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Ietsuna checking in with Mardak.

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Lady Vulpina, of VixieMoondew's short-but-sweet character roster, blessing this thread with her "dotting"-- as requested.

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"I heard there was some sort of devil to deal with...?" a human woodswoman with a saber-toothed tiger says as she enters the room.

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The young Chelaxian gets in line. His robes are immaculate and not a hair or item is out of place. His crimson robes with hems of gold colored material are neat and orderly. On his side he carries a large sack which every once in a while moves. Occasionally a small head will pop out to look around and a grey lopped earred rabbit will look around, usually munching on a piece of cilantro or apple and will watch what is going on. Seeing that there is a large saber toothed cat, the rabbit hides in the pouch.

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[b]"So I see we have a hardy barbarian warrior, a conjuror of sorts, a boom-sticker and me with Fangtooth here. Anyone else joining the party? My name is Elowyn. I hunt, trap, deal with animals, shoot a bow and carry a mean stick. What you all do if I might ask?"[b]

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Looks like everyone is here.
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?”

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Mardak raises a hand slightly. You saw where they were taken? What was the area like, and who was around there?
We should be aware. This may be an Aspis trap.

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"And on a related note," begins the Lady Vulpina, "what relics in particular were being auctioned?"
She is dressed head to toe in a stylish blend of leather and metal, a masterfully-crafted wakizashi seated just above an gold inlaid flintlock pistol on her hip. She carries herself with a superior air, and were she not on the shorter side for a human, she gives off the impression that she would likely find it easy to look down her nose at those around her.

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A bird-like humanoid stands still and quietly in one corner, his dark brown plumage, streaked with black stripes, gives him effectiveness camouflage in the shadows. He is dressed in simple short robes, although under them you can see the glint of silvery chain mail. Other than a well-made crossbow hanging from his belt, he does not appear to be carrying other weapons. Except for his razor sharp claws and beak, that is. He occasionally turns to stare intently at the fair Tian lady until the captain enters and starts the briefing.
Although his avian expression is hard to read, as the briefing proceeds, he gets clearly more and more agitated. He fixes his attention on the teenage boy as he strides forwards, grasping his collar with his sharp talons. With his beak right in his face, he mutters in an inhuman voice, "Boy, is this a trap? Have your Aspis masters kidnapped Cestis and instructed you to lure more of us in? Speak, boy!"
intimidate: 1d20 + 7 ⇒ (6) + 7 = 13

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A large Nagaji in shiningly burnished armor and the holy symbol of Erastil blazoned across his shield and his chest steps into the room just before the Venture Captain begins his briefing. A heavy mace dangles from his belt, and the tip of a bow peeks over his shoulder. He listens carefully and quietly while studying the boy with an intense and motionless stair more common to a snake on the hunt than from a anthropomorphic creature. He finally moves as the Tengu beside him verbally lashes into the boy.
"Peace, brother. His own master and a number of citizens are also at risk. I am sure that Themis here already vetted that possibility if he has been in contact with the Aspis."
Turning his attentions back to the boy, he continues. "However, we will do our due diligence and double check all information he provides.. Will the boy be leading us? Or are we following his directions? What leads do we have thus far outside of this boys story?"

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"What do we know of the kidnappers? Do we know why he was kidnapped? Have the local authorities been notified?" Elowyn asks Venture-Captain Hestia Themis. She then looks at Nefti and asks Hestia "Is it safe to trust this Aspis agent? Why are we working with them?"

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Have the local authorities been notified?
“They’ve been unable to recover the dozens of other Cassomir citizens who’ve gone missing in recent months. What makes you think they’ll get our Pathfinder back? Besides, Cestis has some... knowledge I’d rather the local authorities not get, and so I need you to get him for me.” VC Themis explains.
"What do we know of the kidnappers? Do we know why he was kidnapped?
“They started a few months ago. Cassomir has always had some trouble with its citizens going missing, but this was different. Only those associated with the Imperial Naval Shipyards were taken—shipwrights, carpenters, navy guards, and so on. This recent kidnapping, where they took Cestis, was brash and bold. They grabbed more than a dozen people in one attack, neglecting to grab Nefti. Their mistake is our fortune.”
"Is it safe to trust this Aspis agent? Why are we working with them?"
“Difficult situations sometimes call for diff icult choices. The Aspis have the information we need about where to start in this mystery, and if it takes dirtying our hands with them to get Cestis back, I think it’s worth it.”
Will the boy be leading us? Or are we following his directions?
"He will be showing you where he saw the kidnappers take them. nothing more.I have verified the boys story am I not to be trusted?"
"what relics in particular were being auctioned?"
"The relics are of ill importance in this matter as nothing was stolen."
You saw where they were taken? What was the area like, and who was around there?
The boy nervously clears his throat. "They were taken to the Harbor. there is an Inn called the Inn of the Unlucky Sailor." VC Themis cuts the boys off. "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. Alas, they are only rumors. We don’t know who’s doing it.” She stands from her desk.
"Now get going. We don't have much time."Themis insists as she ushers you out the door.
************************************************************
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.
How do you approach the inn?

