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Gathering the group to be extracted you all head out towards Shard Cove with Flitch leading the way. Scrambling behind is Sola and Griphook struggling with the makeshift raft as the sewer tunnels are only 10 feet high by 5 feet wide. It definitely takes Griphooks maneuverability to get the raft through undamaged.
Upon reaching the water’s edge at the end of the tunnel, the ship, Rolanna’s Prayer, can be seen roughly 250 feet across the cove toward the horizon. Its crew remains below deck to avoid drawing attention and provides no assistance.
The Chaverly family shivers as Flitch steps forward. "They will need escorted across the open water to reach the boat." The water is calm, pure, and 40 feet deep.

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"The raft seats 4, there are 5 of you going out to the ship. We'll send you over in two groups. Let's get the Chaverly children across with a parent. Sola or I can accompany and bring the raft back. Then we'll bring The other parent and our illustrious financial advisor across, and 2 of us can escort in case we drew unwanted attention on the first pass."

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Just want to make sure I am clear before posting this evening.
1st raft load: 2 children 1 parent and which of you are also riding the raft? Also sounds like some are swimming. Let me know who if any. I will update this evening.

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Marcus dumps the raft into the edge of the water as the two children and D board the raft. She clutches her children tightly as one sobs. "I don't want to leave mommy!" She shushes the child. "It will be okay."
Please place whomever is going on the raft and the whoever is swimming in the edge of the water.
Quadennillia, Avoid Notice: 1d20 + 6 ⇒ (18) + 6 = 24
Griphook Ragnok, Search: 1d20 + 6 ⇒ (1) + 6 = 7
Marcus Fantailler, Search: 1d20 + 8 ⇒ (7) + 8 = 15
Sola, Avoid Notice: 1d20 + 9 ⇒ (5) + 9 = 14
Phosporooo, Detect Magic: 1d20 + 2 ⇒ (13) + 2 = 15
Orla Pfeffenpfoffer, Follow the Expert: 1d20 + 9 ⇒ (20) + 9 = 29
Great White Shark: 1d20 + 11 ⇒ (9) + 11 = 20
Reefclaw: 1d20 + 8 ⇒ (18) + 8 = 26
"★★★
Shard Cove! Round 1
──────────
BOLD: GO!:
──────────
➤ Orla (33/33 HP)
➤ Quadennillia (26/26 HP)
➤ Phosporooo (37/37 HP)
➤ Marcus (35/35 HP) │ Fatigued
➤ Sola (30/30 HP)
➤ Griphook (29/29 HP)
──────────
CONDITIONS & EFFECTS REFERENCE
──────────
"

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Wonderful... we're in initiative... that must mean we're either getting shot at or eaten by a sea monster. Marcus volunteered to be on the raft simply because I'm the high level one and have more HP as a result. Also, Marcus shouldn't be fatigued anymore since he got a night's sleep finally.

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Qen is not the aquatic sort and doesn't see a threat, so waits by the raft.
◇ Delay

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Griphook can stay while the children are brought to the ship. He isn't that Athletic to Swim too, well with Athletics +4.
Griphook touches his lips on his tin flute and plays a serene music while rowing the boat.
Performance check for Lingering Composition: 1d20 + 8 ⇒ (3) + 8 = 11
He adds flourish to his music but it seems too much to feel serenity. He then draws his whip and raises his shield.
◇ Cast a Spell, Lingering Composition
◆ Cast a Spell, Inspire Courage
◆ Draw Weapon
◆ Cast a Spell, Shield

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I will pull off the fatigue from the tracker. Got Marcus on the raft. You can start rowing your way out to the ship.

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Sorry about the late post I was fighting a headache. Sola will be swimming along. I am also the tankiest one so that's why Im coming....
Enter into Stumbling Fist Stance
Swim
"Well crap... I think something is out there?"

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@Marcus the speed of the Raft is 20 feet with you rowing.

