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"We should take care though, if he has fled his house, others may be watching it... and us... as we speak."
Also happy to pick him up now.

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A well-oiled grate leads down into a twisting sewer system. Graffiti covers the walls at every intersection of the labyrinth.
The city’s sewer grates lead to miles of underground tunnels. When Xin-Edasseril returned to the present, portions of the sewers became dislocated or collapsed. As a result, portions of the sewers intersect with the natural sea caves and tunnels leading to Shard Cove.
Survial check to see how long it takes to track Flitch down
Exploring Xin Edasseril
Group conditions:Day 1, 6/8 Hours
A1: Flitch’s Flat
A2: Flitch’s Sewer Hideout
A3: Ministry of Tithes
A4: Rockfish Inn
A5: Arcanium Abjurant
A6: The Emerald Guard House.

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Do we each check, or just one?
survival (if we all check): 1d20 + 4 ⇒ (11) + 4 = 15

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"I might be able to find my way through a room of nobles and politicians," Galadir quips, trying to find get his bearings down in the sewer tunnels, "but down here, I'll leave the trailblazing to someone with more experience delving mazes."

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"Likewise,"Katerina adds,"I'm adept in the streets and markets, not the sewers." Still, she tries to fumble along in an attempt to get to Flitch as swiftly as possible.
Survival: 1d20 + 1 ⇒ (10) + 1 = 11

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Everyone can try. And 15 is enough
While making you way, you stumble across a stash consisting of a low-grade silver shield, as well as 25sp in loose coin.
You finally find the hide out. Startled Flitch demands, “What are you doing here? Who are you? What messages do you bring?”

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Without a pause, Katerina replies,"Your uncle sent us. He's been asking about his slippers, and sent us to help with that."
In case you need it....Diplomacy: 1d20 + 8 ⇒ (6) + 8 = 14

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When you mention the phrase he visibly relaxes. "Well good thing you are hear. I was getting worried. Though I have some papers ready"
He shows you some documents of travel
Per, Galadir: 1d20 + 9 ⇒ (1) + 9 = 10
Per, Magnus: 1d20 + 8 ⇒ (1) + 8 = 9
Per, Teja: 1d20 + 8 ⇒ (12) + 8 = 20
Per, Mookard: 1d20 + 7 ⇒ (16) + 7 = 23
Per, Katerina: 1d20 + 5 ⇒ (19) + 5 = 24
Which most of you realize that are pretty rushed and shoddy forgeries. They may pass a quick look, but you all noticed after a good examination.
"Also I have some additional supplies as needed." He hands the party a bag of the following: disguise kit, repair kit, and minor healing potion
"So now what. I doubt I am the only one since there are so many of you. But where now?"
Exploring Xin Edasseril
Group conditions:Day 1, 6/8 Hours
A1: Flitch’s Flat
A2: Flitch’s Sewer Hideout
A3: Ministry of Tithes
A4: Rockfish Inn
A5: Arcanium Abjurant
A6: The Emerald Guard House.

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"You're correct," Galadir confirms. "We have several others that we have yet to make contact with. Do you have somewhere you can lay low until we are all ready to leave?"
After a brief look at Flitch's documents, he adds, "Perhaps one of us could have a crack at those, for you. Last thing we need is suspicion drawn on us because of a minor technicality."
Unless someone is better at it, I'll take a crack at re-forging his documents.
Society: 1d20 + 6 ⇒ (16) + 6 = 22

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We need to bring you to somewhere else, safer and quicker to get out." adds Teja.

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"Actually, down here is likely the safest place for him,"Katerina counters. "Besides, this connects to Shard Cove, which is the meet up point for the smuggling boat out." she turns her attention to Flitch. "I assume that you've been the connection for most of your uncle's work here. Can you tell us anything about the others on the list?"

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"So.. now we know how to find this spot, you'll be able to get to it quickly enough?" checks Teja.
"I don't know much about navigating sewers.."

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Flitch doesn't seem to keen on being left alone, but will do what party recommends. "Yes the cove is just a quick hop from here."
Metion the other names, he does not recognize most but lights up at the mention of Yuleg. "He wants to leave too! I may not have to say good bye to my beloved Vurna. This is good news. I only ask that you can bring us out together if at all possible."

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Galadir silently raises his eyebrows at the revelation. "We'll do what we can. We have a bit of a balancing act to get everyone out alive. Please make sure to have the agreed upon payment ready for when we leave."
Unless there's anything else to do here, I'm guess we should start heading for the inn, unless we want to risk getting caught.

