
miteke |

Your group has been tasked with destroying one of the seedpods. The ancient battleground has turned into a fetid swamp that fills the air with the scent of death and decay. Rusted weapons jut out from the patches of solid land. Here and there, skeletal remains and grimacing skulls clad in ruined iron peek out from the glowing mire. A seedpod pulsing grows on an islet across the swamp. The seedpod is a 5-foot-diameter hardened husk surrounding a large kernel that pulses with purple light.
A number of creatures who seem to have been guarding the seedpod are rapidly scrambling to engage the approaching Pathfinders, although it would appear they have been somewhat caught off guard. To the southeast, looking in the wrong direction, are a humanoid (knowledge local), a nasty looking plant (knowledge nature), and another one of those big wolves (see previous battle for details) you ran into earlier.
There are a number of terrain effects for this encounter. The swamp water (the green areas on the map) glows visibly, providing dim light throughout the area. The water is about 2 feet deep and functions as a shallow bog for which it costs 2 squares of movement to enter a square. The large fallen tree near the center of the map forms a slick barrier about 10 feet tall, requiring either a Climb check to clamber over it or a more difficult Escape Artist check to slip under it while moving half speed. The narrow fallen tree that crosses to the seedpod (which is on the island on the left of the map) is unsteady and slippery; a creature must succeed at a challenging Acrobatics check to cross it, and failing the check by enough will dump PC in the water.
Also, remember that I distributed Greater Charms of Luck to each of you for passing the challenge of might that should be used in this encounter.

miteke |

init (Sobek): 1d20 + 4 ⇒ (11) + 4 = 15
init (Wilbur Faust): 1d20 + 10 ⇒ (17) + 10 = 27
init (Khargrom): 1d20 + 4 ⇒ (10) + 4 = 14
init (Cayden Barleybrew): 1d20 + 3 ⇒ (14) + 3 = 17
init (humanoid): 1d20 + 1 ⇒ (11) + 1 = 12
init (vine plant): 1d20 + 0 ⇒ (11) + 0 = 11
init (dire wolf): 1d20 + 2 ⇒ (8) + 2 = 10
❖❖❖❖❖❖ Combat Card Round 1 ❖❖❖❖❖❖
Ongoing effects not mentioned below: Helpful Spirits (see slide 1)
Bold may go.
Sobek (-0 HP)
Wilbur Faust (-0 HP)
Khargrom (-0 HP)
Cayden Barleybrew (-0 HP)
humanoid (-0 HP; staggered 1 round)
vine plant (-0 HP; staggered 1 round)
dire wolf (-0 HP; staggered 1 round)
❖❖❖ Round 2 ❖❖❖

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Wilbur moves up a bit behind Cayden. He draws his ranged weapon.

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I placed a tree portal where I think it may help us. If you object let me know and I can retrace my steps.
”Take out the wolf before the others get over here, then we can focus on the pod.”
Khargrom moves up while drawing his bashing weapon and ducks through the tree, getting to the far side of the map quickly. He slogs through the bog to get to dry land.
Double Move

miteke |

Ooohhh! Looks like someone dared the bog.
Khargrom Shadowband takes 1d8 ⇒ 7 negative energy damage, or just 1 damage on a successful fort save.
❖❖❖❖❖❖ Combat Card Round 1 ❖❖❖❖❖❖
Ongoing effects not mentioned below: Helpful Spirits (see slide 1 and 'portal marks' on map)
Bold may go.
Sobek (-0 HP; greater luck charm)
humanoid (-0 HP; staggered 1 round)
vine plant (-0 HP; staggered 1 round)
dire wolf (-0 HP; staggered 1 round)
❖❖❖ Round 2 ❖❖❖
Wilbur Faust (-0 HP; greater luck charm)
Khargrom (-0 HP; greater luck charm; make DC 13 fort save or take 7 negative energy damage, 1 damage if save is made)
Cayden Barleybrew (-0 HP; greater luck charm)

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I put pink hearts on the trees I would like to designate as teleport points, however, we should decide as a group in the discussion thread —and quickly since this is a PbP game— where we want the teleport trees. My suggestion instead is giving each tree that is on land to the left of the big log a number, then doing the same with the trees that are on land to the right of the log. Then roll dice for each side. There are about 10 trees on the right and 12 on the left. I think making it random would be fun.
Sobek cringes with a raised eyebrow when Khargrom yelps in pain after entering the bog.
"Destroy the seed pod, Khargrom! If you are able!"
Waiting to see what the group decides before posting combat actions.

