| Kari Surfdancer |
"That's a Sea Crawler," Kari said in a hushed voice. "Let's give it a wide berth."
She looked around to see if their were others nearby, particularly young animals. She knew it was dangerous to get between a mother and her babies.
Perception: 1d20 + 11 ⇒ (11) + 11 = 22
| Fenna Pender |
"Cute! Let 5 keep the ioun stone, at least until we find some particular other use for it."
++++++++++++++++
"Nope, no challenging it for sure."
As they walk Fenna asks nobody in particular "I wonder if there's any chance we might find Eliza alive. Obviously that would be better, but beyond that it would be such a relief to know what happened to the original colonists."
Perception: 1d20 + 8 ⇒ (11) + 8 = 19
Survival: 1d20 + 5 ⇒ (19) + 5 = 24
| Urram |
"As long as nothing has happened to her." Urram adds an ominous note. "If she has been exploring Azlanti structures without preparation then death or imprisonment may have been her best options!"
| Urram |
"Compared to being turned into living stone, imprisoned for eternity or mind controlled by an aboleth? I would say it is a better option." Urram replies. "All of these have happened to my fellow elves in Azlanti ruins, and they were all much more experienced than a human. We must be careful at all times."
Yay! Casual elven racism!
| Fenna Pender |
Fenna can't help but shift her eyes toward Lyra for a moment, wondering how she manages.
"What is an aboleth anyway? I mean sure, they're these undersea crazy evil, powerful things, but if I walk into a tavern how to I spot the aboleth in the room?"
Fenna is being facetious of course, but she does want to know.
| GM Clockwork |
"We should go back," Lyra stops the group rather suddenly after reading the sun through the forest canopy. "We'll barely make it back to the celedon's place before we lose the light, and I promised Carver I'd be back tomorrow morning."
| Urram |
Urrams nods, and takes his place next to Lyra for the return trip. He holds her hand where possible, Five floating behind them and flashing a jaunty pattern.
"Aboleths are cephalopods grown to immense size." He tells Fenna. "Almost all are powerful spell casters, with particular skill in mind controlling magic. They live underwater, but some can change their shape with magic to survive on land. They also excrete a thick mucus which allows surface dwellers to breathe underwater - it has a lot of negative effects though, so don't use it unless you want to become an aboleth slave."
He is silent for a while as they trudge through the jungle. "Some in the Spire say that the Aboleth's caused Earthfall - that they declared war on Azlant. I've never seen proof but it is a terrifying theory even so."
| Kari Surfdancer |
Did we go far enough to figure out how long it takes the Warden Jack's to go all the way around the path?
"Very well, let's return to the celedons," Kari agreed with Lyra.
| GM Clockwork |
Lyra happily shows off her handiwork. The trail for the warden jack swarm she has marked on the map begins where Kari and Fenna first ran across the tracks. They circle around the south and east of the rock formation, circling to a point directly north of the same formation.
"I'd say your hunch that the swarm patrols in a circle around this building would be correct," the half-elf explains, notably without her usual cheer. "I would speculate that we've only tracked the most exterior patrol circle. Based on how quickly it moved when we found it, we surely would have seen the swarm again. I expect that when you make your way to whatever ancient structure is in the middle, you'll pass more than the one ring of markings that we've been tracking."
By the time you return to the celedon camp, it is after dark. Anya is fast asleep as Perrel does her best to fend off slumber for education's sake, though she lacks Urram's skill with magic. Before drawing close enough to be seen by the celedon sisters, Lyra pulls Urram away. She bids Kari and Fenna good luck and a fond farewell, as she intends to spend the evening with her paramour and be gone in the early hours of the morning.
| Urram |
Before drawing close enough to be seen by the celedon sisters, Lyra pulls Urram away. She bids Kari and Fenna good luck and a fond farewell, as she intends to spend the evening with her paramour and be gone in the early hours of the morning.
