Hazel Stokes |
Not liking the idea of the rest of the creatures simply fleeing into the treetops to potentially attack again later, Hazel raises her bow and fires a shot at the closest one she can see!
Longbow vs. Ettercap: 1d20 + 6 ⇒ (3) + 6 = 9
Damage: 1d8 ⇒ 3
Though her shot easily misses, she at least hopes that it might help to convince the creatures to not come back for another round.
"Can anyone tell where it's coming from!?" she calls as the voice rings out yet again.
Zed Ulmin |
Zed narrows his eyes at the voice.
Sense Motive: 1d20 + 15 ⇒ (11) + 15 = 26
Vermundr |
Vermumdr slowly lowers his blade when it looks like the spiderkin aren't returning. At least for now. "What in the Nine Hells were those things? And where are those cries coming from?"
Perception to pick out a direction?: 1d20 + 13 ⇒ (7) + 13 = 20
If Vermundr has a hunch on which direction the cries are coming from he'll lead the party that way.
Kazamir Rhuul |
"Loath as I am to leave someone in such distress...this doesn't feel right. Still - shall we investigate?"
Sense Motive: 1d20 + 14 ⇒ (7) + 14 = 21
As the party gets closer, KJaz will prepare to cast Detect thoughts
Valavastra Cross |
I was delaying my post to give Zed a chance to respond to his spoiler, to see if he got anything that might steer us one way or another.
At Vermundr's question, Vala pauses for a moment to consider, and Pyth flits down to have a brief and yet somehow silent exchange with her.
Know the Enemy: 1d20 + 15 ⇒ (12) + 15 = 27
"Ettercaps. I think they're ettercaps. Devious tricksters and trap-makers. If we mean to give chase, watch your steps, each of you. They'll drag us through all manner of trouble hurrying after that voice."
HP: 39/39
Negative Energy Resist 5
AC: 14 (10 T / 14 FF)
CMD: 14
F/R/W: +6/+3/+11 (+2 vs death effects, energy drain, negative energy, & necromancy)
Monstrous Insight used: 0/8
Healing Hex targets:
Heaven's Leap targets:
Current Wandering Spirit: Heavens
Stardust used: 0/8
Prepared spells
Orisons (4) | DC 15: dancing lights, disrupt undead, identify, read magic
Level 1 spells (4+2+1*) | DC 16: color spray* [ ], enlarge person [ ], inflict light wounds [ ], magic missile [ ] [ ] [ ] [ ]
Level 2 spells (3+1+1*) | DC 17: enlarge person (extended) [ ], hypnotic pattern* [X], spiritual weapon [ ] [ ] [ ]
Level 3 spells (2+1+1*) | DC 18: daylight* [ ], heroism [ ], lightning bolt [ ] [ ]
Level 4 spells (1+1+1*) | DC 19: legend lore* [ ], greater magic weapon [X], spiritual ally [ ]
Ongoing Effects
greater magic weapon (Vermundr): 7 hrs
hypnotic pattern: concentration + 2 rds
Zed Ulmin |
Zed scowls. "We're being led on into this. That voice is simply the bait, most likely something mimicking a person in distress." Zed moves up and around towards the blue enemy, stopping behind cover.
Double move up and left, hiding behind that rock or a nearby tree.
GM-JZ |
Well, realistically with their climb movement speed they can avoid the difficult terrain of the forest floor. So without flying, I don't think you'll catch them. But the voice still cries out periodically so I will assume you follow based on the above conversation.
We will come out of combat rounds for now.
Cautiously, the group press on deeper into the woods. Every step now is checked for placement, fearful of springing another insidious trap.
The trees are incredibly oppressive and thorns and briar pick mercilessly at you as you push into the thickest of it.
There is a brief respite however as the trees make way for a brief clearing in the centre of which sits a ruined stone watchtower.
The tower stands about three stories tall; blood ivy and grayish-green lichen blanket the stonework of the tower’s crumbling exterior, while passing winds whistle softly through its darkened, gaping windows. Webs cover much of the surface of the tower and the surrounding trees but for now there is no sign of the ettercaps.
Hazel Stokes |
"Yeah, this doesn't look dangerous or creepy at all," Hazel mutters as they enter into the clearing with the old watchtower. "What's this thing even doing out here?" she asks as she scans the clearing and the tower for signs of spiders or anything else dangerous.
