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Sliding his blade back into it's sheath. "Well that was unexpected. This is not exactly what I had expected, but this is not my field of expertise..."
With his hands free, he takes the time to use his wand a pair of times to heal himself.
1d8 + 1 ⇒ (5) + 1 = 6
1d8 + 1 ⇒ (6) + 1 = 7

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Whilst the captive is being bound and treated, moving a few boxes around in the storage area uncovers a trap door - opening it reveals a plain wooden ladder down to the underdocks.
A brief interrogation reveals only that these are a few of the Hydras Fang crew, and that Du Moire has only just left minutes ago. The captured brigand spits that even the worst things you might do is far kinder than any fate Du Moire would deliver, so is very short on answers and is of little help – the terror the man seems to instil is highly concerning.
On enquiring whether Du Moire exited via the ladder, the captive remains defiantly silent, which indicates it is almost certainly the case. He is but mere minutes ahead.

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"Lets. We will be back for you in a bit or send someone to deal with you."
With that, he pulls his weapon back out and clocks her in the back of the head to remove her from consciousness.
Subdual hit, should put her back under.
At this point he ensures that she is bound, as well as her mouth to prevent any casting.

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Radnor spends the time of the interrogation chanting under his breath and then slams his hand against thin air, cracking shattering nothing to produce a hole in the air revealing a void of swirling colour. A blue furry dragon leaps through the hole, which vanishes and Radnor grins,
"Everyone this is Nuzzle my eidolon, he does not talk much - its disturbing when he does. Let's get down there!"

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Slight retcon, before the cinematic knockout, and with the secret trapdoor revealed..
“Darsielle’s that way. Head through the Underdocks to find the Hydra’s Fang. The harbor guards down below know where he moored the ship. He
moves it often, we were supposed to ask them where it was docked when we were finished here.”
1d20 ⇒ 16
Moments before you are about to descend the ladder, you note it is covered in grease, a last little trap left for any followers.
You enter into a gloomy, greenish twilight where scattered beams of light filter down between weathered dock planks, bouncing off seaweed covered stones that jut from the dark harbor waters.
A forest of pylons suspends the docks above where the scurrying feet of merchants, sailors, and longshoremen hammer like a muffled thunderstorm. Between the pylons, you spot small stone bunkers, ruins of older siege forts now crumbling and weathered from centuries of angry waves.
A narrow set of docks traverses the rocks, connecting various locations.
Eventually, all lead out to the shallow bay at the mouth of the maze. Nearby,you notice a fresh trail of muck-limned, wet footprints.
You follow the tracks to a small bunker with its own short dock with two rowboats. A pair of Consortium officials stand nearby the boats, just chatting away casually.

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That Dalcine ring or something similar would be handy.
Turac walks down there sprouting nautical talk and talking about repairs to the ship.
He walks up to within 15 ft of them and blasts them with a color spray spell.

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The pair replies "Consortium officials, just making sure that everyone passing through has a harbour pass"
They seem friendly enough, just going about their 'job'. They inform you that that recently allowed a Captain and his men to return to their ship, but that the pair are under strict orders to detain any strangers without a harbormaster’s pass.
"Look we can see you are out of towners, reckon we can sort you out with a pass here, but it's a bit expensive for all that administration... reckon 100 bits of gold should get us square"
On a side note, the people you busted up about two minutes ago netted you a couple of hundred in coins alone.

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Looking to Turac, Aran nods. "Allow me..."
Stepping forward, his hands clasped casually in front of him, far from his own hilt, he gives each of the men a nod.
"Gentlemen. I really would be very happy if I could speak with you about this and much more. I understand that one of you must guard, but perhaps I could speak to the other just over there. Still within sight. The things we have seen most recently should not be spread out in public and there are often ears about. Could you do this for me?"

