[DM rel20] Darkmoon Vale

Game Master djpika

PbP Guide

Droskar's Crucible Level 1<Active>

Cellar

Droskar's Crucible

Hut

Forest Elder

Falcon's Hollow

Falcon's Hollow Environs

Camp

Andoran

A6 Journal

NPC's
Laurel


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Grand Lodge

M Human HP 8/19, - AC 17/T: 14/FF: 13 - Perception +5 - F: +2/ R: +7/ W: +3 - CMB: +1 - CMD: 15, Speed: 30, Init. +4 Spells/day 1st 1/3

Stevesie doesn't understand the problem, "In a backpack? And why do we need to find the snake anyways? Also its nighttime again, need to find a new place to sleep."

We get the same amount of exp because we completed the encounter. Charming the animal with no fighting is the same exp as killing it is the same exp as diplomacy

Grand Lodge

Male Aasimar Shaman 2

"Let's camp under the tree. I think we scared out all of the animals. I can take first watch" Kalani says.

Grand Lodge

M Elf Magus/2 HP: 15/17 AC: 18

How do we know its nighttime? Am I missing something here?

Grand Lodge

M Human HP 8/19, - AC 17/T: 14/FF: 13 - Perception +5 - F: +2/ R: +7/ W: +3 - CMB: +1 - CMD: 15, Speed: 30, Init. +4 Spells/day 1st 1/3

It was something on page 4 I think. DM said we approach the tree at nightfall. Also we don't get spells back when we take watch so if you really need stuff just sleep the whole time and we'll take care of it.

Stevesie grumbles, "I'll go next"

Grand Lodge

Male Aasimar Shaman 2

If you say so.

"On second thought, maybe I should recharge some of my spells. I'm down one Bless."


?: 1d20 ⇒ 12


The party is able to rest without interruption. What do you guys do now?

Grand Lodge

Male Aasimar Shaman 2

"Let's continue our search for ingredients for the cure. We still need Rat's Tail and ironbloom mushrooms. We should look for the witch, Ulizmila, who lives in the woods for the Rat's tail, and look towards the mountains to the north for the ironbloom mushrooms.

I say we look for the Witch's hut, but I wouldn't know where to start looking in the forest."

Did we know a rough direction of where the hut was?

Grand Lodge

M Human HP 8/19, - AC 17/T: 14/FF: 13 - Perception +5 - F: +2/ R: +7/ W: +3 - CMB: +1 - CMD: 15, Speed: 30, Init. +4 Spells/day 1st 1/3

Stevesie inquires, [b]"Maybe we should look to the mountains and dwarves first because we know where to begin the search?"[b]


Technically, you guys failed your checks to find the locations and didn't stick around long enough to find other contacts that could advise. But since the other option is to go nowhere, we'll do this:

Roll a Knowledge Local DC 20 or Geography DC 16 again. For each missed check, I'll increase the chance of other things happening in the forest.

Grand Lodge

M Human HP 8/19, - AC 17/T: 14/FF: 13 - Perception +5 - F: +2/ R: +7/ W: +3 - CMB: +1 - CMD: 15, Speed: 30, Init. +4 Spells/day 1st 1/3

Stevesie is feeling lucky.

Knowledge(Geography): 1d20 + 7 ⇒ (7) + 7 = 14

i thought it would help

Grand Lodge

Male Aasimar Shaman 2

I have no local or geographical knowledge.

Grand Lodge

M Dwarf HP 20/20,- AC 17/T:14/FF: 13 - Perception +8 - F: +6/ R: +7/ W: +3 - CMB: +4 - CMD: 18, Speed: 20, Init. +5

I also don't have either of those checks.

Grand Lodge

M Elf Magus/2 HP: 15/17 AC: 18

"Stevesie, as our resident local, I don't suppose you know anything about these parts?"

Grand Lodge

M Human HP 8/19, - AC 17/T: 14/FF: 13 - Perception +5 - F: +2/ R: +7/ W: +3 - CMB: +1 - CMD: 15, Speed: 30, Init. +4 Spells/day 1st 1/3

I've failed so many of these checks, I don't even know anymore

"Uhhh I live here?" asks Stevesie genuinely. "I don't know much about the dwarves or anything."

Grand Lodge

Male Aasimar Shaman 2

I assume the local check would be for the witch?

"Surely you must have heard some of the witch's whereabouts."


You can use either check of for the witch.

