
DM Kludde |

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DM Kludde |

I'll post the scenario-started. Let me when you're ready to start. If you need more time, please indicate
The light from the rising sun performs a splendid dance upon the windows of Venture-Captain Sheila Heidmarch’s Magnimarian manor house as she pours the coffee. Her young servant brings in a platter of pastries and fruits before the Venture-Captain begins to speak about the mission at hand in her distinctively low, breathy voice.
“As I’m sure you’re well aware, much of the reason Riddleport was founded where it was is because of its easily defendable position as well as the enigmatic Cyphergate, which has baffled scholars since its discovery. The Pathfinder Society has a keen interest in the Thassilonian monument as well, since solving its mysteries would undoubtedly unlock a number of other secrets regarding that lost empire. The Order of the Cyphers has been amassing support from outside sources for some years now, and scholars from all over the Inner Sea have come to aid Elias Tammerhawk and the cyphermages.”
Heidmarch takes a bite out of a chocolate-filled biscuit before continuing.
“Just recently, however, we received word from Elias himself that several of the visiting scholars haven’t arrived in Riddleport Bay as expected. It seems as though a band of raiders, led by the Vudran pirate Alejia Netrav, has been intercepting the ships at sea, killing the crews, and destroying the ships. While Riddleport is hardly a stranger to the likes of pirates, Overlord Cromarcky has declared it illegal for any ships that wish to return to Riddleport Harbor to attack ships bearing the Riddleport flag. Alejia’s ship is clearly coming from Riddleport—the attacks all took place just outside Riddleport Harbor—but attempts to identify her ship have been unsuccessful so far.
“I needn’t explain to you that the Pathfinder Society is also very much interested in the secrets of the Cyphergate, and that the deaths of these knowledgeable scholars have severely hindered progress in unraveling the artifact’s mysteries. The unexplained attacks are beginning to wear on the other sailors of Riddleport as well, and if something isn’t done about the matter soon, there will be no shortage of civil unrest, if not anarchy.
“In a few days, a ship called the Topaz Titan is scheduled to arrive in Riddleport Harbor from Minkai, bearing the acclaimed Tian scholar Hirako Gurukaza—who is also a former member of our Society. We fear that he may be Alejia’s next target, and your task is to prevent her assault at all costs, both ensuring Hirako’s safety and shoring up our relationship with Tammerhawk. I have heard rumors that some of Alejia’s cronies have been storing their stolen goods somewhere in the Wharf District, so that might be a good place to start your investigation. While in Riddleport, keep a low profile and try to avoid pulling any of the crimelords into the situation. Tammerhawk would appreciate discretion and subtlety if possible. Regardless, there is little time to waste, as there is no knowing exactly when the pirates will choose to strike the Topaz Titan.”

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Vesparo sticks his head into the room grinning to ensure everyone is there and then ducks back out saying, "Do it now, with panache!"
A young halfling, barely an adult steps into the room dressed in blue and purple livery and raises a small trumpet to his lips blowing bup buh buuuh! Then he announces, "Presenting Vesparo Dikanadra, Pathfinder, Actor extrodinaire, and owner of the Lion's Den Theatre!"
Vesparo swaggers in grinning, slaps the halfling on the back, "That will be all Tobias, be a good lad and wait outside for a few minutes once I have been briefed you can let Danaavar know what is going on."
After greeting everyone he listens to the briefing, pulling a face at the mention of being discrete,
"Can we be flashy discrete? I could buy a black mask, put my Wayfinder away, nobody would know I was a Pathfinder! I suppose this means I cannot bring my Herald?"

DM Kludde |

The usual K(Loc) or Dip(Gather info) checks to get info...
Heidmarch smiles at the appearance of Vesparo A showman, then? Like I said, being discrete is the key to avoiding any big crime lords being drawn into the mix. While moving around Riddleport, try to keep a low profile. When dealing with any operatives of Alejia's, use whatever methods you prefer.
You'll be pleased to hear that it's a Taldan ship I have arranged for your passage to Riddleport. The Opparan Opal lies ready and is due to depart in an hour. It should be a swift voyage to Riddleport, and you'll have two full days before the Topaz Titan is due to arrive.

