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- Melisandre - HP 17/17 | AC15 T14 FF12 | Init +5 Perc +1 CMB +0 CMD 13 | F+2 R+3 W+2 | CN Gnome (Magical Linguist Explorer) | Summoner (Unchained First Worlder) 2 | Light Crossbow +6; 1d6 (19-20/x2)
- Miðgarðsormr - HP 13/13 | AC19 T13 FF16 | Init +3 Perc +5 Stealth +8 CMB +3 CMD 16 | F+1 R+6 W+3 | N Outsider | Eidolon (Serpentine) 2 | bite +3 (1d6+1) | tail slap -2 (1d6)

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GM ShadowLord |

In the vibrant city of Magnimar the dawn breaks the autumn air as sunlight creeps across Heidmarch Manor. It is upon these extensive manor grounds the eccentric married Pathfinder couple of Sir Canayven Heidmarch and his wife Sheila host Varisia's first and only Lodge. The Pathfinder Society have only recently started to use this gateway into the young lands that inherited the priceless secrets of ancient Thassilon. It are these secrets that the Decembirate currently wish to discover.
As the light cracks the window of your room within the Meeting House, you remember that you are to to have breakfast with Lady Heidmarch within the Manor itself regarding a Pathfinder mission. As the Heidmarches rarely take guests here, this meeting is considered to be an honor saved only for extremely dignified Pathfinders.
The jaunt from the Meeting House to Heidmarch Manor is interrupted by a pair of huge ponds filled with vibrant, multi-hued koi. You are able to cross the center of the larger pond by a pair of arched wooden bridges connecting to a whitewashed gazebo that sits on a small rock island. A rowboat tied to the near by dock bobs gently as the morning breeze picks up. Across the northern bank, a small open-air tower overlooks both ponds.
Upon arriving at the Manor, you are quickly escorted to the lounge. This room is squared with dark maroon walls, walnut trim with brocade rugs on its floor. Arrangements of plush velvet and leather couches provide comfortable seating, while a crackling fireplace creates a cozy feel. A small, glass topped bar in the corner boasts an elegant collection of vintage brandies and fine elven wines. Upon this bar, young servants bring in platters of pastries and fruits. Coffee and teas are offered to those who wish a cup.
"Lady Heidmarch will be with you shortly. Make yourself comfortable."
Please introduce yourselves with character descriptions.

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"Thank ye. Await I shall." Ellenar takes a seat, her brown hair dyed in a vibrant rainbow of colors, similar to the colors of Shelyn's holy symbol. She is dressed in a simple yet brightly colored dress, again emulating a rainbow of colors. Underneath the dress, she has her full plated armor on, the symbol of a lion roaring on the chest piece, but she chooses not to wear the helmet. It ruins her hair dye. She placed her halbert with the Banner of the Silver Crusade on the nearby weapon rack, since appearing armed would be an insult to her host's hospitality.
As she waits, she finds herself growing pleasantly bored. "Argh, I'm bard...This plaece could use a wee bit'a music, ey?" Fail Irish accent is fail. Ellenar breaks out her violin, beautifully constructed and ready to play.
Perform: Strings: 1d20 + 6 ⇒ (11) + 6 = 17 A merry tune springs forth, filling the room with a lively folk song.

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- Melisandre - HP 17/17 | AC15 T14 FF12 | Init +5 Perc +1 CMB +0 CMD 13 | F+2 R+3 W+2 | CN Gnome (Magical Linguist Explorer) | Summoner (Unchained First Worlder) 2 | Light Crossbow +6; 1d6 (19-20/x2)
- Miðgarðsormr - HP 13/13 | AC19 T13 FF16 | Init +3 Perc +5 Stealth +8 CMB +3 CMD 16 | F+1 R+6 W+3 | N Outsider | Eidolon (Serpentine) 2 | bite +3 (1d6+1) | tail slap -2 (1d6)

A tall, dark haired, pale woman finds a place on a couch to sit and wait for the appearance of Lady Heidmarch and the Society briefing to follow. Her spear and backpack lay casually on the floor at her feet. The traveler's outfit she wears is simple, without any adornment; as would befit someone just starting out on their own. As the music begins, a small serpentine figure uncoils from around her waist to gently sway in time with the melody as if directing the performance. She smiles at "Middy's" performance and closes her eyes. The music helps drown out the constant call within her mind ...

