
GM Clockwork |

Due to technical difficulties, you have been redirected to a new thread.
Please go ahead and dot in. I’ll have the start post up shortly. We will have a bit of run-up to the actual adventure, but not much, I promise. You should also check in on Discussion, since we will have a bit to address before we begin in earnest.

GM Clockwork |

“You two from the BVC?” In the shadow of a massive galleon, a tall brunette with short hair shouts down the dock to you and waves you over. The sun is high over the shining city of Almas as arrive at the docks, and the air is filled with the sounds of citizens hard at work. You have signed all your paperwork, and sent directly from the offices of the Bountiful Venture Company. All about the commanding woman, workers take boxes, barrels, and other sundries from the dock and load them into the triple-decked ship.
"Beautiful, right?" the woman in charge says as you approach. ”The Peregrine. Home, at least for the next six weeks. I hear you two are the explorers? My ‘problem solvers?’ I'm Ramona Avandth, leader of our little expedition, and I’ll be taking over leadership of the colony when we arrive. Captain Jacob Markosi is up on the deck. Since you're our late arrivals, you got out of a lot of the heavy lifting.”
"You guys know what you're in for, to be sure," Ramona says with a smirk. "All the same, I'd be a poor leader of this little expedition if I let you aboard unprepared. Take this," she hands you a pair of small purses, each with 5 platinum pieces. "Make sure you have everything you need. Consider it a ‘signing bonus.’ You two can get to know each other over a bit of shopping. We're a bit short on space, so nothing bigger than a barrel. We are setting sail with the tide tomorrow morning, don't be late."
Please go over your sheets and equipment, making sure everything is in order. If you have any questions or last minute changes to your selections, let me know in discussion. I REALLY hate to be a GM that's a stickler on gear/capacity, but it’s designed to add drama on this adventure, at least for a bit.

Kari Surfdancer |

"Look at the size of that ship, Hrolf!", the gnome woman exclaimed to her companion, a grey wolf. He was outfitted with a saddle and saddle bags, and seemed to be carrying her equipment. Kari Surfdancer was about average size for a gnome: just over 3 ft tall, and appearing as if she could be blown away by a stiff breeze. She seemed excited by the hustle and bustle of Almas' docks, the exotic sights and sounds, and the occasional aromas of strange foods. She had been to cities before, having visited Magnimar and Korvaso several times, but never a metropolis quite as large as this! Walking with her was a half-elven woman, who was to be her partner on the expedition to the new colony.
Kari greeted the woman who hailed them. "Hi, I'm Kari, and this is Hrolf. I'm pleased to meet you!", she said, bowing. "It's a very impressive ship!" She listened to Ramona and accepted the purse, saying, "Thank you! I could use some extra fishing gear!"

Hrolf the wolf |

Hrolf plodded along beside Kari. He did not share his mistress' enthusiasm for the city, and longed to get away from all the noise. He glanced around nervously.

Fenna Pender |

The young half-elven woman the gnome is paired with scans the ship with her eyes as she listens to the expedition commander.
Decent enough looking ship I guess. Off one ship and right back aboard another. A little vacation in between would have been nice.
When Ramona Avandth hands over the platinum coinage she smiles at the commander "Alright no barrels, but what about small casks?" She then winks at the woman. "Only kidding there Ramona. I'll keep it to bottles."
So Ramona here will be the one to keep an eye on." she muses as she walks away with the gnome.
"Very pleased to meet you and... Hrolf there" she replies to the gnome's introduction. "I'm Fenna, but you can call me Fen, everybody does."
"We're Ramona's 'problem solvers' huh? What makes you a problem solver Kari?"
Fenna continues on without pausing. "I been here and there a lot myself, both on and off ships. Picked up quite a few skills in this and that along the way" or read about them, close enough. "But really I'm an ideas person" she says, tapping her finger against the side of her head.
Fenna is tallish and thin, a little rangy, with brown hair that has a warm reddish cast to it. Her cheeks and nose sport a few freckles that the slight tan of her skin doesn't conceal. Although she affects a droll tone in speaking, her brown eyes are bright, betraying her excitement.
Unlike Kari, Fenna knows Almas well. She leads the gnome woman about, taking her wherever she needs to go to find what she needs. During the shopping journey Fenna also detours occasionally to grab some things of her own. These include a new set of clothes to augment the well-worn ones she's wearing ("Sometimes you just need to spend a day in a decent set of clothes"), several flasks of lamp oil, a small potted rose bush, a dose of antiplague, and a couple of bottles of cheap liquor ("I was just pulling Ramona's leg about the cask, I couldn't carry one of those and this rose bush at the same time").

