
Kari Surfdancer |

Kari woke with the sun, and enjoyed a sup of coffee by the fire. After breakfast, she watched the local birds, and looked at marks in the stone around the campsite.
Natural Divination: +10 on one skill check, and +4 on one initiative check (the first one of the day).
To Anya's question, she answered, "I think we should circle the volcano. We'll get a better sense of the geography of the island that way."

Urram |

Urram, who is trying to stay in what little shade the camp provides, nods. "No point to walk up here and walk straight down again. We should make use of effort."

Fenna Pender |

Fenna's first thought on being woken is to throttle Anya. But doing so isn't the least bit practical, and the tone of Anya's voice suggests to Fenna gossip might be afoot.
She stays where she's at keeping her eyes closed a little longer and listens in.
Perception: 1d20 + 8 ⇒ (14) + 8 = 22
+++++++++++++++++++
While eating her cold breakfast, which is entirely worth the extra sleep time, she agrees with the idea of of circumnavigating the volcano. "It would be great to get a view of the island's far side. We can see how well the current map matches up. Could save us a bunch of trouble later."

GM Clockwork |

Anya’s playful verbal jabs seem to Fenna more like poor attempts to be funny as much as an attempt to rouse a fellow camper.
”Clockwise I think is best,” Anya suggests excitedly as you break camp. “We can find our way back here before dark I imagine.”
RE: 1d100 ⇒ 42
After a few hours climbing up in elevation, you eventually spot Talmandor’s Bounty in the distance behind you, and turn west, breaking often to look out over the island below.
DC 25 Perception checks for a hint on the ??? areas.
A: Talmandor’s Bounty
B: Thick forest against a sheer cliffside (where you hunt boar with Lyra)
C: Waterfall (incutilis zombie fight)
G: Choker Cave Entrance
H: ???
L: ???
M: (ignore)
Success or fail, you can now go look into these points of interest
After some time looking over the southwest side of the isle, you begin your march to the north.

Fenna Pender |

While nothing stands out among the things she sees to the west, Fenna does begin to think they should consider covering the areas inland of where they travelled earlier to meet up with the ship at the cove roughly at the northwest extreme of the island.
"I doubt we'd be able to find it again at the point, but remember that very strange trail we came across while we were walking to meet the ship Kari? The one that looked like it was made by maybe a huge number of insects? I'd still like to see if we could find what made it. Maybe that direction on our next journey out?"
Perception: 1d20 + 8 ⇒ (8) + 8 = 16

Kari Surfdancer |

Kari looked down from the slopes of the volcano to the areas inland from Talmandor’s Bounty. "Wow, you can see everything from up here!"
In response to Fenna's comment about the strange trail, she replied, "When we get a good view of the northwest, we might be able to make out where that path leads."
Perception: 1d20 + 11 ⇒ (7) + 11 = 18

Fenna Pender |

"Also, when we start back toward the colony, we should really keep our eyes peeled for any signs of goblins. We still don't know where they live."

Urram |

"Why are you so concerned with the goblins?" Urram asks, trying not to let his laboured breathing show from behind his mask. "They are goblins. That is all."
Perception: 1d20 + 9 ⇒ (15) + 9 = 24

GM Clockwork |

You make a few notes on your map, of areas to review later. As you begin to walk to your next vantage point, Urram is confident that he sees a column of stone at one of these points (area L).
As you walk to the north, you see a wide break in the trees that run. You are too far to see any detail, but you estimate the location Kari and Fenna spotted the strange, insect-like path (area D).
------
It is a little after mid-day as you arrive on the northwestern slope of the volcano. Looking down, you see the bay in the distance, the rendezvous point where Urram first met the expeditionary forces.
Near the rendezvous, you see another familiar site, the grindlylow cave where you all nearly met your end...
DC 25 Perception checks for a hint on the ??? areas.
E: Rendezvous Point
F: Shellcracker Caves
N: ???
O: ???
P: ???

