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Sorry GM, but I intended to send a fireball into the cloaker as soon as it put some distance between us and it, forfeiting my AoO to act at the end of its move. If you rule that's impossible, I'll either try an AoO or use the wand of Burning hands I hold

miteke |

Because of the vines draping the exit, you will not be able to do the fireball unless you can move beyond the obstruction and then cast the spell. The cloaker, who can fly and has a 40' move, was able to put that barrier between him and you. It will effectively block him from the effects of a fireball.

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A fireball can be send through a tiny arrow slit, since it's only a pea-sized bead before it explode.
You point your finger and determine the range (distance and height) at which the fireball is to burst. A glowing, pea-sized bead streaks from the pointing digit and, unless it impacts upon a material body or solid barrier prior to attaining the prescribed range, blossoms into the fireball at that point. An early impact results in an early detonation. If you attempt to send the bead through a narrow passage, such as through an arrow slit, you must “hit” the opening with a ranged touch attack, or else the bead strikes the barrier and detonates prematurely.
Are the vines so tightly packed that a pea can't get through it? Would it be fair to allow the wizard to attemp the touch attack?

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No worries. I'm a dwarf. I can handle it.
AoO: 1d20 + 4 ⇒ (19) + 4 = 23
dmg: 1d8 + 1 ⇒ (6) + 1 = 7
Caught a little off guard by the cloaker flying speed, Eredur uses his battleaxe on it.. even if that means sending the weapon flying from his hand too.
via Apprentice hand

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Ezekial moves as quickly as he can through the overgrowth on the floor, scimitar held before him as he attempts to follow the cloaker. Come on, let's see if we can't give chase to this thing.

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"I suppose . . . if we must," groans Nistivo, following the paladin.

miteke |

Are the vines so tightly packed that a pea can't get through it? Would it be fair to allow the wizard to attemp the touch attack?
Correct, there are enough dangling and swinging vines that the projectile would inevitably collide with one. However...
image check,1 hits cloaker: 1d2 ⇒ 1
Finally, with only one image left, Eredur is able to find the real cloaker in the midst of the remaining pair and deal some damage, but the cloaker survives and continues its flight through the vines.
You pursue it through the vines and find it collapsed on the ground. The little doll, Nira runs up to it and gives it a kick for good measure.

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"Finally!" shouts Nistivo, obviously relieved he hasn't been wounded or covered in monster slime and blood. "Now, we just need to return proof of our success to the sheriff. Oh, and would one of you look around for any sign of Amenira?"

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Ezekial, for good measure, drives his scimitar through the cloaker, wanting to ensure its demise. Agreed, let us look for Amenira and see what we can discover. the paladin says, wiping his blade clean.

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Grilgoth nods at Nistivo's suggestion putting her potion away.
"Sure cut off its ears to show to the Sheriff if you like and do look around for treasure. I am going to climb up while my climbing extract lasts."
Grilgoth takes advantage of her Monkeyfish form to attempt to easily scale the rope back up to the surface.
16 Climb on a take 10.

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So it looks like the tunnel continues past the cloaker and there's also a tunnel branching to the north. Let's go past the cloaker and then backtrack?

miteke |

The party starts exploring finding a number of branches and a couple more rooms, none of which present a challenge or offer any information or reward, regardless of how hard you search. You come to yet another branch and choose which direction?
This time the choice matters. For this choice, since time is running down, the first person to respond makes the choice for the party.

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Alright not to meta-game but if there is real work to do I don't want to ghost out here so I will say my character immediately climbs down as soon as she sees that no one is following her and joins the party in their exploration. :)
The alchemist gulps down her last extract (Shield) before determining that the party should explore the larger passageway first. She clutches a potion (of Reduce Person) in her buckler hand as she advances.
"Alright, let us finish this."
The red arrow marks the direction on the map.

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Grilgoth thinks about what this could mean.
24 Knowledge Nature on a take 10
24 Knowledge Arcana on a take 10
If there are other knowledge checks required please let me know.

miteke |

Grilgoth thinks that this sprout reminds her of a Ghoran. When the mana waste was created during the war between Geb and Nex, Nex enlisted the
aid of the druid Ghorus to create a new form of plant life that could thrive in the scarred land. Over the following centuries, these plants evolved into a race of sentient creatures, the ghoran. Each ghoran sprouts from a single Ghorus seed, which it can plant and raise into a new body. This seedling is very like a ghoran and yet not like it. This not-ghoran is extremely interesting. If it is at all like a ghoran it might have some intelligence, or it might not being a not-ghoran.

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Grilgoth toys using her cognotagen to (automatically) answer the difficult history question but out of politeness she tests the wizard first.
"So Eredur do you know the answer to this riddle?"
She does have a look around while she waits for his reply.
Perception: 1d20 + 6 ⇒ (4) + 6 = 10

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Nistivo looks deeply uninterested in the plant. "Botany is a particularly low-paying field of study. Let's keep looking for any sign of Amenira."
Perception: 1d20 + 4 ⇒ (9) + 4 = 13

miteke |

I'm lowering that DC a bit as this is a low level party and I added the roll/knowledge on my own initiative...

