Oliver Hoffman |
Oliver puts a hand on her shoulder, "Maybe we should do a once around the place for any signs of life before we force our way into the house. Maybe she just has a stuck door, and doesn't much want visitors enough to bother answering." At his own suggestion, he starts to head to the side to circle around the house, looking for either windows, or any activity nearby.
Perception 1d20 + 7 ⇒ (14) + 7 = 21
DM Mothman |
Oliver limps around the cottage. There are no windows, but here and there are gaps in the walls where the daub has sloughed off and the half elf can peer through the gaps in the woven lattice beneath.
It is dim and shadowy inside; a human would probably make out little peering through such cracks, but Oliver’s elven vision allows him to see a little.
He can see crooked shelves attached to the walls, filled with clutter, a large cauldron in the centre of the room, and several other items of furniture, including a large, ominous looking chair which seems to have some sort of figure sitting in it, unmoving.
The small twig and fibre effigies in the yard sway in the breeze, almost seeming to bend towards Oliver as he makes his way around the cottage.
Oliver Hoffman |
Oliver returns to the others, trying his best to avoid a 'told you so' tone to enter his speech, "It appears that there is someone within, seated and unmoving." He takes the front, to step up and rap on the door with the spear butt harder than he could by fist, "Hello, inside the cabin! We come seeking knowledge about the very woods within which you live! Humbly, we ask that you be willing to meet with us that we may discuss further what we seek!"
Diplomacy 1d20 + 7 ⇒ (10) + 7 = 17
Jasper Eleventoes |
As Jasper says, these figurines very much have a rough and 'home-made' look to them, being constructed of bound and woven together twigs and thatch.
There is one that looks a bit like Jasper.
The little fellow goes a lighter shade of green than normal.
Oliver Hoffman |
Oliver nods begrudgingly with Anor's assessment, "Ma'am, your lack of any response, even to tell us to go away, warrants concern on our part. There have been unfortunate events happening lately in the area, and we are entering to check on your well-being." With his warning administered, he indicates the go ahead to force the door. He does issue one last warning, "Keep your weapons sheathed, in case she is also deaf, we don't want to force our way in while armed a give a wrong impression."
Adalwin MacFaine |
Adalwin is about to disagree with Oliver, but stops himself. Oliver knows all kind of stuff, he's probably right
The boy sheathes his sword, and then positions his shield to help absorb the impact of the door, before rushing at it.
strength check: 1d20 + 3 ⇒ (7) + 3 = 10
He hits the door, which doesn't budge. Red faced, he steps back, trying not to make eye contact with anyone. "Probably didn't take a big enough run off"
Assuming he can have another go
Adalwin rushes at the door again, this time with more promise.
strength check: 1d20 + 3 ⇒ (18) + 3 = 21
DM Mothman |
Adalwin pushes at the door with his shield – it shudders, and he hears something crack, but it doesn’t open. Hitting it a second time – this time with far more force - causes the door to splinter and practically burst apart, easily allowing entry to the interior of the hut.
Inside, the windowless cottage is dank, reeking, and filled with shadows. Haphazardly hung shelves line the walls, covered in all manner of clay jugs, clouded bottles, strangely cut rocks, rotted bunches of herbs, and a museum of other crude curios and remnants of a bone grinder’s artifice. A big, rusty iron cauldron, with a body nearly 5 feet round, dominates the hut’s single room, its ash-covered surface shaped with a relief of capering fiends and leering devils. Across from the door, against the far walls, stands a high-backed chair made of wicker, the gigantic curved tusks of some monstrous beast, and thousands of human teeth. With the interior of the hut now better illuminated by the sunlight coming in through the broken door, the figure sitting in the chair can be more clearly discerned - what looks like a corpse wrapped in filthy burial linens and torn rags, its surface sprouting patches of thick white mould.
Jasper Eleventoes |
"So... it's a root that looks like the tail of a rat, right? That's why it is called so?"
He peers from the doorway, looking for any kind of organization. Entering seems unwise, but he looks back at the fetishes nervously. ShadowWing perches on a shelf within.
Perception: 1d20 + 14 ⇒ (18) + 14 = 32
ShadowWing Perception: 1d20 + 10 ⇒ (2) + 10 = 12
DM Mothman |
Jasper’s keen senses detect no signs of life or movement within the cottage … neither does a quick scan reveal anything resembling a rat’s tail. There are scores of jars, bottles, urns (many of the opaque or dust shrouded), bundles of dried or rotten herbs and other objects on the shelves or stacked on the floor around the edges of the room. A visual examination would take at least twenty minutes to half an hour to catalogue everything, given the dis-order; physically searching (moving things around, opening up jars etc.) might actually hasten the search if you choose.
Additionally, seeing is one thing; understanding what you are seeing is another. Various knowledge skill checks, skills like Appraise, and various spells may help you better catalogue what is contained here.
