
|  Knab "The Knave" | 
 
	
 
                
                
              
            
            Reflex vs Dragon Steam DC 24: 1d20 + 9 ⇒ (4) + 9 = 13
Hero Point!
Reflex vs Dragon Steam DC 24: 1d20 + 9 ⇒ (10) + 9 = 19
Knab burns hot from the Steam (24 fire damage reduced to 19), then...
Swims north 5 feet near Son to gain flanking with Katrina against the Sea Devil, striking twice with his longspear!
◆) Swim Athletics vs DC 10: 1d20 + 9 + 2 ⇒ (5) + 9 + 2 = 16 > horizontally 5 feet
◆) Strike Lonspear vs Flanked Sea Devil w/ Sneak Attack: 1d20 + 9 + 2 ⇒ (6) + 9 + 2 = 171d8 + 4 ⇒ (8) + 4 = 121d6 ⇒ 4 Piercing + Precision
◆) Strike Lonspear vs Flanked Sea Devil w/ Sneak Attack: 1d20 + 9 + 2 - 5 ⇒ (4) + 9 + 2 - 5 = 101d8 + 4 ⇒ (1) + 4 = 51d6 ⇒ 3 Piercing + Precision
Striking (Flanked) AC 17 for 18 damage!
Swims up 10 feet and switches weapons - realizing he may need to provide aid shortly!
◆) Swim Athletics vs DC 10: 1d20 + 9 + 2 ⇒ (18) + 9 + 2 = 29 > vertically 10 feet from original position, ending three-dimensionally adjacent to Greezgux's enlarged head (two different-sized  "cubes" intersecting at a single point ((one cartesian square below Knab's current Foundry position)))
◆) Stow Longspear
◆) Draw Clan Dagger
Greezgux (0/1)
Nina (0/1)
Kang (0/1)
Katrina (0/1)
Son (0/1)

| GM redeux | 
 
	
 
                
                
              
            
            Katrina delivers a near fatal blow to the Sea Devil with her shortsword, swiping a huge gash across it's stomach. Crit! still alive but bloodied.
Son's strike hits the Sea Devil with incredible force that knocks it out and makes the creature begin to float towards the surface. Crit! and Sea devil goes down
Nina swims up to the Dragon Turtle and narrowly manages to bite it's fin this time. The Dragon Turtle now looks like it is has seen better days in the ocean. Hit, Dragon Turtle is bloodied.
Knab swims to spread himself out.
Fury of the Dragon Round	2	 : BOLD can act		 		
	Zhao Kang	 		Basic Reflex Save; DC 24 for 24 fire damage (including Hippocampus)
	Greezgux	 		Basic Reflex Save; DC 24 for 24 fire damage	 		
	Round	 3  		
Dragon Turtle	 	-59, 	"bloodied"
Katrina Caldwell	 	-14, 	
Knab	 	-19, 	
Nina Jaribu	 		
Son	 		
• You’re flat-footed unless you have a swim Speed.
• You gain resistance 5 to acid and fire.
• You take a –2 circumstance penalty to melee slashing or bludgeoning attacks that pass through water.
• Ranged attacks that deal bludgeoning or slashing damage automatically miss if the attacker or target is
underwater, and piercing ranged attacks made by an underwater creature or against an underwater target
have their range increments halved.
• You can’t cast fire spells or use actions with the fire trait underwater.
• At the GM’s discretion, some ground-based actions might not work underwater or while floating.

|  Zhao Kang | 
 
	
 
                
                
              
            
            Kang ref DC24: 1d20 + 13 ⇒ (18) + 13 = 31
hippocampus ref DC24: 1d20 + 4 ⇒ (11) + 4 = 15
Before he even realises what's happening, Kang ducks behind his steed, avoiding much of the brunt of the cloud of steam. His summon is not so fortunate, however. If not for the impeding effect of the surrounding water, it would likely have been boiled alive completely!
Cool! Moved my hippocampus and Kang's token moved with it!
Figuring that it would be quite difficult to get through the dragon turtle's shell and hide, Kang steers his steed close enough to release an arc of electricity at it. Then, not wanting to lose his steed so early on, Kang quick steers it away again.
electric arc: 3d4 + 4 ⇒ (2, 3, 3) + 4 = 12 Ref DC21
Not sure if this is allowed - Kang gets his steed to use its first action to stride close enough to cast his spell, then its second action to move away again. If not, then just position Kang somewhere within 30ft of the dragon turtle.
Hippocampus (3/10): HP 5/24 | AC 16 | F:+9 R:+4 Will: +6

|  Greezgux Sragmiagz | 
 
	
 