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Marcus rows the raft towards the ship and keep a watchful eye out...
Move + Perception

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Marcus Fantailler's Perception (E): 1d20 + 8 ⇒ (6) + 8 = 14
Quadennillia delays as Phosporooo tries to get on the raft, though it is already full. Marcus begins to row the raft out away from the sore towards the ship as he keeps an eye out.
Sola and Phosporooo enter the waters as the raft quickly outpaces them while Griphook inspires the group.
"★★★
Shard Cove! Round 1
──────────
BOLD: GO!:
──────────
➤ Orla (33/33 HP)
Quadennillia (26/26 HP)
Phosporooo (37/37 HP)
Marcus (35/35 HP)
Sola (30/30 HP)
Griphook (29/29 HP)
──────────
CONDITIONS & EFFECTS REFERENCE
──────────
"

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Orla hangs out on the beach as she watches the first load begin to take off towards the awaiting boat. Just as Marcus begins making it out there the water between the raft and Sola begins to ripple as a large sharkfin begins to protrude from the surface, circling the raft.
Several more feet to the south another ripple happens as Blood-red spines run the length of this frightening creature, which resembles a lobster in the front and an eel in the back.
"★★★
Shard Cove! Round 2
──────────
BOLD: GO!:
──────────
➤ Orla (33/33 HP)
Lobster-Eel (-0 HP)
Quadennillia (26/26 HP)
Shark (-0 HP)
Phosporooo (37/37 HP)
Marcus (35/35 HP)
Sola (30/30 HP)
Griphook (29/29 HP)
──────────
CONDITIONS & EFFECTS REFERENCE
──────────
"

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This seems like a good time to come out of delay.
Qen realizes that getting their charges eaten by a shark would not make their superiors happy
◆ Draw a Black Adder Venom
◆ Apply Black Adder Venom to a blowgun dart
◆ Strike
+1 Blowgun: 1d20 + 8 ⇒ (3) + 8 = 11
Piercing Damage: 1d1 ⇒ 1
Stage 1 Poison Damage: 1d8 ⇒ 8, Fortitude DC 18

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Apologies for my silence as well. Agree with Qen about coming out of delayed initiative.
"SHARK!" Orla announces, as if no one had seen the massive creature. She hustles along the shore, trying to make out the far-away disturbance. "Ugh, and one of those.....things. Sweethearts, y'all take care of the close thing. I'll manage the further beastie."
Orla holds up her hands as if making a shadow puppet of a butterfly, and a searing blast of light strikes out at the far creature.
Move. Moonbeam.
Spell Attack: 1d20 + 9 ⇒ (18) + 9 = 272d6 ⇒ (2, 6) = 8 Dazzled for 1 round if it's a hit; double damage and dazzled for one minute if it's a critical hit. All damage is fire and silver for purposes of DR.

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Orla calls out an approaching shark as she hustles about the shore. Raising her hand she reflects a moonbeam into the lobster-like eel from across the bay. The fire seems to dissipate slightly as it sears the surface. Resistance 5 fire.
Qen reacts rather quickly at the mention of an unseen threat and fires a dart into the water. the dart strikes but only seems to skip off of the surface.
The lobster-eel flits easily through the water as it closes in on you with great speed.
The shark strafes around the raft as it peeks up to chomp at Marcus.
Jaws vs Marcus AC 18: 1d20 + 14 ⇒ (12) + 14 = 26
Damage: 1d12 + 8 ⇒ (4) + 8 = 12
Savage Damage: 1d12 ⇒ 12
The shark savagely rips a chunk out of the raft as it bites into Marcus' arm.
Phosporoooo's spell sears through the waves as the shark appears, burning into the fin. Resistance 5 Fire.
"★★★
Shard Cove! Round 1 / 2
──────────
BOLD: GO!:
──────────
➤ Orla (33/33 HP)
➤ Quadennillia (26/26 HP)
Lobster-Eel (-3 HP)
Shark (-5 HP)
➤ Phosporooo (37/37 HP)
➤ Marcus (11/35 HP)
➤ Sola (30/30 HP)
➤ Griphook (29/29 HP)
──────────
CONDITIONS & EFFECTS REFERENCE
──────────
"

