my brother up near Yosemite National Park and he rather overstated my ability to get online or I'd have warned you that I'd be delayed. From one hike to this other one...
Hank ponders the situation. "I reck we might should look for that way 'round but also know that it's not always good to leave a path in a swamp. Mayhaps we should stretch our line a bit, so as to less the chance we all get caught in gas?"

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Phedran looks around for the shimmering disc of force. "Perhaps your disc could ferry us across? I'm not sure of the particulars, but it is the first solution that comes to mind."

GM MacShack |

As Belliken hops up onto the floating disk of force, Hank attempts to maneuver it across the clearing. However, before he makes much progress, a bubble rises from a nearby pool of water, and after it bursts, Belliken is hit by a wave of noxious fumes.
Fortitude save: 1d20 + 1 ⇒ (9) + 1 = 10
Belliken's eyes water, and he starts retching and coughing sickened condition.
You have 1d6 ⇒ 3 rounds to act. The green area on the map is still gas-filled for 5 rounds.
The new map, Swamp Gas, is up.

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Phedran ponders, and attempts to recall any such information.
Knowledge (Nature): 1d20 + 7 ⇒ (15) + 7 = 22

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Phedran will follow behind, taking care to avoid the muck if at all possible, and brace himself against the noxious fumes by holding his breath when he can.

GM MacShack |

End of round one. The swamp gas is around for four more rounds/
Belliken is still sickened for 1d4 + 1 ⇒ (4) + 1 = 5 rounds, but as he looks around, he thinks he can see something moving just beyond the tree line and hears some twigs snapping from the north-west.
Sofia and Phedran are able to skirt the gas cloud and avoid its effects, though the area still smells terrible.

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Phedran squints to the distance, to see what he can see, if anything.
Perception: 1d20 + 7 ⇒ (20) + 7 = 27

GM MacShack |

End of round. Belliken is sickened for four more, and the swamp gas is in the green area for three more round.
As Sofia challenges the mysterious noises in the distance, she hears something yelled back in a different tongue, but one she recognizes.
With that, two humanoid creatures leap out from the trees. They are covered in green and brown scales, and wield javelins, though each also has a wooden club strapped to its hip.
Lizardfolk Initiative: 1d20 ⇒ 6
Belliken Initiative: 1d20 + 3 ⇒ (20) + 3 = 23
Cammy Initiative: 1d20 + 2 ⇒ (12) + 2 = 14
Hank Initiative: 1d20 + 2 ⇒ (19) + 2 = 21
Phedran Initiative: 1d20 + 5 ⇒ (5) + 5 = 10
Sofia Initiative: 1d20 ⇒ 17
[b]Initiative Order[/dice]
Belliken
Sofia
Hank and Cammy
Phedran
Lizardfolk

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Phedran will draw his shortbow and fire upon the lizardfolk to the left unless it somehow becomes obscured by an ally before his turn.
Attack, ranged (shortbow): 1d20 + 3 ⇒ (17) + 3 = 20
Damage, piercing: 1d6 ⇒ 5