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Once they are aboard the ship Vesparo has rather too good a time plying the Taldan sailor's with liquor to learn what they know. Sadly the main thing he learns is that grog is stronger than he thought...
How long does the sea journey take? Can we take 20?
1d20 + 7 ⇒ (5) + 7 = 12

DM Kludde |

Despite his ineptitude at drinking, Vesparo does manage to get the most bare-bone details out on Alejia and crew, figuring out that they're well-known among the pirate gangs of Riddleport.
Take 20 doesn't work on Knowledge rolls, or diplomacy rolls to gather info. The journey to Riddleport is quite short. I'll give the other players some opportunity to ask questions to Sheila, and to buy stuff.

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A short halfling stops outside the room for a moment to exchange a few good-natured words in halfling speak with the young Herald, before entering the the room where Venture-Captain Sheila Heidmarch is briefing the pathfinders.
Entering the room, a young halfing just shy of 3 feet tall wearing fine Lamellar armor with the embossed emblem of Sarenrae and an equally fine small scimitar at her hip gives a bow, "I am Marra. I was asked to report as a replacement for ..Mo-Gall.. he's unavailable for this mission."
Listing intently to the briefing, Marra comments "Those who interfere with travelers are the scourge of civilization! As a Dawnflower I will gladly put an end to this Alejia and her cronies. I suppose it is too much to hope that she will try to attack our ship the Opparan Opal. This has the makings a grand adventure!"
The halfing ask the venture-Captain, "Do we have a description or some sort of way to identify the stolen goods?"

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"Excuse me for ignorance," Malena says, "But why would pirates wish to stop study of Cyphergate?"
Once the briefing is over, Malena spends some time "accidentally" bumping into sailors on the docks to gather what information she can about the pirates, the attacks, and their possible connection to local criminal organizations.
Diplomacy: 1d20 + 9 ⇒ (8) + 9 = 17
I added Malena's charming trait bonus to the check figuring most sailors would be attracted to her.

DM Kludde |

“When I spoke to Elias, he was very cryptic about why someone would want to hinder his efforts as Speaker of the Order of Cyphers so much, but if I had to take a guess, I’d say this is a direct attack against Elias, rather than the scholars themselves. I doubt that the Topaz Titan’s crew is aware of the threat Alejia poses.” Heidmarch responds to Malean's question.
I'm not completely sure what they took exactly. Recovering what they took is secondary, ensuring the safety of Hirako and improving our relationship with Tammerhawk is out primary concern.
Malena learns from the sailors that Alejia’s crew is known for its ruthless tactics and efficiency in commandeering and sinking targets, often switching or altering ships to conceal her true whereabouts.
You may also try and find information on the warehouse, which requires a separate roll

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Vesparo engages a few of the sailors in a drinking contest, which he looses soundly having already been three sheets to the wind when it began. As he does so he tells a humorous tale about his purchase of a dubiously acquired chandelier casually asking if he might be able to source any "cut-price" fineries in Riddleport.
Gather Information: 1d20 + 7 ⇒ (12) + 7 = 19

DM Kludde |

The boat trip to Riddleport doesn't take particularly long, putting the adventurers ashore with two days to spare until the Topaz Titan comes in.
And a whole new town to gather info on.

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During Vesparo's drinking contest, Malena sidles up to whichever sailors seem most receptive and plying the men for information in support of her comrade's own pointed inquiries.
Diplomacy - Aid Vesparo: 1d20 + 9 ⇒ (18) + 9 = 27
Looks like she would've been better off rolling for her own check. Oh well. Vesparo's attempt is now a 21.

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Marra will aid the effort in gathering information about warehouses from the crew on the trip over by entertaining them with stories of exploits of Slim-bad a roguish halfling sea adventurer to put them in a more friendly mood.
preform (oration): 1d20 + 5 ⇒ (7) + 5 = 12
diplomacy aid: 1d20 + 1 ⇒ (18) + 1 = 19
(As a general rule of thumb, I use is aid if their modifier is greater by 4 points. If you are within 4 points it better to roll individually, but then it really depends on the situation.)

DM Kludde |

Malena helps Vesparo in ...eh... drinking, and Marra adds some antics into the mix as well. Through the tales of the sailors, the party figures out that the dockside Wharf District was once one of the most prosperous parts of Riddleport, but in recent years the district has declined into a state of shabbiness, and crime is rampant throughout many of the run-down shops and warehouses. Shady folk have been paying locals in the Wharf District to keep quiet about anything they might see or hear, and some mercenary dockhands have found work hauling oddly-shaped cargo to what was thought to be a derelict building.
Malena also figures out another interesting fact about Alejia. While she appears human from a distance, Alejia is actually a vishkanya from distant Vudra, making her blood and spit deadly poison against foes.

