
GM CrusaderWolf |

TheoDiplo: 1d20 + 1 ⇒ (4) + 1 = 5
Tatzlwyrm: 1d20 ⇒ 8
Bac: 1d20 + 5 ⇒ (12) + 5 = 17
Ascian: 1d20 + 3 ⇒ (4) + 3 = 7
Theo: 1d20 + 4 ⇒ (5) + 4 = 9
Kane: 1d20 + 7 ⇒ (16) + 7 = 23
Grattfaulk: 1d20 + 6 ⇒ (13) + 6 = 19
The tatzlwyrm's expressions aren't easy to ready, but Theo's entreaties seem to surprise and puzzle it. <"You want...mossss?"> It cranes its neck to look down at the tree without entirely taking its eyes off of you. <"Why mossss? It is ussselessss--you can't even eat it!"> It turns back to Theo, eyes narrowing in suspicion. <"Ssstupid humansss! I will not fall for your foolish tricksss! Begone! Or burn in my flamess!">
The tatzlwyrm is bluffing, it can't breathe fire.

Bắc Đẩu α |

Once Theo translates, Bac slaps his chest with one hand "HAH! It thinks this old man would lie to it? If it's so worried about us having ulterior motives, then why not ask it to throw the moss down here. We'll grab it and go. Don't even need to get close, eh?"

Theodorus Merula |

Theo smiles and continues to speak to the tatzlwyrm.
"I do not wish to have you 'burn' us, but we need the moss for an ingredient in making medicine. If you do not trust us, maybe you can go and get the moss for us. We will wait here until you return...or just one of us could move forward to collect it under your supervision."
This, of course, would be spoken in Draconic, but to be easier, I just show the translation. Hope that is ok!

GM CrusaderWolf |

A correction to my previous post: attempts to deceive are no longer opposed rolls, instead against that person's Perception DC. So Ascian is also well aware of the feeble lie about breathing fire!
TheoDiplo: 1d20 + 1 ⇒ (9) + 1 = 10
Totally fine Theo, if you want to mark the text with < > symbols to denote it's in another language that would be a useful visual indicator :)
<"Medicine..."> The tatzlywyrm seems to roll the word around, scaly brows furrowed in thought. <"Sssoftsskinss are...sssick?"> It makes a rumbling sound of disgust deep in its throat. <"Sick animals bad, bad for everything. Sssick humansss though...maybe not ssso bad."> A wicked grin splits the tatzlwyrm's toothy face. <"What isss my magic mosss worth to you?>"

Theodorus Merula |

Shaking his head with a wry smile, Theo answers the beast.
<"And here I thought you above such human fallacies...like greed! Well then, what is it that you think your moss is worth? I am sure the pitiful trinkets we carry would be of much worth to you. We do have a small amount of food with us if that would help?">

Bắc Đẩu α |

Assuming Theo translates, Bac rolls his eyes "Now it wants to play games with us about the value of the moss? When we're counting on getting back to save people? Why don't ye just put the wriggler in its place, Theo. Deal it a firm hand. Maybe make something up to give it a scare, eh?"

GM CrusaderWolf |

The tatzlwyrm ignores the outburst Bac--if it even understands him--appearing deep in contemplation of what it would want for the moss. <"I wantsss...hmmm...pickle fingersss!"> It announces after a long moment, long tongue flickering out in its excitement. <"Ssscary witch, ssshe keeps pickled fingerss in her houssse but sshe will not sshare with usss! Bring usss ALL of the pickle fingersss, and you can have ssstupid mossss!">

Bắc Đẩu α |

Bac raises a hand and then brings the team in for a huddle. He lowers his voice "I don't know about this whole witch thing. I make it a rule to not get cursed by vengeful witches, or really, anyone that has some dark magic on their side. Could be the witch is way out of our league." He glances at the tree and its moss "And the moss is right here. Maybe we're better off against this annoying little worm. It'd save us time and get the ingredients back to town faster. What do you think?"
He nods to Theo "You too boy, what's your take on this? You think it's trying to play us?"

Theodorus Merula |

Theo looks at the group and then back to the worm, then to the group again.
"Normally I would agree with you warrior Grattfaulk, but this is not some stupid beast, but rather an intelligent being. Unlike the warg we encountered, I sense that this beast is more just a creature of nature rather than an evil entity. Let us see if there is another route to take, or at least discover more about this witch...I mean, who keeps fingers in a jar?"

Bắc Đẩu α |

Bac shrugs "If it wants us to go deal with this witch for some fingers, it probably can't do it itself. So, I figure the witch is the worse of the two. Not sure how much more you want ta know beyond that boy."
"Intelligent or not, its got no love lost for humans and it wants us to risk our lives so it can have a snack. Who cares if it meets the paladin-approved definition of evil." He nods to Grattfaulk's assertion.

