
Damiel Morgethain |

Damiel Perception: 1d20 + 6 ⇒ (18) + 6 = 24
Damiel Perception (Trap): 1d20 + 6 ⇒ (18) + 6 = 24
Damiel Disable Device: 1d20 + 8 ⇒ (11) + 8 = 19 If needed
"We might as well finish up here, and then head back down" says Damiel and he moves along the northern parapet to the door entrance to the NE room. There he listens at the door, checks for traps, and if needed disables. Once all that is done, he moves aside to let Godwyn or Flavius open the door and enter first, after saying "it is safe now."

Ojore |

So, we have evidence that lizard men have attacked this camp and tried to frame the local halfling tribe. Perhaps this is enough and we should risk no more. We have a duty to report this discovery.

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The parapets, wooden walkways, raised fifteen feet above the ground, connects two towers of the fort. Thick logs form a makeshift barrier against the outside world, rising up two feet from the edge of the walkway. The North East tower is the tallest of the fort.
Watchtower
Flavius opens the safe door, and peeks into the room. Six wide arrow slits look out over the surrounding marshland. Straw is piled up in the corner of this chamber, opposite a single ladder that descends to a lower level. A lockbox rests beside the straw, with a pillow propped against it. Two doors exit to the west and south.
But his attention is fixed in the frog-like small creature pointing an arrow at him.
"Go away!" - it says with a clear voice somewhat feminine, in Polyglot - "This is my house now!"

Ojore |

Without drawing a weapon Ojore responds. This cannot be your house. It was build by men and men will come back to take it and make it strong again. Best if you find another place.
Diplomacy Assist: 1d20 + 0 ⇒ (11) + 0 = 11

Godwyn Blaecwulf |

"Now now, we're all friends here. My name is Godwyn, and my companions and I have been sent to find out what happened here. We are here to help. Would you please come out so that we could talk like civilized men?"
Diplomacy with Ojore's assist: 1d20 + 8 + 2 ⇒ (9) + 8 + 2 = 19

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Flavius knows she is a Grippli.
Gripplis stand just over 2 feet tall and have mottled green-and-brown skin. Most gripplis are primitive hunter gatherers, living on large insects and fish found near their treetop homes, and are unconcerned about events outside their swamps. The rare grippli who leaves the safety of the swamp tends to be a ranger or alchemist seeking to trade for metals and gems. Gripplis are nimble and alert, but spindly. Very good climbers, stealthy and move unimpeded in swamps.
An arrow hits the door frame just next to Flavius. A new one is quickly set in the bow.
"Leave!"

Flavius Amaxites |

"Now look here, this is not your property. We've been sent by the appropriate authorities to investigate the fort. If you can help us with what happened, we might allow you to stay, but if you don't cooperate, we are prepared to remove you. "

Ojore |

Do you wish so badly to fight us? We will not leave. Its our job to explore this place. Now stand down, or clearly attack us. Its your choice, but we've no wish to hurt you.
Guess the diplo did not impress. Others could try to assist...

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Grippli Initiative: 1d20 + 7 ⇒ (15) + 7 = 22
Init time!
If you beat 22, you can act before, realizing the frog creature is about to attack!

Godwyn Blaecwulf |

Holy shyt! So I can. For some reason I thought that I had failed.
Seeing that the Grippli was preparing to attack, Godwyn raised his axe and moved to block the southern door, so that the creature couldn't escape through that way. Then, using the axe's reach he swung..
Hit: 1d20 + 4 ⇒ (1) + 4 = 5
...to no avail. The small creature was in cover, and his axe merely glanced off of it.

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The Grippli turns towards Godwyn and fires at him.
Attack Roll: 1d20 + 8 ⇒ (19) + 8 = 27
Damage: 1d6 + 3 ⇒ (3) + 3 = 6
She jumps and grabs to the top of a wall, just over a small window.
"My home!"
Your turn. It is 10' up, away from a melee attack if you are standing on the floor. You might try to stand on the window ledge to reach it (a jump or climb check) but you risk falling out.