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Phosphoroo, the raft is full with Marcus + 3 evacuees. Also i think some people omitted inspire courage damage boosts.
Marcus looks at the gaping wound left behind. "Better me than the kids ... Ok kids? Shut your eyes a moment."
He opens his mouth and a horde of jet black pirhanas spew out and tear into both assailants.
Vomit Swarm, inspire courage: 2d8 + 1 ⇒ (7, 4) + 1 = 12 and sickened. Ref DC 19 for half and negate sickened
With that he tries to move the raft away from the shark.

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Performance check for Lingering Composition: 1d20 + 8 ⇒ (13) + 8 = 21
He adds flourish to his music again and inspires his allies with it. He then send a mental jolt to the shark.
◇ Cast a Spell, Lingering Composition
◆ Cast a Spell, Inspire Courage
◆◆ Cast a Spell, Daze (5 mental damage vs DC 18 basic Will save)

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Ok having read the underwater combat rules Im still confused
Take out shortbow
Enter into Stance
Flurry on little dude since I don't have the range on big guy
attack 1: 1d20 + 7 + 1 + 1 ⇒ (14) + 7 + 1 + 1 = 23
attack 2: 1d20 + 7 + 1 + 1 - 5 ⇒ (17) + 7 + 1 + 1 - 5 = 21
damage: 1d6 + 1 ⇒ (4) + 1 = 5
damage: 1d6 + 1 ⇒ (5) + 1 = 6
I sink 10 feet?
Sola just heaves a massive sigh at the sight of her compatriot getting attacked. "Im more mobile on land. I hate swimming I hate swimming. Glubbb... glubb," she yells as she lets off a flurry of arrows and then eventually sinks into the water.

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"What I wouldn't give for a hover suit right now,", Qen mumbles as she pulls out a longer-range weapon and fires at the shark.
◆ Interact to stow blowgun
◆ Interact to draw crossbow
◆ Strike
Hand Crossbow: 1d20 + 7 + 1 ⇒ (12) + 7 + 1 = 20
Piercing Damage: 1d6 + 1 ⇒ (2) + 1 = 3

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Indeed Phosporooo- You need to swim as the raft is full. If no swim check each round by those in the water you will begin to sink.
@Sola- You can attack outside your range increment with penalties.
The kids shut their eyes as Marcus releases a swarm of biting piranhas into the water. The water churns as the fish flops and chomp violently turning the waters red with fresh blood.
Shark DC 19 Reflex: 1d20 + 10 ⇒ (1) + 10 = 11
Lobster-Eel DC 19 Reflex: 1d20 + 9 ⇒ (1) + 9 = 10
The red-spine lobster does not return to the surface as it quickly begins to sink away. Sola tries to get a couple shots off into the shark. Though the arrows are slowed by the water one manages to nick and wound the shark from this distance.
DC 18 Will Save (Daze): 1d20 + 9 - 1 ⇒ (11) + 9 - 1 = 19
Wounded and angry Griphook finds it quite difficult to muddle and mess with the beasts mind. Quadennillia draws his crossbow as the bolt too skips off the surface of the water.
"★★★
Shard Cove! Round 1 / 2
Party Conditions: Inspire Courage
Battlemap
──────────
BOLD: GO!:
──────────
➤ Orla (33/33 HP)
Quadennillia (26/26 HP)
Shark (-36 HP) │ Sickened 1
➤ Phosporooo (37/37 HP)
Marcus (11/35 HP)
Sola (30/30 HP)
Griphook (29/29 HP)
──────────
CONDITIONS & EFFECTS REFERENCE
──────────
"

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Shark DC 19 Reflex: 1d20 + 10 ⇒ (1) + 10 = 11
Lobster-Eel DC 19 Reflex: 1d20 + 9 ⇒ (1) + 9 = 10
This is a glorious thing to see.