                
                
              
            
            DC 24 Reflex: 1d20 + 11 ⇒ (13) + 11 = 24 12 damage; ↺ Adamant Wayfinder to resist 2 Fire
Greezgux continues to kick and fight his way towards his meal as he snaps through the water like a bloodthirsty shark.
Athletics (Swim): 1d20 + 12 ⇒ (18) + 12 = 30
Athletics (Swim): 1d20 + 12 ⇒ (14) + 12 = 26
Gluttons Jaw; (Enlarge): 1d20 + 13 ⇒ (10) + 13 = 23
Damage (Piercing): 2d8 + 4 + 2 ⇒ (1, 6) + 4 + 2 = 13
Greezgux Temp HP: 2d6 ⇒ (3, 3) = 6
↺ Adamant Wayfinder to resist 2 Fire
◆ Swim
◆ Swim
◆ Strike
HP 48/58
AC 24 (23 w/ Enlarge)
Spells (1) 4/4
Spells (2) 3/4
Spells (3) 3/4
Focus 1/2
Hero Point 1/3

|  Zhao Kang | 
 
	
 
                
                
              
            
            Oh forgot to ask. Would Kang's familiar need to make the ref save as well? By default, he's stuffed into Kang's backpack.

| GM redeux | 
 
	
 
                
                
              
            
            jaw: 1d20 + 18 ⇒ (18) + 18 = 36 p dmg: 2d12 + 6 ⇒ (7, 6) + 6 = 19
claw: 1d20 + 18 - 4 ⇒ (17) + 18 - 4 = 31 p dmg: 2d8 + 6 ⇒ (8, 3) + 6 = 17
claw: 1d20 + 18 - 8 ⇒ (4) + 18 - 8 = 14 p dmg: 2d8 + 6 ⇒ (2, 4) + 6 = 12
downed
Not sure if this is allowed - Kang gets his steed to use its first action to stride close enough to cast his spell, then its second action to move away again. If not, then just position Kang somewhere within 30ft of the dragon turtle.
Oh forgot to ask. Would Kang's familiar need to make the ref save as well? By default, he's stuffed into Kang's backpack.
I'm a bit short on time atm but from what I've seen this is GM variance. In general I've considered it two actions to resolve as part of your action (command an animal), but i think thematically if we're considering you told you mount to swim up, and then back and simultaneously you're casting your spell then it makes sense. So yeah, without finding something concrete against it, it seems fine. And familiar is fine if they're stored away safely.
Everyone get's a little jolt as Kang tries to electrify the creature that largely avoids the card reflex save success
The Dragon Turtle see's Greezgux approach and manages to avoid the bite on it's other fin. miss!
The Dragon Turtle fights back and goes into a draconic frenzy. It's jaws snap down on Greezgux's legs, and it's claws swipe twice. One claw strikes Greezgux in the head knocking him out while the other misses his unconscious body. Jaws crit for 38 piercing, 1st claw hit for 17 piercing. 2nd claw missed. The massive creature then moves through the water, eyes locked on Nina.
Fury of the Dragon Round	3	 : BOLD can act		 		
	Zhao Kang	 	-7, 		 		
	Katrina Caldwell	 	-14, 	
	Knab	 	-19, 	
	Nina Jaribu	 		
	Son	 		
Greezgux	 	-58, 	dying 1 (you can  do your save whenever but you're  more than welcome to wait until everyone has taken their turn)	 		
	Round	 4  		
Dragon Turtle	 	-65, 	"bloodied"
• You’re flat-footed unless you have a swim Speed.
• You gain resistance 5 to acid and fire.
• You take a –2 circumstance penalty to melee slashing or bludgeoning attacks that pass through water.
• Ranged attacks that deal bludgeoning or slashing damage automatically miss if the attacker or target is
underwater, and piercing ranged attacks made by an underwater creature or against an underwater target
have their range increments halved.
• You can’t cast fire spells or use actions with the fire trait underwater.
• At the GM’s discretion, some ground-based actions might not work underwater or while floating.

