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Evgeni swims to Red pulling his short sword from his scabard as he goes and makes another stab.
Strike (Javelin): 1d20 + 6 ⇒ (19) + 6 = 25
Damage (P): 1d6 ⇒ 5

GM Valen |

The collective assault by the Pathfinders obliterates the shelled aberration. With the threat of posed by monsters concluded, the party and the refugees in their care are able to navigate the waters unmolested.
Presumably, each keeping any eye out for potential threats.
Evgeni, Perception: 1d20 + 5 ⇒ (3) + 5 = 8
Guntram, Perception: 1d20 + 6 ⇒ (17) + 6 = 23
Katrina, Perception: 1d20 + 9 ⇒ (7) + 9 = 16
Sneak Runt, Perception: 1d20 + 7 ⇒ (1) + 7 = 8
Zaza, Perception: 1d20 + 5 ⇒ (11) + 5 = 16
None of the party spot any additional threats, with the exception of Guntram. The sharp-eyed dwarf points out an immense, jagged piece of clear crystal jutting up from the seafloor and barely covered by the surface of the water.
Guntram, Survival: 1d20 + 6 ⇒ (19) + 6 = 25
The skilled dwarf is able to blunt the crystal’s edges without getting cut himself.
Alerted to the presence of additional submerged shards, the party manages to deliver the "clients" to the waiting Rolanna's Prayer. Captain Remmith urges the party to finish the delivery and return to the city quickly as he is eager to get rapidly underway in order to avoid the patrol ships of the Runelord's forces.
Upon returning to the shore, the party is able to make its way through the tunnel and the sewers without incident. Once regrouped, the party confirms that there remains one final "lead" on a potential "client" to pursue.
It takes about two hours for the party to make its way to the Emerald Guardhouse.
There you set eyes upon a wide building supported by columns carved in the likeness of the Runelord Belimarius. A wide courtyard is filled with practice dummies and other evidence of martial training. This is a flurry of activity around you.
Guards equipped with gleaming magical weapons, equipment, and armor tinged in now familiar green accent come and go as they begin and end their shifts. Returning patrols of several guards arrive at the edge of the courtyard before breaking up into pairs or individuals, even as other single guards each head toward a single gate to meet up to relieve their fellows at checkpoints throughout the city.
Near the middle of the courtyard, a trio of instructors put small groups through the paces of training. Two shout at individuals as they navigate an obstacle course as another barks orders at two lines of novice guards facing each other with mock weapons.
Along the building itself stands a short line that has formed outside the door of a recruiting area. The line extends into the courtyard from a single door where one of the well-equipped guards stands at his station.
What do you want to do?

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After the swim, Katrina wades back onshore, dries off, and puts her black leather armour back on.
I am so not looking forward to what this stuff is going to smell like if I swim in it she comments. She then looks over to Evgeni and smiles. I thought I was going to have to haul you out of the water in an unconscious state. How are you doing? Need anything?
At the Emerald Guardhouse, she studies the obstacle course, looking rather keen to give it a go.

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Suppose we could ask that fellow over there, Guntram says, nodding at the guard stationed outside the recruiting area. If no one in the party objects, he'll walk over and tell the guard he's looking for Garrla.

GM Valen |

"Garrla?" repeats the guard stationed outside the door marked "Recruitment". The confusion is evident in his voice. "I'm afraid that I don't know anyone named 'Garrla'. But, you do look pretty sturdy. If you have plans to try and join the Emerald Guard, then get yourself to the back of the line."
The guard points to the single-file line of potential recruits that extends through the door he is guarding and into the room within.
Scanning the courtyard, Sneak Runt spies a female Emerald Guard adorned in full armor. Her face is obscured by the visor of a sinister looking helmet. As the armored woman moves in the direction of the Recruitment office, she bumps into the goblin.
"It's a good time for recruiting." a muffled, female voice says to the elf from beneath the visor as the guard continues toward the line leading into the recruitment station.
Evgeni, Perception: 1d20 + 5 ⇒ (9) + 5 = 14
Guntram, Perception: 1d20 + 6 ⇒ (5) + 6 = 11
Katrina, Perception: 1d20 + 9 ⇒ (13) + 9 = 22
Sneak Runt, Perception: 1d20 + 7 ⇒ (12) + 7 = 19
Zaza, Perception: 1d20 + 5 ⇒ (14) + 5 = 19
You suddenly spot a crumbled piece of paper on the ground near Sneak Runt's foot, that was not their previously, but was likely dropped by the guard.
If you head over and pick up the paper, open the spoiler below:
The note paper contains three words: "Ready to Join".

