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I want to thank everyone for agreeing, very kind, and thanks to Deneve as well, I have a surgery Friday, and with that and being behind I feel I wouldn't be putting my 100% into it and don't want the game to suffer/slow down cause of that. But again thanks!
Good luck and have fun storming the castle!

GM Deneve |

@Aloysius Remember that Aid works differently from Aid in 1e. You need to tell me exactly how you plan to Aid Bryc, and then you roll a 1d20 + the corresponding skill mod. The DC is 20
For example, let's say you're aiding in by holding down Vurna who is convulsing. You'd roll 1d20 + you Athletics mod to keep her pinned down and need meet or pass the DC 20. This is of course an example. Vurna does not need any pinning down nor is she convulsing.
So how exactly does Aloysius Aid with the Medicine check, what is he doing exactly? Once you've answered that question, please roll me an open Medicine check, please.

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If Bryc will be treating Vurna's wounds, Aloysius will basically act like a nurse - checking her vitals, getting water, damp cloths to control her fever, etc. to allow Bryc to focus on his task. Because some of what Aloysius will be doing would require some medical knowledge, I figured Medicine would work as the skill in the Aid attempt. If another skill seems better or if these actions do not meet the requirement for giving Aid, let me know.

GM Deneve |

The assassins have on their persons only their rapiers and shortbows, plus leather armors.
It's the end of day 3 and it's time to think about logistics: You have your own set of travel papers plus Flitch's poor quality travel papers and the one set of papers you forged and two rafts. Each raft can hold 4 people.
Refugees:
1 Daffrid
2 Tellith, her husband
3 Maffrit, her daughter
4 Taffrit, her son
5 Themolin
6 Vurna
7 Flitch
8 Themolin
9 Seddy (can only be extracted by raft and makes use of a full raft)
10 Garrla ?
The Rolanna's Prayer can extract 8 refugees or 4 refugees plus Seddy at Shard Cove. All remaining refugees need to be extracted on the Merry Mayfly when it comes pick you up at the docks.
You also have Yuleg's horse and cart for transportation.

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We should bring Seddy for sure. And we need to bring Flitch because he knows the way through the sewer. We should also bring Themolin right away cause he's going to be in trouble and I'm worried about him. That leaves room for two more on Rolanna's prayer.
We can't send Yuleg and Vurna right now because we're staying at his inn and if guards come to the inn he needs to be there to cover for us.
I don't want to split up Daffrid from part of her family. But maybe we could send her husband and one of her kids first, then she and her other kid second. Or both of her kids together first with Seddy and she and her husband second. We could leave the choice up to her.
That would just leave Yuleg, Vurna, Daffrid and one of her relatives, and maybe Garrla for the Merry Mayfly.

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Who needs travel papers? The people going on Rolanna's Prayer? The people going on the Merry Mayfly? Or both groups?

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We could do:
Seddy, Flitch, Themolin, and Vurna. And attempt to get Garrla in the last two hours tonight. If it doesn't work we can send the others off and waste 1 space or shove in Yuleg as the last space (though sending him might be trouble).
And then do Daffrid and her family and either Yuleg or Garrla on the Merry Mayfly.
Or, yes, we'll need to split part of the family.

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We could do:
Seddy, Flitch, Themolin, and Vurna. And attempt to get Garrla in the last two hours tonight. If it doesn't work we can send the others off and waste 1 space or shove in Yuleg as the last space (though sending him might be trouble).
And then do Daffrid and her family and either Yuleg or Garrla on the Merry Mayfly.
Or, yes, we'll need to split part of the family.
So that sounds like four sets of papers for Daffrid's family and one more for Yuleg or Garrla. That correct?

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We should see if Daffid and Tellith would be willing to send their children separately on the Rolanna's Prayer.
Rafts: Meffrit, Taffrit, Yuleg, Vunra, Seddy
I'd rather not have any of the children coming with us as that is going to be difficult to explain given our cover story.

GM Deneve |

We could do:
Seddy, Flitch, Themolin, and Vurna. And attempt to get Garrla in the last two hours tonight...
You won't be able to do Garrla tonight, unfortunately. Themolin had you meet him at the warehouse just before curfew. Just going from Themolin's warehouse to the Emerald Guardhouse would take two hours and you're about one hour from curfew on day 3.
The [i]Prayer[i] will be there since early morning until night of day 4.

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I don't want to send Yuleg and Vurna on the rafts right now. We need them here with the inn. We need to send Flitch and Themolin though -- Flitch knows the way and Themolin's life is in immediate danger.
Rafts: Maffrit, Taffrit, Themolin, Flitch, Seddy
Merry Mayfly: Yuleg, Vurna, Daffrid, Tellith, Garrla

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Yeah. I like that.
Rafts: Seddy, Flitch, Themolin, and Maffrit and Taffrit (if their mom allows it).
Mayfly: Yuleg, Vurna, Daffrid, Tellith, Garrla

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If their mom lets them.