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Well in the interest of saving precious time already, I used the tree to get there so if we change it I won’t have gotten to where I got. However, I’ll just roll anyway and deal with the damage and retcon as necessary. My vote is tree portals where I put them obviously.
Fort: 1d20 + 5 ⇒ (17) + 5 = 22 (+1 vs. Traps, +2 vs. poisons/spells/spell-like, +1 vs. Fire from Boon)
”Water’s fine, a bit tingly but otherwise ok.”
Says the dwarf as his flesh starts dissolving.

miteke |

Sobek follows Khargrom after waiting to see what the others doo (botting you after 24 hours of waiting). The wolf moves quickly towards Khargrom and interposes itself between the dwar. and the seedpod. The druid looking one casts a spell that causes all the vegetation in a very large area to writhe and grasp. The vine-like creature laboriously pulls up its roots and shifts a little to the west. It is a little pathetic actually.
DC 12 reflex save wolf: 1d20 + 6 ⇒ (12) + 6 = 18

miteke |

❖❖❖❖❖❖ Combat Card Round 2 ❖❖❖❖❖❖
Ongoing effects not mentioned below: Helpful Spirits (see slide 1 and 'portal marks' on map), DC 12 entangle spell on marked area (difficult terrain and 1/2 movement even if save is made, 1/4 movement if save is failed, concentration check needed to cast spells).
Bold may go.
Sobek (-0 HP; greater luck charm)
Wilbur Faust (-0 HP; greater luck charm; DC 12 reflex save or be entangled)
Khargrom (-0 HP; greater luck charm; may make an AoO on the wolf)
Cayden Barleybrew (-0 HP; greater luck charm; DC 12 reflex save or be entangled)
seed pod (-0 HP)
humanoid (-0 HP)
vine plant (-0 HP)
dire wolf (-0 HP)
❖❖❖ Round 2 ❖❖❖

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+1 Warhammer AoO: 1d20 + 7 ⇒ (16) + 7 = 23 for Bludgeoning/Magic: 1d8 + 4 ⇒ (7) + 4 = 11
”Haha! Gotcha ya beastie. Tryin’ ta sneak by me. Here, have another!”
+1 Warhammer Standard: 1d20 + 7 ⇒ (2) + 7 = 9
+1 Warhammer Greater Luck Reroll: 1d20 + 7 ⇒ (19) + 7 = 26 for Bludgeoning/Magic: 1d8 + 4 ⇒ (5) + 4 = 9
And the blessing bestowed upon him by benevolent forces pays off!
Khargrom should have one damage taken from the swamp.

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Wilbur moves to the nearest teleport spot. On the other side, he fires a stone from his sling at the wolf.
to hit: 1d20 + 3 ⇒ (6) + 3 = 9
damage: 1d4 + 2 ⇒ (4) + 2 = 6

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Fishing for a 20!: 1d20 ⇒ 17
Close!

miteke |

@Cayden
Even entangled, you are not immobilized. You move at 1/4 speed but that is enough to get you to the portal tree and next to the others if you want.
❖❖❖❖❖❖ Combat Card Round 2 ❖❖❖❖❖❖
Ongoing effects not mentioned below: Helpful Spirits (see slide 1 and 'portal marks' on map), DC 12 entangle spell on marked area (difficult terrain and 1/2 movement even if save is made, 1/4 movement if save is failed, concentration check needed to cast spells).
Bold may go.
Sobek (-0 HP; greater luck charm)
seed pod (-0 HP)
humanoid (-0 HP)
vine plant (-0 HP)
dire wolf (-20 HP)
❖❖❖ Round 2 ❖❖❖
Wilbur Faust (-0 HP; greater luck charm)
Khargrom (-1 HP)Cayden Barleybrew (-0 HP; greater luck charm; entangled)

