Pixie Rogue's Adventures in Darkmoon Vale

Game Master Pixie Rogue

A small party, thrown together, adventuring in Darkmoon Vale in the nation of Andoran.


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Dwarf Barbarian

Staring intently at one of the stick figures, then another. "Which one, Elf? The blasted things all look the same!" My voice steadily getting louder with each word of that last sentence. The veins on my arms practically bulging out. "Grrrrrrrrr!!! Show yourself and deal, Witch!"


Laucian:
Go ahead and read the spoiler above for if you made the save. Whether you tell the others what the result is, of course, up to you.

Gilgar:
Will save, please. Include your CON bonus in addition to the normal Will save bonus.


Male Elf Druid 4

"Be calm friends, they be either sticks or victims I'll wager. About now, neither of them are a concern of mine right now."


Dwarf Barbarian

DM:

Will Save: 1d20 + 5 ⇒ (13) + 5 = 18 (+1 Wis, +4 Con)


Male Elf Wizard (Illusionist) (3)

"Alright Nox. I swore I saw it move, but I am not so sure that my eyes were not playing tricks on me." replied Laucian.

Turning back to Gilgar, "I think it is that one," Laucian tries to point out the figure better but give up quickly, "but I haven't seen it move again. Maybe my nerves are getting to me in a place like this. Maybe it never did move."


Dwarf Barbarian

Snapping my jaw shut, breathing heavily through my nose, eyes wide and searching as I attempt to douse the building anger and frustration within. A slight twitch begins at the outside of my lower left eyelid. Otherwise I'm stock still.


Male Elf Druid 4

If nothing else occurs prior to reaching the hut, apply this check to check for signs of life and/or traps.

1d20 + 9 ⇒ (11) + 9 = 20 perception


Nox and Sylvanis reach the hut unmolested. The animal companions were hesitant, but their loyalty to their respective masters was stronger than their unease. They each follow a step behind and outside the elves.

Nox:
The hut, while not exactly architecturally impressive at its best, does not appear to have had any care recently. You believe it's safe to enter today, but the elements appear to be winning the war here. How much longer it will remain standing is hard to tell.


Male Elf Druid 4

"Well, let's see what we shall see"

checking the door for safety, Nox opens the door slowly as much concerned for its role in the stability of the building as anything else.

If the hut is dark, Nox will pull a candle from his pack and light it.


It's pretty obvious that the door will have to be lifted out of the way as opposed to being swung open. Nox tests and verifies that the roof is not leaning on it. There seems to be some dirt and old grass at its base holding it in position. It's easily set aside.

There is no response from within.

Nox & Sylvanis (looking inside the hut):
There is no light within other than what comes through the cracks in the walls or through the now-clear doorway. However, your elven eyes are fine with this level of light - a human or halfling would have trouble, but you do not require additional light.

Haphazardly-hung shelves line the walls within, 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.

Across from the door, against the far wall, stands a high-backed chair made of wicker, the gigantic tusks of some monstrous beast, and thousands of human teeth. There appears to be someone sitting in the chair, but they do not respond to your intrusion in any fashion. Their face is obscured from this angle, so you really can't tell anything about them.


Male Elf Druid 4

Nox will move to a position where he can get a better look at the person in the chair.

"Excuse us, but we entered in as you had not responded. Are you with us, or are you past due for your return to the earth?"


Nox & Sylvanis:
You actually have to move a fair distance into the 'structure', The figure in the chair appears to be a corpse wrapped in filthy burial linens, its form padded with pungent herbs and sprouting patches of thick white mold.

Nox & Sylvanis, if you approach the figure:
Upon closer inspection, you realize the figure is a bundle of branches, mud, and linen. It does not appear to be animated, at least at this time.


Male Elf Druid 4

"How Curious"

after getting no response, Nox has moved in and examined the body which turns out to be a collection of dirt, sticks, and linen.

"It would appear that our friend here is of the earth rather than set to join it."

Looking around the room, "Good or bad, it is not our who we came seeking."


Perrin and Winter refuse to enter the hut. They pace nervously just outside the door.

It appears that there is nobody home. What do you wish to do?


Male Elf Druid 4

Nox will search the shelves and room for Rat's Tail.

perception check for the search 1d20 + 9 ⇒ (1) + 9 = 10

knowledge nature to identify the root if found 1d20 + 8 ⇒ (20) + 8 = 28

"Well, we're here. Let's see if she had what we are looking for. I don't know where else we could look to get it."