Kari Surfdancer |

Kari replied to Urram, "Because we share the island with them, and they know a lot more about it than we do."
As they hiked around to the north, she strained her eyes to try to make out the strange, beaten path.
Perception: 1d20 + 11 ⇒ (14) + 11 = 25

Fenna Pender |

"Yeah, it would be a very good thing for everyone if we could work out some kind of deal with them. And if things go badly, they know where to find us so we should try to be on equal footing."
Perception: 1d20 + 8 ⇒ (15) + 8 = 23

Urram |

Aid Fenna: 1d20 + 9 ⇒ (15) + 9 = 24
Urram ignores the responses, instead gazing out over the island and trying to understand why two perfectly sensible women should be so obsessed about speaking to goblins.

GM Clockwork |

While she cannot closely examine the ground, Kari is confident of the position of the strange trail she and Fenna discovered. (area D)
Again, you spend some time studying the land below, marking down some areas to possibly investigate. Kari, after some time staring over a large and very conspicuous rock formation, has grown confident that she's spotted some unusual stonework, one that is appears vaguely humanoid, yet immobile. (area N)
As Anya is calling for the hike to continue, Fenna is unsure what exactly what to make of the a small rounded section jutting out of the natural rock in the distance. Urram, following her eyeline as the others begin to walk away, see's something in the distance he's only read of: an Azlanti structure built directly into a massive rock formation. (area P)
--------
"The eastern side of the island isn't nearly as well marked," Anya points out as you walk toward the northeast quadrant. Indeed, even the master map that you all have seen, which Ramona keeps in her office, has very little detail on the eastern side.
As the afternoon heat sets in, the six of you hike along the edge of the mount to the northeast.
DC 25 Perception checks for a hint on the ??? areas. (new map link)
Red I: ???
Red J: ???
Red B: ???
Red H: ??? (trees with red leaves)
This is a map from book 2, so the letters correspond to places labeled with the same letters as the Book 1 map. At the end, I will consolidate all the info you've gained from all this.

Kari Surfdancer |

After looking for some time, Kari said, "There's a rock formation, inland of the 'insect trail', that looks to me like a large statue."
After breaking for lunch, the group continued around to the northeast. When they reached what she judged to be the best vantage point, she stopped and surveyed the vista spread out before her. She went into a trance, thinking about the bird flight patterns she had observed in the morning, and methodically examined the sights before her.
Perception, taking 10, Natural Divination: 10 + 11 + 10 = 31

Fenna Pender |

Fenna begins making light marks on the map indicating the rough locations of the things Kari and Urram notice. It could be handy later for laying out routes when they plan future explorations.

GM Clockwork |

Do Urram and Fenna want to try a Perception for a location hint in quatdrant 3? If not we can move to the last quadrant

GM Clockwork |

Sorry, using this as an opportunity to kind of info dump. I adjusted the map, I hope its not too busy.
The eastern edge of the island, while picturesque, reveals a storm system far away on the eastern horizon. “We’ve been due for a storm, I suppose,” Anya grumbles. After another hour, Fenna marks some points of interest, but no one seems to spot anything of particular detail.
As the others pick up to finish the day’s hike, Kari (ever mindful of the flight patterns of birds) spots a large flock take flight from a beach on a northern peninsula. (Red I) They leave a beach laden with strange white shapes jutting out of the sand. Whale bone the idea immediately comes to the old beachcomber’s mind.
Watching intently, the birds fly southeast above a dark lowland, and are immediately lifted high into the sky. hot air, from a steamy bog Indeed, Kari makes out faint smoke rising from the lowlands, previously unnoticed by anyone.[/i]

GM Clockwork |

2 posts, for clarity
“C’mon, we need to catch the light!” Anya urges you all to the slope on the southeastern side of the volcano. There’s perhaps an hour before sunset now, but the light won’t last.
one more round of DC 25 Perception checks, in the pink quadrant.

Fenna Pender |

By this time Fenna is beginning to tire of the trek, so she very willingly picks up the pace to finish it.
Perception: 1d20 + 8 ⇒ (7) + 8 = 15
Actually I think it's been a very elegant way to handle exploration compared to the "hex wandering" style that's the usual Clockwork.

Urram |

Perception: 1d20 + 9 ⇒ (2) + 9 = 11
Agreed, its a neat way of doing things, I'll just need a key next to the map to keep everything in my head!