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Zaza picks up the paper and reads it. She hands it to Katrina and moves over to stand at the end of the recruitment queue.

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Katrina glances at it and passes it over to Sneak. She then glances over to the female guard and steps over.
I would have though one would need to be a local citizen to join up. Cool looking obstacle course though - wouldn't mind giving it a go - looks like fun.
Yes - she's sort of flirting again.

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Guntram walks away, mumbling to himself, Join the Emerald Guard. Sure... He looks around to see what the rest of the group are doing, sees Zaza, shrugs, and gets in line with her. Think she's inside? he asks.

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Evgeni looks at the line up and scratches his head. He picks a person in the line at random and strikes up a conversation.
Hey friend. So you are here to register for the Emerald Guard? Are you sure? I saw someone slip earlier and break both their legs.
I am attempting to start a rumour that would make some people leave the line and so shorten our wait.

GM Valen |

I would have though one would need to be a local citizen to join up. Cool looking obstacle course though - wouldn't mind giving it a go - looks like fun.
"The Emerald Guard takes the best." replies the woman with the helmet. Without further word, she walks past the guard stationed at the door and enters the Recruitment Center. Once inside, the woman heads past to the front of the line to a recruitment desk, where she relieves another official, who promptly exits past the guard at the door.
The woman removes her helmet, revealing a pair of deep green eyes framed by dark tresses. Dropping the helmet on the recruitment desk with a loud *THUD*, the woman announces loudly, "Those of you with any questions should remain at the back of the line."
A picture of the woman, without her helmet, can now be seen on Slides.
She then takes the seat at the recruitment desk and begins receiving documentation from those at the front of the line.
The line moves swiftly, particularly with Evgeni artfully scaring a number of the recruits away, until Zaza, who is at the head of the Pathfinders, arrives at the desk where the woman is sitting.
Looking up from her desk, the woman gives a stern look as she eyes up the half-orc.
"I am Captain Astrid Kallade of the Emerald Guard," she begins. "You don't look like much of a recruit, but I've made disciplined soldiers out of worse, I suppose. Had to get rid of a lot of dead weights on the way, too. Being one of the Emerald Guard can be difficult work, even as a recruit. It only gets more difficult from there are you hope to rise up through the ranks, like I did."
"But then, again," she says as she makes eye contact with the half-orc. "Being of high rank does provide one with certain, shall we say, opportunities?"
"So," she continues, as she points to her armored uniform, “If you want to be able to wear this armor for yourself someday--and if you have what it takes--then it can be yours for the taking. Who knows? In time, you may find your place here. Understand?"
Her speech completed from the recruitment desk completed, Captain Kallade looks over her desk and pulls out a recruitment form. "Now, it seems to me that you are most likely not a native to Xin-Edasseril. Do you have a set of proper travel papers with you?" Captain Kallade punctuates her question to Zaza by holding out her hand, expectantly.

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Zaza nods and scratches her nose. She hands over all of the forged documents. "I've found that at the end of the day one never knows what tomorrow might look like. When I was a little girl years ago in a city far away. I never thought I would find myself at the docks awaiting transport to this lovely locale. I've come to the conclusion that one must take one's opportunities when they present themselves."

GM Valen |

we were explicitly told to ask for Garrla.
Any PC may make a secret check for Perception to Sense Motive on Captain Kallade. Just post that you wish to make the check and any modifiers.
Zaza nods and scratches her nose. She hands over all of the forged documents. "I've found that at the end of the day one never knows what tomorrow might look like. When I was a little girl years ago in a city far away. I never thought I would find myself at the docks awaiting transport to this lovely locale. I've come to the conclusion that one must take one's opportunities when they present themselves."
Captain Kallade says nothing, but commences a review of the Pathfinder's travel papers.
"These papers expire tomorrow." she declares, pointing to the date stamped upon them.
*ponders* If there's a height requirement, I might be a bit short .... wait a moment .... weren't you at the docks the other day?
"I was indeed stationed there a few days ago." Captain Kallade replies. "Along with a colleague of mine, Ellvard. As I've now managed to pull recruitment duties for the remainder of the week, I bet Ellvard will miss me when he's stationed there next--which I believe just happens to be tomorrow."
Captain Kallade retrieves a recruitment flyer, which she places atop a small, black journal. She then places the Pathfinder's travel papers, sandwiching the book between the other documents.
She holds the stack of documents out to the Pathfinders, points at the exit door where the guard is stationed, and then says, "I hope you have what it takes."
A PC that wishes to attempt smuggling the journal past the sentry guard and out the door may attempt an open Stealth check to Conceal an Object. (If you wish to hold off on the attempt until after learning the results of any Perception check to Sense Motive, please indicate.)

