Kaeysari steps forward, weapon at the ready.
"Look out for those flying things," she says.
"They hit hard when they charge you."
[sblock=BenBrown]You indicated a move to V18, but you already were at V18, so... I guess you stay put? Looks like that works out slightly better for you as it happens, anyhow.[/sblock]
Azryah is startled a bit by the appearance of the strange creatures. Recognizing that the setting will be less hindering for these plant creatures than it is for her, she stays put for the moment and instead asks Merkari for guidance. Unfortunately, he seems to be turning a deaf ear at this time.
Jynxx looses an arrow from his bow, intent on lowering the winged creature to the ground.
"Come now, is this really something that we need to go through? Violence only hurts those who stand before us."
Jynxx's arrow strikes true, nicking the winged creature. But it looks as if some force partially deflected the shot, reducing its effect. Colors flicker briefly around it spreads its wings.
(note: new Arcana check in the terrain section)
Both winged creatures launch themselves into the air and pump their wings as they fly towards the group. Their progress is rather slow, and they just make it to behind the large hedge in front of the entranceway.
The vine creature to the left rustles out of the hedge, straight into the blade of Kaeysari's glaive, which shaves a cloud of leaves off the thing. But it keeps going, and a vine whips out at the shifter. A clutch of wicked barbed thorns at the end of the vine penetrates her armor and bites into her flesh, taking a hold. The creature rolls back a step into the hedge and drags Kaeysari along with it.
[sblock=Grabbed]Kaeysari is grabbed... I'm going to go ahead and reveal the vine things' Fort (15) and Ref (12) defenses now, since you'll need to know if your escape attempts succeed. As a reminder, to escape you take a move action for an acrobatics vs Ref or athletics vs Fort check. On success you're not grabbed and can shift as part of the action.[/sblock]
The other vine creature moves easily through the hedge, bursting out to loom over Papolstaanas. Another thorny vine shoots out. The kobold almost manages to evade, but not quite, and the thorns bite deep. The creature retreats back into the hedge, dragging its prey along with it.
The weird root-and-pod thing rolls out into the open, then breaks into a charge, seeds and dirty flying as it cuts back into the hedge close to the entrance. A ten-foot-long, three-foot-thick root lashes out at the deva, but the quick motion seems to have gotten the creature a little discombulated, and it misses badly.
[sblock=Perception DC 25]A small spectral eye hovers roughly forty feet up, close to the wall of the pyramid, regarding the scene.[/sblock]
[sblock=Actions]
Winged B:
Double Fly to P14, 5 feet off the ground.
Winged X:
Double Fly to P21, 5 feet off the ground.
Vine Thing N:
Move to U17 - triggers Kaeysari's readied action, which hits for 10 damage.
Std: Impaling Thorn vs. Kaeysari
hits Fort 24 for 7. Kaeysari is grabbed.
Minor: Pulling Vines, shift to T6, pull Kaeysari to U17
Vine Thing E:
Move to U19
Std: Impaling Thorn vs. Papolstaanas
hits fort 16 for 11. Papolstaanas is grabbed.
Minor: Pulling Vines, shift to T20, pull Papolstaanas to U19
Root Pod:
Move to V23
Std: Charge (to W21) vs. Azryah
misses AC 11
[/sblock]
[sblock=Status]
16 Jynxx - W18 -
22/24 (7/8) AP: 1
12 Kaeysari - U17 -
17/28 (6/10) AP: 0 - grabbed (immobilized)
12 Azryah - W19 -
28/28 (7/9) AP: 1
11 -- BAD GUYS --
Winged B - P14 (+5') -4 HP - cover; jinxed TENT Jynxx
Winged X - P21 (+5') - cover
Vine Thing N - T13 -10 HP - cover, grabbing Papol, marked by Kaeysari
Vine Thing E - T20- cover, grabbing Papol
Root Pod - W21 - cover
8 Chaku - X18 -
28/33 (9/12) AP: 0
5 Papolstaanas - V19 -
22/35 (10/13) AP: 1 - grabbed (immobilized)
3 Cillani - X19 -
21/23 (6/7) AP: 0 - firesoul (+1 Reflex / resist 5 fire)
[/sblock]
[sblock=Enemies]
Winged Things
HP ??, bloodied ??
AC 16, Fort ??, Ref ??, Will ??
Basic Attack: Slam +8 vs AC; 1d8 + 1 damage
Weakness: Any critical hit to the winged thing reduces it to 0 hp instantly.
[sblock=Lore (Religion active check)][sblock=DC 15]The winged thing is an undead creature called a rotwing zombie. It is essentially mindless, obeying its creator's will.[sblock=DC 20]The rotwing zombie can hit harder than usual if it executes a charge while flying.[sblock=DC 25]The rotwing zombie is immune to poison and disease, resists necrotic, and is vulnerable to radiant damage.[/sblock][/sblock][/sblock][/sblock]
Vine Things
HP ??, bloodied ??
AC 18, Fort 15, Ref 12, Will ??
Basic Attack: +9 vs AC; 1d8+5 damage
[sblock=Lore (Nature active check)][sblock=DC 15]The viney creature is a plant creature (obviously) commonly called a bloodthorn vine. They are not intelligent, and can be bound to service by powerful items or rituals.[sblock=DC 20]The bloodthorn vine attacks by impaling its foes with a sharp, hollow thorn. It sucks its victim's blood through the thorn, healing itself. It can move unhindered through difficult vegetation.[/sblock][/sblock][/sblock]
Root Pod Thing
HP ??, bloodied ??
AC ??, Fort ??, Ref ??, Will ??
Basic Attack: +7 vs AC; 1d8+3 damage, and the target is grabbed.
[sblock=Lore (Nature active check)][sblock=DC 15]The root creature is a plant creature (obviously) known as a tainted root pod. It is not intelligent, and can be bound to service by powerful items or rituals.[sblock=DC 20]The tainted root pod attacks with lashing roots which have a long reach. It can drag foes grabbed by its roots. It is blind but can sense creatures and objects that are near it. It can move unhindered through difficult vegetation.[/sblock][/sblock][/sblock]
[/sblock]
[sblock=Terrain Notes]
Needle Hedge (Green blocks): 10 feet high. Difficult terrain. Grants cover to a creature within or behind it. If a creature moves through more than one square of needle hedge during a single move action or incident of forced movement, that creature takes 5 damage.
Impassable Brambles (Brown blocks): Blocking terrain - treat as walls.
Totems: Provide cover to creatures in the 4 squares around them (the totems occupy the center point of 4 squares). [sblock=Arcana DC 15]The totems are embued with protective spells. A creatures that starts its turn adjacent to a totem gains 5 temporary hit points.[/sblock]
Topiaries: Difficult terrain.
Flowers (pinkish circles): They still look real pretty but smell kinda icky! (No apparent effects.)[/sblock]
[sblock=Map]
[/sblock]
[sblock=Full Map (reference)]
Map showing entire garden (at start of encounter)
[/sblock]