As the five of you make your way up the sand Bluff, the breeze stiffens, carrying the distant Peregrine around the northern end of the bay. As you reach the line of the palisade, you see three buildings built along the western line, the southernmost of which has a small chimney. Across a dirt plaza with a stone well in the center stands a two-story building much larger than the rest. It is flanked on your left by two long, low buildings with no windows, and on your right by what appear to be two homes. At the southern end of the main part of the settlement stands the second largest building, a symbol carved into the wood over the front door. A mostly-c9mpleted gate leads out the southeastern side, which is largely completed Knowledge (religion DC 10):
It is the holy symbol of Erastil. Just like the path up from the dock, you see no signs of recent habitation. Perception DC 14: There are some Small tracks leading from the building with the rhe southeast gate.
As the party waits for the creature to emerge, they hear splashing coming from under the dock, then the creature emerges...unconscious, its doglike face and lobster-claw hands splayed out as it floats on the water's surface. The body steams ever so slightly. Combat over, though you can check to see if its dead or not.
DM Rolls:
High is Safely: 1d100 ⇒ 71 As the creature reaches out to strike at Baern again, a bolt of force from the Arodenite swerves across the dock to strike it in the claw, eliciting a shriek of pain and a string of curses loud enough to be heard by the whole party. Attack Roll 1: 1d20 + 3 ⇒ (4) + 3 = 7
Aquan: "Dirty tricky land-muckers! May you rot alive while being fed your own spleen!"
As Alexandr begins charging at the gate, the rest of the party behind him, the last of the creatures turns around, utters a shriek, and dives through the gate and disappears. [ooc]We will start combat with Alexandr at the square with A14, the party two squares below him (about at the main crossroads), and the whatever-they-are at A8. DM Rolls:
Perception: 1d20 ⇒ 5 Initiative Rolls
Rolloff
No movement can be seen through the gate, which hangs slightly ajar.
@Ana - Makes sense. You'd need an Arcana check to identify The creature. DM Rolls:
Perception: 1d20 + 4 ⇒ (18) + 4 = 22 Stealth: 1d20 + 11 ⇒ (2) + 11 = 13 DC 13 Perception: As you gather to move back toward the heart of the colony, you see a group of small figures sneaking along the palisade, obviously trying to avoid your gaze as they slip through the gate into the main part of the colony.
As the bold cleric begins his climb down the well, Shin investigates the space under the floorboard, finding a fine longsword of fine make, with a hilt wrapped in green leather and gold wire. The blade begins to glow with an emerald light as it is removed from the small space. Appraise or Knowledge (history) DC 15:
The blade is of Azlanti make. The climb doesn't seem that difficult for Brother McLaren, the stones of the well giving way to bedrock, and finally a small natural cave with a pool of water. A small tunnel leads off into the darkness. The well is about 40 feet deep. You don't see any creatures.
Taking 10 is fine, the water is very calm. As Baern dives down to the canoe, a strange creature pops out from underneath it and mutters angrily in a language that the dwarf doesn't recognize. Initative Rolls
Initiative Order
As the whatever-it-is continues to mutter, it moves underneath the dock, caclking loudly enough for those on the dock to hear with a DC 13 Perception check. Aquan, Perception DC 13:
"Go to sleeeep..." Baern, Caroline, and Talan need to make a DC 10 Will save.
Shin throws the thing off balance, but fails to land the following blow. However, rather than leaping at him, it withdraws, clambering back over the thatched rooftop and leaping down off of the wall near Alexandr. It moves very quickly, almost scuttling over to the well in the front yard, climbing down into it and leaving nothing other than the mess in the house and the stink of ale in Shin's nose.
Oh yes, I was doing that xD Initiative:
Creature: 1d20 + 6 ⇒ (14) + 6 = 20 Alexander: 1d20 + 3 ⇒ (5) + 3 = 8 Anastasia: 1d20 + 3 ⇒ (13) + 3 = 16 Brother McLaren: 1d20 + 2 ⇒ (14) + 2 = 16 Nox: 1d20 + 3 ⇒ (5) + 3 = 8 Shin: 1d20 + 8 ⇒ (15) + 8 = 23 Initiative Order:
For the start of the fight, Alexandr will start just outside the front door, Shin will be just under the creature (within reach), and everyone else will be in the front room. It is a move action to get from the front room around the house, and a DC 20 Climb check as a standard action (provoking AoO) to get up on the roof.
