"From spiders to worms is not such a great improvement," Niculaie sighs. "But I do believe we should investigate the watchtower to seek any sign of our quarry, which will require fending off Miss Deberth's weaverworms. I believe I can protect us from the effects of their strange music. Are there any other preparations we should make?"
I think we are more or less expected, so discretion won't be useful anymore. You can do as much noise as you want, Silas. Who knows? Maybe that will protect us from that strange music?
The redhead giggles, then adds, more seriously
Have you ever heard about these kind of worms and their abilities?
Relevant knowledge, Monster Lore: 1d20 + 7 + 2 ⇒ (6) + 7 + 2 = 15
Silas nods and a grin appears on his face. He claps his sword against his shield and then spins the sword through a circular pattern.
"Shall we go meet these worms?" he says. "I shall introduce them to my boon companion."
Minimum knowledge modifier +9:
Knowledge check with inspiration, + appropriate modifier: 1d20 + 1d6 ⇒ (2) + (3) = 5
Stealth: 1d20 + 10 ⇒ (20) + 10 = 30
Vivian follows Silas, not too close, maybe ten feet away, trying to be unseen and unheard, hoping to be unhurt, her sword in hand
Following behind Silas and Vivian, Tara looks between the two with confusion. Leaning over to Sophie, Tara opens her mouth to ask a question, before pulling back opting to keep her observations to herself.
"I'll take all the protection magic I can get," Silas grunts. "Never know when a pretty girl is going to decide she's had enough of listening to me grump along." He gives Vivian a grin but doesn't say anything else.
As you enter the tower, you find long, taut strands of shimmering silk filling the ruined tower’s interior, forming an intricate pattern running from floor to ceiling. Half a dozen large cocoonlike shapes hang from the ceiling, suspended above the tower’s hard-packed dirt floor. In the far corner, between two larger chunks of rubble, a wide burrow opens into the ground.
Silas' eyes narrow as he takes in the environment. At the sight of the opening in the ground, he takes a deep breath and silently gestures towards the hole. He begins slowly creeping towards it, keeping a grip on his sword.
Sophie murmurs a prayer and then summons an ancestral polearm again. "Do you think whatever is in those cocoons is still alive?" She asks.
heroism + ancestral weapon
@GM - How high is the ceiling, and how high up are the cocoons? Can we reach them from standing on the floor?
"That is an excellent question, Ms. Kundergard," Niculaie murmurs quietly. In a more assertive tone, the bard chants a few measures in an ancient tongue, turning around in a circle to gaze at every corner of the room.
Niculaie casts sift, trying to quickly spot anything of interest that may be visible beneath the webs and rubble.
Perception, sift: 1d20 + 5 - 5 ⇒ (13) + 5 - 5 = 13
I assume we're all in the tower somewhere, yes? I moved Niculaie's token into what looks like a reasonable spot.
Niculaie cautiously approaches one of the cocoons and looks it over carefully, trying to discern what might be inside.
Perception: 1d20 + 5 ⇒ (11) + 5 = 16
Inspiration: 1d6 ⇒ 5
Total: 16 + 5 = 21
Silas waits at the entrance to the descending tunnel.
"We should deal with whatever was singing before we bother with the remains of whatever they left behind," he says.
I do agree, mister Womash. We should adress this potential threat soon.I think whatever or whoever is in these cocoons is dead.. but I would be ashamed if I was wrong, and if we could have saved someone if we only took a few minutes to check. So please stay vigilant while we get a closer look. Miss Kundegard, could you use your long weapon to open a cocoon?
Sophie nods and tries to open one of the cocoons low to the ground, just enough to see what's inside
The six cocoons contain the corpses of three goats, a horse, and two humans hanging upside down, their blood drained. No magic to be found, but you barely get a chance to even look before the ground under the hole in the corner erupts as a large weaverworm attacks.
Niculaie: 1d20 + 4 ⇒ (7) + 4 = 11
Pontia: 1d20 + 7 ⇒ (20) + 7 = 27
Silas: 1d20 + 4 ⇒ (15) + 4 = 19
Sophie: 1d20 + 2 ⇒ (18) + 2 = 20
Tara: 1d20 + 5 ⇒ (9) + 5 = 14
Vivian: 1d20 + 5 ⇒ (20) + 5 = 25
Creature: 1d20 + 8 ⇒ (3) + 8 = 11
Round 1: (Bold may act)
Silas jumps back in surprise for just a moment before his instincts take over and he slashes at the creature with his blade.
