Scout starts to follow after it, though there is the concern of how well it can protect itself from the creature. Shannon recognises it as a Clockwork Spy - a type of construct, specifically made for spying. It might be possible to rewrite it if they capture it rather than destroy it. You also think that, except for the halflings, you might be able to reach it just before it flies if you focus on trying to get there.
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 taht 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. OOC: Perception checks.
As you explore the perimeter, you don't find any tracks, though you do notice a few fields, perhaps for farming, outside of the village itself. It does seem no-one has been here for about three weeks - no real lack of animal life though, so it's not likely something that just killed all life in the area. OOC: After next weekend, I'll see if I can get a map up somewhere of the village and surrounds. Next week going to be intense.
When Scout retrieves the paper, Sea Ranger discovers it is actually four sheets folder together and tightly creased. Once it is unfolded, it is recognisably the Talmandor's Bounty colony charter. It declares the island and the colony to be under the protection of Andoran, and outlines the rights and responsibilities of all colonists. It also bears the sealed signature of three members of the People's Council, representatives of the Bountiful Venture Company, and every clonist that came aboard the initial boat. Whilst interesting, it is not particularly valuable in and of itself. The real question is, what is it doing in the house of Rayland Arkley rather than the Government House, where it would be much safer.
Merrian quickly realises it's been some weeks since anyone was in here, and then she happens to see when she glances upward, a piece of paper fluttering, sitting on top of a beam 9 feet up. Not even Sea Ranger or Barry could reach it easily, though it certainly seems like it was deliberately placed there.
Moving into the house, it is relatively organised and tidy, and contains plain wooden furniture, with simple amenities such as wall racks, a modest dining table and chairs, and a sitting table sitting chair with a makeshift cushion and footstool. A separate bedroom features a wooden bed frame and a pallet mattress, a boot rack, and a large chest. OOC: Perception and survival checks. Also, if I'm reading correctly, you never explored the big building - Barry wanted to explore the rest of the colony first.
I'll give a bit more time for a post from Shannon, but in the meantime, well done for picking up the very clear inspiration for this particular adventure. One reason I was a lot happier about running this online for people for who it's part of history, rather than for my offline group for who we just would never get that without doing a lot of research. Just an FYI, July and January are intensely busy at work - I aim to post every 3 or so days during June, but when July hits, I really might only get one up a week, though will aim for quicker during combats.
There is a bucket, and the water seems fine. Moving southwest to the next nearest building, you come across a log cabin. 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.
They ignore the tents to the side, and the the huts at the edge of the palisade, and enter the village proper. The houses at the edge are just inside the palisade, but you move forward, heading towards the first house in a straight line. To get there, you move past a large public well. 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 admittedly, it would take minimal effort to convert it into a gallows. North of that, is a large firepit, large enough for a reasonable-sized bonfire. It is clear no fire has been lit for weeks. Moving past there, you come across 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 ofa r ural 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 meant to be a source of community pride, but it still has a rough, unfinished appearance due to a lack of paint and coarse materials. A few small shrubs have been planted around it. 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 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 obveserve whatever business is conducted here. Doors at the north and south ends of the main floor lead to what appears to be separate offices.
as you proceed towards the village, you see a bunch of tents and roads leading to them off to the left. Just ahead, you see the village proper start, and buildings that could be explored to both the left and right at that point. The sounds in the area are normal - just without any sign of civilised life. Birdsong, animals heard in the brush, that all seems normal. Just no sign whatsoever of what happened to the first expedition - maybe it's just too long ago?
A solitary dock extends from the beach into the bay. The construction is solid and looks recent, suitable for tying off a small boat, though 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. None of you can see any clues as to the whereabouts of the colonists. OOC: In other news, with Australia easing restrictions, I have managed to pick up a printer/scanner. Still sorting out how to use it, but you can start to expect maps soon - though my skill at using actual mapmaking programs is terrible, so will probably just scan it and put them up somewhere and have a link here, rather than using google docs or something for you to be able to move your own icons.
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 enclosu8re 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 ine 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. You also can asee a solitary dock to the west.
Lemming, keep the Tardigrade. Everything I can dig up suggest it's a herolab issue. As for maps - this is tricky. I actually have hard copies of the modules, as I bought them before lockdowns were in place worldwide - and Australia is looking a lot better in regards to our restrictions than the US/Europe. But I don't have a scanner at home, and libraries are all closed, so I can't actually scan the maps in at the moment. I'm investigating roll20, as they have an ability to 'link' with the Paizo account, so you can use maps for which you have the modules - as I ordered them from the Paizo store, that might register for me, I'll let you know in a couple of days.
