
Maelchar |

know religion: 1d20 + 7 ⇒ (17) + 7 = 24
Maelchar hisses softly under his breath when he sees the image, but he doesn't utter the name aloud.

Zeriax |

"Agreed" - Zeriax acknowledges Garith's suggestion, moving down below ahead of his companions.
Stealth: 1d20 + 8 ⇒ (7) + 8 = 15
Perception: 1d20 + 10 ⇒ (3) + 10 = 13
Assuming he is the first to arrive there:
The monk doubkes back, informs his companions of what he has seen, and returns to the room with them.

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Garith takes a deep breath and steels himself against the impending headache he is about to bring upon himself and opens his eyes to the Evil before him detect evil

Maelchar |

While Garith detects evil, Maelchar casts Detect Magic and scans the area.

DM Variel |

I currently have you all huddles in the corner of the room by the stairs looking around the room.

Maelchar |

Maelchar whispers softly to the others, "The water seems to be magical, and detects as conjuration I'm assuming, lol, sometimes, Variel, your autocorrect is a riot and the symbol detects as illusion."

Zeriax |

The monk crouches, the bow taut and ready to fire at any threat they may come across - "There seems to be more to this place than we initially thought" - he comments - "We need to thread carefully"

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Garith Points to G1 and whispers "Zeriax what do you see there?" as there may be something garith misses. He then approaches the source of the lingering aura, hand on the Radiance, ready to draw.

Maelchar |

Seeing Garith draw his sword and hearing his words to Zeriax, Maelchar expects trouble and as a swift action creates a lucerne hammer and then casts lead blades on it.

Zeriax |

Zeriax focuses his attention on the space indicated by Garith, trying to ascertain if something is off.
Perception: 1d20 + 10 ⇒ (20) + 10 = 30
MUAH!

Maelchar |

sweet roll, Zeriax... I suspect if it CAN be seen, you should have seen it... Let's see that repeated in combat too!

Maelchar |

poison save, fort: 1d20 + 3 ⇒ (16) + 3 = 19
perception: 1d20 + 9 ⇒ (11) + 9 = 20
init: 1d20 + 2 ⇒ (12) + 2 = 14

Zeriax |

In order:
Initiative: 1d20 + 2 ⇒ (12) + 2 = 14
Perception: 1d20 + 10 ⇒ (20) + 10 = 30
Fort: 1d20 + 5 ⇒ (10) + 5 = 15
+2 where applicable above, if pertaining to Evil Outsiders (favored enemy). And yep Maelchar, it seems Perception is definitely my thing ;)

DM Variel |

stealth 1d20 + 24 ⇒ (5) + 24 = 29 Yes I double checked, it is a 24 skill modifier to its hide check.
Init 1d20 + 6 ⇒ (13) + 6 = 19
Garith moves to inspect the lingering aura of evil on the symbol of Baphomet. As he steps closer a voice calls out from the center of the symbol. Ahh...I hope that you are among Iomedae's slaves... I would hate to think of mere peasants wasting such a personal greeting from Lord Baphomet!
In response tot he voice the six armed statuette brings all 6 arms down together shattering the bottle it is holding. The liquid in the bottle evaporates quickly and dissolves into the air around you.
2d8 ⇒ (4, 6) = 10Pakak and Samantha breathe deep as the invisible vapors enter the body and start to produce its effects. Pakak develops a wheezing labored breathing imposing a -2 to stealth checks for the next 2 hours. Samantha's nose starts running blood causing 1d4 ⇒ 2nonlethal damage.
From the corner where Garith indicated a mass of living moving vegetation rises. Only Zeriax is able to pick out the subtle change in the corner as the plant creature emits a shrill shriek. DC 17 will save or nauseated for d4 rounds not counting surprise round.
Zeriax up in surprise round, then plant full turn
Every round need a fort save as long as you are in the basement unless already affected by the vapors.
The creature before you is a mandragora. An evil plant creature known for its debilitating shriek. As if that isn't enough its slam attack has a vile poison that confuses and fatigues its target. fort 17 negates and cure is the act normal result 1 time
Above plus you know that the mandragora is affected by magical deep darkness. When placed in a deeper darkness effect the creature is slowed as the spell. Also if it hits with its bite attack it can grab its victim and start draining its blood. blood drain: 1d2 con each round

Maelchar |

will save: 1d20 + 5 ⇒ (5) + 5 = 10
Maelchar is affected by the nausea and wretches for a moment, then struggles to maintain the will to charge the plant creature... unfortunately he is unable to take any action other than to back up the stairs away from the sound (single move action).