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Rhanloi asks a few discrete questions on his own, and consults his knowledge of the lands for any memories that may be of use.
Kn.(local): 1d20 + 8 ⇒ (16) + 8 = 24
Diplo(Gather Info): 1d20 + 1 ⇒ (17) + 1 = 18

DM Kludde |

Rhanloi knows enough to confirm that the rumours are accurate, and has them confirmed from several other sources. Rhanloi manages to get clear directions to the derelict building in the Wharf District.
The foul, mucky weather is enough to make any possible source of refuge look at least a little more hospitable, but the tattered sides of this rundown building have clearly seen better days. The waterlogged boards that hold it up have numerous holes that have been boarded over with newer planks. The warehouse’s few windows are high off the ground and intermittently broken; those still intact are far too grimy to see through anyway. While the building itself hardly looks like a viable base of operations, a flicker of light can be seen from within. The east and west loading doors are closed, as well as the narrower south door, which has a sliding peep hole built into it at eye level.

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After landing Vesparo purchases a masterful mask depicting a five horned skull that would not look out of place at a Masquerade and conveys a palpable aura of menace. He also stops and purchases some weapon blanches having the store owner apply them to his arrows while he examines the fellow wares.
The tiefling's eyes fall upon a rapier set in a display case above the counter and widen, "Beautiful blade! Does she have a name?"
Glancing up the storekeeper nods, "Aye, fellow called it Kāraṇa, means Reason it Vudran he told me. Fine blade, expensive blade."
"Vudran hey? I might be interested in picking up such a blade, as a spare and for decorative purposes you understand..." Vesparo responds grinning as he engages in some swift bargaining. Must be fate for half my blood is Vudran, let us become fast friends Kāraṇa!
"I shall try getting them to open that south door for us, if you would all be kind enough to keep out of sight of the peep hole and remain quiet?" Vesparo says, as he removes and replaces his sleeves, his outfit transforming into a scruffy dark affair befitting a docklands skulker.
Approaching the door he knocks and waits holding up his new mask wrapped in his cloak,
"Here I've got something I thought you might be interested in, I can't move it but I thought you guys might. Don't know who else might be big enough. Got to be worth five thousand gold minimum. There's only me and I only want a small part of the cut so we can all be friendly right? Only I don't want to be flashing something this valuable in the open..."
Bluff Lie: 1d20 + 11 ⇒ (10) + 11 = 21
Masks are listed at 1-50gp, I would really like it to be a Mask of Battle, but they are not PFS legal. If I pay 50gp and call it a masterwork intimidate tool and check with GMs on a case by case basis would you be cool with that DM Kludde? Otherwise please suggest an appropriate price :)
Picking up a masterwork normal rapier for 320gp, which will eventually be the blade Vesparo gets enchanted. Also purchasing two lots of Silver Weapon Blanch for 10gp which are applied to 10 arrows and Kāraṇa.

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Earlier as the ship enters the harbor, Marra can't help but be amazed at the Cyphergate arch that spans across harbor's entrance.
In the city, Marra looks around at all the new and interesting sights that one finds when they first visits a new place, but once the group approach the derelict building the halfling moves stealthy forward to see if she can get a look through a window or crack between some of the patched holes while Vesparo attempts to gain entry.
stealth: 1d20 + 10 ⇒ (20) + 10 = 30
perception: 1d20 + 6 ⇒ (3) + 6 = 9

DM Kludde |

I've fine with those purchases. As for the mask: I'm fine with it being exceptionally scary and granting some kind of circumstance bonus, but you'd have to pitch that dm-by-dm. Since it's not a magic item, you'd have to let the roleplaying do its work forthe bonus to happen, though (but, as you might have noticed, I'm a sucker for flashy displays) ;-)
Marra sneaks around the building and finds nobody guarding outside. Barely discernible through a crack - the windows are up too high - seems to be some shadows. There's definitely several people inside.

DM Kludde |

Nope, I didn't catch the bluff. :0
No, naff off. one of the men speaks. Then silence and some barely understandable mumbling - Marra makes out ...load of jink, that... - when the door suddenly opens and a man, backed by two others, says so, where is it, then?

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Malena pulls down the straps to her dress just enough to allow Korvus to escape her tattoo.
"Bird, fly up to window and see how many men are in warehouse," she says, her hand already digging in her belt pouch for corn with which to entice the raven.
Perception - Korvus: 1d20 + 6 ⇒ (1) + 6 = 7
While Korvus fulfills his task, Malena curls her fingers in anticipation of casting charm person on the most prominent thug should Vesparo's sale of the bogus mask go south.
Is there a map? Neither the "Strategic Map" or the "Tactical Map" load on my iPad. Ideally, Malena would cast charm person from the maximum distance where she'd be less likely to be spotted casted a spell.