Perception: 1d20 + 6 ⇒ (6) + 6 = 12
Vermundr |
Vermundr closes his eyes and sniffs the air, trying to tap into the Wolf's bestial senses.
Perception: 1d20 + 13 ⇒ (14) + 13 = 27
Do we hear the cries for help coming from the tower?
GM-JZ |
The cries of help have silenced for no, replaced only by the gentle sounds of the deep wood.
The smell of must and decay carries on the breeze along with pine and wild flowers in a strange dichotomy that speaks to the wonder and the worry of this ancient place. Vermundr spots three ettercaps skulking around the top of the tower and points them out to the others.
Then, another sound, a song. Not in any language that you know, not in any language at all, but nonetheless it is captivating and beautiful. It rises in clear notes and reverberates around the stones of the tower and the boughs of the trees.
Vermundr: 1d20 + 5 ⇒ (20) + 5 = 25
Vala: 1d20 + 9 ⇒ (12) + 9 = 21
Constantin: 1d20 + 8 ⇒ (15) + 8 = 23
Kazamir: 1d20 + 7 ⇒ (2) + 7 = 9
Hazel: 1d20 + 7 ⇒ (9) + 7 = 16
Zed: 1d20 + 8 ⇒ (10) + 8 = 18
The song tugs at your heart and you feel you must absolutely find the source of it by entering the tower
Round 1 - Heroes
Vermundr |
How long has it been since we started this chase? Checking for purposes of Vermundr's shield spell.
Hazel Stokes |
Hazel looks up, the mysterious song resonating with something buried deep in her soul - an old memory, her mother singing to her softly, long ago when she had been small. It's a warm memory, a good memory. Hazel smiles.
"Mamma? Is that you?" she calls out as she begins moving towards the tower.
Kazamir Rhuul |
Sorry, gang...looks like I lost a post.
Kaz's face goes blank, then his eyes widen in awe. Beside Hazel - but seemingly unaware of her - he beings to move toward the tower.
Zed Ulmin |
Zed quickly rips off part of his undershirt, then tears it in two and stuffs the pieces into his ears. With Vala on Hazel, Zed gets in front of Kaz and stops him by grabbing his shoulders. "Kaz, stay with me here."
Vermundr |
Seeing Zed's reaction, Vermundr quickly pieces the dhampir's conclusion together. The big man lunges forward and grabs the well-dressed investigator firmly by the upper arm. "Snap out of it man! You're in a trance."
Grapple Check if necessary: 1d20 + 13 ⇒ (6) + 13 = 19
GM-JZ |
Round 1 - Enemy
Web, Vermundr: 1d20 + 6 - 1 ⇒ (7) + 6 - 1 = 12 Hit
Verm reflex: 1d20 + 3 ⇒ (10) + 3 = 13 Fail
Web, Vala: 1d20 + 6 - 1 ⇒ (7) + 6 - 1 = 12 hit
Vala reflex: 1d20 + 3 ⇒ (16) + 3 = 19 Success
Web, Zed: 1d20 + 6 - 1 ⇒ (18) + 6 - 1 = 23 Hit
Zed reflex: 1d20 + 6 ⇒ (15) + 6 = 21 Success
Vala, Vermundr and Zed you are all Entangled by the webs. Vermundr you are also glued to the floor and cannot move without breaking the webs first either by strength check, escape artist or through damage
Hazel and Kaz you are compelled to continue forward into the tower probably meaning you try to break any grapples or move past companions.
The ettercaps atop the tower seize on the opportunity and launch webs at some of those not bewitched by the song before closing in.
Round 2 - Heroes
Valavastra Cross |
1 person marked this as a favorite. |
Concentration (DC 18): 1d20 + 12 ⇒ (19) + 12 = 31
The ettercaps snap her attention away from Hazel and Vala's fragile temper snaps. Glaring upwards at the creatures, she looses a torrent of crackling blue lightning, her face darkened with a furious scowl.
Lightning Bolt (DC 18): 7d6 ⇒ (2, 3, 4, 5, 3, 3, 1) = 21
If I can position myself in such a way with my 1/2 movement as to catch two of these turds given angles and such, I would like too!