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Know history: 1d20 + 7 ⇒ (20) + 7 = 27
I'm afraid I don't know the answer, I'm no historian, I regret. But I think you do know the answer, right?
bluff: 1d20 - 1 ⇒ (18) - 1 = 17
For those who beats the Bluff roll, it is obvious Eredur knows the answer, but out of curtesy, wants to let someone else answer

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Perception: 1d20 + 7 ⇒ (4) + 7 = 11
LOL. Well, we have 2 more chances to beat the Perception DC... Seems we need a high level dwarf! *looks at Eredur* ;-)

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Grilgoth nods being well able to answer the question without resorting to magical means.
21 Knowledge History on a take 10.
While she knows "The Knowledge" she is oblivious to Eredur's emotional state.
Sense motive: 1d20 - 1 ⇒ (5) - 1 = 4
"Perhaps awakening this seedling is not the best idea. I think it was sealed away by druids in the distant past and for good reason. It may give off a radiation harmful to ghorans."

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Perception: 1d20 ⇒ 18
Ezekial leans over, What's a Ghoran? And why is it getting more, um lush? or verdant the closer we get to this seedling? See over there, not much growth, now that we're closer, more growth? It is like the seedling is promoting plant growth near it somehow.

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"Alright. We should check out the rest of the cave and come back here. Perhaps it will help to make sense of what we are seeing here."
One vote for exploring more first. :)

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Perception: 1d20 ⇒ 17
There is something odd with this plant, but can't put my finger on it. Let's do some more exploration, some things might be more dangerous than this plant down here.

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"Yes, we should check out the rest of the cave first."
Another vote for exploring more first. :)

miteke |

In the room with the giant sprout you discover an amber necklace on the ground, holding a miniature version of the tree that populates this cave within. A seedpod next to the artifact contains one use of dowsing syrup (Pathfinder RPG Ultimate Equipment 292) attached to a verdant vine (Pathfinder RPG Ultimate Equipment 275).
You get to the room with the red X in in and discover a body wearing a set of orange like the ones that the people of Mercy wear. A body that looks remarkably like the small doll that has been following you. When Nira sees the body she approaches it and whisper 'murder' as she points at it.
It also looks like it was used as a storage area at one time but most of the items left behind have long since decayed. I'm going to assume someone is using detect magic while exploring so you will find a circular length of vine that holds two spherical seedpods, both of which are magical.

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Ezekial ponders what they have found, following the group, I'm not well-versed in these sorts of things, anyone have any thoughts about what we're seeing here? Oh, maybe that's Amenira? Gosh... he checks the body
Heal: 1d20 ⇒ 11
but comes up empty. Do you think some of her consciousness wound up in the doll somehow? he asks the others.

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Grilgoth is able to easily identify the strange potions.
20 Alchemy on a take 10 for all three checks.
Heal: 1d20 - 1 ⇒ (2) - 1 = 1
"Ask a Cleric?

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@GM miteke: With guidance Baldrum can Take 10 for 14. If Patchouli's and Ezekial's rolls count as successful Aids, he makes the DC of 18.

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Heal, Aid another: 1d20 + 0 ⇒ (11) + 0 = 11
Sorry, was sure I posted earlier

miteke |

@GM miteke: With guidance Baldrum can Take 10 for 14. If Patchouli's and Ezekial's rolls count as successful Aids, he makes the DC of 18.
Works for me. At this point it is all about plot discovery anyway. You can all open the spoilers.
After exploring the rest of the cave and finding more of the same, you return to the sprout to decide what to do with it.

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"Looks like she's been dead for 2 months. Reason: several bite marks that match the ones still on you, Eredur. I think we better heal you..."
Baldrum draws his Wand of CLW and starts using it on his fellow dwarf.
CLW: 1d8 + 1 ⇒ (5) + 1 = 6
CLW: 1d8 + 1 ⇒ (2) + 1 = 3
CLW: 1d8 + 1 ⇒ (4) + 1 = 5
CLW: 1d8 + 1 ⇒ (4) + 1 = 5
That should do it.
@Ezekial: You are injured, too - want a charge of my wand? Also, please check the discussion thread - our GM needs input from you.

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"So that damn cloaker killed her. The Mana Waste is indeed a cruel place. Let's see if there's anything else that this cave can offer. After we're done here, we should return her body back to the lodge so that she can have a proper burial."

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"Let's go check out that seedling, shall we? Maybe we can learn something about it. Ezekial, you should check if this seedling is evil."
Baldrum will use detect magic.

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Grilgoth is fine with continuing their investigation of the seedling but not its awakening.
"I would not recommend waking up that creature. It was put in storage for a good reason."

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"Whoa! This seedling is really, really magical!"