
GM Frost |

The pollution is too much for Tk'lali. She brings forceful water against Yellow and Red.
Yellow: DC 17 basic Reflex save: 1d20 + 7 ⇒ (15) + 7 = 22 vs Spout Success, 2 B damage
Red: DC 17 basic Reflex save: 1d20 + 8 ⇒ (1) + 8 = 9 vs Spout Crit Fail, 10 B damage, OG until end of Tk'lali's next turn
Knuckles already saved against a stench aura, so he shouldn't need to save again.
Thanks for bringing this to my attention.
Averill is distracted, and Knuckles hits on the second pointed attack. 11 P damage That eliminates Averill.
Redirecting Tsuko-chin's... He slices Yellow out of combat with ease.
ENCOUNTER OVER! WELL DONE!
Knuckles (26/26 HP) [1☘️]
Tk'lalì (22/22 HP) [1☘️] | Sickened 1
Cirri Merryweather (32/32 HP) [2☘️]
Button Bright (17/17 HP) [1☘️]
Tsuko-chin (30/30 HP) [2☘️]
With Averill out of the way, they can bring the chest back to the ship. In addition to the chest, they can find an archaic wayfinder with a slotted preserving aeon stone that Averill tucked away for safekeeping.
Everyone has a chance to take a full night’s rest before the House GM
announces the beginning of Act 3.

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"Rest. Please." Cirri looks at the fallen Pathfinders. "We can take over from here." Cirri swims towards the chest.
"Tk'lalì, I can help you back on the ship if you need assistance." She checks for injuries. "Did anyone get hurt? Huh, back up you go. I'm slowing down a little, so I think the pearl's effects are wearing off. Don't drown down here."
Cirri offers to help people return to the ship, and carries Button Bright on her shoulders as she climbs up.
---
"The captain and her crew have been here for hundreds of years, just guarding the wreckage. It's so sad..." Cirri stares at the night sky, a bit forlorn. "My parent can't return home to their clan. I earned a few favors so I can visit, but the chief still hasn't forgiven them." She taps the staff and conjures small gusts of wind.
"Let's finish the Whippoorwill's mission so they can finally rest."

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"Thanks Cirri, I hadn't quite thought of a plan to get back up to that ship now that I'm down in here. I... perhaps wouldn't mind a bit of a rope pull assistance. But save me for last, I'm not going to drown any time soon."

bigrin42 |

**HOUSE GM ANNOUNCEMENT**
With the treasure of the Whippoorwill secured in the hold, Captain Benarry calls the crew and assembled Pathfinders to attention. The setting sun throws her shadow across the deck. She kicks open the sealed chest. Within it, the glint of potion bottles and a curled map surrounds a lightning rod.
"We’ve got ourselves an adventure," she says. "This chest’s lock was tight enough it kept the ocean out, but I managed to ease my way in and found a map. Likewise, there were some potions that bottled the Whippoorwill’s final moments. Now we’ve found an inkling as to what she was doing all those years ago.
[b]"Based on all this, I figure the old crew picked up this artifact at one of the Ghol-Gani islands that pockmark the Eye. Navigation says we have a half day’s sail ahead of us. We’re setting the course now and will arrive quick as the winds take us. Be prepared to wrestle with whatever secrets the island holds."
Eando Kline furrows his brow before adding, "Do take this time to sleep. The isle’s been off-limits ever since the Whippoorwill sank, so we don’t know what nest of monsters we’re about to step on."
He herds the collected Pathfinders to rest up while the crew sails on. Among the hammocks and overstuffed quarters, the hurricane roars around the ship. The belly of the Snapdragon sways from the pressure of the storm throughout the night.
Just shy of dawn, Calisro’s voice booms through the hold as she orders, "Wake up, Pathfinders. We’ve got a tail—and it’s a big ‘un. Get into position!"
The scramble of Pathfinders reaches the top deck just as the creature comes into view—the great orca Abendego’s Squall. She stares at the Snapdragon with intelligent malice. The length of her body nearly overtakes the length of the ship, far larger than any whale has the right to be. This mix of hatred and power swims toward the ship.
She jumps out of the water as she closes the distance. Jutting out of her back near the dorsal fin is a harpoon. A chain trails off its handle. Each time the links clatter against each other, they glow an unsettling amber. This does not slow her in her desire for destruction. She arcs toward the Snapdragon; her mouth opens as she collides with the mast.
Eando springs from his position next to Calisro and commands, "Pathfinders, get into position!"
Table GMs, please begin Act 3.