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If you're gonna play in Texas, you gotta have a fiddle in the band
That lead guitar is hot but not for "Louisiana Man"
So rosin up that bow for "Faded Love" and let's all dance
If you're gonna play in Texas, you gotta have a fiddle in the band

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I young 4 foot dwarf with brown hair and eyes strolls into the room. His beard comes down to his belly; hanging over his armor which is made of flexible hexagonal plates.
His eyes flow over the room and his body goes rigid when they reach Mesiandre and the creature coming out of her belly. His hand instinctively reaches under his beard drawing out an iron moth hanging on a chain. His eyes dart to Ellenar. You can almost see the gears in his mind working. Realizing no one in the room is distressed he makes a show of relaxing his stance.
Carefully and without turning his back on anyone he walks over to the bar, sets down his shield and picks up a pastry. Pastry in hand he relaxes a bit more and says "Names Oliver, here on pathfinder business." He points the pastry at Melisandre "Elf, I need ya to explain to me whats going on with this creature thats coming out of your person."

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- Melisandre - HP 17/17 | AC15 T14 FF12 | Init +5 Perc +1 CMB +0 CMD 13 | F+2 R+3 W+2 | CN Gnome (Magical Linguist Explorer) | Summoner (Unchained First Worlder) 2 | Light Crossbow +6; 1d6 (19-20/x2)
- Miðgarðsormr - HP 13/13 | AC19 T13 FF16 | Init +3 Perc +5 Stealth +8 CMB +3 CMD 16 | F+1 R+6 W+3 | N Outsider | Eidolon (Serpentine) 2 | bite +3 (1d6+1) | tail slap -2 (1d6)

Melisandre smiles at the Dwarf, perhaps taking some small level of amusement at his obvious discomfort.
"Hello Ollie ... don't mind Middy; he's just dancing to the music.
... and please ... call me Missy."

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"Well Missy, just what kinda creature is this Middy." Oliver stuffs the whole pastry into his mouth and begins to chew. Realizing he needs two hands to operate a napkin; he relaxes a bit more and sets down his warhammer.

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- Melisandre - HP 17/17 | AC15 T14 FF12 | Init +5 Perc +1 CMB +0 CMD 13 | F+2 R+3 W+2 | CN Gnome (Magical Linguist Explorer) | Summoner (Unchained First Worlder) 2 | Light Crossbow +6; 1d6 (19-20/x2)
- Miðgarðsormr - HP 13/13 | AC19 T13 FF16 | Init +3 Perc +5 Stealth +8 CMB +3 CMD 16 | F+1 R+6 W+3 | N Outsider | Eidolon (Serpentine) 2 | bite +3 (1d6+1) | tail slap -2 (1d6)

"He's isn't really ... a creature that is. He's more of a phantom or a projection. I have heard said that eidolons are actually echoes of life, but I don't believe it. I mean ... if that were true, I don't think I would be able to change anything about him ... which I can. In fact, the stronger my will becomes, the more Middy can evolve into my ideal companion."
Missy frowns. "Which obviously points to my current lack of experience. Something I hope this mission will help remedy."

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"Typical women, always trying to mold there companions." "Har Har!!! I just be kidding with ya Missy". Oliver grins and walks up to the eidolon to take a closer look. I wonder if its good eats. You see them pretty fish out there? They ain't good eats. I know cus I tried one once, har har!!!

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A handsome young human of average height and slender build strides into the room wearing markedly mundane clothes. His dirty blonde hair messily tussled, he brushes back a few strands while flashing a pearly white grin upon hearing the beautiful music adds his deep baritone voice in song.
perform sing: 1d20 + 8 ⇒ (11) + 8 = 19

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Hearing the voice of Cid, Ellenar continues playing, matching his performance and providing a great performance worthy of the courts of Shelyn.
When the last note is played, Ellenar gives a customary bow, putting her violin away. "Well. That was a gret perfarmance! Ellenar Bannerhand, Cavalier of the Order of the Lion and member of the Silver Crusade, at yar service!" More fail Irish accent is more fail.

