Wendell is looking for ettercap eggs, other giant spiders, and any other signs of what lives here. He's conjured a glowing quarterstaff and is feeling around in the underbrush with it to keep jump scares to a minimum.
Wendell is attacked by a tree!
While he goes poking around in the underbrush, the limb of a hitherto peaceable birch takes a swing at his head.
Please take a Reflex save to avoid a surprise round, with advantage due to your stated caution.
Balasar is looking for anything that will provide more information about the creators of this place.
Balasar and Skoth come upon what appears to be the ruins of an old campsite and way station. Very little remains except what they deem to be a firepit based on the old ashes beneath the undergrowth, and the rotted remains of a cart. They turn up a few old horseshoes, but no remains of any horse, so far as they can tell. Further digging turns up a scattering of old clothes and tools, thoroughly rusted and rotted away, and buried in a shallow pit an ironbound chest containing 600 GP and what appears to be a bolt of saffron cloth, mysteriously untouched by time.
Finally, the chest contains the tattered remnants of what may have been a travel journal, with only a small scrap still legible:
Torm's started hearing things. Wouldn't worry me too much normally, as the man's usually drunk enough to hear whatever he wants. Only thing is he's heard the same noise a few times in a row, and every time, we've lost one of the hirelings on the trail. He says it's like a high pitched hum, a bit like a tuning fork a far ways off and spinning on a string. No idea what it means, or how Torm knows exactly what that sounds like.
Our wizard can't detect anything arcane in the area. Maybe it's some sorta sense Torm has. Heard about psionics a while back, maybe he just "knows" when folk get lost. Hope he figures out how to use it if that's the case. Hirelings are getting damned expensive, and the remaining ones are starting to get spooked. Good news is, the ones we've lost so far are all... stupid. Pretty good chance it was their own damn fault. We keep telling people, stay on the path, and keep together. If you do that, you'll be fine. Don't get off the path. Especially in the Garden.
Elaric is looking for all of the above and really just taking in anything that catches his eye as being unusual, noteworthy, or out of place.
Elaric finds what he's pretty sure is a clutch of eggs, whether Ettercap or Giant Spider he can't tell (you may attempt a Nature check).
The eggs are close to the large dark well down which a broad stair descends. Elaric finds that the well is almost entirely covered by webs, laid on much more thickly than anywhere else, so dense that he can barely discern the stair and well beneath. The odd, occasional tittering noise still floats up from the dark below. A few small shapes, entirely enmeshed, can be seen wrapped up in the thickness of the web.
Elaric is looking for all of the above and really just taking in anything that catches his eye as being unusual, noteworthy, or out of place.
Elaric finds what he's pretty sure is a clutch of eggs, whether Ettercap or Giant Spider he can't tell (you may attempt a Nature check).
The eggs are close to the large dark well down which a broad stair descends. Elaric finds that the well is almost entirely covered by webs, laid on much more thickly than anywhere else, so dense that he can barely discern the stair and well beneath. The odd, occasional tittering noise still floats up from the dark below. A few small shapes, entirely enmeshed, can be seen wrapped up in the thickness of the web.
Nature check on the eggs: 22
Investigation check (if appropriate) to determine whether the webs were made to block something out of the well or seal something in: 14
Elaric is looking for all of the above and really just taking in anything that catches his eye as being unusual, noteworthy, or out of place.
Elaric finds what he's pretty sure is a clutch of eggs, whether Ettercap or Giant Spider he can't tell (you may attempt a Nature check).
The eggs are close to the large dark well down which a broad stair descends. Elaric finds that the well is almost entirely covered by webs, laid on much more thickly than anywhere else, so dense that he can barely discern the stair and well beneath. The odd, occasional tittering noise still floats up from the dark below. A few small shapes, entirely enmeshed, can be seen wrapped up in the thickness of the web.
Nature check on the eggs: Dice rolls not yet available for this section.
Investigation check (if appropriate) to determine whether the webs were made to block something out of the well or seal something in: Dice rolls not yet available for this section.
Redoing dice rolls since they are not appearing above for some reason.
Elaric is looking for all of the above and really just taking in anything that catches his eye as being unusual, noteworthy, or out of place.
Elaric finds what he's pretty sure is a clutch of eggs, whether Ettercap or Giant Spider he can't tell (you may attempt a Nature check).
The eggs are close to the large dark well down which a broad stair descends. Elaric finds that the well is almost entirely covered by webs, laid on much more thickly than anywhere else, so dense that he can barely discern the stair and well beneath. The odd, occasional tittering noise still floats up from the dark below. A few small shapes, entirely enmeshed, can be seen wrapped up in the thickness of the web.
Nature check on the eggs: Dice rolls not yet available for this section.
Investigation check (if appropriate) to determine whether the webs were made to block something out of the well or seal something in: Dice rolls not yet available for this section.
Redoing dice rolls since they are not appearing above for some reason.
Elaric is looking for all of the above and really just taking in anything that catches his eye as being unusual, noteworthy, or out of place.
