
Brannart Teskerwill |

Brannart holds his ground and strikes again with his sword.
Brannart is using a two-handed strike, but he has Unhindering Shield so he can keep his Buckler bonus to AC.
Attack, PA: 1d20 + 9 - 2 ⇒ (12) + 9 - 2 = 19
Damage: 1d8 + 6 + 6 ⇒ (3) + 6 + 6 = 15

Vexas Flamespark |

Um, can you all get it to stand still? I don't want to hit any of you with a crossbow bolt.
The halfling aims in earnest and lets one fly.
[standard] attack light crossbow attack, P damage: 1d20 + 7 - 4 ⇒ (20) + 7 - 4 = 231d6 ⇒ 1
crit?, crit P damage: 1d20 + 7 - 4 ⇒ (14) + 7 - 4 = 171d6 ⇒ 5
[move] reload

Fenna Pender |

Fenna shifts farther to her right. It looks to her now like both ends of the lizard are hazardous so a position mid-body on its flank seems a good idea. As she moves she begins to encourage the others to press their attacks against it.
Move to new position on map, Standard action to start Inspire Courage.

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Morningstar, Ranger Focus: 1d20 + 6 + 2 ⇒ (19) + 6 + 2 = 27
dmg, ranger focus: 1d8 + 2 + 2 ⇒ (5) + 2 + 2 = 9
Having seen how the beast moves and attack, Sho dodges the tail and strikes right at the junction of the tail and the body, to inflict as much damage as possible and make the reptile lose some of its balance.
Even if that doesn't kill it, maybe it will flee, a little less dangerous than before.

Malakar_Paradise |

Malakar more or less always keeps the buckler on while out no reason not to.
When I am up.
Scimitar Power Attack and Damage: 1d20 + 5 ⇒ (4) + 5 = 91d6 + 5 ⇒ (6) + 5 = 11

GM Mioki |

Sho = 1 / Brannart = 2 / Malakar = 3
Bite Attack: 1d3 ⇒ 1 ( Sho )
Tail Attack: 1d3 ⇒ 3 ( Malakar )
Bite Attack at Sho: 1d20 + 9 ⇒ (9) + 9 = 182d6 + 5 ⇒ (3, 4) + 5 = 12
Tail Attack at Malakar : 1d20 + 4 ⇒ (15) + 4 = 191d8 + 2 ⇒ (7) + 2 = 9
Fenna moves to a tactical position where her companions can hear her against the waves. Her words offer her allies strength and confidence. Sho, Vexas, and Brannart strike crucial hits on the beast. The lizard hisses as it lashes out, its wounds splattering its enemies with its blood. It spins to meet Sho and crunches its jaws down on the Ranger. Meanwhile, the tail whips out toward Malakar. Just in time, the Druid raises his buckler and ducks to avoid the powerful appendage.
ROUND 3
Inspire Courage
Lizard (-55 HP)
Fenna
Sho (28 / 48 HP)
Vexas
Malakar (37/48 HP)
Brannart

Vexas Flamespark |

Keep it up! Surely it will retreat soon! Unless it's dumb... Vexas encourages the party.
[standard] attack light crossbow attack, P damage: 1d20 + 7 - 4 ⇒ (5) + 7 - 4 = 81d6 ⇒ 5
[move] reload
He winces as this bolt flies wildly to the side. He expects to get a few what are you aiming at?!s.

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Attack, IC: 1d20 + 6 + 1 ⇒ (19) + 6 + 1 = 26
dmg, Ic: 1d8 + 2 + 1 ⇒ (4) + 2 + 1 = 7
Sho tries to defend herself from the lizard. She doesn't manage to dodge the bite, but uses the opportunity to smash her morninsgtar on the lizard's skull

Fenna Pender |

Fenna maintains her encouragement to her friends, shouting over the hissing and other racket. She also bobs in to take another jab at the lizard.
Inspire Courage still running.
Attack: 1d20 + 6 + 1 ⇒ (10) + 6 + 1 = 17
Damage: 1d8 + 3 + 1 ⇒ (4) + 3 + 1 = 8

Brannart Teskerwill |

Attack, IC, PA: 1d20 + 9 + 1 - 2 ⇒ (5) + 9 + 1 - 2 = 13
Brannart takes another swing, but this time it glances off the creature's hide.
We know from earlier attacks that AC is better than 14.

