
GM of the Ruins |

The grindylow offers no resistance and is killed easily.
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.
Perception, Braxton: 1d20 + 6 ⇒ (8) + 6 = 14
Perception, Ankha: 1d20 + 4 ⇒ (12) + 4 = 16
Perception, Dolgrin: 1d20 + 6 ⇒ (15) + 6 = 21
Everyone in the group notices two things as you reach the dock and begin the disembarkation. One, that there are no tracks in the sand leading away form the dock to the colony. And two, that on the seafloor at the western end of the dock lays a submerged upside-down canoe.

Dolgrin Briskalberd |

It was eerie to find no tracks but ample evidence of people having been here. Sand didn't hold tracks well or for long, of course. But much had clearly been abandoned. What else would they find?
Dolgrin helps to drag the boat ashore. There was likely little need to tie it up if they got it up beyond the tideline. But before they get too far the dwarf turns back and squints below the dock.
"A canoe," he announces. "It might be nothing, or it might provide a clue. Let's see which."
And he begins moving ahead to take a closer look at the canoe.
Marching order thoughts? Braxton has the highest AC. Ankha and Dolgrin both have reach weapons, and Ankha benefits the most from flanking. Ku'Hania has the lowest AC and the best ranged options. So maybe B A D K?

Ankha Brushbender |

“Ooh, that sounds like how a sorcerer uses magic. It must be wonderful to have such an intuitive feel for the water.” Ankha responds warmly to Ku’Hania’s explanation. “The water spirits sound different though—do you ever see them? I wonder if you could bottle a spirit to harness its power? Perhaps a modified haunt siphon would work ...” The alchemist continues muttering conjectures to herself then suddenly holds up a hand to Braxton. “Wait! Let’s keep that one too—it’s always better to have more than just one sample.” She helps slide the pierced monster off Braxton’s rapier and into the boat.
After helping to drag the rowboat well up the beach, the alchemist continues on, carrying the two dead grindylows onto the grass. “You carry on,” she urges the others, waving them on while sliding her pack off her shoulders, “Dolgrin made an excellent point about the environment accelerating decay. I’ll just take a few minutes to examine them now before they have a chance to decompose. Hmm ...” her brow furrows “… maybe we should have left that one alive, since I’m dissecting them right away.” She pauses, then shrugs easily, dismissing the regret at once. “Oh well, nothing we can do about that now.” Digging into her pack she retrieves a scalpel, calipers, and a variety of other tools, then begins cutting open one of the goblinoids with a cheerful whistle. “Ooh, what an interesting squishy popping sound! What happens if I pierce this bladder instead? ...”
I'm fine with Dolgrin's suggested marching order as a general rule, but I'm placing Ankha in a 'time-out' for now since I'll be losing computer access and won't be posting again until Monday.

Dolgrin Briskalberd |

Ankha was stronger than she looked, but given that she had now busied herself with preservation, Dolgrin nods to Braxton and Ku'Hania to please join him. None of them were slouches with regards to their strength. "Come on then, heave ho, heave ho."
Dolgrin wades into the water a bit before taking a deep breath and diving in, hoping that the other two join him in the salvage effort.

Braxton Horatio Wynters |

"Okay, I think we're getting a little far afield here with dissections and boat recoveries. Let's take a walk around the town first to get a better idea of what's going on before we undertake other activities. Someone here could need help, or rain could roll in and wash clues away." Herding cats! They see a shiny thing and lose perspective. Not everyone has engaged in search-and-rescue type operations before, so Braxton is not angry with his companions. They just need to focus.

GM of the Ruins |

It's not much of an effort to get the canoe out of the water, despite Braxtons' objections, and even a cursory glance at it reveals two pieces of information: it was constructed relatively recently and was likely made on this island, and there is a huge hole in the bottom that appears to have been made by a tool or weapon from inside the canoe, not outside.
Beyond the canoe, there isn't anything else of note on the dock. Looking towards the colony, a well-worn path in the grass rises up a slope toward a cluster of buildings to the east. The buildings are arranged in a rough triangle, with each point ending in a wooden circular enclosure with rectangular notches cut intermittently, like battlements. These round enclosures are clearly meant to be three points of a wooden palisade fence, which would enclose this first group of buildings once completed. The palisade fence, however, is complete only along the southeastern side of the triangle and is obviously unfinished elsewhere. The grass around the settlement looks like it was cropped at one point, and many paths exist between locations in the settlement, but in less well-trafficked spots, the grass has started to regrow. All the buildings are constructed of either rough timber or mud bricks set in a wooden frame, and have pitched thatch roofs. Many have open window frames, but only a few have actual shutters or even a canvas curtain for privacy. Doors are basic, wooden affairs, too simple for locks, and some buildings lack them entirely. The construction is new, quite rough, and unfinished.