Urram would have offered Perrel some magic, but Lyra prevents him getting close enough and he has no objections to spending the evening with his girlfriend. When suitable distance is established his mask comes off and Five retreats to keep watch as Urram and Lyra get up to more interesting things. Urram still gets good use out of his 'Keep Watch' spell, but not for studying!
| Fenna Pender |
Fenna eventually settles in for some sleep.
"So what do you think Kari, do we try crossing the jack warden trails tomorrow or wait to find out more about its habits first?"
| Kari Surfdancer |
Kari said to Fenna, "We could wait till the warden jacks pass by, and then move forward until we find the next inner trail. Then hide there and wait until they come by. In any case, if they do notice us and attack, I think my water blasts should be pretty effective against them."
She rolled out her bedroll beside Hrolf and settled down to get some rest.
| GM Clockwork |
Expedition Day 71: 31 Arodus, 4717 AR; Moonday
As Kari and Fenna awaken for the day, they find Perrell and Urram still engaged with the celedon sisters. The two constructs are highly engrossed in a ceremony yet unseen by anyone: a celebration for the day of the week named for the moon.
Anya is not with them, instead she is a pretty good distance away, though still well within shouting distance. She is cooking breakfast over a low fire. "Please tell me we're setting out today," Anya says as you join her. "Those things make me uneasy, and they keep trying to pull me in to their discussions."
"Lyra woke me as she left," Anya continues, "a few hours ago. If Carver is as eager as he seemed to be here, we will probably see him before noon."
Does the group want to wait for Carver before setting out?
| Kari Surfdancer |
After she awoke, Kari watched the birds for a while, as was her custom. After five minutes watching the new ceremony, she returned to the fire. As Anya cooked, Kari replied to her, "They're really interesting to talk to — for about half an hour. Then it's eight hours of tedium." She made sure to keep her voice low, so as not to offend the celedons.
"When Carver get's here, we can turn the religious teachers over to him, and investigate the tower."
Waiting for Carver makes sense to me.
Natural Divinations: +10 to one skill check, +4 to one initiative check (first one of the day).
| Fenna Pender |
Fenna is fine with waiting for Carver. She tries to help out with break with breakfast some and chats with Anya to pass the time. One thing pops to mind and she's surprised it almost never comes up when talking to others.
"So Anya, what do you think of he colony and the island so far? Still glad you came?"
| GM Clockwork |
"You made it to an hour?" Anya jokes with Kari. "I'm impressed."
"Island life has suited me just fine thus far," she offers an answer to Fenna. "It is so much more verdant than my homeland. I look forward to feeling more secure, as the disappearance of the colonists from the first wave has left a cloud over everyone's head."
After breakfast, Anya returns to her own task: whittling down a strong tree branch she found the day before which she intends to make into a new spear shaft. As the sun nears its zenith, Anya lets out a sharp whistle. Over the hill to the south, you see Carver hustling toward you.
"Sorry-- for-- the-- delay---," Carver lets out between gasps once he trots over. "Goodness!" Threading his fingers together above his head to catch his breath, Carver takes in the ancient Azlanti ruins. He grins from ear to ear as he joins Perrell and Urram with the celedons.
Before he can settle in, Anya clears her throat loudly. Spear in hand, she seems very eager for a change of scenery.
| Kari Surfdancer |
Kari said to Carver, "Glad that you made it OK. It's quite an interesting site, isn't it? I think the celedons are eager to talk with you."
She called Hrolf and put on his saddle, After adjusting the straps and making the saddlebags were secured, she told Perrel and Carver, "We're going to head off and do some reconnaissance of the tower. I'm not sure how long we'll be gone; we'll come back tonight if we can, but it might take longer than that."
| Urram |
Urram leaves his notes with Perrel, the woman seems to have a suitable appreciation for knowledge. He collects his spear and Five, who still seems very happy with its new Ioun Stone, and joins the three women ready to head off to the tower.
| Fenna Pender |
Fenna had readied her gear earlier, before the decision to wait on Carver. She picks it up and tells Anya "Alright, lead the way Anya."
| GM Clockwork |
Anya, having studied Lyra's maps the night before, leads the way north to the rock formation. As your group comes within sight of the Warden Jack trail, Anya haults, deferring to the rest of you.
