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Hero Points

Token

PC Name

GM Glyphs

Perception modifier (U,T,E,M,L)

Default Exploration Activity (and modifier)

Father Emil

T +7

Sense Direction

Survival +7

Has compass

Modra Boeske

T +5

Darkvision

Defend

Redmond

E +6

Trap Finder gives +1 circumstance vs. traps

Avoid Notice (Stealth +7)

Has Trap Finder rogue feat

Tockit

E +7�Imprecise scent +2 to detect creatures within 30ft

Scout

Magnus Whizzbang

T +4, low light vision

Detect Magic

Alenor Holt

E +6

Investigate

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Marching Order

Front

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Valais Durant

Guaril Karela

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Emerald Guards

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Party’s Timeline in Xin-Edasseril

Time of Day

Day 1

Day 2

Day 3

Day 4

Day 5

Dawn/

First Bell

Docks: Party arrived here; traveled to Rockfish Inn

Mid-Morning

Rockfish Inn: Party arrived here; met Yuleg; diagnosed Vurna; traveled to Flitch’s Flat

Afternoon

Flitch’s Flat: Party arrived here; found flat empty; discovered secret message

Final Bell

Papers Expire (Leave at Docks!)

Evening/

Curfew

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Envy Row East

Ministry of Tithes

Rockfish Inn

Arcanium

Abjurant

Emerald Guardhouse

Docks

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Vurna Bluingot

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A1. Envy Row East

A3. Ministry of Tithes

A4. The Rockfish Inn

A5. Arcanium Abjurant

A6. Emerald Guardhouse

A7. Sweetest Dreams

A8 Warehouse Purchased by Themolin

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List of “Clients” to be Smuggled Out

(Can Smuggle Only 5 Via Shard Cove)

“Garrla” Astrid

Flitch

Themolin

Yuleg Bluingot

Vurna Bluingot

Daffrid Chaverly (Professor)

Tellith Chaverly (husband)

Taffrit Chaverly (minor daughter)

Maffree Chaverly (minor son)

Sedothrum

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Delloriah,

Receptionist for the

Ministry of Tithes

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Assistant

Sub-Director of Audits,

Baralbus

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1

2

3

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SWIMMING RULES:

You attempt an Athletics check to move a maximum distance of 10 feet through water. The GM determines the DC based on the turbulence or danger of the water; in most instances of calm water (like Shard Cove), you get an automatic critical success. If your land Speed is 40 feet or higher, increase the maximum possible distance by 5 feet for every 20 feet of Speed above 20 feet.

If you end your turn in water and haven’t succeeded at a Swim check that turn, you sink 10 feet or get moved by the current, as determined by the GM. This doesn’t apply if your last action on your turn was to enter the water.

Critical Success You move through the water, increase the maximum distance by 5 feet.

Success You move through the water.

Critical Failure You make no progress, and if you’re holding your breath, you lose 1 round of air.

AQUATIC COMBAT RULES:

Use these rules for battles in water or underwater:

  • 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.

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Direction towards the ship

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Direction towards the ship

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Baralbus

Debbriah

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The Merry Mayfly

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