Braxton Horatio Wynters |

"Well, sturdy fortifications, even if incomplete. Makes an attack unlikely." Braxton says as they pass through the partially completed gates. "Supports my phantom storm theory." He looks around the courtyard, but nothing jumps out at him. "Quite a few building here. What say we pair off and split up, make a loop around the town center here?"
Perception: Anything in the courtyard stand out?: 1d20 + 6 ⇒ (7) + 6 = 13
Two go clockwise, two counterclockwise?

Ku'Hania |

Pulling the canoe up onto the beach and investigating it, Ku'Hania notes that at least up until recently there was someone around to have built it, and seemingly sunk on purpose form the inside. Gathering up her pack and slipping it onto her shoulders, and taking up her spear, she studies the original settlement, enjoying the feel of the sand between her toes as they get their bearings.
"If they were attacked, it was by something or someone that didn't care to damage the dwellings." she replies in agreement with Braxton.
Perception: 1d20 + 6 ⇒ (16) + 6 = 22
"We have no idea what might be using any of the buildings," she notes, seeming skeptical of the idea to split up.

GM of the Ruins |
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Heading up towards the colony form the dock, you see seven canvas pavilion tents were set up, (area A2 on the map) 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.
This mud wall building (A4) has a door facing east and one shuttered window. Above the door is a plain wooden sign that reads, “Tool House.”
This L-shaped building (A5) 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 south 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.
Once you reach the center of the colony, in front of what is most likely the Government House (A10), is a public well. The well water appears to be clean and potable, and the rope and bucket are still intact. Just southwest of the well is a wooden scaffold with a set of steps. It looks suitable for use as a platform to address a large crowd, though it would take minimal effort to convert it into a gallows. North of the scaffold is the remnant of a well-used community fire pit surrounded by stones, large enough for a reasonably sized bonfire. Most of the ashes in the central fire pit have been rained on repeatedly and are now mixed in with the soil. It is clear that no fire has been lit here for weeks.
The Government House (A10) is a wooden-framed, mud brick structure and is currently the colony’s only two-story building, as well as one of the largest structures. It has the appearance of a rural courthouse or city hall rather than that of a residence. The front features a small porch supported by rough log pillars, with double wooden doors facing west. Numerous window frames with shutters, some of them open, wrap around the building on both floors. The roof is not thatched, but has wooden shakes instead. The construction suggests this building was intended to be a source of community pride, but it still has a rough, unfinished appearance due to the lack of paint and coarse materials. A few small shrubs have been planted around it.
There's going to be a lot of descriptions like this for a small bit as you explore the colony, so I've given them their labels from the map to make things easier on me and you.

Dolgrin Briskalberd |

Dripping wet, Dolgrin drags the canoe out and shakes his head at Braxton. "For my gold, it's always best to start the outskirts and work in. But what does a hundred-year-old plus dwarf know, mmm?"
He means it jovially, but his voice might give another impression. Knocking his hand around the hole, the dwarf relates his suspicions. "And here, then, look: a clue indeed. [b]"The wood looks fresh cut to me. And she was sunk intentionally from the inside. The way, I don't know, but it tells us something now, mmhmmm."
As they begin moseying around the rest of the colony, Dolgrin raises his brow. "A phantom storm, neh? And what, pray tell, would that be?"
Not wanting to be difficult, though, the dwarf accepts the notion of splitting into pairs and walking the perimeter. "But only for the first pass. Ku'Hania is right that we might find trouble within. Better to watch each other's backs than have to sprint across the settlement." He pats his sturdy but significantly shorter legs. "I won't beat any of you in a sprinting competition." He sets his not-inconsiderable gaze to the necessary task of looking about for clues.
Perception: 1d20 + 6 ⇒ (5) + 6 = 11 (But with a roll like that, who needs enemies?)
Going around, Dolgrin notes some of what he sees and comments to his walking partner. "They didn't get far before they abandoned the project. Progress, but not much."
For the sake of ease, I'm happy to look at each building in ascending numerical order. If you want Perception checks for each one, we can do that as we come to them.