HP: 39/39
Negative Energy Resist 5
AC: 14 (10 T / 14 FF)
CMD: 14
F/R/W: +6/+3/+11 (+2 vs death effects, energy drain, negative energy, & necromancy)
Monstrous Insight used: 0/8
Healing Hex targets:
Heaven's Leap targets:
Current Wandering Spirit: Heavens
Stardust used: 0/8
Prepared spells
Orisons (4) | DC 15: dancing lights, disrupt undead, identify, read magic
Level 1 spells (4+2+1*) | DC 16: color spray* [ ], enlarge person [ ], inflict light wounds [ ], magic missile [ ] [ ] [ ] [ ]
Level 2 spells (3+1+1*) | DC 17: enlarge person (extended) [ ], hypnotic pattern* [X], spiritual weapon [ ] [ ] [ ]
Level 3 spells (2+1+1*) | DC 18: daylight* [ ], heroism [ ], lightning bolt [X] [ ]
Level 4 spells (1+1+1*) | DC 19: legend lore* [ ], greater magic weapon [X], spiritual ally [ ]
Ongoing Effects
greater magic weapon (Vermundr): 7 hrs
entangled: concentration check to cast (DC 15+spell lvl), -4 dex, half movement, -2 to hit
Is there a duration on the entangled condition?
Kazamir Rhuul |
1 person marked this as a favorite. |
Kazamir does not even meet the eyes of his friends as they try to stop him, weaving his head back and forth to look past them as though trying to view a hanging through a crowd. Even VermundR's grasp evokes nothing more than a sharp twisitng of his arm, trying to break the northerner's grip.
escape artist: 1d20 + 9 ⇒ (7) + 9 = 16
I doubt that breaks it...
GM-JZ |
[dice=Concentration (DC 18)]1d20+12
The ettercaps snap her attention away from Hazel and Vala's fragile temper snaps. Glaring upwards at the creatures, she looses a torrent of crackling blue lightning, her face darkened with a furious scowl.
[dice=Lightning Bolt (DC 18)]7d6
If I can position myself in such a way with my 1/2 movement as to catch two of these turds given angles and such, I would like too!
** spoiler omitted **
Is there a duration on the entangled condition?
All intents and purposes it is permanent until you either escape via escape artist or burst them with a strength check or someone else gets you out of them
I'll check your positioning on the map
Constantin Ionescu |
Recognizing that the ettercaps will pick off controlled members of the team, Constantin turns and unleashes bolts of etheric force at the two ettercaps that Vala singed with her lightning bolt.
Splitting magic missiles against the two.
Magic missile damage vs. #1: 2d4 + 2 ⇒ (2, 3) + 2 = 7
Magic missile damage vs. #2: 2d4 + 2 ⇒ (1, 4) + 2 = 7
Vermundr |
Vermundr holds Kazamir firmly with one hand while the other works his dagger free from its sheath on his thigh. "Does anyone have a charm that'll bring them back to their senses?"
Maintain Grapple: 1d20 + 13 + 5 - 2 ⇒ (14) + 13 + 5 - 2 = 30
Zed Ulmin |
"I have a spell that might help but I'm not sure of how the effect is swaying them." Zed turns to go after Hazel.
GM-JZ |
Round 2 - Enemy
Red, claw, Vermundr: 1d20 + 5 ⇒ (8) + 5 = 13 Miss
Red, claw, Vermundr: 1d20 + 5 ⇒ (8) + 5 = 13 Miss
Red, cbite, Vermundr: 1d20 + 5 ⇒ (13) + 5 = 18 HIt
Damage: 1d6 + 2 ⇒ (6) + 2 = 8
Verm fort: 1d20 + 9 ⇒ (8) + 9 = 17 Success
While grappling and entangled I think your AC is 17 Vermundr?
Red, claw, Vermundr: 1d20 + 5 ⇒ (6) + 5 = 11 Miss
Red, claw, Vermundr: 1d20 + 5 ⇒ (8) + 5 = 13 Miss
Red, cbite, Vermundr: 1d20 + 5 ⇒ (12) + 5 = 17 HIt
Damage: 1d6 + 2 ⇒ (5) + 2 = 7
Verm fort: 1d20 + 9 ⇒ (5) + 9 = 14 Fail
Vermundr you take 1d2 ⇒ 2 Dexterity damage unless you have something extra against poison?
The remaining ettercaps try to take advantage of the situation by ripping into Vermundr with tooth and claw though only their bites find soft flesh.
Round 3 - Heroes
Meanwhile, Hazel peers into the darkened tower and sees it is choked with webs. But there is a large hole to one side from which the beautiful song comes. Your mother must be down there!