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Kazu studies the inn carefully. "If you wish, I could scout out the place first. Make sure there are no surprises."
stealth: 1d20 + 12 ⇒ (4) + 12 = 16

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Does it look like there's anything I can peek into? Holes/cracks in the walls, ceiling, etc?
"By all means, go, and if anyone else feels especially stealthy, feel free to accompany him," states the Lady, "and your plan if you are spotted? I would rather avoid losing one Pathfinder to retrieve another. Among other things, it will reflect poorly on me. Hurry back if the situation prompts it, but what sort of signal will you give us if you need us to rush in, blades drawn?"
Hopefully he proves less brash when he's trying to scout than he does when trying to question witnesses. She ponders offering to accompany him herself, but finds herself inclined to let someone else take the bird's side, should they be inclined to.

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Vulpina's eyebrow raised at the hunter. "My blade is not just for show," she pointed out, "although it is a fine thing."

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Senach smiles at Lady Vulpina as she objects to the battle arrangement. With a bow, he says "I am sure that we will all find our niches as we work together more. Every soul has a place in the natural order.. we must simply understand what that is. I will be honored to have you at my side, Lady."
Returning his gaze to the building, he shakes his head. "We must be sure that there are no innocents that are caught between us and our foe, and a good hunter scouts the land before committing to his actions. See what you can find for us, Kazu. We will decide what to do when we have more information."

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I am not bad with my axe, but it is new to me. I used a sword until the end of my last mission. I hope the axe will serve me as well. indicating the greataxe strapped to his back. I have a few other weapons for those times when a great axe wont do the trick.

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"Let us send Kazu forward to check things out as walk slowly up to the front door, giving him time to sneak up. No doubt they will see the rest of us but they may not see Kazu. Senach and Mardak up front, Vulpina and me next with Quin in the back." Elowyn says to the others. [b]"Any objections? Good. OK Kazu do your thing." The hunter slowly moves forward with her club in hand and her shield ready.

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While the group discusses different tactics Kazu moves forward to silently investigate the Inn.
The street entrance seems to be completely boarded up and Kazu isn't able to see much without the boards being removed. From a distance the sides of the Inn along the docks look to be free of boards.
Map is posted.

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Elowyn and her tiger move to the edge of the dock in front of the group as the thief went to the right.
Perception: 1d20 + 8 ⇒ (1) + 8 = 9
and sees nothing suspicious.
"All clear this way." she says to the others.

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"After you," says the Lady, pulling back the hammer on her pistol, drawing it from its holster and following five feet behind the greener members of the party.
I'll move my character when Mardak and Senach move... buuuut I like to have my pistol in hand just in case something happens.

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Mathos watches as Kazu sets off. He waits for a sign that it is clear to proceed. No point giving away the advantage that they currently enjoy.

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A kitsune, a nagaji and a tengu walks into a bar... :)
Frustrated that he is not able to see much from where he is, he turns back to the party and shakes his head, indicating his inability to see anything from there. Instead, he turns back along the dock, trying to sneakily look through the windows, failing which he will continue up the docks until he can look into the building.
GM, I've moved Kazu to the nearest window along the docks. I hope this area is where you mean.

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GM Roll: 1d20 + 7 ⇒ (14) + 7 = 21
Kazu Perception: 1d20 + 7 ⇒ (16) + 7 = 23
Kazu steps out onto the pier and quickly finds out that the dock is extremely rotting as every one of his steps sends a new board squeaking over the clattering of the waves. Kazu even steps on a single board that isn't nailed down and swings up a few inches on the warped board as it slams back down.
Holding his breath the Tengu waits to see if anyone comes to investigate and when noone does he moves up to the window to find it covered in dirt and grime from both sides making it nearly impossible to see anything through them. Peering through what little cracks in the grime that he can Kazu sees a few forms flitter inside. Inside he hears some squeaking and the low tones of a humanoid voice.

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Kazu races back to his party. Under his breath, he reports, "A humanoid in there. I heard it speaking. Some squeaking. Maybe rats. I am shamed. Was not as quiet as I wanted. They are likely to have heard me. If we burst in quickly, we might still take them by surprise."

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"In we go, then. We can barge in, sure... but is there any reason we can't take the quiet approach? I'm fairly personable, I like to think."

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Mardak move up near to Kazu and readies to run through the door when Kazu opens it. On your mark Kazu

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Senach nods and takes his heavy mace in hand before settling his shield on his arm. He steps forward towards the door, ready to lead the way!

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Kazu checks one more time to make sure the party is ready before he opens the door, but keeping to the shadows hoping to still make a drop on them.
stealth: 1d20 + 12 ⇒ (8) + 12 = 20

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Mardak, of course, has his greatsword in hand. He stands, poised to rush through the door the moment it opens.
Now.....Now.....Now..... Will this crow ever open the door?

