Tashtal ul-Voshnak |
"Does anyone have a pick or shovel?" asks Tash, a little embarrassed. "If not, we will need to find rocks to place on your friends. It will have to do under the circumstances."
At the moment, Tash is just concerned about burying and honoring the dead and doesn't know about the quest, as Berenwyr mentioned.
Tidus Ovelia |
Tidus begins explaining to the new travelers about their reasons for traveling into the Vale. He mentions the sick villagers, Laurel, and the reagents that the party was sent to recover.
As he does so, he takes his time examining the old tree, looking for any signs of the moss that Laurel had mentioned to them earlier this morning.
Perception Take 20
Firebeard |
"Looks as if this thing's been doin' this fer a while now. Got itsself a collection goin'. As fer Shalyna and Hassan, I ain't leavin' here without a burial. I'll use me hands if'n I have t'."
That said, the dwarf takes a sai from his sash and begins hacking at the ground with it, using the point as a kind of crowbar to break the dirt into chunks. Then, the dwarf got down on his knees and began shoveling the loose chunks of dirt out with his hands. It was back-breaking labor, but one he felt his companions deserved. Especially the elven mage who he had shared so much time with on the road.
Berenwyr |
Berenwyr sighs and begins moving the dirt away from the hole Firebeard is digging to give the dwarf more room.
I'll be honest, Firebeard, this is not how I expected to spend my morning. Will you tell me of Shalyna? Among my people, sometimes we make a song for the departed, although I am not particularly skilled in that area, I will do my best if you wish it. I take it the two of you were close?
Firebeard |
"I only met th' lass on our journey t' this place. We hired on t' guard a caravan t' Falcon's Hollow. We kill't some bandits, and got on well enough. She were a good lass, and ready t' help no matter what. can't say that I can tell ye much more'n that. She were a good lass."
Berenwyr |
Hmmm, killing bandits isn't much to go on. Did she have a favorite color or animal, perhaps?
Berenwyr takes a break from digging and goes to arrange the corpses of Hassan and Shalyna. He removes their packs and weapons before laying them on their backs, arms folded and eyes closed. He then looks into their belt pouches for coins to lay on their eyes.
Firebeard |
Startled, Firebeard thought for a moment. "Owls! She liked owls. She had this owl tha' nested in her hair. Tiny thing it were. An' she played th' flute. Prettiest sound ye ever did hear. An' sunsets. She liked 'em. I mean really liked 'em. She'd sit there and play th' sun t' sleep, she would, when we stopped fer the night. Does tha' help?"
Berenwyr |
Berenwyr's eyes twinkle above the cloth mask that covers his face.
Yes! An owl in her hair and lullabies to the sun, I think I may have something here! Give me a moment to frame it in my mind...
Gentlemen, a thought occurs to me. There are corpses in the tree as well. I know we are in a hurry, but if we are burying two, should we not bury all? Someone would have to climb up there and cut them down though.
GM Idyll |
I'll let you take 10. No need to lose another player to a nasty fall.
After a short while, Tidus reaches the bodies and cuts them down. They fall through the limbs and hit the ground with sickening thuds.
You recognize the clothes these three wear - it appears they are hunters from the Hollow who went missing month's ago - they were named Lou, Andina and Travis.
Although the bodies have been stripped of nearly all their flesh, the woodsmen’s equipment still dangles from their half-devoured carcasses. You find the following items remain in useful condition: two crossbows, two short swords, a suit of hide armor, a masterwork shortbow, a signet ring with the image of a flaming hawk, 9 gp, 12 sp, and eight days’ worth of rations.
Let me know when you're ready to move on or if you're going to rest here to heal up. It's about 1:00 in the afternoon.
GM Idyll |
The work burying the bodies is difficult - the work is tiring, but the bodies pulled from the tree are rotting and smell. It takes about an hour and a half to finish the work.
Where do you want to head next? I've posted the map below for reference. You're currently at the Forest Elder. You can move about 1 mile per hour through the woods.
