
Silas Hawkwinter |

An animated cauldron?! Yikes! Silas does a double taketake and can't quite believe what he's seeing, for a moment wondering if Hecktor had convinced him to try some Poitin...
Awaits round 1.

GM Niles |

Real quick for clarification. Withdrawing does not provoke an AoO but takes a full round, if you attempt to move out of the cauldron's threatened space during the surprise round, you provoke an AoO.
@Hecktor I could not find a post in which you stated you were inside the hut. Percival, Gared, Silas and Lucanor all specifically stated they were going inside. Besides its crowded in there.
AoO on Lucanor: 1d20 + 5 ⇒ (19) + 5 = 24 damage: 1d6 + 3 ⇒ (4) + 3 = 7
As Lucanor runs out of the hut the Cauldron slams him against the books and tries to swallow him!
grapple: 1d20 + 5 ⇒ (9) + 5 = 14
However, he is too steady for it to tip him into it's gaping maw.

Hecktor |

Ok Niles, if it required me to deliberately state i was walking inside...then i seem to have passed on that. That means 2 of my "acting" posts become invalid. Still, can the cauldron be tripped??
Guess i'm outside, so following:
"What, the cauldron DID move by itself and is alive?..Get your asses out of there!!
Taking 5 feet step to the right away from the door.
Move action: Draw weapon.
Standard action: Ready scythe for an attack when cauldron comes out.

GM Niles |

Ok Niles, if it required me to deliberately state i was walking inside...then i seem to have passed on that. That means 2 of my "acting" posts become invalid. Still, can the cauldron be tripped??
Guess i'm outside, so following:
"What, the cauldron DID move by itself and is alive?..Get your asses out of there!!
Taking 5 feet step to the right away from the door.
Move action: Draw weapon.
Standard action: Ready scythe for an attack when cauldron comes out.
Not really, you could have spoken to them from the doorway. I was imagining it that way anyways. The Cauldron can be tipped over, thats the same as tripping. Remember doing a combat maneuver without the feat provokes AoO's

GM Niles |

Surprise Round Recap
Initiative Order
Animated Cauldron bites at Percival who is flat footed! Luckily Percival manages to dodge away from its gaping maw.
Michael moves out of the way
Gared
Silas*
Lucanor* moved out of hut; manages to deftly dodge the Cauldron's slam attack!
Hecktor* moved out of way
Percival
Thanks for reminding me of the Acrobatics rule Percy. LucanorAcro: 1d20 + 1 ⇒ (17) + 1 = 18
Round 1
Initiative Order
Animated Cauldron bites at Silas slam: 1d20 + 5 ⇒ (19) + 5 = 24 dmg: 1d6 + 3 ⇒ (3) + 3 = 6 grapple: 1d20 + 5 ⇒ (16) + 5 = 21
Michael
Gared
Silas is INSIDE the cauldron! grapple check or escape artist to escape DC 15
Lucanor
Hecktor readied swing at cauldron
Percival posted action and acro roll to get away from cauldron

Silas Hawkwinter |

"Ow! What the #&*@#!!! Ugh! The smell... Oh gods the smell! Ack! What IS that touching my leg?! Help!", cries Silas.
CMB vs Cauldron's CMD: 1d20 + 1 ⇒ (7) + 1 = 8
You hear something thrashing around inside the cauldron...

Michael Stamford |

Michael hears Silas yell from inside the cauldron.
"Percival, get OUT! Silas, you okay? I'll try to get you out as soon as I can. Just keep fighting! Gared, Hecktor, help me get Silas out of there!"
Michael will step into the building and move to the left of the cauldron, making sure that the doorway is still open for Percival's escape. Once he gets in position, he'll drop his hammer(which is still attached to his wrist via weapon cord), and start prying at the cauldron's mouth in an attempt to get Silas out.
EDIT: I forgot all about being able to Aid Another to escape a grapple so I changed my attack to that. Sorry for any confusion.

Silas Hawkwinter |

I don't know if its better to attack the cauldron (does it have hardness?) or try and escape. I guess we'll just have to find out.

Lucanor |

"Well, that was excit..." He realizes everyone's not out, "Well, this is a fine how do you do."
Lucanor sighs and moves back in to help Silas. He's not going to desert an innocent man.
that's assuming he has room to get back in combat? You said it was crowded.

