Darkwood Seeds

Darkwood Seeds

These seeds were a gift, given to Symon by Druelle for his part in aprehending the Blackscour Brambles and exposing Jarlbern Hockfoot

This small leather pouch contains ten small, black seeds.

When you throw a darkwood seed at a creature (as a ranged touch attack with a range increment of 10 feet), the seed sprouts a mass of vines, entangling the target. An entangled creature takes a –2 penalty on attack rolls and a –4 penalty to Dexterity and must make a DC 15 Reflex save or be fully entangled, unable to move. Even on a successful save, it can move only at half speed. Huge or larger creatures are usually unaffected by the seeds. A flying creature that is entangled must make a DC 15 Reflex save or be unable to fly (assuming it uses its wings to fly) and fall to the ground.

A creature that is fully entangled can break free by making a DC 17 Strength check or by dealing 15 points of damage to the vines with a slashing weapon. A creature trying to break free, or another creature assisting, does not need to make an attack roll; hitting the vines is automatic, after which the creature that hit makes a damage roll to see how much of the mass of vines has been cut. Once free, the creature can move (including flying) at half speed. A character capable of spellcasting who is entangled must make a DC 15 Concentration check to cast a spell. The vines becomes brittle and fragile after 2D4 rounds, losing effectiveness.