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Cid returns the bow to Ellenar while smiling warmly. Well met Ellenar Bannerhand! I am Cid Farshadow, a simple bard. It is a pleasure to make your acquaintance! He scratches the deep stubble on his cheek while observing the group around him before turning his attention back to Ellenar.It is delightful to find another such as yourself so skilled in the musical arts!

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Well after the rest of the party has assembled, a cloaked figure is ushered into the lounge by one of Heidmarch Manor's servants. On his way into the room, he removes a hefty-looking backpack, which jangles as if filled with many small flasks or bottles. After settling onto one of the couches, he pulls back his cloak's hood to reveal pointed ears and purple eyes that betray his elven heritage. Beyond those features, though, he would easily pass for a typical Varisian man.
"Salutations, fellow Pathfinders! My name is Aduon Grym, though most simply call me Grym -- doubtless due to my effulgent personality. I pray you will exculpate my tardiness; I was on Society business in Korvosa and made my way up the coast in greatest celerity.
"Has the esteemed Lady Heidmarch vouchsafed to meet with you already?"
The half-elf helps himself to tea, carefully searching for the largest cup on offer.

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Hardly surprising. I hope this mission from Lady Heidmarch goes better than the last.
"And you as well. How are the patisseries?"
Grym turns to regard the dwarf as he takes a large swallow of tea. His eyebrow arches at the sight of the holy symbol.
"I beg your pardon, sir, but I have not met many dwarven followers of the Great Dreamer on my travels. Many of your kin hold her to be too . . . whimsical. I sense a story lies there."
A sign, perhaps? May the Song of the Spheres continue to watch over me.

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"Ah!! That story goes back a hundred years. Outside Emperor's Peak in the Five King Mountains, there was a wondrous world tree with roots growing down into our warren. My brothers and I where exploring some old abandoned shafts when we discover a giant bee hive. The buzzing sound was deafening, these things where as long as ya be tall and with stingers long as daggers that could cut ya down to my size. My brothers wanted to build a fire and smoke them out for there honey. But the real prize was the wax they used to construct there hive. It was highly valued because its none of yours!
Oliver can't contain his deep belly laugh. "Har Har Har!"

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A large man enters the room. His hooded eyes and oft broken nose indicate someone used to discussing matters with his fists. One ear is mangled and there are scars across his face and arms. As he looks around, he subconsciously wipes away a spot of blood from his nose. Well these are finer accommodations than I just left.
He nods at the others in the room. His eyes narrow as he sees the violin, a bard? blast.
He piles a plate high with food and makes his way to the table. He looks to the dwarf and grunts a greeting, I'm Troyst.
Reclaiming my spot from Meensy since he's unavailable

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Cid nods to Troyst acknowledging his existence.
Desna help me he smells as bad as the dwarf. Almost as ugly too.
Cid gives a half hearted smile while diverting his eyes to the pastries wondering which one he should try next."Welcome friend, we were all just getting acquainted. I am Cid."

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"Ah!! That story goes back a hundred years. Outside Emperor's Peak in the Five King Mountains, there was a wondrous world tree with roots growing down into our warren. My brothers and I where exploring some old abandoned shafts when we discover a giant bee hive. The buzzing sound was deafening, these things where as long as ya be tall and with stingers long as daggers that could cut ya down to my size. My brothers wanted to build a fire and smoke them out for there honey. But the real prize was the wax they used to construct there hive. It was highly valued because its none of yours!
Oliver can't contain his deep belly laugh. "Har Har Har!"
Grym leans forward as the dwarf begins his tale. The half-elf's brow furrows slightly as the story unfolds. How does this tie into his worship of Desna . . . ?
When the story concludes, Grym cannot help but smile. "Well played, sir; I suppose that inquiry was rather impertinent. Perhaps I should have begun by asking your name?"