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"Wow..." Cirri looks upon the Squall with a mix of awe, respect and fascination as she lunges ahead. "Where did that harpoon come from?"

GM Frost |

The big ‘un’s movement roils the sea around the Snapdragon and leaves a trail of frothing water in its wake. As it rises from the surf, it displays black-and-white markings over its fins and tails. Clearly, an orca has found the Snapdragon to be its target. A harpoon juts from behind the orca’s dorsal fin.
As she slams into the mast and cracks it, her flippers reach down to the top deck and pummel the sailors onboard. The rain pounds against the deck and the sky darkens as she pushes the Snapdragon deeper into the storm.
On a critical success with Pirate Lore or Society,
On a critical success,
Rather than face the orca, the PCs may instead fortify the Snapdragon. You can ◆◆ Fortify Ship and attempt an DC 13 Sailing or Sea Monster Lore check, DC 15 Athletics Check, or DC 17 Crafting check as you drop cargo, raise the sails, or otherwise spur the Snapdragon to sail faster. Critical Success You gain 2 Orca Points. Success You gain 1 Orca Point. Failure No effect. Critical Failure You lose 1 Orca Point.
Everyone can act for 1 round!

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Society: 1d20 + 5 ⇒ (8) + 5 = 13
Immediately after the Squall appears Tsuko begins working sails of the ship. "Whale with harpoon? Someone tried to shoot big'un, but should have sailed away instead."
Athletics: 1d20 + 5 ⇒ (19) + 5 = 24

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Nature: 1d20 + 7 ⇒ (14) + 7 = 21
Melenia notices what Enavia is doing but keeps it to herself for now.
She instead helps out in fortifying the Snapdragon.
Athletics: 1d20 + 6 ⇒ (13) + 6 = 19

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Button Bright knows all about sailing a ship. After all, he's been observing the crew the entire time. Watching.
◆ RK Untrained Sailing Lore: 1d20 + 1 ⇒ (14) + 1 = 15
◆◆ Fortify Untrained Sailing Lore: 1d20 + 1 ⇒ (20) + 1 = 21
"I heard the crew talking about her! That's Abendego’s Squall. She’s an orca older than the Eye. ...that's probably bad."

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Society: 1d20 + 4 ⇒ (6) + 4 = 10
Nature: 1d20 + 4 ⇒ (6) + 4 = 10
Lore: Sailing: 1d20 + 4 ⇒ (6) + 4 = 10
"How... painfully average." Cirri stares at her terrible luck.

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Society: 1d20 + 8 ⇒ (7) + 8 = 15
Nature: 1d20 + 4 ⇒ (5) + 4 = 9
"I don't even think I've seen an orca that old back in the depths! We need to outrun it!"
Tk'lalì panickingly starts dropping weight from the ship.
Crafting: 1d20 + 8 ⇒ (17) + 8 = 25

