IC Stuff
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On the road near town, you were approached by a messenger who somehow knew who you were. The messenger said that a man named Johan Torres wanted to meet with you. This name is known to you: Torres's title is probably something bureaucratic like "deputy intelligence official," but he's really a spy and assassin, someone who does the dirty work for the Union.
You walk through the town to the designated meeting place: the town hall, a basic two-story wooden building. After conversing with two guards and what appears to be a secretary or assistant on the first floor, you're directed to the mayor's office on the second floor.
Here sits an impeccably dressed white-haired man who somehow seems both bored and alert. He smokes a cigarillo, blowing the smoke out in clouds that seem almost identical.
Interestingly, he's either wearing a gauntlet on his right hand, or it's actually a prosthesis. Either way, its craftsmanship is exquisite; it moves flawlessly, indistinguishable from a real limb.
Another man paces the room, muttering to himself. He's larger than the white-haired man, but not physically imposing; he's more like a well-fed bureaucrat than a stout warrior.
The white-haired man swivels his head slowly as you enter, and offers the thinnest of smiles.
"You must be Lydia. Welcome. Sit or stand, whatever you prefer. Refresh yourself, if you like."
He motions to two cushioned chairs, and then to a large wooden desk...clearly the mayor's desk. Several folders and papers, neatly arranged, sit on the desk, as well three glass pitchers and a wooden bowl. Judging from the color of the liquids, the pitchers respectively contain water, some sort of liquor, and wine, but you can't yet be sure. The wooden bowl seems to hold a fruit and nut mix.
"I'm glad you're here. We have much to discuss."
"I'm Johan Torres, as you probably guessed. That is Markus Greenwood, mayor of this town."
Markus glares at both you and Johan, but says nothing, and resumes pacing. Johan seems unperturbed by this.
"I'll get to the point, as time is of the essence."
"First, the larger picture. As you know, one hundred and three years ago, the Valencrests were defeated at Castle Midnight. The Union of Allaria arose to replace that depraved Kingdom. Since then, we've had relative peace...though there have always been dark rumors. Rumors that some or all of the Valencrests survived, or that other sinister forces (perhaps cultivated by those foul vampires before they were destroyed) stood ready to tear apart the Union."
"Now these rumors have possibly come alive...or dead, which is probably more accurate. In the last two weeks, six people have gone missing from Olostin's Hold. There are also reports of strange sightings and sounds in the nearby woods: odd lights, maniacal laughter, howling that goes on for ages."
"Therefore, the woods seemed the best place to look for the missing, so four adventurers ventured in on their own accord."
"That was two days ago; they haven't been heard from since. Perhaps they're still searching, and have even found the missing, and are returning as we speak. Perhaps not."
"I've been sent here to resolve this situation. This is where you come in. I want you to venture into Turlang's Wood, determine the source of this phenomena, and find the missing persons...dead or alive. Go alone if you must, but you're authorized to form a party. I would actually recommend this; the current situation makes it obvious that a lone adventurer is tempting fate to enter these woods."
"There is one location I want you to examine first: an old Valencrest hunting lodge, long abandoned and taken over by the forest...or so we believe. It's located roughly ten miles east of here. I can provide you with a map of not only this place, but all of Turlang's."
"After this lodge is examined, you are free to go wherever you think is reasonable within Turlang's. Take as much time as you require to accomplish these goals. I plan to remain here until everything is resolved, but if I happen to be called away, one of my associates will be on hand."
"I will pay you 25 gold to start, so you can buy supplies or hire help. Other rewards will follow, depending on how your mission goes. If you perform admirably, perhaps a long-term partnership will form. I am always in need of cunning and courageous adventurers."
"Any questions? If so, ask away. If not, be on your way. I expect you to begin your mission today regardless."
"And I'll offer a reward as well if ya find those poor sods, if only because you'll have gotten him outta my hair. Skulking spy, disrupting my town, confusing honest folks who've lived here all their lives...."
He glances at you again, waiting for your response.
With a pointed look at both men, I continue. "I'm not about to just go traipsing off into the forest without any prepwork- how do you think your last dumbass crew got killed? Give me the map and all the info you have on the dissapearances and I'll go work up a plan. I'm sure someone in this town has at least two brain cells that they can rub together to help me."
I take the jug of liquor, down the rest of it, and wink at the men on my way out the door. Just before I'm out of earshot, I call out, "Ask around for my usual rates. I expect to be paid in full before I start. If you don't trust me, find someone else."