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”Nice job, Marcus! Gross, but effective!” Orla pulls out a sling and makes to assist in dispatching the shark.
Draw sling. Load. Ranged strike.
Strike, Inspire Courage: 1d20 + 7 + 1 ⇒ (19) + 7 + 1 = 271d6 + 1 ⇒ (2) + 1 = 3

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Orla's stone skips off of the water as it misses the shark. While that normally would have been a hit, Bludgeoning or slashing ranged attacks automatically miss if you or the target is underwater.
Phosporooo tries something bold as he reaches down into the water and sends a sharp electrical current through the waves. Somehow the goblin doesn't manage to shock himself in the process.
Reflex DC 19: 1d20 + 10 ⇒ (20) + 10 = 30
The electrical jolt dissipates across the large ocean a well before it gets to the shark.
The shark swims with everything it has, darting through the waters as it bursts from the surface and leaps into the air. The shark's jagged maw bites down at Marcus before falling back below the surface.
Jaws vs Marcus AC 18: 1d20 + 14 - 1 ⇒ (16) + 14 - 1 = 29
Damage: 1d12 + 8 ⇒ (6) + 8 = 14 Crit for 28.
The shark nearly tears Marcus' arm from his body as he is slammed to the raft, hitting his head and knocking him unconscious. He lies bleeding on the raft as it slowly drips into the water making the shark go into a wild frenzy.
"★★★
Shard Cove! Round 2 / 3
Party Conditions: Inspire Courage
Battlemap
──────────
BOLD: GO!:
──────────
➤ Orla (33/33 HP)
➤ Quadennillia (26/26 HP)
➤ Marcus (0/35 HP) │ Dying 2; Unconscious; Prone
Shark (-36 HP) │ Sickened 1
➤ Phosporooo (37/37 HP)
➤ Sola (30/30 HP)
➤ Griphook (29/29 HP)
──────────
CONDITIONS & EFFECTS REFERENCE
──────────
"

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Swim Move
Swim Move
Flurry
attack: 1d20 + 7 + 1 + 1 ⇒ (6) + 7 + 1 + 1 = 15
attack 2: 1d20 + 7 + 1 + 1 - 5 ⇒ (2) + 7 + 1 + 1 - 5 = 6
damage 1: 1d6 + 1 ⇒ (3) + 1 = 4
damage 2: 1d6 + 1 ⇒ (5) + 1 = 6
Sola seeing the creature refuse to die swims closer to it to get a better shot at with her bow. "Argggg..... This is still better than working for the Aspis," she thinks to herself while firing off a few arrows.

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”Oh no, Marcush!” Griphook moves himself to get within range with Marcus and casts his Soothe spell.
Soothe: 1d10 + 4 ⇒ (7) + 4 = 11 HP and +2 to saves against mental effects
◆ Stride
◆◆ Cast a Spell, Soothe

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Marcus blinks... and finds himself face down in a pool of blood on the raft. He senses the distinctive feeling of magical healing and quickly puts two and two together.
"So... how long was I out for?"
He looks back and forth and sees the shark still swimming and grimaces. "We'll get back to that question in a moment..."
He rolls over and puts his hands on a splinter from the raft and locks eyes on the shark.
"Go meet Besmara you..."
◆ True Strike
◆◆ Telekinetic Projectile
Attack from Prone w/ IC, take better result: 1d20 + 9 + 1 - 2 ⇒ (20) + 9 + 1 - 2 = 281d20 + 9 + 1 - 2 ⇒ (13) + 9 + 1 - 2 = 21
Piercing Damage: 2d6 + 4 + 1 ⇒ (1, 6) + 4 + 1 = 12 x2 for crit