Longsword Power Attack: 1d20 + 15 ⇒ (10) + 15 = 25
Longsword Damage: 1d8 + 14 ⇒ (5) + 14 = 19
Longsword Power Attack: 1d20 + 10 ⇒ (1) + 10 = 11
Longsword Damage: 1d8 + 14 ⇒ (8) + 14 = 22
Niculaie immediately begins to sing a Brevic lament for the lost royal family, and draws his bow, trying to recall more information about the weaverworms now that he can see one up close.
Inspire courage +2
Knowledge (unknown), inspiration: 1d20 + 1d6 ⇒ (7) + (4) = 11
Modifiers (all others +9)
Religion +13 (+16 to identify undead)
Sophie swings overhead with her naginata at the weaverworm.
naginata, inspired, power attack: 1d20 + 12 + 2 - 2 ⇒ (17) + 12 + 2 - 2 = 29
cold iron, magic, slashing: 1d8 + 9 + 2 + 6 ⇒ (3) + 9 + 2 + 6 = 20
Pontia incants an already-familiar spell. Everyone in the party feels themselves moving and reacting more quickly.
Casting haste. Since Pontia nominally acted first, does that mean that everyone gets the benefit of the spell before their actions?
Delays until all spells are completed, right before the worm's attack
Vivian was waiting for Miss Canario and her allies to act. A familiar urge of speed seizes her as the magic user completes her spell, and Nicolae's words, while somber and grave, are as inspiring as ever.
The redhead uses her newfound speed to move quickly, trying to avoid to get hurt by the worm and positionning herself behind the creature, before the Pharasman slashes at it with her sword multiple times, in a blur
acrobatics: 1d20 + 10 ⇒ (2) + 10 = 12
Attack, Haste bonus, Flank,IC: 1d20 + 7 + 1 + 2 + 2 ⇒ (11) + 7 + 1 + 2 + 2 = 23
dmg: 1d8 + 2 + 2 ⇒ (1) + 2 + 2 = 5 Sneak attack: 2d6 ⇒ (3, 4) = 7
2d haste attack, Flank, IC: 1d20 + 7 + 1 + 2 + 2 ⇒ (18) + 7 + 1 + 2 + 2 = 30
dmg: 1d8 + 2 + 2 ⇒ (2) + 2 + 2 = 6 sneak attack: 2d6 ⇒ (4, 5) = 9
2d haste attack Crit?: 1d20 + 7 + 1 + 2 + 2 + 2 ⇒ (5) + 7 + 1 + 2 + 2 + 2 = 19 Keen Longsword, Crit 17-20
dmg: 1d8 + 2 + 2 ⇒ (6) + 2 + 2 = 10 sneak attack: 2d6 ⇒ (1, 1) = 2
Potia starts things off by casting haste, which will allow both Silas and Sofia another attack. Let's resolve those first, because it is very likely they could end this battle before the worm even gets an attack. AC 20, but flatfooted is only 16, so Vivian did quite a bit of damage there! Also, assuming all waited for Pontia and Nic to start there benefits, these will gain the benefit fo r+2 inspiration bonus.
Round 1: (Bold may act)
Sophie (haste attack)
Wormie (80 dmg)
Haste, Inspiration +2/+2 is in effect
naginata, inspired, haste, power attack: 1d20 + 12 + 2 + 1 - 2 ⇒ (15) + 12 + 2 + 1 - 2 = 28
cold iron,slashing, magic: 1d8 + 9 + 2 + 6 ⇒ (2) + 9 + 2 + 6 = 19
He's dead, Jim!"
You make very quick work of a nasty huge creature. Upon further exploration, you find a sealed envelope half soaked in blood on one of the more recent of the human corpses The envelope contains a severely damaged letter and is barely legible.
Soft webbing wreathes the walls, ceiling, and floor of the subterranean chamber. Several lumps bulge outward along the floor, unidentifiable under layers of sticky webs.
Silas shrugs, not even bothering to look at the parchment. "It's probably writing," he says helpfully with a grin.
Of more interest to him are the bulging lumps under the webbing. Using a sharp knife, he opens them up to examine them.
Linguistics + inspiration: 1d20 + 7 + 1d6 ⇒ (15) + 7 + (5) = 27
"May I, Miss Deberth?" Niculaie peruses the blood smeared note, then offers it back to Vivian with a weak smile. "It is a reservation at the Ascanor Lodge, for a member of the lesser aristocracy named Echtmoor Dravin. He was to stay there a week ago."
