
GM Tektite |

Fresh from your successful attempt to drive a wedge between the cult of Lissala and the Apsis Consortium, the party loiters around Riddleport for a few days. Two of your companions, Luisila and Roland, receive missives requesting their presence elsewhere. That leaves, at the moment four of the original party when you also receive a missive advising you that Venture Captain Sheila Heidmarch will be coming to Riddleport personally to direct you to your next mission. That was on Moonday.
The following Oathday in the early morning, the party receives a summons to the famous Cypher Lodge to meet Heidmarch. You are greeted by the soft mewing of gulls and the gentle lapping of waves combined with the smell of the morning's first loaves of bread intermingling with the tang of rotting seaweed, as you navigate Riddleport's snaking thoroughfares making for the Cypher Lodge. When your party arrives, you are shown to the area where visiting scholars take lodging when doing research at the Lodge. Entering a well appointed room, you find Heidmarch pouring herself a cup of coffee. She smiles and nods, acknowledging your presence as a servant enters with a platter of pastries and fruits, setting it down on a finely carved oak sidetable.
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, dabbing the corner of her mouth with a cloth napkin 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. She shakes her head, a slight frown creasing her mouth.
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.She pauses to sip from her coffee, motioning to the party to help themselves, before she continues.
“In a few days, a ship called the Topaz Titanis 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.” Her eyes gleam as she finishes. Any questions?

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Chucking some knowledge rolls first, since that's, like, half of what Ernest does.
KN(?) on Hirako Gurukaza: 1d20 + 7 ⇒ (7) + 7 = 14
KN(?) on Riddleport (Harbor districts in particular): 1d20 + 7 ⇒ (17) + 7 = 24 Checks are 3 higher if they're arcana, history, engineering, or nobility.
Ernest listens intently to the briefing, though may have question if he's got any mental blanks.

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Zynep steeps her tea as she listens to Heidmarch's deposition. The girls say this one's husband gets around. I wonder if she knows this or even cares.
"If all of these attacks are taking place on the sea, do we have a boat to intercept them? Or are we supposed to get in good with Alejia's people? That way we can stow away with them, then stop the attack from within? And who is this Tammerhawk? I know not of this name you speak."
Zynep then snips the end of an apple slice with her front teeth.

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Having lost his current favourite person/food source to cruel fate, Snouts ceaselessly sniffs at the biscuits on the table. He occasionally looks at Zynep, attempting to look adorable and hungry. His gaze looks to the table and then back to the Cleric during the mission briefing. "Those food things smell delicious. Perhaps this woman will take the other woman's place."

GM Tektite |

Heidmarch nods at Zynep and Varg. No you do not have a boat. I am hoping you find Alejia before she sets out again. As to Tammerhawk? The Venture Captain lowers her voice a bit. Why he is the Speaker of the Order, leader of the Order of Cyphers here at the lodge...and a noted crime lord here in Riddleport. She finishes in almost a whisper, glancing around the room.
Sheila turns her attention to Varg. I am afraid, gentle Cleanver, that a few days is as close as we can estimate the arrival of the Topaz.
Going to hold off on answering Ernest's Knowledge check until Linnea checks in and the party is released to gather information around town.

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Zynep regally nods her head to give significance to the manner at hand.
"So we are to find Alejia's crew members and work our way from the bottom to the top, is that correct? Interesting.
"Has this Alegjia given out any reason or ransom for such attacks. Just direct attacks must have some purpose behind them."
Zynep wraps up a few of the pastries to be saved for a "friend" later.

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Sorry for the delay!
Linnea, not to be outdone bey Zynep's generosity to the good Professor Snouts, "accidentally" lets a raspberry danish fall to the floor.
She listens attentively to the Venture Captain and to her companions. She keeps coiling and uncoiling her whip absentmindedly. Finally, Linnea speaks up.
"I'm trying to think about what I may know about the Wharf District and Riddleport that would help us with our task..."
Knowledge (Local): 1d20 + 6 ⇒ (7) + 6 = 13
"So, intercept this Alejia before she gets a chance to attack the Topaz Titan. And, I don't suppose this Tammerhawk is planning on lending any sort of assistance to the Society for this task?"
Linnea fights back a yawn as she awaits an answer. "Apologies, I late night last night."

