
cmlobue |

Eric is paralyzed by the venom once more.
Jules drinks an antitoxin and creates magical duplicates.
Katswiri casts a spell to aid her companions.
Fortitude save, Jules: 1d20 + 6 + 5 ⇒ (19) + 6 + 5 = 30
The poison works its way out of Jules' system.
Round 2 - bolded may go
Blue (-4 HP, 15 nonlethal, blinded 1 round)
Jules (entangled, fervor, antitoxin, -4 Str, 2 images)
Eric (-44 HP, mutagen, -4 Str, poisoned, fervor, paralyzed 1 round)
Undy (poisoned, freedom, fervor, -4 Str, 1 save) and Roddy
Katswiri (-52 HP, entangled, delayed poison, fervor)
Dr. Vitruvian (mutagen)
Red
Amwari (entangled, fervor, poisoned, -4 Str)

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(wait I have a for 27 vs dc 23 venom I should be fine shouldn't I)

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Both Undy and Riddy take the +2 to Reflex from Blessing of Fervor
Undy directs a ball of fire towards Blue but using some strange trick he turns the fire into steam!
Casting Intensified Fireball, but using the Undine Steam Caster feat to add the Water descriptor to the spell (but the dmg remains fire dmg). He also adds an Alchemist's Fire as a Material Component and Saltpeter as a Reagent. In addition, he's going to use a once/scenario ability from the Grand Lodge faction card "Nemesis" imposing a -2 to Blue's saves vs the spell. Crashing Waves adds 2 to the caster level
Casting Defensively DC 21: 1d20 + 19 ⇒ (5) + 19 = 24
Fire dmg, saltpeter: 12d6 + 1 ⇒ (2, 4, 1, 6, 2, 2, 1, 1, 2, 5, 3, 6) + 1 = 36 Reflex DC 22 for half, with a -2 penalty
The fireball dmg should also trigger Jules' Hypnotic Stare for extra dmg.
If Blue fails its Reflex, catch on Fire as if struck by Alchemist's Fire (1d6/round until spending a full round action to attempt a Reflex to put out the fire)
Crashing Waves hex (if Blue takes any dmg from the fireball): Fort DC 22 (with -2 penalty) or fall prone
Meanwhile, Riddy retrieves Undy's Antitoxin and feeds it to him. +5 alchemical bonus vs poison for 1 hour
Undy's Fort save is now +16 vs poison and if he rolls low he'll use a second use of his Plague Rat Belt's ability to reroll his save.

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Jules would trigger the Pain effect to go with the Fire/Steamball

cmlobue |

Undiana sends another ball of flame at the blue spider.
Reflex Save: 1d20 + 5 - 2 ⇒ (17) + 5 - 2 = 20
It cannot get out of the way thanks to Undy's experience with the Lodge.
Fortitude Save: 1d20 + 15 - 2 ⇒ (9) + 15 - 2 = 22
It does manage to keep its feet - all 8 of them.
Fortitude Save, Undiana: 1d20 + 11 + 5 ⇒ (17) + 11 + 5 = 33
The antitoxin from Riddy helps flush the poison from his system.
The reddish spider tries to chew on Eric.
Red Bite vs. Amwari: 1d20 + 17 ⇒ (3) + 17 = 20
BPS Damage: 6d8 + 22 ⇒ (2, 8, 8, 6, 5, 3) + 22 = 54 plus poison
Eric easily gets out of the way of its fangs.
Round 2 - bolded may go
Blue (-44 HP, 15 nonlethal, blinded 1 round)
Jules (entangled, fervor, antitoxin, -4 Str, 2 images)
Eric (-44 HP, mutagen, -4 Str,fervor)
Undy (freedom, fervor, antitoxin, -4 Str and Riddy
Katswiri (-52 HP, entangled, delayed poison, fervor)
Dr. Vitruvian (mutagen)
Red
Amwari (entangled, fervor, poisoned, -4 Str)

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Fort Save: 1d20 + 12 ⇒ (4) + 12 = 16
Well, need to use my shirt reroll
Fort Save, 4 Stars: 1d20 + 12 + 4 ⇒ (11) + 12 + 4 = 27
Amwari's body is working overtime to overcome the poison.

cmlobue |

That makes the save but you were not paralyzed this round so get your normal suite of actions.

