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Godwyn hear some weird scraping sounds from the closed pantry... and from below the floorboards...

Godwyn Blaecwulf |

"No. I can see in the dark well enough. Light could attract all manner of beasts. Just cover me."
Godwyn goes forward towards the pantry...and pokes it with his axe. If nothing happens he will very carefully use his reach weapon to open it.

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Godwyn tries to open the panty with his reach weapon, he fumbles with it a bit before managing to.
His face grow pale, and takes a step back... which breaks the floorboard.
In the pantry are two 3-foot long giant centipedes. An another two are coming from behind the floor!
Initiative time!
Chaparral centipedes initiative: 1d20 + 3 ⇒ (10) + 3 = 13
If you beat their initiative you can hack at them before they fully emerge, attacking their 11 Flat-Footed AC.

Ojore |

INit: 1d20 + 2 ⇒ (15) + 2 = 17
Slightly quicker than the insects Ojore calls out a warning and bashes at the nearest one with his club but cannot connect.
club: 1d20 + 4 ⇒ (3) + 4 = 71d6 + 4 ⇒ (5) + 4 = 9

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The two Chaparral Centipedes shriek and slither, attacking Ojore.
Bite Attack 1: 1d20 + 3 ⇒ (20) + 3 = 23
Damage: 1d3 - 3 ⇒ (2) - 3 = -1
Bite Attack 2: 1d20 + 3 ⇒ (11) + 3 = 14
Damage: 1d3 - 3 ⇒ (1) - 3 = -2
From the floor, the other two attack Godwyn with poisoned fangs.
Bite Attack 1: 1d20 + 3 ⇒ (6) + 3 = 9
Damage: 1d3 - 3 ⇒ (2) - 3 = -1
Bite Attack 2: 1d20 + 3 ⇒ (20) + 3 = 23
Damage: 1d3 - 3 ⇒ (1) - 3 = -2
Both Ojore and Godwyn get 1 HP damage, and need to make a DC 11 Fortitude Save to avoid the posion effects.
Your turn!!! (Yes, even Ojore's second round)
AC 13, 3 HP. You get to narrate the result of your attacks (and saving throws.

Godwyn Blaecwulf |

Fort: 1d20 + 6 ⇒ (5) + 6 = 11
Hit with feet: 1d20 + 4 ⇒ (19) + 4 = 23
Damage: 1d6 + 7 ⇒ (6) + 7 = 13
Grimacing in disgust, and with pain, Godwyn brings his foot down and squashes the nearest centipede.

Ojore |

Fort Save: 1d20 + 4 ⇒ (3) + 4 = 7
The druid turns a little green as the poison course into his system. Still he manages to swing at the creatures and bashes one.
club: 1d20 + 4 ⇒ (12) + 4 = 161d6 + 4 ⇒ (5) + 4 = 9

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Two down, two to go!
Ojore suffers 1d2 ⇒ 2 Dex damage.
Scratch that, your missing animal companion takes it, as a way to say "sorry" for the delay of bringing him along.

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Let's do this the fast way.
Gundar goes into the room and purees the last centipede without much fuzz.
You examine the kitchen, finding nothing valuable until you check the wooden trunk in the corner. It contains a healer’s kit, two bottles of antiplague, two bottles of antitoxin, four bottles of bloodblock, and two sunrods, as well as bandages, wood alcohol, needles, thread, splints, and herbal tinctures worth a total of 100 gp.

Damiel Morgethain |

^ Snicker.....
"Good items to have. This must have been where the wounded was patched up." Damiel waits for one of the stronger folks to take the items and stow them.
"One more door to go" he quips as the group heads off to the last courtyard door and he listens, checks for traps and works on disabling any found. Damiel then stands aside as his want, and lets the warriors enter first.
Damiel Perception: 1d20 + 6 ⇒ (15) + 6 = 21
Damiel Perception (Trap): 1d20 + 6 ⇒ (20) + 6 = 26
Damiel Disable Device: 1d20 + 8 ⇒ (6) + 8 = 14 If needed

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Sorry, my bad...
Flavius tries to enter just to realize the door is locked... And the DM hadn't noticed.
Damiel can try to unlock it... it would be very hard...

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He is unable too...
You need the same key the chest uses... And guess where it is?
Itsy bitsy spider... :D

Damiel Morgethain |

Of course it is..... (*%^%&*&*&*%
"Well, we may need to clear out the spider swarm. I have a spell that may affect them, called sleep. If one of you opens the door to where the spiders are, I could cast it into the center of the room. They will be asleep for a minute, and we could either search the room or have several of you attack at the same time" suggest Damiel.

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Flavius knows most animals, including insects, fear and avoid fire. Like in torches.