|  Nina Jaribu | 
 
	
 
                
                
              
            
            Nina swims up, bites at it, and then swims off.
Jaws: 1d20 + 14 ⇒ (1) + 14 = 15
Piercing: 2d8 + 5 ⇒ (1, 6) + 5 = 12
Nina's melee combat skills finally reveal themselves.
"blubb blubb blubb"

|  Knab "The Knave" | 
 
	
 
                
                
              
            
            Seeing his mentor fall, Knab swims above the boat towards him, reaches for a starfish he had pocketed earlier, and applying an unknown substance to it, places it over the goblin's head wound. It jams a needle directly into his brain, and Greezgux wakes!
◆◆) Double Swim 1d20 + 9 + 2 ⇒ (1) + 9 + 2 = 12 + 1d20 + 9 + 2 ⇒ (7) + 9 + 2 = 18 (25 feet horizontal needed)
◆) Battle Medicine 1d20 + 10 + 2 ⇒ (17) + 10 + 2 = 294d8 ⇒ (2, 3, 6, 5) = 16
Nina
Kang
Katrina
Son

|  Greezgux Sragmiagz | 
 
	
 
                
                
              
            
            As the needle jabs into his side Greezgux's eyes open wide as new adrenaline courses through his body. Greezgux snarls and snaps at the Dragon Turtle as it goes past while his body continues to heal.
Signature 2 action Heal: 3d8 + 24 ⇒ (6, 3, 1) + 24 = 34
Gluttons Jaw; (Enlarge); Prone: 1d20 + 13 - 2 ⇒ (18) + 13 - 2 = 29
Damage (Piercing): 2d8 + 4 + 2 ⇒ (5, 6) + 4 + 2 = 17
Greezgux Temp HP: 2d6 ⇒ (3, 3) = 6
◆◆ 2 Action Heal (3rd level)
◆ Strike (Prone)
HP 50/58 ; (Temp HP 6) ; Wounded 1
AC 24 (23 w/ Enlarge)
Spells (1) 4/4
Spells (2) 3/4
Spells (3) 2/4
Focus 1/2
Hero Point 1/3

|  Katrina Caldwell | 
 
	
 
                
                
              
            
            Katrina quickly realises she can't reach the dragon turtle and strike at it, so she swims towards the break in the ship's hull then descends 10 feet into it in order to strike at it's more vulnerable underside next time.
((All actions swim, descends 10ft))

| GM redeux | 
 
	
 
                
                
              
            
            knab hero point athletics: 1d20 + 12 ⇒ (10) + 12 = 22
Reflex 1: 1d20 + 12 ⇒ (15) + 12 = 27
Jaws: 1d20 + 18 ⇒ (19) + 18 = 37 2d12 + 6 ⇒ (9, 10) + 6 = 25
claws: 1d20 + 18 - 4 ⇒ (5) + 18 - 4 = 19 2d8 + 6 ⇒ (7, 7) + 6 = 20
claws: 1d20 + 18 - 8 ⇒ (19) + 18 - 8 = 29 2d8 + 6 ⇒ (3, 2) + 6 = 11
Nina's bite chomps nothing but the open water. Miss. Knab swims to Greezgux's rescue, who in turn tries to bite the Dragon Turtle. Greezgux's jaw opens and he finds a soft-spot of it's shell. hit
Son's spell moves through the water and the creature manages to evade it partially. success on reflex save
botting Kang order's his mount to move through the water and he then also casts an electric arc at the creature. 3d4 + 4 ⇒ (4, 3, 3) + 4 = 14. The creature seems to evade the attack partially but collectively it looks like the Dragon Turtle is struggling to remain afloat. success vs reflex save
The Dragon Turtle moves through the water towards the tasty looking shark but it is a bit slower than Nina. As it swims by Son it decides to take a bite of of him instead. It jaws clamp down on Son's torso with tremendous force. It follows up with two swipes; the first claw strike misses but the 2nd slashes Son's head. Jaws Crit for 50 piercing, first claw missed. 2nd claw hit for 11 slashing.
Fury of the Dragon Round	4	 : BOLD can act		 		
	Zhao Kang	 	-7, 			 		
	Katrina Caldwell	 	-14, 	
	Knab	 	-19, 	
	Nina Jaribu	 		
	Son	 	-61, 	
	Greezgux	 	-8, 	Wounded 1, 6 temp hp		 		
	Round	 5  		
Dragon Turtle	 	-94, 	"bloodied", looks like not much fight left in it. 
• You’re flat-footed unless you have a swim Speed.
• You gain resistance 5 to acid and fire.
• You take a –2 circumstance penalty to melee slashing or bludgeoning attacks that pass through water.
• Ranged attacks that deal bludgeoning or slashing damage automatically miss if the attacker or target is
underwater, and piercing ranged attacks made by an underwater creature or against an underwater target
have their range increments halved.
• You can’t cast fire spells or use actions with the fire trait underwater.
• At the GM’s discretion, some ground-based actions might not work underwater or while floating.