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Oh, okay, I thought if I was poisoned, I was paralyzed.
Amwari, his speed increased above and beyond mortal ken by Katsiri's divine fervor, rushes forward to the other spider, drawing his cutlass as he does so. A small prayer to Besmara, to give him protection from this beast, he swings his cutlass.
Taking the move speed benefit from Blessings of Fervor, move action, drawing my scimitar as part of it. Swift action using my Fervor to cast Shield of Faith, increasing my AC by 1 (it increases my deflection bonus from +2 to +3). I will use combat expertise to increase my AC by +2. Normally this would draw down my attack bonus, but swordplay style negates this.) AC is 32
+1 Keen Cutlass, -2 to Str: 1d20 + 14 - 2 ⇒ (9) + 14 - 2 = 21
Slashing Damage: 1d10 + 6 - 2 ⇒ (5) + 6 - 2 = 9

cmlobue |

Amwari's blade bounces off the spider's thick hide.
The blue-tinged spider, unused to having all its eyes not working, lashed out wildly at where it thinks Amwari is.
Bite: 1d20 + 17 ⇒ (14) + 17 = 31
BPS Damage: 6d8 + 22 ⇒ (4, 1, 4, 1, 1, 7) + 22 = 40 plus poison
Miss Chance: 1d100 ⇒ 18
Fortunately, it was wrong.
Round 3 - bolded may go
Blue (-44 HP, 15 nonlethal)
Jules (entangled, fervor, antitoxin, -4 Str, 2 images)
Eric (-44 HP, mutagen, -4 Str,fervor)
Undy (freedom, fervor, antitoxin, -4 Str and Riddy
Katswiri (-52 HP, entangled, delayed poison, fervor)
Dr. Vitruvian (mutagen)
Red
Amwari (entangled, fervor, poisoned, -4 Str)

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Eric, inspired by Amwari's rush towards the spider, swiftly activates his bane baldric to kill vermin, rages, and attempts to strike down the spider! (fervor on hit/ac/ref- next round maybe extra attack how do you do crit threats? roll again after?)
attack: 1d20 + 25 ⇒ (12) + 25 = 372d6 + 20 + 1d6 + 2d6 ⇒ (4, 5) + 20 + (3) + (2, 1) = 35
attack: 1d20 + 20 ⇒ (11) + 20 = 312d6 + 20 + 1d6 + 2d6 ⇒ (4, 5) + 20 + (1) + (5, 3) = 38

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When it attacks me I will attempt to parry.
Parry!attack: 1d20 + 25 ⇒ (6) + 25 = 31
Riposte!attack: 1d20 + 25 ⇒ (12) + 25 = 372d6 + 20 + 1d6 + 2d6 ⇒ (5, 6) + 20 + (3) + (2, 4) = 40

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Jules focuses her mind inward, implanting the Slip Bonds trick, then triggers it (free action) to slip free from the entangling webs.
Stepping free, she moves to engage the blue-tinged beast of a spider, rapier in hand.
BoF bonus is still boosting her AC - currently 26

cmlobue |

Jules uses the power of her mind to get out of the webs and moves in on Red.
Eric takes the more direct action of pounding on that spider repeatedly.
Crits in this system are, if you roll a 20 to attack (or possibly lower, depending on the weapon), you repeat the attack roll. If the new roll is a hit, you multiply the damage by the amount specified by the weapon.
Round 3 - bolded may go
Blue (-44 HP, 15 nonlethal)
Jules (fervor, antitoxin, -4 Str, 2 images)
Eric (-44 HP, mutagen, -4 Str, fervor)
Undy (freedom, fervor, antitoxin, -4 Str and Riddy
Katswiri (-52 HP, entangled, delayed poison, fervor)
Dr. Vitruvian (mutagen, fervor)
Red (-73 HP)
Amwari (entangled, fervor, poisoned, -4 Str)

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Concentration, Cast Defensively, DC 23: 1d20 + 16 ⇒ (18) + 16 = 34
Concentration, Entangled, DC 19: 1d20 + 16 ⇒ (14) + 16 = 30
+2 AC/Reflex from Blessing of Fervor.
Katswiri casts Freedom of Movement on herself to free herself from the entangling webs, then steps further away from the red spider.