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I'm fine with the teleport points being where they are. I wish we could have decided as a group, though.
Sobek steps to the left and fires an arrow at the big wolf...
Mwk Comp. Longbow (+4 str): 1d20 + 6 ⇒ (11) + 6 = 17
piercing: 1d8 + 4 ⇒ (5) + 4 = 9

miteke |

Due to the penalties for firing into melee, Sobek misses, but barely.
to hit on Khargrom by wolf: 1d20 + 7 ⇒ (19) + 7 = 26
bite damage: 1d8 + 6 ⇒ (2) + 6 = 8
trip: 1d20 + 8 ⇒ (14) + 8 = 22
Khargrom is bitten and tossed to the ground.
DC 12 reflex save, wolf: 1d20 + 6 ⇒ (9) + 6 = 15
That mean druid casts another entangle spell and moves closer. The poor vine just waddles along slowly.
❖❖❖❖❖❖ Combat Card Round 2 ❖❖❖❖❖❖
Ongoing effects not mentioned below: Helpful Spirits (see slide 1 and 'portal marks' on map), DC 12 entangle spell on marked area (difficult terrain and 1/2 movement even if save is made, 1/4 movement if save is failed, concentration check needed to cast spells).
Bold may go.
Sobek (-0 HP; greater luck charm; DC 12 reflex save or be entangled)
Wilbur Faust (-0 HP; greater luck charm; DC 12 reflex save or be entangled)
Khargrom (-9 HP, prone; DC 12 reflex save or be entangled)
Cayden Barleybrew (-2 HP; greater luck charm; entangled)
seed pod (-0 HP)
humanoid (-0 HP)
vine plant (-0 HP)
dire wolf (-20 HP)
❖❖❖ Round 2 ❖❖❖

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Reflex + Hardy: 1d20 + 7 + 2 ⇒ (8) + 7 + 2 = 17
As his allies are still a little bit away, the stocky dwarf hunkers down to make himself harder to hit (Total D) and then stands up (Move).
Provokes when standing, AC v that attack is 17. Once standing AC is 21.

miteke |

to hit on Khargrom by wolf: 1d20 + 7 ⇒ (19) + 7 = 26
bite damage: 1d8 + 6 ⇒ (1) + 6 = 7
The wolf shows no mercy and bites Khargrom again as he stands up.
Cayden pushes her way through the grasping grasses and bushes to make it next to the pod. The bog sucks the life right out of her until she finally makes it to land.
negative damage: 1d8 ⇒ 6, DC 13 fort save to reduce it to 1
Also remember that if you end your turn in an entangle area (which seems pretty much unavoidable) you have to make another DC 12 reflex save in addition to the one you are making for when the spell was cast.
❖❖❖❖❖❖ Combat Card Round 2 ❖❖❖❖❖❖
Ongoing effects not mentioned below: Negative energy bogs, Helpful Spirits (see slide 1 and 'portal marks' on map), DC 12 entangle spell on marked area (difficult terrain and 1/2 movement even if save is made, 1/4 movement if save is failed, concentration check needed to cast spells).
Bold may go.
Sobek (-0 HP; greater luck charm; DC 12 reflex save or be entangled)
Wilbur Faust (-0 HP; greater luck charm; DC 12 reflex save or be entangled)
seed pod (-0 HP)
humanoid (-0 HP)
vine plant (-0 HP)
dire wolf (-20 HP)
❖❖❖ Round 2 ❖❖❖
Khargrom (-16 HP; DC 12 reflex save or be entangled)
Cayden Barleybrew (-3 HP; greater luck charm; entangled; DC 13 Fort save or take an additional 5 points of negative energy damage)

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End of Turn Reflex + Hardy: 1d20 + 7 + 2 ⇒ (11) + 7 + 2 = 20

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Start of turn Reflex: 1d20 + 3 ⇒ (15) + 3 = 18
Wilbur grabs a stone and fires again at the wolf.
to hit: 1d20 - 1 ⇒ (17) - 1 = 16
Or is it +3 if the ally is prone?
bludgeoning: 1d4 + 2 ⇒ (3) + 2 = 5

miteke |

Or is it +3 if the ally is prone?
The -4 is coming from the wolf being in melee with Khargrom, not cover. So the fact that he was prone is irrelevant. And he is no longer prone, so that. But nice hurl! You injure the wolf, just to get all caught up in the grasping veggies. Unless you want to use that charm now?
@all
Remember that if you end your turn in an entangle area (which seems pretty much unavoidable) you have to make another DC 12 reflex save in addition to the one you are making for when the spell was cast.
❖❖❖❖❖❖ Combat Card Round 2 ❖❖❖❖❖❖
Ongoing effects not mentioned below: Negative energy bogs, Helpful Spirits (see slide 1 and 'portal marks' on map), DC 12 entangle spell on marked area (difficult terrain and 1/2 movement even if save is made, 1/4 movement if save is failed, concentration check needed to cast spells).
Bold may go.
Sobek (-0 HP; greater luck charm; DC 12 reflex save or be entangled)
seed pod (-0 HP)
humanoid (-0 HP)
vine plant (-0 HP)
dire wolf (-25 HP)
❖❖❖ Round 2 ❖❖❖
Khargrom (-16 HP)
Cayden Barleybrew (-3 HP; greater luck charm; entangled; DC 13 Fort save or take an additional 5 points of negative energy damage)
Wilbur Faust (-0 HP; greater luck charm; entangled)