He exits the mayor's office, shuts the door behind him (you can hear what sounds like a protest from the mayor), and stands with you in the hallway.
"I admire your spirit. That's why I contacted you. I feel you're perfect for this task."
Now his bland expression changes, replaced by one of cold fury.
"But don't push it. I'm not a man to be trifled with, and you're hardly the only adventurer I can call on."
He lowers his voice and steps closer to you.
"And I know about that...special item you carry. Something about collecting souls? I'm sure you know that the Union abhors dark and sinister powers; that's why it was created, to eradicate the Valencrests. Many of my peers would immediately confiscate such an item, and have it destroyed...or at least lock it in one of our vaults, rather than leave it in the hands of a wandering adventurer."
"I, however, am more tolerant...for now. But I can always change my mind."
A pause, so the full import of his words sinks in.
"As for your usual rates: I don't care one whit about them. My rates are what matters. You'll be paid an additional 100 gold when you complete your tasks, not up front."
His expression quickly changes back to its normal impassive state.
"But you're right about one thing: I'm being too impatient by insisting you leave today. You need time to get your bearings and assemble any team. So take the rest of the day to do what you need...but I expect you to be headed into the woods by noon tomorrow."
"Do you agree to all this? If so, I'll give you the initial 25 gold now, the map of the woods, and the names of the missing."
"You...you dare?!"
In a flash, a dagger is in his real hand, and his metal hand begins humming, with soft blue light seeping out of its seams.
"To snatch these things away, as if I'm some lowly servant, and yet again try to make your own terms...inexcusable. I thought you were wiser than this. I didn't plan on getting my hands dirty so soon, but needs must...."
Rolls
Johan init - (1d20+9)
(5) + 9 = 14
Rolls
initiative! - (1d20+2)
(3) + 2 = 5
I fling back the gold and papers. "I'll let you think about it overnight and we can reconvene tomorrow."
"You'll let me think about it? Your brashness knows no bounds."
"No, we won't reconvene. I'll find others to handle this task. Now listen carefully: I've granted you a reprieve. Do the intelligent thing for once: consider it a win and leave, before I reconsider."
He scoops up the items, re-enters the mayor's office, and shuts the door behind him...leaving you to do what you will.
Also thanks for letting me get those last actions in before combat. I know once initiative is rolled, I'm not supposed to get any more actions until my turn, and I rolled low so I definitely dodged some damage.
You're not required to work for him, but even if you decide to strike out on my own, you probably haven't seen the last of him.
Yeah, combat should've started, but I decided to spare you. Rule of Cool and all that.
You didn't get a good look at the papers. Torres is already back inside the mayor's office, so no possibility to steal unless you re-enter the room. I'd advise against it (especially if you're going for a steal attempt, which will only increase Torres's anger if he catches you), but you do what you think is best.
You could likely find the info you desire elsewhere.
Here are some places of interest within the town:
The Pig and Whistle Tavern: the town's only tavern. Also has rooms for the night.
The home of Veronica Zaun: this eccentric wizard has a decent-sized collection of books. She's also a "semi-retired" adventurer, so will have first-hand knowledge of certain things.
The office or home of Sven Decker: a local logger and jack-of-all-trades. Has been into the forest many times.
The Big Store of Lots of Goods: a misnomer if there ever was one, as you'll discover if you go there. This is a general store. Unlikely to have the knowledge you seek, but may have goods you want to purchase.
Remember you're in the town hall, second level. The first level has an assistant/secretary and two guards. They may know something.
You already have knowledge of these places; I'll say you chatted with townsfolk at some point. You can travel to them at any time. I may add other points of interest as the story progresses, but this should tide you over for a while.
"The mayor and the other man said I was supposed to get a copy of the map and adventurers files from you on my way out."
"He...did? Why didn't he just give those things to you himself, instead of forcing me to root around for it?"
After a lot more grumbling, she produces a map and some sheaves of paper.
"I hope you find these folks hale and hearty. But..." [here she whispers conspiratorially] "...I fear Valencrest spooks haunt these woods now, and that those fiends sucked those missing persons dry and then fed their drained bodies to some wild hogs."
The papers list the personal details of the six missing villagers, plus the four adventurers. However, the info is basic: name, gender, race, age (if known), occupation, date gone missing, things like that. There's one final note at the end: "It's believed that these people are truly missing, and not responsible for the phenomena in the woods, nor are they actively and willingly engaged in a sinister plot." Is this Torres's opinion? The mayor's? Or someone else's?
If you want to investigate the missing further, I can write out the full details.