As Shin rushes to look out the window, he sees the forest on his left and the ocean on his right, but no sign of a fugitive. He does, however, feel hands reaching out from behind and above him, trying to wrap around his neck. Attack: 1d20 + 4 ⇒ (8) + 4 = 12 He drops the two feet to the ground, and looks up to see a strange creature, about gnome or halfling-sized, with rubbery black skin and tentacle-like arms, clinging like a spider to the outer wall of the house. It hisses loudly at you. Roll initaitive!
on the other side of the curtain is small bedroom, though a good half the size of the front room. Barrels are haphazardly stored over most of the floorspace, not marked but smelling of alcohol. A glass bottle, sticky with residue from repeated use, lies on a nest of sorts made out of the bedclothes. The shutters hang open, swinging slightly in the breeze outside.
As Alexandr opens the door, which is unexpectedly quiet, he and Shin see what was once a simple farmhouse, with crude clay wares and wooden furniture. Now though, bits of melon in various states of rot lie scattered on stools thrown topsy-turvy all around the front room. There are two doorways off the front room, both covered by ragged bits of sackcloth.
You follow the tracks through the still-silent colony, the ocean breeze bringing a rustling noise from the small fields around you. You follow the trail all the way to a small cottage built away from the rest of the colony (Area A18). As you pass a low stone wall, you notice one larger stone painted with the words "Levin Farm". A small well stands on the north side of the house.
The party follows the tracks from the smithy to a half-finished gate in the south-eastern section of palisade, leading into a more open developed area, with a grid of dirt streets lined with a mix of mud-brick shacks and small fields. As you head out past the gate, the tracks lead off east, toward the forest, becoming much harder to follow in the thick grass. Shin: You notice another set of tracks heading along the street southwards that seem to have been obscured by the fresher footprints before. These tracks are about the same size, but slightly heavier in imprint.
Baern occupies the lion's share of the boat in a whirlwind of activity, firmly knocking out his fleeing opponent, but making the boat rock wildy, leaving only the bolt of mental force from Tálan able to connect with it's target, who appears to flee, diving sharply downwards. The other creature using the Withdraw action to flee. Combat over. For several moments the five of you stand cautiously in the boat, watching for a renewal of the assault that never comes. A sudden cheer arises from the deck of the Peregrine, muted slightly by the wind and distance, but still clearly ringing in your ears.
Hiking up the sandy trail leads you all into the partially complete stockade, with a circle of rough buildings surrounding a well. 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. West of the stockade is a sort of shanty town of tents, some of which are collapsed and partially covered with sand. The whole area is very quiet, with the only sound other than your footsteps being the breeze. Perception or Survival DC 10:
The building to your right as you walk into the stockade, which appears to be a smithy, has small tracks leading out the door on the south side heading further south. Perception or Survival DC 15:
The tracks are very fresh. I've updated the Roll20 map to reveal the area I described. Please let me know if you are having any issues accessing it.
Baern's fist connects with the strange creature's head in a glancing blow that still sends it spinning. However, his blow rocks the boat to port, raising Caroline's swing well above the other creature's head. The rocking works out to her benefit as well, as the return spear-thrust from the creature stabs into the hull instead of her. Tálan also feels a sense of disconnect as his spell seems to complete, with no discernible effect. Kriznox's song, as flustered as it sounds, is well-timed, as the creature struck by Baern decides to flee, turning to dive down through the waves. Attack on Caroline: 1d20 + 2 ⇒ (2) + 2 = 4 Baern and Kriznox may make AoOs on the fleeing creature if they so choose. Rock is up, followed by the rest of the party
Though there is a tense moment of waiting for a second assault, Alexandr's swing and Ana's punch connect, leaving bubbles and a good deal of blood as all the evidence the creatures even attacked in the first place. A sudden yelling then rings out, and our heroes turn to see the colonists cheering their victory.
@Alexandr That action economy of that is correct, and as per the rules for underwater combat (link), you would be effectively flat-footed and flanked if you fail that Swim check. You would even still have a move action in that scenario. Sadly, moving out of the boat won't reduce the penalties for others attacking while sitting down in it.
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