Stevesie Silverstache
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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
Stevesie Silverstache
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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"
Kalani Akoni
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"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?
| DM rel20 |
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.
| DM rel20 |
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.
Kalani Akoni
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"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
Stevesie Silverstache
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"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?"
Stevesie Silverstache
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"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?"
Ulfgar Ungart
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(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.
| DM rel20 |
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.
Stevesie Silverstache
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"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
Stevesie Silverstache
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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.
Stevesie Silverstache
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"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
Stevesie Silverstache
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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.