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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Grand Lodge

F Human, with Orcish qualities Mom-12

Devil We Know Part 1: The Shipyard Rats

Silver Crusade

Female Aasimar Oracle 2
Stats:
HP 17/17 | AC 14 | T 10 | F 14 | Fort +1 | Ref +0 | Will +2 | Init +2 | Perception -1

dotting

Grand Lodge

M Human (Taldan) Investigator (Empiricist) 4 - HP 26/26 – AC: 21*/T: 12/FF: 19* – Perception: +11 (+2 locate traps) – Fort: +3, Ref: +7, Will: +6 (+2 vs. illusion spells) – CMB: +4, CMD: 16 – Speed 30' – Init. +2

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DM - not sure which PC I'll bring, can you open the discussion thread so we can, you know, discuss?

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

Dot!


What Khelreddin said

Liberty's Edge

male Tiefling Ranger 5/ Slayer 3 [hp 70/70] [Init +8] [AC 23, T15, FF 18] [Fort +9, Ref +11, Will +5 {+5 Fort/ DR 5 vs Cold, Elec, Fire}] [CMB +10, CMD 25] [Perc +16/+17 vs traps/+20 vs human/+18 vs animals/+2 while in forest]

Dotting

Grand Lodge

Male Sargavan Half-Orc Sorceror/9 (HP 53/53 | AC:24 T:14 FF:21 | CMB:+3 CMD:15 | F:+6 R:+7 W:+8 | Init:+3 | Perc:+8 Darkvision 60ft | Move:30ft | Conc:+22) ER +8T (1d6+4/20x2) 7/8 EB 1/1 | Spells 1:7/8 2:2/8 3:6/7 4:5/5
Skills:
Acr +2 App +2 Blf +10 Cli -1 Dip +7 Dis +6 EA +2 Fly +10 Heal +1 Int +10 (Arc) +6 (Dun) +3 (Eng) +3 (Geo) +3 (His) +3 (Loc) +3 (Nat) +7 (Nob) +3 (Rel) +3 (Pln) +6 Perc +9 Ride +2 SM +0 SC +14 Stlth +2 Surv +1 Swim -1 UMD +18
Buffs: Mage Armor (9 hours), Shield (18 min), Reduce Person (18 min), Long Arm (9 min) AC 27/15/23

dot

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

Hey all...dot.

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

Guess I should dot here too.

Grand Lodge

F Human, with Orcish qualities Mom-12

Venture-Captain Hestia Themis, a small, unassuming woman of Taldan heritage with dark hair and eyes, holds a large sheaf of papers in her small hands and clears her throat. Her booming voice, the antithesis of her stature, fills the main hall of the small Pathfinder Lodge in the Taldan city of Cassomir.

“One of our own has been kidnapped. Pathfinder Cestis was taken just days ago from a relics auction in the Imperial Naval Shipyards, and we believe his disappearance to be related to the six dozen or so kidnappings of the last several months. Now that one of our own is missing, this has become a Society matter—something we’ll get to the bottom of.”

Themis gestures to a teenage boy standing beside her, who nervously regards his surroundings and sweats profusely, his thick brown hair matted and wet against his head. “This is Nefti, the assistant to the biggest thorn in my side in Cassomir - an agent of the Aspis Consortium named Kafar. Kafar is also missing, taken from the same relics auction along with Pathfinder Cestis and a dozen other citizens of Cassomir. Nefti was at the auction, saw where a small group of the kidnapped victims were taken, and his handlers in Cassomir have give us access to him so that he might guide us to our missing Pathfinder. If you happen to find Kafar...” Themis grinds her teeth. “Let him go, per the agreement I’ve just made with his superiors. Your priority is Cestis, and I think Nefti can lead you to him. Any questions?”

For added flavor, Faction Missions can be found here. Remember they are no longer an actual part of the game or needed for prestige points at the end, and everyone has different factions now anyway, but here they are if you're interested in the RP.

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 listens in observant silence as the venture-captain speaks, his gaze flicking over his companions. Never worked with any of these Pathfinders before. I hope they're not complete savages. His large, amber eyes take in the scene in the lodge without evident emotion, however. Zinkyudo is a most unusual-looking young man, slender with a smallish set of wings sprouting from his back, covered in feathers of a dusty brown. He holds his head completely still, then moves it quickly, like a bird of prey scanning for a meal. This predatory aspect is reinforced by his hooked nose, like the beak of a desert hawk.

The avian hunter look, however, is undone the moment he speaks. ”I’m Zinkyudo!” he almost squawks, his voice sounding both startled and scratchy. "Good to meet you all," he adds with a nod to the other Pathfinder agents.