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Lets get the healing then and get the aid token turned over, since we seem to be in agreement on the healing. For the boost, lets attach a knowledge check. Its resource free, and makes the token more flexible. Katswiri can boost Knowledge:History.
Healing: 5d6 ⇒ (2, 6, 6, 3, 5) = 22
Boost Aid Token, Knowledge:History: 1d20 + 29 ⇒ (5) + 29 = 34

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I'll take the pluses this round.
Dr. Vitruvian has now adjusted to his transformation, and hucks another frosted globe at the more wounded giant; as it sails through the air, you can make out within appear to be countless tiny black dots floating in some sort of heavy vinaceous liquid...and once again, a jarring blast of cold gives way to something even worse as it shatters against the monster!
Frost Plague Bomb, Mutagen, Blessing of Furvert VS Red Menace: 1d20 + 16 ⇒ (17) + 16 = 33
cold damage: 4d4 + 8 ⇒ (1, 1, 1, 4) + 8 = 15
PLUS, 2 or 3 DC 23 Fortitude saves: 1st to avoid being half-frozen, 2nd not to catch the plague (yes, that plague!), and if that fails, a 3rd to avoid being instantly fatigued!
Constitution damage from plague: 1d4 ⇒ 1

cmlobue |

Token used and passed.
Katswiti gets out of the way.
Zephyrus throws a bomb full of cold and germs (but not cold germs) at the reddish spider. It shatters, covering the creature with unpleasant substances.
Fortitude Save, half-frozen: 1d20 + 15 ⇒ (17) + 15 = 32
Fortitude Save, plague: 1d20 + 15 ⇒ (15) + 15 = 30
It resists everything but the damage.
Round 3 - bolded may go
Blue (-44 HP, 15 nonlethal)
Jules (fervor, antitoxin, -4 Str, 2 images)
Eric (-22 HP, mutagen, -4 Str, fervor)
Undy (freedom, fervor, antitoxin, -4 Str) and Riddy
Katswiri (-30 HP, freedom, delayed poison, fervor)
Dr. Vitruvian (mutagen, fervor)
Red (-88 HP)
Amwari (entangled, fervor, poisoned, -4 Str)

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GM, I think Blue should have taken 1d6 fire dmg on its turn from being on fire from the Alchemist's Fire that Undy added to his fireball and that should continue each round as long as it remains on fire (full round action to attempt to extinguish it).
Undy also tries to get out of harm's way, flying out of the webbing and up the path a bit. Then Riddy follows along. They ascend to 25' above the ground.
Then they once again work their magical combination on Blue.
Undy casts Ice Slick and Riddy adds Dancing Lantern to trigger the Elemental Commixture
nonlethal dmg: 1d6 + 10 ⇒ (6) + 10 = 16 Reflex DC 23 for half dmg; on a fail Blue also falls Prone.
Elemental Commixture adds the Steam effect. Will DC 23 or Blinded for 1d4 rounds
Crashing Waves adds a rider: Fort DC 22 or fall Prone (if not already Prone from Ice Slick)
Taking bonus to Reflex from Fervor

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+4 more damage from the Painful Stare on Blue if it takes damage

cmlobue |

Fire Damage: 1d6 ⇒ 3
Reflex Save: 1d20 + 5 ⇒ (6) + 5 = 11
Will Save: 1d20 + 4 ⇒ (3) + 4 = 7
Fortitude Save: 1d20 + 15 ⇒ (8) + 15 = 23
Blinded Rounds: 1d4 ⇒ 3
Undy makes things unpleasant for the blue-tinged foe. At least it doesn't fall down a second time.
The other spider tries to get its chomp on.
Bite: 1d20 + 17 ⇒ (12) + 17 = 29
BPS Damage: 6d8 + 22 ⇒ (6, 7, 8, 7, 5, 4) + 22 = 59 plus poison
Eric parries the attack and strikes back with his blade? Did you include the -6 for size in your parry? It didn't matter this time but may in the future.
Round 3 - bolded may go
Blue (-51 HP, 31 nonlethal, burning, prone, blinded 3 rounds)
Jules (fervor, antitoxin, -4 Str, 2 images)
Eric (-22 HP, mutagen, -4 Str, fervor)
Undy (freedom, fervor, antitoxin, -4 Str) and Riddy
Katswiri (-30 HP, freedom, delayed poison, fervor)
Dr. Vitruvian (mutagen, fervor)
Red (-128 HP)
Amwari (entangled, fervor, poisoned, -4 Str)

