
| Salvatore Vasili | 
 
	
 
                
                
              
            
            WalMir would you be able to give the group a bit of healing? The we can head back to the camp and I can talk to someone about getting this taken care of.

| Salvatore Vasili | 
 
	
 
                
                
              
            
            Yeah thanks Tak, very funny. I can definitely take a look once I can see again.

| GM Roxtar | 
 
	
 
                
                
              
            
            you can see no further enemies to combat. are you guys good to return to Defender's Heart? the trip is short and folks can get healing there as needed. HP and ability damage can be restored for free, everything else costs the normal pricing for spellcasting services.

| Darius Coldwall | 
 
	
 
                
                
              
            
            well let's see ourselves out ha ha ha, too soon sally?!
Darius will let out a loud laugh and head to leave

| GM Roxtar | 
 
	
 
                
                
              
            
            Back at Defender's Heart the group is able to heal up. Irabeth approaches with a tired looking knight following behind.
"You lot were looking into some hideouts for certain... undesirable elements. Aldowin here was in the area of one of those locations. He informs me that the building has been reduced to rubble."
The man nods solemnly. "Aye, naught much left there but rocks and wood. Whole area looked to have been blasted by something."
they are referring to the Nyserian Manor house down in the southern part of the city.

| Salvatore Vasili | 
 
	
 
                
                
              
            
            Salvatore will immediately talk to someone to get the Blindness removed.
We could head there now if you guys are up for it?
The Remove Blindness will cost 150gp and the split is 541gp each

| Salvatore Vasili | 
 
	
 
                
                
              
            
            Yeah that's a good point. We could knock out the other place first then go investigate the rubble after to see what if anything is left.

| GM Roxtar | 
 
	
 
                
                
              
            
            Following along their previous route, the group heads up and around to Topaz Solutions. After a short walk about 15 minutes they spot a wooden sign above the door bears a carving of a bundle of orange herbs and flowers hovering over a beaker filled with smoking orange liquid. The building’s windows are tightly shuttered, but the front door hangs halfway off its hinges.

| Salvatore Vasili | 
 
	
 
                
                
              
            
            knowledge Local to ID?: 1d20 + 11 ⇒ (4) + 11 = 15
After you Darius, but you might want to bring out Saratheil for this.

| Darius Coldwall | 
 
	
 
                
                
              
            
            do we be thinkin evil is lurkin? what you thing sarathiel? Come out to play eh? Darius will head towards the front door

| GM Roxtar | 
 
	
 
                
                
              
            
            Salvatore knows that this is a fairly popular alchemical shop
As Darius approaches, aside from the broken door, he sees nothing else out of the ordinary.

| Salvatore Vasili | 
 
	
 
                
                
              
            
            Salvatore will follow behind everyone and try to keep an eye out also.
Perception: 1d20 ⇒ 8

| GM Roxtar | 
 
	
 
                
                
              
            
            Stepping in and looking around, it's clear that this place has been pretty thoroughly looted. Tak does notice a spot on the shelf of the western wall where there are a few items still in place. Taking a closer look, it turns out they are all fake. Behind these fake items is a well hidden lever.

| GM Roxtar | 
 
	
 
                
                
              
            
            In a flash of insight, Tak registers that this lever might open a nearby secret door

| GM Roxtar | 
 
	
 
                
                
              
            
            Pulling the lever, reveals a small opening for people to enter though if they crawl. Beyond that, is a set of darkened stairs leading down.

| Cannetaken | 
 
	
 
                
                
              
            
            Tak will put a finger to his lips and make his way down the stairs. He searches the area ahead for traps before proceeding.
 Perception: 1d20 + 10 ⇒ (11) + 10 = 21

| GM Roxtar | 
 
	
 
                
                
              
            
            Tak makes his was down the dark stairs, which look to be safe, relatively speaking.
this area is total darkness, either a light spell or torch can be used. otherwise, for those that can see in the dark, you will spot the following
The air in this basement is damp and musty-smelling. The walls and floor are packed earth, while dozens of gourds hang from the ceiling beams. A sludge of rotting plant matter covers the floor. Against one wall, a wooden table holds a strange apparatus that looks like a clockwork toy of a snake-bodied, six armed woman holding a sword in each hand. A tightly corked bottle, filled with what looks like water, sits before the statue. A wooden chest covered with engraved runes stands under the table, and a sinister image of a star surrounding a goat’s face is painted on the wall above the table.

