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 |
Marching Order
Front
Valais Durant
Guaril Karela
Emerald Guards
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 | | | | | |
Envy Row East
Ministry of Tithes
Rockfish Inn
Arcanium
Abjurant
Emerald Guardhouse
Docks
Vurna Bluingot
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
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
Delloriah,
Receptionist for the
Ministry of Tithes
Assistant
Sub-Director of Audits,
Baralbus
1
2
3
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:
Direction towards the ship
Direction towards the ship
Baralbus
Debbriah
The Merry Mayfly