Malakar_Paradise |

Malakar growls before trying to hit again.
Scimitar Power Attack and Damage; IC: 1d20 + 5 + 1 ⇒ (2) + 5 + 1 = 81d6 + 5 + 1 ⇒ (6) + 5 + 1 = 12
Wow we can get a break with these rolls. I considered not power attacking but it is only a -1 and it wouldn't have changed a single one of the outcomes so far.

GM Mioki |

Perception Checks
MG Stealth: 1d20 + 11 + 10 ⇒ (2) + 11 + 10 = 23
Brannart: 1d20 + 3 ⇒ (1) + 3 = 4
Fenna: 1d20 + 8 ⇒ (19) + 8 = 27
Malakar: 1d20 + 9 ⇒ (3) + 9 = 12
Sho: 1d20 + 10 ⇒ (13) + 10 = 23
Vexas: 1d20 + 8 ⇒ (17) + 8 = 25
Sho’s morningstar crushes the beast’s skull, and the Ranger feels the tight grip of its maw weaken. Eventually, Sho feels its teeth extract from her body. It convulses for a moment, then its eyes slide closed as gravity takes it to the ground.

Vexas Flamespark |

Vexas re-attaches his light crossbow to a fixture on his belt so that it hangs at its side.
Sooooo I guess that rules out simple days at the beach. At least on this side of the island...
He approaches the lizard, carefully circling around it and away from its head.
They say a severed snake head can still bite. Sho, you're awfully brave to still be standing over there.
He then notices scars on the side of its body. He points them out to Brannart. This thing has been in a fight before. These wounds are scarred over.
Just then he looks up and catches movement at the edge of the forest. Pointing across the width of the beach he remarks Those natives jumping up and down... I can't tell if they're celebrating our victory or lamenting that we stole their kill. Also I can't really tell what type of humanoid they are.

Malakar_Paradise |

"Maybe this beast has been a constant pest to these people. That might explain its wounds and its willingness to attack humanoids so fiercely. Hopefully it wasn't their spirit guide or worse a compnion. Either way we should approach them with weappns stowed to show we come peacefully."
Anyone who needs healing roll it from the wand and I will subtract the charges 1d8+1 per charge. And if you end up one or 2 points short I have 20 goodberries that heal 1 each up to a max of 8 per day and also count as a full meal.

Brannart Teskerwill |

"I don't like that idea very much, Malakar. My ability to protect you all depends in part on having a weapon at the ready."
That is, the AOOs from having a reach weapon in both hands. Not sure I'm going to stick with that tactic long-term but it is very effective against low-HD foes.
"Still, I will do whatever is best."
He looks to Fenna for her input.

GM Mioki |

As options are discussed, Sho checks the trees but no longer sees the humanoids. She knows that they will be very difficult to track if the humanoids travelled using the branches.
A little META here. The pc's were not supposed to see the humanoids in the trees, but the humanoids rolled poor and the pc's rolled well. This can be an encounter for later unless you want to pursue it now. I am fine either way. If there are no objections, we can continue looking for the aquatic humanoids.

Vexas Flamespark |

I'm okay to let them go for now.
Vexas notices the excited/excitable humanoids have retreated and shrugs.
Well... they weren't too offended by our interaction here. I'm happy to assume they can let us be, but I think we should keep an eye out...

Brannart Teskerwill |

"Not offended? I don't know about that... I didn't see anything, though. I'll take your word for it."
Good to go on to the aquatic humanoids.