| GM Roxtar | 
 
	
 
                
                
              
            
            Tak: 1d20 + 9 ⇒ (15) + 9 = 24
Tak takes a look around. All seems safe.
demonic and monstrous ones.

|  WalMir | 
 
	
 
                
                
              
            
            Following everyone down the stairs, WalMir tries to decipher what the symbols could be. Passing along any information he recalls
know(religion): 1d20 + 8 ⇒ (17) + 8 = 25

| Salvatore Vasili | 
 
	
 
                
                
              
            
            Salvatore wants to take a closer look at the engraved runes and the clockwork toy.
knowledge arcana?: 1d20 + 11 ⇒ (10) + 11 = 21

| GM Roxtar | 
 
	
 
                
                
              
            
            As Salvatore moves up to look closer at the toy, he is unable to identify it. The symbol on the wall however begins to shift and twist as he approaches.
“Ahh... I hope you are among Iomedae’s slaves... I would hate to think of mere peasants wasting such a personal greeting from Lord Baphomet!”
As it speak the last word, the small toy swings it's swords at the bottle, shattering it.
Seconds after that, a small plant creature pushes itself out of the rotten mess in the southern section of the room and seems ready to fight.
Init, Darius: 1d20 + 1 ⇒ (19) + 1 = 20
Init, Salvatore: 1d20 + 2 ⇒ (3) + 2 = 5
Init, Tak: 1d20 + 6 ⇒ (7) + 6 = 13
Init, WalMir: 1d20 + 2 ⇒ (17) + 2 = 19
Init, Green: 1d20 + 4 ⇒ (14) + 4 = 18
Round 1
Darius 31/31
WalMir 19/19
Green
Tak 21/21
Salvatore 14/14
alrighty, combat has begun, darius and walmir are up first. at the start of each round i'll need a fort save. this is a poison based effect, but will not impede your ability to fight or act as you wish.

| Darius Coldwall | 
 
	
 
                
                
              
            
            Darius will charge towards the plant monster.
Attack with Power Attack Flat Footed: 1d20 + 7 + 2 ⇒ (5) + 7 + 2 = 14
Damage Slashing: 2d4 + 10 ⇒ (1, 3) + 10 = 14

| GM Roxtar | 
 
	
 
                
                
              
            
            WalMir, Fort: 1d20 + 3 ⇒ (17) + 3 = 20 pass
Darius, Fort: 1d20 + 5 ⇒ (16) + 5 = 21 pass
WalMir calls upon a blessing from above in this dark basement, while Darius rushes the tiny plant and strikes with his scythe.
The small creature, glares at the paladin, before opening his mouth and letting out a piercing screech.
Salvatore: 1d20 + 4 ⇒ (6) + 4 = 10
Tak: 1d20 + 6 ⇒ (15) + 6 = 21
WalMir: 1d20 + 7 ⇒ (18) + 7 = 25
Nauseated, Darius: 1d4 ⇒ 1
Nauseated, Salvatore: 1d4 ⇒ 4
The small toy hops off the table and totters closer to Salvatore.
Round 1
Green, -14
Yellow
Tak 21/21
Salvatore 14/14, nauseated 4rdsRound 2
Darius 31/31, nauseated 1rd
WalMir 19/19
also, i need everyone to give me another round of Fort saves at the beginning of your turn. this is a poison effect and will not prevent you from acting. (if you are able)

| Salvatore Vasili | 
 
	
 
                
                
              
            
            Fort Save: 1d20 + 2 ⇒ (14) + 2 = 16
Salvatore is going to move and continue to be nauseated.

| Darius Coldwall | 
 
	
 
                
                
              
            
            Fort Save: 1d20 + 5 ⇒ (19) + 5 = 24
Darius is going to stay where he is and is no longer nauseated at the end of his turn.

