Game Notes 09-05-2020 In the wilderness near the River Ashara
They are working on creating some healing potions while they camp.
Catching up on the date and weather. Last date was Flamerule 13.
iiiiiiiiii days since then.
Flamerule-Mak 23Day 233: ☀️ High: 87°F Low: 71°F Wind: 8 mph 
Val and Lu go out to help the folks of the town
They spend the day at the farm of Channas Hornweather. They cast the spell at 10:00 and by 6:00 they can leave about 2 hours before sunset. They get back to the camp and go foraging in the forest. They find a small bunch of Truffle mushrooms.
Encounter while foraging. They come across a wild horse a Semphari
They chase it using longstrider move at 45'. It rolls a crappy perception and doesn't see them.
Speak with animals "What are you doing here". Its name is Rothia.
They get back to their camp and find some wild onions by the stream they are on.
They make a great meal. Lorik gets back from hunting with her muzzle red and reeking of skunk.
They wash the bear in the stream with lye soap and it helps some. They use vanilla oil on their noses that night!
No enc.
Flamerule-Mak 24 Day 234: ☀️ Colder and wetter air is moving in and will linger. High: 79°F Low: 65°F Wind: 3 mph
Another day in camp and Lorik goes hunting again. They occupy their time relaxing and amusing themselves.
The night before they leave there is an encounter. Sloth in the tree.
Val and Lu go stealthy and try to see what it is they find it and see 2 babies.
Flamerule-Mak 25 Day 235: ☀️ High: 72°F Low: 58°F Wind: 3 mph
They are up and out the next day at 9:00 The woods are about 35 miles from the abby where they turn to go due west to the edge of the Spiderhaunt wood. They turn off at 4:00.They slow down to look for a good camp.  It will take two days more to get to the woods.
Flamerule-Mak 26 Day 236: ☀️ High: 72°F Low: 60°F Wind: 3 mph
Flamerule-Mak 27 Day 237: ☀️ High: 80°F Low: 65°F Wind: 4 mph
They get to the leaning tree. Their meat is going off. They cook and eat everything and throw the rest away far from camp.
No enc.
They head down the Arachnid pathway and are attacked by 6 Ettercaps
Init: Dan 24, Lu,Val, Leapord 22, Ro 16, Ettercaps 15, Lorik 6
Armor Class 13 (natural armor)  Hit Points 44 (8d8 + 8)
 
X1 - 8d8+8=51-17'                             X 2 - 8d8+8=46-20         X3- 8d8+8=39 - 12'
-10-14 Ro -29 Lor -10 Va                    -5-23 Dan  -8 Lu                 -21-25 Ro
                                                             -7 Leapord
X4 - 8d8+8=35-8'                                X 5 - 8d8+8=44-6'         X6- 8d8+8=48-12'
-29 Dan  -12 Ro                                   -24-19-16 Dan                -10-6-9-8 Lu  -11 Dan -5 Val

Round 1 - Lu-blur, Val-Ent
Round 2 -
Round 3 - The Leapord comes out
Round 4 -
Round 5 -
The Ettercaps go down. They search the forest for ettercap stuff. The caps have a web trap. Avoid tripping DC 18 Str roll 12 to free.
The other 2 Ettercaps descend to get her.

Init: - Val 22, Lorik 20, Ro 13, Dan 11, Lu 8 , Caps 7

X4 - 8d8+8=35-8'                                X5 - 8d8+8=44-6'  
-8-12 Ro                                              -20-20 Lorik
-13 Dan -11 Val                                   -8 Lu
- Lu
They find the "hut" of the caps.
Ro spends 1/2 hour to get into the nest. It is appallingly disgusting. He throws the torch into the webbed hive and burn it
They go back to the path and find hundreds of the small scavenger spiders feasting on the Ettercaps
Time Stop

Ettercap

Medium monstrosity, neutral evil
Armor Class 13 (natural armor)
Hit Points 44 (8d8 + 8)
Speed 30 ft., climb 30 ft.
STR DEX CON INT WIS CHA
14 (+2) 15 (+2) 13 (+1) 7 (−2) 12 (+1) 8 (−1)
Skills Perception +3, Stealth +4, Survival +3
Senses darkvision 60 ft., passive Perception 13
Languages --
Challenge 2 (450 XP)
Spider Climb. The ettercap can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Web Sense. While in contact with a web, the ettercap knows the exact location of any other creature in contact with the same web.
Web Walker. The ettercap ignores movement restrictions caused by webbing.
Multiattack. The ettercap makes two attacks: one with its bite and one with its claws.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 6 (1d8 + 2) piercing damage plus 4 (1d8) poison damage. The target must succeed on a DC 11 Constitution saving throw or be poisoned for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
 
Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) slashing damage.
Web (Recharge 5–6). Ranged Weapon Attack: +4 to hit, range 30/60 ft., one Large or smaller creature.
Hit:
The creature is restrained by webbing. As an action, the restrained creature can make a DC 11 Strength check, escaping from the webbing on a success. The effect also ends if the webbing is destroyed. The webbing has AC 10, 5 hit points, vulnerability to fire damage, and immunity to bludgeoning, poison, and psychic damage.





Flamerule-Mak 28Day 238: ☀️ Warmer and drier air is moving in slowly. High: 87°F Low: 62°F Wind: 8 mph