GM Frost |

Tsuko: Success; Melenia: Success; Button: Crit Success; Knuckles: Fail; Cirri: Fail; Tk'lali: Success; 5 Orca Points
If anyone from those who failed the check to reroll with hero point, this is your last chance, and we will retcon it.
Working together to fortify the ship with whatever idea they can think of, the Pathfinders manage to keep the ship move faster, at the moment. But it doesn't stop the orca from following them that once the orca matches speed with the Snapdragon, the orca leaps across the Snapdragon and tears its main mast from the deck in the process. This deals 30 damage (minus Hardness 15) to the Snapdragon. All creatures on deck take 1d8 bludgeoning damage from the shrapnel and must attempt a DC 20 basic Reflex save.
Knuckles's Initiative using Avoid Notice: 1d20 + 9 ⇒ (12) + 9 = 21
Tk'lalì's Initiative using Detect Magic: 1d20 + 9 ⇒ (11) + 9 = 20
Cirri Merryweather's Initiative using Avoid Notice: 1d20 + 7 ⇒ (19) + 7 = 26
Tsuko-chin's Initiative using Scout: 1d20 + 7 ⇒ (4) + 7 = 11
Button Bright's Initiative using Search: 1d20 + 6 ⇒ (11) + 6 = 17
Abendego's Squall: 1d20 + 7 ⇒ (2) + 7 = 9
⬤ ORCA ON STARBOARD! Round 1 ⬤
Map Link: ENCOUNTER MAP
Note(s): ☘️: Hero Point, OG: Off-Guard
BEFORE YOUR TURN
❗ Cirri Merryweather: DC 20 basic Reflex save vs 1d8 ⇒ 3 B damage ❗
❗ Knuckles: DC 20 basic Reflex save vs 1d8 ⇒ 8 B damage ❗
❗ Tk'lalì: DC 20 basic Reflex save vs 1d8 ⇒ 4 B damage ❗
❗ Button Bright: DC 20 basic Reflex save vs 1d8 ⇒ 8 B damage ❗
❗ Melenia Nightbreeze: DC 20 basic Reflex save vs 1d8 ⇒ 5 B damage ❗
❗ Tsuko-chin: DC 20 basic Reflex save vs 1d8 ⇒ 8 B damage ❗
CHARACTER IN ➤ BOLD TYPEFACE CAN ACT! STRIKETHROUGH NAMES ARE ELIMINATED.
➤ Cirri Merryweather (AC 18) (HP 32/32) | 2☘️ |
➤ Knuckles (AC 19) (HP 26/26) | 1☘️ |
➤ Tk'lalì (AC 16) (HP 22/22) | 1☘️ |
➤ Button Bright (AC 16) (HP 17/17) | 1☘️ |
➤ Melenia Nightbreeze (AC 16) (HP 14/14) | 2☘️ |
➤ Tsuko-chin (AC 18) (HP 30/30) | 2☘️ |
Abendego's Squall | DC 25 Medicine (trained) to remove the harpoon, DC 19 Nature (trained) or Diplomacy (with Animal Empathy) to calm the orca, or DC 22 Intimidation (trained) to scare the orca away; two total successes are required to subdue the orca. |
Snapdragon Sailing Ship | 135/150 HP (BT 75), Hardness 15

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Reflex: 1d20 + 4 ⇒ (15) + 4 = 19 Failure, 8 damage
Button Bright has finally gotten all of the water out, only to be tossed around the bucking deck like a ragdoll! He pushes himself up and glares at the whale. "Boo! Look, it's a haunted ship!"
It would seem the big fish does not speak Common. That's the only possible reason it didn't work.
◆◆ Disable Intimidation: 1d20 + 7 ⇒ (12) + 7 = 19

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Melenia tries to steady her balance.
Reflex: 1d20 + 5 ⇒ (5) + 5 = 10 Ouch. I'll hero point that.
Reflex: 1d20 + 5 ⇒ (10) + 5 = 15
After taking a hit, she tries to calm the Orca down.
Nature: 1d20 + 7 ⇒ (7) + 7 = 14

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The Snapdragon's debris fly towards Cirri.
Reflex: 1d20 + 8 ⇒ (14) + 8 = 22 She squawks and hops aside missing most of the debris. 1 damage
Just a scratch.
Nature: 1d20 + 4 ⇒ (7) + 4 = 11
"Uh, please calm down! Is there a medic around here?"

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Reflex save: 1d20 + 9 ⇒ (5) + 9 = 14 8 damage
"Just leave now and we will spare you from another harpoon!" despite debris he threatens the orca defiantly
Intimidation: 1d20 + 6 ⇒ (20) + 6 = 26

GM Frost |

Rolling for Knuckles...
DC 20 basice Reflex save: 1d20 + 10 ⇒ (8) + 10 = 18
Tsuko's tengu threats and Tk'lali's removal of the harpoon from the orca seems to calm the Abendego's Squall that it begins to slow in speed and leaves the Snapdragon ship while it sails away.
ENCOUNTER OVER! WELL DONE!
Knuckles (18/26 HP) [1☘️]
Tk'lalì (20/22 HP) [1☘️]
Button Bright (9/17 HP) [1☘️]
Melenia Nightbreeze (9/14 HP) [1☘️]
Tsuko-chin (22/30 HP) [2☘️]
Whalerunner Mission Success!
The groups pull out Enava’s +1 hatred-fueled harpoon.
Everyone has 10 minutes between missions to use exploration activities such as healing and refocusing. I will move us to the next mission but I will retcon healing you will do to anyone.