|  Zhao Kang | 
 
	
 
                
                
              
            
            GM, did you mean to let us see the health bar of the dragon turtle?
Seeing Not trusting his other attacks to make a significant dent to the dragon turtle's tough hide, Kang starts gesturing and mumbling, and soon, 3 greenish bolts of arcane energy burst forth from his staff to slam into the huge beast.
magic missile: 3d4 + 3 ⇒ (3, 2, 2) + 3 = 10

|  Katrina Caldwell | 
 
	
 
                
                
              
            
            The Dragon Turtle is right where Katrina was hoping it would be. She springs upwards and stabs the dragon turtle twice from underneath.
swim: 1d20 + 10 ⇒ (16) + 10 = 26
stab: 1d20 + 14 ⇒ (19) + 14 = 33 dam: 2d6 + 4 ⇒ (2, 1) + 4 = 7
stab: 1d20 + 10 ⇒ (13) + 10 = 23 dam: 2d6 + 4 ⇒ (3, 2) + 4 = 9

|  Greezgux Sragmiagz | 
 
	
 
                
                
              
            
            Greezgux rolls to his flippers, taking off after his prey as he now has a taste for the blood.
Athletics (Swim): 1d20 + 12 ⇒ (1) + 12 = 13
Hero Point reroll: 1d20 + 12 ⇒ (2) + 12 = 14
Gluttons Jaw; (Enlarge): 1d20 + 13 ⇒ (12) + 13 = 25
Damage (Piercing): 2d8 + 4 + 2 ⇒ (5, 6) + 4 + 2 = 17
Greezgux Temp HP: 2d6 ⇒ (3, 4) = 7
◆ Stand up
◆ Athletics (Swim)
◆ Strike
HP 50/58 ; (Temp HP 6) ; Wounded 1
AC 24 (23 w/ Enlarge)
Spells (1) 4/4
Spells (2) 3/4
Spells (3) 2/4
Focus 1/2
Hero Point 0/3

|  Knab "The Knave" | 
 
	
 
                
                
              
            
            Knab swims into position, and with a quick flurry, stabs and punches the beast...
◆) Swim 1d20 + 9 + 2 ⇒ (15) + 9 + 2 = 26 (20 feet horizontal) 
◆◆) Twin Feint
Potent Clan Dagger (Piercing) vs AC: 1d20 + 12 ⇒ (7) + 12 = 191d4 + 4 ⇒ (1) + 4 = 5
Doubled Gauntlet (Blunt) vs Flatfooted AC: 1d20 + 12 - 4 - 2 ⇒ (3) + 12 - 4 - 2 = 91d4 + 4 ⇒ (3) + 4 = 7
...swimming like a mermaid but hitting like a jellyfish!

|  Son. | 
 
	
 
                
                
              
            
            Son grins as the dragon turtle brings the fight to him. He decides to heal himself before smashing the beast with his weapon.
(◆◆)Heal: 3d8 + 25 ⇒ (6, 8, 6) + 25 = 45
(◇)Divine Weapon
(◆)Heroism: 1d20 + 14 ⇒ (10) + 14 = 24
2d10 + 4 ⇒ (6, 5) + 4 = 15
Force: 1d4 ⇒ 3

| GM redeux | 
 
	
 
                
                
              
            