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Ernest loses himself in thought, peppered with a few very minor gaze-averting bouts of panic which are obviously centered around when Linnea's line-of-sight turns to his general direction. "Oh, gods, I really hope she doesn't inquire about the book in the last letter. I really don't want to lie to her about reading Mr. Heidmarch's' copy of 'Shoanti Hero, Hardok the Hugespear Vol. 3: Hardok VS the Twin Peaks of the Nymphomanceress.' She might see through my falsehoods and drink my soul, like Mother said she would..."

GM Tektite |

Sheila smiles again. No Tammerhawk won't be of any assistance, that is why he contacted us for help. she says to Linnea. Turning to Zynep, she adds, As I far as I know, there has been no reason found behind the attacks and kidnappings.
The information you guys will get for your rolls, assumes you are asking around the docks, so I will phrase it that way. If you have any more questions for Sheila, just let me know.
The party begins to canvas the docks, looking for information. Linnea finds a dwarf, Kaurik Alraggun. Kaurik is retired from working the gas forges near the wharf. His rasping cough makes speaking difficult. The dwarf says he has heard some rumors such as;
-Before they took to their latest unlawful deeds, Alejia and her crew were well known among the pirate gangs of Riddleport.
-Though the dockside Wharf District was once one of the most prosperous parts of Riddleport, 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.
Ernest runs in to Lixy Parmenter, female human casino operator. Lixy runs the Ghoulette table, a game of chance that uses an animate, insulting head, at the Golden Goblin Gambling Hall. She tells Ernest;
-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.
-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.
Finally, Zynep and Varg meet Imil Shallowkeel, a male halfling smuggler. Imil operates out of The River Runner, a pricey inn that doubles as a black market clearing house, but most often he is busy managing shipments near the wharf district. Imil tells them;
-While she appears human from a distance, Alejia is actually a vishkanya from distant Vudra, making her blood and spit deadly poison against foes. In addition to her charming wiles, Alejia is known for her elaborate disguises and magical ability to alter her appearance.
-Recently, some pirates paid dockworkers to look the other way as they led a gagged and blindfolded person from a large crate into a derelict warehouse on the edge of the Wharf District.

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Ernest comes back slightly depressed and eating some kind of pudding, whose colour matches the mess around Snouts' face. "I met a talking head. He called me a fat sack of stuff and he somehow knew I took my mother to the Ritual of the Stardust a few years in a row. More helpfully, I was told that Alejia is adept at changing ship appearances and some stuff that confirms your suspicions of the Wharf District."
Faction mission, poke poke

GM Tektite |

While the party is conferring and trading the information they discovered canvasing the docks, a young page, dressed in the livery of the Cypher Lodge, approaches. Without a word, he hands each of you a letter.
Faction Missions sent.

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Zynep takes the letter with one hand, then slips a few counts out of the page's pockets with the other.
Slight of Hand: 1d20 + 8 ⇒ (15) + 8 = 23
She then tips the boy with his own money.
After looking over the letter, Zynep arches her right brow.
"It appears I'm going to have to rap some knuckles. Keep the look out for some brass 'nuckes while we are out. Unless there is anything else, into the Mystery Caravan for the Wharf District!"

GM Tektite |

The party wanders the Wharf District and eventually find the warehouse they were informed about.
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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Ernest whispers back. "If we can find a crack I can see through and there ends up being nobody in there, I could just teleport in and open the door..."

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Zyneps nods in agreement at both suggestions. [b]"I will stay near by in case something happends[b]"
Zynep allows Varg to check out a window, but stays within 30'
Just so it was said, the current party is still apart of of Zynep's caravan for spell casting purposes.