| Cannetaken | 
 
	
 
                
                
              
            
            Fort: 1d20 + 3 ⇒ (12) + 3 = 15
Tak hops back from the plant creature 5 ft, draws his pistol, and fires at it.
 Pistol: 1d20 + 6 + 1 ⇒ (16) + 6 + 1 = 23
 B&P: 1d8 + 1 ⇒ (2) + 1 = 3 
Then reloads.

| GM Roxtar | 
 
	
 
                
                
              
            
            WalMir and Tak both deal damage to the creature, while WalMir finds himself briefly bursting into flames.
Round 2
Green -24
Yellow
Tak 21/21
Salvatore 14/14, nauseated 3rdsRound 3
Darius 31/31
WalMir 15/19
WalMir: 1d8 ⇒ 3
WalMir, Fire: 1d6 ⇒ 4The small plant lets loose with a flurry of attacks, but is deflected by the paladins armor.
Bite, Darius: 1d20 + 8 ⇒ (1) + 8 = 9
Slam1, Darius: 1d20 + 8 ⇒ (5) + 8 = 13
Slam2, Darius: 1d20 + 8 ⇒ (7) + 8 = 15
The mechanical terror slithers towards Salvatore again.
new round, more fort saves please.

| Darius Coldwall | 
 
	
 
                
                
              
            
            FortSave: 1d20 + 5 ⇒ (8) + 5 = 13
Darius will move up and slice at the plant
scythe PA: 1d20 + 7 ⇒ (18) + 7 = 252d4 + 10 ⇒ (4, 3) + 10 = 17

| Salvatore Vasili | 
 
	
 
                
                
              
            
            fort save: 1d20 + 2 ⇒ (15) + 2 = 17
Salvatore is going to move and continue to be nauseated.

| Cannetaken | 
 
	
 
                
                
              
            
            Fort save: 1d20 + 3 ⇒ (14) + 3 = 17
Tak keeps up his attack on the plant creature.
 Pistol: 1d20 + 6 + 1 ⇒ (9) + 6 + 1 = 16
 B&P: 1d8 + 1 ⇒ (1) + 1 = 2
And reloads.

| GM Roxtar | 
 
	
 
                
                
              
            
            Darius: 1d8 ⇒ 1
Acid: 1d6 ⇒ 1
Darius lets out a short cough, before he strikes the mandragora, it falls and ceases it's assault.
assuming Tak would fire at the toy since the plant was down? if not, just let me know.
Tak turns and sends a pellet plinking at the marilith toy, which topples the figurine and it too ceases to move.
yay. out of combat. still need folks to keep rolling those fort saves though :P
Round 3
Darius 30/31
WalMir 15/19
Tak 21/21
Salvatore 14/14, nauseated 2rds

| Salvatore Vasili | 
 
	
 
                
                
              
            
            Fort Save: 1d20 + 2 ⇒ (20) + 2 = 22
In between coughing and throwing up Salvatore will say. Grab the toy and anything else that's over on the table and let's get out of here
Salvatore will start to move towards and up the stairs

| Cannetaken | 
 
	
 
                
                
              
            
            Fort Save: 1d20 + 3 ⇒ (20) + 3 = 23
Knowing the wisdom of Sal's words, Tak hastily grabs what he can from the table, and grabs the deadly toy if he still can before retreating.

|  WalMir | 
 
	
 
                
                
              
            
            fort save: 1d20 + 3 ⇒ (12) + 3 = 15
Looking around for anything of value/interest or threat, WalMir follows the others out of the room after he grabs or points out anything of interest.
perception: 1d20 + 7 ⇒ (20) + 7 = 27

| GM Roxtar | 
 
	
 
                
                
              
            
            Looking in the chest, WalMir looks at the few items left within. A note and several holy symbols. He easily notices there is a substance that has been applied to the holy symbols, and recognizes it as a poison paste.
The note reads,
“We don’t need these anymore, but figured if you survived our surprise, it would be just plain rude to leave behind an empty chest for your troubles!”
i'll need another fort save from WalMir and anyone else that stayed in the basement
 
	
 
     
    