GM Frost |

Mission: Taking on Water
Once everything settles down, Captain Benarry shouts across the din of the storm, “We’re listing, sailors. Get below deck, quick. Assess the damage, patch holes, and report anything you can’t fix.” The ship sways as a gust hits the sails. The captain winces as the ship doesn’t fully recover from the movement. “Get working—I don’t want to capsize today.”
The Snapdragon suffered damage during the fight, but the destruction on the main deck is the is the least of Calisro’s worries. She senses that the ship is listing to starboard, so the Pathfinders are sent to examine the hull. They soon find a significant rupture in one of the ship’s collision bulkheads. Luckily, when Snapdragon was produced, the hull received additional impact readiness, which cut into cargo space to add layers of protection. This means ship currently isn’t immediate danger of sinking. However, the Pathfinders need to stabilize the ship’s orlop hold and ensure the watertight seals with the bulkheads will hold.
Ensuring the ship is still seaworthy has three phases. For Phase 1, the PCs begin by assessing the damage to the hull. They can attempt an DC 13 Athletics or Acrobatics check as they survey the exterior of the Snapdragon, an DC 15 Crafting check as they measure where the damage is coming from, or another skill of the PCs’ choice at DC 17. If a PC casts a relevant cantrip spell, they can substitute Arcana, Nature, Occultism or Religion for the listed check, while casting a relevant non-cantrip spell grants automatic Repair Points. On a success, the PCs gain 1 Repair Point (2 Repair Points on a critical success). On a critical failure, they lose 1 Repair Point.
Phase 1 - Assessing Damage
Cirri
Knuckles
Tk'lali
Button'
Melenia
Tsuko-chin
Everyone is up to repair!

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Button Bright hums a tune to himself as he flops around, getting as close as he can to assess the damage.
Self-guidance and Acrobatics: 1d20 + 4 + 1 ⇒ (1) + 4 + 1 = 6
Hero Point: 1d20 + 4 + 1 ⇒ (3) + 4 + 1 = 8 Technically an improvement!

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"Ugh unfortunately most of the magic I study is meant to destroy incoming ships not patch them up. We're not usually boat people where I come from. But I'll see if I can take a swim around and see what needs attention."
Acrobatics: 1d20 + 6 ⇒ (1) + 6 = 7
Acrobatics, HP: 1d20 + 6 ⇒ (13) + 6 = 19
I don't know if a swim speed helps me any here but that's a consideration if so.

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"Okay, okay. Um. Let's see what needs repair."
Cirri pops open her wings
Acrobatics: 1d20 + 6 ⇒ (20) + 6 = 26
catches a gust of air, does a quick loop that scoops her onto the deck. "Okay, I think I saw some spots we can focus on!"

Frostbot |

Botting Melenia...
Melenia performs some pressure test on exterior of the ship.
Athletics: 1d20 + 6 ⇒ (3) + 6 = 9

GM Frost |

Button, Fail; Tk'lalo, Success; Cirri, Crit Success; Tsuko, Fail; Knuckles, Success; Melenia, Fail; 4 Repair Points
Working together, the Pathfinders identify that one of the collision bulkheads has been breached, but they aren’t sure of the severity of the damage.
With the hull damage identified, they need to face the danger of the storm as they stabilize the outside of the ship prior to full repairs. Each of you can attempt DC 13 Crafting check to patch the most damaged areas, or DC 15 Nature or Survival check to chart a path that will protect the ship from further damage, or an appropriate DC 17 skill check of your choice.
Phase 2 - Emergency Measures
Cirri
Knuckles
Tk'lali
Button'
Melenia
Tsuko-chin
Everyone is up!

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Button Bright sets to work repairing the hull. He's too concerned about the ship sinking to worry about things like "knowing how."
He's learned a lot of things through imitation, so he just tries to copy they way it was done the first time, before it broke.
Untrained Crafting: 1d20 + 1 ⇒ (17) + 1 = 18

GM Frost |

Butto, Success; Tk'lali, Fail; Knuckles, Fail; Tsuko-chin, Crit Success; Cirri, Fail; Melenia, Success; Partial Success.
The emergency measures that the Pathfinders provided allow for 30 minutes of repair work in the next phase.
The temporary stabilization provides enough support for the PCs to create longer-term fixes, including using a fast-setting tar for additional waterproofing and reinforcing weak boards. The PCs can attempt DC 15 Crafting check, with each attempt taking 10 minutes. Creative solutions are encouraged.
Phase 3 - Permanent Fixes
Cirri
Knuckles
Tk'lali
Button'
Melenia
Tsuko-chin
Everyone is up!