GM Clockwork |

Expedition Day 1: 19 Sarenith, 4718 AR, Moonday
The journey aboard The Peregrine is long and uneventful. Your bunks are split with a pair of Ulfen brothers who crew the ship overnight. The 38 colonists of the ship crew under the ship's captain during the daytime hours, while those who will be sailing back took care of things overnight. The many hands and diligent supervision make for a positive and uplifting atmosphere. Meals are meager, but spirits are high.
The mood shifts suddenly at the end of the third week, as the colonists grow more worrisome in the waters near Infernal Cheliax. Her Infernal Majestrix's navy is a force to be reckoned with, after all. The closer to the Arch of Aroden the ship grows, the less jovial the colonists feel. The galleon was an independant ship, chartered by the BVC. If the Chelish navy were to board, however, the devils might notice the many Andorans on board. Who know what could go wrong.
Whether luck or divine providence, The Peregrine sailed through Chelish waters without issue. When the Inner Sea was finally out of sight, the colonists of the Bountiful Venture Company are able to relax again. Ramona breaks out two casks of rum she has been saving for this occasion, and they fill the open air of the Arcadian Ocean with song.
The weeks on the open ocean feel distinct from the first half of the journey. Without the looming danger of Chelish Naval ships, and the fading danger of Shackles Pirates, the crew falls into an easy rhythm of work. Before long, even the least worst sea legs aboard have started to find the sway of the decks. Many other colonists start to show signs they might make decent sailors in their own right.
Deep into the fifth week of the journey, The Peregrine's fortune seems to finally run out, as a terrible storm sweeps into their path from the southwest. Determined, well practiced, and aided by the ship's proper crew, they avoid the worst of the summer storm. Before long, the storm passes and the first sightings of the Shattered Continent appear.
The last few days of the journey are unexpectedly tense, sailing through the scattered islands. Sailing in the midst of the ruins reclaimed by centuries long brought a silent awe to those aboard the ship. Eager to disembark, the colonists and crew sail hard. Finally, the island of Ancorato, appears in the distance.
For our open, I wanted to do a longer post. These won’t be a regularity, but your PCs would certainly have formed some bonds that will become relevant later. If you would each post a similar overview your six-week journey. Refer to the Campaign Info page or Colonists in your Drive folder for some info about the more prominent colonists onboard The Peregrine who you may have bonded, or even feuded with.
Next post shall start the AP proper

Kari Surfdancer |

"I believe the term is 'trouble-shooter' ", Kari replied to Fenna. "I shoot trouble right between the eyes with a water blast! Seriously though, I've spent quite a bit of time exploring the coast of Varisia, so I'm at home in the wild. If you pay attention to the rythems of nature, you can apply that information to a lot of problems."
She already had fishing equipment, but took the opportunity to buy more, since she wouldn't be limited to what Hrolf could carry in his saddlebags. She also bought a range of personal equipment that wouldn't be easy to come by in a far-flung colony. In particular, she bought a large supply of soap, just to be sure. She raised an eyebrow at Fenna's choice of a potted rosebush. "Are you going to grow roses in the new colony?", she inquired.
Kari felt a sense of relief when the ship finally got underway and pulled out of the harbor. The big city was exciting, but she missed the connection with nature. Sitting with Hrolf on the forecastle, she felt the fresh sea air carressing her face; the cries of the circling gulls were music to her ears. She felt her energy returning.
She sensed the colonist's unease as they sailed though Chelaxian waters, but did not share their sense of apprehension, not fully appreciating the history between Cheliax and Andoran. She gazed in awe as the ship approached the arch of Aroden. She had heard of it, of course, but the descriptions still hadn't prepared her for the magnificent scale of the ruined bridge.
The Arcadian ocean had a reputation for danger, but the weather was good, and Kari joined in with the colonists as they celebrated the passage out of the Inner Sea. When the weather finally turned, she found the storm oddly exhilarating, despite the danger to the ship.
Over the course of the voyage, Kari spent a good deal of time socializing with the crew and colonists. She had a natural connection with Anya Sandstrider; they spent hours talking about the places that they'd been and the things that they'd seen. Carver Hastings seemed to mostly keep to himself, but when she finally talked to him, they got along well. He seemed to know a lot about the Thassilonian ruins that she'd seen throughout Varisia. She enjoyed listening to Lyra Heatherly's accounts of her escapades, and Eomon Caranth was always easy to talk to. She didn't know what to make of Luetin Calewick; his chameleon-like nature unnerved her.
Kari's sense of anticipation grew as they reached the islands that marked the outer part of the shattered Azlanti continent. Here were more remains of a long-extinct civilization. What wonders from the lost civilization would they find around their new home?