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Teja nods to Galadir.
"And a bath. I don't know about the rest of you but sewers... ewwww"

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So you are leaving Flitch in his hideout for now
A sturdily built stone building with a meticulously thatched roof is marked by a hand-carved wooden sign with silver inlays that declare the building to be The Rockfish Inn.
This modest inn and tavern is owned by the dwarf Yuleg and his daughter Vurna. Upon arrival, you find the establishment is boarded up. A sign on the door states the inn is closed due to illness. A stable next to the inn holds two mules and a light wagon.
You knock on the door and a red haired dwarf answers. "Do they not teach you to read from where ever you come from? We are closed"

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Galadir merely bows to the dwarf in greeting, "Pardon us for the intrusion, good dwarf. I believe that you've been expecting us."
Diplomacy: 1d20 + 7 ⇒ (14) + 7 = 21

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After making the connection he grimaces and hastily opens the door to let you in. "Well get inside before Curfew. You took your time. Come come. But it may too late now. Vurna is ill. Caught something mucking around in the sewers I suspect."
Investigating Vurna, you realize she is in the later stages of Filth fever, but can be tended to and could recover.
You are safe for the evening. And the Inn can act as your base and Rendezvous point as needed. You can do things over night. One important thing you realized is that in order to get to the Rolanna’s Prayer in the cove, you will need some type of raft to ferry people out there.
There are six barrels and materials to craft portable rafts that can hold 4 people each. You can spend the evening to craft a raft (multiple people can do it at the same time). You can also spend the evening creating more forged papers. One person can spend an evening tending to Vurna. Or any other task/plan you would like to attempt.

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"I have some training in healing. Perhaps I can take a look at her."
It didn't take long to identify Vurna's illness as Filth Fever. The light brown spots behind the ears were a dead giveaway. While the others worked on the raft, Magnus treated Vurna's disease as best he could with the materials at hand. Tomorrow, while they were rounding up the others, he would look for an apothecary and find a healing draught to counter the disease.
Will spend the evening cleaning Vurna up and Treating Disease
medicine, Treat Disease: 1d20 + 8 ⇒ (18) + 8 = 26

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Teja thanks the red-haired dwarf.
"Would we be able to use your inns goods to help make a raft?" she asks.
Then, headng to the stables sets to work. "It is just like that bridge building project back up in the mountains.."
craft: 1d20 + 8 ⇒ (20) + 8 = 28

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After making the connection he grimaces and hastily opens the door to let you in. "Well get inside before Curfew. You took your time...."
"Apologies," the dashing elf replies, earnestly. "We thought to get a head start on some of the business right away. We did not realize that we had kept you waiting."
Galadir spends some time in the evening going over everyone's paperwork, making sure that there's nothing out of the ordinary that would cause a problem.
Society: 1d20 + 6 ⇒ (4) + 6 = 10

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Magnus's touch relieves much of Vurna's disease. The feaver has broken, but still has some linger traces of the filth. She can walk and is able to leave, but still could use more tending over the next day or two
Teja wastes very little and actually crafts something that could hold up to 6 passengers instead of the expected 4.
Galadir's work on more forged documents seem to be very lack luster.
Katerina and Mooktard can still work on projects this evening
Exploring Xin Edasseril
Group conditions:Day 1, Evening
A1: Flitch’s Flat
A2: Flitch’s Sewer Hideout
A3: Ministry of Tithes
A4: Rockfish Inn
A5: Arcanium Abjurant
A6: The Emerald Guard House.Resources:
1 6-person Raft
1 poor set of forgeries
1 set of "Flitch's" forgery

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Katarina seems to do a better and more passable job on creating documents.
On to the next day, Mooktard can do an evening check as well. Though where do you want to go today?
Exploring Xin Edasseril
Group conditions:Day 2, 0/8
A1: Flitch’s Flat
A2: Flitch’s Sewer Hideout
A3: Ministry of Tithes
A4: Rockfish Inn
A5: Arcanium Abjurant
A6: The Emerald Guard House.Resources:
1 6-person Raft
1 forgeries (10, 18)
1 set of "Flitch's" forgery

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Just checking, but is the Rockfish set up as a safe haven for whoever is going with us? It was a bit vague, but that was the impression I was given.

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Yes. The Rockfish is a safe haven and you can have others meet/wait here as well

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Strapping his sword to his belt as he gets ready to start the day, Galadir asks, "Shall we check on our other charges for the day? Or go back and collect this Flitch fellow, first? I still don't trust that Garrla with our current location."

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"I think we need to make contact with the others first and get them close enough that we can make a quick exit when the boat turns up" says Teja.
"Flitch we can get quickly now we know where he is, and he knows who we are."

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Also Flith is "on the way" to the Cove when you need. So for those that you still need to contact. Themolin the bureaucrat and Daffrid the academic. Which one first?

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Daffrid sounds good. We have to hit both sites anyway, and we probably can today. We can see of I'm on the mark about needing to transport 4 with her anyway.

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"Well, if no one else has a better idea, then I'm going to agree that Daffrid is as good a start as any today. I'd like to try and stop by an apothecary and get some herbs and some other things to help Vurna get better."
That's 3 for Daffrid

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"I like the idea of tracking down Daffrid as well." agrees Teja.
"I think I have an article they wrote a while back that I wanted to discuss with them anyway."
She rummages through her backpack.