Ku'Hania |

"At least a few months before they ran into whatever trouble made them abandon it though, they seem to have gotten quite a bit done." Ku'Hania replies as they make their way around the perimeter.

Braxton Horatio Wynters |

"Yes, yes, a quick look around! Just poke your heads in the doors and holler if you see a body!" Suspecting the two scientists might distract each other, Braxton takes Ankha with him.
So we'll go the other direction :P

Dolgrin Briskalberd |
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Dolgrin nods along as the swift perimeter search winds up and the group meets back for a more dedicated--and safer, hopefully--look together at individual buildings. "One good thing: I don't see bodies yet. Nor signs of struggle. That might change when we take a closer look. But whatever caused them to leave must have been quick."
To leave so much like this. Not just building materials, but tools. Some of this could have--should have--been salvaged if they had just moved locations. This seemed more like a mass, near simultaneous disappearance.
Just confirming what was said in the Discussion. Not looking in any doors, just getting an overview.

GM of the Ruins |
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A quick trip around the perimeter reveals a few pieces of info about each of the buildings in the colony.
I'm just gonna go around the numbers and give a general description as well as what it appears to be/have been. Once you have that, you can decide which buildings to poke around more in.
A2: looks like the temporary tent shelters, as houses were being built for the colonists inside.
A4: appears to be the "Tool House".
A5: looks like a forge.
A3: This rectangular building is constructed of mud brick walls. The building has a simple door facing east, but unlike all other buildings in the colony, it lacks any windows. A heady smell of dried plants, herbs, and dried meat lingers in the air.
A6: This large building is durably built in a log cabin–style construction with a thatched pitched roof and three gables. Its several open windows are uncovered, and the sole entrance on the east side of the building is bereft of a door. A small porch covered by a gable shelters this door, though the porch has not been swept and dirt and dust have started to accumulate, while one end of the gable is starting to sag from neglect. From just a glance through the windows and door, it appears to be a place of worship. Not a full temple, but more than a shrine.
A7: This long, rectangular building appears to be a home, though larger than many beyond the palisade to the south. It has three windows, all covered with wooden shutters, and a single door facing northwest, which is unbarred and slightly ajar.
A8: The south side of the palisade fence is the only finished side. A large gate set in the fence can be barred from within. The gate is open, however, and the large wooden bar leans against the fence. Beyond the gate is an unpaved road where homes have been built or are in various stages of construction. (A14)
A14: Rows of small cottages line the crossroads of two streets formed by months of regular foot traffic. The scene is silent and still. The houses are recently built, but there is no sign of life or activity. Many of these simple homes have no proper shutters, and in some cases even lack doors. Nearby, once-cut grass has begun to regrow undisturbed. Gardens and plots of farmland behind some houses have begun to grow wild as weeds threaten to choke out the vegetables and herbs.
A9: The name “Arkley” is carved into a wooden sign nailed next to the doorframe of this log cabin. A single, closed door faces northwest, and the structure has two wooden-shuttered windows. The architecture is otherwise the same as many of the other buildings. You remember that Arkley is the last name of the leader of the first wave of colonists, Rayland Arkley.
A10: The Government House.
A11: These two long, rectangular buildings are constructed entirely from planks on a wooden frame, with a pitched thatched roof. Each building has two doorframes on the side of the buildings opposite the palisade, but lacks doors. Four window frames open into either side of the long walls, a few of which have no cover and others only a canvas draped across the inside. A partial view of the interior is possible from the doorways. Inside, the floors are hard-packed earth, and along the walls are wooden bunk beds. Many of the pallet beds are covered with blankets that now gather dust. Those beds have sacks or tied bundles of clothes sitting at their feet.
A12: The colony square, with the well and the scaffold.
Once you leave the colony square area, I'll give some more detail on the fields (A15 and A16) and what A17 and A18 are.

Ku'Hania |

"Any ideas on what to investigate first? The house with the door that is slightly open might have had someone in it recently, or the Arkley house...was that not the name of the leader here?"

Dolgrin Briskalberd |

"If anything is likely to have any persisting records, the leader's domicile might. Let's check it out."
A second vote for the Arkley house!