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Sobek kicks his feet around, trying to avoid the grasping vines.
Reflex: 1d20 + 3 ⇒ (10) + 3 = 13
Avoiding the vines, he steps out of the entangling area and fires an arrow at the wolf again.
Mwk Comp. Longbow (+4 str): 1d20 + 6 ⇒ (14) + 6 = 20
piercing: 1d8 + 4 ⇒ (4) + 4 = 8
Sobek smirks as the arrow strikes true.

miteke |

end of turn reflex save Sobek: 1d20 + 3 ⇒ (20) + 3 = 23
Sobek puts another arrow into the wolf, which is decidedly looking pretty bad. It howls in frustration and continues snapping at Khargrom but the grasping undergrowth is proving to be more a hindrance to the Wolf than the Pathfinders. The other blighted continue to advance, with the druid pausing to cast a spell on himself after slipping under the log.
to hit on Khargrom by wolf: 1d20 + 7 ⇒ (2) + 7 = 9
end of turn reflex save wolf: 1d20 + 6 ⇒ (2) + 6 = 8
❖❖❖❖❖❖ Combat Card Round 3 ❖❖❖❖❖❖
Ongoing effects not mentioned below: Negative energy bogs, Helpful Spirits (see slide 1 and 'portal marks' on map), DC 12 entangle spell on marked area (difficult terrain and 1/2 movement even if save is made, 1/4 movement if save is failed, concentration check needed to cast spells).
Bold may go.
Sobek (-0 HP; greater luck charm; DC 12 reflex if turn ends in spell area or be entangled)
Khargrom (-16 HP; DC 12 reflex if turn ends in spell area or be entangled)
Cayden Barleybrew (-3 HP; greater luck charm; entangled; DC 13 Fort save or take an additional 5 points of negative energy damage)
Wilbur Faust (-0 HP; greater luck charm; entangled)
seed pod (-0 HP)
humanoid (-0 HP)
vine plant (-0 HP)
dire wolf (-33 HP; entangled)
❖❖❖ Round 4 ❖❖❖

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Fort: 1d20 + 4 ⇒ (10) + 4 = 14.
Ignoring the worst of the draining effect, Cayden starts swinging at the pod (unless there is something else I should be doing?).
MW Cold Iron Bastard Sword: 1d20 + 7 ⇒ (17) + 7 = 24, for 1d10 + 4 ⇒ (10) + 4 = 14 damage.

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Not caring much about being entangled, Wilbur loads another stone and aims for the wolf again.
to hit: 1d20 - 1 ⇒ (2) - 1 = 1
bludgeoning: 1d4 + 2 ⇒ (2) + 2 = 4

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The dwarf growls right back and tries to finish off the wolf, ”Get down ya mongrel!”
+1 Warhammer: 1d20 + 7 ⇒ (18) + 7 = 25 for Bludgeoning/Magic: 1d8 + 4 ⇒ (5) + 4 = 9
If that drops the wolf, he moves up to the red circle.
Reflex + Hardy: 1d20 + 7 + 2 ⇒ (12) + 7 + 2 = 21

miteke |

Khargrom drops the wolf and it is soon buried in the entangling brush. He rushes to join Cayden who is busy trying to crack the pod open but it is pretty hard and her damage is significantly reduced. Wilbur buries his stone into the leafy ground without doin much of anything (regardless of the target, that would miss, of course).
❖❖❖❖❖❖ Combat Card Round 3 ❖❖❖❖❖❖
Ongoing effects not mentioned below: Negative energy bogs, Helpful Spirits (see slide 1 and 'portal marks' on map), DC 12 entangle spell on marked area (difficult terrain and 1/2 movement even if save is made, 1/4 movement if save is failed, concentration check needed to cast spells).
Bold may go.
Sobek (-0 HP; greater luck charm; DC 12 reflex if turn ends in spell area or be entangled)
seed pod (-6 HP; hardness 8)
humanoid (-0 HP)
vine plant (-0 HP)
❖❖❖ Round 4 ❖❖❖
Khargrom (-16 HP; DC 12 reflex if turn ends in spell area or be entangled)
Cayden Barleybrew (-3 HP; greater luck charm; entangled)
Wilbur Faust (-0 HP; greater luck charm; entangled)