You manage to row the rest of the way to shore safely, and, with your concerns, manage to beach not that far from the village, though not right at the village. It shouldn't take too long to make your way in. OOC: Firstly brief description of the monster:
Also, any plans to make before heading in to the village?
Once we start having fights where tactical positioning matters, I'll bring out maps - probably using Roll20 - though as libraries are currently closed, and I don't have a scanner at home, you might just have to bear with issues with mapping for a bit. Also, when we have a situation like we did here, where waiting for other posts may change who did the killing blow but won't actually change the result as everyone is acting before the enemy next acts, I'm likely to expedite like I did here. I have to look into the Tardigrade Lemming. My herolab is coming up with an error, saying that they're not allowed for aquatic - not sure if this is a Herolab issue or something to do with the Shaman.
As they approached, Sea Ranger showed his elegance on a ship, well boat, and stood up, and easily sliced and cut down the creature, which twitched once but then stopped moving. As you look up, you see the crew of the ship cheering in joy as you fell the creatures. OOC: Perfect West. This is almost exactly what Sea Legs was for, though admittedly usually in a much bigger boat.... You only needed a DC 10 acrobatics check so either way it would have been fine,
First Merrian's arrow, and then Sea Ranger's bullet both struck the same one, which then struggled and gurgled under the water, but that didn't stop the other one, and Shannon's arrow went wide, and the other one stabbed at Barry from outside the boat even as Barry swung with his machete, they both missed. At that point... OOC: You can establish now that trying to attack whilst seated is at -2 to hit, but you might require a balance check to stand up - though will probably give the halflings a bonus to this due to a far lower centre of gravity. One never made it to the boat, I figured Sea Ranger would probably target the one already injured. New round. Anyone who wants to be, can be within 5 feet of it.
You can't really avoid it, you are certainly tracking for that area, but forewarned is forearmed, and so you're not surprised, when a couple of hideous creatures start to try to attack from the water. Amazingly, you all move before them! OOC Give me a bit to get used to doing maps again; the first combat there's not really much maneuvering possible. You can attack them from inside the boat, but it's tricky to attack whilst seated, and it's not steady enough to be 100% of attacking whilst standing. Rolled knowledge, checks, no-one recognises them. Iinit:
Though no-one else sees anything, Scout screeches and circles above an area close to shore. There's clearly something lurking beneath the surface,but not so far beneath that it might not strike as you approach. OOC: Given Scout's magnificent roll, you get enough warning to potentially prepare - everyone can have one round's worth of actions, though Sea Ranger and Barry have to balance that with rowing.
The bay's waters are calm, with only a gentle rocking of the ship's boat. The shore is approximately three hundred feet to the east, where a lonely dock is built off a sandy beach. Sea Ranger and Barry take the oars. OOC: No checks required to row the boat. Everyone who's looking, including Scout, can make a perception check. Barry and Sea Ranger are at this point more focused on rowing, so though they can make checks, they will be at penalties.
She sighs in relief, grateful you'd volunteered to do what she was about to ask you to do anyway. As Sea Ranger sends Scout out to... scout, the rest of you make your way to one of the rowboats - which seats four. "I'm going to ask Captain Markosi to sail north along the island's coast to a secondary landing sight determined to be an alternative spot to found a colony. Later, it was also designated as the emergency extraction point if danger befell the colonists.Once you have explored the village of Taldor's Bounty, meet us there where we can determine what do from there." OOC: Handle Animal is not required for tricks an animal companion has been trained in. If you're having to push them, you get +4 for any checks.
After six long weeks, this morning the crew of the Peregrine sighted land to the west. A few hours later, the Peregrine sails into a natural bay with a sandy beach within rowing distance for the ship's boats. As the crew begins to untie one of the smaller boats to lower it into the water, the sailors pass a spyglass among themselves and finally hand it back to the captain. Captain Jacob Markosi peers at the island for a moment before grunting and handing the spyass to expedition leader Ramona Avandth. "You should see this," he says quietly. Ramona accepts the spyglass and peers towards the shore. When she lowers the scope, she is clearly distressed but trying to hide her worry. She approaches and motions towards the far side of the deck, away from where most of the other colonists have congregated. "Can I have a word with you?" she asks. Moving to the side to give some relative privacy, Ramona speaks. "We have a problem." She offers you the spyglass whilst she explains. "Something is wrong. Nobody's in sight. There's no smoke from cook fires or the smithy. Some of the buildings look burned out." |