DM:
?: 1d100 ⇒ 69?: 1d100 ⇒ 72


After about a day of traveling through the woods, bitten by insects and scratched by various thistles, the sounds of the forest become suddenly distant as the trees part, opening into a small, almost perfectly circular glade. The nearest stands of pine, eyln, and darkwood—all typically sturdy woods—twist away from the clearing, as if bent by some impossibly strong wind or seemingly in an attempt to flee despite their paralyzed roots. At the glade’s center squats an ugly cottage, little more than a pile of twigs, shoots, and ivy stacked upon mud walls. From the thatched roof dangle bundles of gnarled roots, old dried beast carcasses, and knucklebone bangles, all clattering together like gruesome wind chimes. A dozen small thatched fetishes—each shaped like a tiny man, imp, or rearing serpent—stand propped in the yard, keeping guard before a rickety plank door.

Grand Lodge

Male Aasimar Shaman 2

"Deus Ex Machina!" Kalani exclaims. "This must be where the witch lives! It looks like a witch's hut if I've ever seen one.

Kalani performs a perception check to see if he can spot anything unusual about the fetishes, house, or glade in general.

Perception: 1d20 + 10 ⇒ (5) + 10 = 15


Kalani doesn't notice anything beyond the oddities observed.

Grand Lodge

M Human HP 8/19, - AC 17/T: 14/FF: 13 - Perception +5 - F: +2/ R: +7/ W: +3 - CMB: +1 - CMD: 15, Speed: 30, Init. +4 Spells/day 1st 1/3

"Alright boys we got some options," says Stevesie, "we going in silently? attempting to approach from a diplomatic angle, or shall we use our characteristic, low decision making low thinking: kill-'em-all approach?"

Grand Lodge

Male Aasimar Shaman 2

"I think we should try talking to the witch. It couldn't hurt. We need her help in finding the Rat's Tail.

Grand Lodge

M Elf Magus/2 HP: 15/17 AC: 18

"I agree with kalani, we should probably just walk up and see if the witch is home. We can decide if any tactics need to be done if and when it happens, no sense in overthinking it."

Grand Lodge

M Human HP 8/19, - AC 17/T: 14/FF: 13 - Perception +5 - F: +2/ R: +7/ W: +3 - CMB: +1 - CMD: 15, Speed: 30, Init. +4 Spells/day 1st 1/3

"Sounds reasonable," says Stevesie. Stevesie also looks at number of possible windows / exits to the hut before he enters the clearing.


Approaching the cottage, you can see that its moldering door has rotted off its hinges but still blocks the way in.

Grand Lodge

M Human HP 8/19, - AC 17/T: 14/FF: 13 - Perception +5 - F: +2/ R: +7/ W: +3 - CMB: +1 - CMD: 15, Speed: 30, Init. +4 Spells/day 1st 1/3

Stevesie knocks, "Hello? Have you seen my niece and nephew, Hansel and Grettel?"


Stevesie summons up a billowing cloud of olive spores off the door but doesn't hear a response.

Grand Lodge

Male Aasimar Shaman 2

Kalani walks forward and casts detect magic to see if there is any magical traps.

Grand Lodge

M Human HP 8/19, - AC 17/T: 14/FF: 13 - Perception +5 - F: +2/ R: +7/ W: +3 - CMB: +1 - CMD: 15, Speed: 30, Init. +4 Spells/day 1st 1/3

"Maybe the witch is just out?" mumbles Stevesie. "If only she knew about THE REWARD FOR HELPING US, maybe she would make a speedy return. Also if she knew the importance of our task she might allow us to enter inside and wait for her return."

Stevesie whispers just lough enough for the party to hear, "just to make sure shes not hiding."

----If there is no response after a short pause----
Stevesie adds, "Wana take a look inside?"

Grand Lodge

M Dwarf HP 20/20,- AC 17/T:14/FF: 13 - Perception +8 - F: +6/ R: +7/ W: +3 - CMB: +4 - CMD: 18, Speed: 20, Init. +5

(Assuming there's no response)Ulfgar has a +2 saving throw against poison, spells, and spell-like abilities so he volunteers to go first through the door. He doesn't draw his weapons as he enters.

Grand Lodge

M Elf Magus/2 HP: 15/17 AC: 18

"Let us take a look around, the witch seems out. If she returns.. well better to ask for forgiveness than permission yea?"


Inside, the 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 rusted iron cauldron, with a mouth nearly 5 feet wide and a depth of at least 3 feet, dominates the hut’s single room, its ash-covered surface shaped with a relief of capering fiends and leering devils.