You enter the tavern. Like the town hall, it's far from extravagant. Several tables and chairs, most of them chipped and stained, are scattered about the interior. A bar runs along most of the back wall, with bottles on shelves behind it, and probably barrels of ale on the floor. A staircase is on the right side of the room, likely leading up to rooms for travelers. The bar is tended by a hatchet-faced man.
The air is a bit stale, but you catch a whiff of something that smells like soup or stew.
Since it's still morning, the bar isn't crowded. But there are still a few patrons:
A woman in ragged clothing and armor sits alone at the bar, her back to you. Thick dreadlocks stream down her back; most are red or maroon, but some are also streaked with white, black, even a bit of tan.
At a table in the corner, three people sit. Two are middle-aged men in common clothing; likely villagers. The other is a male gnome dressed in a bright green cloak. All three are gesturing wildly and speaking loudly, the gnome most of all; however, their smiles and laughter indicate their conversation is in jest.
The ale tastes...ale-like. Nothing special.
The stew has plenty of veggies, but little seasoning. It's hearty enough, however...and if you like potatoes, there are an abundance in the bowl.
The barkeep also details his menu for the moment (lunch), and hints there might be special drinks available, should you have the coin to spare.
A room costs 1 silver per day. No meals included.
Food
For 1 copper:
- Rice and peas
- Millet bread and whey cheese
For 2 copper:
- Barbecued gopher legs on a stick (sauce options: mild, medium, or "scorching")
- Porridge
- Vegetable stew
Drinks
- Ale (mug) - 4 cp
- Wine (glass) - 6 cp
It doesn't take much prodding to get the barkeep to talk:
"Sure, everyone knows about the missin' folks. Would haveta live under a rock not to. I...lost my barmaid, actually. Halfling named Teeka. Good gal, lit up every room she was in. She was the second to go missin', so...."
The man, who seemed so stern when you entered, now wipes a tear from his eye.
"Sorry. Ain't like me to get all weepy. If ya are tryin' to find those folks, good luck to ya. I'd love to see Teeka back here, chattering up a storm, bustling about, flirting with everyone...it's probably a faint hope, but...."
He steps away to collect his thoughts. The dreadlocked woman also sitting at the bar glanced at you while you were talking, but then continued staring into the middle distance while she sipped an ale. Only after the barkeep steps away does she speak to you, her words lacking any emotion:
"Do you plan on searching for the missing?"
The boisterous conversation between the gnome and the two men continues, so they don't hear you...or if they can, somehow, they don't pay you any mind.
"That depends, stranger. I'm used to traveling alone, and I have my own code. I have no desire to ally with evil-doers, or those who drift whichever way the wind blows. There are dark forces at work in those woods; I seek to destroy them, not mollify or join them."
"My name is Alice Everton, and should your values align with mine, I'd be honored to join you. Now: tell me about yourself and your goals."

"Very well. We will travel together...for now. To be clear: I'm not a hireling, so no need to pay me up front. I do, however, expect a fair share of any loot. Greed doesn't motivate me, but I still must earn enough to survive."
She motions to the gnome and the two men.
"I thought the little one said he was a cleric, but his frivolity...concerned me. But with you along, it should balance out the excesses of his personality. We can ask him to join if you wish. I've also heard a wizard named Veronica lives here, so we might consult her also."
Also, would it be too much to ask Sven to act as our tour guide? I don't know if that counts as him in the party or just around as an NPC.
"I'd rather go with you, to meet this Veronica. As I said, I don't travel with just anyone, and this woman has been described as eccentric; I want to be sure she's tolerable. I've also heard she's semi-retired from adventuring, whatever that means. It may take both of us to convince her to join."
"As for gathering supplies...I'd resign yourself to doing without certain things. The shop here is truly pathetic...though it's not exactly the owner's fault, as you'll learn if you talk to him."
"So, Lydia...what's our destination?"
No promises regarding Sven. You'll have to talk to him.
Where to now? And if you really want to split up, make a persuasion check to convince Alice.
Assuming Alice agrees, I set off to find Veronica.
Rolls
Persuasion - (1d20+1)
(13) + 1 = 14
"Fine. But I need to know what you mean by 'essentials.' Assuming this closet-sized shop even has what you're looking for...."
A black cat sits on the porch, its yellow eyes tracking you as you come closer. When you reach the front door, it saunters slowly over and lets out a strange "Meow." The door creaks open, revealing an impossibly messy interior. Books, dishes, cutlery, plants (most of them dead), and countless knick-knacks are strewn about.
