Devil We Know, Part 1: The Shipyard Rats (T1-PFS) (Inactive)

Game Master Mari Clock

Table 1 of the Devil We Know Series

Faction Missions

T1 Inn of the Unlucky Sailor

T1 The Prancing Prince

Rat Cult Lair


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Scarab Sages

M Garuda-Blooded Aasimar Zen Archer 4 / Cleric 5 | HP 59 | AC 29 | T 23 | FF 26 | CMD 30 | Fort +12 | Ref +9 | Will +17 | Init +4 | Perc +18

Zinkyudo moves quickly over to the druid's victim, untying him and gauging how badly hurt he is. Once that is done, he steps over to the druid and searches him.

Grand Lodge

F Human, with Orcish qualities Mom-12

Zinkyudo can his time gauging the druid's victim and discerns that he is drugged and unconscious.

When searching the druid, the only gear found on him is his leather armor, heavy wooden shield, and his club.

Scarab Sages

M Garuda-Blooded Aasimar Zen Archer 4 / Cleric 5 | HP 59 | AC 29 | T 23 | FF 26 | CMD 30 | Fort +12 | Ref +9 | Will +17 | Init +4 | Perc +18

Zinyudo tries to gently shake the unconscious victim awake, calling out to Nefti, "Is this Cestis? Or Kafar?" Did we get a description of Cestis?

He then asks the others, "What do you suppose this fellow was talking about when he said 'You'll never stop us' and 'We'll rid the world...'? Who's we?"

Grand Lodge

F Human, with Orcish qualities Mom-12

Nefti comes in, timidly.

He runs to the unconscious victim on the bar, Kafar! He turns to you, Can you wake him up?

One of the other captives speaks up, the Navy guard, They took some of the captives, a place, a ship, called The Prancing Prince. It is at a dock on the other side of the shipyard.

The auctioneer looks up at this, and says I heard one of them saying, as they were taking the other people out, "Once Ismacco arrives, we’ll make a lot of money for the cause by selling these slaves into the Chelaxian market. Oh, and I saw a Pathfinder. I recognized his wayfinder that one of the guards took. They were some big, burly brutes. Half-orcs. Not sure where they was from, but they sure smelled bad—like they was stomping through the sewers before they came here.

Liberty's Edge

F Human Warpriest 1 AC 17 HP 10/10 Blessings: 3/4 1st: 2/2 Ranseur:+5/+6, w/Reach

Gwen rushes over to the Druid and casts Stabilize on him, in case he can be questioned later to answer Zinky's questions.

That done, she moves to figure that Zinky is by. Her hands glow with divine light and arcing sigils of Health and Life write in front of her. She places a hand on the unconscious figure. "Gesund Machen!" she declares as the curing light transfers from herself to the victim.

She looks up and Zinky with a smirk. "I cast in Orc. Gives the spells extra kick."

Gwen then casts Stabilize on all five of the victims near the door just to be sure.
Then she looks at the group and says,"They may use the sewers to move around the city undetected. But we should make haste to the docks and see if we can catch the Prince before it sets sail!

burn Prot. Evil for CLW on Cestis/Kafar
1d8 + 1 ⇒ (5) + 1 = 6

Grand Lodge

F Human, with Orcish qualities Mom-12

@Gwen, your healing helps Kafar, but you realize it isn't enough to wake him up.

Scarab Sages

M Garuda-Blooded Aasimar Zen Archer 4 / Cleric 5 | HP 59 | AC 29 | T 23 | FF 26 | CMD 30 | Fort +12 | Ref +9 | Will +17 | Init +4 | Perc +18

Zinkyudo gives Gwendolen a puzzled look at her description of how she casts spells, then gives her a polite nod and smile. "I agree, we let these folks get home, and go find this ship, the Prancing Prince."

He moves to the door they came in, ready to head out.

Liberty's Edge

Human Cleric 2 - HP: 14/17 - AC 18 T:10/FF:18 -Init +4 Speed: 30; Senses Perception +4 ;Fort +4, Ref +0, Will +6

Blayne paused in the doorway shocked at the scene in the room. As he recovers he can see immediately that the situation is well in hand though perhaps he can help wake Kafar. He steps over to the bar and examines the unconscious agent.

