
GM Fuzzfoot |

Skarn knows only the basics about a shocker lizard:
This dog-sized lizard has two horns, one on either side of its head, and green scales that crackle with sparks of lightning.

Druamin |

"Shocker lizards? Never really heard of such a thing. By the sounds of it, it's a lizard that shocks. Most lizards I've had the pleasure of dealing with haven't been much of a problem. And what's a little shock here an there? Oh, but that was by the waterfall, right? If water's involved, that could be a bit trickier. Since you guys can carry Kobu up, my vote is for the eagle's nest but I'm good either way."

René Treize |

Lol, it doesn't want us to know what's going on since I also rolled a 2. Though I think that still gives me the highest result with a 16.

GM Fuzzfoot |

The 3 Black Arrows, and Shalelu, are happy to join you if you like. None of them have a method for flying.
Jakardross hears you talking, and offers, "There are a lot of those lizards. We sometimes use bitterbark smoke to make them ill or drive them away. We could probably harvest some in a day, if you are interested."

Reynard Freeman |

Knowledge(Arcana): 1d20 + 12 ⇒ (1) + 12 = 13 Hmph.
"Well, if you can handle the flight we can do that. What are the odds they see us coming, though? Maybe fly in at night?"

GM Fuzzfoot |

”Perhaps, although orca have excellent vision in the dark. It might actually hinder us more then them.”

Trox Ragmend |

Trox tenses a little at the thought of shocker lizards and mumbles to himself.
"Been hit with a lighting bolt once, blasted wizard, not fun."
"Have them look. If this is the only way its the only way."

GM Fuzzfoot |

After you all discuss the options, you start hiking towards the fort. You are a couple hundred feet from the fort when you spot the waterfall. You can see an occasional ogre out on patrol, and a few on the wall. If you want to sneak to the waterfall, I need stealth checks (you may Take 10 if you like).

Reynard Freeman |

"That could take a long time, and they might decide to pull back and fortify up once they realize they're being picked off. If there's anyone left alive in there, we need to take the fort quickly. Before the ogres get hungry again."

Druamin |

"Right. That could take too long. Let's just sneak up there. Ogres will probably never see us." Druamin starts towards the waterfall.
stealth: 1d20 - 5 ⇒ (16) - 5 = 11

Trox Ragmend |

"Sneak? I can try"
He looks at his armor and weapons and vies a small shrug. "What could go wrong." "Are you sure?"
-2 to stealth, just warning folks.

Trox Ragmend |

Stealth: 1d20 - 2 ⇒ (11) - 2 = 9 That seems about right.

René Treize |

1d20 + 2 ⇒ (15) + 2 = 17

GM Fuzzfoot |

As you apporach, you do see as many as 4 ogres mulling about the south gate, keeping watch.
Perception: 1d20 + 5 ⇒ (9) + 5 = 14
Trox and Druamin make quite a bit of noise, pushing tree samplings out of there way, etc. It isn't long before you see a few of the ogres staring in your direction, trying to figure out what is making the ruckus.
You are about 300 feet from the pond with the waterfall.

Druamin |

It's obvious that the ogres see them. Druamin shrugs at Trox. "Guess we're done with the sneaky part. Druamin smiles and waves at the ogres. [b]"Hey guys, does your mama have three big, hairy warts on her rump? If so, then I think we found her over here. You wanna come see?"
Attempting to draw some away so that we can manager the smaller group.

GM Fuzzfoot |

Whereas before they simply aw rustling, they now see the dwarf. Ogres aren't bright, but they aren't that dumb either.
Of the four you see, one of them is obviously the leader, and he sends two of them your way, and sends the other somewhere deeper into the fort.
Let's move to combat rounds at this point, even though there is still quite a bit of distance between you.
Cordwin: 1d20 + 2 ⇒ (8) + 2 = 10
Druamin: 1d20 + 1 ⇒ (5) + 1 = 6
Erond: 1d20 + 5 ⇒ (15) + 5 = 20
René: 1d20 + 8 ⇒ (3) + 8 = 11
Reynard: 1d20 + 2 ⇒ (7) + 2 = 9
Skarn: 1d20 + 4 ⇒ (7) + 4 = 11
Trox: 1d20 + 2 ⇒ (1) + 2 = 3
Ogre hoard: 1d20 + 1 ⇒ (5) + 1 = 6
Round 1 - distance = 300 ft apart. Everyone except Trox is up. You can cast spells, close the gap (up to a 4x move run), or do something else.
The rangers start preparing their bows.