Rotating his head back to Venture-Captain Themis, he squawks in alarm, "Six dozen kidnappings? That's a lot of people missing! Good thing the Society's getting involved at last. And no one has any idea who's behind them?"

Zinkyudo's gaze pivots to the boy and he continues his questions, "Nefti, is it? Tell us what you saw. Did you see any of the kidnappers? What were they wearing? Did you hear them speak?"

As he finishes speaking, he unconsciously flexes a wing over his shoulder, reaching up and picking and preening at the feathers there before abruptly stopping himself.

Mari - Any Knowledge checks we can make here?

Liberty's Edge

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

Gwendolen glares a long while at Nefti, but finally tears her gaze away to pose a question to good Captain Themis. "Are there any links among the kidnapping victims?" she says, her monotone, booming voice a fitting accouterment to the gleaming breastplate containing her statuesque figure. "And what do we know of Cestis? Is he a mere scribe or a towering warrior? And what of this relic auction? What sort of merchandise was being bartered that would attract so diverse an assemblage from Pathfinder Cestis to..." she pointedly doesn't look at Nefti, "...other assorted lowlifes? We shall of course find these evildoers and return good Cesis so that the Society can get back to," her head swivels slowly to again rest her gaze open Nefti, "the real enemies of Cassomir."

Gwendolen always had a way with people.

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

The young Varisian man pauses to remove a well-chewed cigar from his mouth before saying in the lazy drawl of Alkenstar, "Hey y'all, call me Nev. Pleased to make yer acquaintance." He casually rests his hand on a pistol at his hip as he turns and looks to hear the answer to Zinkyudo's questions.

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

Well met fellow travelers. says a Varisian man with an orange sash hanging from his rapier baldric as he looks around the room at the group with a welcoming smile. Call me Blayne.

He focuses on Hestia Themis before continung Venture Captain, just how many people were kidnapped from this auction?

Grand Lodge

F Human, with Orcish qualities Mom-12

You can make knowledge local and knowledge nobility checks for a bit of background.

Hestia As far as who's behind the kidnappings, best I can tell you is that there are... rumors... of twisted men from the Darklands who climb up through Cassomir’s Locker, the sewers, catacombs, and older ruins below the city. Problem is, they're only rumors. We don’t really know who’s doing it. That's what you're here for.

Upon addressing Nefti, the young man shudders and hides behind Hestia, looking fearfully at her, I said I didn't know who took them, I just think I know where they went.

Hestia continues, You will recognize Cestis by his Pathfinder Wayfinder. He is very proud of it. There isn't anything that is of importance to your mission about the auction, just that there were some folks kidnapped, and they were some folks we need back.

Getting angry now, The kidnappings themselves started a few months ago. Cassomir has always had some trouble with its citizens going missing, but this was different. Only folks associated with the Imperial Naval Shipyards were taken before: shipwrights, carpenters, navy guards, that sort of thing. This recent kidnapping, where they took Cestis, was much more brash, very bold. They grabbed more than a dozen people at one time.

She breathes deeply and calms down, Just find Cestis. If you find Kafar alive, return him, but really, find Cestis.

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

"Twisted men from the darklands? That sounds even worse than my last assignment for the Society, dealing with drug-addicted chameleon men," Zinkyudo says with an alarmed shake of his head.

"Well, Nefti," Zinkyudo says, "why don't you take us where you think they went, and we'll see if we can't bring them back. "

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

"Indeed - lead on." Blayne says rising from his seat. "we should probably investigate as soon as possible."

I wonder if the type of people being kidnapped is relevant. Could someone be building a shipyard or a ship?

-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

Gwendolen resolutely takes her place in the queue and follows the guide. But her thoughts are troubled and she wonders aloud "I wonder if the type of people being kidnapped is relevant. Could someone be building a shipyard or a ship?"

:p

She racks her brain for any tidbit she may have heard recently.

Knowledge Local: 1d20 + 1 ⇒ (14) + 1 = 15

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 looks startled for a moment as a glances thoughtfully to Gwendolen thoughts transparent on his face: Seems like I'm not the only one thinking down those lines...

:-)

"How many people would you need to do that?" he asks her.

Knowledge Local: 1d20 ⇒ 5

Grand Lodge

F Human, with Orcish qualities Mom-12

With the knowledge local, you probably would have heard whisperings that some cleric has been recruiting followers, but you don't have much more information than that.

Are you ready to head off? Are there any purchases anyone wants to make? I can make notes to add to your chronicle at the end.

Liberty's Edge

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

Gwendolen resolutely follows Nefti to where 'ere he will lead.

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

Squawk! Let's roll!