GM of the Ruins |

The only door to the Arkley house is shut and latched, but not barred. A quick tug at the handle opens the door and it swings open upon use.
The house inside contains plain wooden furniture, with simple amenities such as wall racks for weapons and armor, a modest dining table and chairs, and a sitting chair with a makeshift cushion and footstool. A separate bedroom features a wooden bed frame and pallet mattress, a boot rack, and a large unlocked chest of folded clothes and other personal items.
No other living thing appears to be in here; from the amount of dust covering most surfaces, it seems as if this house hasn't been entered in about 3-4 weeks.
Two Perception checks to be made here, one for a glance, and one for if you spend some time searching the house thoroughly. Not long, like 15 minutes or so.

Ku'Hania |

Taking in the collected dust, Ku'Hania walks through the house, noting that nothing had been disturbed in what was probably weeks. Looking at the racks to see if any signs that weapons or armor were removed and donned, a sign that there may have been trouble before the disappearance.
Perception (Alertness): 1d20 + 6 ⇒ (9) + 6 = 15

Ankha Brushbender |

After finishing a quick but thorough examination of both grindylow, Ankha hurries to catch up with the others. Inside the Arkley house, she does her best to help search the place for clues.
Perception (glance): 1d20 + 4 ⇒ (1) + 4 = 5
Perception (more thorough search) – Aid Another: 1d20 + 4 ⇒ (10) + 4 = 14
Thanks to her successful Aid Another, Ankha grants +5 Perception (for a more thorough search) to whichever PC wants it.

Dolgrin Briskalberd |

Perception (glance): 1d20 + 6 ⇒ (15) + 6 = 21
Perception (thorough): 1d20 + 6 ⇒ (16) + 6 = 22
Happy to take that +5 aid for either one if needed.
Dwarves are not necessarily known for their keen sense of awareness. Even though they had an evolutionary advantage over many of the surface-dwelling races in being able to see effectively in unilluminated conditions, it was elves that had the reputation for noticing things beyond their ken. Even halflings and gnomes were regarded for their observational skills. If anything, dwarves were pigeonholed into recognizing unusual stonework, but nothing else. Not all dwarves were stonemasons, though!
No, Dolgrin had so special predilection for noticing things. What he did have was ample experience to tell him what to look for and where.

Braxton Horatio Wynters |

Braxton sifts through the chest of clothing to ascertain what may or may not have been taken. In an emergency evacuation, he would expect practical clothing and small valuables to prioritized, with fancy dresses and dance shoes left behind.
Per 1: 1d20 + 6 ⇒ (11) + 6 = 17
Per 2: 1d20 + 6 ⇒ (14) + 6 = 20

GM of the Ruins |

Searching through the house doesn't reveal much outside of the ordinary, but a silver pocketwatch in the cushions of one of the couches. Such timepieces are rare in the Inner Sea region, and this one also functions as a compass. Study of the symbols on the watch’s face indicates it is of original Azlanti design, and it is amazingly still in working order.
Additionally, tucked under the mattress in the bedroom is a traveling spellbook. Inside the front cover is an arcane mark that reads, “Hendrake.”
1st Level: Air Bubble, Ant Haul, Disguise Self, Endure Elements, Expeditious Retreat, Mage Armor, Shield, Vanish
2nd Level: Invisibility, Resist Energy
Somehow or another during your search, your gaze is drawn to the top of the rafters, where you spot something quite unusual: a sheet of folded parchment resting on top of a crossbeam, 9 feet off the floor.

Braxton Horatio Wynters |

Braxton's eyebrows rise when he sees the timepiece, and he lets out a low whistle. He had seen such devices before; in fact he used them frequently on board ship as they are a critical component to navigation, but those always belonged to the ship. He had his own compass, but was a long way from affording a silver pocketwatch for himself. Not that silver was practical in a saltwater environment, but it was clearly a masterfully crafted device. "If they found that here, in the short time they have been here and with the little spare time they have had between building dwellings and planting crops, then the forgotten treasure troves of the Azlanti must not be far! But... hmmm..." The sailor grumbles, drawing and lighting his pipe. "This is exactly the type of small valuable I would expect to be taken in an emergency. Costs nothing to carry, but could take you far. Why leave it behind? Hmm..."
He thinks about climbing for the scrap of paper, but assumes someone else in the party can magic it down. Leaning against the doorframe, he puffs ponderously on his pipe whilst someone retrieves it, grumbling quietly to himself.
Know Local: Hendrake (Untrained): 1d20 ⇒ 8