Hazel Stokes |
Unconcerned with the desperate battle going on just feet behind her, Hazel's expression brightens when she spots the large hole inside the ruined tower.
"Mamma! I hear you!" she calls out as she moves towards the hole. "Keep singing, I'm almost there!"
______
Is this like a tunnel Hazel can just walk into or more like a hole in the ground that's going to involve some climbing?
Vermundr |
Vermundr's AC is down 2 due to grappling but his shield spell is still active which bumps him up to AC 20.
Desperate to snap the investigator out of his trance, Vermundr pulls a move normally reserved for a drunken brawl and slugs a meaty fist into the well-dressed man's gut. "Wake up, damn you!"
Grapple for Damage: 1d20 + 13 + 5 ⇒ (6) + 13 + 5 = 24
Nonlethal Damage: 1d3 + 4 ⇒ (2) + 4 = 6
I'm not sure what kind of whammy Hazel and Kazamir are under but being harmed breaks certain kinds of fascination so it's worth a shot.
Zelda Bodyguard: 3d20 ⇒ (4, 14, 5) = 23
Vermundr is AC 22 vs the first 3 attacks this next round and AC 20 after that.
Valavastra Cross |
Seeing Hazel stride past her and make for the tower, Vala starts struggling against the webs as she tries to grab for the younger woman. "Urff! No! Hazel! Snap out of it! Hazel!" She finds that the strands had hardened in the last few breaths though, and she's unable to wrench herself free to try and apprehend the young Desnan.
Strength vs Entangled: 1d20 + 0 ⇒ (4) + 0 = 4
HP: 39/39
Negative Energy Resist 5
AC: 14 (10 T / 14 FF)
CMD: 14
F/R/W: +6/+3/+11 (+2 vs death effects, energy drain, negative energy, & necromancy)
Monstrous Insight used: 0/8
Healing Hex targets:
Heaven's Leap targets:
Current Wandering Spirit: Heavens
Stardust used: 0/8
Prepared spells
Orisons (4) | DC 15: dancing lights, disrupt undead, identify, read magic
Level 1 spells (4+2+1*) | DC 16: color spray* [ ], enlarge person [ ], inflict light wounds [ ], magic missile [ ] [ ] [ ] [ ]
Level 2 spells (3+1+1*) | DC 17: enlarge person (extended) [ ], hypnotic pattern* [X], spiritual weapon [ ] [ ] [ ]
Level 3 spells (2+1+1*) | DC 18: daylight* [ ], heroism [ ], lightning bolt [X] [ ]
Level 4 spells (1+1+1*) | DC 19: legend lore* [ ], greater magic weapon [X], spiritual ally [ ]
Ongoing Effects
greater magic weapon (Vermundr): 7 hrs
entangled: concentration check to cast (DC 15+spell lvl), -4 dex, half movement, -2 to hit
Kazamir Rhuul |
1 person marked this as a favorite. |
The blank, awed expression flows off of the investigator's face like milk from a glass. He blinks a couple of times, and his friends can almost see him putting all of the pieces together.
With a quick nod of thanks to VermundR, Kaz turns and bolts after Hazel. Grimacing in distaste, he raps at the Desnan's head with his cane.
attack for nonlethal: 1d20 + 6 - 4 ⇒ (2) + 6 - 4 = 4
1d6 ⇒ 4
But in his effort not to injure Hazel, he mistimes his swing.
GM-JZ |
Round 3 - Enemy
Red Ettercap, Vermundr: 1d20 + 5 ⇒ (1) + 5 = 6
Red Ettercap, Vermundr: 1d20 + 5 ⇒ (8) + 5 = 13
Red Ettercap, Vermundr: 1d20 + 5 ⇒ (15) + 5 = 20 Hit
Damage: 1d6 + 2 ⇒ (1) + 2 = 3
Verm fort: 1d20 + 9 ⇒ (16) + 9 = 25 Success
Blue Ettercap, Vermundr: 1d20 + 5 ⇒ (20) + 5 = 25 Hit
Blue Ettercap, Vermundr: 1d20 + 5 ⇒ (17) + 5 = 22 Confirmed
Damage: 2d4 + 4 ⇒ (1, 1) + 4 = 6
Blue Ettercap, Vermundr: 1d20 + 5 ⇒ (18) + 5 = 23 Hit
Damage: 1d4 + 2 ⇒ (1) + 2 = 3
Blue Ettercap, vermundr: 1d20 + 5 ⇒ (2) + 5 = 7 Miss
The two Ettercaps remaining outside the tower close in on Vermundr and slash at him with their claws to varying degrees of success. He turns aside some of the attacks but feels fangs bite deep into his neck from behind even as he does so.