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"Um... hmm... I'm still studying the basics of crafting." Cirri wonders. "But, Uncle and I did get a nasty hole in the ship once. He got a bunch of wires, mixed them up, and inflated a balloon with it. Crammed it in the hole and it managed to stay aloft long enough to get to shore."
Lore: Sailing: 1d20 + 4 ⇒ (1) + 4 = 5
Hero Point - Lore: Sailing: 1d20 + 4 ⇒ (16) + 4 = 20
"I can get some seaweed to help patch the hole."

GM Frost |

Multiple rolls are allowed from each of you, with each attempt still taking 10 minutes. You have thirty minutes max to work together with the repairs.

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Tk'lalì spends the next 30 minutes replacing boards with newer sturdier wood from the plane of wood itself.
Crafting: 1d20 + 8 ⇒ (5) + 8 = 13
Crafting: 1d20 + 8 ⇒ (4) + 8 = 12
Crafting: 1d20 + 8 ⇒ (2) + 8 = 10
Gross! Those rolls are just insulting

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Encouraged by success of emergency fixes Tsuko continues crafting.
Crafting: 1d20 + 5 ⇒ (8) + 5 = 13
Crafting: 1d20 + 5 ⇒ (18) + 5 = 23
Crafting: 1d20 + 5 ⇒ (9) + 5 = 14

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"No no no, like this!" Button hums a few notes of inspiration.
Guidance for T'kali in the first round, Cirri in the second, Tsuko-Chin in the third.
(Decided without looking at their rolls.)
He takes some of the tar. "I can get into the tight spaces!"
untrained Crafting: 1d20 + 1 ⇒ (9) + 1 = 10
untrained Crafting: 1d20 + 1 ⇒ (16) + 1 = 17
untrained Crafting: 1d20 + 1 ⇒ (7) + 1 = 8

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Lore: Sailing with Guidance: 1d20 + 4 + 1 ⇒ (2) + 4 + 1 = 7 "Like this? Or like this?" Cirri seems confused.
Lore: Sailing: 1d20 + 4 ⇒ (20) + 4 = 24
"Well, it's like building a sailboat... while it's at sea... and a giant orca finished attacking it... It made sense in my head."

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Crafting: 1d20 + 4 ⇒ (14) + 4 = 18
Crafting: 1d20 + 4 ⇒ (18) + 4 = 22
Crafting: 1d20 + 4 ⇒ (11) + 4 = 15
I'm thinking of using Melenia's Tangle Vine spell to help reinforce some parts of the ship. Though it would only serve as a temporary reinforcement.

GM Frost |

Apologies for being silent for the past 48 hours or more. I had a fever and a cold, so I spent the time resting. I’m feeling better now.
The repairs of the group are fully effective, which removes the broken or destroyed condition from the Snapdragon and grants the PCs a +1 status bonus to skills checks for the rest of Act 3.\
Mission Success!
Orca In Retreat condition is now in effect: the PCs gain a +2 circumstance bonus on all skill checks to disable hazards.
MISSION: PINCER ATTACK
Eando Kline pulls a splinter from his arm. He stares exhausted across the sea. “Can’t say that’s my favorite wake-up call,” he mutters. “Hand me the bandages.” Before he has a moment to accept them, the sound of the Snapdragon scraping against rocks makes him pause. “New task,” he says with barely a blink. “Figure out what that sound is.”
Terrible sounds come from the starboard side of the ship, like metal scraping the top layer of varnish off wood. The foul odor of decaying seaweed follows from the same side, then a sputtering roar.
The MAP presents a side view of the Snapdragon’s starboard side. The rigging has an DC 13 Athletics to Climb for the rigging, and the platforms that the rigging attaches to are 5 feet wide. The Climb DC for the ship’s hull without the rigging is DC 15 Athletics.
When the Pathfinders investigate the side of the ship, they see a draconic creature clambering up its side!
Knuckles's Initiative using Avoid Notice: 1d20 + 9 ⇒ (14) + 9 = 23
Tk'lalì's Initiative using Detect Magic: 1d20 + 9 ⇒ (14) + 9 = 23
Cirri Merryweather's Initiative using Avoid Notice: 1d20 + 7 ⇒ (16) + 7 = 23
Tsuko-chin's Initiative using Scout: 1d20 + 7 ⇒ (9) + 7 = 16
Button Bright's Initiative using Search: 1d20 + 6 ⇒ (18) + 6 = 24
Drake: 1d20 + 9 ⇒ (16) + 9 = 25
White Scamp: 1d20 + 3 ⇒ (10) + 3 = 13
Black Scamp: 1d20 + 3 ⇒ (19) + 3 = 22

