As Attalas heads over to the building, he suddenly notices something moving to his right - just a scarecrow he thinks, but as he turns his back at the thing, there is a bloodcurdling cry and the apparition suddenly begins to move - or rather fly - umm no, it just hobbles and hops, the wings are just imitations - phew!
A scarecrow’s touch infuses its target with overwhelming waves of fear. If the victim fails a DC 14 Will save, she cowers and can take no actions other than attempting a new DC 14 Will save at the end of the following round (and each round thereafter) to end this fear. A successful first save leaves the victim shaken for 1 round. This is a mind-affecting fear effect. The save DC is Charisma-based.
Ok, I am confused. What exactly is a Charisma based save? Does this mean that I use my Charisma modifier instead of my Wisdom modifier on the roll? So for me it would be Save = Class Base(+2) + Charisma(+5) instead of the usual Wisdom(+1)? I am doing the save using this method, reduce the roll by 4 if necessary.
Will Save: 1d20 + 2 + 5 ⇒ (16) + 2 + 5 = 23<-- +2 Class, +5 Charisma Guess it does not matter either way.
Also, you say that it attacks Nymeria, but then have it attacking Jez, I assume since it drew the prepared attack from Jez, the reference to Nymeria was a mistake.
Ow, that was not nice.
Suddenly feeling the bite of claws into her arm, Jez takes a step back (5-foot move) to BH28 and raises her free hand while mumbling something about knowledge being the great defender.
With concerted effort and pure force Attalas and Ragnvald dismember the scarecrow quickly. At last it has only one arm and one leg left and falls to the side - dead - or rather destroyed. But even though there is the short feeling of victory, you are sure now that the cultists are warned.
As Attalas resumes his (un-)construction work, you all suddenly hear a strange sing-song from the north. Somewhere in the area behind the farmhouse a group of people is chanting a melody that is highly unnerving and disturbing.
As you move around the farmhouse you notice a patch of strange red plants at the back of the building (K9) Periodically something within rustles the leaves and chitters.
Knowledge Nature DC 15:
There must be at least half a dozen stirges hiding in there.
Ahead of you is a muddy cattle pond (K10) which buzzes with the sound of gnats and its surface writhes with a thick layer of wriggling mosquito larvae. The stench of rot emanates from the maggot-filled corpse of a dead ox that lies half submerged on the edge of the pool, tangled in the vegetation.
Behind the pool a large cornfield stretches - a maze has been cut into it!