GM Niles |

Round 1
Initiative Order
Animated Cauldron bites at Silas and swallows him
Michael tried to aid another in grappling
Gared waiting post
Silas is INSIDE the cauldron! grapple check or escape artist to escape DC 15 [total is 12 right now with 2 aid anothers]
Lucanor posted action to get within range to assist with grapple, I'll roll the aid another
Hecktor readied swing at cauldron
Percival posted action and acro roll to get away from cauldron
Michael Aid Another: 1d20 + 4 ⇒ (9) + 4 = 13
Lucanor Aid Another: 1d20 + 2 ⇒ (16) + 2 = 18
As a standard action, you can attempt to grapple a foe, hindering his combat options. If you do not have Improved Grapple, grab, or a similar ability, attempting to grapple a foe provokes an attack of opportunity from the target of your maneuver. Humanoid creatures without two free hands attempting to grapple a foe take a –4 penalty on the combat maneuver roll. If successful, both you and the target gain the grappled condition (see the Appendices). If you successfully grapple a creature that is not adjacent to you, move that creature to an adjacent open space (if no space is available, your grapple fails). Although both creatures have the grappled condition, you can, as the creature that initiated the grapple, release the grapple as a free action, removing the condition from both you and the target. If you do not release the grapple, you must continue to make a check each round, as a standard action, to maintain the hold. If your target does not break the grapple, you get a +5 circumstance bonus on grapple checks made against the same target in subsequent rounds. Once you are grappling an opponent, a successful check allows you to continue grappling the foe, and also allows you to perform one of the following actions (as part of the standard action spent to maintain the grapple).
Move: You can move both yourself and your target up to half your speed. At the end of your movement, you can place your target in any square adjacent to you. If you attempt to place your foe in a hazardous location, such as in a wall of fire or over a pit, the target receives a free attempt to break your grapple with a +4 bonus.
Damage: You can inflict damage to your target equal to your unarmed strike, a natural attack, or an attack made with armor spikes or a light or one-handed weapon. This damage can be either lethal or nonlethal.
Pin: You can give your opponent the pinned condition (see Conditions). Despite pinning your opponent, you still only have the grappled condition, but you lose your Dexterity bonus to AC.
Tie Up: If you have your target pinned, otherwise restrained, or unconscious, you can use rope to tie him up. This works like a pin effect, but the DC to escape the bonds is equal to 20 + your Combat Maneuver Bonus (instead of your CMD). The ropes do not need to make a check every round to maintain the pin. If you are grappling the target, you can attempt to tie him up in ropes, but doing so requires a combat maneuver check at a –10 penalty. If the DC to escape from these bindings is higher than 20 + the target's CMB, the target cannot escape from the bonds, even with a natural 20 on the check.
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 doesn't require two hands to perform, such as cast a spell or make an attack or full 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 Conditions for additional details.
Multiple Creatures: Multiple creatures can attempt to grapple one target. The creature that first initiates the grapple is the only one that makes a check, with a +2 bonus for each creature that assists in the grapple (using the Aid Another action). Multiple creatures can also assist another creature in breaking free from a grapple, with each creature that assists (using the Aid Another action) granting a +2 bonus on the grappled creature's combat maneuver check.
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 or use a spell-like ability must make a concentration check (DC 10 + grappler's CMB + spell level), 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.

GM Niles |

Just a hint, if Hecktor and Gared both aid another that would be enough to get Silas out of the grapple. Also, I hate combat dragging on, I might start making rolls for you guys if you can't post during combat frequently enough.

Hecktor |

Ok, due to some "divine" hinting, Hecktor's next action would be:
Move: head towards Silas.
Standard action:
Aid Another/Silas: 1d20 ⇒ 1
You've got to be kidding me....sorry Silas, blame paizo forum for that roll.
Couldn't find ability that is tied to the aid another for bonusses.

Michael Stamford |

Aid Another doesn't actually have a roll, I don't think. It's just where you give up your action in order to add +2 to the other person's.

GM Niles |

It's a roll using whatever bonus the person making the original roll would use, for example grappling uses CMB so you would roll your CMB and I set the DC at the opponents CMD-4 so 11. The -4 is due to having the grappled condition.
In melee combat, you can help a friend attack or defend by distracting or interfering with an opponent. If you're in position to make a melee attack on an opponent that is engaging a friend in melee combat, you can attempt to aid your friend as a standard action. You make an attack roll against AC 10. If you succeed, your friend gains either a +2 bonus on his next attack roll against that opponent or a +2 bonus to AC against that opponent's next attack (your choice), as long as that attack comes before the beginning of your next turn. Multiple characters can aid the same friend, and similar bonuses stack.
You can also use this standard action to help a friend in other ways, such as when he is affected by a spell, or to assist another character's skill check.