With that roll, you will know Rat's Tail when you see it. However, you and Sylvanis have some other business to attend to first. Spoilers, please!

Nox & Sylvanis:
I'm operating under the assumption that Sylvanis has remained in the doorway while Nox investigates.

Nox has begun looking for the item the party needs.

Perception checks and initiative checks, please. And spoilers! I want to keep the other two in suspense. ;)


Male Elf Druid 4

DM:

Perception 1d20 + 9 ⇒ (7) + 9 = 16

Initiative 1d20 + 2 ⇒ (8) + 2 = 10


Female Elf Druid (2)

DM:
I would have kept to the door unless called upon by Nox. If I knew what I was looking for I would help starting at the door. Perception1d20 + 8 ⇒ (20) + 8 = 28 Init 1d20 + 3 ⇒ (1) + 3 = 4 To bad they didn't go the other way around.


Male Elf Wizard (Illusionist) (3)

Gilgar:
Seeing the two enter the hut and the wolves stay outside, Laucian continues to talk to Gilgar, while keeping an eye out for anything from the outside. "I haven't ran into many witches before, but the ones that I did, turned out to just be local outcasts. This one seems different though. It seems that even nature has cast the person out. What do you think?"

DM:
Passive Perception : 1d20 + 2 ⇒ (15) + 2 = 17
(I have been make many rolls to get them out there if you need them. Don't ever know if any of my past rolls suffice. Sorry if I roll to much)


Nox & Sylvanis:
As Nox begins to look for some Rat's Tail on the shelves and reaches to move something out of the way to see what lies beyond, he hears something behind him. Sylvanis is very surprised to see the heretofore inanimate cauldron lurch into motion.

Fortunately, the oversized pot is rusty in more ways than one - it throws itself on its side and tries to 'bite' Nox with its enormous mouth, but misses so badly that it is left teetering off-balance. Crit Fumble: The target (Nox) may attempt to trip, bull rush, or overrun the attacker.

Nox may attempt the combat maneuver against the cauldron as well as take his normal turn. Sylvanis follows, then the cauldron. The animal companions may, if you choose, participate starting in round two. Roll their initatives if you want them to get into the mix - it's a free action to speak, so I think you can let them know something's afoot without taking an action.

DM's Rolls:
1d20 + 0 ⇒ (7) + 0 = 7
1d20 + 2 ⇒ (1) + 2 = 3
1d20 + 2 ⇒ (10) + 2 = 12


Male Elf Druid 4

DM:
Nox spins around at the noise to see the cauldron snapping at him, obviously having lost it's balance.

He attempts to knock it to the floor(trip)

1d20 + 1 ⇒ (18) + 1 = 19


Nox & Sylvanis:
With a loud crash, the cauldron tips over "mouth" -side down.

Nox's regular turn, then Sylvanis.

Gilgar and Laucian, waiting at the edge of the clearing, see both of the animal companions perk up at something within the hut. Sylvanis is visible standing in the doorway. About the time that the animals show some interest, the sound of a crash comes from within the structure.


Male Elf Druid 4

Nox will draw his rapier and shield after tipping the cauldron and move out the door, speaking to Sylvanis as he moves.

"Let's see if our enchanted host will follow us outside. I am thinking that our chances are much improved when it doesn't have us in an enlosed space."

He will put himself 10 feet out the door in direct line of site for the Cauldron gesturing to Sylvanis to go beside the door and calling to Perrin. Pointing the wolf to the side of the door opposite that which Sylvanis takes (assuming the suggestion is accepted),

"Perrin, Stay."

Shouting over his shoulder "Gilgar, we have a new friend for you to meet."


And with that, I need initiative rolls from Gilgar and Laucian. They will get their go in round two. Sylvanis is up next.

Gilgar and Laucian, you see Nox coming out the hut with deliberate haste, rapier and shield in hand, as Sylvanis lets him past. At this point, you cannot see within and his comment to Sylvanis is heard, but not loud enough to understand. His remark to Gilgar, however, is clearly heard by both of you.


Dwarf Barbarian

"'Bout stinkin' Time!"

Initiative: 1d20 + 2 ⇒ (13) + 2 = 15


Male Elf Wizard (Illusionist) (3)

Initiative : 1d20 + 2 ⇒ (12) + 2 = 14


Female Elf Druid (2)

I loop around the house. (Out the door and stand behind the corner of whichever side has Winter on it at that time.)
"Winter!"