GM Valen |

Lirabelle, Perception to Sense Motive: 1d20 + 9 ⇒ (9) + 9 = 18
Sneak Runt, Perception to Sense Motive: 1d20 + 7 ⇒ (9) + 7 = 16
Zaza the Measure, Perception to Sense Motive: 1d20 + 5 ⇒ (7) + 5 = 12
Lirabelle, Sneak Runt, and Zaza each consider this Captain Kallade, trying to assess the motives of the member of the Emerald Guard. Each concludes that Captain Kallade is not simply trying to recruiting the party, but that the party is involved in smuggling operations. Kallade is urging the party to smuggle the black journal out of the Recruitment Office without arousing the notice of the guard at the exit door. The woman seems to be testing the party.
A PC that wishes to attempt smuggling the journal past the sentry guard and out the door may attempt an open Stealth check to Conceal an Object.

GM Valen |

It appears that I have been remiss in handing out Hero Points, so allow me to correct that oversight. I am awarding a Hero Point to Guntram, Katrina, and Zaza for the past three "hours' of play
By the way, does Katrina wish to use a Hero Point on that Stealth roll?

GM Valen |

Sneak would jump at the chance to prove her sneakiness but I think for the sake of the mission it should be Katrina
You may attempt to Aid, but there are negative consequences for critical failure, but positive ones for success.

GM Valen |

The halfling conceals the journal and heads toward the door as Captain Kallade quickly finishes her document routine with the others.
As the party passes through the door, past the sentry guard his stare intensifies. He locks eyes with the rogue, but takes no notice of the journal.
You realize that this journal is actually more of a ledger, one that shows that a guard named Ellvard recently sold an expensive piece of art to Belimarius at a considerable mark up in price.
The party has another day and a half to get to the docks before the papers expire. Feel free to discuss plans in character or in the Discussion thread.

GM Valen |

I will give you all about another 24 hours to make any more plans/skill checks, if you'd like. Then, I will move us along to the docks on the day the party's travel papers expire.

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Zaza will spend the night crafting a fifth set of forged travel papers and identifying the scroll that Guntram found in the texbook at the Arcanum (Unless it has already been identified).
I think everyone should look over our forgeries one final time to check for errors.
@GM Valen
my perception is +5 and society is +5. I seem to remember we had a +2 to forgeries due to Flitch's bad copy.

GM Valen |

Each member of the party reviews Zaza's efforts at forgery.
Evgeni, Perception: 1d20 + 5 ⇒ (13) + 5 = 18
Guntram, Perception: 1d20 + 6 ⇒ (13) + 6 = 19
Katrina, Perception: 1d20 + 9 ⇒ (14) + 9 = 23
Sneak Runt, Perception: 1d20 + 7 ⇒ (20) + 7 = 27
Zaza, Perception: 1d20 + 5 ⇒ (18) + 5 = 23
They collectively conclude that her work is nearly flawless.
The day has now come that the papers provided by Valais Durant are set to expire. To complete your mission, you realize that you and the remaining refugees must make it aboard the Merry Mayfly at the docks of Xin-Edasseril and get the ship underway or else face near certain boarding.
The waters and environs around the dock are heavily watched both by patrol ships and sentries on land. With the check point located at the end of the dock, constricting potential boarders into a single-file line, it is evident that you have little choice but to somehow smuggle the remaining refugees out past the two guards likely to be stationed there.
The party has five refugees within its care.
As instructed, the remaining refugees accompany the party to the docks or meet them there, save Astrid. She is spotted hiding in a nearby ally. Though cloaked, she is concerned that the Emerald Guard, Ellvard, will undoubtedly recognize her as the two have worked together for years and the half-elf is scheduled to stationed at the docks for the day. Indeed, a half-elf matching Ellvard's description can be seen at the checkpoint, which heads a lengthy line of merchants, ships' crew, and travelers that are awaiting final approval for departure onto their waiting vessels.