GM Frost |

If you need to perform healing and refocusing, you have ten minutes after the first mission, and another ten minutes after the second mission. I will retcon them before the third mission. Currently this is your health stats.
Cirri Merryweather (31/32 HP) [2☘️]
Knuckles (18/26 HP) [1☘️]
Tk'lalì (20/22 HP) [0☘️]
Melenia Nightbreeze (9/14 HP) [1☘️]
Tsuko-chin (22/30 HP) [2☘️]
Red Drake spits a ball of chthonic mucus to Tsuko-chin and Cirri! (3d6 ⇒ (3, 6, 6) = 15 spirit damage (DC 17 basic Reflex save)) Can use again for 1d6 ⇒ 4 rounds
DC 15 Athletics to Climb: 1d20 + 10 ⇒ (8) + 10 = 18
Red drake slowly climbs.
⬤ THE SNAPDRAGON'S HULL Round 1 ⬤
Party Condition(s): Each PC has +1 status bonus to skills checks, and +2 circumstance bonus on all skill checks to disable hazards.
Terrain Feature(s): The rigging has an DC 13 Athletics to Climb for the rigging, and the platforms that the rigging attaches to are 5 feet wide. DC 15 Athletics to Climb for the ship’s hull without the rigging. The Eye continues to rage around the PCs as they fight through the storm. PCs take a –2 circumstance penalty on Acrobatics and Stealth checks during this encounter, as the decks are slick.
Map Link: ENCOUNTER MAP
Note(s):
BEFORE YOUR TURN
❗ Cirri Merryweather: DC 17 basic Reflex save vs 15 spirit damage ❗
❗ Tsuko-chin: DC 17 basic Reflex save vs 15 spirit damage ❗
CHARACTER IN ➤ BOLD TYPEFACE CAN ACT! STRIKETHROUGH NAMES ARE ELIMINATED.
Red Drake (HP -) | Can't use Chtonic Mucus until Rd 5
➤ Button Bright (AC 16) (HP 9/17) | 0☘️ |
➤ Cirri Merryweather (AC 18) (HP 31/32) | 2☘️ |
➤ Knuckles (AC 19) (HP 18/26) | 1☘️ |
➤ Tk'lalì (AC 16) (HP 20/22) | 0☘️ |
Black Scamp (HP -) |
Melenia Nightbreeze (AC 16) (HP 9/14) | 1☘️ |
Tsuko-chin (AC 18) (HP 22/30) | 2☘️ |
White Scamp (HP -) |
EFFECTS & CONDITIONS REFERENCE

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Tk'lali releases the crank for a moment and slides her shell chair 20ft across the slippery boat and seeing the draconic creature to still be too far away she instead summons up a large burst of water just below the white scamp to try and rid them of it first instead.
Spout 5ft burst sadly only at White, Bludgeoning: 2d4 ⇒ (4, 2) = 6 DC 18 basic reflex

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Knuckles prepares his cards for tossing and launches one at the white scamp.
◆ Fane's Fourberie
◆ Strike Card OG; piercing/precision: 1d20 + 8 - 2 ⇒ (18) + 8 - 2 = 241d4 + 2 + 1d6 ⇒ (3) + 2 + (6) = 11
He then moves to one side.
◆ Stride

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In between each task, Cirri prepares an >Ocean's Balm< for the injured. "Okay, drink up!" The water is cool, refreshing, purified, and manages to ease their wounds.
Button Bright: 9 + 2d8 ⇒ 9 + (8, 1) = 18 (17/17 HP)
Cirri Merryweather: 31 + 2d8 ⇒ 31 + (6, 8) = 45 (32/32 HP)
Knuckles: 18 + 2d8 ⇒ 18 + (1, 6) = 25 (25/26 HP)
Tk'lalì: 20 + 2d8 ⇒ 20 + (2, 5) = 27 (22/22 HP)
Melenia Nightbreeze: 9 + 2d8 ⇒ 9 + (1, 8) = 18 (14/14 HP)
...except for Tsuko-chin, which she cannot help. The water would burn him instead. Tsuko-chin is still at 22/30 HP.
"This water is pretty filling, I can try again in maybe ten minutes- what is that noise?" Cirri chirps and hurries to starboard.