Hrolf the wolf |

Hrolf did not enjoy the journey nearly as much as Kari did. He felt cooped up, and missed being among trees and grass terribly. He hoped that wherever they were going, things would be better.

Fenna Pender |

In response to Kari's question about growing roses, Fenna simply replies "Oh yes."
It doesn't take long at all for Fenna to settle into the daily rhythm on the Peregrine, after all, she had practically just stepped off the Spectral. Any differences were largely welcomed by Fenna, as the Peregrine was a more relaxed atmosphere since it did not have to maintain combat readiness.
Fenna immediately volunteers as a rigger. As a cabin girl, or "cabin steward" as she has asserted on the Spectral she had gained wide, but shallow, experience in a number of ship roles. She was called on when extra hands were needed in one place or another, or when to briefly fill in wherever illness or injury kept the regular crew from doing their job. She has always found these fill-ins far more engaging than her typical routine of cleaning, washing, and food serving.
Now Fenna not only has the chance to really do something substantial, but to use her meagre experience to coach others along in doing them as well. Fortunately her shaky experience doesn't lead to any disasters, and actually helps the other new colonists as they learn to sail.
Fenna also does what she can to keep the boredom of shipboard travel at bay. She has any number of stories to tell, even if only a couple of them actually involved her. She doesn't expect the other colonists to believe her, that's not the point. She also has her rebec for providing some music in the evenings. She doesn't play it well, but she can manage some simple tunes.
Fenna tries to tune her stories and small talk to assuage the colonists' worries at the time. When in Chelish waters Fenna tells the others what she knows about the Chelish navy. She always implies that the volume of shipping, and Cheliax's knowledge that persistent boarding of commercial ships would drive them to other ports, mean they are unlikely to have any contact with Chelish warships. Besides, Cheliax is as virulently anti-piracy as Andoran and so the Peregrin is actually protected by the Chelish navy in a way.
Once they are among the islands of the shattered continent, Fenna talks more of Arcadia, and Elesomare the Andoran settlement there. She also mentions the long Ulfen presence in the area. Again, she tunes her messaging to making the area seem less remote and more well-traveled, even if her own feelings aren't entirely in line with the sentiment.
Fenna's activeness keeps her in engaged with the people on the boat almost all the time. She does her best to make friends all-around. She knows ships are too small for bad feelings, and the colony likely won't be so different. Harcourt Carrolby proves to be the most difficult person for Fenna in this. He aloofness strikes directly at Fenna's distaste for hierarchy. As she eventually sums it up for Kari "He's very nice to look at, mmm very nice, but only out of speaking range."
On the brighter side, Fenna is very pleased to find two other half-elves on the ship. Even in Andoran it isn't always easy to be a half-elf. With Eamon and Lyra she has others who share the experience of being an awkward person in others' views. Lyra is probably her favorite new acquaintance. Fenna sees Lyra and herself as two peas in a pod.
Fenna finds something to in connect to in several others as well. Both both Carver and Perrell are readers, and that tends to make for interesting conversationalists. Kurvis might possibly beat out Harcourt as most difficult, but Eamon vouches for him, so Fenna doesn't take his crustiness too seriously. Anya Sandstrider is someone Fenna can really admire, even if she doesn't see them as close friends in the future.
She makes efforts with Alba Divenvaar. They may not have much in common, but Fenna thinks it's always a good idea to be on fine terms with the person who will likely be making most of the medicines. Luetin Calewick is also someone who takes extra effort. Some don't seem to like him much, but Fenna understands the urge to morph oneself to try to match others. Half-elves feel such pressure often. She pities him for it, thinking perhaps he's lonely and insecure. She tries to talk Luetin up to the other colonists when she can, telling them he seems decent and well-meaning, hoping it will make things a little easier for him.