GM Tektite |

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Varg climbs down and whispers to the others detailing the location of the men inside.
Well, there are four unsavories inside, and we do not have a lockpicker in our gang. All of the doors are locked. Do we kick one in, closest to the corner where the men are, to surprise 'em?

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Are the doors locked with padlocks or deadbolts? I.e. Would Dimensional Hopping inside let me just open the door from the inside?

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"Well, the question is do we want to kick the doors down and bring them to their knees? Normally I would recommend coming in from two sides, but I think with our skill set, it might be better just to all go in the same door. That way we can Grease the passage through the boxes to slip them up. Or try some honey and coax the information out of them. Sadly with even numbers, I don't think this will work with this lot."
Are the boxes in the warehouse considered hindered terrain or are the stacked so high you have to climb up and over them?

GM Tektite |

Yes the boxes are difficult terrain and some are stacked on top of each other. Consider each box to about five feet tall. On the map you can make out where the boxes are stacked, so at some points, the boxes are fifteen feet high, though mostly ten feet.
The two opposing loading doors are heavy and barred. The side door on the south in locked with a standard door lock, so yeah you can unlock it from the inside.

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Linnea listens to Varg's report and the suggestions offered so far.
"Zynep, I like the idea of us going in together. If these guys are just low-rent muscle, it shouldn't take much to get them to talk. Perhaps if we whittled them down to just one or two, then they would be even more willing to talk."
At the use of the word whittled, Linnea gives Varg a light tap on the shoulder.

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"Agreed. And I think the time of talk should be ending here too. Ernest, you hop in and unlock the southern door. I can make you invisable before hand that way you can get the door unlocked unnoticed. Once inside, Grease the passage between the two sets of men. Cleaver, cleave until one of them wants to give us information we need. I'll keep him up and fighting, Linnea, support us where you can.

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After Ernest vanishes, he finds some amount of peephole and Shifts through to the other side. The next "round," he unlocks the door.
Stealth, invis: 1d20 + 2 + 20 ⇒ (1) + 2 + 20 = 23 1/8 uses of Shift
Ernest makes little attempt at hiding, not even realizing he's supposed to hide.

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I have moved Ernest and I into position. If this is wrong, please change accordingly.
Varg shifts back and forth uncomfortably from foot to foot, gripping his axe before him, waiting to charge the first visible man when Ernest opens the door.

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Looks good from my side, though Snouts will be following and keeping adjacent to Linnea (unless instructed otherwise,) as she was the most recent one to actively feed him.

GM Tektite |

1d20 + 4 ⇒ (3) + 4 = 7
Zynep prays to her goddess and causes Ernest to become invisible and a copy of Varg to appear.
Ernest slips/shifts into the warehouse unoticed and quielty unlocks and opens the door. The men in the warehouse seem unaware of their new visitors.
V: 1d20 + 2 ⇒ (4) + 2 = 6
Z: 1d20 + 2 ⇒ (1) + 2 = 3
L: 1d20 + 2 ⇒ (3) + 2 = 5
G: 1d20 + 6 ⇒ (11) + 6 = 17
Initiative:
Ernest
Grunts
Varg
Linnea
Zynep
Everyone get a surprise action!
I moved Linnea and Zynep nearer to the door and moved Ernest over one, assuming that;s where everyone wants to be. Feel free to adjust positioning.

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How high are these boxes? Like, elevated tall or ground level?
If it is ground level, casting Grease in the mandatory 2X2 grid on the squares in front of the eastern doors. Reflex DC 18 to not fall prone. If they're higher up, move 1 square east and 1 square north-east, ending with a Shift (swift action) on top of the boxes (unless they're more than 10 feet tall.)

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Ha, fail to read a 4-sentence post and cause myself to bleed due to a paperclip mishap, and all before 9:30 no less! This is gonna be a fun Monday.
Ernest moves 1 square east and 1 square north-east, ending with a Shift (swift action) on top of the boxes 10 feet up.