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"The trick," she explains, "is to wait until the shark's head has broken from the water. Cuz you know, firing a sling bullet into the water wouldn't be useful at ALL. Most halfling children are taught that, but it's a good reminder."
Orla get distracted by Marcus' arm nearly coming off.
"They really should do something about the malicious sea creatures living so close to the city," Orla suggests, moving to where Qen is.
"I need you to move, darling," she requests of the ysoki.
Qen, I need to be on your spot on the map in order for Marcus to be within 30 feet of my heal spell. Could you please move on your turn?
Stride. Cast two-action heal on Marcus once Qen moves.
Marcus Heal: 2d8 + 16 ⇒ (6, 5) + 16 = 27

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Qen will be happy to help with healing once there are fewer sharks in her immediate vicinity.
◇ Bend Time
◇ Drop crossbow
◆ Stride
◆ Interact to draw blowgun
◆ Apply Spear Frog Poison to dart
◆ Strike
+1 Blowgun: 1d20 + 8 ⇒ (6) + 8 = 14
Piercing Damage: 1d1 ⇒ 1 plus DC 18 Fortitude or 1d4 ⇒ 3 poison damage

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Phosporooo swims about the water as Sola's arrows come to a stop in the water well before reaching the shark. Griphook reaches out to make sure that Marcus is still alive and breathing as his magic soothes the pain a little bit, while Orla stops the bleeding. Quadennillia's dart shatters as it strikes the water.
Reaching out with a bit of his magic Marcus locks eyes with the shark. He grabs a small piece of the raft that the shark has broken biting into it. His magic pulls the jagged boad free as it jets through the air and stabs through the beasts eye, killing it. A pool of red blood floats in the surface of the water as the shark sinks below the surface.
The kids sob hysterically as they cling to their mothers robes as Marcus comforts them.
With the reefclaw and shark defeated the trips back and forth to the ship are a bit uneventful as no other sealife tries to harass or eat you. With half of the refugees now safely aboard the ship your last portion of the mission remains.
To complete your mission, you and the remaining refugees must make it aboard the Merry Mayfly, at the docks of Xin-Edasseril. Your vessel, the Merry Mayfly, must depart before your travel papers expire 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, you have little choice but to smuggle the remaining refugees out past the two guards stationed there.

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Orla breathes a sigh of relief as the shark sinks below the surface for the final time.
"Now that that's complete," she dusts off her hands as Marcus manages the hand-off, "this becomes a simple smuggling mission. Now, how to do smuggle out three tons of living stone? Hmmm...do you think our stone giant friend could impersonate a pallet of quarried rock?"

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”Maybe that would work,” Griphook nods, ”but what if they ashk what are we doing with a pile of rocksh?”

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Marcus looks at his sleeves and shakes his head. "Best to wash out the bloodstains... nothing attracts unwanted attention like blood. But I digress... the problem at hand. I do believe smuggling him out as building material is the best bet. If they look to closely I'll quietly inform them that they are within punching distance of a stone giant and that they had best sign off on our building materials. That will give us two chances to avoid alarm. Or three... First chance being that they aren't observant and sign off... second chance being that they are smart and sign off to avoid being sucker punched by three tons of rock... and the third chance being that they are immediately quieted down following being sucker punched by three tons of rock."
Back to full HP. Thanks!

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"...what are we doing with a pile of rocksh?”
Orla giggles with a cheeky wink.
"Why, we're mercantile agents of renown, aren't we? We can't pass up a good deal when it walks right up to us. Figuratively and literally, though the border guards don't need to know the latter, hey?"
Back to the Rockfish Inn so that we can plan in peace?

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"It seems like a great idea but how will we do to make the giant stay calm? if we could put him to sleep or paralyze him? a distraction while we took him out the door would also be quite good or maybe the help of that guard officer"

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Heading back to the Rockfish Inn the remaining refugees begin to pull together a plan.
Yuleg’s inn offers towels, linens, room furnishings, pickled fish, and barrels as potential means of concealment. Yuleg’s wagon and two mules can carry items as well as possible conceal four medium size creatures or a large one.
Garrla offers her guard uniform. Flitch has a disguise kit as both parties lay the items out on the table. Flitch speaks up. "What if we try to confuse the guards and and off the forgeries between each other to pass through the checkpoint as well?"
Each of you was provided a set of legitimate travel papers, which can be given to a refugee in advance of the check point or, through sleight of hand, pass back for reuse during inspection.
Garrla pulls her message book back out. "There is also a bit of evidence against one of the guards we could leverage."