The dhampir lets go of the letter quickly, then turns his attention to the corpse. He spends a minute examining it carefully, trying to read any additional information from physical clues and the remnants of any psychic emanations left after the person's death.
This ability replaces poison lore.
At 2nd level, an occultist learns how to read information from items he examines.
Examining an item in this way requires him to spend 1 minute handling the item. If the item is a magic item, the occultist learns its properties and command word as if he had successfully examined the item using detect magic and succeeded at a Spellcraft check. This ability does not reveal whether the item is cursed unless the occultist’s class level is equal to or greater than the caster level of the item. If the item has any historical significance, the occultist learns one piece of information about its past (as determined by the GM). Finally, if the item was last used no longer than 1 day ago per the occultist’s class level, the occultist learns one piece of information about the last creature to use the item. This information might be a glimpse of the creature’s appearance, a brief vision of what it saw while using the item, or perhaps its emotional state when it last used the item. The GM determines what information is gained in this way. This functions like the psychometry occult skill unlock, but doesn’t require a skill check and can be used at will.
You are shivering in the cold rain, wishing you were already at your destination. "So Cilas Graydon, you are going to owe me quite a feast when I arrive.... what is that music coming from the tower?"
Meanwhile, Silas finds more desiccated bodies, as well as a small trove of treasures: a potion (of heroism), a ring (of feather falling), and 721 gp in assorted coins.
"We should lay these people to rest and then be on our way," Silas says quietly. "The faster we find this lodge and then get out of the forest, the better I'll feel."
Tara peeks over Silas's head at the mention of laying the people to rest. "I can help with that!" she states, already pulling her holy text from her belt pouch and approaching the corpses. "When I was training, they had me specialize in funerary rights; They didn-" cutting herself off, Tara covers her mouth with a hand, before taking a deep breath before continuing, "Anyway, I can help lay them to rest."
Niculaie tells his comrades about his vision of Dravin's final thoughts. "As Miss Deberth suspected, the music must be the worm's bait. Do any of these corpses appear as though they could be Mister Dravin's companion, this Cilas Graydon?"
When Silas and Tara broach the subject of burying the bodies, Niculaie pulls a shovel from his haversack with a sad smile. "I never travel without the tools of my profession, as far too often I find I have need of them." The dhampir begins digging graves for the weaverworm's victims as Silas hauls the bodies down and into the clearing.
None of the rest of the victims seem to be identifiable. Their souls will probably rest easier after you perform your burial.
You are able to resume your travels late in the day, or you could probably use this tower for shelter for the night.
(Rest for the night if you like - you have several more days of travel.)
After another day of travel, you see something swinging from a tree up ahead.
The pale corpse of a naked man hangs from a large yellow pine, bound to the trunk with rough cords. His mouth is stuffed with large, pale purple flowers, and his wrists and ankles are swollen and dark with bruises marking where his bindings cut into his skin, but the large silver hunting knife embedded deep in his heart seems the most likely cause of death.
Know nature?: 1d20 + 7 ⇒ (11) + 7 = 18
answers Vivian with a smile and a wink at Silas
Appraise: 1d20 + 6 ⇒ (7) + 6 = 13
The thing that makes me wondering is the silver knife still embedded in the corpse. It's worth some money-don't look at me like that, it's true-so why the killer didn't took it with him? Or her? And who uses a silver hunting knife in the woods? Silver is soft. A regular blade would be more useful usually.
Pontia shudders at the sight of the hanging corpse, but quickly regains her composure. "Miss Eliade, how long do you think he has been up there?" She approaches the body cautiously. "Silver puts me in mind of devils, though he doesn't look like a tiefling. What else is vulnerable to it?"
Knowledge (Nature) check to identify the flowers: 1d20 + 12 ⇒ (6) + 12 = 18
Pondering for a moment, Tara sighs wearily. "I'm not that big into botany, but he could have shown the affliction of lycanthropy. I'm willing to bet that these flowers are wolfsbane and that silver daggers are used to slay those afflicted." Struggling to loosen the rope holding the body up, Tara sturggles for a moment before turning to the group. "Can someone help me get him down? Even those that are afflicted should be given a proper burial."
Heal?: 1d20 + 9 ⇒ (20) + 9 = 29
Know Aracana: 1d20 + 11 ⇒ (17) + 11 = 28
I don't actually know if this is a werewolf or not, but I'm just spitballing here.