A pale woman whose favorite colors are clearly black and red lounges on a scuffed couch, a book in her hand.
"Oh, piss off, Wayland! You've never even seen a manticore, much less an empyrean!"
She flings the book across the room, where it knocks over a small table that held at least five other books, plus one wine bottle. The woman seems unconcerned about the additional mess she caused.
"Gods, why can't I find...hey! What're you doing here?!"
She jumps to her feet and marches over, circling you like a vulture. But then she notices the black cat, which has now perched on a windowsill, and lets out a peal of laughter.
"Oh, so Baxter let you in? No harm, no foul...at least for your part! But Baxter will get his punishment later, believe me!"
The cat briefly glances at the woman, then resumes licking its fur. The woman sticks out her tongue at it, then turns back to you.
"Name's Veronica Zaun. What can I do you for?"

Yeah, you can say you picked flowers for her on the way. No check needed.
"I'm investigating the missing people who went out in the woods. It's thought that the Valencrests are involved, though I haven't seen any evidence of that yet. I was hoping a wise witch such as yourself might be able to share some wisdom with a traveler before the journey. I also wanted to extend an invitation to you to join our party. I know sometimes those in retirement find themselves itching to get back in the action one more time. Plus we could definitely use a spellcaster."
"A wise witch, huh?! Flattery will get you everywhere, darling! Though I wonder why you think that. Have you asked the villagers about me? Ah, it doesn't matter! Wise you call me, so wise I must be! HAHA!"
She picks up what looks like a piece of beef jerky from a dirty plate, twirling it in her hand while she thinks. Wait...is it really jerky, or a dried finger? Surely not from a human...?
Before you can determine what it truly is, Veronica tosses it across the room, much like she earlier tossed the book she'd been reading.
"As for wisdom: don't discount the Valencrests. If it ain't them specifically, I bet it's some amateurs playing copycat; there are still powerful Valencrest artifacts floating around. We've had people go missing before, but not with all this wild stuff happening on top of everything."
"And if you want me to join, wellllll...you'll have to make a pretty convincing argument! I'm loving my life of idleness!"
Then, before you can say anything:
"OK, you've convinced me! Give me an hour or so to pack up some gear, and off we go! Oh, almost forgot to ask: you got anyone else signed up for this misadventure? I don't mind, but just know that I'm...flexible when it comes to decision-making. I ain't gonna wring my hands if we gotta cut a few deals with some unsavory folks, as long as the job gets done, ya know? But some holier-than-thou folks take offense at my ways."
While she waits for your answers, she grabs a backpack and begins stuffing it with items. Quite efficiently, actually; though her home is a mess, it seems she knows where things are.
"Alright, Baxter, mommy's going out into Turlang's! Watch the cottage for me, OK? I'll leave some food out for you, but if I'm gone too long, you'll just have to hunt for rodents like a normal cat!"
In response, the cat does nothing but yawn.
"There is one other person in the party, and she seems pretty chill. However, if your choices become a problem to her, we have already agreed that she can split out on her own. We are supposed to go meet now, actually, back in the tavern." With that, we head off to meet back up with our other party member.
Alice: "As requested, I purchased some items. We're lucky they had anything of value, as small as the shop is. Anyway, I bought a two-person tent, a crowbar, and a bag of caltrops."
She then scrutinizes Veronica.
Alice: "And you must be our new party member."
Veronica: "Yup! Veronica Zaun, wizard supreme. Resident of this not-so-fine town. Actually, I was planning on moving, but...ah, that's a tale for another time."
The two chat for several minutes. With Alice being reserved, and Veronica being irrepressible, it's unlikely they'll become friends for life. But both eventually give you a nod, indicating they can at least tolerate each other. And so the party is formed!
Where to now?
Can we head off to see Sven to ask him if he can guide us through the woods?
Nonetheless, she leads you to Sven's office, which is basically just across the street. A sandy-haired, bearded man opens the door, looking out at the three adventurers with a perplexed expression. Veronica introduces everyone, and Sven invites the party inside...though clearly he's still confused.

Sven: "Back to adventuring, Veronica? Thought you were done with that. In fact, thought you were done with this town entirely."
Veronica: "Well, our friend Lydia here begged and pleaded for me to join her. There were even tears, a literal deluge! How could I say no to someone in such dire need?"
Sven smirks and shakes his head, obviously used to the wizard's shenanigans.