The map made with Lyra covers about 60% of a roughly-shaped circle, starting in the SW of the rock formation and going counter-clockwise to a spot directly north.
| Fenna Pender |
"We could be waiting a long time for the Warden Jack. We might as well go ahead. We'll just have to be careful about it."
| GM Clockwork |
From the dense brush of the forest, Anya takes the lead, swiftly crossing the trail left by the Warden Jack swarm. She waves you all forward and one by one, you cross the outermost trail. Moving forward quietly, you come upon another trail left by the swarm just a little ways ahead. After passing a third trail, it becomes clear that the patrol path of the swarm consists of concentric circles, or perhaps a sort of spiraling path. Fortunately, there's no sign of the Warden Jacks themselves.
To the north, the hills give way to sharp, rocky inclines. A solitary stone structure, a tower at least three stories high, is partially embedded in the rocky cliff wall behind it. The cylindrical edifice is oddly undamaged, however, as if the rock were only the tide lapping at the tower’s lower half, frozen in time. The structure has no windows or rooftop battlements.
"We're here," Anya whispers ominously. She readies her spear to take a forward position, but is ready to take direction from the group.
Approaching the doors, you can read the following text carved into them in Azlanti, which Anya cannot read but the rest of you have no trouble translating.
Cincinno Adprehenderunt-Fusum Facilius: partitio autem Solutio in Trochleæ, faciens cras humanitatem hodie.
Tantum Auctoritate Curatores
Spindlelock Research Facility: a division of the Spindle Solution, making tomorrow’s humanity, today.
Authorized Personnel Only.
In addition, the tower has what appear to be stone posts directly abutting either side of the door, hinting that there was at one time a walkway or some other structure attached to the tower. A metal double door is set in the base of the southern side and is slightly ajar.
| Kari Surfdancer |
Is there a map of the tower area?
Kari told Anya, "It's a research facility of some sort." She recited several prayers to bolster herself and her companions, and then approached the doors. She looked for any signs of recent activity, or any traps.
Casting Barkskin on Anya, Fenna, Hrolf and herself: +2 enhancement bonus to natural armor, 40 min duration. All 2nd lvl spell slots used.
Perception: 1d20 + 11 ⇒ (14) + 11 = 25
| Fenna Pender |
Fenna proceeds up to the entrance also looking for traps or other dangers after casting Heightened Awareness on herself.
Perception: 1d20 + 8 + 2 ⇒ (9) + 8 + 2 = 19
| Urram |
"Making humanities future today." Urram translates, looking up at the entrance. "Authorised personnel only. Shall we go in?"
He too casts preparatory spells, activating his little clockwork gadgets to skitter over his lean frame.
Mage Armour, Barkskin
| GM Clockwork |
Anya waits patiently as spells are cast, and advances with the rest to the entrance.
On your approach, everyone takes clear note of the many recent tracks coming and going from the tower. Most appear to belong to some of bipedal demi-human, but Kari discovers a two sets of booted prints that enter, but do not leave.
doesFennaknow?: 1d20 + 6 ⇒ (12) + 6 = 18
doesUrramknow?: 1d20 + 4 ⇒ (2) + 4 = 6
doesKariknow?: 1d20 + 8 ⇒ (8) + 8 = 16
Unfortunately, no one recognizes the demi-human prints.
edit: used the wrong knowledge skill. Corrected.