Ankha Brushbender |

“Kind of creepy, isn’t it?” Ankha casually throws out in a cheery voice as they search the house. “Everyone gone without a trace.”
When Dolgrin discovers the pocket watch her face lights up and she gushes with excitement. “Ooh, those are pretty rare. Do you think I might have it? It would be so helpful to time some of my trickier extracts and potions. The sandglass I have is pretty precise, but it doesn’t measure anything but half a minute at a time. Are you sure it’s of Azlanti design? I wonder what else we might find.” Her voice drips with eager greed, hinting at the fantasy of a dream come true in her mind.
Similarly, when the spellbook is uncovered she beams. Flipping through its pages her finger quickly traces out random spell elements as she chatters enthusiastically. “Ooh, this could be a useful idea. And that shouldn’t be too hard to adapt. Though this one doesn’t make any sense. Still, I think I could tweak some of these spells into proper formulae. You don’t think they’ll mind if I borrow it, do you?” Examining the inside cover more closely her brow furrows with puzzlement. “Hendrake. Hmm. Was that the name of one of the colonists? I thought Arkley’s name was Rayland? Maybe Hendrake was his son, hiding his magic book from a disapproving father?”
When the piece of parchment is pointed out, Ankha helpfully hoists up her long fauchard, nudging at the paper with the blade until it slides off the crossbeam and floats gently to the ground.
I believe Ankha is the only one who can learn spells from the spellbook, so she’ll take it. She’d also like the timepiece/compass (but will defer to anyone else who wants it).
I assumed the 10’ reach from her polearm would be enough to reach a beam 9’ off the floor.

GM of the Ruins |

The polearm is enough to push the paper down, easily.
When the parchment glides down to the floor and is examined, you discover that it is the Talamandor's Bounty colony charter, from the first wave of colonists. This legal document declares the island and the colony to be under the protection of the nation of Andoran, outlines the colony’s relationship to the Bountiful Venture Company, and enumerates the rights and responsibilities of all colonists. It bears the sealed signature of three members of the People’s Council, representatives of the Bountiful Venture Company, and every colonist that came aboard the Liberty’s Herald.
You remember signing your name on the back of a charter exactly like this right before the [i]Peregrine]/i] left the port.
On the back of the charter is where all of the original colonists signed the document, but the majority of the names have been crossed out to be nearly unreadable. The remaining names are: Eliza Haniver, Rayland Arkley, Silas Weatherbee, Barnabus Braeton, and Edwin Fox. With your information on the name "Hendrake", you can match it to a name that has been crossed out, a "Una Hendrake".

Dolgrin Briskalberd |

As he walks through the abandoned house, Dolgrin begins to detect magic. It began as a throaty hum, almost imperceptible to the others: the way that he had learned to tune into the unique resonances of magic. By altering the shape of his mouth to enhance different resonant frequencies while dampening others, he could transpose the magic into frequencies that he could see. He had likened in, with fellow scholars, to a sort of echolocation.
Unfortunately, his method was very granular at this point. Trying to figure out auras was quite possible, but the actual effects of spells, much less the properties of magic items, were more complex. He had some books still back on the Peregrine to study on the subject. Torag's Beard there was so much to learn.
Once it's found, the dwarf turns his concentrated focus on the Azlanti pocket watch-compass. It didn't have to be magical to be impressive, of course, but he still wondered. Braxton's points are well-taken and are furthermore things he hadn't considered. "Being in the cushion means it could have fallen out of the holder's pocket in a rush." As Ankha requests it, he frowns. "Yes, look at the symbols on the face," he says, holding it up to her. "I know they bear a resemblance to Taldane numerals, but..." He prattles on for a bit, and then hands the watch over. If she was so interested...
He also peers curiously over at the spellbook but leaves it to Ankha to focus on. The actual transcription of spells was like ancient Thassilonian to him. Given enough study, he could probably activate the magic held in a scroll, but wizards had so much shorthand.
"It is deeply unnerving," he concurs with Ankha.
The dwarf's brow furrows further as he looks over the parchment. "A ceiling crossbeam is an odd place for an important legal document," he comments. As he turns it over, the others might wonder if his forehead might permanently crease into a new furrow as he somehow finds a way to glower even more than he was before. "And it also seems odd to deface the document. Look--most of the names have been crossed out."
Dolgrin continues. "What do we think the crossing out of names means? Being suspected of something--or cleared of it? Revocation of the enumerated rights and responsibilities? Desertion? Missing? Death?" He passes the marked-up charter around. "If you'll indulge some speculation."