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Linnea moves into the warehouse and keeps behind the boxes on her right, leaving the pathway clear for Varg to get swingin' with that axe.

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Surprise! AC: 17 (Charge), HP 38/38, Power Att, Charge
Varg moves quickly and with purpose as he approaches the closest enemy with his Axe raised high for a downward chop.
Axe ATT: 1d20 + 8 + 2 - 1 ⇒ (5) + 8 + 2 - 1 = 14
Axe DAM: 1d12 + 7 + 3 ⇒ (5) + 7 + 3 = 15

GM Tektite |

Ernest shifts up onto a stack of crates.
Linnea darts into the warehouse, taking cover behind some crates.
Varg charges in and brings his axe to bear on the nearest warehouse guard. The axe opens up a large gash on the surprised grunt, who thinks he was hit so hard, he is seeing double, as he hollers in pain.
Zynep still has a surprise action!
Initiative:
Ernest
Grunts
Varg
Linnea
Zynep

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I should be in the square of boxes in front of Linnea, since I moved and then can only go 10 feet (mostly up in this case.) Alternatively, I messed up my East-West mental compass again (a very common thing.)
Regular Round 1:
Ernest, from atop the boxes, follows the plan and casts Grease in the mandatory 2X2 grid on the squares in front of the eastern doors. Reflex DC 18 for the hurt goon to not fall prone. If this action makes him visible, he drops prone before casting. He also draws his Magic Missile wand.
Snouts will continue to beg for food as a swift while following Linnea, unless provided another source of eats.

GM Tektite |

Zynep steps into the doorway, casting a lucky spell on Varg.
Ernest cast a spell and the floor around the loading door turns slick with a butter-like substance.
Grunt Reflex: 1d20 + 5 ⇒ (19) + 5 = 24
The grunt manages to keep his feet as the floor slickens. He then tries to return the attack from Varg, drawing his cutlass and swinging at the barbarian.
Attack vs Varg: 1d20 + 6 ⇒ (8) + 6 = 14
Damage: 1d6 + 3 ⇒ (6) + 3 = 9
The grunt swings, but misses as his feet slip a little on the floor.
Ernest, still invisible, notices that the two grunts in the back of the warehouse remove potions, drink them and disappear.
Grunt Acro: 1d20 + 9 ⇒ (20) + 9 = 29
The grunt near the front, moves toward his comrade, keeping his balance as he steps onto the greasy floor, but he can't quite get to the action.
Initiative:
Ernest
Grunts
Varg
Linnea
Zynep
Party up!
The two men on the right are invisible.

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Round 1 AC: 19, HP 38/38, Power Att, Bit of Luck
Varg 5 foot steps, careful not to step on the greased area, and he attempts to finish off the other while shouting,
Close off the interior escape!
Axe ATT: 1d20 + 8 - 1 ⇒ (18) + 8 - 1 = 25
Axe ATT Luck: 1d20 + 8 - 1 ⇒ (13) + 8 - 1 = 20
Axe DAM: 1d12 + 7 + 3 ⇒ (1) + 7 + 3 = 11

GM Tektite |

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I am on my phone, so no links or specifics, but I think it's part of the Varisian Pilgrim archetype ability Caravan Bond

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As Linnea moves through the warehouse next to Varg, she removes her scorpion whip from its holster. Actually, I'm not sure if whips are kept in holsters or not...trying to remember how Indiana Jones stashed his.
She uses her whip to try and trip the guard that's in the puddle of grease.
Trip Attempt w/whip vs. CMD: 1d20 + 6 + 2 ⇒ (10) + 6 + 2 = 18

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The wizard is correct.
"Ernest, be a dear and make sure our friend doesn't leave the party."
Zynep casts Bit of Luck on Varg again. She then draws her whip while moving into the corner to box herself in. (rim-shot!)