Meanwhile, the singing from within the tower suddenly stops and Hazel stands blinking hard, once again as though she has just roused from slumber. Except she has only woken into a waking nightmare The tower is dark and crumbling and smells of decaying wood and death.
She looks down into that dark hole and sees something looking back at her with myriad eyes. Slowly it slithers out and presents itself, some horrid worm thing with aspects of both human and spider anatomy.
Web, Hazel: 1d20 + 11 ⇒ (19) + 11 = 30 Hit
Drag: 1d20 + 16 ⇒ (17) + 16 = 33
A disgusting spinnerette shoots out a mass of sticky webbing that wraps around Hazel but it is still attached to the worm thing and with it's weird, angular arms it begins to haul her in like a fish on a line!
Round 4 - Heroes
Valavastra Cross |
"NO! Hazel!" Vala gestures toward the younger woman and, with a jerk of her tangled up arm, she transports Hazel a short distance away. Vala then scrambles after her, trying to get some amount of distance between herself and the frightful thing within the bowels of the tower.
Heaven's leap Hazel 30ft straight back, then move 15 feet toward her
HP: 39/39
Negative Energy Resist 5
AC: 14 (10 T / 14 FF)
CMD: 14
F/R/W: +6/+3/+11 (+2 vs death effects, energy drain, negative energy, & necromancy)
Monstrous Insight used: 0/8
Healing Hex targets: Hazel
Heaven's Leap targets:
Current Wandering Spirit: Heavens
Stardust used: 0/8
Prepared spells
Orisons (4) | DC 15: dancing lights, disrupt undead, identify, read magic
Level 1 spells (4+2+1*) | DC 16: color spray* [ ], enlarge person [ ], inflict light wounds [ ], magic missile [ ] [ ] [ ] [ ]
Level 2 spells (3+1+1*) | DC 17: enlarge person (extended) [ ], hypnotic pattern* [X], spiritual weapon [ ] [ ] [ ]
Level 3 spells (2+1+1*) | DC 18: daylight* [ ], heroism [ ], lightning bolt [X] [ ]
Level 4 spells (1+1+1*) | DC 19: legend lore* [ ], greater magic weapon [X], spiritual ally [ ]
Ongoing Effects
greater magic weapon (Vermundr): 7 hrs
entangled: concentration check to cast (DC 15+spell lvl), -4 dex, half movement, -2 to hit
Hazel Stokes |
1 person marked this as a favorite. |
Hazel yelps with surprise and fear as she suddenly finds herself face-to-face with some sort of horrible mishmash of spider and human. In an instant she finds herself tangled amid sticky webs, being dragged along the ground...and all at once she's free of the webbing and back on her own two feet, some distance back. She staggers slightly from the whiplash of being moved around like a sack of potatoes and draws her starknife, which begins to glow with a familiar green light.
"You're not my mother! And...and she sings better than you do anyway!" she hisses.
______
Moving to her current map position, drawing her starknife as she goes. Then Hazel activates her Holy Strike blessing as a standard action.
Vermundr |
During a lull in the ettercaps' attacks, Vermundr hacks at the webbing tangling his limbs.
Attack: 1d20 + 11 - 2 ⇒ (9) + 11 - 2 = 18
Damage: 1d4 + 4 + 2 ⇒ (3) + 4 + 2 = 9
Iterative: 1d20 + 6 - 2 ⇒ (8) + 6 - 2 = 12
Damage: 1d4 + 4 + 2 ⇒ (4) + 4 + 2 = 10
If the first attack cleared the webbing the iterative will go on the ettercap behind Vermundr.
Zelda Bodyguard: 3d20 ⇒ (8, 10, 1) = 19
GM-JZ |
"NO! Hazel!" Vala gestures toward the younger woman and, with a jerk of her tangled up arm, she transports Hazel a short distance away. Vala then scrambles after her, trying to get some amount of distance between herself and the frightful thing within the bowels of the tower.
Heaven's leap Hazel 30ft straight back, then move 15 feet toward her
** spoiler omitted **
Vala, is your position as displayed on the map correct?