
| DM Mothman | 
 
	
 
                
                
              
            
            Grendel, you're not aware that Walthus is a religious man, or that he ever stays or eats at the Rusty Dragon, but he seems to have an amicable (if not close) relationship with the Sheriff, so that might be your best bet.
Walthus seems somewhat bewildered at Grendel's joke about the maid, and just stares at him for a moment without answering. When Grendel invokes Sheriff Hemlock's name and asks for help regarding the Licktoads, Walthus says, "Goblins. Yes. Um, they live in the middle of the swamp. That way," he points vaguely towards a wall (to the south). "I don't have any contact with them - I stay out of their way, they stay out of my way."
Grendel, or anyone listening to the conversation may make sense motive checks if they like - except Marc who has already made such a check.

| DM Mothman | 
 
	
 
                
                
              
            
            By this stage, Walthus has led Grendel (and anyone else who is following) through doorway to another room, a combination cooking area and dining room. A halfling sized wooden table with a single (halfling sized) chair occupies the centre of the room. A high bench (with a footstool below it) runs along one wall, and there is a simple wood burning stove with a small stack of firewood beside it in one corner. This room appears somewhat neater than the last room. Another doorway appears to lead to a pantry or larder.

| DM Mothman | 
 
	
 
                
                
              
            
            While Walthus leads the way into the dining area, Yumiko hangs back, looking critically at the broken chair, then turning to sneak off up the stairs.
Sneaking up the stairs, Yumiko finds herself at one end of a dimly lit, narrow corridor with three wooden doors off it.

| Yumiko Kita | 
 
	
 
                
                
              
            
            While Walthus leads the way into the dining area, Yumiko hangs back, looking critically at the broken chair, then turning to sneak off up the stairs.
** spoiler omitted **
Use as many of these as you need...
Perception: 1d20 + 4 ⇒ (11) + 4 = 15
Perception: 1d20 + 4 ⇒ (18) + 4 = 22
Perception: 1d20 + 4 ⇒ (15) + 4 = 19
Perception: 1d20 + 4 ⇒ (5) + 4 = 9
Perception: 1d20 + 4 ⇒ (2) + 4 = 6
Perception: 1d20 + 4 ⇒ (20) + 4 = 24
Perception: 1d20 + 4 ⇒ (16) + 4 = 20
Perception: 1d20 + 4 ⇒ (9) + 4 = 13

| Xargin Kaijitsu | 
 
	
 
                
                
              
            
            Sense Motive: 1d20 - 1 ⇒ (20) - 1 = 19
Xargin is hilariously bad at Sense Motive... right up until he hits level 2, at which point he's going to become the most emotionally perceptive bastard on the damn planet, because BARDS!
EDIT: Huh... bad at Sense Motive or not, can't argue with that 20... The Random Number God is a fickle beastie

| DM Mothman | 
 
	
 
                
                
              
            
            
| DM Mothman | 
 
	
 
                
                
              
            
            The second doorway leads to a bedroom containing a human-sized bed covered with a dusty sheet, and an apparently empty wardrobe with a broken door. The third door leads to another bedroom, this one cluttered with halfling sized furniture, clothing and bedding. There is a small bed, desk and chair, a crowded wardrobe and an open chest filled with shoes. The place is something of a mess.
There is little up here to indicate that Walthus might be in league with goblins or a secret demon-worshipper or anything.
You’ve used your first three Perception checks giving each room a cursory search.

| Xargin Kaijitsu | 
 
	
 
                
                
              
            
            Xargin steps forward slightly to stand beside Haelynn
"Walthus, is all well with you? If it is just the snakebite paining you, please, let our friend Haelynn assist you. If there is something further troubling you, then please, share your woes with us. Mayhaps we could be of assistance. We do not mean to pry, you just seem ill at ease, and we know it cannot be easy living out here on your own."
Diplomacy: 1d20 + 6 ⇒ (17) + 6 = 23
Given that Xargin has reason to suspect that something is wrong, he's going to make another perception check to see if he can figure out what's going on, if that's okay with you Mothman.
Perception: 1d20 + 3 ⇒ (2) + 3 = 5

| Yumiko Kita | 
 
	
 
                
                
              
            
            ** spoiler omitted **
Next she will look at the wardrobe in the 'unoccupied' room. Is the door broken recently like the chair downstairs? Anything under the sheet?
If there is still time she will rifle a little bit more through the equipment room (looking for odd equipment or weird crafting marks - that kind of thing).
If this proves unfruitful, she will sneak back down the stairs to the others and pretend she was never gone.
Stealth: 1d20 + 10 ⇒ (16) + 10 = 26

| DM Mothman | 
 
	
 
                
                
              
            
            Walthus turns to consider Xargin. "Well ... my snakes. There is a problem. Something's wrong with them I think ... they attacked me, something they've never done before. I can't control them. Maybe it's the goblins setting off all those explosions? I don't know ... Perhaps you could deal with them for me?"
Xargin, you don't notice anything unusual.
Anyone else may make perception checks, and any character present can make Sense Motive checks if they like in relation to Walthus' statement and query.