Grand Lodge

M Human HP 8/19, - AC 17/T: 14/FF: 13 - Perception +5 - F: +2/ R: +7/ W: +3 - CMB: +1 - CMD: 15, Speed: 30, Init. +4 Spells/day 1st 1/3

"Look for a book or some note about the rat's tail. Maybe the witch kept an extra tail around here, that would be ideal," says Stevesie.

Perception: 1d20 + 4 ⇒ (3) + 4 = 7

Grand Lodge

Male Aasimar Shaman 2

Kalani follows Stevesie's lead in looking, keeping an eye out for anything that may resemble a rat's tail.

Perception: 1d20 + 10 ⇒ (2) + 10 = 12


As you start exploring the inside of the hut, the cauldron comes alive and attempts to bite Stevesie.

bite: 1d20 + 2 ⇒ (3) + 2 = 5


Round 1

Stevesie Initiative: 1d20 + 4 ⇒ (6) + 4 = 10
Ulfgar Initiative: 1d20 + 5 ⇒ (1) + 5 = 6
Kalani Initiative: 1d20 - 1 ⇒ (10) - 1 = 9
Churdon Initiative: 1d20 + 4 ⇒ (7) + 4 = 11
Bort Initiative: 1d20 + 3 ⇒ (19) + 3 = 22

DM:
Cauldron: 1d20 ⇒ 1

Grand Lodge

M Human HP 8/19, - AC 17/T: 14/FF: 13 - Perception +5 - F: +2/ R: +7/ W: +3 - CMB: +1 - CMD: 15, Speed: 30, Init. +4 Spells/day 1st 1/3

Shoulda known it was the cauldron, it had half of the descriptions of the room.

Stevesie shouts, "What is this madness? Imagine if the witch returns and we've destroyed her favorite object." Stevesie draws his sword.


Drawing a weapon is a move action at BAB 0. You're standing next to the cauldron, however, so you can still attack.

Churdon, you can act as well.

Map is the "hut" link.

Grand Lodge

M Elf Magus/2 HP: 15/17 AC: 18

Churdon draws his sword and moves up.


Everyone else can post their turns...

Grand Lodge

M Human HP 8/19, - AC 17/T: 14/FF: 13 - Perception +5 - F: +2/ R: +7/ W: +3 - CMB: +1 - CMD: 15, Speed: 30, Init. +4 Spells/day 1st 1/3

"Well now then, with this newfound power i shall smash the cauldron to pieces!!"1 shouts Stevesie.

Anyone know how to defeat the encounter w/o breaking the cauldron? Might be slightly easier.Shortsword: 1d20 + 1 ⇒ (11) + 1 = 12 Damage: 1d6 + 1 ⇒ (1) + 1 = 2


Do people want to try to play in person this Sunday?

Grand Lodge

M Dwarf HP 20/20,- AC 17/T:14/FF: 13 - Perception +8 - F: +6/ R: +7/ W: +3 - CMB: +4 - CMD: 18, Speed: 20, Init. +5

Ulfgar draws his weapon and shifts into the doorway and shouts at Bort to attack.

handle animal: 1d20 + 7 ⇒ (2) + 7 = 9

Grand Lodge

Bort is confused as why his master wants him to attack a strange rock and waits for a real order.

Grand Lodge

Male Aasimar Shaman 2

Kalani casts bless and draws his morningstar.

Buff tracker
Bless - 10 turns

Grand Lodge

Male Aasimar Shaman 2

I'd be OK to play in person this Sunday


I have plans for Sunday afternoon so I can't.

Grand Lodge

M Human HP 8/19, - AC 17/T: 14/FF: 13 - Perception +5 - F: +2/ R: +7/ W: +3 - CMB: +1 - CMD: 15, Speed: 30, Init. +4 Spells/day 1st 1/3

I'm down if we want to do something else on Sunday then. And before I forget these are things I want to do on my next turn (unless I can sneak them in now).

Stevesie wants to determine how the pot is biting him (top, side...). Stevesie also wants to determine if the cauldron has legs or if it is resting on the ground (can it move) and looks inside the cauldron to see if anything is there. Finally Stevesie does a knowledge local check to see if he remembers hearing anything about this magical pot in townKnowledge(local): 1d20 + 7 ⇒ (4) + 7 = 11.


The cauldron has legs that move rigidly. It tries to bite you with the circular mouth at the top.


The cauldron tries to bite Stevesie again:

bite: 1d20 + 2 ⇒ (9) + 2 = 11

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