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(I did not include the -6 for size)

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Fortitude Save: 1d20 + 12 ⇒ (20) + 12 = 32
With another small prayer to Besmara, Amwari calls upon the goddess's might to aid him in fighting off this vermin. Fervor to cast Divine Favor to get a +3 luck bonus to attack and damage, I will use Blessings of Fervor to get a bonus to attack. Swordplay Style to increase my AC without a penalty on my first Attack
+1 Keen Cutlass, Entangled, -4 Strength, Divine Favor, Blessings of Fervor: 1d20 + 14 - 2 - 2 + 3 + 2 ⇒ (15) + 14 - 2 - 2 + 3 + 2 = 30
Damage, -4 Strenth, Divine Favor: 1d10 + 6 - 2 + 3 ⇒ (4) + 6 - 2 + 3 = 11
That is a critical Threat
+1 Keen Cutlass, Entangled, -4 Strength, Divine Favor, Blessings of Fervor: 1d20 + 14 - 2 - 2 + 3 + 2 ⇒ (17) + 14 - 2 - 2 + 3 + 2 = 32
Damage, -4 Strenth, Divine Favor: 1d10 + 6 - 2 + 3 ⇒ (7) + 6 - 2 + 3 = 14
Iterative Attack
+1 Keen Cutlass, Combat Expertise Entangled, -4 Strength, Divine Favor, Blessings of Fervor: 1d20 + 9 - 3 - 2 - 2 + 3 + 2 ⇒ (6) + 9 - 3 - 2 - 2 + 3 + 2 = 13
AC is normally 29, Shield of Faith +1, Entangled -2, Swordplay Style +3, Blessings of Fervor +2, AC 33

cmlobue |

The poison clears Amwari's system as his cutlass bites deeply into the spider before him.
Unsurprisingly, the spider is not happy about this.
Bite: 1d20 + 17 ⇒ (16) + 17 = 33
BPS Damage: 6d8 + 22 ⇒ (3, 4, 5, 5, 8, 1) + 22 = 48 plus poison
Miss Chance: 1d100 ⇒ 2
Not happy, but also not in the ballpark for landing its blow.
Round 4 - bolded may go
Blue (-76 HP, 31 nonlethal, burning, prone, blinded 3 rounds)
Jules (fervor, antitoxin, -4 Str, 2 images)
Eric (-22 HP, mutagen, -4 Str, fervor)
Undy (freedom, fervor, antitoxin, -4 Str) and Riddy
Katswiri (-30 HP, freedom, delayed poison, fervor)
Dr. Vitruvian (mutagen, fervor)
Red (-128 HP)
Amwari (entangled, fervor, -4 Str)

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Eric, hoping the spider is on it's last legs, uses the fervor to aid his attack. He beings his full attack, but hopes it drops on the first hit, so he can rush over to assist on the other gigantic vermin assaulting his team.
Eric swings for a soft spot!attack: 1d20 + 25 ⇒ (5) + 25 = 302d6 + 20 + 2d6 + 1d6 ⇒ (1, 4) + 20 + (2, 4) + (2) = 33
if needed
attack: 1d20 + 25 ⇒ (18) + 25 = 432d6 + 20 + 2d6 + 1d6 ⇒ (6, 2) + 20 + (2, 1) + (1) = 32
else moves to other spider