            After a few moments of chaos, the party organizes a triad of spells, stabbing, punching and even biting that brings leaves the Dragon Turtle lifeless. The finishing blow goes to Katrina whose stab penetrates the underbelly so deeply that a roar and dying gurgle are heard in the final breath of the creature. It had 16 hp left, Kang's magic missle hit for 10, and Katrina's stab hit for 7, remaining attacks all missed
The water calms down from the commotion and the group returns to the surface where one of the Merfolk introduces herself as Afmari and thanks Nina for saving her by getting her attention. She then awards the group a dragon turtle scale and offers to affix it for you as well. She also gifts a bottle of seaweed wine (worth 5gp) and a minor sturdy shield. 3 treasure bundles, for a total of 5 so far
You have time to do some healing, refocusing, etc for about  an hour before a sturgeon approaches with a message from Remendi.
“Someone has disrupted the magic keeping our central field hospital from flooding. Investigate the disturbance and fix the wards. Do not let any blood spill into the sea.”
You have some time to roleplay here and take care of any of your post-combat stuff. I'll advance in ~24 hours or sooner if everyone is ready. Also nice work! I'd say we're nearly 2 hours into the scenario so I'll award 2 hero points: First, to Greezgux for the courage to swim up to the Dragon Turtle and end your turn there. Second, to Knab for swimming into action to help a downed teammate. Overall great job to everyone!

|  Katrina Caldwell | 
 
	
 
                
                
              
            
            Right after the battle Katrina does a celebratory underwater dance.
She also thanks Afmari and offers her a piece of chocolate in exchange, in the hopes of making a new friend. She also hopes to get some swimming tips.

|  Knab "The Knave" | 
 
	
 
                
                
              
            
            Knab gets to work treating his team's wounds. (10 minutes each)
Treat Wounds (Medicine) vs DC 15: 1d20 + 10 + 2 ⇒ (16) + 10 + 2 = 284d8 ⇒ (2, 7, 4, 8) = 21
+21 hit points!
Treat Wounds (Medicine) vs DC 15: 1d20 + 10 + 2 ⇒ (12) + 10 + 2 = 242d8 ⇒ (3, 3) = 6
+6 hit points!
"Not a scratch!"
Treat Wounds (Medicine) vs DC 15: 1d20 + 10 + 2 ⇒ (4) + 10 + 2 = 162d8 ⇒ (3, 2) = 5
+5 hit points!
Treat Wounds (Medicine) vs DC 15: 1d20 + 10 + 2 ⇒ (15) + 10 + 2 = 274d8 ⇒ (8, 1, 8, 5) = 22
+22 hit points!
Treat Wounds (Medicine) vs DC 15: 1d20 + 10 + 2 ⇒ (5) + 10 + 2 = 172d8 + 5 ⇒ (7, 2) + 5 = 14
+14 hit points!
...
"An old dwarven remedy (blub blub)" he withdraws a sea snail he pocketed earlier, and tearing it in half with his thick supple fingers, adds an unknown substance to it, and gives anyone who wants a dab for placing inside of a bleeding wound or over a bruise.
If you would like to apply the remedy, post your consent, and open your spoiler!
It stings like a b*$!+, but the snail's salty chemicals kills any excess bacteria that might otherwise cause an infection, and it stimulates some cellular regeneration, scabbing over into an ugly scar!

|  Son. | 
 
	
 
                
                
              
            
            Son nods his respect to the dragon turtle for its ferocity. He nods his thanks to Knab for the surgery. He then channels the power of the Monkey King to heal himself and all his allies.
3 Action Heal: 3d8 + 1 ⇒ (4, 7, 1) + 1 = 13
Everyone should be topped off or close.

|  Nina Jaribu | 
 
	
 
                
                
              
            
            Nina will swim through the ship and other structures to get a closer look before turning back into a human.
---
Nina has Assurance (Medicine) for 17, so she can Treat Wounds without rolling. No chance of crit success but no chance of failure either.
Also, her medicines include aloe root, which feels - and smells - better than whatever Knab is using / bathed in.
Son looks too wounded for nonmagical healing. Nina offers a 3rd level Heal (but Son may want to use his own slots - Nina does have 3 charges in her staff of healing which are use it or lose it like his bonus slots).