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Continuing his conversation with Grym.
"Aye, names Oliver. One of the many aspects of Desna's domain is freedom. So its really not so strange for someone who has thrown off social shackles to find there way to her. To dream is to hope and sometimes a little luck is needed to achieve your dreams. As a cleric of Desna I believe that is it is my greatest ability and duty to provide hope to those in need. Even dwarfs need hope and dreams." Oliver smiles.
When Troyst address him. "Greetings Troyst, I'm Oliver."

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Cid grins mischievously as Oliver finishes his explanation. ,,, Nice choice dwarf, I mean Oliver. She is scalding hot too. Now that's a deity I can get behind! he turns away and smirks as he points at a pastry that one is delicious.i recommend that one.

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A young human looking girl with bright blue eyes and long golden locks of hair arrived last. Her golden hair draped down over a hand-etched, masterwork breastplate that displays a fived winged angel hovering angelically over a vast army. Strapped to her side hangs a heavy cold iron bastard sword that shows more than a few signs of wear. After walking into the room the young girl sets a heavy steal shield, which has been equally decorated, against the wall closest to the entrance, then turns to the rest of the group and introduces herself.
Well met everyone, I am Saphera, so sorry for my late arrival. I couldn’t resist the temptation to enjoy such a fine establishment and sleep in a little. I am well rested now and ready for a new adventure. With a bright smile the young girl looks around the room, sizing up her new traveling companions. On occasion the light from the fireplace creates a very faint shimmer from the young girl's pasty complexion.

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"Greetings, Saphera; you may call me Grym. Do try the patisseries."
The half-elf makes his way back to the tea service for the fourth time.
I could leap in jubilation at the sight of some heavier armor than the last mission. Thanks be to Desna!

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Saphera raises an eyebrow at Aduon's suggestion, then politely acquires one of the fluffy cakes.

GM ShadowLord |

AAAwwwwaaaay we go!
The light from the rising sun performs a splendid dance upon the windows of the Magnimarian manor house. After everybody is about half way through their beverages and fluffy cakes, a raven haired middle aged woman dressed in a form fitting purple full length dress.
"Good morning dear Pathfinders, I am Venture-Captain Sheila Heidmarch. I am glad you came to our call."
She walks over to the bar and pours herself a coffee. She 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.”
The Venture Captain finishes her her biscuit as you digest your mission and cook up any questions you may have.

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Tyost watches Heidmarch as she speaks. She seems certain they're dead. I wonder where she's getting her information. When she finsihes, he asks, Is it possible that the scholars are being captured rather than killed? Could Netrav be making her own run at the mysteries of the Cyphergate. He eats another pasty as he sits. And are we under any restrictions with the pirates? It sounds like they might respond well to a good, ah, talking to. Troyst squeezes his hands together, cracking a few knuckles, but we wouldn't want to reflect poorly on yourself or Tammerhawk.

GM ShadowLord |

The Venture Captain turns to address Pathfinder Troyst. “It is entirely possible that Alejia has some ulterior motive here, and perhaps it is related to the scholars. But 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.”
"While we are on the subject of Alejia, I know she is a lowly pirate. Alejia possesses more enemies than friends in Riddleport, having backstabbed many business partners to get to where she is now. Her sudden disappearance and recent activities have only spurred public resentment of her, and many would like to see her dead. In any case, don’t be surprised if your investigation gets you entangled with some of her less savory ex-associates.”
She pauses a moment while she considers the restriction comment. "Elias is a powerful figurehead in Riddleport, but his rivalry with Overlord Cromarcky is well known; few would seek to get involved in their complicated feud. Cromarcky’s direct underlings and the peacekeepers of the town, the Riddleport Gendarmes, know of the troubles the Order of the Cyphers has been facing as of late, but they are hesitant to do anything about it, as they fear punishment for helping Elias. Elias himself wishes to keep this investigation as discreet as possible, and have it dealt with immediately.”