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'm ready to go now. "

-Posted with Wayfinder

Grand Lodge

F Human, with Orcish qualities Mom-12

Looks like we lost Degwyn, so it might just be the four of you unless he replies soon.

He leads you to the Inn of the Unlucky Sailor. There. He points at the building. I think they are in there. He is shaking visibly and is unwilling to go in with you.

Perched precariously overhanging the dirty harbor water stands the Inn of the Unlucky Sailor. A fresh coat of white paint glistens on half the inn’s outside walls, and most of the windows are boarded up. The roof leans slightly toward the harbor, as if at any moment the entire thing could come off and slide into the ocean. The dock leading up to the inn is made of rotting wood connected to thick, rank-smelling pilings. Several small rowboats are currently tied up along its length.

T1 Inn of the Unlucky Sailor

Let me know if you can't 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 stands a moment peering at the building, trying to discern any obvious signs of occupation. "Friend Zinky, you are light on your feet and keen of eye. Sneak up to yon wall, and see if there is an opportune hole through which we may discern any knowledge."

perception: 1d20 + 4 ⇒ (16) + 4 = 20

Grand Lodge

F Human, with Orcish qualities Mom-12

Gwen sees nothing out of the ordinary, it looks fairly abandoned.

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

Zinky again! Why do they always call me Zinky? In Osirion that would be a most ridiculous nickname, yet it's what all the Pathfinders seem to call me. Ah, well, at least she said 'friend' along with it, and seemed to mean it...though she was very kindly suggesting I go first.

With all of this running through his mind, Zinkyudo moves along the rotted planks of the dock, trying to make as little noise as possible. When he reaches the door, he examines it and gives it a careful listen. If he finds nothing that causes him any concern, he signals to the rest of the party to come join him and opens it.

Perception: 1d20 + 9 ⇒ (9) + 9 = 18
Stealth: 1d20 + 7 ⇒ (13) + 7 = 20

Grand Lodge

F Human, with Orcish qualities Mom-12

1d20 + 2 ⇒ (7) + 2 = 9

You do hear noises inside the building, but it isn't terribly loud. You are certain you hear a voice, but are not sure what is being said.

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 chucks the stub of his cigar into the water. He scans the building, hoping to notice anything.

Perception: 1d20 + 6 ⇒ (7) + 6 = 13

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 waits until his companions join him at the door, then opens it.

Liberty's Edge

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

The situation unnerves Gwen. The boats along the side mean that it could be heavy-populated, or they could be unrelated. That it appears quiet means it could have a skeleton crew, or hold half the city in the basement. And they've naught but single witnesses' word that this building means anything at all. Well, of course it's a den of inequity, that's not in question, but whether it's the _right_ den of inequity is the sticking point.

The factors point more to 'going in heavy' than 'enter and speak'. She pulls her ranseur and gets behind Zinky, ready for anything.

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

Before moving up to join the group Blayne remains with Nefti and asks a question: "You seem nervous Nefti - what do you know, or guess, about this building?"

Sense Motive: 1d20 + 7 ⇒ (10) + 7 = 17
Diplomacy: 1d20 + 6 ⇒ (3) + 6 = 9

I just don't trust this fellow - he's gotten more jumpy with every step and with no good cause.

Grand Lodge

F Human, with Orcish qualities Mom-12

Initiatives:

Blayne: 1d20 + 0 ⇒ (1) + 0 = 1
Zinkyudo: 1d20 + 4 ⇒ (15) + 4 = 19
Gwendolen: 1d20 + 3 ⇒ (15) + 3 = 18
Nev: 1d20 + 8 ⇒ (6) + 8 = 14

Druid: 1d20 - 1 ⇒ (13) - 1 = 12
DRC (Green): 1d20 + 3 ⇒ (14) + 3 = 17
DR1 (Red: 1d20 + 3 ⇒ (4) + 3 = 7
DR2 (Blue): 1d20 + 3 ⇒ (19) + 3 = 22

Nefti is a teenager that has been raised in the Aspis Consortium to distrust and basically hate Pathfinders, and has just been sent by his superiors to accompany a group of more experienced adventuring Pathfinders to a place where he is pretty sure a group that just kidnapped more than a dozen people, including a seasoned Pathfinder and his employer. He has every reason to be nervous and jumpy.

The Druid did not hear your approach, the party will get a surprise round when you open the door.

Grand Lodge

F Human, with Orcish qualities Mom-12

Sorted Initiatives
DR2 (Blue)
Zinkyudo
Gwendolen
DRC (Green)
Nev
Druid
DR1 (Red)
Blayne

Zink, Gwen, Nev, then Blayne, then we will enter a regular round.