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Jules lines up several stabs with her rapier against her blinded fallen foe. She almost feels sorry for it, if it wasn't a mindless killing machine.
Mithral Rapier Strike 1 vs Prone/Blinded/FF AC with the BoF bonus: 1d20 + 13 + 2 ⇒ (1) + 13 + 2 = 16 Rapier Piercing & Silver damage: 1d6 + 6 ⇒ (3) + 6 = 9
Mithral Rapier Strike 2 vs Prone/Blinded/FF AC with the BoF bonus: 1d20 + 8 + 2 ⇒ (13) + 8 + 2 = 23 Rapier Piercing & Silver damage: 1d6 + 6 ⇒ (1) + 6 = 7
Paindul Stare on the first strike that connects: 3d6 ⇒ (5, 3, 4) = 12

DM Carbide |

It is difficult to tell how much time has passed through the smothering canopy as Medda addresses the regrouped Pathfinder and Twinhorn forces. “The ancient battlefield is just beyond those trees. There, Ivvora and her comrades scattered an undead army, but the necromantic corruption never left this land. Instead, the plants and animals have gradually absorbed the evil, encouraged by someone calling herself Mother Bloodleaf.
“We must strike as one, simultaneously attacking the corruption’s heart as well as the seedpods spread out around the swamp. Their destruction will unleash harmful energies, so we of the Twinhorn following shall head toward the center to ritually disperse that energy to keep it from festering anew! Each team should follow its Twinhorn mystic to an intended target, and from there, three blasts of a horn shall signal our attack. May Vildeis bless us as she did Ivvora before us!”
Medda, the Twinhorns, and the Pathfinders spread out and make their way through the woods to their striking positions.
Three blasts of a war-horn echo across the heavily forested battleground. As the Pathfinders rush toward their targets, startled figures with purple glowing eyes hurry toward the seedpods and the enormous dark flower at the heart of the swamp. A shriek carries over the battleground. “What treachery is this? My minions have fallen without so much as warning me? No matter, I shall rip out any trespassers’ souls and feed them to the blight!”
Table GMs, the Unaware Guardians condition is now in effect, and the way to Area Q is now open. Please move to that encounter area quickly.

cmlobue |

It does take both of Eric's swings, but one of the vermin falls to the ground. Jules doesn't have much luck hitting, but the blue-tinged vermin realizes that the tide has turned against it and returns to its lair.
Combat over!
Your team rushes down the trail, finding a path cleared by other Pathfinders to speed your way to the swamp where your quarry awaits.
Any healing has to be done on the move; there is not time to stop and rest. Note what you plan to do en route in your first post.
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 with purplish energy grows on an islet across the swamp.
The green areas are shallow bog. It glows, providing dim light, andmay be unhealthy in other ways. The fallen log near the center of the map is slippery and 10 feet tall.
”Amwari Initiative”: 1d20 + 1 ⇒ (9) + 1 = 10
”Katswiri Initiative”: 1d20 - 1 ⇒ (14) - 1 = 13
”Undy Initiative”: 1d20 + 4 ⇒ (12) + 4 = 16 +4 if Heightened Awareness
”Jules Initiative”: 1d20 + 5 ⇒ (15) + 5 = 20
”Eric Initiative”: 1d20 + 12 ⇒ (9) + 12 = 21
”Red Initiative”: 1d20 ⇒ 3
”Green Initiative”: 1d20 ⇒ 4
”Blue Initiative”: 1d20 ⇒ 16
”Purple Initiative”: 1d20 + 4 ⇒ (16) + 4 = 20
”Yellow Initiative”: 1d20 + 2 ⇒ (17) + 2 = 19
Round 1 - bolded may go
Eric (-22 HP, -4 Str)
Jules (-4 Str)
Purple
Yellow
Blue
Undy (-4 Str) and Riddy
Dr. Vitruvian
Katswiri (-30 HP, delayed poison)
Amwari (-4 Str)
Green
Red
Local to identify Yellow. Nature to identify the others (red/blue/green are the same, purple is different).

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Eric delays to see if haste/fervor or other group buffs are incoming, also perhaps they will group up for a fireball.