Sven: "OK, seriously: what's this all about? Not that I don't mind the visit, but you----"
Veronica, interrupting: "We're going into Turlang's to find those missing people. Lydia here wants you as a tour guide. I told her you wouldn't be interested, but...."
Sven: "Tour guide?! Me?! I wouldn't go into that forest now for any amount of coin. Call me a coward if you want, but I'm no adventurer, and I have a family to think of. But I wish you the best, Lydia; these events are hurting my logging business, and I want everything resolved as much as anyone."
"Besides that, I guess just look for out-of-place tracks and other disturbances. Plenty o' trails in Turlang's; guarantee whoever (or whatever) is doing these foul deeds has used at least one of 'em. Ignoring the trails and moving through a thick forest? Maybe, but I doubt it. That's a tall task, even for the hardiest adventurer."
"Oh, and I'll give you something to help on your search. An old Decker family recipe...and it's a secret recipe, so don't ask for details. If you drink it, it'll keep your senses sharp for a good while."
He walks to the back room and returns with a small glass bottle filled with a thick green-gray liquid, handing it to you with a grin.
With that we head out, having finalized our preparations.
After about an hour of walking, you've covered three miles...and now the atmosphere changes. It's chillier, and there are less noises coming from the creatures of the woods. The trees, which had been swaying and rustling in a light breeze, stand still.
You hear a snuffling noise in the trees to your right, but before you can do anything, three wolves burst out in front of you!
Something has obviously corrupted these creatures: their eyes glow red, and red tendrils of magic or energy trail off their bodies. All three bare their fangs and advance, eager to rip and tear!

Still, the danger is real, so prepare for battle!
Rolls
Wolf 1 - (1d20+2)
(7) + 2 = 9
Wolf 2 - (1d20+2)
(3) + 2 = 5
Wolf 3 - (1d20+2)
(7) + 2 = 9
Alice - (1d20+1)
(17) + 1 = 18
Veronica - (1d20+0)
(16) = 16
18 – Alice: AC 18, 13/13 HP
16 – Veronica: AC 10, 8/8 HP
9 – Wolf 1: healthy
9 – Wolf 3: healthy
5 – Wolf 2: healthy
Lydia: AC 17, 10/10 HP

Rolls
initiative - (1d20+4)
(4) + 4 = 8
Since Alice goes first, can I have her step to the front of the party with her weapon drawn? I want her to make sure none of the wolves slip past and get to everyone else.
I might also recommend that she tries to scare the wolves off. Maybe if we're a big enough threat, they'll run away.
Yeah, Alice is gonna get in the thick of it. As for frightening them off...well, you'll see.
16 – Veronica: AC 10, 8/8 HP
9 – Wolf 1: healthy
9 – Wolf 3: healthy
8 or 6 – Lydia: AC 17, 10/10 HP
5 – Wolf 2: healthy
With a mighty swing, she sends her longsword towards the head of one of the wolves!
Rolls
Attack Roll - (1d20+5)
(6) + 5 = 11
Damage if Hit - (1d8+3)
(6) + 3 = 9
Still, she doesn't cast that spell, but rather Minor Illusion, in the hope of distracting the creatures. She points behind the wolves, and suddenly the beating of drums can be heard; it sounds like the arrival of some army group. Will this trickery confound the wolves?
Rolls
Intelligence (Investigation) check - (1d20-4)
(12) - 4 = 8
Rolls
Wisdom save for Alice - (1d20+0)
(3) = 3

16 – Veronica: AC 10, 8/8 HP
9 – Wolf 1: healthy
9 – Wolf 3: healthy
8 or 6 – Lydia: AC 17, 10/10 HP
5 – Wolf 2: healthy
Here is the wisdom save.
Rolls
Wisdom saving throw - (d20+6)
(11) + 6 = 17
For my action, I want to stay where I am protected by Alice and cast Command at first level on wolf 1. I will walk around the top and enter into melee with wolves 1 and 2. I will cast chill touch on them.
Rolls
Chill Touch ranged spell attack - (1d20+6)
(15) + 6 = 21
Are you casting Command or Chill Touch? I think you only get one action. If Command, what's the command word?
The map does need coordinates, but I was trying to avoid making them. I'll make them now so you can tell me exactly where you want to move.

A5 has a tree, so it'd be difficult terrain, but you still have enough movement.
And to double-check: you want Chill Touch cast on Wolf 1 and Wolf 2? If so, I'll use the rolls you've already done.