GM Niles |

Moving combat along, Gared is gonna aid another for Silas's next roll. Aid: 1d20 + 4 ⇒ (1) + 4 = 5
Round 1 Recap
Initiative Order
Animated Cauldron bites at Silas and swallows him
Michael tried to aid another in grappling
Gared aided another
Silas is INSIDE the cauldron! grapple check or escape artist to escape DC 15 gets a total +8 on next grapple roll from 4 aid anothers
Lucanor posted action to get within range to assist with grapple
Hecktor aided another
Percival acro roll to get away from cauldron
Round 2
Initiative Order
Animated Cauldron Slams Michael Slam: 1d20 + 5 ⇒ (5) + 5 = 10 Slamdmg: 1d6 + 3 ⇒ (1) + 3 = 4 Attempts to pin(eat) Silas Pin: 1d20 + 5 ⇒ (7) + 5 = 12 Misses Michael and fails to pin Silas.
Michael <----We are here!
Gared
Silas is INSIDE the cauldron! grapple check or escape artist to escape DC 15 gets a total +6 on next grapple roll from 3 aid anothers
Lucanor
Hecktor
Percival

Michael Stamford |

Michael is going to continue prying at the mouth of the cauldron in an attempt to get Silas out.
Aid Another: 1d20 + 4 ⇒ (15) + 4 = 19
"Open up, you cursed thing! Damnit!"

GM Niles |

Round 2
Initiative Order
Animated Cauldron Misses Michael and fails to pin Silas.
Michael Aids another
Gared <----We are here!
Silas is INSIDE the cauldron! grapple check or escape artist to escape DC 15 gets a total +8 on next grapple roll from 4 successful aid another actions
Lucanor
Hecktor
Percival

Lucanor |

Lucanor attempts to aid as well, "Well, this is just embarrassing...and a wee bit deadly."
Aid another: 1d20 + 4 ⇒ (14) + 4 = 18
"Let me know if you want me to just start trying to carve into it."

Hecktor |

While the struggling with the cauldron continues, Hecktor makes a suggestion.
"Might i suggest something gents. When we manage to get Silas out, how about after we run out, we lock the door behind us and torch this shack."

Silas Hawkwinter |

"Let me go you disgusting thing!"
CMB grapple: 1d20 + 1 ⇒ (6) + 1 = 7
If I get +8 from the aid another's, I make the CMB check by the skin of my teeth...

Michael Stamford |

"And here I was thinking I'd claim it as a summer home. Cozy, secluded, just the right amount of creepy to keep most visitors away, and a loyal, man-eating guard-cauldron in case the creepy fails. But if you insist on burning it down, I guess I can get behind that." Michael sarcastically replies.

Silas Hawkwinter |

Silas has some lamp oil if we're going to engage in a spot of arson... I hope we don't incinerate anything we might want to keep however!

GM Niles |

Round 2
Initiative Order
Animated Cauldron Misses Michael and fails to pin Silas.
Michael Aids another
Gared aids another aid: 1d20 + 4 ⇒ (2) + 4 = 6
Silas is out of the cauldron! 3/9 HP
Lucanor repost round 2 actions Silas is freed <---------we are here
Hecktor repost round 2 actions Silas is freed
Percival repost round 2 actions Silas is freed
Check out the COMBAT MAP to see placement.
Everyone outside the hut can make a free action Perception Check.
Also, Percival still has the rat tail root.

Silas Hawkwinter |

You drag a disheveled looking Silas out of the Cauldron's maw, he's covered head to toe in some foul smelling ichor. While a bit wobbly on his feet, Silas looks visibly relieved to be out and exclaims, "Thank the gods you got me out of that!"
Silas will defer his action until Michael has had his turn.
* If Michael retreats and the passage isn't blocked, Silas will use the withdraw action to get a good distance south of the hut.
* If Michael takes a 5' step NE to attack, Silas will use his move action to draw a dagger, and then attack defensively to give Michael flanking bonus.
* If Michael doesn't move, or goes to another spot inside the Hut to other than the one described above, and if the square N of Silas isn't difficult terrain he'll take a 5' step there, draw his weapon (and if allowed) attack defensively in order to give Gared flanking bonus.
* If Michael doesn't move and the square N of Silas is difficult terrain, Silas will take a 5' step NE, draw his weapon (and if allowed) attack defensively in order to give Michael flanking bonus.