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Well that doesn't really answer my question. Would our, ah, talents be better served on the Topas Titan? Or are we trying to stop the pirates before they hit the water? Troyst looks around at the group, not that I'm suggesting we go for a swim or anything.

GM ShadowLord |

Heidmarch responds, "At this time it would be premature of me to direct you into a specific course of action. My hope is that you will arrive in Riddleport with sufficient time to gather additional information to properly identify the best approach. I have arranged passage for you on a Taldan cargo ship called the Opparan Opal that will be leaving port within the hour. This should put you Riddleport two before the arrival of the Topaz Titan. Whatever approach you take, you mus tmake sure that Hirako Gurukaza arrives safely."

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Troyst nods, thank you. He looks around at the rest of the group, I do not speak for us, but I am ready to leave at any time. Troyst makes one last plate of food and moves to lean against the wall.

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Grym stands as Sheila Heidmarch enters the lounge and bows slightly.
"A pleasure to see you again, Venture-Captain Heidmarch. I trust my communique regarding the Aspis and Lissalans here in Riddleport met with your satisfaction? Fortunately, I have regained my . . . mobility since that mission.
"What do we know of the proficiencies and stratagems of this pirate Alejia? Does she favor any particular gambits or maneuvers? Does she have extraordinary monstrous or magical support among her crew?"

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Saphera helps herself to a second truffle then turns to Troyst. “Well it looks like we are to hook up with the Topaz and provide some security for Hirako Gurukaza. Sounds pretty straight forward to me. I am ready to head out as well. Saphera extends the correct diplomatic courtesy before reading herself to leave.
Diplomacy: 1d20 + 7 ⇒ (18) + 7 = 25
Rest assured Venture Captain, this group looks more than well suited for this task. Saphera moves over to her heavy shield and retrieves it, then prepares to head out.

GM ShadowLord |

Heirdmarch turns to and Grym adds, "Indeed it has. I see that your spoken word is as extravagant as the written Pathfinder Grym."
The venture captain looks among Grym's companions and smirks, "If I remember your records correctly, I do not beleive any of you have actively worked with Pathfinder Grym before. Do not take insult if he is speaking nonsensical words that you do not understand, he means no harm."
"I'm afraid I do not personally know much more than that on Alejia. However, I've specifically requested your departure at this time to give you enough time to arrive in port and gather the appropriate information. I would suggest that be one of your first activities upon arrival."
Turning to Saphera Heidmarch beams in appreciation. "Thank you for your assurances Pathfinder Moonglade. I know that you and Grym are the most senior of this group and I trust your expertise will come in handy these next days."

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- Melisandre - HP 17/17 | AC15 T14 FF12 | Init +5 Perc +1 CMB +0 CMD 13 | F+2 R+3 W+2 | CN Gnome (Magical Linguist Explorer) | Summoner (Unchained First Worlder) 2 | Light Crossbow +6; 1d6 (19-20/x2)
- Miðgarðsormr - HP 13/13 | AC19 T13 FF16 | Init +3 Perc +5 Stealth +8 CMB +3 CMD 16 | F+1 R+6 W+3 | N Outsider | Eidolon (Serpentine) 2 | bite +3 (1d6+1) | tail slap -2 (1d6)

"Well Middy ... looks like it is time to go to work."
Missy stands and will retrieve her eidolon before heading out with the party.

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Cid sighs as he picks up another pastry. He mumbles quietly Yay.. boats. My favorite. He pops it into his mouth and tries to chew quietly while the others talk. He shrugs while picking up a few more pastries. A little snack to go. Cid gives a short bow and nod to Captain Heidmarch and walks out the door behind Saphera.