Elaric finds what he's pretty sure is a clutch of eggs, whether Ettercap or Giant Spider he can't tell (you may attempt a Nature check).
The eggs are close to the large dark well down which a broad stair descends. Elaric finds that the well is almost entirely covered by webs, laid on much more thickly than anywhere else, so dense that he can barely discern the stair and well beneath. The odd, occasional tittering noise still floats up from the dark below. A few small shapes, entirely enmeshed, can be seen wrapped up in the thickness of the web.
Nature check on the eggs: Dice rolls not yet available for this section.
Investigation check (if appropriate) to determine whether the webs were made to block something out of the well or seal something in: Dice rolls not yet available for this section.
Redoing dice rolls since they are not appearing above for some reason.
Nature: 24
Investigation: 21
The DM rolls a d20: 10
A roll of 10 or better means Elaric has found Ettercap eggs!
Two eggs contain viable spawn, and with that Nature check Elaric is pretty sure how to keep them alive and raise them in captivity, if he's weird like that.
His Investigation of the web, contrasting it with webs found in the rest of the garden, tells him that this was meant to seal the well and keep something from coming up out of it.
While Elaric peers at it, he sees the web shake suddenly and go still, as if something had struck it and bounced off, or got caught and quickly tore free.
Wendell's gonna take an action to disengage, then run to an area with no trees nearby if he can see one.
The tree does not pursue.
Wendell does not encounter anything else of interest, except the angry badger whose nest he put his foot in during his tactical withdrawal, the efficiency of which was greatly augmented by this unhappy accident. The badger does not damage him, but makes some very disparaging remarks.
Wendell can now join Elaric and Gong or Balasar and Skoth, who by this time have completed the examinations and discoveries posted above.
Elaric is looking for all of the above and really just taking in anything that catches his eye as being unusual, noteworthy, or out of place.
Elaric finds what he's pretty sure is a clutch of eggs, whether Ettercap or Giant Spider he can't tell (you may attempt a Nature check).
The eggs are close to the large dark well down which a broad stair descends. Elaric finds that the well is almost entirely covered by webs, laid on much more thickly than anywhere else, so dense that he can barely discern the stair and well beneath. The odd, occasional tittering noise still floats up from the dark below. A few small shapes, entirely enmeshed, can be seen wrapped up in the thickness of the web.
Nature check on the eggs: Dice rolls not yet available for this section.
Investigation check (if appropriate) to determine whether the webs were made to block something out of the well or seal something in: Dice rolls not yet available for this section.
Redoing dice rolls since they are not appearing above for some reason.
Nature: 24
Investigation: 21
The DM rolls a d20: 10
A roll of 10 or better means Elaric has found Ettercap eggs!
Two eggs contain viable spawn, and with that Nature check Elaric is pretty sure how to keep them alive and raise them in captivity, if he's weird like that.
His Investigation of the web, contrasting it with webs found in the rest of the garden, tells him that this was meant to seal the well and keep something from coming up out of it.
While Elaric peers at it, he sees the web shake suddenly and go still, as if something had struck it and bounced off, or got caught and quickly tore free.
Elaric will take the eggs.
Given that Elves have darkvision out to 60 feet, can Elaric see anything in the well through the webs? If yes, what? If not, he calls out "Is anyone there?" first in Common, then repeating the question in the following languages and order: Elvish, Draconic, Undercoommon, and Deep Speech. He will stop at any language which garners a reply.
Given that Elves have darkvision out to 60 feet, can Elaric see anything in the well through the webs? If yes, what? If not, he calls out "Is anyone there?" first in Common, then repeating the question in the following languages and order: Elvish, Draconic, Undercoommon, and Deep Speech. He will stop at any language which garners a reply.
Normally Elaric's keen vision would be able to penetrate ordinary dark, but the shadows in this fey place defeat him strangely. Furthermore, the webs lie so thickly across the hole that he can barely make out the well beneath. He does see that the darkness is agitated somehow, as though disturbed by waves, or gusts of wind.
In response to his call, a voice replies in Common, a slight, whispering voice, barely audible, high and childish. It says "Come play! Come play!"
Many other voices, much the same as the first, take up the cry, "Come play! Come play!"
Given that Elves have darkvision out to 60 feet, can Elaric see anything in the well through the webs? If yes, what? If not, he calls out "Is anyone there?" first in Common, then repeating the question in the following languages and order: Elvish, Draconic, Undercoommon, and Deep Speech. He will stop at any language which garners a reply.
Normally Elaric's keen vision would be able to penetrate ordinary dark, but the shadows in this fey place defeat him strangely. Furthermore, the webs lie so thickly across the hole that he can barely make out the well beneath. He does see that the darkness is agitated somehow, as though disturbed by waves, or gusts of wind.
In response to his call, a voice replies in Common, a slight, whispering voice, barely audible, high and childish. It says "Come play! Come play!"
Many other voices, much the same as the first, take up the cry, "Come play! Come play!"
The web trembles violently.