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Aran looks at the gentleman and takes a deep breath before he begins to speak, activating the nature of his curse:
Whenever you break your word (either purposefully or unintentionally), you become sickened for 24 hours or until you meet your obligation, whichever comes first. However, once per day, you can make a vow to yourself that grants a +4 morale bonus on any one roll you make while trying to fulfill a promise made to another individual.
"The men we were following, the very ones that came this way, as we have been following them for a bit, are murderers. We were meeting a contact only to find him murdered and then ourselves being pressed upon by the murderers. We stopped some of them and bound them, leaving them at the scene of the crime. The female is an arcane magic user. I would ask that you allow us to pursue and you and your friend may take the credit with your superiors over finding the murderers and helping in their capture, as you are doing both of those things...through the agents you choose to use. My friends and myself."
Diplomacy: 1d20 + 15 ⇒ (12) + 15 = 27

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The fellow seems very convinced by your tale, and expresses some appreciation for the situation, though his body language makes it clear that it's really not his brief (or his problem). He continues the dialogue though, and when it starts to come to light it was Lubors Imports, and the dead man a Consortium enforcer and his guards, the tone shifts quickly.
The men hasten you into the bunker.
A wooden box holds keys and a wooden and brass coin about the diameter of an apple and inscribed with the insignia of the Kortos Consortium. The coin serves as a harbormaster’s pass, an extremely valuable item that allows party to freely exit the maze without question.
On the wall of the bunker is a chalkboard with a chart labeled with 20 numbers,each followed by a set of initials. One side of the chart reads mooring, the other side reads ship. Pinned to the adjacent wall hangs a map of the outer harbor marking the locations of the numbered moorings. The initials next to #14 read “HF”. The map shows mooring 14 located
in the northwestern part of the outer harbor.
With the medallion in hand you are free to grab a rowboat and make your way out...
Any skilled rowers? 2 people on oars as a minimum

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Right now chaps, grab an oar. Rounded bit goes in your hand, thinner end goes in the water. Make sure you use the oar locks mind you.
Turac takes time to go into some detail and advises everyone on what to do.
Prof Sailor 1d20 + 3 ⇒ (15) + 3 = 18

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Pozuket hops into the boat, but declines to take an oar. Given his small size and frailest build, he's more likely to go over the side with the oar than actually move the boat with it. Instead, he moves up to the front ("Bow?" he wonders to himself) of the boat to keep an eye on where they're going.

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Exiting the Underdocks, you enter the Shallows, a wide rocky bay only a few feet deep and closed off by immense seawalls that funnel all traffic into the maze. Strung between them, a host of steep maze walls crusted with seaweed, barnacles, and small shellfish create narrow passages just wide enough for rowboats or rafts. Lashed along the sides are free-floating docks which allow longshoremen to help pull boats through or to the side for quick inspections. Every so often, a series of rusted spikes forms a crude ladder leading to the upper maze, where guards keep watch amidst strange shadows cast by weathered devices such as giant winches and claw-like crane arms. Water splashes softly throughout, creating an eerie echo, and the entire structure groans with ominous creaks and strains as if you were travelling through the belly of a great beast.
Thankfully, navigating out ofthe maze is far easier than navigating in, and the ever-watchful eyes of Enforcers on the walls fall almost entirely on the cargos of incoming merchants.
As you draw closer to the end, the sounds of angry waves slam against the outer walls and echo like hordes of chanting goblins. As you reach the outer locks, a grizzled longshoreman calls down to you from above, telling you to hold tight. The first gate opens with a lazy moan, and he ushers you to move your craft into the small chamber ahead. Once inside, he lowers the gate behind you, then he bids you good luck as he slowly cranks apart the front doors to the open harbor where dozens of galleons and merchant ships bounce softly on their moorings in the water.
A few hundred yards outside the maze the ocean seemingly explodes with a flurry of activity.
Two sea creatures swim in from nowhere, attempting to throw the boat over!
Str 1d20 + 2 ⇒ (8) + 2 = 10
Str 1d20 + 2 ⇒ (10) + 2 = 12
It stays afloat... for now!
Those rowing are seated and with no weapons equipped.
The others are seated, but with an item at hand.
The 'cox' is standing and equipped.
Aranan 1d20 ⇒ 11
Poz 1d20 + 3 ⇒ (15) + 3 = 18
Radnor 1d20 + 2 ⇒ (1) + 2 = 3
Turac 1d20 + 2 ⇒ (11) + 2 = 13
Enemy 1d20 + 1 ⇒ (15) + 1 = 16
MAP UP!
R1
Pozuket
ENEMY
Turac
Aranan
Radnor