GM Mioki |

Perception Checks
Brannart: 1d20 + 3 ⇒ (2) + 3 = 5
Fenna: 1d20 + 8 ⇒ (7) + 8 = 15
Malakar: 1d20 + 9 ⇒ (18) + 9 = 27
Sho: 1d20 + 10 ⇒ (6) + 10 = 16
Vexas: 1d20 + 8 ⇒ (3) + 8 = 11
Sho Survival: 1d20 + 12 ⇒ (11) + 12 = 23
With the Frilled Lizard defeated and the arboreal humanoids out of sight, you continue the mission and make your way along the western and northwestern shores of the island in search of this aquatic humanoid camp. With only an hour of daylight left, Sho is able to find a defensible beach camp among large boulders a few miles from where the lizard was defeated. After spending a night under the stars, you continue to make your way along the coast in search of these aquatic humanoids.
At one point in the journey, Malakar catches sight of a large winged creature far off to the west. It's large wings flap in rhythm allowing it to hover far above the sea. At this distance it is hard to tell, but the shape of the creature, with possible legs extending out, make the Druid believe that it could be an aerial humanoid. The sighting is short-lived though, as the creature moves farther west and out of sight.
As afternoon passes to evening, Sho estimates that you are now traversing along the northern shore of Ancorato. On top of a 60 foot bluff, you have a good view of the northern beaches below. Extending out into the waves are make-shift looking rafts with about twenty individuals moving in and out of the water. You recognize these humanoids immediately, since you once travelled with one. They are Locathah, like your friend Merrek.
Malakar has offered charges of the CLW wand, and with a rest, let’s assume any healing spells could have been utilized. The lizard got some good bites on Sho and Malakar. Let me know of your intentions to regain hit points.

Vexas Flamespark |

...As afternoon passes to evening, Sho estimates that you are now traversing along the northern shore of Ancorato.
I didn't see it in the slides, do we have a rough map of the island?
Vexas shields his eyes from the sun with one hand and looks down the bluff.
Those appear to be the ones we are looking for! I don't suppose we look threatening up here on the bluff, with extreme high ground.
He begins to look along the edge of the bluff for a path down.
Survival: 1d20 ⇒ 18

GM Mioki |

Partial Map of Acorato just added. Slide 2.
Vexas unrolls the rough partial map Ramona provided. She mentioned that it is the best they have assembled from the various scouting parties. Sho is able to point to a spot on the map of what she believes is your current location.
While the bluff is high up with near-vertical cliffs in several areas, Vexas spots a route down to the shores. The route could be tricky, but far from difficult. The distance from the bluff to the shore is about 600 feet. The make-shift rafts are about 50 feet from shore.
Climb or Acrobatics Check DC 8 (+1 circumstance bonus if you have ranks in both.)

Malakar_Paradise |

Can we assume average for wand charges out of comabt? Or do you want me to roll. Average of a d8+1 would be 5. So Sho would take 4 charges and I would take 2 and a good berry to get us full.
Climb: 1d20 + 7 + 1 ⇒ (9) + 7 + 1 = 17

Brannart Teskerwill |

For OOC reasons, let's walk right up and say hello. We've had a bit of a lull, which is fine and understandable, but let's get things moving.
Brannart can make it down the route that Vexas notes by Taking 10 (he has a +5 Climb in his armor); if he can't Take 10, he will still make it down eventually, since he won't miss the DC by 5 or more even if he rolls a 1.

GM Mioki |

Since 3 of you speak Aquan, I will assume that Malakar, Sho, and Fenna can quickly translate for Brannart and Vexas.
Moving across the beach, the Locathah spot you coming which creates a flood of activity among the rafts. Many bob their heads above water along the makeshift camp, and they seem to be conversing excitedly. As you near, one of the Locathah stands out and swims nearer to shore. There is a spear on its back, but otherwise it appears unarmed. The Locathah’s mouth opens to speak, which makes the wide-lipped face appear like it is smiling. While the Locathah’s gaze scans all of you, it fixes on Malakar. In a clearly feminine voice she says, ”Greetings Sea-Brother. I am called Koloshkora and we are known as the Okoloro. We have been interested in meeting you to establish trade. We visited your colony once, but it appeared to be abandoned.”

Vexas Flamespark |

Acrobatics: 1d20 + 6 ⇒ (11) + 6 = 17
Vexas takes his time down the route he's pointed out to others. He's nimble enough, naturally, but not overly practiced at it. After crossing the beach with the group, he's relieved to see the fish-folk address Malakar first.