[OOG: That's a whole lotta NOPE!]
[OOC: how close are the three search groups to each other? Can we see or hear each other or have we spread out too much?]
Wendell is attacked by a tree!
While he goes poking around in the underbrush, the limb of a hitherto peaceable birch takes a swing at his head.
Please take a Reflex save to avoid a surprise round, with advantage due to your stated caution.
Please also roll Initiative.
Balasar and Skoth come upon what appears to be the ruins of an old campsite and way station. Very little remains except what they deem to be a firepit based on the old ashes beneath the undergrowth, and the rotted remains of a cart. They turn up a few old horseshoes, but no remains of any horse, so far as they can tell. Further digging turns up a scattering of old clothes and tools, thoroughly rusted and rotted away, and buried in a shallow pit an ironbound chest containing 600 GP and what appears to be a bolt of saffron cloth, mysteriously untouched by time.
Finally, the chest contains the tattered remnants of what may have been a travel journal, with only a small scrap still legible:
Torm's started hearing things. Wouldn't worry me too much normally, as the man's usually drunk enough to hear whatever he wants. Only thing is he's heard the same noise a few times in a row, and every time, we've lost one of the hirelings on the trail. He says it's like a high pitched hum, a bit like a tuning fork a far ways off and spinning on a string. No idea what it means, or how Torm knows exactly what that sounds like.
Our wizard can't detect anything arcane in the area. Maybe it's some sorta sense Torm has. Heard about psionics a while back, maybe he just "knows" when folk get lost. Hope he figures out how to use it if that's the case. Hirelings are getting damned expensive, and the remaining ones are starting to get spooked. Good news is, the ones we've lost so far are all... stupid. Pretty good chance it was their own damn fault. We keep telling people, stay on the path, and keep together. If you do that, you'll be fine. Don't get off the path. Especially in the Garden.
Elaric finds what he's pretty sure is a clutch of eggs, whether Ettercap or Giant Spider he can't tell (you may attempt a Nature check).
The eggs are close to the large dark well down which a broad stair descends. Elaric finds that the well is almost entirely covered by webs, laid on much more thickly than anywhere else, so dense that he can barely discern the stair and well beneath. The odd, occasional tittering noise still floats up from the dark below. A few small shapes, entirely enmeshed, can be seen wrapped up in the thickness of the web.
Nature check on the eggs: 22
Investigation check (if appropriate) to determine whether the webs were made to block something out of the well or seal something in: 14
Redoing dice rolls since they are not appearing above for some reason.
Nature: 17
Investigation: 12
The DM rolls a d20: 10
A roll of 10 or better means Elaric has found Ettercap eggs!
Two eggs contain viable spawn, and with that Nature check Elaric is pretty sure how to keep them alive and raise them in captivity, if he's weird like that.
His Investigation of the web, contrasting it with webs found in the rest of the garden, tells him that this was meant to seal the well and keep something from coming up out of it.
While Elaric peers at it, he sees the web shake suddenly and go still, as if something had struck it and bounced off, or got caught and quickly tore free.
Oh Geez.
Reflex Save 22
Initiative 6
Tree's Initiative: 12
Slam attack: 9 to hit, 16 bludgeoning damage.
Wendell gets quite the rude whack across the face, and may now act.
Wendell's gonna take an action to disengage, then run to an area with no trees nearby if he can see one.
The tree does not pursue.
Wendell does not encounter anything else of interest, except the angry badger whose nest he put his foot in during his tactical withdrawal, the efficiency of which was greatly augmented by this unhappy accident. The badger does not damage him, but makes some very disparaging remarks.
Wendell can now join Elaric and Gong or Balasar and Skoth, who by this time have completed the examinations and discoveries posted above.
Wendell is going to cast mold earth to uproot the tree, tipping it away from him. He will then join Balasar and Skoth
Any other member of the party may now take their next action, or declare they are ready to return to the surface.
Elaric will take the eggs.
Given that Elves have darkvision out to 60 feet, can Elaric see anything in the well through the webs? If yes, what? If not, he calls out "Is anyone there?" first in Common, then repeating the question in the following languages and order: Elvish, Draconic, Undercoommon, and Deep Speech. He will stop at any language which garners a reply.
Normally Elaric's keen vision would be able to penetrate ordinary dark, but the shadows in this fey place defeat him strangely. Furthermore, the webs lie so thickly across the hole that he can barely make out the well beneath. He does see that the darkness is agitated somehow, as though disturbed by waves, or gusts of wind.
In response to his call, a voice replies in Common, a slight, whispering voice, barely audible, high and childish. It says "Come play! Come play!"
Many other voices, much the same as the first, take up the cry, "Come play! Come play!"
The web trembles violently.
MEANWHILE
Balasar and Skoth, please take a Charisma saving throw.
EDIT: Wendell, too.
[OOG: That's a whole lotta NOPE!]
[OOC: how close are the three search groups to each other? Can we see or hear each other or have we spread out too much?]
Charisma Saving Throw: 9