Kari Surfdancer |

Kari pointed out the whale bones along the distant coast, and the smoke rising from the marsh near to the bones.
She hurried mounted Hrolf to keep up with the others, as they hurried to complete the circuit before the light gave out. She looked over the lands to the south east, her eyes following the shoreline.
Perception: 1d20 + 11 ⇒ (17) + 11 = 28

GM Clockwork |

Gazing out across the southwestern slopes of the island, the sun drops lower toward the Arcadian Ocean to the west. Ancorato is a picturesque sight, but visibility grows worse by the minute.
As the map of points of interest fills out, Kari once again notices some detail far in the distance. A couple of squared stone structures, topped with what appear to be parapets, lie on the edge of the island's coast. (Red A)
Forgot to add this (link) to the repolished map of Ancorato
-------
"Let's get back to camp while there's still a bit of light," Anya gazes west as Golarion's sun appears to sit, only half above the horizon. A beautiful sight, but visibility will be getting very low soon.

Kari Surfdancer |

As they continued their circuit of the mountain back to the camp, Kari said to her companions, "I wonder if the smoke above the marsh is coming from a goblin village? It doesn't seem like the best place for a village, but goblins in Varisia sometimes have settlements in marshes."

Fenna Pender |

Once back at camp Fenna gets busy preparing something for dinner.
"So back to the colony tomorrow? We don't want to go far past our expected return time. I wouldn't want to be responsible for a search party looking for us running into some trouble."

Urram |

Urram nods from his place on the far side of the fire. "Except Carter. He can get very lost. We should go back though. I have projects I must work on."

Kari Surfdancer |

"We should return to the colony tomorrow," Kari agreed. "I think our next task will be to investigate some of the locations that we've observed on our reconnaissance trip today."

GM Clockwork |

"We should bed down pretty soon then," Anya adds. "Fenna's route back will take us near a that stonework Urram spotted this morning. If we want to stop there, we better head out early."
Using the same shift schedule as the night before, everyone beds down for an early start.
----------------
Expedition Day 64: 21 Arodus, 4717 AR; Moonday
Just as the day before, the sun seems to rise earlier than in the colony. Anya cooks breakfast in silence as Hrolf looks on. "Soon as everyone is ready, we'll head down to that landmark we spotted," she says plainly.

Kari Surfdancer |

Kari made her usual meditations and then ate breakfast with everyone. "I can't wait to see what those columns are!", she declared as they prepared to set out.
Natural Divinations: +10 to one skill check, +4 to one initiative check (first one of the day).

GM Clockwork |

The hike down from the high slope of Ancorato's volcanic center is a wonderful experience. The storm out to the east is getting closer to the far shore of the island, though Anya is confident you all will return before the rain sets in.
As you come nearer to the site marked on the map, (area L) the signs of monkey goblins seem to become quite a bit more frequent. It is mid morning when you finally come upon the site Urram spotted the day before. A few stone columns in the distance still stand, but you see some jutting out at an angle. Even from a distance, you can tell this is an ancient site.
"Keep a weather eye..." Anya unties her bow from her pack, ready for one of you to take the lead.
You're about 100 feet out from the site at this point, and can prepare as you like

Kari Surfdancer |

Kari recited a prayer, just in case, causing her skin the thicken, and then did the same for Fenna. Finally, she orayed to Gozreh for protection.
Casting Barkskin (duration 40 min) on herself and Fenna, and Shield of Faith (duration 4 min) on herself. AC is currently 24.
1st lvl spells remaining 6/7
2nd lvl spell remaining: 2/4
Then she advanced towards the ruins on foot, looking for any creatures lurking nearby.
Perception: 1d20 + 11 ⇒ (13) + 11 = 24
She will use her Natural Divination of +4 to one initiative check, if applicable.

Urram |

Urram sets two of his clockwork gadgets going, before grasping his spear firmly and giving a nod.
"I am ready."
Barkskin and Mage Armor, currently AC 20.