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Pozuket lets out a surprised "Yipe!" as the boat starts rocking, and channels another scream at the creature on the side as he rises to his feat.
Fort DC 15 vs 1d6 ⇒ 2 damage and dazing. I just realized that the spell is "per 2 caster levels", not "for every two beyond 1st". Oops. Hopefully the daze will work.
"To arms! But don't rock the boat or we'll do their job for them!" Somehow, this is just a bit less inspiring than the gnome's usual battle cries.

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Pozuket blasts the water.
Fort save 1d20 + 4 ⇒ (20) + 4 = 24
But fails to harm the creature.
Both of them attempt to capsize the boat again!
Str 1d20 + 2 ⇒ (4) + 2 = 6
Str 1d20 + 2 ⇒ (1) + 2 = 3
But it stays upright - for now...
R1
Pozuket {acted]
ENEMY {acted]
Turac
Aranan
Radnor
R2
Pozuket
ENEMY
Turac
Aranan
Radnor

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Assuming the critters are having cover
Turac casts grease, reaching over to touch the hull of the boat... hopefully the oily substance will resist water and make capising the craft a right bugger.

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Holding the oar with one hand, Aran reaches into a pouch and pulls out a wand...not his usual wand... Draw Wand of Magic Missle
With a word and a point he lets a blast fly from the wand.
1d4 + 1 ⇒ (3) + 1 = 4

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Pozuket grimaces as his silent shout has no apparent effect. Seeing none of his fellows reaching for their weapons (and thus little use to his encouraging their blows), he takes aim over the side of the boat at the nearer of the creatures and fires his crossbow at it, before ducking back to reload.
Crossbow: 1d20 + 5 ⇒ (13) + 5 = 18 I don't know if this counts as high ground or not, and if it provokes an attack, I'll take it.
Damage: 1d6 ⇒ 6

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Radnor delays
Both of the creatures attempt to capsize the boat yet again!
Applying -4 for a greasy boat
Str 1d20 + 2 - 4 ⇒ (3) + 2 - 4 = 1
Str 1d20 + 2 - 4 ⇒ (4) + 2 - 4 = 2
Oh come on - serious?!
R1
Radnor [on delay]
R2
Pozuket [Acted]
ENEMY [Acted]
Turac
Aranan
Radnor
R3
Pozuket
ENEMY
Turac
Aranan
Radnor

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Frustrated at his lack of effectiveness, Pozuket reloads the crossbow as he calls out some inspiring words, hoping to encourage himself along with the others.
Sorry, can't think of anything this morning. Activating the usual bardic bonuses. +1 attack & damage.

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Aranans missile strikes home again.
Turac has no such luck
Pozuket waxes inspirational!
Both of the creatures attempt to capsize the boat one more time....
Applying -4 for a greasy boat
Str 1d20 + 2 - 4 ⇒ (1) + 2 - 4 = -1
Str 1d20 + 2 - 4 ⇒ (16) + 2 - 4 = 14
Just... wow
masterwork cold iron longspear +6 (1d8+6/×3)
Oh come on - serious?!
R3
Pozuket [Acted]
ENEMY [Acted]
Turac
Aranan
Radnor On Delay
R4
Pozuket
ENEMY
Turac
Aranan
Radnor