Zeriax |

Dang, +24 to stealth - Zeriax wants that :D
Will Save: 1d20 + 7 ⇒ (13) + 7 = 20
Zeriax's attention is first drawn to the voice, though he really does not understand where it is coming from, but immediately the rising mass captures all is focus - the shriek pierces his ears, but he somewhat manages to stand his ground, shaking it away.
His bow had been ready, and the monk immediately releases a shot at the creature - "What monstrosity is this..?" - he mutters.
Longbow Attack: 1d20 + 6 ⇒ (12) + 6 = 18
Damage: 1d8 + 5 ⇒ (2) + 5 = 7
EDIT: If possible, Zeriax takes a 5' step back - to D:4 - before shooting.

DM Variel |

Surprise round
Zeriax pulls a quick shot off at the plant creature but the arrow while centered well bypassing its size and agility does not penetrate the barklike skin of the plant. The plant creature whips out a long tentacle aiming at Zeriax while his focus is on his shot. 1d20 + 10 ⇒ (4) + 10 = 14 for 1d4 + 4 ⇒ (4) + 4 = 8 damage and a fort save DC 177 or confused and fatigued. Stepping back a pace Zeriax takes refuge from the long reach and stys near Sir Garith.
Top of Round 1
In retaliation the plant creature charges forward and throws itself at the offender and target of the voice. Sharp teeth bite down hard on Garith 1d20 + 12 ⇒ (14) + 12 = 26 for 1d6 + 4 ⇒ (3) + 4 = 7 and free grapple with bite 1d20 + 12 ⇒ (17) + 12 = 29 for 1d2 ⇒ 2con damage. After it has sucked his blood the plant releases Garith waiting for another victim to approach. Smart plant that doesn't want the grappled condition itself.
Maelchar is nauseated for 1d4 ⇒ 1 rounds from the shriek of the plant.
Good guys up and need fort saves for the gas as well at the start of your turn unless you failed 1 already. Samantha your nose continues to bleed doing another 1d4 ⇒ 2 non lethal damage.

Maelchar |

sorry just noticed Pakak rolled his own duration, I guess I should have too, next time I'll know better...

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any inspiration left?
Fort: 1d20 + 8 ⇒ (1) + 8 = 9 Dang
Garith does not manage to avoid the fumes this time
HP:24/31 and con drain = 21/29 HP right?
Garith attempts to attack the creature, stepping to find a flank if he can
Radiance: 1d20 + 5 ⇒ (13) + 5 = 18+2 if flank
for 1d8 + 4 ⇒ (8) + 4 = 12
Bash: 1d20 + 4 ⇒ (13) + 4 = 17+2 if flank
for 1d4 + 1 ⇒ (4) + 1 = 5

Maelchar |

Maelchar spent his 1 round of nausea going upstairs... on the next round after the plant and everyone has had a round to attack, he can come back down, right?
Maelchar charges back down the stairs and moves up right behind Garith so he can attack next round.
fort save: 1d20 + 3 ⇒ (1) + 3 = 4
This time the fumes overcome him though
So, Variel, what affect do the fumes have on Maelchar... and does that mean the shriek doesn't affect him any more?

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Fort1d20 + 6 ⇒ (5) + 6 = 11
Mythic reroll 1d20 + 6 ⇒ (13) + 6 = 19
Samnatha Stands adamant and calls on the power of Lady Shelyn to protect her companions.
Sorry no more Inspire Courage for today. However have one more group buff trick up my sleeve. +2 AC.
Also Samanarha will move to the square south of Pakak from where she threatens mist fungus.
Once each day, you can emit a 20- foot aura for a number of rounds equal to your cleric level. Allies within the aura gain a +2 deflection bonus to AC and combat maneuver defense.