GM Niles |

Michael already moved round 2, he is above you in initiative. You can wait till round 3 to do those things? Besides, your round 2 standard action was to get free of the grapple. Thanks, for giving me those options though, it'll help me keep combat going. I'll use the most favorable option. I've found it best in PbP where initiative is used to post several options and let the DM decide which one is optimal. Also, you can't be blocked in by your teammates unless you are "squeezed" and your not. You can move through their squares easily enough, you just can't end your turn in the same square, if you do there are penalties involved.

Silas Hawkwinter |

Yes that's for round 3, sorry if that wasn't clear.

Lucanor |

Silas comes free, Lucanor, who still has a glowing blade ready, swings at the cauldron more attempting to keep it busy than truly hurt it. "Silas, you look like hell... get out the door if you can when you can."
Fighting defensively then. -4 to hit (counted in below), +2 Dodge bonus to AC
To hit: 1d20 - 2 ⇒ (11) - 2 = 9
Dmg: 1d8 + 2 ⇒ (6) + 2 = 8

GM Niles |

Round 2
Initiative Order
Animated Cauldron Misses Michael and fails to pin Silas.
Michael Aids another
Gared aids another aid: 1d20 + 4 ⇒ (2) + 4 = 6
Silas is out of the cauldron! 3/9 HP
Lucanor swings, fighting defensively, misses
Hecktor repost round 2 actions Silas is freed <---------we are here
Percival repost round 2 actions Silas is freed
Check out the COMBAT MAP to see placement.
Everyone outside the hut can make a free action Perception Check.

Hecktor |

Seeing as i'm outside;
Free action perception check: 1d20 ⇒ 12
"Come on guys, get to the open grounds. It's got to be far too cramped in there."
Standard: Ready scythe for when party is out and cauldron would follow.
Edit: Hell, i just KNEW something would happen to those figurines...it just spelled it :)

GM Niles |

Round 2 recap
Initiative Order
Animated Cauldron Misses Michael and fails to pin Silas.
Michael Aids another
Gared aids another aid: 1d20 + 4 ⇒ (2) + 4 = 6
Silas is out of the cauldron! 3/9 HP
Lucanor swings, fighting defensively, misses
Hecktor readying action
Percival holds action
Check out the COMBAT MAP to see placement.
Everyone outside the hut can make a free action Perception Check each round.
Round 3
Initiative Order
Animated Cauldron attacks Lucanor and misses Slam: 1d20 + 5 ⇒ (6) + 5 = 11 Damage: 1d6 + 3 ⇒ (4) + 3 = 7
Michael <------- WE are here!
Gared
Silas 3/9 HP
Lucanor
Hecktor readying action
Percival

Percival Lawson |

Perception: 1d20 ⇒ 6
Percival helps drag anyone still in the cottage out.
"Look fellows, we just effectively stole from a witch's cottage, I consider being attacked by a cauldron one of the smallest of possible consequences. Let us clear off and return later to apologize, but definitely clearing off now please!"

Michael Stamford |

"Everyone out! NOW! I'll try and distract this thing!"
Michael steps out of the doorway, moving between Gared and the cauldron and into another bare portion of the hut. He swings his hammer up into his hand by its cord, and takes a swing at the cauldron in an attempt to get its attention focused on him.
power attack: 1d20 + 4 - 1 ⇒ (3) + 4 - 1 = 6
damage: 1d8 + 3 + 2 ⇒ (2) + 3 + 2 = 7
His wild swing glances off the cauldron's side, but with any luck his failed attack was enough to get the thing's attention away from the others so that they can get out safely.
Move Action - 5ft diagonal step to the right.
Swift Action - Retrieve war hammer via weapon cord.
Standard Action - Power attack.

GM Niles |

Round 3
Initiative Order
Animated Cauldron attacks Lucanor and misses
Michael gets the cauldron's attention
Gared attacks the cauldron with his axe axe: 1d20 + 3 ⇒ (2) + 3 = 5 dmg: 1d12 + 3 ⇒ (2) + 3 = 5
Silas 3/9 HP <-----we are here
Lucanor
Hecktor readying action you can see the spoiler, you've been outside a while
Percival you can see the spoiler, you've been outside a while

Silas Hawkwinter |

Niles, are you waiting for me?