GM Clockwork |

The Peregrine sails around to the western shores Ancorato Island into a natural bay with a sandy beach within rowing distance for the ship’s boats. As the crew begins to untie one of the smaller boats to lower it into the water, the sailor atop the crows nest climbs down. He works his way through the anxious crowd on deck and gives she spyglass directly to the captain. Captain Jacob Markosi peers at the island for a moment before grunting and handing the spyglass to expedition leader Ramona Avandth. “You should see this,” he says quietly.
Ramona accepts the spyglass and peers toward the shore. When she lowers the scope, she is clearly distressed but trying to hide her worry. She approaches you and motions toward the far side of the deck, away from where most of the other colonists have congregated. “Can I have a word with you?”
--------
“We have a problem,” Ramona says bluntly. She offers you the spyglass as she explains, “Something is wrong. Nobody’s in sight. There’s no smoke from cook fires or the smithy. Some of the buildings look burned out.” A quick look through the spyglass confirms the Ramona’s concerns. “I worry that our folks won’t be able to keep their mouths shut. Soon all the other colonists are going to hear about this—if they can’t see for themselves already—and things could become... tense.”
”I hate to call upon my ‘troubleshooters’ before we’ve even arrived, technically,” she forces a grin, but her grave concern is clear behind her bravado. ”I need the two of you to go ashore to check things out.”
“I’m going to ask Captain Markosi to take us north along the coast,” Ramona points to the north. ”The scouting expedition identified a secondary landing site where we can wait for you to meet up with us. Take these-” she produces four vials. ”Save as many of the vials as you can, we aren't expecting another ship for over a month. But don’t you DARE die on me, understand?” Her warm look is quickly overcome by stress as she turns her attention to the colonists.
Obtained 4 cure light wounds potions

Kari Surfdancer |

Kari listened to her teammate's opinion on Harcourt Carrolby. "I know what you mean, Fenn," she replied. "He does give the impression of thinking that he's better than everyone else, because he was born into money. Who knows though, maybe he'll surprise us."
----------
After she awoke and ate breakfast, Kari spent some time observing the local birds, noting their flight patterns and how they interacted with each other.
Making a Natural Divination to give a +10 competence bonus to one skill check. The bonus must be used within 24 hours, and must be declared before rolling.
"Look, Hrolf!", Kari declared excitedly. "Isn't the island beautiful? I know the past few weeks have been hard on you, but we'll be on solid ground soon, with lots of wonderful things to see!"
As they neared the settlement, Kari came over to Ramona in response to her summons. She looked through the spyglass and said, "Hmmm, your're right. This does seem worrying." She put two of the potions in her belt pouch, saying, "Yes ma'am, I understand — no dying allowed!"

Fenna Pender |

Fenna takes a good look at the settlement through the spyglass then, frowning slightly, hands it over to Kari.
"Yeah, not what you'd expect at all from a place that hasn't seen a ship in months. I'll go get my stuff."
Fenna turns to leave then stops, looking back at Ramona. "Did any of the communications from the colony mention anyone else on the island, or an island nearby? Anything that might be hostile?"
++++++++++++++
After Ramona's answer, Fenna goes below and gets her kit together. She stuffs a few basics, a bit of food, rope, a couple of torches, and such, into her backpack. Then she puts on her chain shirt. She slides the loops of her harness onto her belt. It is a sort of double bandolier she had made special. Rather than crossing, the straps over her shoulders go straight down the front like suspenders. Each one has several small pouches for holding items. She places two of Ramona's potions in pouches, adds two flasks of oil in two more, then places her flint and steel and tindertwig in yet another.
She takes out a cloth and unfolds it to get the thorneblade inside it, adding it to the leafblade already on her belt. Finally she grabs her bow and quiver, then heads back up to the deck.

Kari Surfdancer |

"Time to go ashore, Hrolf," Kari said, as she put the saddle, saddlebags and bridle on her companion. She loaded equipment into the saddlebags — some food, some fishing gear, her bedroll, along with a journal and writing supplies. She didn't wear a backpack herself, preferring to let the wolf carry what they would need. She didn't carry any weapons herself, other than brass knuckles on her left hand and a dagger. Joining Fenna, she scanned the shoreline as they approached their landing spot.
Perception: 1d20 + 6 ⇒ (9) + 6 = 15