Fenna Pender |

Since Anya's bow is ready Fenna draws her gladius and machete. She takes a tack to the right of the rest's approach, going parallel to them but ahead to scout things out. She sticks to cover and moves quietly.
Stealth: 1d20 + 9 ⇒ (11) + 9 = 20
Perception: 1d20 + 8 ⇒ (2) + 8 = 10

GM Clockwork |

Once Fenna is in place, Kari, Hrolf, and Any begin the approach on the ring of columns.
The trees thin out around this field of shattered stones and fragments. Toppled marble columns jut haphazardly from the ground and are partially covered with moss. These rocks are the only evidence that buildings once stood here, but the passage of thousands of years has left little but their broken stone skeletons. One remnant remains incongruous with the ruins: a circular marble dais carved from a distinctly lustrous pinkish stone, perfectly preserved but surrounded by a crumbled stone rotunda that has not weathered the ages nearly as well.
Area L map
The signs of monkey goblins in the area are clear; their droppings and their footprints are scattered all about the ground here. As you near the edge of the stone, it's Kari who spots some of them across the way, hiding in the nearby brush.

Kari Surfdancer |

Kari hailed the monkey goblins, "Haakhec! Daan ghaac o khruun mar. Daan magaan shuulkaan duun kuush ar daaraan koc."
Diplomacy: 1d20 + 11 ⇒ (19) + 11 = 30

GM Clockwork |

The goblins fall stop chittering when Kari calls out. The bushes shake as they move about under the cover. Finally, one of the goblins bounds up the stairs on the south side of the dais. Finding a perch, he glowers down at Kari. Around the corner, more monkey goblins (much less bold) peer around the corner. Each goblin holds a short spear at the ready, but none look about to throw their spears at the gnome.
"Koj tsis tuaj ntawm no," the goblin perched on the stonework squeels loudly. "Qhov no yog Ntsuj Plig Hater chaw! MUS!"
Fenna will see the goblins move around the stonework. If she wants to advance, I will add her cover bonuses to the Stealth checks

Kari Surfdancer |

After telling Kari and Urram what the monkey goblins said, Kara explained to the natives, "Daan khraal duun dhec dar makhaakaal duun daan haagen shuul'duuken. Daan magaan khruun kaaruuc duun rhaal'degaan dar daan Huun Makhaar daagaan kaaruukekaan, tuun tuulkaakhec ol'daan an huuc oc. Daan khraal duun oguugaan den arac, hagelol'dagec och koc — daan ghec hegaan an tuulkaan shuun an duun daagaan or shuukulkaac daac. Daagaan ghuul ghaan akec Akakaal gharlen akuul'daal!"

Fenna Pender |

Fenna stays out of sight moving forward if she can while remaining out of sight and listening.
Stealth: 1d20 + 9 ⇒ (2) + 9 = 11
Ouch! I hope those cover bonuses are really good!

Urram |

Urram simply rolls his eyes as Kari engages in dialogue with the goblins and decides to examine the dais as best he can instead.
Spellcraft: 1d20 + 11 ⇒ (9) + 11 = 20 and Detect Magic

GM Clockwork |

The goblins tense as Urram incants and waves his hands about, but respond when they don't see an visible effects. Anya looks on with Hrolf, bow still at the ready.
"Qhov no puas yog Dab Dab Heter txoj kev puas tsuaj," the lead goblin pounds his chest. "Peb pawg neeg tua tuag thiab tsis muaj kev ntshai, ces lawv yog Dab Tsi Haters. Nws tsis yog rau cov neeg sab nrauv."
"This ruin is Ghost Hater's ruin. Our tribe slays the ghost and show no fear, then they are Ghost Haters. It is not for outsiders."
Allegory(K.hist): 1d20 + 0 ⇒ (17) + 0 = 17
Whatever the specifics of the ritual, the Ghost Hater's seem to use this place as their tribe's rite of passage.
I'll run this as a mini-verbal duel. The goblin has opened with an allegory, you may counter with any tactic (link) and any of its appropriate skill check. (DC 17)
While it appears to currently be in a dormant state, Urram detects an aura from the pedestal. Focusing on the nature of the magic reveals a single source atop the pedestal, one of overwhelming strength!
K.Arcana: 1d20 + 1d8 + 11 ⇒ (1) + (7) + 11 = 19
The spell appears to be a simple illusion, like an image spell, but strong magics are keeping it constantly present, like a permanency effect. Manipulating its source may reveal more, but Kari is still speaking to the goblins on its dais.
Edging forward as Kari speaks, Fenna hears the wet ground squish, seemingly betraying her movements. Ready for the goblins to attack at any moment...she simply hears the conversation continue on the other side of the stone pedestal.