DM Carbide |

Several blasts of purple energy momentarily light up the battlefield. The initial shouts of celebration are quickly drowned out by the agonized screech emitted by the heart of the blight.
Table GMs, the Weakening Blight effect is in play.

miteke |

Weakened Blight rolls
druid: 1d20 ⇒ 19
vine: 1d20 ⇒ 20
Sobek pierces the pod without having to worry about grasping plants, having navigated to right where he wants to be.
Mwk Comp. Longbow (+4 str): 1d20 + 6 ⇒ (19) + 6 = 25
piercing: 1d8 + 4 ⇒ (7) + 4 = 11
The druid moves closer and starts casting a long spell (while hidden behind a bush), as the vine waddles forward a little bit.
❖❖❖❖❖❖ Combat Card Round 4 ❖❖❖❖❖❖
Ongoing effects not mentioned below: Negative energy bogs, Helpful Spirits (see slide 1 and 'portal marks' on map), DC 12 entangle spell on marked area (difficult terrain and 1/2 movement even if save is made, 1/4 movement if save is failed, concentration check needed to cast spells).
Bold may go.
Sobek (-0 HP; greater luck charm; DC 12 reflex if turn ends in spell area or be entangled)
Khargrom (-16 HP; DC 12 reflex if turn ends in spell area or be entangled)
Cayden Barleybrew (-3 HP; greater luck charm; entangled)
Wilbur Faust (-0 HP; greater luck charm; entangled)
seed pod (-9 HP; hardness 8)
humanoid (-0 HP; total concealment)
vine plant (-0 HP)
❖❖❖ Round 5 ❖❖❖

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Is there a skill check to make to shut down the pod?

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Wilbur double-moves toward the humanoid. (Being entangled, that is 15 ft.)

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The dwarf steps over and swings his hammer, ”Gotta bust dis thing open!”
+1 Warhammer: 1d20 + 7 ⇒ (10) + 7 = 17 for Bludgeoning/Magic: 1d8 + 4 ⇒ (2) + 4 = 6
He is not well suited to deal with breaking objects this way. :(
Reflex + Hardy: 1d20 + 7 + 2 ⇒ (18) + 7 + 2 = 27

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With a frown, Cayden drops his shield, two-hands his sword, and wallops the seed-pod again.
MW Cold Iron Bastard Sword: 1d20 + 7 ⇒ (1) + 7 = 8, for 1d10 + 6 ⇒ (10) + 6 = 16 damage.
Using the Charm to reroll that... 1d20 + 7 ⇒ (10) + 7 = 17.

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Sobek stays put and continues to shoot arrows at the strange seed pod...
Mwk Comp. Longbow (+4 str): 1d20 + 6 ⇒ (13) + 6 = 19
piercing: 1d8 + 4 ⇒ (6) + 4 = 10

miteke |

second reroll for Cayden to see if she can get a crit: 1d20 + 7 ⇒ (9) + 7 = 16
Cayden and Sobek step into action to make up for Khargrom's weakened shot and they get more than half way through.
Wilbur steps into the bog and takes 1d8 ⇒ 6 negative energy damage, DC 13 fort save to reduce it to 1
The druid steps out and summons a swarm of spiders that moves in on Khargrom and Cayden (and the pod, but the pod's shell protects it). Meanwhile, the pathetic vine creeps closer.
swarm damage on Khargrom: 1d6 ⇒ 5; DC 11 fort save or take 1d2 ⇒ 2 str damage; DC 11 fort save vs. distraction
swarm damage on Cayden: 1d6 ⇒ 3; DC 11 fort save or take 1d2 ⇒ 2 str damage; DC 11 fort save vs. distraction
@Khargrom, I forgot to carry over the stat damage from last battle to the combat card. That has been corrected.
❖❖❖❖❖❖ Combat Card Round 5 ❖❖❖❖❖❖
Ongoing effects not mentioned below: Negative energy bogs, Helpful Spirits (see slide 1 and 'portal marks' on map), DC 12 entangle spell on marked area (difficult terrain and 1/2 movement even if save is made, 1/4 movement if save is failed, concentration check needed to cast spells).
Bold may go.
Sobek (-0 HP; greater luck charm; DC 12 reflex if turn ends in spell area or be entangled)
Khargrom (-21 HP; -1 str; -3 dex; DC 12 reflex if turn ends in spell area or be entangled; DC 11 fort save tor take 2 str damage; DC 11 fort save or be nauseated for 1 round)
Cayden Barleybrew (-6 HP; entangled; DC 11 fort save tor take 2 str damage; DC 11 fort save or be nauseated for one round)
Wilbur Faust (-1 HP; greater luck charm; entangled; DC 13 fort save or take 5 more damage)
seed pod (-19 HP; hardness 8)
humanoid (-0 HP)
vine plant (-0 HP)
swarm of spiders (-0 HP)
❖❖❖ Round 6 ❖❖❖