Healing: 1d20 + 7 ⇒ (19) + 7 = 26

"Perhaps I can wake Kafir."

Does the healing check tell me anything about how he was drugged and can I rouse him?

Grand Lodge

M Human Gunslinger (Pistolero) 2 | HP 19/19 | AC 17| Tch 14 | FF 13 | CMD 16 | Fort +4| Ref +7 | Will +3 | Init +8 | Perc +7

Nev nods and says, I agree with Zinkyudo. Lets get to the Romping Regent or whatever it's called." He walks over to the door and lights up a new cigar.

Liberty's Edge

F Human Warpriest 1 AC 17 HP 10/10 Blessings: 3/4 1st: 2/2 Ranseur:+5/+6, w/Reach

Gwen pauses at the door with Nev and Kinky while the cleric examines the corps...erm, ah, unfortunate victim.

Grand Lodge

F Human, with Orcish qualities Mom-12

@Blayne, you can tell he needs a bit more more magical healing or a remove poison in order to wake.

Scarab Sages

M Garuda-Blooded Aasimar Zen Archer 4 / Cleric 5 | HP 59 | AC 29 | T 23 | FF 26 | CMD 30 | Fort +12 | Ref +9 | Will +17 | Init +4 | Perc +18

Assuming Blayne passes on what he learns:

Zinkyudo also pauses at the door, drawing a wand from his belt pouch. "If more healing will bring him around, let's give it a try. We might learn something from him."

He gives the wand to Gwennifer to use on the Aspis agent, using as many charges as needed to bring him around.

CLW: 1d8 + 1 ⇒ (6) + 1 = 7
CLW: 1d8 + 1 ⇒ (1) + 1 = 2

Liberty's Edge

Human Cleric 2 - HP: 14/17 - AC 18 T:10/FF:18 -Init +4 Speed: 30; Senses Perception +4 ;Fort +4, Ref +0, Will +6

Blayne passes on what he learns to the team.

-Posted with Wayfinder

Liberty's Edge

F Human Warpriest 1 AC 17 HP 10/10 Blessings: 3/4 1st: 2/2 Ranseur:+5/+6, w/Reach

Gwen uses the wand that Pikachu gave her, for the rolls already indicated.

Grand Lodge

M Human Gunslinger (Pistolero) 2 | HP 19/19 | AC 17| Tch 14 | FF 13 | CMD 16 | Fort +4| Ref +7 | Will +3 | Init +8 | Perc +7

Nev calls out to Zinky-Dinky and Gwenisha, "We should get going, the ship won't be here for long"

Grand Lodge

F Human, with Orcish qualities Mom-12

Kafar wakes. He is happy to see Nefti. Nefti is happy to see Kafar mobile.

Scarab Sages

M Garuda-Blooded Aasimar Zen Archer 4 / Cleric 5 | HP 59 | AC 29 | T 23 | FF 26 | CMD 30 | Fort +12 | Ref +9 | Will +17 | Init +4 | Perc +18

"Okay, glad you two are happy to see each other, " Zinkyudo says impatiently, "but we've got work to do. Kafar, what can you tell me about the people who kidnapped you? What was that guy asking you about before I killed him? "

Grand Lodge

F Human, with Orcish qualities Mom-12

Kafar looks at Zinkyudo, They were planning to sell us off as slaves. I wasn't going to just lay down and let them, so... waves a hand over his beaten and battered body, they strongly encouraged me to lay down.

Nefti speaks up, The Pathfinders agreed that you were to be let go if they found you, because I led them here. We should go, let them go on if they want.

Nefti helps Kafar to his feet and they head to the exit.