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Jules first casts Expeditious Retreat, speeding up enough that she won't lag behind the team while casting on the move.
(Duration: 9 minutes)
She then pulls her wand of Lesser Restoration on the move & slows a bit as she murmurs keywords for nearly 20 seconds.
She'll do the same for Eric, Undy, & Amwari as well
L Restoration on Jules: 1d4 ⇒ 1
L Restoration on Eric: 1d4 ⇒ 4
L Restoration on Undy: 1d4 ⇒ 4
L Restoration on Amwari: 1d4 ⇒ 4
(4 charges down, 3 remain in the wand)
"Typical."
She also implants another Mesmeric Mirror into her psyche.
And, if time allows, she casts See Invisibility
(Duration 90 minutes)

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Looking down the various paths, all Jules sees are roiling mounds of vegetation, though there's someone lurking in the distance.
Jules isn't much of a Nature buff, but she knows a little about the Local scene.
Knowledge Local to ID Yellow: 1d20 + 6 ⇒ (12) + 6 = 18
As a defensive measure, Jules triggers a Displacement spell on herself, then takes a few steps forward.

cmlobue |

Eric waits for his allies to act.
Jules creates more illusions of herself, but can't recall seeing this type of creature before.
A strange mist surrounds the purple creature.
The creature in yellow casts a spell and then rises into the air 25 feet above the battlefield. No check needed to know the spell is flight.
The blue-tinged creature moves slowly toward the Pathfinders. The bog does not seem to affect it.
Round 1 - bolded may go
Eric (-22 HP, delay)
Jules (-3 Str, see invis, 2 images)
Purple
Yellow
Blue
Undy and Riddy
Dr. Vitruvian
Katswiri (-30 HP, delayed poison)
Amwari
Green
Red

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Undy expresses his gratitude to Jules for the healing and to Katswiri for getting him out of the web. "Whew, that was a rough one! Many thanks!"
Undy Knowledge Local: 1d20 + 14 ⇒ (9) + 14 = 23
Riddy Knowledge Local: 1d20 + 6 ⇒ (14) + 6 = 20
Undy Knowledge Nature: 1d20 + 18 ⇒ (6) + 18 = 24
Riddy Knowledge Nature: 1d20 + 10 ⇒ (13) + 10 = 23
Undy Knowledge Nature (Purple): 1d20 + 18 ⇒ (1) + 18 = 19
Riddy Knowledge Nature (Purple): 1d20 + 10 ⇒ (4) + 10 = 14
Ugh, not the greatest rolls. I'll wait to see what if anything Undy and Riddy recall about these creatures. As always they are especially interested in weakest save, immunities/resistances/weaknesses (aka what elements to use or not to use in the elemental commixture shenanigans) OR just whatever the GM feels like sharing.
Both Undy and Riddy are flying 15' up (which will be standard unless otherwise noted).

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Earlier...
On the way from the spider encounter, Riddy uses the opportunity to patch up his comrades with a wand of CLW.
UMD: 1d20 + 14 ⇒ (9) + 14 = 23
Starting with Eric, then Katswiri
CLW: 1d8 + 1 ⇒ (2) + 1 = 3
CLW: 1d8 + 1 ⇒ (7) + 1 = 8
CLW: 1d8 + 1 ⇒ (1) + 1 = 2
CLW: 1d8 + 1 ⇒ (4) + 1 = 5
CLW: 1d8 + 1 ⇒ (4) + 1 = 5 Eric is fully healed
CLW: 1d8 + 1 ⇒ (2) + 1 = 3
CLW: 1d8 + 1 ⇒ (2) + 1 = 3
CLW: 1d8 + 1 ⇒ (4) + 1 = 5
CLW: 1d8 + 1 ⇒ (7) + 1 = 8
CLW: 1d8 + 1 ⇒ (6) + 1 = 7
CLW: 1d8 + 1 ⇒ (6) + 1 = 7 Katswiri is fully healed
11 wand charges used

cmlobue |

The humanoid in yellow is an orc. Clearly some sort of spellcaster, but it's not clear what type.
The three nearby creatures are shambling mounds, plants with no subtype. Their reflex and will saves are equally bad, and they are immune to electricity and resist fire.
The creature in the back is a mystery to both of them.