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Can we sneak around on the rafts before the sun rises since we'll be in the sewers and have these people ready and waiting right near the Prayer by dawn? Or so we need to wait until dawn to move them?

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Can Quindul and I have gone to fetch Seddy while the other move the paintings with Themolin? Or do we need to do that tomorrow?
Or can we retcon that we told him before visiting Themolin to meet us at the inn tonight?

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Got it! I will have told Seddy!

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Raft 1: Seddy
Raft 2: Daffrid and whole family
Merry Mayfly: Yuleg, Vurna, Flitch, Themolin, Garrla
How does this look to everyone?
Is there enough time tomorrow for all of us to get the crates of art, bring them back to the Inn, then go to see Garrla together?
If we need to split the group, Aloysius will volunteer to get the art.

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I don't want to make Themolin wait. Someone already tried to kill him and tracking him to the inn won't be hard. Especially if we're going back to the warehouse for the paintings tomorrow.

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As much as Marta doesn't like it, her opinion is that if Daffrid isn't willing to send the kids ahead of her then they don't get to go. If the situation is really dire wouldn't she want to get her kids out of here as soon as possible?
I still don't know how we are explaining having any kids with us. I wasn't able to determine if human slavery was legal. Human trafficking was one of the few ways I could think to justify exporting a group of mixed age people.

GM Deneve |

FYI, you can extract the refugees at any time during the day at Shard Cove. The Shard Cove mentions on the timetable are just suggestions based on what I've read you discuss.
I'm moving the story forward guys, as we only have this week and the next to wrap up and with most posts being once a day, I fear we might not make it. I hope you understand that I have to hurry things along.

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How many people total can Rolana's Prayer take? Can we just make multiple trips with the rafts to get all but a few adults there?

GM Deneve |

It can take at most 8 people without Seddy or 4 people and Seddy.
Edit. Taking into account that Seddy can only be taken on the rafts, that should mean you have five people left to smuggle out if my math checks out. Of these five, one or two can board the ship openly depending on whether Marta hits the forgery check and three you might have to smuggle in crates or barrels.

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I agree - definitely no kids on the Mayfly. Personally, I prefer to keep Themolin with us, even if it means an extra day for him in Xin-Edasseril. Once he's away on the raft, we won't be able to protect him anymore. If someone is tailing him, better to run into us, than him by himself.
This way, Daffrid and her whole family can go on one raft together, Seddy on the other. If we go with the other plan to send Themolin on a raft and split the family, someone needs to volunteer to convince Daffrid of this. Aloysius is probably not the best choice... :)

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The kids say if we're going to take Themolin with us everywhere while he's in Xin-Edasseril, that's fine. We can send Daffrid's family now then, and THemolin can shadow us until he leaves with the later ship.

GM Deneve |

If you decided Themolin is walking outside, that can be easily retconned as him saying it while waiting in line and I'll reduce the DC then as it's less suspicious than it coming from a box.
So to make things clear, everyone is outside with travel papers and Flitch and Garrla are disguised, correct?

GM Deneve |

And with that dear players we end this game. I've already reported it, so now all that's pending are your chronicle sheets which I hope to have ready today or tomorrow. I'll be posting the link on this thread.
Thank you for participating in the Outpost III convention. I hope you had a blast even though this scenario is mostly social encounters and logistics. It was fun getting to know your characters and seeing how you'd any curve balls sent your way.

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Thanks for the exciting adventure, GM Deneve and players! I found the social encounters lots of fun. The logistics were a bit of a challenge at times, but it fit with the theme of the scenario. The main thing is I had a great time!

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Rolling for the family.
Bryc (Games Lore): 1d20 + 4 ⇒ (9) + 4 = 13
Iqu (Crafting): 1d20 + 5 ⇒ (12) + 5 = 17
Klaakz (Academia Lore): 1d20 + 5 ⇒ (3) + 5 = 8
Quindul (Art Lore): 1d20 + 4 ⇒ (3) + 4 = 7
And we all took Pathfinder Training

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There are no boons for 2e. You get extra achievement points for playing/GMing games at a convention.
Marta goes back to her job as a librarian at the Arcanamirium.
Library Lore: 1d20 + 7 ⇒ (14) + 7 = 21

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Aloysius will help some local farmers out of Magnimar.
Earn Income-Farming Lore: 1d20 + 3 ⇒ (3) + 3 = 6

GM Deneve |

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Sorry GM. Before we started the game, I took GM credit for a quest I ran and applied it to this PC. I completely forgot about your spreadsheet.
I updated the sheet with the correct starting values.