Jasper Eleventoes |
Turning away from the sight of the fetishes in the front yard and focusing on the cottage, Jasper suggests, "This is going to be a task. Maybe we can each take a shelf and search it for items of interest. If we find something potentially valuable, especially to the herbalist Laurel, it doesn't appear that the old witch will mind if we take it back to town. Mind if I take a low shelf?" Moving to his left, he looks for a shelf low enough for him to peruse or one he can reach with a chair, perhaps.
Unfortunately, I have few skill points and none of them went into appraise or knowledge (something). I offer Spellcraft and Use Magical Device in the event there is something magicky that can be salvaged.
Perception: 1d20 + 14 ⇒ (12) + 14 = 26
Spellcraft: 1d20 + 5 ⇒ (8) + 5 = 13
Use Magical Device: 1d20 + 7 ⇒ (20) + 7 = 27
"This might help." He summons a set of magical torches to increase the lighting conditions in the room for those lacking his darkvision. As he searches, he hums a little tune. When he touches different items on the shelf, the dust and grime simply disappears, making it somewhat easier to identify what lies within. Just realized prestidigitation might be useful here.
Adalwin MacFaine |
After a scan Adalwin starts to work on the shelf above Jasper, marvelling at the magical talents of his friend. "Your a useful fellow to have around!"
He looks again in distaste at the mouldering shroud. "Is it safe to be in here? My mother used to say some moulds could be quite harmful to breath in. Anyone know if this one is ok? Should we bury her or something?"
The boy doesn't really know what to look for, but points out anything of interest to the others who may know more about these things. Aid another with the search
perception: 1d20 + 5 ⇒ (7) + 5 = 12
DM Mothman |
As Jasper and Adalwin search through the contents of the cottage, the large black cauldron suddenly lurches into movement, scuttling about on its three stubby tripod legs, its iron walls twisted in a strangely malleable way as it opens and closes its ‘mouth’ in an ominous fashion. Its intent is obviously not friendly ….
Please roll for initiative and place yourselves on the map.
The green is forest (difficult terrain), the dark brown are the walls of the hut and the areas around the inside face of the walls that are cluttered with shelves, furniture and assorted junk. You can squeeze in these squares if you want. The light brown squares are the small effigies scattered around the clearing.
Choose a square. I will assume at this point Eljoy and Reekis are standing watch outside the hut, Jasper and Adalwin are inside searching, Anor and Oliver can be in or out as they prefer.
I’ll reserve Jasper and Adalwin’s search rolls etc for later.
Jasper Eleventoes |
I intended to circle left to the first shelf low enough for me to examine. I will assume that was L11, which would put me in L10. If no shelves are low enough, he will stand on an available piece of furniture - but it sounds like there is stuff everywhere, so I'm guessing he could search stuff on the floor for days before he runs out of stuff he cannot reach.
Initiative: 1d20 + 2 ⇒ (14) + 2 = 16
When he notices, he will say something intelligent like: "Agh! Look out!"
DM Mothman |
Initiative order:
Anor: 28
Reekis: 21
Jasper: 16
Oliver: 14
Adalwin: 12
Eljoy: 11
Cauldron: 7
Anor is up. I will assume that Reekis spends the first round delaying, as he tries to figure out what is going on from outside the hut, but if Aubrey wants to choose an action for him once he returns, that is fine. At any rate, Jasper can act after Anor.
DM Mothman |
Anor tries to think of a way of dispelling, or disabling whatever effect has caused this....
[dice=Spellcraft]1d20+8
Other than that no action.
DM Mothman |
Jasper attempts to locate a higher vantage point from which to fling acid at the oversized animated pot. What are my options?
There is plenty of junk piled up around the edges of the room that you can climb up on, as well as shelves attached haphazardly to the walls. It would be a pretty easy climb (DC 10), but the precarious stacking of the gear at the base, and the amount of bottles, jars, loose rocks and bones etc. on the shelves increases the DC to 15. The 'ceiling' (as such) is about 7 feet above the floor at the edges of the hut, so if Jasper is about 3 feet tall he could only climb up about 4 feet above the floor, which would not put you out of reach of the cauldron.
Jasper Eleventoes |
Jasper looks around in a panic and realizes there's nowhere for him to go. Hoping to surprise the animated kettle, he tries to rush out of the hut before it can attack him.
Once he's outside (if he makes it), he digs his precious flask of acid from his pouch for use in casting a spell next round.
If he successfully exits the hut, he will stop ten feet out the door, allowing the others to get past him easily in or out of the hut, but giving him an angle to conjure acid and fling it at the thing.
Eljoy Skinner |
"Damn it all! " Eljoy sprints for the door, clearing his ax for action.
I presume I can get into clobbering range.
Ax v pot: 1d20 + 5 ⇒ (5) + 5 = 10 ... damage: 1d8 + 5 ⇒ (8) + 5 = 13
Oliver Hoffman |
Sorry for the delay, I had almost no time at all last week to post.
Oliver is both confused and worried by the notion of being attacked by a big iron pot. He is even more aghast when it grabs and crushes into Adalwin hard. "Hold on, Adalwin, I'll help however I can."
Cast CLW on Adalwin 1d8 + 1 ⇒ (5) + 1 = 6