Godwyn Blaecwulf |

Good thing I have a reach weapon. Using personal trial for +1 hit, damage and AC
Hit: 1d20 + 5 ⇒ (16) + 5 = 21
Damage: 1d10 + 10 ⇒ (6) + 10 = 16
Godwyn, upon being hit, unleashed a roar of anger. He surged forward and used his oversized axe to swing at the ceiling, aiming directly at the murderous grippli.

Damiel Morgethain |

Inspire Courage : +1 attack, damage
Used 1 of 13 rounds. At Initiative 19 so everyone but Godwyn is affected this first round.
Knowing that he has no place on the front lines, Damiel begins spouting poetry in order to lift the spirits of his fellow companions.

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The grippli, hit by Godwyn hard hit, and Gundar acid dart, decides to retreat, and moves away climbing out of the window and only a grippli can do it.
Godwyn gets an Attack of Opportunity.
After it you loss line of sight, and would have to peek out the "window" to find it again.
By the way, is not a big window. You would need to squeeze to get out of it.

Damiel Morgethain |

If Godwyn takes the AOO, he gets the Inspire Courage benefit of +1 hit and damage.
At his initiative turn, after Godwyn, Damiel drops the IC.
"Well that went well. That will teach the little bugger to attack first and not negotiate" Damiel quips, and stops his poetry recitation.

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Remember: Straw is piled up in the corner of this chamber, opposite a single ladder that descends to a lower level. A lockbox rests beside the straw, with a pillow propped against it. Two doors exit to the west and south.

Damiel Morgethain |

Damiel Perception: 1d20 + 6 ⇒ (14) + 6 = 20
Damiel Perception (Trap): 1d20 + 6 ⇒ (12) + 6 = 18
Damiel Disable Device: 1d20 + 8 ⇒ (17) + 8 = 25 If needed
Noticing that Flavius has picked up a lockbox, Damiel waits till he finishes inspecting it, then holds out his hand, "may I look?" He then inspects the box for traps, and if needed disables them. He then opens the box.

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Ojore watches the window, as the others move around. He does not peeks out.
Gundar peeks down.
The odor of spoiled meat wafts out from the stair. Three beds lie along most of the northern wall of this wooden chamber. A large wooden trunk along the eastern wall is opened, exposing haphazardly tossed clothing. A cabinet runs across the southeastern walls. No source of the smell can be seen from here.
Flavius and Damiel check the chest. Is not trapped, but it is locked. The lock is of extremely good quality, as even Damiel's best efforts fail to force the lock.
You will have to smash it open, or find the key.

Ojore |

Ojore retrieves his spear as he watches. Bring the box. he says. The key might turn up.
He will kick through the straw and search the pillow before casting Detect Magic and scan around.

Godwyn Blaecwulf |

AOO: 1d20 + 5 ⇒ (4) + 5 = 9
Dmg: 1d10 + 10 ⇒ (1) + 10 = 11
As the Grippli flees, Godwyn takes one last swipe at it. However, it nimbly avoids the blow and scurries off. With a grimace Godwyn watches it go, before looking down at the arrow in his side.
"Damn...losing blood here. Anyone...know how to fix this?"

Gundar Ironbeard |

Gundar wrinkles his nose out the smell down the ladder until he notices Godwyn fidgeting with the arrow in his side.
Here! Let me see! He grips the arrow with one hand. This is going to hurt! he says as with the one hand he tugs the arrow out and with his other hand quickly covering the wound. He mutters a short prayer to Torag.
CLW: 1d8 + 1 ⇒ (8) + 1 = 9
There! All better!
Cashing in Divine Favor

Damiel Morgethain |

Damiel Perception: 1d20 + 6 ⇒ (11) + 6 = 17
Damiel Perception (Trap): 1d20 + 6 ⇒ (18) + 6 = 24
Damiel Disable Device: 1d20 + 8 ⇒ (4) + 8 = 12 If needed
Now that Godwyn is healed back up, Damiel moves to the southern door of the room, and listens at the door and checks it for traps. If needed he disables the trap and then stands aside and has Flavius or Godwyn open and go first. "There you go. Ready for you do head south."

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Nothing else on this room, and the box is very heavy. A couple of you might be able to carry it around.
The south door is safe, and you can open it without problems.