Malakar_Paradise |

Malakar bows his head."Greetings sister Koloshkora, I am Malakar. Our colony will be happy to know you are open to trade. We were hoping you may have some clues as to what happened to our people. We are the second expiration of a colony group. The first group was gone when we arrived. Enough of that for the moment I have been rude, these are my comrades, Sho the our guide, Fenna our Bard, they understand our tongue the other two don't. They are Brannart our brave crusader and the little one is Vexas he is our expert and has recently taken to finger wiggling. Out on the water there is my companion Razor bound to me by my druid gifts. Please let us meet your people we have much to discuss."

Fenna Pender |

Fenna reaffirms the things Malakar has already said to Koloshkora and adds a couple of things.
"The people of our colony will be as pleased and excited to have the Okoloro as trading partners as we here are. I will also let the locathah named Merrek, a fellow colonist and friend of ours, that you are here. I am sure he will want to come visit."
Diplomacy: 1d20 + 10 ⇒ (13) + 10 = 23

GM Mioki |

”Welcome,” Koloshkora states, mouth spread wide possibly indicating a smile. ”My people will surely be glad to meet and trade with you. Our home we call Talasantri. It is a beautiful city in the deeps.” Koloshkora nods when Malakar mentions Razor and nods again when Fenna mentions Merrek, ”We have seen your finned companion. He grows big, feeding on the gifts of the sea. We found him a curiosity. Your connection to him explains much.” Turning to Fenna, ”Ah, a distant cousin this Merrek must be. We look forward to welcoming him to the currents below.”
The locathah’s face seems to turn more serious, ”In regard to your people, I am not sure what has happened to them, but I am saddened to hear the truth of what I feared. I do have my suspicions though. There is a menace on this island. Her name is Helekhterie. She is an evil and powerful Sea Hag, and she has been kidnapping my kin for near a century now. Maybe she has taken your tribe as well. While I do not know where Helekhterie lives, she has minions that may know. These minions of hers, a gang of sahuagin, have been disrupting our trade routes and marauding our villages. Ridding the sea of these monsters would benefit our tribes. Can you help us? I would be willing to travel with you as your guide.”

Vexas Flamespark |

I'm assuming functioning translation via Malakar from here on out.
We would love to help. Why do you suspect this Sea Hag has taken our first wave of colonists? Does your tribe ever venture further inland and know of other threats? Vexas goes on to vaguely describe the location of the tower they explored, and the occasional goblinoids they've encountered in the jungle to see if they are at all familiar.
Do they know of these different threats, or is the Sea Hag the only one they know to assign to missing persons? Vexas thinks as he asks them about where they roam.

GM Mioki |

As Malakar translates Vexas's questions to Koloshkora, she appears to have a contemplative look on her face. "Well, ever since I was a hatchling, we are told stories of the sea hag. Of how she kidnapped my kin, and we need to fear and avoid her. I have no proof it was her though. I do not know of this tower you speak of since we do not travel far from the waters, but there are many dangers on the islands. I doubt the goblins are to blame. We trade with most of the tribes on the islands. Their main conflicts are with the giant lizards on the island who hunt them for food. The traitorous Akkiti-Skah to the west, living in their crystal tower, keep to themselves and mostly concern themselves with their art and music. They would have no interest in your colony. There is an island far to the west that you’ll want to stay away from. A dangerous aboleth controls that area, but it fears Helekhterie and stays aways from this place. Then you have the elves. They do not like explorers interested in ancient Azlanti artifacts. Hmm, I guess take your pick of the dangers, but I think your main threat is Helekhterie.”

Fenna Pender |

The thing that draws Fenna's attention the most is Koloshkora's mention of a crystal tower somewhere on the island. This is something she must see if at all possible. But...
"The Akkiti-Skah, who you said live in the crystal tower, you called them traitors? Why? What are they like?"

GM Mioki |

"The traitors live on an island several miles to the west of this island. The Akkiti-Skah are the People of the Sea and Sky. They love art and poetry. We once traded with them until they killed one of our hunters. Now, we want nothing to do with them." Koloshkora pauses and frowns, "But I do miss their songs."

Brannart Teskerwill |

Brannart looks rather lost.
He knows about goblins, giant lizards, and elves.
But Akkiti-Skah?
Sea Hags?
Aboleths?
Sahuagin?
These things he knows nothing about.
Still, he is ready to lend a hand. But he will let others ask questions.