I prepared a map for the interior, so I'll drop it with the next post. It has tiles covering the various rooms, so take care not to spoil yourselves by moving things about. Also, my work blocked my access to Google Docs about a month ago, so keep in mind that I'll be a little limited on when I can update the map.
| GM Clockwork |
Seeing the tracks leading to the structure under examination, Anya holds near the door. She holds her spear forward, but doesn't yet breach the threshold of the open door. She nods at the rest of the group, happy to lead the way but is awaiting your approval.
Map
Got the tokens added, but sizing them correctly is difficult on my phone.Take care with the grey boxes as they're layerd to be removed as you move about.
| Kari Surfdancer |
Kari pushed the door open and looked inside.
Perception: 1d20 + 11 ⇒ (1) + 11 = 12
I resized the tokens. Should I be removing the first grey box when I look in?
| Hrolf the wolf |
Hrolf had no idea what a 'research facility' was. Kari clearly wanted to go inside, and that was good enough for him.
Hrolf understands common, but these fancy words are not something he's heard before.
| GM Clockwork |
Poking her head in, Kari sees a darkened chamber. Thanks to her darkvision, she's able to see the room beyond.
This spacious chamber appears to have been designed to awe or impress the entrant. Tiles decorated with faint, intricate geometrical designs cover the floor. A across the room, another double door leads to the north.
In the center of the chamber appears to be a lifelike statue of a man in simple black robes with a helmet that obscures most of his face, appearing much like the Speaker on the Dias the ghost hater goblins in their test of bravery.
I also dropped Anya's statblock into discussion. I'll still run her but you may find it useful as you direct her
| Kari Surfdancer |
Kari has low-light vision, not darkvision.
Kara uttered a prayer, causing her brass knuckles to glow brightly. She cast another spell to allow her to detect maigc auras, then moved up to the statue for a closer look.
Casting Light on her brass knuckles, and Detect Magic.
Perception: 1d20 + 11 ⇒ (14) + 11 = 25
| Hrolf the wolf |
Hrolf followed Kari into the room, sniffing to learn what a 'research facility' smelled like.
Perception (scent): 1d20 + 5 + 4 ⇒ (1) + 5 + 4 = 10
| Fenna Pender |
Fenna enters the room third and begins to look around, both for interesting features of the room or items and signs of activity.
"So clearly there's been recent movement in and out of the tower, but what is anyone doing here?"
Fenna can't figure out where the persons who left the tracks outside might have been going once inside, so she asks Anya.
"Hey Anya, do you see anything of those tracks from outside? It would be good to know where they were goin or coming from in here."
Perception: 1d20 + 8 ⇒ (14) + 8 = 22
Survival (to follow the tracks from outside into the tower): 1d20 + 5 ⇒ (2) + 5 = 7
| GM Clockwork |
"The trees are pretty dense out beyond this clearing," Anya says, fetching her bow. "Figuring out where the tracks lead may only take a bit, but it could take hours. They seem to be coming and going from this doorway, of that I am sure.
As soon as Kari sets foot inside, the room becomes brightly lit. The walls of the chamber are pure white, illuminated by unnatural light emanating from the ceiling in a way that makes the chamber appear slightly larger than it really is.
Under the lights figure in the middle of the room now appears identical to the illusory image claimed by the monkey goblins. It is incredibly realistic, but unmoving. It neither reacts to the illumination, nor the entrance of the group. Kari's detect magic spell reacts immediately to arcane enrgies in the room.
Please set a marching order in the room
| Fenna Pender |
@Clockwork: Fenna meant tracking their movements inside the building, not outside.
That marching order sounds fine to me. Urram does beat Fenna in DD, she doesn't have MWK tools.
In case it comes up, Fenna has Trap Spotter, so she gets an autocheck on perception when within 10' of traps.
| GM Clockwork |
Venturing into the structure, Fenna and Anya have a look around at the muddy footprints near the door that seem to go all over the chamber in every direction. Examining some footprints that seem to lead directly to the walls of the chamber, monstrous humanoids charge directly through the wall and into the room.