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Eric jumps back into action and grabs a wand from his belt and casts a spell making his arms longer than normal and then advances 5'. (I might do enlarge potion next depending on what spells come out)

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Amwari, upon seeing a spellcaster, will want to not be bunched up, and as such, he moves forward and casts divine favor on himself.
not using Fervor, using a standard action. Want to avoid being a good fireball formation.

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Freedom of Movement is 10 min/level, so will still be active on Katswiri and Undy.
Katswiri will cast Lesser Restoration on Jules when her wand fails to fully restore her strength. Lesser Restoration: 1d4 ⇒ 2
Knowledge: Nature: 1d20 + 14 ⇒ (3) + 14 = 17 (Purple)
Knowledge: Nature: 1d20 + 14 ⇒ (20) + 14 = 34 (Shambling Mounds)
Katswiri is interested in special attacks, special abilities, hit dice and reach.
Katswiri will move up and cast Blessing of Fervor on everyone except Undiana.

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Shambling mounds can constrict people with their vines, but otherwise are just big and strong. Electrical energy grants them temporary hit points. They have 10 foot reach and 9 hit dice.
Eric uses magic to increase his reach. Amwari asks for the blessing of his deity. Katswiri gives nearby allies a blessing as well.
Round 1 - bolded may go
Jules (-1 Str, see invis, displacement, fervor)
Purple
Yellow
Blue
Eric (-22 HP, longarm, fervor)
Undy (freedom) and Riddy
Dr. Vitruvian (fervor)
Katswiri (-30 HP, delayed poison, freedom, fervor)
Amwari (favor, fervor)
Green
Red

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Undy eyes the spellcaster uneasily. A few quick gestures accompanied by the appropriate incantations and he watches eagerly to see if their enemy plummets to earth.
Casting Dispel Magic, targeting Yellow's Fly spell
Caster Level check, myrhh: 1d20 + 10 + 1 ⇒ (13) + 10 + 1 = 24
Meanwhile, Riddy readies an action to hit Yellow with his wand of Magic Missile if he starts casting a spell. The wand is CL 5, so it does 3d4+3 dmg.
They both fly higher to make sure they stay out of the reach of the shambling mounds. Ascend to 25' up.

cmlobue |

Undiana disrupts the spellcaster, and they begin to lose altitude.
No plummeting, as fly explicitly states that you float down if it is dispelled.
Round 1 - bolded may go
Jules (-1 Str, see invis, displacement, fervor)
Purple
Yellow
Blue
Eric (-22 HP, longarm, fervor)
Undy (freedom, airborne) and Riddy (airborne)
Dr. Vitruvian (fervor)
Katswiri (-30 HP, delayed poison, freedom, fervor)
Amwari (favor, fervor)
Green
Red

cmlobue |

Botting Dr. Virtuvian
The doctor steps out and fires on the reddish mound.
Vanth: 1d20 + 12 ⇒ (9) + 12 = 21
Piercing Damage: 1d8 + 3 ⇒ (6) + 3 = 9
Acid Damage: 1d6 ⇒ 6
The two remaining shambling mounds shamble.
Round 2 - bolded may go
Jules (-1 Str, see invis, displacement, fervor)
Purple
Yellow
Blue
Eric (-22 HP, longarm, fervor)
Undy (freedom, airborne) and Riddy (airborne)
Dr. Vitruvian (fervor)
Katswiri (-30 HP, delayed poison, freedom, fervor)
Amwari (favor, fervor)
Green
Red (-15 HP)

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Jules utters a somewhat awkward phrase, wreathing her off-hand in a lambent glow (Casting Touch of Gracelessness) then slips toward the reddish mass of vines to deliver that spell.
ToG vs Red's Touch AC including BoF bonus to attack and AC: 1d20 + 11 + 2 ⇒ (18) + 11 + 2 = 31
Dexterity penalty: 1d6 + 4 ⇒ (4) + 4 = 8
Fortitude save DC 16 for half Dex penalty
Duration: 9 rounds