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Fort DC 11 Poison? + Hardy?: 1d20 + 5 + 2 ⇒ (8) + 5 + 2 = 15
Fort DC 11 Distraction: 1d20 + 5 ⇒ (6) + 5 = 11
Khargrom resists the swarms secondary issues and steps away (Nimble Moves allows 5-ft). He keeps swinging at the seed pod.
+1 Warhammer: 1d20 + 7 ⇒ (11) + 7 = 18 for Bludgeoning/Magic: 1d8 + 4 ⇒ (1) + 4 = 5
Reflex DC 12 + Hardy: 1d20 + 7 + 2 ⇒ (5) + 7 + 2 = 14

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Fortitude save: 1d20 + 6 ⇒ (3) + 6 = 9
Wilbur double-moves again.

miteke |

Cayden takes 2 strength damage from the swarm but is not nauseated. He decides that is enough and relocates out of the swarm, but that leaves him in position to attack again.
MW Cold Iron Bastard Sword: 1d20 + 7 ⇒ (18) + 7 = 25, for 1d10 + 6 ⇒ (7) + 6 = 13 damage.
.
Khargrom toughs it out but is unable to penetrate the shell.
Wilbur is sucked of more energy by the bog before he slogs forward some more.
Sobek is in a nice safe place and fires another arrow though it bounces off the hide harmlessly.
Mwk Comp. Longbow (+4 str): 1d20 + 6 ⇒ (9) + 6 = 15
piercing: 1d8 + 4 ⇒ (4) + 4 = 8
The swarm continues its assault on Khargrom who is not looking good.
1d6 ⇒ 4 damage; DC 12 reflex if turn ends in spell area or be entangled; DC 11 fort save tor take 1d2 ⇒ 1 str damage; DC 11 fort save or be nauseated for 1 round.
The druid casts another spell and waits there for a bit. Perhaps to be joined by the S L O W stalking vine?
Almost there. One more good round and the pod is eliminated. Cayden, you have a flank set up for you outside the swarm.
❖❖❖❖❖❖ Combat Card Round 6 ❖❖❖❖❖❖
Ongoing effects not mentioned below: Negative energy bogs, Helpful Spirits (see slide 1 and 'portal marks' on map), DC 12 entangle spell on marked area (difficult terrain and 1/2 movement even if save is made, 1/4 movement if save is failed, concentration check needed to cast spells).
Bold may go.
Sobek (-0 HP; greater luck charm; DC 12 reflex if turn ends in spell area or be entangled)
Khargrom (-25 HP; -1 str; -3 dex; DC 12 reflex if turn ends in spell area or be entangled; DC 11 fort save tor take 1 str damage; DC 11 fort save or be nauseated for 1 round)
Cayden Barleybrew (-6 HP; -2 str; entangled)
Wilbur Faust (-6 HP; greater luck charm; entangled)
seed pod (-24 HP; hardness 8)
humanoid (-0 HP; -1 AC, ST, to hit; buff spell 1)
vine plant (-0 HP; -1 AC, ST, to hit)
swarm of spiders (-0 HP)
❖❖❖ Round 7 ❖❖❖

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Fort DC 11 Poison? + Hardy?: 1d20 + 5 + 2 ⇒ (18) + 5 + 2 = 25
Fort DC 11 Distraction: 1d20 + 5 ⇒ (7) + 5 = 12
Khargrom again resists the swarms secondary issues. He takes a hack against the seed pod again, ”I ain’t got much left here, could use some healing.” He moves out of the swarm again.
Attack, move, pray.
+1 Warhammer: 1d20 + 7 ⇒ (19) + 7 = 26 for Bludgeoning/Magic: 1d8 + 4 ⇒ (2) + 4 = 6
Reflex DC 12 + Hardy: 1d20 + 7 + 2 ⇒ (3) + 7 + 2 = 12