Surprise Round
S.Charge 1@Fenna: 1d20 + 5 ⇒ (5) + 5 = 10
S.Charge 1@Kari: 1d20 + 5 ⇒ (19) + 5 = 24
dmg: 1d8 + 3 ⇒ (2) + 3 = 5
Fenna manages to fend off the point of a trident just in time. Kari deflects to point away from any vital organs, but takes a nasty poke to the stomach.
Ulat-Kini: 1d20 + 1 ⇒ (11) + 1 = 12
Kari/Hrolf: 1d20 + 3 ⇒ (1) + 3 = 4
Anya: 1d20 + 3 ⇒ (9) + 3 = 12
Fenna: 1d20 + 4 ⇒ (1) + 4 = 5
Urram: 1d20 + 3 ⇒ (13) + 3 = 16
Round 1
Urram <- UP NEXT
Anya
Ulat-Kini
Kari/Hrolf
Fenna
| Urram |
Appropriate Knowledge (If I have it): 1d20 + 11 ⇒ (3) + 11 = 14
Urram moves quickly to threaten the creature who just stabbed Kari and attempts to return the favour.
Attack, Flank: 1d20 + 8 + 2 ⇒ (14) + 8 + 2 = 24 Damage: 1d8 + 3 ⇒ (1) + 3 = 4
| GM Clockwork |
I using everyones rolls from before, which had an increased DC when you only had footprints to go on.
All three recognize the skum, though other than the knowledge that they are aquitic humanoids and the makers of the prints found in the immediate area, not much else comes to mind.
Urram's spear strikes true, but not deeply enough
Her bow readied, Anya fires a deadly shot at the head of her nearest target, but the shot goes wide.
DeadlyA: 1d20 + 7 - 1 ⇒ (3) + 7 - 1 = 9
dmg: 1d8 + 2 + 2 ⇒ (7) + 2 + 2 = 11
The skum continue their assault on Kari and Fenna, hopeful to reduce the number of opponents.
RedTrid@Fenna: 1d20 + 5 ⇒ (9) + 5 = 14
Redclaw@Fenna: 1d20 + 2 ⇒ (8) + 2 = 10
Redbite@Fenna: 1d20 + 2 ⇒ (5) + 2 = 7
GreenTrid@Kari: 1d20 + 5 ⇒ (15) + 5 = 20 trid: 1d8 + 3 ⇒ (3) + 3 = 6
Greenclaw@Kari: 1d20 + 2 ⇒ (14) + 2 = 16
Greenbite@Kari: 1d20 + 2 ⇒ (18) + 2 = 20 bite: 1d4 + 1 ⇒ (4) + 1 = 5
The skum flurry uselessly against Fenna, though Kari is caught unawares. I think Kari's FF AC is 20, correct?
Round 1
Kari (16? dmg) /Hrolf <- UP NEXT
Fenna <- UP NEXT
Round 2
Urram <- UP NEXT
Anya
Red Skum
Green Skum (4dmg)
| Kari Surfdancer |
I updated her stat line to reflect the spell, so her FF AC is 18.
"What?! Where did they come from?", Kari cried. She stepped forwards, conjured her watery blade, and swung back at her assailant.
5ft step, Move Action: Gather Power, Standard Action: Attack
Kinetic Blade: 1d20 + 8 ⇒ (6) + 8 = 14
Damage: 2d6 + 6 ⇒ (1, 3) + 6 = 10
| Hrolf the wolf |
Hrolf snarled and lunged at the skum attacking his mistress.
5 ft step, attack.
Bite, power attack: 1d20 + 5 - 1 ⇒ (12) + 5 - 1 = 16
Damage, power attack: 1d6 + 1 + 3 ⇒ (4) + 1 + 3 = 8
Trip, power attack: 1d20 + 5 - 1 ⇒ (4) + 5 - 1 = 8