Grand Lodge

F Human, with Orcish qualities Mom-12

A druid and his dire rat companion and two dire rat minions currently guard a small group of kidnap victims. The druid is torturing one of the victims on the bar. The other kidnap victims are hog-tied with thick rope and then tied to each other by the neck.

Liberty's Edge

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

with the assumption that Kinkyudo (that's how you spell it, right? :) breaches in so she can get through

Shocked at the scene of brutality before her, Gwendolen charges in. Unable to close quickly enough, and unwilling to leave the five nearby
kidnapped victims defenseless against some 'liquidation' plan, she moves to the right to lock down that flank.

Move action to the right. Readied action: Attack at reach as soon as anything is in range.

to hit ranseur: 1d20 + 5 ⇒ (5) + 5 = 10
damage: 2d4 + 6 ⇒ (2, 4) + 6 = 12

Also, we'll just throw up an AOO as long as we're kickin' it. =)

to hit ranseur: 1d20 + 5 ⇒ (13) + 5 = 18
damage: 2d4 + 6 ⇒ (2, 2) + 6 = 10

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 darts into the room toward the druid, slipping his bow off his shoulder as he moves. "Release him, you savage!" he calls out to the druid.

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 takes a step over to the door, and shoots the rat directly in front of him.

Pistol: 1d20 + 6 ⇒ (16) + 6 = 22

Damage: 1d8 ⇒ 8

Grand Lodge

F Human, with Orcish qualities Mom-12

Don't laugh.

The rat that Nev shoots rears up on its hind legs at the sight of the pistol, but then keeps rearing and falls right over onto its back, dead.

Grand Lodge

F Human, with Orcish qualities Mom-12

Druid remains in place, begins casting.

DR1 (Red) moves forward to Gwen and Bite: 1d20 + 1 ⇒ (7) + 1 = 81d4 ⇒ 1 plus disease

Disease Bite, filth fever:
; save Fort DC 11; onset 1d3 days; frequency 1/day; effect 1d3 Dex damage and 1d3 Con damage; cure 2 consecutive saves.

Blayne is up.
DR2 (Blue) Dead
Zinkyudo and Gwendolen follow.

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

Figure I'll throw up a post, since it won't affect the order.

"Nice shot, Nev!" Zinkyudo says as he takes a step closer to the druid. He raises his bow and looses two arrows at incredible speed.

5-foot step, then flurry with longbow.

Flurry with Longbow, PBS: 1d20 + 5 ⇒ (16) + 5 = 21
Longbow damage: 1d8 + 4 ⇒ (7) + 4 = 11

Flurry with Longbow, PBS: 1d20 + 5 ⇒ (10) + 5 = 15
Longbow damage: 1d8 + 4 ⇒ (4) + 4 = 8

Grand Lodge

F Human, with Orcish qualities Mom-12

@Zink, who are you shooting?

Liberty's Edge

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

Did my Attack of Opportunity as DR1 approached me hit? (I use a ranseur.)

Grand Lodge

F Human, with Orcish qualities Mom-12

@Gwen, yes! Sorry, it didn't hit you cause you killed it. My bad.

Grand Lodge

F Human, with Orcish qualities Mom-12

As soon as the rat moves in to range of Gwen, Gwen's readied action triggers, since it misses the rat keeps moving in range for its own attack, so Gwen's AoO hits, and the rat falls over, dead.

Two down, druid and one rat left.

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

Oops, sorry, I thought I had said that I was shooting at the druid. Definitely shooting at druid, that's why I moved into position to get Point Blank Shot bonuses against him.

Grand Lodge

F Human, with Orcish qualities Mom-12

Made sense, just wanted to make sure.

Druid, cackling maniacally, You will never stop us! We will rid the world of... but in the midst of his mad ramblings, Zinkyudo's arrows take him out in a flash! Seriously, it was so quick there was a flash.

DRC Green is the only one left, standing. It being his turn, he runs to the nearest window, scampers out, and jumps into the water below.

DR2 (Blue) Dead
Zinkyudo
DRC (Green) Scampered away
Nev
Druid Dead
DR1 (Red) Dead
Gwendolen
Blayne

Do you try to chase it down or is combat over? If you pursue, I think it is Nev's turn.

Liberty's Edge

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

Gwendolen lets Nev follow his own destiny, but she despairs at catching a fleeing rat while she is so heavily armored. The immediate threat removed, she sheathes her weapon and moves to the pile of 5 victims near her, running down a quick triage, ready to hand out Stabilize like sugar candy.

Grand Lodge

F Human, with Orcish qualities Mom-12

The 5 are mostly okay. Again, they are hog-tied with thick rope and then tied to each other by the neck.

You are able to determine these five are: one Imperial Navy guard, three wealthy Cassomirites, and the auctioneer. and a partridge in a pear tree.

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