
GM JaceDK |

You carefully move to the door to the right of where you exited the mirror room. As you carefully examine the door, you find no traps or locks. It glides open easily to reveal a similar curved corridor, with another door directly opposite and one in a crosswall further down the right.
Before you can move through, a movement above and behind you catch your attention. You turn and look up to spot a fishlike creature with four eyes and long water-dripping tentacles lurking in shadows above, observing you. As it becomes apparent that you have noticed it, the creature starts and rapidly retreats around the bend, moving in the strange gravity as if swimming through water.

Silαs |

knowledge (planes): 1d20 + 8 ⇒ (20) + 8 = 28
First a Red Cap and now an aquatic Grodair from the First World? What is the connection I wonder?
Languages it might speak? Sylvan or Aquan? Racial leanings with regards to alignment?
Maybe this one is more interested in conversing than the last slash happy maniac was.

GM JaceDK |

Those are some impressive knowledge rolls, gentlemen. You both know that like many other fey, Grodair are not generally evil of nature but more chaotic. They are known for their wanderlust and poor memory. They normally understand both Sylvan and Aquan. When a grodair is killed, it immediately explodes in a violent burst of highly pressurized water.

Clayton Stenos |

Fey. "Let's let it be. No need to approach such a capricious creature... You did see what the last one did right?" Clayton moves to find some cover, "Let's try to move by it and leave it alone."
Stealth: 1d20 + 8 ⇒ (4) + 8 = 12

Silαs |

You mean the absolute thrashing we gave him? Yeah I saw that.
Our mission is to retake the fort and clear the way for a new garrison. To fully accomplish that we need to understand what is going on here, and deal with all potential threats. I'm not saying this Grodair is a threat, but we do need to determine that.
Turning to Stochelo, Silas asks, You speak Sylvan don't you?

GM JaceDK |

From around the bend of the hallway, you hear a jamble of wet gurgling noises. Straining, Stochelo can barely make out Sylvan words.

GM JaceDK |

With their impressive knowledge of Grodairs, Silas and Stochelo know that while they often reside in the First World, they are not actually fey and can be harmed by mundane means, so no cold iron required.

Stochelo Carmenta |

Sorry, didn't realize we were waiting on me.
Stochelo translates the creature's threat and fear of traps.
"Its afraid of us. I don't know how successful I be in diplomacy, but I'll give a go."
In Sylvan: "Perhaps we can provide some assurance? We mean you no harm, and just wish to pass through here. Can we aid you in some fashion?"
Diplomacy: 1d20 - 1 ⇒ (17) - 1 = 16

GM JaceDK |

The grodair does not appear and the only reply Stochelo recieves to his diplomatic efforts is a bubbley hissing sound.

GM JaceDK |

Ignoring the agitated grodair, you move through the door into the adjacent section of curved corridor. Another door is directly opposite you leads south and one is in a crosswall further down the curve to the west.
Careful examinations of both doors reveal no traps or sounds to hint what may lie beyond.
handwaving take 20 perception checks

GM JaceDK |

The southern door reveals a narrow corridor which leads further south and southwest before ending in another door, which opens to reveal a hexagonal room.
The east and west corners are filled with strange stone-and-metal machinery resembling waterwheels of an archaic, alien design. Most of the parts appear to have rusted or otherwise deteriorated long ago.
Vines, bushes, and other small flora jut through the walls in various places, the various kinds of foliage choking the machines and bursting out the corners. Long flumes of black stone jut from the ceilings in various places, each of the strange tubes pointed toward the decrepit machinery and similarly choked with vines.

Clayton Stenos |

Clayton looked in awe. He had seen some magic before while working with the druids, but nothing like this. "Heck, you might be right Grumbles." Feeling the plant life in the area and how oppressive it was, he casts Feather Step on himself, the singular trick he learned with the natural folk.

Silαs |

Silas joins the others in examining the strange room. His eyes flash with arcane vision. detect magic
What is causing these plants to grow underground like this?
Knowledge arcane? +11, planes? +8
Light source(s)?

GM JaceDK |

Hero init: 1d20 + 4 ⇒ (6) + 4 = 10
As you move into the room and begin casting spells, the wines shift to reveal several rotted corpses lurching to their decayed feet. All of them have long wet green tendrils protruding from their skulls, which lead back towards a a bulbous green plant pod. Both the pod and tendrils are covered in sickly yellow flowers which give off nasty vapors.
Stochelo just has time to register a faint magical aura from somewhere in the room before all three corpses turn to face you, dangling from the tendrils like grotesque marionet puppets and reaching with claw-like hands.
Initiative
Heroes: 10
Monsters: 9
Everyone can consider their stated actions up to this point as complete. No dice on the knowledge rolls, Silas. Heroes up.

