
Tessamine Oceancalled |

"Something big, huh? Intriguing... Maybe we should take a look. Not necessarily seek contact, but I think it might be prudent to know what we're sharing this island with as thoroughly as possible. Think we can spare the detour?"

Kib, Kobold Scout |

Kib sets out to follow them, for once not chattering on about something inane. His focus matches his sudden quiet as he puts his skills to use. Not sure what I'd roll here. Survival to track, stealth to do so quietly, nature to know what made the tracks, some combination?

Grunyar Surefoot |

Grunyar comes to inspect what Kib notices Big you say. Was it a dragon or just like a dragon or was it something that was large in size like you would think a dragon is?
Grunyar knows that kobolds revere dragons and doesn’t want to offend, yet is skeptical that a dragon came by this place. However he doesn’t have much knowledge or skills related to tracking or dragons for that matter so he doesn’t want to dismiss it entirely

Grunyar Surefoot |

Doing his part to leave no stone unturned Grunyar casts detect magic to see if any magical residues persist in the area

GM Nayr |

As you head along the stairs here, Kib can tell that whatever is leaving this trail is fairly methodical in nature, sweeping back and forth. It seems to always come back to this location, though. Grunyar does not sense any magical auras in the vicinity.
Want to continue on towards where the tower should be, per the map?

GM Nayr |

Kib continues to lead the way, following the sweeping trail that goes form east to west, then back again apparently. After some time - perhaps an hour or so, you find a part of the ground where the path...which seems to be about ten feet wide turns, and heads back in the direction from which you came. Following it back, you find that it crosses over the steps and heads in the other direction. You head north along the steps for a bit, and can now see the breaks in the trail for whatever this 10 foot wide thing is. It seems to be sweeping back and forth across the steps.
As you survey this, Kibs looks up to see what looks like a sphere - perhaps of smoke in the distance. It's moving towards the stairs, though it will cross at about two hundred feet to the north of your position.

Grunyar Surefoot |

Grunyar looks at the incoming sphere and alerts his companions I’m not sure it is wise to intersect paths with whatever that shape is in the distance there. Should we take cover somewhere?
perception looking for cover: 1d20 + 6 ⇒ (2) + 6 = 8

Kib, Kobold Scout |

Maybe not, but maybe it is not hostile. I suggest we move to the side and see what it does. And Kib does just that, making sure he is out of its path. It seems automated to him and he wonders if it'll just pass us by.

Tessamine Oceancalled |

"If we just take a few steps aside and it walks us by, it should be fine. We don't need to actually do anything with it yet, just knowing what it is and that it's here will be good to report back."
She chuckles. "And if it DOES attack? Well, we can always run like hell."

GM Nayr |

As you stand by, content to let this thing pass, it sweeps over the steps, scouring just the very top layer of dirt as it passes. Then, seemingly out of its planned path, it stops abruptly. It's hard to tell if it turns since it appears as a large cloud, but it begins to head your way!
Initiative perception: 1d20 + 7 ⇒ (15) + 7 = 22
It's about 200 feet away currently, so not per the map. Please roll initiative and post actions if you beat it!

Grunyar Surefoot |

perception: 1d20 + 6 ⇒ (3) + 6 = 9

GM Nayr |

Crafting(Expert): 1d20 + 11 ⇒ (13) + 11 = 24
Celaadar looks at this odd thing, and her eyes narrow in concern. I've heard of these - this is a warden of jacks - they were used as guardians, or basically a security system. But...this has to be old...like before Earthfall old!
Watch out, if it's following a programmed condition, like..."Extinguish all life in the area" we could be in for it. It acts as a swarm of little ball bearings, so it's going to be really hard to hurt with anything that isn't an area effect.
She then casts forbidding ward on Tessara [b]+1 AC and saves versus the warden jack[/ooc]
The swarm rolls towards you, not seeming to speed up in any way. Now it's 110 feet away

Tessamine Oceancalled |

"For now, maybe it's best if we just leave it be and try to get away? If it's programmed, it might return to its patrol if we keep our distance. If so, it's easy enough to avoid for now and if we need to take care of it, we can always come back."

Grunyar Surefoot |

Run! As long as it is only a short distance. We dwarves are excellent sprinter, but not so much for long distances. Or is it the other way around?
Grunyar leaves the area following Kib. Though he’ll never admit to following a kobold anywhere

GM Nayr |

You continue on, past this sweeping automaton, and heard towards the tower beyond. 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. A metal double door is set in the base of the southern side and is slightly ajar.
You're currently a few hundred feet away, looking over flat but rock-strewn ground towards the tower.

GM Nayr |

Kib moves over towards the doors and can see what appear to be stone posts at either side of the door, hinting that there was at one time a walkway or some other structure attached to the tower.
The door has text carved into it, but it is in Azlanti.

Grunyar Surefoot |

Well let me take a look see at the writing there. It looks to be Azlanti but let me see if I can translate it?
Lore Azlant: 1d20 + 9 ⇒ (11) + 9 = 20

Grunyar Surefoot |

I never listed languages

Grunyar Surefoot |

I intended to take Azlanti as a language, but wasn’t sure how to do that in 2E. Part of my lore on Azlanti was with the intent in mind to take the language. I know that I speak common and dwarven but how else do we determine what languages we know and how many? I could be an idiot and completely missed it in some place obvious so sorry about that

GM Nayr |

The room doesn't appear to be trapped, so Kib pushes it open. This spacious chamber beyond appears to have been designed to awe or impress the entrant. Pale gray tiles decorated with faint, intricate geometrical designs cover the floor. 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. A double door leads to the north.
In the center of the chamber, there is what appears to be a lifelike statue of a man in simple black robes with a helmet that obscures most of his face. You've heard of this - other villagers claim to have seen a similar figure at a dais near the village.

Kib, Kobold Scout |

I intended to take Azlanti as a language, but wasn’t sure how to do that in 2E. Part of my lore on Azlanti was with the intent in mind to take the language. I know that I speak common and dwarven but how else do we determine what languages we know and how many? I could be an idiot and completely missed it in some place obvious so sorry about that
I believe you still get a number of bonus languages equal to you INT modifier, and then a new language each time you become more proficient in Society (trained to expert, expert to master, etc)

Kib, Kobold Scout |

Seeing the man in the helmet, Kib starts violently and finds himself back in Absalom before realizing that this figure is not one of the ones he is familiar with. Still nervous, Kib slowly enters and begins looking around, eschewing the obvious to find anything else of note in the room.

GM Nayr |

Please check the map and move yourselves in if appropriate to your action;) Grunyar, your ancestry should tell you your basic languages and there may be feats or background things that give you more. Aside from that - yup, what Kib said is right! Feel free to choose Azlanti as one...it would make sense for your journey here to the colony.

Kib, Kobold Scout |

Hey GM, can I request a link to the roll20 game be put in place of some of the other map links? I went through all of them before remembering that we'd switched over.
Kib moves in slowly, still a little shaken by the mask, hugging the left wall and looking for anything dangerous. He was not expecting to see that and it makes him nervous.

Kib, Kobold Scout |

I can only see a black void and my token on my end in Roll20, could there be some lighting setting that's causing an issue on my end?
When you remade Tessamine, didn't you say she was blind now? Right?

GM Nayr |

Initiative: 1d20 + 7 ⇒ (9) + 7 = 16
As soon as you fully enter this main chamber, two creatures leap out of the eastern wall, their hands clutching tridents! These creatures appear to be the same type of creature you fought on the beach. They rush to attack, seeming to come from the solid wall itself!
Please roll initiative and post actions if you beat these guys.