Percival Lawson |

Percival hesitates, looking around, then steps forward and mixes another bomb. He speaks loudly. "These people are good people and may die because of this cauldron. If the cauldron does not stop attacking us, I will blow up this hut to get them free. I will do it." He looks around for a response.
Mix a bomb.

Silas Hawkwinter |

Its a shame to waste a good to hit roll from my earlier post, but the cauldron is above Silas in initiative and it only needs to roll a 12 to hit him, despite Silas attacking defensively, which will probably drop him into the negatives.
Seeing the exit is now clear, Silas decides disgression is the better part of valour... "Time to leave!", shouts a frazzled looking Silas
Silas will move a good distance south of the hut. He failed the perception check if you look at the spoiler from my earlier post.

GM Niles |

Round 3
Initiative Order
Animated Cauldron attacks Lucanor and misses
Michael gets the cauldron's attention
Gared attacks the cauldron with his axe and his slash dings off the side
Silas 3/9 HP full move south
Lucanor exits stage left
Hecktor holds action to next round
Percival prepares to burn this mother down
Everyone can now see that the fetishes outside seems to be...waking up? Two of them have begun to detach themselves from their moorings and have caught on fire!!!!!!
Round 4
Initiative Order
Animated Cauldron attacks Michael Slam: 1d20 + 5 ⇒ (10) + 5 = 15 DMG: 1d6 + 3 ⇒ (6) + 3 = 9 and misses.
Michael <-----we are here.
Gared
Silas 3/9 HP
Lucanor
Hecktor
Percival

Michael Stamford |

Michael finally sees everyone getting out of the hut and he breathes a short sigh of relief.
"Gared, you're next up. Get out. I'll follow behind.
Michael is going to hold his action until Gared's turn is over. Assuming Gared leaves the hut, Michael is going to retreat as well. If Gared sticks around, Michael will attack the cauldron again.

GM Niles |

Round 4 so far
Initiative Order
Animated Cauldron attacks Michael and misses.
Gared withdraws south
Michael withdraws south
Silas 3/9 HP <-----we are here.
Lucanor
Hecktor
Percival
END OF COMBAT
The flaming fetishes have noticed you and begin moving to chase. The cauldron oddly enough doesn't go past the front mantle of the hut.
I'll make this easier. The animated things have 20' movement so you'll outdistance them easily. As you all decide to run off Percival chucks a bomb into the hut and it flares up brightly against the darkening sky.
Gared believes he can find everyone a safe place to stay tonight in a small glen. I've marked it on the current map.
Post a watch order if you please and Day 4 should see you guys headed to and getting ironbloom mushrooms Your 2/3 of the way done!

Lucanor |

Lucanor keeps a steady pace, staying close to the wounded Silas. When their foes start to fall out of sight, he takes a deep breath and admits, "All my born days, I never quite expected to be running from a cooking pot with a mad on."

Silas Hawkwinter |

"I have no idea what foul concoctions that witch had brewing, but it smelt like a devil's armpit in there. I'm pretty sure she's passed on or I'd make it my mission in life to her get to use some of this!", exclaims Silas waving a bar of soap, "I just prey there's a stream somewhere around here..."
Silas looks thoughtful while the worst of his wounds are tended, and says, "I know the life of adventure is dangerous, and I've heard more than one story of unfortunates getting cooked by primitives IN a cauldron but never getting eaten BY one! Thank you all for getting me out of there!"
I don't think sleep will come easy for Silas, assuming he's healed he'll take first watch.

Lucanor |

"Hold on, Silas. It's all I got, but let me heal you up a bit," Lucanor puts a hand on the bard's shoulder
Silas looks thoughtful while the worst of his wounds are tended, and says, "I know the life of adventure is dangerous, and I've heard more than one story of unfortunates getting cooked by primitives IN a cauldron but never getting eaten BY one! Thank you all for getting me out of there!"
CLW: 1d8 + 1 ⇒ (8) + 1 = 9
"Well, we sure weren't going to leave you there..." Lucanor states. "Sides, you seem a knowledgeable fellow who comes in handy from time to time." A slight smile.
Lucanor will need to rest to recover that spell but can still take third watch I think.