GM Clockwork |

”I wish I knew Fen. The surveyors who found this place didn’t mention discovering anyone on the island,” Ramona responds thoughtfully. ”The nearby islands weren't as well surveyed, I suppose. The notes only mention Ancorato. They did mention the possibility of aquatic races that lived in the area, but nothing specific to Ancorato Island. Certainly nothing they thought might be dangerous. They sent two waves of colonists, after all.”
”As far as communication goes, the first wave of colonists haven't heard from Avistan since Liberty’s Herald departed this very bay. There's a sack of letters we're supposed to deliver to them in the hold. Any communications they have are to go back to Almas with The Peregine. That is, if we find any. I wish I knew more, ladies, truly.”
Liberty’s Herald you both know as the ship that brought the first wave of colonists after the success of the survey expedition.
---------
The only thing Kari finds odd about the shoreline is the lack of activity from the Colony. She can clearly see the dock running out into the bay, presumably built by first wave colonists.
---------
Back on deck, a commotion is proving Ramona’s concerns correct. ”Here they are,” she calls as she spots Fenna ascending from below. She approaches the two of you as she talks, turning to face the crowd as if she were introducing you at an informal party. ”The BVC has assured me Kari and Fen are up to any task. The colony guards shall remain aboard the ship, while these two ladies make sure the colony is safe for everyone.”
”Sorry to put you on the spot," she whispers to the two of you as the now pacified crowd murmurs in agreement.

Kari Surfdancer |

Kari stepped onto to crate to address the crowd. "We're going to do a routine patrol to make sure there's no danger present. I know that everyone is eager to get ashore, but we want to ensure that everything goes smoothly."
Diplomacy, taking 10: 10 + 4 = 14
Aiding Fenna, if she wants to make the check. If a bluff check is required, Kari has the same bonus.

Fenna Pender |

Fenna raises her arms to gain the crowd's attention.
"Everyone, there's no need to worry. This is just a precaution. You'll be ashore just as soon as we've checked things out. It's been a long time at sea, but plese be patient just a little longer."
Fenna would really have rather said nothing and left things to Ramona to handle. She's prefer not to get caught up in managing expectations. But, a panicky group of colonists would not be a good thing right now.
Diplomacy: 1d20 + 7 ⇒ (8) + 7 = 15

GM Clockwork |

Fenna's expertise in swaying crowds combined with Kari's immutable optimism is enough to turn the crowd. Hrolf eagerly leads you into the rowboat, and as you're about to be lowered, a shout of "Wait!" rises above the thanks of the crew. The crowd parts as Lyra Heatherly steps forward.
"Here," she says, thrusting a piece of parchment into Fen's hand. A quickly-sketched map of Ancorato is on the paper, with two X's. "We're here now, on this beach. The boat is going to anchor at this beach. Good luck!"
The crowd echos Lyra’s wishes of luck as they lower the boat into the water and watch as you depart.
Area A is the colony, area E is the rendezvous point
--------
As you begin rowing to shore, Hrolf restless in the small boat, begins growling into the water.
???: 1d20 + 2 ⇒ (15) + 2 = 17
Kari: 1d20 + 3 ⇒ (13) + 3 = 16 (Hrolf will act on your turn)
Fenna: 1d20 + 3 ⇒ (16) + 3 = 19
Fenna is acting first, but there is no evident danger.

GM Clockwork |

PCs who remain seated take a –2 penalty on attack rolls. A character can negate this penalty by standing up and attacking, but anyone standing in the boat must attempt a DC 10 Acrobatics check each round in which they attack. Success means they remain standing until they attack again.
A PC who fails must attempt a DC 10 Reflex save. If successful, the PC immediately sits back down as a free action (standing back up is a move action, as normal), but a PC who fails this save falls overboard into an adjacent square.

Fenna Pender |

Fenna doesn't know much about wolf behavior, except that Hrolf doesn't like ships much, and she certainly can't communicate with them. Fenna decides to hope Kari knows what the wolf's on about, or can use her nature-y thingies she does to figure out what's up.
She does take a look around the boat to try to see anything the wolf might have noticed. "What up with Hrolf Kari?"
Fenna pulls the brass knife in her boot out and clenches it in her teeth, then goes back to rowing, but faster than before.
Perception: 1d20 + 6 ⇒ (15) + 6 = 21

GM Clockwork |

Grindylow1 Stealth: 1d20 + 14 ⇒ (15) + 14 = 29
Grindylow2 Stealth: 1d20 + 14 ⇒ (11) + 14 = 25
Kari Perception: 1d20 + 6 ⇒ (18) + 6 = 24
From below the boat, a pair of tentacled, goblinoid creatures burst to the surface, thrusting their spears at Fenna and Hrolf.
Spear1: 1d20 + 2 ⇒ (3) + 2 = 5
damage: 1d6 + 1 ⇒ (6) + 1 = 7
Spear2: 1d20 + 2 ⇒ (18) + 2 = 20
damage: 1d6 + 1 ⇒ (4) + 1 = 5
The spear juts past Fenna, but Hrolf is not so lucky. He whines as the spear strikes his chest.
5 damage to the wolf...sorry Hrolf. The three of you are up.