| GM redeux | 
 
	
 
                
                
              
            
            
She also thanks Afmari and offers her a piece of chocolate in exchange, in the hopes of making a new friend. She also hopes to get some swimming tips.
Afmari accepts the gift graciously and sometime during Knab's healing rounds, you hear Afmari ripe with glee as she swallows her seemingly first piece of chocolate. She later pulls Katrina to the side and gives technique tips and tells Katrina that she's heard the society members say it's about the smaller, quicker kicks. "That's true for us, too," she adds with a smile.

|  Knab "The Knave" | 
 
	
 
                
                
              
            
            "Ostensibly, that depends on the disease, doesn't it!" the dwarf can be quite the sarcastic ass when he wants to be "Besides, now you will have a visible tooth-shaped reminder on your arm of the beast we slew. And in commemorating it, you honor it, as well as yourself." Knab tries to convey the gravity of his sentiments through word choice, but perhaps fails to do so with his clumsy and awkward intonation and expression.
Either way, he smiles meekly, glad to be of some help amongst this group of competent individuals.

|  Greezgux Sragmiagz | 
 
	
 
                
                
              
            
            Greezgux feels much better as Knave's salty chemical concoction bubbles on his skin as it begins to cause small boils but mends the skin at the same time. "What do these wards look like?" He asks as his body shrinks back down to normal goblin size. "How do we fix a ward?" He asks confused as he was mainly used to unfixing stuff by nature.

|  Katrina Caldwell | 
 
	
 
                
                
              
            
            Kat spends what time Afmari allows, practising her dolphin kick to improve her style. Once I find the right potions to get a proper swim speed ... I'll be set. Soooooo .... .what do merfolk do for fun down here?

|  Knab "The Knave" | 
 
	
 
                
                
              
            
            While Nina is smelling aloes (gross!), Knab waddles up to approach her. Clears his throat. "Did you bite that off the beast yourself (blub blub)?" indicating the Dragon Turtle Scale. "Would you like a hand affixing it (blub blub blub)?" he extends both hands out, fingers interlocked and reversed, and with a simple motion, cracks all eight of his thick knuckles.

|  Nina Jaribu | 
 
	
 
                
                
              
            
            "It looks lovely, but, alas, I think it belongs to someone more expert than I, athletically."

| GM redeux | 
 
	
 
                
                
              
            
            Kat spends what time Afmari allows, practising her dolphin kick to improve her style. Once I find the right potions to get a proper swim speed ... I'll be set. Soooooo .... .what do merfolk do for fun down here?
"The kids usually like racing each other to see who is the fastest. Or other times the wavecallers will practice their magic and the other merfolk will try to ride the waves."
Greezgux feels much better as Knave's salty chemical concoction bubbles on his skin as it begins to cause small boils but mends the skin at the same time. "What do these wards look like?" He asks as his body shrinks back down to normal goblin size. "How do we fix a ward?" He asks confused as he was mainly used to unfixing stuff by nature.
"The wards are some centrally located coral in the chamber. And as far as repairing..." Rirzik trails off as he re-reads the note and looks over the sturgeon, "Of course, this will help." Rirzik unattaches a small pearl from the sturgeon and explains "This has magic to repair the ward."
Rirzik sees the group has finished their healing and encourages the group to get moving. Clearing his throat, "Swim lessons can wait!" he says sternly atop his hippocampus. "The field hospital is in a series of old eel caves...kept dry with magic to minimize complications of underwater surgery. Also makes it more difficult for oceanic predators to enter. But it has non-water-breathing allies from shore who are at risk if the wards fail! We cannot delay!
The group organizes on the hippocampi and sets off. The journey to the ward is rather uneventful, though Rirzik comments on the abnormally quiet waters.
Rirzik leads the way down a steep crag toward a shimmering reef. Blood red coral grows on the side of an underwater ridge spotted with cave entrances. A large, magical air bubble forming a film around the largest opening. Past the bubble’s film, a tunnel strung with bioluminescent algae stretches into a series of caves, and though the air is breathable, water streams in from several points, forming a wet layer on the ground. Injured monks and rescued sailors lie in makeshift cots throughout the ward. Supplies are strewn across the floor. Three exhausted medics run from patient to patient, taking readings and performing triage.
An undine elf woman approaches and in a soft voice she greets, "I am Odru, one of the medics here. Welcome to the ward, couldn't have had better timing. The coral that anchors the air bubble magic has begun to bleach." Odru looks over her shoulder and then down either passage in front of her, "Frankly, I suspect foul play from one of the other medics. I've got to get ready for a procedure but please look into this?"
This next part is a skill challenge and investigation. Aiding is possible (just be clear you are aiding), multiple PC's can attempt the same activity, and roleplaying is encouraged. There is a new map in foundry which presents this in a visual manner. In text form; you have several activities available to you:

|  Zhao Kang | 
 
	
 
                
                
              
            
            Kang's ears perk up on mention of a magical ward. "Hmm, sounds interesting," he murmurs. Probably that a particularly sensitive thing to say, but that's Kang for you. He takes over the pearl, casting magic carefully over it to delve into its mysteries, then once he is certain he has some grasp of its nature, brings it carefully over to the coral focus.
Remembering that people around usually prefer to have some warning before he attempts anything out of the ordinary, he looks up and states, "Well, here goes!"
Repair the Ward: Arcana: 1d20 + 14 ⇒ (16) + 14 = 30

|  Nina Jaribu | 
 
	
 
                
                
              
            
            On the journey, is there 10 minutes for Nina to Refocus?
---
Nina talks to Sythi.
Diplomacy: 1d20 + 13 ⇒ (15) + 13 = 28
"Why are there so many patients? Or is this a normal number and you're short on staff? I can help takes notes if you wish."

|  Katrina Caldwell | 
 
	
 
                
                
              
            
            Waveriding - ooooh .. that does sound like fun. I'd love to try that Katrina replies to Afmari.
After being briefed at the hospital, Katrina goes to look at the coral
perception: 1d20 + 10 ⇒ (4) + 10 = 14
(Use a hero point)
perception: 1d20 + 10 ⇒ (15) + 10 = 25

| GM redeux | 
 
	
 
                
                
              
            
            Kang recognizes the magical pearl and how to activate it. He inserts the pearl into the bleeched coral and slowly the coral is revitalized. success
On the journey, is there 10 minutes for Nina to Refocus?
yeah that's fine
"Why are there so many patients? Or is this a normal number and you're short on staff? I can help takes notes if you wish."
Sythi, a male undine elf nurse that has several reddish gold accessories and is wearing a surgical mask, looks up while rotating through his patients "The Sea Devils' attacks have been relentless I'm afraid. We're the central most field hospital so just the nature of it I guess." Sythi continues to go from patient to patient while talking to Nina, "Notes would be good, I'll dictate as I work and you write down?" Nina notices that Sythi seems to be floundering less now. success
After being briefed at the hospital, Katrina goes to look at the coral
Katrina looks around the pool of coral in the chamber and doesn't find anything immediately obvious with the coral; however nearby she finds a reddish gold earring and an alchemical vial. success

|  Knab "The Knave" | 
 
	
 
                
                
              
            
            Knab tries to guess the complex procedure and helps Odru prepare accordingly, so as not to lose any time to pausing to brief the party.
Medicine (Expert): 1d20 + 10 + 2 ⇒ (14) + 10 + 2 = 26
When she looks down again, everything is exactly in it's place.

|  Son. | 
 
	
 
                
                
              
            
            Son decides to speak to Odru. "What foul play do you suspect? Why would one of the other medics do it? I am not a medical professional but I've witnessed a few neighbors from back home that practice it."
Diplomacy: 1d20 + 15 ⇒ (16) + 15 = 31

| GM redeux | 
 
	
 
                
                
              
            
            Knab picks up on Odru is preparing to treat disease; one of the undine monks has been exposed to bonechill in battle. She nods at Knab's help and asks, "Well any questions? Not that I don't appreciate the help, but there's the whole someone-trying-to-kill-us thing going on." Her voice remains calm and soft-spoken as she scrubs in for the procedure Knab notices that Odru has a religious symbol of Gozreh hanging from her neck. success
Son overhears Odru's question and steps in,
Son decides to speak to Odru. "What foul play do you suspect? Why would one of the other medics do it? I am not a medical professional but I've witnessed a few neighbors from back home that practice it."
"Well, I've worked here a long time and this has never happened before. Both Sythi and Rahla are new to this ward. With all the other advances the Sea Devils are making against us, the timing just feels...off... you know?" success

|  Knab "The Knave" | 
 
	
 