DM Variel |

Maelchar, the shriek was in the surprise round and this is the first full round of combat. It is this round that you and Pakak are nauseated for.
garith your maximum wounds are at 28 not 29 otherwise you are correct.
Samantha we don't have mythic yet but I understand your using a hero point instead. It is all the same right now. Good time to use it.
Garith suffers 1d8 ⇒ 2 an abnormal changing of the eyes as the vapors settle there. They turn a bright glowing red preventing him from hiding at all unless he closes his eyes. The redness seems to help though as his darkvision is enhanced 30ft.
Maelchar likewise has the vapors affect him 1d8 ⇒ 5. The vapors form a chilly mist as he breathes in. The mist solidifies as he breathes in causing the ice crystals to scratch and tear at the inside a of the lungs for 1d6 ⇒ 4 cold damage.
Just realized that I never updated the map. The creature is in E4

Maelchar |

oh ok.. well save that move for next round... I thought since everyone had gone, that it was the next round already

Zeriax |

Fortitude Save: 1d20 + 5 ⇒ (9) + 5 = 14
If this is a failed Saving Throw, I'm gonna take the cue from Samantha and use a Hero Point to re-roll it?
Fortitude Save: 1d20 + 5 ⇒ (12) + 5 = 17
Zeriax takes another step back, finsing strength to shake away the caustic fumes attacking his lungs, and even though he is not sure to be hurting the creaure at all, unleashes another volley - "What should I use Pakak?" - he questions - "Cold Iron? Silver?"
Variel, any interpretation Zeriax can garner from the 'does not penetrate the barklike skin of the plant' part above?
Flurry of Arrows 1: 1d20 + 5 ⇒ (13) + 5 = 18
Damage: 1d8 + 5 ⇒ (6) + 5 = 11
Flurry of Arrows 2: 1d20 + 5 ⇒ (8) + 5 = 13
Damage: 1d8 + 5 ⇒ (2) + 5 = 7

DM Variel |

Bottom of round 1
Maelchar and Pakak continue to regurgitate their meals as the others move to combat the Mandragora directly. Samantha moves into position to provide the group a bonus to their defenses from her deity. Zeriax steps back another pace but still within reach of the plant's tentacles. Lashing out at the monk the tentacles attack 1d20 + 10 ⇒ (6) + 10 = 16 for 1d4 + 4 ⇒ (4) + 4 = 8 and DC 17 fort save or fatigued and confused. Zeriax manages to resist the toxic air initially and thanks to Samantha and her deity s spread the brunt of the tentacles attack no need to use the hero point yet still can not penetrate the bark of the plant. natural armor only, no dr
Garith with the aid of Maelchar providing flank with his reach and the fact that the mandragora charged is also to just get by the plants defenses to land both hits on the mandragora for full damage.
Bottom of Round 2The mandragora steps out of flank to D4 and proceeds to lay into the holy warrior.
Bite 1d20 + 10 ⇒ (4) + 10 = 14 for 1d6 + 4 ⇒ (2) + 4 = 6 and grab 1d20 + 10 ⇒ (8) + 10 = 18 and con for 1d2 ⇒ 2
Tentacle 1 1d20 + 10 ⇒ (2) + 10 = 12 for 1d4 + 4 ⇒ (1) + 4 = 5 and DC 17 fort save or fatigued and confused.
Tentacle 2 1d20 + 10 ⇒ (1) + 10 = 11 for 1d4 + 4 ⇒ (2) + 4 = 6 and DC 17 fort save or fatigued and confused.

Maelchar |

not sure if Maelchar can attack this round or not, but I'm assuming since it was only one round of nausea, he should... so here's my action - if not, disregard it
Maelchar tries to move into flank and attacks with his lucerne hammer.
to hit: 1d20 + 4 ⇒ (19) + 4 = 23 +2 addl if flanking
dmg if hits: 3d6 + 3 ⇒ (2, 1, 2) + 3 = 8
ouch, that damage roll did not do much did it?