Berenwyr |
Berenwyr sings a quiet song for Shalyna after the bodies are buried.
Shalyna, elf-maid gone from this earth,
Let the music of the sun guide your dance.
Let the owls of the night sing to your rest,
As you played for the resting daylight.
All is quiet now, all is still.
Go in peace beyond the veil.
Once the burial is done, he helps himself to one of the crossbows and any bolts that are available. He also goes through the packs of Shalyna and Hassan, checking for any useful equipment.
After that is done, he casts detect magic on the assembled treasure.
Firebeard |
Firebeard listened to Berenwyr's song and bowed deeply to the elf when it was done. Then, he shouldered his pack and walked to the edge of the clearing. He deliberately didn't face the graves as he waited for the others to get ready to move.
Tidus Ovelia |
Tidus rummages through the equipment left behind by the hunters, reassuring himself that it's better for us to utilize than let it go to waste on their rotted bodies.
He equips himself with the masterwork shortbow. He thinks that could come in handy. The rest is useless to him, though.
"I recommend we head towards the witch, Ulizmila, and inquire about the Rat Tail Root. From there, it'll be a straight shot to the Monastery and the dwarves within."
GM Idyll |
There is no magical aura coming from any of the items.
The group walks in silence for about 6 more hours. Just as the begins sun to fall you come to another clearing.
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.
Firebeard |
Firebeard forced his body to normal movement, despite the wounds he received early. The trek wasn't nearly as bad as he had been expecting, though the destination seemed hardly desirable. Still, there wasn't likely to be another of the Tatzlwyrms here, was there?
"Friendly lookin' place t' spend th' night, ain't it?"
Berenwyr |
Berenwyr flips the ring to Tash. It's not worth much, must have had some sentimental value.
He then turns to Firebeard, Wait a moment... There is some lingering enchantment in there. I'm trying to figure out what it is.
GM Idyll |
You are unable to determine the specific spell - whatever was cast, was cast long ago and the effects still linger.
Knocks on the door to the shack are met with silence. It appears there is no one inside. Or whoever is inside is uninterested in opening the door.
The door to the shack appears to be warped stuck, so it would require some small amount of strength to push it open.
Firebeard |
"Hah! Step aside, lads, and be watching how a dwarf opens a door."
Firebeard shoved the door with all his strength, using corded dwarven muscle to defeat warped wood. The wood grated under his efforts, and he pushed all the harder.
Strength check 1d20 + 3 ⇒ (19) + 3 = 22
GM Idyll |
It's almost comical how much easier the door opens for Firebeard.
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.
Across from the door, against the far walls, stands a highbacked chair made of wicker, the gigantic curved tusks of some monstrous beast, and thousands of human teeth. In the chair
sits what looks like a corpse wrapped in filthy burial linens, its form padded with pungent herbs and sprouting patches of thick white mold.
Tashtal - 1d20 + 5 ⇒ (13) + 5 = 18
Tidus - 1d20 + 5 ⇒ (3) + 5 = 8
Firebeard - 1d20 + 6 ⇒ (17) + 6 = 23
Berenwyr - 1d20 + 5 ⇒ (18) + 5 = 23
You can tell that the ominous shape is actually only a bundle of branches, mud, and linen.
Due to the clutter of the space, you can't easily detect the rat's tail.
Please post any actions you would like to take to discover the rat's tail.
Firebeard |
"It be lookin' as if'n we came t' the right place. Though no one be here but th' bundle of sticks in th' chair. See th' bottles an' such? We might be findin' what we need in one o' them. Ever' one take a corner and look fer th' rat tail. Mebbe we can find it an' be gone afore th' witch returns."
No idea what the search DC is, but if we all take 20 and aid each other, we can probably search the whole shack in 10-15 minutes.
GM Idyll |
The group begins to search the cabin, poking through the odds and ends. Intrigued by one jar of a strange green liquid, Zane picks it up. Suddenly, there's a scraping sound that comes from the other room and a loud clattering. You see the cauldron has sprung to life - scraping across the floor towards you.