GM ShadowLord |

The Venture Captain looks you all over and smiles. She nods and begins to leave, as she does so she states loud. "Good luck Pathfinders, make us proud. Remember, Explore, Cooperate and Report."
With all of you together, you make the trip down to the docks. Quickly you find your ship, the Opparan Opal. The Taldan cargo ship is begin loaded and unloaded by several crews of deckhands preventing you from immediately boarding. As you wait, messengers come up to each one of you bearing symbols of your faction and offering you a sealed letter along with your ticket for your ship ride. Each one makes sure that you open and read the letter before leaving.
You Who Hunger for Knowledge,
I have heard that you will be traveling to Riddleport Harbor in the coming days. The pirate haven has long been a subject of Osirion’s studies not only for its ancient architecture belonging to dead civilizations, but for the numerous ships from varying cultures that make the harbor their home. I have heard that some of the ships that
journey to such well-visited coves have long histories scribed into their very bulkheads, particularly the secrets of the shipbuilders who constructed the boats themselves. If you come across any particularly old-looking ships, do be on the lookout for any such inscriptions that may be of future use to Osirian shipwrights.
Keep your ear to the sands,
Amenopheus, the Sapphire Sage
Hail Fellow Chainbreaker!
I have heard that you will be stopping in Riddleport soon. While the pirate port is hardly known for its lawfulness, it has come to my attention that a particularly dastardly group of pirates have taken to destroying inbound ships carrying knowledgeable individuals and holding these noble sages prisoner. The most recent ship to be waylaid in this manner was carrying a renowned Andoren theologian, and our free country cannot stand to see its own people captured and held against their will! The scholar’s name is Iatha Oedricius; if you find her, ensure her safety and make sure her captors are turned over to what constitutes the law in Riddleport.
Freedom precedes prosperity,
Major Colson Maldris
Loyal Pathfinder,
While investigating the business of Alejia and her raids on the ships inbound to Riddleport Harbor, I came across info that one of the inbound vessels was carrying a scholar of Azlanti ruins, a subject that the Grand Lodge is quite interested in. While I'm quite sure she's dead by now, the ancient book which she undoubtedly had on her person—a tome written under the pseudonym Diresome Kretchens—may still be safe with the rest of Alejia's hordes of stolen goods. The book would be an invaluable addition to the libraries of the Grand Lodge, and should you find and return it, the Decemvirate would be most thankful for your aid.
Good luck,
Venture-Captain Ambrus Valsin
Stalwart Warrior,
The crime lords of Riddleport Harbor have many pawns under their thumbs, usually mercenary thugs with little concept of virtue or honor. As of late, some of the crime lords have sought to increase their territorial holdings by intimidating citizens living in districts they have their eyes on. They rough up innocents and demanding exorbitant prices for the gang’s “protection.” Such exploitation must be stopped if law is to ever function in Riddleport. One of the worst of these is Boss Croat, who often uses half-orcs to do his dirty work. If you encounter any such thugs in your endeavors in Riddleport, make sure to take them off the streets and you will have done a good thing.
Always look toward the light,
Ollysta Zadrian

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Prior to the group's departure from Heidmarch Manor, Grym catches Lady Heidmarch's attention.
"Venture-Captain, Riddleport is well-known to be a place where lips must be lubricated to get them loose. Could I impose on your lodge's resources for a bit of funding toward that end?"
I was hoping to use the 'prominent lodge' bonus for Heidmarch Manor from the Pathfinder Society Primer to get 10 gp for bribes.
"When Sir Canayven returns from Korvosa, please give him my regards. My previous mission under his direction was most fecund."
Knowledge (Geography), with Inspiration: 1d20 + 1d6 + 7 ⇒ (5) + (4) + 7 = 16
Grym's letter from the Sapphire Sage comes with a parcel. The half-elf smiles as he pulls a small vial from it and stows it in a pocket of his cloak.
Spending two Prestige on an oil of daylight. I am not making that mistake again.

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Saphera opens her letter, carefully reads it, and then stows it away in her belt pouch. Once the crew finishes the loading, Saphera hollers up to the crew. “Permission to come aboard!”