DM Kludde |

Fixed that for you. Maps weren't up yet, but now you have a strategic and tactical map (strategic is pretty much fluff only, but still nice to have around for the bigger picture: you are at 'A' right now)
Korvus flies in, and none of the men seem to do anything about it, other than look up in annoyance at another piece of vermin entering their warehouse. Korvus flies around, then sends the signal Fingers on your hand. Corn?.
The thugs still wait for someone to answer their question.

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I believe Vesparo's goal was to lure one (for Malena to charm) or more (to attack) men out of the warehouse. As such, I would assume Marra and Cressyk would be around the north corner of the warehouse, and the others would be around the south corner, since Vesparo specifically said he was alone.
Cressyk waits with Marra while Vesparo...does whatever Vesparo does.
Stealth: 1d20 + 6 ⇒ (19) + 6 = 25

DM Kludde |

Yeah, I misred. Vesparo is alone at the southern door, I've put Cressyk and Marra at the north side. I've tentatively put Nils and Rhanloi east, and Malena in a cartable range: let me know if you'd be somewhere else. West and East doors are both barred from the inside.
I understood Malena's wording as only casting charm when Vesparo's efforts don't work...

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Vesparo looks about furtively and steps inside the building before unveiling the mask and raising it to his face, "Watch carefully and you will seem its magic... But not for very long!"
And he lunges forward buring his fangs in a startled guard's shoulder.
Bite: 1d20 + 6 ⇒ (12) + 6 = 18 Damage: 1d6 + 2 ⇒ (1) + 2 = 3

DM Kludde |

Init, Marra: 1d20 + 3 ⇒ (16) + 3 = 19
Init, Cressyk: 1d20 + 4 ⇒ (13) + 4 = 17
Init, Rhanloi: 1d20 + 2 ⇒ (4) + 2 = 6
Init, Vesparo: 1d20 + 4 ⇒ (13) + 4 = 17
Init, Malena: 1d20 + 6 ⇒ (5) + 6 = 11
Init, Nils: 1d20 + 1 ⇒ (4) + 1 = 5
Init, Grunts: 1d20 + 6 ⇒ (16) + 6 = 22
Vesparo takes the man answering the door completely by surprise, biting him in the neck. But boy, are these guys quick to react! They draw cutlasses, and the stand at the ready, the frontmost making a swing at Vesparo:
Attack: 1d20 + 3 ⇒ (17) + 3 = 201d6 + 3 ⇒ (2) + 3 = 5 V takes 5 damage
Will save: 1d20 + 0 ⇒ (4) + 0 = 4 Malena charmed a grunt
---
Marra
Vesparo
Cressyk
Malena
Rhanloi
Nils
---
---
Grunt (3)
Grunt
Grunt
Grunt
Grunt
---

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Vesparo draws his rapier and thrusts before the tip has cleared the scabbard sending his attack well wide of its intended target. Shrugging apologetically he readies himself to face there reprisals.
Rapier: 1d20 + 7 ⇒ (1) + 7 = 8 Damage: 1d6 + 2 ⇒ (2) + 2 = 4
Parry: 1d20 + 7 ⇒ (6) + 7 = 13
Riposte: 1d20 + 7 ⇒ (1) + 7 = 8
Oi vey!

DM Kludde |

Veparo is facing enough of a challenge with his rapier alone, and doesn't manage to do anything effective with it as Marra rushes by.
---
Marra
Vesparo
Cressyk
Malena
Rhanloi
Nils
---
---
Grunt (3)
Grunt
Grunt
Grunt
Grunt
---

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Twisting one hand into an altogether different position, Malena dashes toward Vesparo. When she comes to a stop directly behind him, the sorceress unleashes a splurt of magical grease, coating the ground beneath the ruffians' feet.
Move: Move 20 feet (W, W, W, W).
Standard: Cast grease (DC 15).