Ascian |

"This witch could just as easily be a woman who lives in the forest and minds her own business. Humans will persecute each other over little and less."

GM CrusaderWolf |

The tatzlwyrm's eyes flicker back and forth to each speaker, uncomprehending. <"We hasss deal?"> It's tongue flicks out to taste the air, like a snake.

Theodorus Merula |

Theo looks at his companions then back to the tatzlwrym and finally speaks.
"<Where is this witch located?>"
He looks to the group apologetically.
"Sorry, but I just cannot kill such a creature when there are alternatives."

GM CrusaderWolf |

Ugh, once again I'm sorry. Trying to be better about posting consistently.
Bac: 1d20 + 5 ⇒ (3) + 5 = 8
Ascian: 1d20 + 3 ⇒ (11) + 3 = 14
Theo: 1d20 + 4 ⇒ (1) + 4 = 5
Kane: 1d20 + 7 ⇒ (2) + 7 = 9
Grattfaulk: 1d20 + 6 ⇒ (16) + 6 = 22
Smugly delighted that you've accepted the deal, the tatzlwyrm gives you meandering instructions to a small clearing south-east of this tree, but still well north of the river--deep in some of the least-explored parts of Darkmoon Forest. With a tentative bargain struck, you set back off into the forest. The tatzlwyrm's instructions were a bit muddled, involving several scent-based landmarks, but it is Grattfaulk who makes it work--the half-orc puzzles out the instructions and corrects the group's course several times before the group quite abruptly stumbles upon their quarry.
The sounds of the forest become suddenly distant as the trees part, opening into a small, almost perfectly circular glade. The near-est stands of pine, eyln, and darkwood—all typically sturdy woods that 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.

Bắc Đẩu α |

Bac raises a tired eyebrow "You're the one that wanted to deal with the witch rather than just take the moss right in front of us. Don't go chickening out on us now." He waves to the door. "We go up, introduce ourselves, ask for some pickled fingers to go, and pay the witch with a good beating." He lets loose a raspy laugh before coughing.
"Unless there's something easier you have in mind."
Unless Theo or someone else objects, he rubs the small of his back and then heads over to the door to rouse the witch.

GM CrusaderWolf |

Bac pushes open the door with only a little difficulty, as the mouldering wood threatens to pull right off the hinges.
Inside, the cottage is dank, reeking of decay, 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 rem-nants 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 high-backed 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.
Map updated!

Theodorus Merula |

A look of cocern passes the wizard's features as he overhears Bac and Grattfaulk talking.
In a nervous whisper he confronts the orc warrior.
"Ummm...lets hope that it does not come to that...I do not think I would make a better weapon that those you carry!"
He still takes a step away from the fighter, but keeps his eyes on the strange figure in the chair.

Ascian |
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Seeing the others enter the hut without being turned into frogs, Ascian moves in a silent crouch to wait outside the door. She turns her attention to the woods around the clearing.

Bắc Đẩu α |

First, Bac will try to listen for any sounds of movement or signs of life within the house. (Perception +5)
If he doesn't notice anything, he'll stand in the entryway, arms crossed, eyeing the moldy 'corpse' with suspicion. "Hey witch, if you're alive, we're here to borrow a couple of pickled fingers for an annoying squirt of a tatzylwyrm down that-a-ways. If you've got a problem with that, you can pipe up, eh?" He raises his voice, casting it through the house.

GM CrusaderWolf |

Bac: 1d20 + 5 ⇒ (9) + 5 = 14
Ascian: 1d20 + 3 ⇒ (14) + 3 = 17
Theo: 1d20 + 4 ⇒ (2) + 4 = 6
Grattfaulk: 1d20 + 6 ⇒ (19) + 6 = 25
Kane: 1d20 + 7 ⇒ (13) + 7 = 20
Cauldron: 1d20 + 6 ⇒ (17) + 6 = 23
The figure in the rocking chair does not move or respond in the slightest, though the older man still receives an answer. Behind him, a creak and groan of metal fills the hut as the cauldron lurches into sudden motion!
-Round One-
Grattfaulk
Cauldron
Kane
Ascian
Bac
Theo

GM CrusaderWolf |

Grattfaulk, remember that Power Attack counts as two attacks for the purposes of calculating your MAP. Still a hit, but not a crit. I also moved your token up behind Bac to reflect what you described in your posts before combat started.
Slam1: 1d20 + 9 ⇒ (14) + 9 = 23 Dmg: 1d6 + 4 ⇒ (5) + 4 = 9
Slam2: 1d20 + 5 ⇒ (8) + 5 = 13
Slam3: 1d20 + 1 ⇒ (10) + 1 = 11
Witches make Grattfaulk one twitchy mother goose, so when the cauldron comes to creaky life the burly half-orc reacts with impressive speed. His hammer strikes the cauldron squarely, ringing it like a church bell and badly denting the cast-iron rim. Rounding on its attacker (heh heh, get it?), the cauldron kicks out with iron legs that could easily break bone! The first blow catches Grattfaulk off guard--luckily, him staggering back from the impact puts him just out of range of the next two kicks!
-Round One-
Grattfaulk (-9hp)
Cauldron (-18hp)
Kane
Ascian
Bac
Theo