Druamin |

"Ok guys, they're headed this way now. Let's deal with them like the other ones." Druamin pats his thigh. "Come here Kobu." When the giant porcupine approaches, he casts a spell on him.
Cast magic fang on Kobu

Reynard Freeman |

Reynard drains his mutagen. His muscles bulge, his teeth and claws elonate into weapons and, most disturbingly, bony spikes erupt from his flesh, protruding through pre-made openings in his chain shirt. Grunting, he shakes his head. "One of these days I'll get used to that." he says in a lower, gruffer tone than usual. He draws a couple more flasks.

GM Fuzzfoot |

Round 1: (Bold may act)
Erond
Skarn
René
Jakardros Sovark (finds cover among some boulders)
Vale Temros (gets in front of the boulders and takes a shot at lead ogre)
Kaven Windstrike (climbs a tree)
Reynard (mutagen enhanced)
Cordwin - shot goes wide
Druamin - cast Magic Fang
Kobu (magic fang)
Ogre hoard
Trox

René Treize |

Seeing that there wasn't a whole lot he could do from this range, René pats Reynard on the back and wards him.

Druamin |

Kobu sniffs the air and looks in the direction of the approaching ogres. He's been through this enough that he knows it's best to stay close to Druamin rather than run out ahead.

GM Fuzzfoot |

Round 1: (Bold may act)
Erond
Skarn
René
Jakardros Sovark (finds cover among some boulders)
Vale Temros (gets in front of the boulders and takes a shot at lead ogre)
Kaven Windstrike (climbs a tree)
Reynard (mutagen enhanced, warded)
Cordwin - shot goes wide
Druamin - cast Magic Fang
Kobu (magic fang)
Ogre hoard
Trox

Skarn Hornfels |

Skarn will move forward 80', placing himself between the enemies and the friendly archers behind him. He yells out in the giants own tongue, "come and get me you wee mini-giants you!!"

GM Fuzzfoot |

2 ogres charge forward toward the group (double move).
Round 1: (Bold may act)
Trox
Round 2: (Bold may act)
Erond (300’ from fort)
Skarn (220’)
René (300’)
Jakardros Sovark (300’, cover among some boulders)
Vale Temros (300’)
Kaven Windstrike (300’, climbs a tree)
Reynard (300’ mutagen enhanced, warded)
Cordwin - (300’)
Druamin (300’)
Kobu (300’) magic fang)
Ogre 1 (8 dmg, 80’ from fort)
Ogre 2 (80’ from fort)
Ogre 3 (in fort, disappeared from view)
Ogre Leader (in fort)
Trox

Trox Ragmend |

Trox, very noisily, advances to catch up with Skarn.

Reynard Freeman |

Improved Beastform Mutagen: At 6th level, a beastmorph’s mutagen grants him additional abilities and options. The alchemist gains his choice of two of the abilities listed in the beast shape I spell, which persist as long as the mutagen. He may select two different abilities each time he creates a mutagen. This ability replaces swift poisoning.
Beast shape I options are as follows: When you cast this spell, you can assume the form of any Small or Medium creature of the animal type. If the form you assume has any of the following abilities, you gain the listed ability: climb 30 feet, fly 30 feet (average maneuverability), swim 30 feet, darkvision 60 feet, low-light vision, and scent.
Unless a weird situation comes up, I'll be taking fly 30 feet (average maneuverability) and scent.
Reynard drinks an extract Barkskin and moves up 30 feet.

Trox Ragmend |

He is trying. :)

GM Fuzzfoot |

Round 2: (Bold may act)
Erond (300’ from fort)
René (300’)
Jakardros Sovark (300’, cover among some boulders)
Vale Temros (300’)
Kaven Windstrike (300’, climbs a tree)
Reynard (300’ mutagen enhanced - fly 30, scent, warded, barkskin)
Cordwin - (300’ - missed shot)
Druamin (300’)
Kobu (300’) magic fang)
Ogre 1 (8 dmg, 80’ from fort)
Ogre 2 (80’ from fort)
Ogre 3 (in fort, disappeared from view)
Ogre Leader (in fort)
Skarn (220’)
Trox (260’)

René Treize |

Not having much better to do, René moves over towards one of their ranger allies with a ranged weapon and casts guidance on them.

Druamin |

"Let's go Kobu. Don't want to miss out on the fun." Druamin moves to engage as quickly as he can. Kobu comes with him.
double move for 40 feet

Trox Ragmend |

Trox grits his teeth and keeps running behind Skarn. He may not be the first there but he will get there eventually.

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Inspire Courage: +3 to attack and to +3 damage a +3 morale bonus on saving throws against charm and fear effects.
Erond will move up behind the rest of the group keeping the melee oriented in front. Then he will shoot. Missing at this distance.
Long bow: 1d20 + 11 ⇒ (1) + 11 = 121d8 + 5 ⇒ (5) + 5 = 10