Flavius Amaxites |

"I have a fair bit of oil and a few torches. If we can coordinate throwing the oil into the room with the spiders and then lighting it with the torches, perhaps we can be rid of the swarms. I am a bit concerned about burning down the whole fort though. "

Ojore |

He is unable too...
You need the same key the chest uses... And guess where it is?
Itsy bitsy spider... :D
And guess which GM started us off too poor to afford alchemicals or tools? lol. Yes I know we could have bought some with the party gold we got, but that is the problem with party gold. No one spends it. If we rest Ojore could memorize two spells that each would let him breath a 15' cone of fire that does a 1d4 damage. Not sure how else I can help.

Godwyn Blaecwulf |

"We have a druid here. I say we let him druid. Let's pick a defensible position and rest here for the night. Once he has communed with...well, whatever it is druid's get their power from, he can kill them with fire. Or, failing that...we could throw some corpses in there to distract the swarm. Then, with a torch, I could go in and get the key."

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So you camp for the night? Where?
FYI: You haven't checked the well or the bodies near it.

Damiel Morgethain |

"If we are going to rest for the night, the room in the North West corner seems to have no other exits besides the one. That would be a defensible position. However, I will accede to the warriors take on that.
.
For me, a nice room at an Inn would suit me more."

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Well
A sturdy stone well sits before the northernmost wall of the fort. An empty bucket hangs from a pulley over the dark shaft. A well-used small dagger is embedded in the waterlogged bucket.
The well descends 30 feet, and is large enough to climb down.
Courtyard Bodies
You move to check on the bodies here. Both bodies have been gnawed by scavengers, and suffered the effect of exposure and the sun.
The night
You take a defensive position in the tower, and the night passes uneventfully, even as the noises from the jungle seems loud and threatening, and a strong rain pummels the ruined fort for a couple hours in the night.
An overcast morning welcomes you.
So, what now the next day?

Flavius Amaxites |

Well
knowledge local: 1d20 + 6 ⇒ (18) + 6 = 24
perception: 1d20 + 5 ⇒ (7) + 5 = 12
Bodies
knowledge local: 1d20 + 6 ⇒ (9) + 6 = 15
perception: 1d20 + 5 ⇒ (19) + 5 = 24
Up bright and early Flavius gets his stuff together "Time to deal with all those spiders. "

Damiel Morgethain |

Well:
Damiel Knowledge(local): 1d20 + 7 ⇒ (11) + 7 = 18
Damiel Perception: 1d20 + 6 ⇒ (1) + 6 = 7 Really !!
Damiel looks at the dagger, "It is a Song'o blade. There seems to be a lot of that tribes weapons left." He takes the dagger and puts it into his belt.
Courtyard:
Damiel Knowledge(local): 1d20 + 7 ⇒ (11) + 7 = 18
Damiel Perception: 1d20 + 6 ⇒ (11) + 6 = 17
Damiel Heal: 1d20 ⇒ 17
"Well this is interesting. This is a Song'o hunting spear, and it was stabbed into the bodies after they were already dead. The woman is a priestess of Adabar. That is his holy symbol, and it is a golden one. We can return it to the temple when we get back to town." He takes the holy symbol and stows it. "Gundar, do you want to say a prayer or something over her?"
Next morning:
"Righto Flavius. Lets head back up the stairs."

Ojore |

Well
Perception: 1d20 + 6 ⇒ (2) + 6 = 8 Me too. :(
This well is wide enough to climb down. Should we investigate it?
Courtyard
Heal: 1d20 + 8 ⇒ (17) + 8 = 25
I agree with you Damiel. These people were dead before the were stabbed with the small spearl. Someone continues to go out of their way to implicate the Song'o.

Godwyn Blaecwulf |

Perception: 1d20 ⇒ 4
"It's a well...I wouldn't send any of us down there for all the gold in town. As for the Song'O, what do we know of them? We might want to inform them of someone trying to implicate them. They might know something of our foes."

Gundar Ironbeard |

Well
Perception: 1d20 + 4 ⇒ (7) + 4 = 11
Gundar stands on his tip-toes looking into the well. he squints but doesn't see anything.
"Gundar, do you want to say a prayer or something over her?"
Why yes, I would. He then recites the standard dwarven prayer of the dead removing all the dwarven specific references. When he is finished he opens his eyes. If anyone has anything to add, feel free.

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You go up the stair and into the last room. On the way you find the box you couldn't open was moved towards the window, but seems like the grippli wasn't unable to take it out.
The flies seem ever more than yesterday, and the big spider is hidden. There is also much more cobwebs than yesterday.
So, what's the plan?
DM Roll: 1d20 + 11 ⇒ (7) + 11 = 18

Ojore |

Perception: 1d20 + 6 ⇒ (18) + 6 = 24
The druid sees the large spider and casts his spell since he is able to hold it for a full minute. He then says There and throws his spear at the large spider.
Shortspear: 1d20 + 3 ⇒ (13) + 3 = 161d6 + 4 ⇒ (1) + 4 = 5

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Ojore's spear fly true and hits the bloated body!
Initiative time!
Spider Initiative: 1d20 + 3 ⇒ (6) + 3 = 9
AC 14, flat footed (if you beat it in the Init roll) 11, touch 13, Fort +4, Ref +4, Will +1.