Bắc Đẩu α |

The increased MAP doesn't apply to the power attack itself though, right? Just any further strikes would be made at -10. Also, I don't have access to Roll20 this week (on vacation), so I'd appreciate someone moving me if possible.
Bac fires off a quick round with this flintlock, the gun's report echoing in the small shack.
Flintlock: 1d20 + 8 ⇒ (17) + 8 = 25 Flintlock dmg (B): 1d4 ⇒ 4
Flintlock damage on critical: 2d8 + 1d8 ⇒ (7, 1) + (8) = 16
While the cauldron is "reeling", he strides up and tries to clobber it with his warhammer. Note that thanks to his Sword and Pistol feat: "When you make a successful ranged Strike against an opponent within your melee reach using a firearm or crossbow, that opponent becomes flat-footed against your next melee attack."
Warhammer: 1d20 + 6 - 5 ⇒ (10) + 6 - 5 = 11 Warhammer dmg (B): 1d8 + 3 ⇒ (6) + 3 = 9

GM CrusaderWolf |

You are correct, Bac. @Grattfaulk I improperly denied you your critical hit! I apologize, the cauldron actually has 36dmg before hardness!
Grattfaulk's blow must have weakened the cauldron's integrity, because Bac's pistol and hammer are more than sufficient to finish the construct off! With another creak of metal and rattle like scattering cutlery, the shattered cauldron topples to the floor, still forevermore. END COMBAT
Grattfaulk's devastating crit gave it the Broken condition which reduced it's AC to 13--that means that Bac's pistol shot was ALSO a crit, and being flat-footed dropped its AC to 11 which means even the hammer strike hit! Poor thing never stood a chance :(

Bắc Đẩu α |
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"-And yer mother was a saucepan!" Bac spits at the remains of the animated cauldron. However, soon afterward, he settles back into glancing around the cottage for anything else that might want to attack the group.

Ascian |

Ascian, standing guard outside, all but leaps into the air at the sudden explosion of sound (and an actual explosion) inside the hut. She rushes into the room, rapier at the ready, only to see the other gathered around a smashed cauldron. "What in the Hells are you people doing in here?"

Kane of the Tiger Clan |

Kane pokes his head around the corner, looking at the mess inside.
"Well if we weren't going to have an angry witch on our hands before," the druid remarks, "we sure will now. Best to get what we came for an leave."

Theodorus Merula |

Standing up fully once again, after crouching and covering his ears after Grattfaulk smashed the cauldron.
"IS IT OVER? IS EVERYONE...sorry, is everyone ok?" he yells at first, then lowering his voice to a more manageable level.

Bắc Đẩu α |

"Yea boy, all fine." Assuming nothing else jumps out to attack, Bac examines the jars in the room for any that contain pickled fingers. If he can find it, he picks up the jar and heads on out.

GM CrusaderWolf |

Bac Perc: 1d20 + 5 ⇒ (3) + 5 = 8
Theo Occultism: 1d20 + 7 ⇒ (5) + 7 = 12
The figure in the chair does not stir at the brief but noisy disturbance that is the cauldron's vanquishing. Indeed, upon a closer examination this ominous shape is actually only a bundle of branches, mud, and linen. For what purpose it was left here, and where the real witch may be, only the gods know.
Scanning the shelves and cupboards, Bac eventually finds a collection of relatively large jars made of thick brown glass sealed with wax. Though difficult to peer through, the gunslinger is able to make out the vague shape of seven or eight humanoid fingers--some clearly not from human hands. Prize in hand, Bac turns to leave.
A quick Detect Magic does reveal a magical aura within the bungle of detritus piled in the chair. Digging through the refuse (or getting someone else to do it for you) uncovers a morid treasure: a small shrunken head, slightly larger than an apple, with its eyes stitched shut.
While you can determine that it is definitely magical and appears to require activation by its wearer, the exact properties of the macabre amulet escape you.

Theodorus Merula |

Theo examines his newly found prize with a look of disgust and fascination.
"I wonder what it does?", he thinks out loud.
Shrugging his shoulders, and not wanting to be left in the creepy hut alone, he hurries out to catch up with the others...stuffing the head in a pouch on his belt.
"Ok, back to the wyrm and then gather our moss! See, it all worked out for the best!"