Barracks
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.
These buildings were among the first built in the colony, intended to provide shelter while the community erected public buildings and then started construction on private homes. The barracks were still in partial use by settlers waiting for the completion of their private homes when the faceless stalkers arrived and began their stealthy abductions. The bundles and bags contain clothes and mundane possessions that belonged to the first colonists. The PCs could possibly find some desired piece of inexpensive gear among the left-behind possessions, but most of it holds only practical or sentimental value.
Creature: An ankheg nymph has tunneled underneath the walls of the northwestern barracks and surfaced through the earthen floor of that building in search of food. An ankheg nymph is an immature ankheg between its larval and adult stages in life. PCs wishing to identify it must make a successful DC 8 Knowledge (arcana) check. PCs who successfully identify the creature realize that there must be an egg-laying adult somewhere close by, as well as other ankheg nymphs.
The creature has no intelligence to speak of; it attacks the PCs immediately and fights to the death. It is low enough to the ground that it can scuttle underneath the lower bunk of the bunk beds without any impediment to its movement, and can freely attack the feet of any creature adjacent to a bunk bed, while the lower bunk provides it with cover. The bunk beds are solidly constructed, but can be pushed or pulled out of the way with a successful DC 13 Strength check.
Creatures with a burrow speed normally don’t leave a tunnel behind that other creatures can traverse, and the ankheg nymph is no exception. It is possible for a Tiny creature (like a familiar) to enter the shallow hole where the nymph burst through the floor and determine it came from a northern or northeastern direction. A PC who succeeds at a DC 15 Survival check can also make that same determination.
Treasure: A PC who thoroughly searches the original colonist’s possessions and succeeds at a DC 12 Perception check locates a lesser talisman of good fortune along with 321 cp and 87 sp. Few colonists brought coinage with them to the island, knowing there would be nowhere to spend it. The coins found here constitute loose change and the paltry savings of two dozen people. If a PC succeeds at the check by 5 or more, she also discovers a Wand of Color Spray(arcane, occult), hidden inside a small tear in one of the mattresses. It bears the initials “U. H.”
These buildings were among the first built in the colony, intended to provide shelter while the community erected public buildings and then started construction on private homes. The barracks were still in partial use by settlers waiting for the completion of their private homes when the faceless stalkers arrived and began their stealthy abductions. The bundles and bags contain clothes and mundane possessions that belonged to the first colonists. The PCs could possibly find some desired piece of inexpensive gear among the left-behind possessions, but most of it holds only practical or sentimental value.
Creature: An ankheg nymph has tunneled underneath the walls of the northwestern barracks and surfaced through the earthen floor of that building in search of food. An ankheg nymph is an immature ankheg between its larval and adult stages in life. PCs wishing to identify it must make a successful DC 8 Knowledge (arcana) check. PCs who successfully identify the creature realize that there must be an egg-laying adult somewhere close by, as well as other ankheg nymphs.
The creature has no intelligence to speak of; it attacks the PCs immediately and fights to the death. It is low enough to the ground that it can scuttle underneath the lower bunk of the bunk beds without any impediment to its movement, and can freely attack the feet of any creature adjacent to a bunk bed, while the lower bunk provides it with cover. The bunk beds are solidly constructed, but can be pushed or pulled out of the way with a successful DC 13 Strength check.
Creatures with a burrow speed normally don’t leave a tunnel behind that other creatures can traverse, and the ankheg nymph is no exception. It is possible for a Tiny creature (like a familiar) to enter the shallow hole where the nymph burst through the floor and determine it came from a northern or northeastern direction. A PC who succeeds at a DC 15 Survival check can also make that same determination.
Treasure: A PC who thoroughly searches the original colonist’s possessions and succeeds at a DC 12 Perception check locates a lesser talisman of good fortune along with 321 cp and 87 sp. Few colonists brought coinage with them to the island, knowing there would be nowhere to spend it. The coins found here constitute loose change and the paltry savings of two dozen people. If a PC succeeds at the check by 5 or more, she also discovers a Wand of Color Spray(arcane, occult), hidden inside a small tear in one of the mattresses. It bears the initials “U. H.”
ANKHRAV, NYMPH - CREATURE 1
N SMALL ANIMAL
Perception +5; darkvision, tremorsense (imprecise) 60 feet
Skills Acrobatics +4, Athletics +7, Stealth +6
Str +2, Dex +1, Con +1, Int –4, Wis +0, Cha –2
AC 15; Fort +10, Ref +7, Will +4
HP 20
Speed 25 feet, burrow 15 feet
Melee [one-action] mandibles +7 (acid), Damage 1d6+2 piercing plus 1d4 acid
Ranged [one-action] acid spit (acid, range 30 feet), Damage 2d6 acid +2 Persistent Damage on Critical Failure (DC 14 basic Reflex save).
N SMALL ANIMAL
Perception +5; darkvision, tremorsense (imprecise) 60 feet
Skills Acrobatics +4, Athletics +7, Stealth +6
Str +2, Dex +1, Con +1, Int –4, Wis +0, Cha –2
AC 15; Fort +10, Ref +7, Will +4
HP 20
Speed 25 feet, burrow 15 feet
Melee [one-action] mandibles +7 (acid), Damage 1d6+2 piercing plus 1d4 acid
Ranged [one-action] acid spit (acid, range 30 feet), Damage 2d6 acid +2 Persistent Damage on Critical Failure (DC 14 basic Reflex save).