                
                
              
            
            Knab reels at her sudden impatience for silence - even squirms a bit - it's not that he doesn't have questions - it's just that he is in fact quite shy - he almost blurts out something random and awkward when Son suddenly "saves" him, blocking her inquiry with his own!
He wipes his forehead of sweat.

|  Knab "The Knave" | 
 
	
 
                
                
              
            
            "Hmm..." he scratches the spotty part of his gold-colored head...
Identify the reddish gold earring and alchemical vial Katrina shows
Any Skill (~) +5 plus ability modifier
Arcana (*) +8
Crafting (*) +8
Lore: Engineering (*) +8
Lore: Pathfinder (*) +8
Lore: Underworld (*) +8
Medicine (**) +12
Nature (*) +9
Occult (*) +8
Religion (**) +11
Society (*) +8
Mentor Bump already included!

|  Nina Jaribu | 
 
	
 
                
                
              
            
            In between rounds, do we know what the others discovered? For instance, can Nina look through Sythi's notes to see if they're somehow sabotaging the medical care?

|  Greezgux Sragmiagz | 
 
	
 
                
                
              
            
            Greezgux swims up to Rahla. "Heard you just arrived here?" He smiles a mouthful of jagged and broken teeth as he pokes his staff at her. "What do you know of all these sea devil attacks?" The loose, bleached, bird skulls on his staff rattle and shake with every minute movement of his arm.
Intimidation: 1d20 + 12 ⇒ (7) + 12 = 19

| GM redeux | 
 
	
 
                
                
              
            
            Greezgux swims up to Rahla. "Heard you just arrived here?" He smiles a mouthful of jagged and broken teeth as he pokes his staff at her. "What do you know of all these sea devil attacks?" The loose, bleached, bird skulls on his staff rattle and shake with every minute movement of his arm.
Greezgux finds Rahla, a female undine half-elf, who is older as evidenced by bedside manner, "I'm busy here, these are precise measurements!" and she dismissively turns back around. Greezgux does see that she is handling a large number of vials. Fail
In between rounds, do we know what the others discovered? For instance, can Nina look through Sythi's notes to see if they're somehow sabotaging the medical care?
None of it is secret so you can roleplay sharing the info, or just skip that part and act on the new info. your call in how to tell the story
"Hmm..." he scratches the spotty part of his gold-colored head...
Identify the reddish gold earring and alchemical vial Katrina shows
Knab feels fairly certain that while the vial is largely empty, the remnants indicate it was once a moderate antidote. He also thumbs the earring to find any magic within it but it appears to be a mundane fashion accessory.

|  Nina Jaribu | 
 
	
 
                
                
              
            
            Nina will deliberately read back some of Sythi's notes wrong in order to see if he is a real doctor.
Deception: 1d20 + 11 ⇒ (18) + 11 = 29
"In the notes here it says that you amputated someone's right arm so they would no longer be able to wield a sword?"

|  Zhao Kang | 
 
	
 
                
                
              
            
            Satisfied with his success at deciphering the arcane use of the pearl, Kang wonders over to the medics, particuarly Rahla and her concoctions.
"Tsk, tsk, Greezgux, that's no way to speak to the medics, even if you're a goblin. They are busy enough." Turning to Rahla, Kang rolls up his sleeves, both singed and stained by various chemicals that he's dabbled in.
"You mind if I help? I have some skills in all things alchemical." Glancing to injured sailors and monks with furrowed brows, he adds, "I really do want to help."
crafting: 1d20 + 13 ⇒ (19) + 13 = 32

|  Knab "The Knave" | 
 
	
 
                
                
              
            
            Knab hands the trinkets back to Katrina "Nothing special about these - this empty vial hopefully cured someone of some ailment!" then adds "Where'd you find it?" and when Katrina tells him where, he says "Show me" and begins to rummage through the stash himself.
Perception +10 or +12 vs Stonework w/ Darkvision @ Invesigating the Coral
 
	
 
     
    