Kari Surfdancer |

Knowledge Nature: 1d20 + 5 ⇒ (9) + 5 = 14 Not sure if this is the right check.
Kari shrieked in surprise when the creatures suddenly burst out of the water. Recovering her composure, she concentrated briefly, as some of the water around the boat swirled and streamed towards her right hand, coalescing in a watery blade. She swung at the creature on her side of the boat.
Kinetic Blade (Water Blast), sitting: 1d20 + 4 - 2 ⇒ (6) + 4 - 2 = 8
Bludgeoning damage: 1d6 + 5 ⇒ (6) + 5 = 11 Kinetic Blade takes its damage type from the associated Kinetic Blast.
Move action to Gather Power (Su, doesn't provoke), standard action to attack with Kinetic Blade. Kinetic Blade has a burn cost of 1, which is reduced by 1 from Gather Power, to no burn.
Gather Power (Su) If she has both hands free (or all of her prehensile appendages free, for unusual kineticists), a kineticist can gather energy or elemental matter as a move action. Gathering power creates an extremely loud, visible display in a 20-foot radius centered on the kineticist, as the energy or matter swirls around her. Gathering power in this way allows the kineticist to reduce the total burn cost of a blast wild talent she uses in the same round by 1 point. The kineticist can instead gather power for 1 full round in order to reduce the total burn cost of a blast wild talent used on her next turn by 2 points (to a minimum of 0 points). If she does so, she can also gather power as a move action during her next turn to reduce the burn cost by a total of 3 points. If the kineticist takes damage during or after gathering power and before using the kinetic blast that releases it, she must succeed at a concentration check (DC = 10 + damage taken + effective spell level of her kinetic blast) or lose the energy in a wild surge that forces her to accept a number of points of burn equal to the number of points by which her gathered power would have reduced the burn cost. This ability can never reduce the burn cost of a wild talent below 0 points.
Kinetic Blade
Elements universal; Type Form infusion; Level 1; Burn 1
You form a weapon using your kinetic abilities. You create a nonreach, light or one-handed weapon in your hand formed of pure energy or elemental matter. (If you’re a telekineticist, you instead transfer the power of your kinetic blast to any object held in one hand.) The kinetic blade’s shape is purely cosmetic and doesn’t affect the damage dice, critical threat range, or critical multiplier of the kinetic blade, nor does it grant the kinetic blade any weapon special features. The object held by a telekineticist for this form infusion doesn’t prevent her from using gather power.
You can use this form infusion once as part of an attack action, a charge action, or a full-attack action in order to make melee attacks with your kinetic blade. Since it’s part of another action (and isn’t an action itself), using this wild talent doesn’t provoke any additional attacks of opportunity. The kinetic blade deals your kinetic blast damage on each hit (applying any modifiers to your kinetic blast’s damage as normal, but not your Strength modifier). The blade disappears at the end of your turn. The weapon deals the same damage type that your kinetic blast deals, and it interacts with Armor Class and spell resistance as normal for a blast of its type. Even if a telekineticist uses this power on a magic weapon or another unusual object, the attack doesn’t use any of the magic weapon’s bonuses or effects and simply deals the telekineticist’s blast damage. The kinetic blade doesn’t add the damage bonus from elemental overflow.

Hrolf the wolf |

Hrolf snarled and snapped at his assailant.
Bite, sitting: 1d20 + 3 - 2 ⇒ (19) + 3 - 2 = 20
Damage: 1d6 + 1 ⇒ (3) + 1 = 4
I assume that he counts as sitting if he doesn't make an acrobatics check.
Presumably the trip attack doesn't apply here.