Ankha Brushbender |

Ankha eagerly pockets the watch and stuffs the spellbook into her pack before examining the parchment. As the dwarf speculates all the color drains from her face. She reaches out and frantically scours the document, rapidly running a stubby finger down one column and up the next, before she stops with a horrified gasp. “Fandrik! No …” There, below her stained finger, is the name ‘Fandrik Danglestump’ with a heavy line through it.
“He can’t be dead … he can’t be dead … he can’t be dead …” she mutters over and over again. Then the alchemist suddenly stops, as if turned off by a switch. She stands tall, straightening every single inch of her five-foot frame, and a blank, determined expression sweeps the fear and doubt from her young oval face. “He’s not dead. We’ll find him. You’ll see.” Her voice is suddenly filled with a fierce optimism, and her sharp mind cuts through any remaining despair.
“There’s no point guessing why they crossed out the names, at least not without any evidence,” Ankha admonishes the dwarf, reflecting his usual caution about wild theories, in a firm voice that is a mite cross that he caused her such worry. “Besides, we should focus on the uncrossed names. If we can find them—or clues in their homes, like in this one—maybe we can figure out what’s going on.”
She glances back up at the rafters. “That is indeed a strange place to find the charter. Perhaps we should investigate the A10 Government House, where it should have been instead?”

Ku'Hania |

Ku'Hania watches as Ankha eagerly takes possession of the found items, considering the climb when the other woman nudges the paper loose with her weapon.
"If the crossing off means death...that doesn't bode well for whatever happened here. Though there haven't been any obvious signs of violence as yet." Ku'Hania says, as they look over the charter.
Seeing Ankha's reaction, and the hard effort to wall off her emotions and regain control, it was clear that someone in the first wave of settlers meant something to her.

Dolgrin Briskalberd |

"No offense meant," Dolgrin says. "All right, then. No guessing. It's early."
He straightens up and nods. "To the government house, then."

Ankha Brushbender |

“It’s okay.” With lightly flushed cheeks, Ankha responds to the dwarf in a slightly embarrassed voice. “It’s just … Fandrik is my cousin, and one of my best ones at that. He was part of the first wave of colonists, and I was so looking forward to seeing him again. I couldn’t bear it if …” She bites her lower lip, then shakes her head, as if clearing her mind. “I’m sure there’s a perfectly reasonable explanation for all this. Let’s go solve this mystery.”
The alchemist heads off to the government house, pausing to examine underneath the front porch before cautiously heading inside, her polearm in hand.
Perception: 1d20 + 4 ⇒ (5) + 4 = 9

Dolgrin Briskalberd |

"Ah, a cousin," Dolgrin says. The dwarf gets a wistful look on his face and sighs. He reaches to a chain beneath his shirt, plucking out a necklace full of charms. He holds one in his free hand, closes his eyes, and murmurs something that the other three don't understand in dwarven.
<"Magrim Taskmaster, please watch over and guide the souls of those on this island as you do all those below the Sky.">
Dolgrin knew when to quibble over specifics of logic and syntax, and he was too aware of the practicalities to correct Ankha when she was clearly in the throes of worry. Of course there was a reasonable explanation for what they were finding. The real question was whether it was an explanation that she would like or whether it would break her heart.
These three were so young--they had likely not experienced much loss yet in their short lives. Hopefully they would not need to.
The dwarf tucks his necklace of dwarven holy symbols back beneath his shirt and joins Ankha in the government house.
Perception: 1d20 + 6 ⇒ (16) + 6 = 22

GM of the Ruins |

Apologies, today and yesterday were extremely busy. Back to your regularly scheduled program!
Through the main doors is a foyer opening to a large chamber that occupies most of the main floor. This room is open to the second floor, and two flights of stairs lead to a gallery that overlooks this space, supported by columns on the main level. At the rear of the chamber against the east wall is a raised desk, like a podium. Tables and chairs are arrayed in front of it like a courtroom. The gallery above has simple wooden chairs so that citizens can observe whatever business is conducted here. Doors at the north and south ends of the main floor lead to what appears to be separate offices.
This main chamber seems to be intended for community meetings and future government and legal proceedings. The building has not been used recently, though, as evidenced by a light layer of dust throughout.