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We should have 5 sets of forged papers at this point, The four that I made and the one that KC made. That is one for each refugee so we shouldn't need to use the invisibility potion.
Zaza goes over to Astrid and uses the disguise kit on her changing minor details to her appearance to make her look unlike herself.
"Keep your head down and when it's time to get past the guards I'll distract Ellivard so you can get through. Hand your papers over to the other guard."
Zaza then escorts Astrid to the others and says a few encouraging words.
"Remember everyone. Stay calm. This will be easy."

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Guntram smirks. Aye, I think we're working with a pretty small table at this point.
Alternating Pathfinders and refugees looks like a good way to organize our 'line.' Guntram is happy to hold the rear.

GM Valen |

With their preparations complete and their travel papers hours away from expiring, the party heads toward the docks where The Merry Mayfly sits at the ready. There, the party is greeted by the smell of sea salt wafting in the wind and the busy sounds of the docks.
A single-filed line has formed before the checkpoint that bars entry to the boardwalk that leads to the ships nestled at the docks, including the The Merry Mayfly. Zaza slips into the line, followed by one of the refugees and the others as planned.
Last chance to update the "line" on the map.
"Present your papers." The demand, directed to Zaza and accompanied by an open, expectant hand, comes from one of two Emerald Guards. The demanding guard is relatively young, most likely a recent recruit, clearly doing his best to put on a proper display for his superior--an older, half-elf that the party met upon first arriving in Xin-Edasseril, the one who is named Ellvard.
How do you proceed?

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Zaza hands him her papers.
"Our business here in this fine city is concluded and my subordinates and I are prepared to depart."

GM Valen |

Zaza hands him her papers.
"Our business here in this fine city is concluded and my subordinates and I are prepared to depart."
"That is fortunate for you, as your papers have nearly expired." the guard replies as he takes some time examining the papers. Finding them satisfactory, he waives the half-orc through.
Following Zaza's lead, Yuleg approaches the guard next, his ginger beard flapping in the breeze rolling over the docks from the water. As the dwarven innkeeper goes to retrieve the forged papers provided by they party, the winds off the sea blow increasing in intensity, threatening to blow away the forged papers held by dwarf.
Each PC must attempt EITHER a Nature check to anticipate the timing of a gust that will rip the papers from the dwarf's hands OR a Reflex save to grab a hold of the travel papers so they do not blow away.
Each PC must attempt ONE of the checks with a certain number of successes being required to overcome this challenge. If you offer a suitably creative use of a spell, magic item, or character ability to address the situation, I may consider the proposed solution as attributing to the total needed successes in lieu of that PC's check.

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Zaza will remain close enough to the guards to assist our charges when necessary but a few steps away so as to not alarm the guards.

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reflex: 1d20 + 9 ⇒ (7) + 9 = 16
if that's a failure and we need another success, I will use a hero point to reroll it

GM Valen |

if that's a failure and we need another success, I will use a hero point to reroll it
It is a success for Sneak Runt! And more than enough successes for the entire party.
Guntram, gaging the approaching gust, cues his allies to act quickly. The Pathfinders nimbly grab the papers so they can be presented to the guard. As the dwarves are waved through by the member of the Emerald Guard, Vurna stops.
"F-father, I--" she begins, before her face turns suddenly pale and displays telltale signs of nausea. Yuleg, eager to get aboard the ship, does not seem at first to notice, but then realizes that his daughter is not directly behind him.
Ensuring that Yuleg's concerns do not give rise to second thoughts about his daughter's health and her ability to travel requires a successful Deception check to Create a Diversion to distract Yuleg when Vurna gets sick. Alternatively, a successful Medicine check provides the Vurna with a quick remedy to help calm her stomach.
Again, each PC must attempt one of the checks with a certain number of successes being required to overcome this challenge. If you offer a suitably creative use of a spell, magic item, or character ability to address the situation, I may consider the proposed solution as attributing to the total needed successes in lieu of that PC's check.

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Sneak quickly begins rubbing Vurna's ears. "Old goblin remedy; always works for upset stomach" she whispers
medicine: 1d20 + 5 ⇒ (8) + 5 = 13
again, I'll spend a hero point to reroll if that is too low