Scarab Sages

M Garuda-Blooded Aasimar Zen Archer 4 / Cleric 5 | HP 59 | AC 29 | T 23 | FF 26 | CMD 30 | Fort +12 | Ref +9 | Will +17 | Init +4 | Perc +18

"That meager answer is the price of our saving your life? " Zinkyudo asks brusquely. "We've other lives to save yet. Tell us what their leader looked like, how many they were, their accents or appearance so we have some idea who they were. Surely such a clever man as you, Kafar, noticed something about them? "

Liberty's Edge

F Human Warpriest 1 AC 17 HP 10/10 Blessings: 3/4 1st: 2/2 Ranseur:+5/+6, w/Reach

Gwen is equally uneased at the answer that this whole thing is a slave ring. They could have swept up just anyone with a heartbeat and made coin at market, but these hits are specialized. Why wealthy citizens? And an auctioneer? Not to mentioned the shipwrights before. Slave traders hit farmers and carry their children off. Either the man is magicked or so wit-addled that the story makes no sense.

Grand Lodge

F Human, with Orcish qualities Mom-12

The auctioneer speaks up, I already told you they was half-orcs that took the others.

One of the wealthy Cassomirites adds, Kidnapping is common around here, I guess they figured no one would notice if they took more of us than usual.

The Naval Guard pipes in as well, I'd be willing to bet the only reason you're even here looking is to find the Pathfinder. If there weren't no Pathfinder took, we'd still be hog tied. And that man, pointing at Kafar, would probably be dead soon.

Kafar looks at Zinkyudo, not quite contemptuously, I've no information for you. I was just in the wrong place at the wrong time, as was your missing Pathfinder.

Liberty's Edge

F Human Warpriest 1 AC 17 HP 10/10 Blessings: 3/4 1st: 2/2 Ranseur:+5/+6, w/Reach

Gwen frowns at the dearth of information to be gained and resignedly motions to the door. "We'd best be off, gang. We've done everything we can do here."

Scarab Sages

M Garuda-Blooded Aasimar Zen Archer 4 / Cleric 5 | HP 59 | AC 29 | T 23 | FF 26 | CMD 30 | Fort +12 | Ref +9 | Will +17 | Init +4 | Perc +18

Zinkyudo nods his birdlike head at Gwendolent and says, "Agreed, let's get going."

Grand Lodge

F Human, with Orcish qualities Mom-12

A tri-masted galleon, the Prancing Prince appears to be in good condition and floats lazily against its mooring along a wide, crate- and barrel-filled dock. No one appears to be aboard her, however, and the standard watch typically found at the gangplank of a docked ship is nowhere to be seen. Atop her bowsprit is a gaudily painted wooden man that appears to be the exact likeness of the Grand Prince of Taldor, Stavian III, hands on his hips, a huge smile across his face, and his legs bent as though he were dancing a jig.

T1 The Prancing Prince

Grand Lodge

F Human, with Orcish qualities Mom-12

I will point out that the sun has now set. Streaks of red and orange lace the clouds as you approach the Prancing Prince.

Scarab Sages

M Garuda-Blooded Aasimar Zen Archer 4 / Cleric 5 | HP 59 | AC 29 | T 23 | FF 26 | CMD 30 | Fort +12 | Ref +9 | Will +17 | Init +4 | Perc +18

His eagle eyes alert, Zinkyudo scans the ship carefully for anyone lurking and watching, then makes his way quietly up the gangplank.

Perception: 1d20 + 9 ⇒ (20) + 9 = 29
Stealth: 1d20 + 7 ⇒ (12) + 7 = 19

Liberty's Edge

F Human Warpriest 1 AC 17 HP 10/10 Blessings: 3/4 1st: 2/2 Ranseur:+5/+6, w/Reach

Ranseur in hand, Gwen crouches low but does not follow Zinky, not wishing to give away his position. She too keeps a constant watch of the ship, and waits for his signal to move forward.

perception: 1d20 + 4 ⇒ (13) + 4 = 17

Grand Lodge

F Human, with Orcish qualities Mom-12

Looks clear to Zinkyudo.

Can you move your tokens?

Liberty's Edge

F Human Warpriest 1 AC 17 HP 10/10 Blessings: 3/4 1st: 2/2 Ranseur:+5/+6, w/Reach

Gwen shrugs and pads aboard the ship, making her way to the rear.