Elduin Faenan |

Knowledge Nature: 1d20 + 4 ⇒ (2) + 4 = 6
"Everything in here seems very foreign to me..." Elduin notices, while observing the strange plants.
"Shield me, while I summon..." Elduin asks his allies, after getting out a small dead spider from his pouch.
full round action, beginning to cast summon nature's ally II

Silαs |

Round 1
Silas retreats to the safety(?!) of the ceiling (MA) while drawing his trusty wand (SwA). Once in position he fires off a bolt of energy at the closest zombie thing.
SA magic missile: 1d4 + 1 ⇒ (1) + 1 = 2
pew pew! :P
Status and Effects:
AC 18 HP 26
Mage Armor

Clayton Stenos |

K: Nature: 1d20 + 5 ⇒ (20) + 5 = 25
"Creepers. Yellow musk to be exact. Crystalhurst and his friends thought my blood might be similar to theirs. Don't get seeded and watch the pollen."
Taking a long route around, Clayton moves into a possible flank.
(Readied) Fist: 1d20 + 8 ⇒ (6) + 8 = 14 Poison immune
Damage: 1d6 + 3 ⇒ (4) + 3 = 7
(Flanking or Flat-Footed) Sneak: 2d6 ⇒ (2, 2) = 4
If you consider them haven't acted yet he will just attack on the flat-foot instead of waiting on a flank.

Georghu "Grumbles" Dobre |

Grumbles shoots two arrows into the zombie across from Eldruin...
Longbow
1d20 + 4 + 4 + 1 + 1 + 1 - 2 ⇒ (7) + 4 + 4 + 1 + 1 + 1 - 2 = 16
1d8 + 2 + 1 ⇒ (2) + 2 + 1 = 5
Longbow
1d20 + 4 + 4 + 1 + 1 + 1 - 2 ⇒ (20) + 4 + 4 + 1 + 1 + 1 - 2 = 29
1d8 + 2 + 1 ⇒ (3) + 2 + 1 = 6
Confirming?
Longbow
1d20 + 4 + 4 + 1 + 1 + 1 - 2 ⇒ (3) + 4 + 4 + 1 + 1 + 1 - 2 = 12
1d8 + 2 + 1 ⇒ (8) + 2 + 1 = 11
Hoping they are flat footed

GM JaceDK |

@Silas - you can levitate, but since you are currently in the hallway, that would block your line of sight to the door. On the other hand, you are in a pretty safe position right now.
@Clayton - All enemies are flat-footed. Please specify which one you attack and where you position yourself.
@Grumbles - Both arrows hit and the crit confirms. But the first one hardly seems to do any damage and the other one only does significant damage because it severs one of the vines animating the creature.
@Stochelo - You're up

Stochelo Carmenta |

Stochelo, seeing the arrows sink in and apparently do very little damage, draws his backup knife and steps in to flank with Grumbles.
"Dunno how much I'm gonna be able to do, but at least you can get those punches in, man."
Stab!: 1d20 + 8 ⇒ (5) + 8 = 13 to hit (+2 if flanking), for Slashing: 1d4 ⇒ 4 damage

Clayton Stenos |

I actually didn't see the 4th creeper at the bottom (Dropbox Promo was cutting it off). With Clayton's Knowledge check would he know why that one is different (especially after seeing Grumbles hit the animating vine?

GM JaceDK |

I actually didn't see the 4th creeper at the bottom (Dropbox Promo was cutting it off). With Clayton's Knowledge check would he know why that one is different (especially after seeing Grumbles hit the animating vine?
Yes, with that roll, he's pretty much an expert on this plant. Go ahead and read up on it's stat block if needed. Stochelo, I assume you mean flank with Clayton, since Grumbles is using his bow at the moment.

Clayton Stenos |

"Don't breathe in the pollen or you'll be dancing macabre. That one over there, it's the creeper. The zombies are just shells of what once were people."
Recognizing the danger he moves through the zombie directly below him and strikes, hoping to set up a movement toward the creeper shortly after. Passing around/through the one south of me, so I can be within a 5 foot step flurry on the YMC next turn

Clayton Stenos |

I think answering would go past the free talk limit at this point for tactics. I'll wait on the GM to clarify though; I know some people kind of hate that.

GM JaceDK |

While Elduin concentrates on his spell, the combined ranged attacks from Silas and Grumbles take down the middle plant zombie. Stochelo and deal significant damage to the one they are facing and leave it barely standing.
It retaliates against Stochelo, lashing out with a sluggish fist.
Zombie (green) slam vs Stochelo: 1d20 + 4 ⇒ (6) + 4 = 10 miss
Dmg: 1d6 + 4 ⇒ (5) + 4 = 9
The remaining zombie (red) shambles towards Elduin and swings at him.
Zombie (red) slam vs Elduin: 1d20 + 4 ⇒ (19) + 4 = 23 hit - concentration check, please
Dmg: 1d6 + 4 ⇒ (4) + 4 = 8
The Yellow Musk Creeper waves its tendrils in agitation, likely at the prospect of sensing so many fresh vessels for its seeds. It convulses and sends a spray of pollen against Clayton.
Creeper Pollen spray vs Clayton: 1d20 + 4 ⇒ (6) + 4 = 10 miss
Initiative - ROUND 2
Heroes: 10
Monsters: 9
Apologies for the delay. Zombies are now color coded for convenience. Heroes up.