Initiative Order
15 Gilgar
14 Laucian
10 Nox
04 Sylvanis
03 Cauldron

The sound of something crashing in the hut is clearly heard and a huge black kettle comes rolling out of the hut, straight at Nox.

As it passes by Perrin, he gets an attack of opportunity, as do Winter and Sylvanis. Go ahead and roll for those attacks and then I will resolve the kettle's attack on Nox.


Female Elf Druid (2)

Sylvanis 1d20 + 1 ⇒ (11) + 1 = 12
1d6 ⇒ 6
Winter 1d20 + 4 ⇒ (13) + 4 = 17
1d6 + 1 ⇒ (1) + 1 = 2


Male Wolf Wolf 3

OOC: If I am understanding the layout, Perrin should have a flank for his AoO. If not, the attack below is +3.

Perrin sees the Pot coming out after his alpha and lunges at the cauldron as it goes by.

1d20 + 5 ⇒ (2) + 5 = 7 Attack with flank
1d6 + 1 ⇒ (1) + 1 = 2
1d20 + 3 ⇒ (7) + 3 = 10 trip


OOC can be flagged with the ooc BBCode tags, by the way. And your understanding is correct. I'll grant the flank to Perrin and Sylvanis.

Sylvanis and Winter both score hits against the kettle. Sylvanis feels the shock of the impact to her core, but it barely seems to have hurt the thing. Winter's slash didn't even dislodge the considerable rust.

Perrin's lunge fails to connect; therefore, no trip attack possible as he doesn't have a hold of the target.

The kettle continues it's attack, biting Nox for 7 points of damage and latching on to him. Nox is grappled.

Gilgar is up!

DM's rolls:

Kettle damage: 6+2

1d20 + 2 ⇒ (16) + 2 = 18
1d8 + 1 ⇒ (6) + 1 = 7
1d20 + 2 ⇒ (19) + 2 = 21

Nox:
Can you do me a favor and list the final numbers for Nox's stats in his profile? For example, I don't like needing to calculate his AC each time he's attacked - what you have is fine, but include the totals, too - I don't want to overlook something and have him get hit when he shouldn't.

Initiative Order
15 Gilgar
14 Laucian
10 Nox
04 Sylvanis
03 Cauldron


Male Elf Druid 4

DM:
Having been latched onto, do I gain any insight regarding the creature. Is it alive or truly enchanted, do there appear to be any fleshy pieces?


Nox:
You do not detect any fleshy pieces. As far as you can tell, it's a normal cauldron. Except for the whole move-and-attack people thing.


Dwarf Barbarian

Run up into melee range, and prepare to deal some death!


Laucian is up!


Male Elf Wizard (Illusionist) (3)

Laucian runs up with Gilgar making sure to keep Gilgar between him and the cauldron and an additional 5 foot of space between him and Gilgar.

"What is going on? What did you two do?"

Turn complete


Locations:
I would sketch out a map, but I'm not sure it's necessary. Relative positions based on the cauldron's location: Nox is one square south; Gilgar is one square east; Laucian is three squares east; Winter is one square west; Sylvanis is one square west and one square north; Perrin is one square east and one square north.

Nox is up!


Male Elf Druid 4

Nox will take a step to his left, letting up a flank with Perrin and swing his rapier at the cauldron

1d20 + 5 ⇒ (2) + 5 = 7


Nox is grappled, which limits his options. I'm including the description of the grappled condition so you can see the restrictions he has to deal with.

Grappled:
A grappled creature is restrained by a creature, trap, or effect. Grappled creatures cannot move and take a –4 penalty to Dexterity. A grappled creature takes a –2 penalty on all attack rolls and combat maneuver checks, except those made to grapple or escape a grapple. In addition, grappled creatures can take no action that requires two hands to perform. A grappled character who attempts to cast a spell must make a concentration check (DC 10 + grappler’s CMB + spell level, see page 206), or lose the spell. Grappled creatures cannot make attacks of opportunity.
A grappled creature cannot use Stealth to hide from the creature grappling it, even if a special ability, such as hide in plain sight, would normally allow it to do so. If a grappled creature becomes invisible, through a spell or other ability, it gains a +2 circumstance bonus on its CMD to avoid being grappled, but receives no other benefit.

The most likely course of action is to try to break the grapple, but he has other options, shown here.