Kari Surfdancer |

Kari replied to the lead goblin, "Daan Huun Makhaar agaan a dragec ac dhaagaan dekaan. Daan den duun torthec ac den halaan, tuun daan shac dol'dec akhaalekhaan daar rhagaagec ac dhuul'duul daar ogalkaan."
Flattery tactic:
Diplomacy: 1d20 + 11 ⇒ (15) + 11 = 26

GM Clockwork |

Puzzled at Kari's response, the lead Ghosthater huddles up with the others. They take a few moments to whisper amongst themselves. "Nplua!" The leader returns to his perch to address Kari. "Yog hais tias koj tau tua tus dab, koj yuav ua tau Ghost Haters. Tab sis koj yuav tsum tsis txhob ntshai! Los!"
As a group, the goblins descend the stairs, pointing urging Kari and the others with pointing gestures and screeches. They follow after as you ascend the stairs.
"Fine! If you can slay the ghost, you can be Ghost Haters. But you must show no fear! Come!"
The goblins seemed to have overestimated their linguistic capabilities, and acquiesce.
Since Kari has taken the lead here, Anya (and Hrolf, of course) will follow her, but I want to see how Fenna & Urram react.

Kari Surfdancer |

Kari explained to Anya, Fenna and Urram, "They say we can be Ghost Haters if we can slay the ghost, but we mus show no fear! They ask us to follow them."
She replied to the leader, "Daan dech tuul daan huun, ac huugaan dar daan agaan duugec duun rhaan Huun Makhaar!"

Fenna Pender |

Fenna goes ahead and breaks cover and giving the goblins an awkward wave hello.
"If you say so Kari" she says dubiously.

Urram |

Urram advances, since the goblins seem willing to let the approach he closes on the dais so that he can examine the dais more closely.
"There will likely be a projected image of some sort. Old magic, very strong. Azlanti I expect." He says quietly in aquan, trusting that none of the goblins speak the elemental tongue of the sea.

GM Clockwork |

"I'll stay with the wolf," Anya answers, holding Hrolf firmly but gently around the neck as Hrolf growls lowly. "He's evidently not a fan of goblins."
Joining the monkey goblins, who eye Fenna nervously before proceeding, you ascend the stairs to the stone dais. As the goblins reach the top step, the leader gathers the others up to whisper. One of them seems to volunteer, and the leader begins to speak to him encouragingly. They begin to chant quietly to the volunteer: "Tsis ntshai, Tsis ntshai."
"Ntsuj Plig. Qhia koj tus kheej!" the leader goblin takes a step forward. As he does, the image of a humanoid man appears in the middle of the stone platform and begins to address a nonexistent audience. The figure wears black robes befitting an academic or a spellcaster, and wears a peculiar metal helm that obscures all the wearer’s features except the mouth, which is partially covered by chain links. The front of the helmet is decorated by three upward-pointing tines, like a fork or a trident. The figure’s words are clearly audible, but are spoken in Azlanti, and it gestures with its hands, as if to calm or reassure.
The Speaker of the Dais (picture)
"Imperii cives- ne timeas," the figure gestures with its hands, as if to calm or reassure. "Quod caelum sit in maculam generat, sed tamen Fregellani sustinuerunt vagari incipiam per confusionem inimicis suis nos ut in chao simul orantibus escendere suggestum. Iusto tendunt ad munia, et confido in Ioun audīmus audītis audiunt imperatoris vestri ad te incolumem custodiat. Fallunt nos non deficiet."
“Loyal citizens of the empire—fear not. The blot in the heavens is but a ruse by veiled foes to keep us distracted in this time of mounting chaos. Tend to your regular duties, and trust in the Ioun Imperative and your emperor to keep you safe. Do not fail us, and we shall not fail you.”
As soon as the image stops speaking, one of the goblins lets loose a blood-curdling scream! With anger, he charges directly at the man in the robes!