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- Melisandre - HP 17/17 | AC15 T14 FF12 | Init +5 Perc +1 CMB +0 CMD 13 | F+2 R+3 W+2 | CN Gnome (Magical Linguist Explorer) | Summoner (Unchained First Worlder) 2 | Light Crossbow +6; 1d6 (19-20/x2)
- Miðgarðsormr - HP 13/13 | AC19 T13 FF16 | Init +3 Perc +5 Stealth +8 CMB +3 CMD 16 | F+1 R+6 W+3 | N Outsider | Eidolon (Serpentine) 2 | bite +3 (1d6+1) | tail slap -2 (1d6)

Missy tries to calm her misgivings as she notes the condition of the trading vessel ... and crew.
Not exactly what I was expecting for a ship called Opal. Perhaps our quarters will be better ... I hope.
Sephera's hail interrupts her musing and she boards with the rest of the party.

GM ShadowLord |

A named Sherven Twobeards welcomes you on his Lugger. He is a gruff dwarf who shows you a spacious cabin, much to Melisandre's delight. Well that is, spacious until you realize there are six of you who are all sharing this cabin. Together. That is around the last time he speaks directly with you. He tries to keep his crew away from passengers and you overhear "No mixing with Landlubbers!" several times over the course of your travel to Riddleport.
During that time Grym makes it known to everyone that the investigator is particularly attached to utilizing words of considerable complexity or relatively tremendous proportions. The crew seems to scratch their head and walk away, unable to speak whatever tongue this man is using.
Several of the crew of the ship seem to take an interest in Melisandre, though none of them seem to want to tempt fate of Middy and tend to keep their distance.
Troyst nearly gets thrown overboard when Oliver's discussion of Desna or Besmara goes awry, but luckily Saphera is able to put the situation to ease and prevent some of her Pathfinder from taking a swim.
And Cyd, well Cyd isn't much for the travel on ship. His usual loose tongue and compelling tenor is green in the face and holding his lunch inside. He is quiet for much of the trip and all but burst into song when it is announced that you are arriving in Riddleport momentarily.
As the Opal begins to pull into the harbor, your eyes are drawn to the massive arching stone ring that goes from one side of the harbor to the other, with no supports in the middle. The Cyphergate is awe-inspiring to look at. Even from this distance you can make out glyphs carved into the stone-like surface. At either end you can see what looks to be scaffolding teeming with scurrying figures, wizards studying the gate evidently.
Sherven Twobeards sees you off his ship explains he has gotten you to port exactly on time as he promised Heidmarch. As he shoos you off he quickly resumes official business preparing for his stay here in port.
During the trip the party was able to extract a piece of useful information from the crew. 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.
Welcome to Riddleport! I'll take a Knowledge Local if anyone has it.

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- Melisandre - HP 17/17 | AC15 T14 FF12 | Init +5 Perc +1 CMB +0 CMD 13 | F+2 R+3 W+2 | CN Gnome (Magical Linguist Explorer) | Summoner (Unchained First Worlder) 2 | Light Crossbow +6; 1d6 (19-20/x2)
- Miðgarðsormr - HP 13/13 | AC19 T13 FF16 | Init +3 Perc +5 Stealth +8 CMB +3 CMD 16 | F+1 R+6 W+3 | N Outsider | Eidolon (Serpentine) 2 | bite +3 (1d6+1) | tail slap -2 (1d6)

Missy studies the gate for most of the approach into the harbor.
I really must see it for myself before we leave here.
After departing the ship, even firm ground seemed to roll gently with the waves of the sea, leaving her a bit unsteady. Waiting until her 'land' legs are restored, Missy tries to recall anything her father may have mentioned about Riddleport ...
Knowledge Local: 1d20 + 7 ⇒ (14) + 7 = 21

GM ShadowLord |

Before they took to their latest unlawful deeds, Alejia and her crew were well known among the pirate gangs of Riddleport. 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. 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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As Grym steps off the Opparan Opal, he looks lost in thought, like he is reminiscing about a previous experience in Riddleport. Anyone nearby can her him mutter:
"To think, if those Sczarni hooligans had not tried to implicate my clan in their filthy drug trade, I would not be a Pathfinder today."
The half-elf reaches into his pack and withdraws a parchment full of hastily-scribbled notes -- doubtless about Riddleport.
Knowledge (Local), take 10, with Inspiration: 10 + 1d6 + 8 ⇒ 10 + (4) + 8 = 22