Rolls
Attack Roll 1, Disadvantage - (1d20+5)
(13) + 5 = 18
Attack Roll 2, Disadvantage - (1d20+5)
(13) + 5 = 18
Damage if Hit - (1d8+3)
(2) + 3 = 5
The wolf lets out a howl...but this time, it's not a magical one. It's the last howl of a doomed beast. It flops down beside its brethren, dead. As with the other two, the red light fades.
Veronica: "Damn! Lucky these things're scrawny (juveniles, maybe?), or we'd be in for it! That howl o' theirs didn't affect me, but I still saw it buffet you two!"
Alice wipes the blood and guts from her blade, then returns it to its sheath. With the wolves dead, she's no longer frightened...but still glares at the three corpses.
Alice: "You speak truly, Veronica. I do not wish to be frightened like that again, nor do I wish to get surprised by a pack of full-size wolves with similar abilities. And that red magic, or whatever it was...any thoughts?"
Veronica: "Oh, they were empowered by something, no doubt about it. But did someone -- something -- magic them up specifically, or is some force spreading through the forest like a virus, infecting all sortsa beasts? Guess we'll have to keep traveling to find out...."
After about an hour, you've covered two miles at your slower pace. It's now 4 PM.
As you round a slight bend, you see something up ahead: a blue spectral figure, pacing (or floating, more like) in the path. It's gesticulating wildly with its hands, and seems to be talking to itself, but you can't make out any words.
It's about 60 feet away, and it hasn't seen you yet.
Rolls
Stealth - (1d20+2)
(10) + 2 = 12
You're now about 30 feet away, and can make out the figure's details: it's a spectral form of a young halfling woman. You can also easily hear what she's saying. Her voice changes back-and-forth from a normal tone, to one that's overflowing with rage:
"...not yet, not yet...what about the Pig and Whistle, all my friends...dead, throat slashed, blood gone. Accept it. Become vengeance...vengeance against who, though?! My killers are...are...back there...no matter, no matter! Take vengeance on everyone! They deserted you!...No...no! That's not true!"

Rolls
Persuasion - (1d20+1)
(16) + 1 = 17
However, your words have had an effect, because it doesn't immediately attack you.
"Interloper! But no matter...you'll be my first kill!...No, stop it! I'm not killing anyone!"
The spirit closes her eyes, and her entire "body" shakes...but after a few moments, she's got her nastier side under control. For how long, though?
"Nobody is asking me to be vengeful. At least, not how you think. That other side...it's me. I'm...transforming. And I can't hold it back for much longer. I'll become a...spirit? Ghost? Specter? I don't know the right word...never studied that stuff."
"But if you want to help...kill them...the ones who slit my throat...those...people...at the lodge. They need blood...for their pendant...captured me and others...I'm Teeka Lightleaf, worked at the tavern...tell everyone...I miss them...and love them."
The strain of maintaining this peaceful side is obvious. You actually see blue tendrils drifting off her face. Ethereal sweat?
"Secret entrance...look for bush right by the stream...it's trapped...careful...."
More blue tendrils. She's now evidently "weeping."
"Now either destroy me...or leave. I don't want to...become this thing...or hurt you...can feel it clawing at me...not much time left."
If you want to try another ability, lemme know which one, and we'll see if it's feasible.
I hold up the Soul Stone and use my necromancy to make it glow so she can see it. If this does not work, I'm hoping I can try to use magic to calm a vengeful spirit. I don't have a specific spell or ability for this, but I can make an arcana check if it helps.
"Will it...hurt? How do you...capture me, exactly? What happens once I'm...ughhh...in the stone?"
"You seem trustworthy, but...do you promise not to use me for...for evil?"
I will roll an attack roll (my spell and STR based attacks are the same +6) just in case you want that.
Rolls
Trap the spirit - (1d20+6)
(19) + 6 = 25
"Knew you were like them! Only want to use me! Die, you deceitful cunt!"
Since you didn't slay the spirit, and you didn't have its cooperation, you're unable to absorb the soul. The transformation continues, until Teeka Lightleaf is no more. All that remains is a skeletal, glowing specter!
No longer able to speak, it can only hiss and roar at you. It moves towards you, ready for battle! However, there's still plenty of daylight, and you would know that this would hinder it somewhat.
Alice and Veronica have noticed what happened, and are moving to aid you...but they're still about thirty feet away.
Rolls
Specter - (1d20+2)
(4) + 2 = 6
Alice - (1d20+1)
(14) + 1 = 15
Veronica - (1d20+0)
(16) = 16
Rolls
Initiative - (1d20+2)
(2) + 2 = 4