Malakar_Paradise |

"It seems our job as the colony's explorer's and protectors have become busier. Koloshkora, is there a safer trail between our peoples? It took us some time following the coast. Also do you have any maps? Or if we show you our maps can you help us make them more detailed?"

GM Mioki |

Koloshkora does not answer Malakar right away, offering contemplative silence for a few moments instead. Then she says, ”We only travel along the seas and rivers. I would swim to your people. I have no use for maps. The sun, moon, and stars are my guide above water and the currents guide me below. I could probably find maps for your purpose in Talasantri to trade, but the sahuagin threat must be taken care of before we open trade routes."

Vexas Flamespark |

It sounds like whether or not they are responsible for our missing colonists, we must deal with them and the seahag regardless. Tell us all you can about their ways and we will think on our approach.
Which of the mentioned creatures could Vexas use Arcana to recall facts about? The Aboleth? None of them?

GM Mioki |

While Koloshkora answers your questions, another Locathah swims up to her and hands her a bowl made of shell. She takes the bowl and nods in thanks. She dips her hand in the bowl and pulls out a tuber which she immediately pops in her mouth. ”These are why we come close to land. We find them delicious.” She then offers the bowl to Vexas as she answers his questions.
”We do not know much about Helekhterie other than the horror stories passed down. The Sahuagin do her dirty work. They scout along our trade routes and use magic crossbows to hunt us down. We do not know much about their lair except that it is located along a coral reef where an old ship crashed and is now at the bottom of the reef. While I cannot offer you more information, there might be someone who can. Her name is Vriskirsa. She used to lair in the sunken ship until the Sahuagin chased her out. Now she wants revenge and her home back. We might want to parley with her first since you both have the same enemy.”
Vexas Knowledge: Arcana: 1d20 + 8 ⇒ (8) + 8 = 16
While Vexas cannot recall anything noteworthy regarding the creatures discussed, he thinks that there could be information in the books he found in the Azlanti tower. If the books do not offer anything, Carver Hastings might have useful information.

Vexas Flamespark |

Vexas thinks hard but doesn't come up with any more information. Suddenly he remembers the books in the tower and snaps two fingers together on one hand, signaling the light going off.
The library. There might be more about the Sea Hag there!
Suddenly there is a bowl in front of his face. He looks up to see that Koloshkora is offering him what she'd just eaten.
I... uh... okay. He struggles for a moment but finally resigns himself to a taste since they are trying to build trust with this tribe.
He plucks out a tuber, which he presumes will be slimy, and tries to gulp it down quickly without chewing it.

Brannart Teskerwill |

He plucks out a tuber, which he presumes will be slimy, and tries to gulp it down quickly without chewing it.
Tubers are just things like potatoes, right?
"How deep do the sahuagin tend to reside? I can swim well, but I am obviously a land-dweller."

Vexas Flamespark |

Tubers are just things like potatoes, right?
Yes, but there are many instances of the class, and I'm honestly not familiar with "sea tubers."

GM Mioki |

With Fenna's aid, Brannart and Koloshkora communicate with each other.
"I avoid the murderous sahuagin and have not seen their home. The ship is completely submerged if my information is correct, and the reef the ship rests on lies fifteen feet below the surface. Allow me to take you to Vriskirsa. She may be convinced to aid you and provide magic for you to breath underwater."

Fenna Pender |

When the sea tubers come out Fenna discreetly shifts her position to one that makes it harder for them to be offered to her.
I agree about waiting before going full on underwater. Starting with Vriskirsa sounds good.

GM Mioki |

Koloshkora offers to move their floating camp closer to Talmandor’s Bounty to open trade once the sahuagin threat is eliminated. She explains that Vriskirsa’s lair is on the eastern side of the island. To get there from your current location, if you followed the coast, would have you walking near or through your colony. She offers to meet you in Talmandor’s Bounty in three days, which will allow you to travel, rest and prepare.
Unless there is consensus to take the adventure in a different direction, I’ll assume that everyone is on board with meeting Koloshkora at Talmandor’s Bounty. Unless you want to do something else, I’ll have you travel back to the colony. If possible, can I hear a yay or nay for the plan. I understand if you are busy or just enjoying the summer weather. I’ll be happy with a quick response to keep things moving.

Vexas Flamespark |

That's fine. Yay.