Tash - 1d20 ⇒ 16
Tidus - 1d20 + 3 ⇒ (15) + 3 = 18
Firebeard - 1d20 + 1 ⇒ (5) + 1 = 6
Berenwyr - 1d20 + 5 ⇒ (6) + 5 = 11
Cauldron - 1d20 ⇒ 20
Round 1
The cauldron scrapes towards Tash and attacks - the cold, hard metal parting to reveal a mouth full of knife-sharp teeth.
Bite Attack: 1d20 + 2 ⇒ (7) + 2 = 9
Tash, aware that the cauldron was moving his way, easily dodged out of the way.
Init: Tidus, Tash, Bernwyr and Firebeard.
Berenwyr |
Berenwyr sighs, Well, there's the magic I was detecting... as the cauldron attempts to take a bite out of Tidus. Perhaps next time you'll let the wizard finish his inspection before you go touching things all willy-nilly.
Berenwyr flings another acidic dart at the cauldron, then skips out of the room to avoid becoming its next target.
Ranged Touch: 1d20 + 4 ⇒ (14) + 4 = 18
Acid Damage: 1d6 ⇒ 5
Knowledge(Arcana)/Spellcraft: 1d20 + 7 ⇒ (7) + 7 = 14 for any useful.information about this cauldron.
Firebeard |
For the first time he could remember since leaving the monastery, Firebeard hesitated. The memory of that cold darkness as he nearly died jolted him. He hesitated a moment more, then firmed his resolve. Kols would not be happy if he reneged on the social compact of the adventuring brotherhood. If allies are were danger, then he was honor-bound to help them, even at cost of his own life. He flew towards the cauldron, bringing a battle-hardened foot down against its surface.
attack 1d20 + 3 ⇒ (10) + 3 = 13
damage 1d6 + 3 ⇒ (1) + 3 = 4
GM Idyll |
Tash's attack strikes the cauldron (using +4), taking out a large chunk from the side and doing significant damage. I had to shift you slightly to accomodate your new size.
Berenwyr's acid sizzles against the side, burning a small hole. He studies the cauldron but is unable to glean anything helpful - it's a basic construct designed to protect, apparently, the contents of the hut.
Firebeard, hesitating for just a moment, moves forward to attack. Unfortunately, his blow isn't hard enough to damage the thick - but increasingly hole-filled - cauldron.
Tidus moves to attack, but is unable to land a blow (due to no longer having the flanking bonus with Tash).
Zane looks terrified for a moment and then bolts from the cabin.
Round 2
The cauldron turns its attention to a smaller foe - Tidus. It slams into him.
1d20 + 2 ⇒ (12) + 2 = 14
Fortunately, Tidus is able to dodge out of the way of the attack.
Firebeard |
Firebeard slipped to the side, putting the cauldron firmly between himself and Tash. Then, he unleashed a barrage of blows against it, making the iron pot ring with the fury of his attack.
5' adjust diagonal to get flanking. Flurry o' blows
attack 1d20 + 5 ⇒ (17) + 5 = 22
damage 1d6 + 3 ⇒ (2) + 3 = 5
attack 1d20 + 5 ⇒ (12) + 5 = 17
damage 1d6 + 3 ⇒ (5) + 3 = 8
Berenwyr |
Berenwyr evokes a pale blue ray and fires it at the cauldron.
Ranged Touch: 1d20 + 3 ⇒ (9) + 3 = 12 Ray of Frost
Cold Damage: 1d3 ⇒ 3
Tidus Ovelia |
So... initiative order doesn't really matter, then? I'm confused about how combat is playing out. Is it whoever posts first, gets to go first?
Tidus continues his assault on the cauldron. He has no intention of succumbing to this nightmare today!
Attack: 1d20 + 4 ⇒ (8) + 4 = 12
Damage: 2d6 + 4 ⇒ (3, 2) + 4 = 9