Grand Lodge

F Human, with Orcish qualities Mom-12

The deck was recently scrubbed clean and still shows remnants of soap bubbles and puddles of water. It is otherwise deserted and completely dark.

Grand Lodge

M Human Gunslinger (Pistolero) 2 | HP 19/19 | AC 17| Tch 14 | FF 13 | CMD 16 | Fort +4| Ref +7 | Will +3 | Init +8 | Perc +7

With his pistol out, Nev stealthily approaches the ship and looks around.

Perception: 1d20 + 8 ⇒ (11) + 8 = 19
Stealth: 1d20 + 4 ⇒ (5) + 4 = 9

Scarab Sages

M Garuda-Blooded Aasimar Zen Archer 4 / Cleric 5 | HP 59 | AC 29 | T 23 | FF 26 | CMD 30 | Fort +12 | Ref +9 | Will +17 | Init +4 | Perc +18

Zinkyudo moves toward the gangway leading belowdecks, then moves down the stairs, bow in hand.

Positioned everyone but Gwendolen on the map, ready to explore further.

Liberty's Edge

Human Cleric 2 - HP: 14/17 - AC 18 T:10/FF:18 -Init +4 Speed: 30; Senses Perception +4 ;Fort +4, Ref +0, Will +6

"I can charm an isolated guard if we find one to question." Blayne says to Zinc before following him onto the ship.

-Posted with Wayfinder

Grand Lodge

F Human, with Orcish qualities Mom-12

You're all on the boat. There is a door to the front and a door to the back.

Scarab Sages

M Garuda-Blooded Aasimar Zen Archer 4 / Cleric 5 | HP 59 | AC 29 | T 23 | FF 26 | CMD 30 | Fort +12 | Ref +9 | Will +17 | Init +4 | Perc +18

"Sounds like a good idea, Blayne," Zinkyudo says quietly. He approaches the door leading toward the stern and listens at the door. He examines the door closely for any surprises, then opens it up.

Perception: 1d20 + 9 ⇒ (18) + 9 = 27

Grand Lodge

F Human, with Orcish qualities Mom-12

Captain’s Quarters: These finely appointed quarters contain a desk, a chair, a bed, and some chests, all of which have been screwed to the deck. A single lit lamp rests on the deck and illuminates the room completely. When you open the door to this room it provides shadowy illumination to the area you just left.

Perceptions:

Blayne: 1d20 + 3 ⇒ (6) + 3 = 9
Zinkyudo: 1d20 + 9 ⇒ (5) + 9 = 14
Gwendolen: 1d20 + 4 ⇒ (5) + 4 = 9
Nev: 1d20 + 6 ⇒ (9) + 6 = 15

Nev finds the captain’s log book in the chest. The room is otherwise empty.

Liberty's Edge

F Human Warpriest 1 AC 17 HP 10/10 Blessings: 3/4 1st: 2/2 Ranseur:+5/+6, w/Reach

Gwen takes a look over Zinky's shoulder into the spartan room and whispers, "I wonder what the book says?" Then her paranoia of the situation gets the best of her and she turns about, keeping a silent watch on the rest of the ship, guarding Zinky's back should he chose to read the book. Which is probably safe, since this isn't CoC, so the odds of the book eating his face are at least under a reasonable 45%. Certainly no more than 44%.

Grand Lodge

F Human, with Orcish qualities Mom-12

The book was only relevant to Qadiran faction mission, otherwise nothing interesting.

Scarab Sages

M Garuda-Blooded Aasimar Zen Archer 4 / Cleric 5 | HP 59 | AC 29 | T 23 | FF 26 | CMD 30 | Fort +12 | Ref +9 | Will +17 | Init +4 | Perc +18

Eager to find their fellow Pathfinder, Zinkyudo leads the way forward on the ship, listening at the door before opening it.

Perception : 1d20 + 9 ⇒ (6) + 9 = 15

Grand Lodge

F Human, with Orcish qualities Mom-12

Perceptions:

Blayne: 1d20 + 3 ⇒ (7) + 3 = 10
Zinkyudo: 1d20 + 9 ⇒ (2) + 9 = 11
Gwendolen: 1d20 + 4 ⇒ (1) + 4 = 5
Nev: 1d20 + 6 ⇒ (14) + 6 = 20

Supply Storage: Nev can tell you that these supplies were very recently placed here, as they have export stamps from just yesterday.

