Smithy

This L-shaped building 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.
This building serves as the smithy for Talmandor’s Bounty and is a critical location for the newly arrived colonists. The actual anvil and forge are outside the smithy under the shade of a roof extension. The outdoor worktable is covered with a few blacksmithing tools and pieces of metalwork, such as weapons, tools, or farming implements abandoned halfway through being forged or repaired. If necessary, these metal objects can serve as improvised weapons for Medium and Small creatures. The water in the tub is filthy with soot, ash, and charcoal residue. A PC who examines the forge and succeeds at a DC 20 Survival check or a DC 10 Craft or Profession check with a skill that relates to metalworking determines that the forge was last lit about a week ago. This is noteworthy because the rest of the colony appears to have been abandoned for a month.

The southern window has no shutters and is large enough for a Small creature to move through easily without having to squeeze. The canvas drape can be pulled away or lifted with a move action, or as part of a move action when moving through the window.

Inside the smithy building, the space is divided between personal living quarters and an indoor tool storage and work area. A pungent animal smell lingers in the air and a tussled pile of blankets on the wooden cot is soiled. The room is in a state of disarray, with tools such as tin snips, pliers, and files carelessly strewn all over. A few Medium weapons and pieces of armor are strewn among the debris.
Creatures: Three monkey goblins lurk inside the smithy proper. Provided the characters enter the colony by daylight, the creatures are quiet, as they are fairly nocturnal. Two monkey goblins doze, while the third is awake and listening for the sounds of other creatures moving about the colony. They belong to the Ghosthater tribe, so named because their tribal coming-of-age ritual requires monkey goblin adolescents to face down the projection of Jazradan at area L and show no fear.

The tribe scouted out the settlement after the original colonists departed, and the smithy represents a great resource for the goblins, as the forge gives them the ability to produce and repair metal weapons suitable to their size. The tribe has not relocated to the village yet, but these three monkey goblins remain posted to secure this location against other island natives.

The monkey goblins do not automatically surprise the PCs or vice versa. If the PCs explore quietly and keep their voices low, the sole awake goblin may not hear them until someone enters the building. If the PCs are boisterous or careless in their exploration, they might be overheard. If so, all three monkey goblins are wide awake and prepare an ambush. One may even peek out of the window and circle around the smithy to sandwich the PCs between it and its allies inside.

Monkey goblins are less cowardly than regular goblins. They flee only as a last resort and are unlikely to barter for their lives. If any successfully escape, a contingent of their tribe might return and attack the new colonists in retaliation as an optional additional encounter. If captured alive and interrogated, they might be able to tell the PCs a little about the island’s other native inhabitants as you see fit. They know about the “ghost” in area L, but they don’t understand its words and otherwise don’t know much about Ancorato’s major secrets.

Treasure: A few pieces of equipment of exceptional craftsmanship can be found among the mess the monkey goblins have created. Among them are two masterwork machetes (+1 to damage), a masterwork chain shirt, and a Wolf Fang talisman attached to a Buckler, which appears to have had a new arm strap affixed recently. The PCs can also salvage 40 metal arrowheads from the debris. While these are not useful in their current state, a character with Craft could make complete arrows from these at no additional material cost (as the other materials are easy to obtain on Ancorato).
Goblin, monkey - Warrior
The frontline fighters of goblin tribes prefer to fight in large groups—especially when they can outnumber their foes at least three to one.

Recall Knowledge - Humanoid (Society): DC 13
Unspecific Lore: DC 11
Specific Lore: DC 8

Goblin Warrior - Creature -1
CE Small Goblin Humanoid
Source Bestiary pg. 180
Perception +2; darkvision
Languages Goblin

Skills Acrobatics +5, Athletics +2, Nature +1, Stealth +5
Str +0, Dex +3, Con +1, Int +0, Wis -1, Cha +1

Items dogslicer, leather armor, shortbow (10 arrows)

AC 16; Fort +5, Ref +7, Will +3
HP 6

Melee 1a dogslicer +8 [+4/+0] (agile, backstabber, finesse), Damage 1d6 slashing
Melee 1a hardtail +8 [+4/+0] (agile, finesse, unarmed), Damage 1d6 blundgeoning
Ranged 1a shortbow +8 [+3/-2] (deadly 1d10, range increment 60 feet, reload 0), Damage 1d6 piercing

Tailed Goblin - Monkey Goblins have a powerful tail. They gain a +2 circumstance bonus to Athletics checks to Climb, and gain Combat Climber as a bonus feat It also reduces the number of free hands required to Climb or Trip by one.

Combat Climber - Techniques allow them to fight as they climb. They’re not flat-footed while Climbing and can Climb with a hand occupied. They must still use another hand and both legs to Climb.