Ankha Brushbender |

“Hmm … perhaps there’s a clue up high, like in Arkley’s house?” Ankha looks up at the rafters, then heads up the stairs to search the gallery.

Ku'Hania |

Ku'Hania looks around, heading to the seat that seemed likely to be where the leader of the government might sit.
Perception (Alertness): 1d20 + 6 ⇒ (9) + 6 = 15

Dolgrin Briskalberd |

"Dust," Dolgrin comments, dragging a finger through the caked-on layer. "It's not surprising given everything else so far, but it just shows how long it's been since any other living souls darkened these doors."
The dwarf makes a careful circle around the main chamber before trying the northern office.
Perception: 1d20 + 6 ⇒ (3) + 6 = 9

GM of the Ruins |

Stealth: 1d20 + 11 ⇒ (6) + 11 = 17
Ankha, looking up at the rafters, actually does find something quite interesting.
A tiny steel creature with one oversized eye, a spherical body, and several spiderlike legs of grinding metal is sitting on top of the railing that separates the upper gallery from the main floor. Upon being spotted, whatever it is takes to the air and scurries towards a slightly ajar window on the far wall.
No real map needed here, as the thing is not quick enough to escape before you can get up to intercept it. You can either attempt to grab it with a grapple check, or propose some other way to stop it from escaping.
The searches in the other areas of the office will turn up more stuff, I just assume those searches will be postponed for the moment.

Ankha Brushbender |

“Dolgrin,” Ankha hisses in a loud whisper, “I think I’ve found a non-living soul. Look over there.” With her finger she points out the strange metal creature to the others. Slowly inching closer up the stairs, she breaks into a run when it takes off, then dives forward, trying to grab it before it can escape.
Grapple check: 1d20 + 4 ⇒ (10) + 4 = 14
Knowledge (Engineering): 1d20 + 3 ⇒ (14) + 3 = 17
Knowledge (Arcana): 1d20 + 6 ⇒ (12) + 6 = 18

Ku'Hania |

Snapping her head up as the odd creature is pointed out, Ku'Hania draws upon the moisture in the air, sending a blast of water, albeit weaker than the one she did upon their approach to shore.
Wave strike (ranged touch): 1d20 + 2 ⇒ (10) + 2 = 12
Bludgeoning (non lethal): 1d6 ⇒ 2
Pushed back 5ft

Braxton Horatio Wynters |

With the flick of the wrist, a dagger appears in Braxton's hand and is quickly flung through the air at the window frame the lil' bot is making for.
Swift action to draw dagger from spring-loaded wrist-sheath. Standard action to throw the dagger at the window frame. Maybe it will scare the thing away from the window =)
Dagger throw at window: 1d20 + 4 - 1 ⇒ (3) + 4 - 1 = 6

Dolgrin Briskalberd |

Sounds like a construct, so let's throw a Knowledge (arcana) out there!
Knowledge (arcana): 1d20 + 8 ⇒ (10) + 8 = 18 Special Defenses and Special Abilities, if I may! Please let me know if I can get a third question, though I doubt it.
"Careful there!" Dolgrin hisses out. "No need to destroy the little thing." No need to correct her on the lack of soul for the moment. It was highly uncommon for a construct to possess one--not unheard of, but rare. Still, finding the first moving creature could prove useful.
Grapple: 1d20 + 2 ⇒ (18) + 2 = 20
The dwarf abandons his search and breaks into a sprint to try to help Ankha catch the little mechanical wonder before it can escape.