Any of you have Profession (Sailor)?

Liberty's Edge

F Human Warpriest 1 AC 17 HP 10/10 Blessings: 3/4 1st: 2/2 Ranseur:+5/+6, w/Reach

Gwen looks about, dumbfounded. "Is this a red herring? 'Twas only the navy guard that lead us hear. Perhaps he had bad data? Or was lying? The auctioneer said the orcs were from the sewers. Perhaps we should check that next?"

Does the ship have a hold? What do we see if we peer down those grates?

Grand Lodge

F Human, with Orcish qualities Mom-12

There are stairs that lead down. I had put Blayne's token over them. Sorry.

Liberty's Edge

Human Cleric 2 - HP: 14/17 - AC 18 T:10/FF:18 -Init +4 Speed: 30; Senses Perception +4 ;Fort +4, Ref +0, Will +6

Perception: 1d20 + 3 ⇒ (8) + 3 = 11

"Shouldn't there be someone up here?" Blayne asks looking around with a puzzled expression. He steps over to the top of the stairs and looks down.

Is there light down there?

-Posted with Wayfinder

Grand Lodge

F Human, with Orcish qualities Mom-12

Unfortunately, the only parts that include lighting description are the main deck and the captain's quarters. I told the other table we could do low-light, so I'll say the same for you.

Scarab Sages

M Garuda-Blooded Aasimar Zen Archer 4 / Cleric 5 | HP 59 | AC 29 | T 23 | FF 26 | CMD 30 | Fort +12 | Ref +9 | Will +17 | Init +4 | Perc +18

What? The other table is ahead of us? Intolerable!

Zinkyudo responds to the others' questions, "You're right, this could be a false trail, the ship is strangely empty. But we can't be sure until we've checked it all, and we might as well do that, since we're here."

He walks quickly to the stairs and moves down them, his eyes having no trouble in the dim light. Darkvision, if it matters here.

Grand Lodge

F Human, with Orcish qualities Mom-12

Ballistae Deck: Six large ballistae are housed here, screwed to the deck and mounted on rails so they can be pushed through the swinging doors on the side of the hull and fired at nearby ships. There is no ammunition present for these weapons, however, and the deck is empty.
The southwest corner of the room contains an open trap door down below.

I moved Zink, but no one else yet.

Liberty's Edge

Human Cleric 2 - HP: 14/17 - AC 18 T:10/FF:18 -Init +4 Speed: 30; Senses Perception +4 ;Fort +4, Ref +0, Will +6

Blayne casts a light spell and follows Zink down the stairs trailing him by 30 feet or so.

"let's see what's down there folks."

Perception: 1d20 + 3 ⇒ (1) + 3 = 4

-Posted with Wayfinder

Liberty's Edge

Human Cleric 2 - HP: 14/17 - AC 18 T:10/FF:18 -Init +4 Speed: 30; Senses Perception +4 ;Fort +4, Ref +0, Will +6

apparently ensuring appropriate illumination levels has thoroughly distracted Blayne...

-Posted with Wayfinder

Liberty's Edge

F Human Warpriest 1 AC 17 HP 10/10 Blessings: 3/4 1st: 2/2 Ranseur:+5/+6, w/Reach

Gwendolyn casts Guidance on Zinky and peers down the open trap door with the others.

Grand Lodge

F Human, with Orcish qualities Mom-12

Stuff, and stuff:
1d20 + 7 ⇒ (5) + 7 = 12
1d20 + 4 ⇒ (10) + 4 = 14
1d20 + 0 ⇒ (7) + 0 = 7
1d20 - 4 ⇒ (13) - 4 = 9
1d20 + 5 ⇒ (4) + 5 = 9
1d20 + 5 ⇒ (17) + 5 = 22

I moved you all down, if you didn't want to be there, please move yourselves back up.

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