Fenna Pender |

Fenna can't cry out because she has a knife in her mouth. She grabs the knife and tries maneuver herself around the spear to thrust back at its holder.
Attack: 1d20 + 4 - 2 ⇒ (14) + 4 - 2 = 16
Damage: 1d4 + 3 ⇒ (4) + 3 = 7

GM Clockwork |

T'was Knowledge (dungeoneering). The best any of you can tell is they are abberations, that appear to be able to breathe underwater.
I planned to roll checks for you when the appeared, but neither of you have the skill.
Kari swipes at the creature; her swing is powerful but the monster ducks below the rail of the boat to avoid the attack.
Hrolf bites down on the his assailant's tentacle, shaking his head wildly and tearing it off. Bloodied, the creature wails and dives below the waves.
As the ducking goblinoid lifts his head to strike back at Kari. Without even standing Fen's dagger finds its way into the creatures head. The weight drags it down off the blade, but it floats on the surface, unconscious.
Combat is over, you can make your way to the colony.

Kari Surfdancer |

Kari moved over to Hrolf and examined his wound. She healed him and gave him a hug.
Cure light wounds: 1d8 + 1 ⇒ (8) + 1 = 9 spells remaining 3/4
Kari waved back at the ship. "That's why we're checking, folks!, she called out.
Once they were ashore, she looked around and checked for any obvious tracks.
Perception: 1d20 + 6 ⇒ (13) + 6 = 19
Survival: 1d20 + 5 ⇒ (20) + 5 = 25
"Shall we head along the coast towards the colony?", she asked Fenna.

Fenna Pender |

Fenna resumes rowing with gusto. "What were those things?"
She brings the rowboat up to the pier and ties it off there. Then she climbs out for a look around.
Perception: 1d20 + 6 ⇒ (12) + 6 = 18

Kari Surfdancer |

"I don't know, Fenn," Kari replied. "They kind of looked like goblins, in a weird way." She had run into those voracious, destructive creatures before during her travels.

GM Clockwork |

I took the area marks of the Colony Map to avoid spoilers. You can move yourselves around the different buildings however you see fit.
A solitary dock extends from the beach into the bay. The construction is solid and looks recent, suitable for tying off a small boat, although no watercraft are visible. The beach inclines to the east before giving way to grass and trees. Further on in that direction, buildings and a palisade wall stand on the rise.
There are no tracks in the sand leading from the dock to the colony.
You spot a canoe on the seafloor at a depth of 10 feet.

Kari Surfdancer |

Using my previous perception roll.
Kari tied the boat to the dock and looked around. "Look, Fenn, there's a sunken canoe down there!, she exclaimed, pointing to the seafloor.

Fenna Pender |

Fenn also notes the canoe in the water. "Hm."
As she starts to look around the area near the dock for signs of tracks or recent activity, she asks "looks like they're building a stockade. Start there?"
She decides it would be best to have her bow ready in the wide open area. Short Bow in hand.
Perception: 1d20 + 6 ⇒ (9) + 6 = 15
Survival: 1d20 + 1 ⇒ (13) + 1 = 14

GM Clockwork |

East of the beach, a wide track runs from the dock up to the colony. Beyond the unfinished wall, several buildings stand. To the south, large pavilion tents have been set up, but not all appear to be standing. Beyond the tents more houses have been built, and a few patches of land appear to have been cleared for farming.
On the ground, Fenn is able to find a plethora of footprints, but none appear recent. Beyond the sway of the trees and the lapping of the waves, there are no sounds or sightings of life in the colony.

Kari Surfdancer |

"Let's check out those pavilion tents, since they're near the stockade." Kari said. "There's a larger looking building just inside the stockade area that we could check after that."
She climbed onto Hrolf's back and moved towards the tents.
Perception: 1d20 + 6 ⇒ (2) + 6 = 8
Hrolf is carrying a medium load when Kari is riding him: 35 ft speed.

Fenna Pender |

"Sure, sounds good."
Fenna walks to the tents and begins to look around.
Perception: 1d20 + 6 ⇒ (6) + 6 = 12

GM Clockwork |

Seven canvas pavilion tents were set up here, all of which are large enough to shelter two to three people each. All but two tents have collapsed due to wind, rain, and lack of maintenance. The two that remain standing lean haphazardly and do not appear to have been entered for a long time. Grass has begun to grow around them.
Inside, many of the tents still have common mundane personal items scattered, such as clothing, mementos, cooking pots, and waterskins. Some of these items are ruined, but much of the mundane gear can be cleaned or repaired.
Balled up underneath a bedroll, Fenna discovers a fine shirt, and 2 potions wrapped up carefully inside.