If you are grappled:
If you are grappled, you can attempt to break the grapple as a standard action by making a combat maneuver check (DC equal to your opponent’s CMD; this does not provoke an attack of opportunity) or Escape Artist check (with a DC equal to your opponent’s CMD). If you succeed, you break the grapple and can act normally. Alternatively, if you succeed, you can become the grappler, grappling the other creature (meaning that the other creature cannot freely release the grapple without making a combat maneuver check, while you can). Instead of attempting to break or reverse the grapple, you can take any action that requires only one hand to perform, such as cast a spell or make an attack with a light or one-handed weapon against any creature within your reach, including the creature that is grappling you. See the grappled condition for additional details. If you are pinned, your actions are very limited. See the pinned condition in Appendix 2 for additional details.


Male Elf Druid 4

My bad, totally forgot Nox was grappled

Nox attempts to break free of the cauldron's grapple

1d20 + 1 ⇒ (15) + 1 = 16 CMD


Nox successfully escapes the grapple and still has a move action this round, if he wishes to take it. If I don't hear otherwise, I will assume that he takes the movement originally stated - he just won't be able to attack this round.

Sylvanis is up after Nox' move action.


Female Elf Druid (2)

Sylvanis takes a 5foot step SW to end up one square to the left of Winter and casts Guidance on Winter.
Winter full attacks the cauldron that he has flanked.
Bite (with Guidance)1d20 + 7 ⇒ (10) + 7 = 17
Bite Damage 1d6 + 1 ⇒ (2) + 1 = 3
Claw 1d20 + 5 ⇒ (4) + 5 = 9
Claw Damage 1d4 + 1 ⇒ (1) + 1 = 2
Claw 1d20 + 5 ⇒ (3) + 5 = 8
Claw Damage 1d4 + 1 ⇒ (1) + 1 = 2
If I messed anything up let me know.


Nope, looks good to me - and reminds me that Nox needs to post for Perrin, as well.


Male Wolf Wolf 3

Perrin attacks

1d20 + 5 ⇒ (20) + 5 = 25 attack
1d6 + 1 ⇒ (5) + 1 = 6 damage
1d20 + 5 ⇒ (12) + 5 = 17 crit confirm
1d6 + 1 ⇒ (4) + 1 = 5 crit damage
1d20 + 3 ⇒ (16) + 3 = 19 trip attempt


Initiative Order
15 Gilgar
14 Laucian
10 Nox
04 Sylvanis
03 Cauldron

DM's Rolls:
Kettle Damage 6+2+3+11; Condition: Tripped

Perrin's attack managed to unbalance the cauldron again, tipping it over on its top. As it starts to rock back and forth to try to right itself, it provokes an attack of opportunity from anyone within reach.

The cauldron is showing some damage from the attacks, but it's largely ignoring the damage dealt thus far.

We'll resolve the cauldron's action after the AoO have been resolved.

Sorry for the delay, all.


Male Elf Druid 4

Seeing the Cauldron topple over, Nox brings his rapier down to slightly scratch the botton of the cauldron.

1d20 + 5 ⇒ (11) + 5 = 16AoO with flank
1d6 ⇒ 1damage

"Gozreh cursed blade, where is a mace when you need one"


Male Wolf Wolf 3

Seeing his foe defenseless, Perrin lunges in for another bite.

1d20 + 5 ⇒ (5) + 5 = 10AoO with flank
1d6 + 1 ⇒ (1) + 1 = 2 damage


Female Elf Druid (2)

Winter AoO Attack w/Flank
1d20 + 6 ⇒ (6) + 6 = 12
1d6 + 1 ⇒ (4) + 1 = 5


Dwarf Barbarian

2-handed Dwarven Waraxe Attack of Opportunity: 1d20 + 5 ⇒ (10) + 5 = 15

Take THIS, ye bewitched lump o' iron! I hope I hit!

Dwarven Waraxe 2-handed damage: 1d10 + 3 ⇒ (5) + 3 = 8


I believe that's everyone...

Nox hits with his blade, but doesn't appear to have damaged the kettle. Gilgar, on the other hand, announces his arrival with a ringing strike from his axe.

After righting itself once again, the cauldron attacks the trespasser again. That's you, Nox! Biting at the druid, it draws more blood 3 points of damage, but fails to get a hold this time.

Gilgar, you are up!

DM's Rolls:

Kettle Damage 6+2+3+11+1+8

1d20 + 2 ⇒ (16) + 2 = 18
1d8 + 1 ⇒ (2) + 1 = 3
1d20 + 2 ⇒ (8) + 2 = 10

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