GM of the Ruins |

Dolgrin and Ankha are able to catch it with Ku'Hania and Braxton's distractions.
Dolgrin then identifies it as a clockwork spy, a tiny construct.
Special Attacks: Record Audio (Su): A clockwork spy can record nearby sounds as a swift action, archiving all sound within a 20-foot spread onto a small gemstone worth 50 gp embedded in its body. The clockwork spy can record up to 1 hour of sound per Hit Die it possesses. Starting and stopping playback of recorded sound is a swift action. Removing a gemstone or installing a gemstone into a clockwork spy requires a DC 25 Disable Device check as a full-round action—failure does not damage the gemstone but does erase any recorded sounds on the gemstone. Since clockwork spies are not intelligent, they must be given simple commands as to when they are to start recording sounds. A clockwork spy can differentiate between creature types and subtypes, but not between specific individuals—a spy can be ordered to start recording sound as soon as a humanoid (human) or an aberration comes in range, but it cannot be ordered to start recording when a specific person comes within range. Once a clockwork spy begins recording sound, it cannot cease recording early. Likewise, it cannot record sound onto a gemstone that already contains a recording.
Self-Destruct (Su): Unless specifically programmed otherwise by its creator, a clockwork spy explodes 1 round after it is destroyed. During this round, the thing shrieks and thrashes about as if undergoing convulsions. On what would normally have been the clockwork spy’s next action, it explodes, dealing 1d6 points of fire damage in a 5-foot radius (Reflex DC 10 for half damage). A DC 20 Disable Device check made as a standard action can halt the spy’s self-destruct sequence, but does not prevent it from dying. A clockwork spy that self-destructs automatically destroys its gemstone, along with any information contained inside it. The save DC is Constitution-based.
This particular clockwork spy appears to be of elegant design, crafted out of beautiful metals and incrusted with several gemstones. Looking at it closer, you see what appears to be a key attached to the inner workings of the mechanism. It seems to be a way for the construct to wind itself on its own, allowing it to function independently.

Ankha Brushbender |

“Thanks Dolgrin,” Ankha nods appreciatively as the dwarf helps her catch the small metal creature. “And thanks for cutting off its escape,” she smiles at Ku’Hania and Braxton. “We make quite a team already, don’t you think?”
After immobilizing the construct and ensuring that it can’t wriggle free, the alchemist stoops over to examine it more closely. “Hmm … probably a clockwork spy, don’t you think? But very sophisticated and expensive—I didn’t realize it could carry so many gemstones to make multiple recordings. You don’t think this might be a spy for a lost Azlanti tribe, do you?” Her voice trembles with excited optimism. “At the very least, maybe we can discover what happened to the colony if we make it play back all the recordings it’s made. There must be a switch around here somewhere … or maybe some sort of command word ...”
Ankha also rolled 18 on Know (Arcana), so I assume she knows what it is. Can she make it play back all of its recorded audio? Ankha rolled 17 on Know (Engineering) earlier if that helps.

Dolgrin Briskalberd |

Dolgrin grins curiously at the mechanical wonder. "Definitely a clockwork spy, and a fine one at that!" He chuckles at the idea that its Azlanti in origin. "Perhaps, Ms. Brushbender, perhaps. Or perhaps it's just a helper built by someone from the original colony. In either case, it's a useful find." He pauses. "It could be recording us now, in which case stopping it may not be possible. We should be careful, though, so as not to erase anything. I know many things, but the delicate work of construct tinkering is not yet something I have studied."
A second vote for playing the recordings back! It sounds like we might need Disable Device checks to try exchanging gems to try different recordings.
"We could also try," Dolgrin says, stroking his beard thoughtfully, "Letting it go and following it back to wherever it came from."

Dolgrin Briskalberd |
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Dolgrin strokes his beard for a moment, considering Ku'Hania's question. "The three of you could probably keep up without a problem, but I'm wasted on cross-country. We dwarves are natural sprinters: very dangerous over short distances."

GM of the Ruins |

Oh, my apologies. My post must’ve ended up disappearing with the colonists! Getting back on track now.
Unfortunately, clockwork spies are not intelligent and only follow the commands whoever controls it gave to it. A successful Disable Device check will allow you to retrieve the key hidden inside its body and let you look at its current orders and reprogram it. If that check fails, there might be someone in the new wave of colonists who could help, but we’ll see if that’s necessary.
As for following it, its fly speed is only 30 feet, so you could follow it to wherever it was told go to if discovered. But you should likely finish exploring the colony first, and see where it leads you later.

Dolgrin Briskalberd |

Dolgrin taps on the table and looks around for something to use to keep the clockwork spy captured for now. "I'd like to explore a bit more before we try to follow the spy."
It looks like Ankha's Disable Device is a +4, so we probably shouldn't do that.
Do we see anything that we could use to trap it? A cage, a bag, etc.?