| DM Mothman | 
 
	
 
                
                
              
            
            You don't find anything wrong us such (except if you count an excessive amount of snakeskin leather clothing and accessories as 'wrong'), but you can't help thinking that the untidy nature of the room almost makes it look as if it's been ransacked, rather than just generally left in an untidy state.
You can move onto the next room if the conversation continues downstairs ..

| Jasminder Chandrakhar | 
 
	
 
                
                
              
            
            Never one to be overly diplomatic, Jasminder spends her time in the hut standing silently off to the side, allowing those with more skill at speaking to coax help from the frightened Halfling.
At the mention of "dealing with" the snakes, her ears prick up though. She does have a certain fondness for the reptiles, but not so much that she wont kill them if it comes to it.

| DM Mothman | 
 
	
 
                
                
              
            
            
| DM Mothman | 
 
	
 
                
                
              
            
            
| Yumiko Kita | 
 
	
 
                
                
              
            
            ** spoiler omitted **
Are there any markings in the wardrobe to suggest something has been recently taken out? Shapes in the dust on the shelves?

| Yumiko Kita | 
 
	
 
                
                
              
            
            ** spoiler omitted **

| Haelynn Kita | 
 
	
 
                
                
              
            
            Starting at the reaction to her healing, Haelynn stiffens for a moment before smiling at Walthus to hide her surprise, "I must apologise, Walthus, I am not as skilled in healing as my fellow clerics." She spends a moment binding his leg, and uses the opportunity to make eye contact with Marc. Her face showing her concern.
To cover her surprise when Walthus's leg reacts to her spell.
Bluff: 1d20 + 4 ⇒ (3) + 4 = 7 
To try and determine what is going on...
Intelligence check: 1d20 ⇒ 20
Heal: 1d20 ⇒ 3
Knowledge (planes): 1d20 + 4 ⇒ (14) + 4 = 18
Spellcraft: 1d20 + 4 ⇒ (10) + 4 = 14
Not sure what she needs to roll to get Marc's attention...
Charisma check: 1d20 + 4 ⇒ (18) + 4 = 22

| DM Mothman | 
 
	
 
                
                
              
            
            Walthus pulls quickly away from Haelynn and rolls his pants leg back down. “Thanks,” he mumbles.

| Marc d'Laurac | 
 
	
 
                
                
              
            
            Marc takes in Haelynn's look and gives her the tiniest of nods. Her concern gives some comfort that he is not the only one thinking the halfling's story is not quite adding up.
He casually circles around behind Walthus, surveying the halfling for weapons and scanning the room for any other lurking dangers. When he arrives, he suddenly moves forward and clamps a hand down on the Walthus' shoulder.
'Now that you have tried to feed us a whole lot of horse dung, I'm going to ask you for the truth. What have you done with the real Walthus?'
Bluff: 1d20 + 6 ⇒ (14) + 6 = 20 (to circle around without raising suspicion)
Perception: 1d20 + 6 ⇒ (1) + 6 = 7
Intimidate: 1d20 + 8 ⇒ (17) + 8 = 25

| DM Mothman | 
 
	
 
                
                
              
            
            Walthus starts when Marc puts his large hand on the halfling's small shoulder, then snarls angrily and pulls away as the cavalier begins questioning him.
"If I knew that, I'd be sleeping better," the halfling snarls cryptically, stepping away from Marc as his features seem to writhe and melt.
Roll for initiative! And place yourself on the map.
The orange squares are the interior of the house (the darker orange are the stairs). "Walthus" is in F5. Marc and Haelynn can start in an adjacent square to the halfling if they like, but Walthus has been careful not to let anyone else get too close, so everyone else should be at least one square distant from him. If you haven't really been interacting with Walthus, you may start in an adjacent room (for example, Yumiko is probably still on the stairs).

| Marc d'Laurac | 
 
	
 
                
                
              
            
            Marc draws his sword and readies to face the creature posing as Walthus.
Start in F4. Assuming the creature is looking to attack, Marc will strike at it, positioning himself to get flanking bonus if possible.
Initiative: 1d20 + 2 ⇒ (13) + 2 = 15 
To Hit, Long Sword: 1d20 + 3 ⇒ (10) + 3 = 131d8 + 2 ⇒ (6) + 2 = 8

| Yumiko Kita | 
 
	
 
                
                
              
            
            Start at the top of the stairs. G12 will do.
Initiative: 1d20 + 3 ⇒ (17) + 3 = 20
Yumiko has no real way of knowing what's happening, so assume she's still stuffing around upstairs until stuff gets noisy.

| Xargin Kaijitsu | 
 
	
 
                
                
              
            
            Initiative: 1d20 + 3 ⇒ (1) + 3 = 4
Xargin will start in G7, and when it's his turn, will make a knowledge check to see if he can identify what this false Walthus is. Moth did you want to tell me the check to make or do you want me to just take a guess?
 
	
 
     
     
    