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Once the centerpiece of the city, this wizardry school suffered heavy damaged while Xin-Edasseril stood outside of time. Several ruined columns line the front entrance of the white marble building where vellum banners hide broken stonework. A newly restored statue of Belimarius stands in the courtyard. Beyond these measures, much of the school still lies in disrepair. The limited number of people on campus and Belimarius’ dismissive attitude toward the crumbling institution means its grounds are poorly watched by the runelord’s forces.
Vacant classrooms cover the first floor of the Arcanium Abjurant. A stone staircase leads to a number of modest academic offices on the second floor, each lined with cramped bookshelves, archaic charts, and chalk-filled slates.
Daffrid is currently engrossed in a text when you enter. After a moment she notices your presence. “Hello! I was not expecting anyone right now. It isn’t office hours. Not that my students come frequently during office hours anyway. But you are not students. No so easily dressed. And you seem a bit out of place here? Are you from outside? What’s it like? Who are you? Oh wait, I am professor Chaverly, but maybe you knew that already, unless you are lost. Are you lost? I can help you find who you are looking for. Though i would still be curious to hear your travels if you are from outside.”

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Galadir bows in greeting to the professor. "We hear tell that you're looking to see more of the world, and would like to help you with this endeavor."

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Teja nods. "And I was hoping to discuss your paper on subjective historical narratives on the ethical use of magic... if you had time." adds Teja.

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"You must be from Guaril! Oh, should I not say that name? Well not that much of Belimarius’ attention is given to this place.[b]" She gestures to the dilapidated courtyard outside the window. "[b]Still yes we are ready an I have your payment here." She pulls out a gold nodule aeon stone and a scroll of air bubble. "You are free to puruse my collection as well for anything interest. I have read and studied them enough and have little use for them now"
Looking over the texts in her library you realize that many are severely out of date. And not much of value.
Per, Galadir: 1d20 + 9 ⇒ (5) + 9 = 14
Per, Magnus: 1d20 + 8 ⇒ (2) + 8 = 10
Per, Teja: 1d20 + 8 ⇒ (8) + 8 = 16
Per, Mookard: 1d20 + 7 ⇒ (11) + 7 = 18
Per, Katerina: 1d20 + 5 ⇒ (11) + 5 = 16
Mookard does find among the various books a scroll of remove disease slipped between some pages.

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"Our official departure time is still a couple days away," Galadir replies, "but we have a safe place where everyone can stay until we're ready. We were lead to believe that you have a spouse and children who will also be coming along?"

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Library Lore: 1d20 + 9 ⇒ (5) + 9 = 14
Mookard takes his time looking over the collection of arcane texts. "Psh, no one's taken Olyphiulius the Taunted's theories about the Abyss seriously in centuries." He remarks to himself. "We may have use for this scroll, Professor, though. In case the little girl's disease flares up again."
Mookard will also spend some time last night doing some forgeries. Society: 1d20 + 9 ⇒ (2) + 9 = 11

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"Oh very interesting.." notes Teja as she peruses his library.
academic: 1d20 + 8 ⇒ (9) + 8 = 17
"A number of these have become... somewhat dated..." she advises the academic.

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She smiles meekly at her collection. "Well yes. I am not surprised. We have been stuck in the same week for thousands of years. Still I can collect my family and meet you were ever now. No classes are going on and no one will notice that I am gone"
You make your final arrangements with Daffrid and head out though the courtyard. As you do so one of the "statues" speaks. "Take me too?" Looking towards the voice you see a large humanoid among blending in with the stone statues near Daffrid's office. The weary stone giant would stand about 12 feet tall if not hunched over. And easily mistaken for one of the many forgotten statues in the courtyard.
"Help me too?"

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Galadir looks to the stone giant with a mix of awe and wariness. "And who might you be, good sir... or madame?" He takes in the creature, trying to see if he recognizes anything about it, as he adds, "What exactly would you like us to help you with?"
Society (Recall Knowledge): 1d20 + 6 ⇒ (3) + 6 = 9

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MAgnus' hand went towards his hammer, though he stopped himself from actually drawing it. The giant was making no overtly hostile moves, and though it went against his heritage, he paused to hear it out.
"Take you where? What does the likes of you want with us?"

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Mookard will also attempt to see if he knows anything about stone giants.
Society is +9 if you want it to be a secret check
Then in Jotun, "We are minding our own business, what do you mean, help you?"

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Mookard Society: 1d20 + 9 ⇒ (2) + 9 = 11
Neither Mookard or Galadir know much about stone giants.
"I am Seddothrum, I am trapped here like many others. Like Daffrid and her family. I want to leave this place. They have always been kind to me. But they are leaving. And I want to leave, too. There is nothing but sorrow for our kind here. The Rune Lord does not even give us citizenship even though others of my kind fight for her. This is no place for me. Please, take me with Daffrid"

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Galadir looks to the others, but replies, "We are doing this work on behalf of another, who would ask for some fee. Is there anything that you can afford?"
Do we have any way of knowing if a giant could fit in the Rockfish?

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Dwarven Lore +4 to learn more about giants?
"Me...I mean my ancestors used to work with stone giants, side by side. Fight with them too. They are an honorable people, and if some turn to evil acts more often than others, well...not all dwarfs are good and stouthearted. Still, Galadir makes a good point. What can you contribute to help pave the way for your escape?"