DM Kludde |

RFX: 1d20 + 4 ⇒ (13) + 4 = 17
RFX: 1d20 + 4 ⇒ (20) + 4 = 24
RFX: 1d20 + 4 ⇒ (4) + 4 = 8
The ground below the grunts' feet becomes a sticky mess, and the men all shuffle and slip. One even fall on the ground, letting out a whince of pain.
---
Marra
Vesparo
Cressyk
Malena
Rhanloi
Nils
---
Grunt (3)
Grunt
Grunt - Prone
Grunt - Where?
Grunt - Where?
---

DM Kludde |

.GG.......
...........
..WG.......
..WW......
MCV___R__N_
__m________
Vesparo is battling the grunts as everybody moves closer.
Rhanloi, I took the liberty of moving you 60ft closer to combat. I've put up a roguelike map in the spoiler, it'll make more sense in a fixed-width font. You are R, G are grunt, W is greased area, M is Marra, m is Malena. Underscore is outside, dot inside, Vesparo stands in front of the only open door.
The prone grunt tries to get up and move out of the greased area, as does his comrade, but he falls over.. The final grunt. in front of Vesparo, tries to retreat into the warehouse as well (withdraw)
RFX: 1d20 + 4 ⇒ (13) + 4 = 17
RFX: 1d20 + 4 ⇒ (7) + 4 = 11
RFX: 1d20 + 4 ⇒ (19) + 4 = 23
--
Marra
Vesparo
Cressyk
Malena
Rhanloi
Nils
---
Grunt (3)
Grunt
Grunt - Prone
Grunt - Where?
Grunt - Where?
---

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With the area just inside the building effectively sealed off by the grease spell, Rhanloi will move up beside Vesparo. If he is able to get a clean shot through the door, he will fire a force missile at one of the standing thugs in the back of the warehouse.
Damage: 1d4 + 1 ⇒ (3) + 1 = 4 (6 of 7 left today)

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Vesparo leaps over the grease swinging himself in upon the door frame with his free hand and then up onto the crates moving to engage his foes from above. But his lunge is clumsy again and fails to penetrate his foe's armor.
Acrobatics: 1d20 + 10 ⇒ (3) + 10 = 13
Acrobatics: 1d20 + 10 ⇒ (5) + 10 = 15
Rapier: 1d20 + 7 + 1 ⇒ (4) + 7 + 1 = 12

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Seeing that her spell has done all the good it could possibly do, Malena again curls her fingers in an arcane gesture and dismisses the magical grease. She then draws from her belt pouch a flask of acid and a few kernels of corn.
"Bird, find for me the men in building," she says, lifting the corn to the raven perched upon her shoulder.
Once he's nipped the few little morsels, Korvus takes off into the building, soaring near the ceiling to locate the five thugs within.
Perception - Korvus: 1d20 + 6 ⇒ (15) + 6 = 21
Standard: Dismiss grease.
Move: Draw acid flask.
I realize it might take a number of turns for Korvus to make a flying sweep of the building with a fly speed of 40.

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Marra moves through the door into the warehouse
(move: E,E,N Note, counting final square as cost 2x)
Acrobatic balance vs DC10 grease: 1d20 + 4 ⇒ (15) + 4 = 19
(Note: Flatfooted AC due to using Acrobatics Balance to move in grease area)
Maintaining her balance without a problem, she attacks the prone grunt with her small scimitar
Scimitar: 1d20 + 5 ⇒ (9) + 5 = 14 (vs prone & probably flatfoot foe)
damage if hit: 1d4 + 3 ⇒ (4) + 3 = 7
(Edit: seeing the grease was dismissed, please ignore the flatfoot and balance check above. everything else remains the same.)

DM Kludde |

Vepsaro swings into the room, past the prone grunt, landing just in front of the other two. Marra follows, carefully navigating the slippery surface just before it gets dispelled by Malena. Marra's rapier finds the prone grunt, and she stabs the man for the big hero she is.
Korvus effortlessly tracks the two remaining grunt, behind a wall of stacked crates. Rhanloi, finally, fires off a blast of force and hits a grunt.
--
Marra
Vesparo
Cressyk
Malena
Rhanloi
Nils
---
Grunt (7)
Grunt
Grunt (7) Prone
Grunt - Where?
Grunt - Where?
---

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Cressyk moves into the warehouse, wielding his longspear. He brings it to bear against the prone thug, then turns his attention to the others beyond Vesparo.
Move action: Didn't get moved last round, but from where he was intended to be (where Rhanloi is now), he'd move W -> N -> W, to end up west of Marra. He'll threaten the prone thug if he tries to get up.
Standard action: Attack prone thug
Attack (Longspear (2H), vs. Prone AC): 1d20 + 4 ⇒ (6) + 4 = 10
Damage (Longspear (2H)): 1d8 + 6 ⇒ (3) + 6 = 9