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Radiance: 1d20 + 7 ⇒ (5) + 7 = 12
for 1d8 + 4 ⇒ (5) + 4 = 9
Bash: 1d20 + 6 ⇒ (3) + 6 = 9
for 1d4 + 3 ⇒ (3) + 3 = 6
At least you hit it...

DM Variel |

Garith the save is only if the bite or tentacle actually hits o you are good to go. Maelchar it in flank, and the bump to AC affects your CMD as well. Any adjustement to your touch AC affects CMD as well but most people either don't realize that or forget about it. That is another reason why a ring of protection is so nice, it adds to AC and CMD because it is a deflection bonus. thanks for missing this time by the way. Maelchar on the other hand...
Finished with the nausea brought on by the shrill ear piercing wail of the mandragora strikes the plant squarely. The blow was accurate to bypass the barklike armor of the plant but lacked the usual power that Maelchar usually brought to bear. Clearly he was more concerned about hitting than damage this time.
map update to this point after Garith and Maelchar have gone.

DM Variel |

While at the Defender's Heart you saw the group of crusaders come through but did not pay them much attention. For all you knew they were just another roving group of stragglers finally making their way back to the bastion of defense that you and the rest have held onto dearly. At least that was your first impression of them That perception changed slightly when they left almost an hour after their arrival promising Irabeth that they would return shortly with more information and the routing of 2 safe houses. This was not normal and neither was Irabeth's insistence that they take 1 of the few clerics that could channel and heal a large group of people. You met and have talked with Samantha before but nothing personal as the duties of the 2 of you always kept you busy.
About 45 minutes after they left a runner came through bearing an important message. Apparently a man by the name of Aravahinal had uncovered a secret cache of items that would provide a great benefit tot he crusaders. Irabeth immediately sent out a detachment of 10 crusaders to bring the cache back to the Heart.
While they were out a carrier pigeon arrived from a Horgus Gwerm. A man of questionable character from what you have heard sent the message to Irabeth. The letter told of the heroics that the group performed and how they successfully escorted him back to his home. In repayment he payed the crusaders well but also thought to give a donation to the war effort from his own stock of supplies.
From Aravashinal the group brings in 8 cure serious potions, 4 potions of lesser restoration, 10 +1 evil outsider bane arrows, chime of opening, a wand of magic missiles (CL 5th 31 charges), and a wand of daylight (24 charges)
The provisions from Horgus are such that morale is lifted to such a degree that everyone feels like they can push on and successfully retake Kenebras even before the relief army comes.

Maelchar |

not that I'm necessarily expecting the plant to come after me, but it's possible since I did hit it last round...is that bonus to AC still in effect?

Reiko Mura |


Zeriax |

Variel, two questions - I have already acted this round, right? And if not, do I need to roll Fort again?

Pakak |

Zeriax takes another step back, finsing strength to shake away the caustic fumes attacking his lungs, and even though he is not sure to be hurting the creaure at all, unleashes another volley - "What should I use Pakak?" - he questions - "Cold Iron? Silver?"
"Use fire..." Pakak says, then realizes who he is talking to, "not sure what metal would help..."

Zeriax |

Fortitude Save: 1d20 + 5 ⇒ (17) + 5 = 22
Shunning the effects from the poisonous gas, Zeriax ponders the close quarters in which the combat is taking place, the creature's threat, and tries to move decisively away.
Trying to use acrobatics to move a tad further - to B:7
Acrobatics: 1d20 + 9 ⇒ (13) + 9 = 22
If successful:
After repositioning himself with an acrobatic summersault, the monk attacks again.
Longbow Attack: 1d20 + 6 ⇒ (2) + 6 = 8
Damage: 1d8 + 5 ⇒ (4) + 5 = 9

Zeriax |

Shame on you Variel. This may well become one of our worse fights yet ;)

DM Variel |

Have to make it memorable before you get to 4th level 4th is a big level for some of you. Male char gets 2nd level spells, Zeriax gets his wisdom mod to hit, you gain a new character, +1 to stat bonus, Garith can use his holy shield bonus. It's my last chance to try and kill someone before you are finished exploring Kenebras.