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Drat! Too late - fair choice, though.
If we JUST rushed here from the last fight, shouldn't my Mutagen still be in effect (100 mins.)?
If you'll allow a small flashback:
As the party heads for the swamp, Dr. Vitruvian prods Eric and Katswiri's injuries. His touch is icier than the climate can explain - but with a twist of his wrists and blink-and-you'll-miss-it flickers of fierce, cold blue light across his patients' skins, shattered bones snap back into shape!
For now, I'll contribute 3 uses of my Healing Touch (5 hp for Eric and 10 for Katswiri) toward healing Eric and Katswiri, so Undiana, make that just 8 of your charges spent.
He also digs into his big black bag and pulls out a small gelatinous bead that looks like a cat's-eye marble, and tosses it in his mouth in a single motion (heightened awareness).
Reaching in again, he pulls out what appear to be thick, fibrous-textured brown wafer, which he tosses up to Undiana. "You know what they say about an ounce of prevention..?" He calls up by way of explanation.
He then digs out something a little more...ornate: A heavy opaque flask reminiscent of an Osirian pyramid, from the top of which emerges the odor of caviar and the occasional tiny, delicate bubble. After a moment's scan of his comrades, he proffers it to Jules. "Drink this, it should last you most of the day; DO NOT be alarmed by the results!"
/flashback:
Knowledge (Local), Heightened Awareness: 1d20 + 12 ⇒ (19) + 12 = 31
Knowledge (Nature), Heightened Awareness VS Shambling Mounds: 1d20 + 26 ⇒ (6) + 26 = 32
What IS that purple glow...!? he wonders.
Knowledge (Nature), Heightened Awareness VS...The Other Thing!!: 1d20 + 26 ⇒ (17) + 26 = 43

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Being a devout Caydenite, Jules knows her way around a drink.
And, having no cause to distrust her elven companion, she would have tipped back the offered concoction, then handed back the flask.
"Good fortunes!" she offers in way of a toast.

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Dr. Vitruvian, please give the barkskin extract to one of our frontliners - Undy's AC is so low that there's not much to do to help it. And if he finds himself in melee then we have some big problems!
Undy is very touched by the good Doctor's offer but suggests that it would be more useful to one of the party members who likes to stand in front with a pointy stick.

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(Eric has no natural armor bonus so That would be perfect, or if the warpriest wants it that works too)

cmlobue |

Fortitude Save: 1d20 + 9 ⇒ (9) + 9 = 18
It's not entirely clear how an animated pile of plant matter can stumble, but it definitely does when Jules touches it.
Dr. Virtuvian knows everything about shambling mounds, which mostly amounts to that there is not much else to know. Any specific details you are looking for?
He also recognizes the casting from the orc as being typical of a witch doctor.
The other thing is a corpse lotus, a plant with no subtypes. 4 questions
The corpse lotus lies in wait.
The orc floats down, safely landing on top of the log. He casts another spell, filling the area near the Pathfinders with yellowish-green smoke.
Everyone in the pink area takes 1d4 ⇒ 2 Constitution damage (Fort DC 17 half). Undy and Riddy are above the cloud.
The blue-tinted mound also moves slowly toward the Pathfinders.
Round 2 - bolded may go
Jules (-1 Str, see invis, displacement, fervor, Fort save)
Purple (ready)
Yellow and Cloud
Blue
Eric (-22 HP, longarm, fervor, Fort save)
Undy (freedom, airborne) and Riddy (airborne)
Dr. Vitruvian (fervor, mutagen, Fort save)
Katswiri (-30 HP, delayed poison, freedom, fervor, Fort save)
Amwari (favor, fervor, Fort save)
Green
Red (-15 HP, -8 Dex)

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Eric accepts fervor as movement, rages and moves to engage yellow, intentionally provoking an attack as he moves behind red. (I will parry/rip red, no parry for blue)
parry red attack: 1d20 + 21 ⇒ (3) + 21 = 24
riposte red -2attack: 1d20 + 21 - 2 ⇒ (12) + 21 - 2 = 312d6 + 27 ⇒ (1, 6) + 27 = 34
Yellow attack attack: 1d20 + 19 ⇒ (7) + 19 = 261d8 + 27 ⇒ (2) + 27 = 29

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Forgot fort save
fort: 1d20 + 23 ⇒ (7) + 23 = 30