Kari Surfdancer |

Kari looked around at the state of the tents. She turned to Fen and said, "Whatever happened seems to have occurred some time ago. That's not a good sign, I'm afraid. I was hoping that we would find the colonists hiding somewhere nearby, but..."
She cast a spell and scanned the shirt for magic auras, then scanned the other items.
Casting Detect Magic.
Next, she sampled one of the potions to see if she could figure out what it was.
Perception: 1d20 + 6 ⇒ (12) + 6 = 18
Kari didn't have a spare skill point to put into Spellcraft yet :(

GM Clockwork |

The liquid in the vials are identical, and have a distinct cure light wounds taste to them. The fine shirt also has an air of magic to it, and upon examination, has a faint aura of transmutation magic.

Kari Surfdancer |

"A magic shirt, Fen!", Kari declared. "Do you know how to determined its properties? I really need to learn how to do that. Oh, and these are healing potions." She handed one of the vials to her partner.

Fenna Pender |

Perplexed, Fenna looks at the shirt.
"Not really. It'll have to wait until later."
Fenna stuffs the potion Kari gives her in the last empty pouch on her harness and the shirt in her pack.
"Let's just get this done done first. With all this stuff here and the time that seems to have passed, I guessing we can rule out the colonists finding a better location and moving to restart there. They would have taken all this stuff with them. "
Fenna moves to from the tents to the first building she comes to, immediately to the right of the path leading to the stockade. "Here first?"
No points in Spellcraft either :/

GM Clockwork |

The southwestern section of the colonists village are home to two of the more complete buildings in town. Tucked away in what would be the corner of the stockade is a large building that appears styled like a chapel of sorts. The next building north has a small outdoor yard and an incomplete northern section: it is very obviously a forge.
A quick look around inside the walls offers no comfort as to the fate of the colonists. There is no one around that either of you can see or hear.
Forge or Chapel first?

Kari Surfdancer |

Kari followed Fen to to the cluster of buildings, Hrolf tagging along beside her. "Looks like as good a place as any to start." She advanced cautiously to look inside the forge.
Perception: 1d20 + 6 ⇒ (16) + 6 = 22
I think Fenna was indicating the forge.

GM Clockwork |

We’ll get to both I’m sure
This L-shaped building is constructed of mud bricks on a wooden frame. The western portion is of the structure is enclosed by four walls. This section has a single open window on the southern side, with a canvas curtain hung across the opening. The single entrance is a wooden door, standing slightly ajar, on the southern end of the eastern face of the building. A ten-foot extension connects to the building on the east side. This extension has only a northern wall and is otherwise just a roof sheltering the space below, which is open to the outside. Underneath this cover is a forge with an exhaust flue directly above it, a worktable covered in metal scraps, a small tub of black water, and a partially sheltered anvil.
As you move closer to the forge, Kari spots a creature’s foot sticking out from behind a pile of coal. Silently signaling to each other, you maneuver and discover another sleeping form, and a third peering out the south-facing window. They appear to be another sort of goblin are oblivious to your presence.
These are Monkey goblins. They are ferocious and have prehensile tails.
Initiative
goblins?: 1d20 + 3 ⇒ (7) + 3 = 10 (surprised, not acting)
Kari: 1d20 + 3 ⇒ (9) + 3 = 12
Fenna: 1d20 + 3 ⇒ (1) + 3 = 4
Your passive Stealth was enough to beat their awful passive Perception. You both get a surprise round.
Forge Map

Kari Surfdancer |

These creatures looked to Kari to be similar to the goblins she had encountered in Varisia. Her experience with goblins there was not encouraging, but she wanted to at least try to see if these ones were better. She walked forward to the doorway, and addressed the creature at the window in goblin: "Hello, my name is Kari. I'm looking for the people who came from far away to establish this settlement."
Diplomacy, speaking in goblin: 1d20 + 4 ⇒ (6) + 4 = 10
GM: I'm not able to move my token on the map. I think you need to give us edit access.

Fenna Pender |

Kari's intent is pretty clear to Fenna, even if she doesn't understand what the gnome is saying. She stays back just a bit, smiling brightly and looking as friendly as she can, but with her bow ready for a bad outcome.
Diplomacy (Aid): 1d20 + 7 ⇒ (2) + 7 = 9

GM Clockwork |

"Blg?" the sleeping goblins sit up, startled. "Blaag goga! Foos!"
The goblins come to attention, and they do not sound friendly.
Round 1
Kari & Hrolf <- UP NEXT
Monkey Goblins
Fenna