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"Hrmmm.... myesss... We do have many option indeed. Let us do our best to play to our strengths. Perhaps we'll need differing strategies depending on whom is the subject of their scrutiny..."
He considers the options and suggests the following:
"Sola... perhaps you should be the first through with some papers. As we come through you can pass them back as Garrla suggested... if people are overly scrutinized then you can hold off for a moment and one of us with legitimate papers can go through. Inevitably they will get suspicious that 3 of us are all named..."
He looks closely. "McLovin?"
He raises an eyebrow and continues.
"I'll hang near the back and approach the guards if things get dicey I can probably pull off the role of a guard if needed to calm things down. The rest of you will just need a few obfuscating features to keep your identities clear on a first look. With any luck they won't have time for a second."

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"I can brew a number of elixirs to speed our legs, should it come to flight. I can't say there is anything particular I can do, other than being small and nimble."

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Orla eyes Marcus at the suggested pseudonym.
"Where'd ya get THAT one?"
Love it, Marcus.
"Coupled with my expertise in subterfuge, we should be able to obfuscate our passage enough to get all of the non-stone giant persona through...and with a bit of creativity, we should be able to do even that as well!"
Orla has a +10 to Deception and is an Expert here. She also has a feat that can be deployed in emergency called 'Backup Disguise' that allows her a quick-change into a pre-planned identity in the course of one round (i.e. six seconds). If things go poorly, Orla could assume a different character that could aid.

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Marcus shrugs. "Ask our friend Flitch... He wrote that part."
Marcus can use Versatile Performance to use perform at +12 (E) in place of deception to impersonate. He can't quick change, so if things go south he's probably going to resort to threats first, then vomit swarms. I'll be relying heavily on Orla to sell the whole charade from all other angles... probably at once.

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Flitch turns red, "What, I have a hard time coming up with new names all the time." You gather the wagon ad supplies, making a quick pitstop to load the stone giant into the back of the wagon as you toss a few tarps overhead disguising it into what appears to be a stone pile.
You begin to approach the final checkpoint at the dock where your ship lies without incident. There, you find lines of people waiting to proceed through the checkpoint and board nearby ships. Two Emerald Guards are stationed here.
As you are in line Flitch begin to get nervous and speaks a little louder than he would have liked. "Are we there yet? This isn't going to work." He looks around sweat clinging to his forehead as the stress gets to him.
Obstacle 1: Diplomacy to get Flitch to remain calm or Society to answer the question.
Vura begins to show tell-tale signs of nausea as she isn't completely rid of the sickness yet. She loses some of the pickled fish from this morning in the corner near a barrel.
One of the guards begins to approach to see what the commotion is all about.
Obstacle 2: Deception to assure the guard everything is alright or Medicine to calm her stomach.
There are two obstacles here. Each player must roll for each of them. You can roll one of the skill checks for each one that are provided or come up with creative solutions or spells. You are looking for a total number of successes for each obstacle.

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"This isn't our first rodeo. We'll get you out of here just fine."
Society: 1d20 + 8 ⇒ (17) + 8 = 25
Qen grabs some herbs from her pouch and whips up a home remedy that her mother taught her all those years from now.
Herbalism Lore: 1d20 + 8 ⇒ (18) + 8 = 26 -3 if I have to use Medicine instead

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Orla attempts to pray on the down-low.
Deception (to cast surreptitiously): 1d20 + 10 ⇒ (1) + 10 = 11 New day! Halfling Luck reroll
Reroll: 1d20 + 10 ⇒ (9) + 10 = 19
"Eyes of the Heavens, see to soothing the seething tide of pathos threatening the peace of this place..."
Orla casts Calm Emotions. DC 19 Will save if they'd like to fight it.