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As the Pathfinders prepare Kazu swings the doors open wide. The inn’s interior is in much better condition. The floors are new and quiet, the walls are covered in fresh paint, and the entire place smells of recently cut wood. Most of the furniture has been removed, though a few tables and chairs remain and are covered in sawdust and wood shavings. Several buckets of white paint sit atop the bar.
Next to the bar stands a man wielding a large club. "It is time to rid the world of you filthy creatures."
Several massive rats scurry about on the floor as all eyes glare to the open doorway while numerous hostages are tied in the southern corner and another tied to the bar, unconscious as his legs droop over the edge.
Senach: 1d20 + 2 ⇒ (12) + 2 = 14
Mardak: 1d20 + 3 ⇒ (11) + 3 = 14
Quintillus: 1d20 + 8 ⇒ (17) + 8 = 25
Kazu: 1d20 + 5 ⇒ (5) + 5 = 10
Elowyn: 1d20 + 4 ⇒ (1) + 4 = 5
Lady Vulpina: 1d20 + 4 ⇒ (16) + 4 = 20
Nature's cataclysm: 1d20 - 1 ⇒ (17) - 1 = 16
Rats: 1d20 + 3 ⇒ (12) + 3 = 15
Bold may act
Round 1
Quintillus
Lady Vulpina
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Nature's Cataclysm
Rats
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Round 1
Mardak
Senach
Kazu
Elowyn

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The young noble trots forward, pulling out her wakizashi to accompany her pistol as she gladly crosses a wooden floor that doesn't threaten to drop her into the harbor at every step, heading towards the club-wielding man and the rat between them. "I do hope you're talking about the rats, dear barman, in which case... I am happy to help."
She swings her arm down like a lever, pointing her pistol at the nearest rat; the barrel flares with a crack of smoke.
Pistol Attack;Damage: 1d20 + 7 ⇒ (5) + 7 = 121d8 + 4 ⇒ (2) + 4 = 6
A fox fighting rats? If the party had any idea, I'm sure this would be worth a quip or two...
Actions: Move + Draw Wakizashi; Standard Attack (Masterwork Pistol)

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Quintillus and Lady Vulpina rush into the inn as Quintillus splashes a small bit of acid onto the blue rat. A loud sizzle, pop and screech is heard as the rat bellows in pain.
Lady Vulpina quickly draws her pistol and blasts the rat's tail off as she narrowly catches it flat-footed.
keeping the water between himself and the Pathfinders the man screaming of the earth ending opens the palm of his hand a a bright flare of light bursts just in front of Quintillus' eyes.
@Quintillus- DC 13 Fort save or dazzled for 1 minute as per the Flare spell.
The over-sized rats swarm the intruders, biting at their heels.
Blue Bite vs Quintillus AC 16: 1d20 + 1 ⇒ (18) + 1 = 19
Damage: 1d4 ⇒ 2 DC 11 Fort save vs Disease
Green Bite vs Lady Vulpina AC 17: 1d20 + 1 ⇒ (11) + 1 = 12
Round 2
Quintillus (5/7)*2 fort saves
Lady Vulpina
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Nature's Cataclysm
Rats (Blue -1)(Green -6)
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Round 1
Mardak
Senach
Kazu
Elowyn

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Elowyn orders Fangtooth to follow her as she enters the building.
She immediately goes to the right after seeing Lady go to the left.
She comes in right about when Quin takes a hit. "Conjurer get in the back lest you find yourself biting off more than you can chew!" she yells at him as she prepares to engage the rat with her pet next round...

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Mardak's poor positioning means that he must spend valuable time getting inside. He curses under his breath as he moves up toward Vulpina to assist her in coming rounds.

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Kazu gives up his stealth and dashes at full speed across the tavern, squeezing past Vulpina. Once in position, he attacks the (green) rat with one of his claws. Instead of clawing it, however, he bludgeons it with the back of his claw.
Bludgeoner feat allows nonlethal attacks without -4 penalty
claw: 1d20 + 6 ⇒ (9) + 6 = 15 nonlethal dmg: 1d3 - 1 ⇒ (3) - 1 = 2
Activating Enforcer feat: If hit, intimidate: 1d20 + 7 ⇒ (15) + 7 = 22 vs DC10 + HD + Wis mod, to be shakened for 2+1 (thug archetype) rounds

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With a thunderous war cry, Senach raises his mace high and charges into the room. He rushes to Kazu's side, bringing his mace down at the rat near the wall.
Attack: 1d20 + 6 ⇒ (6) + 6 = 12
Dmg: 1d8 + 3 ⇒ (5) + 3 = 8

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Vulpina's practically dances as she moves, slipping between the bird and the snake, twirling past the rats to put one yellow between herself and their paladin. While the rat is distracted by now tracking a target on either side instead of just one, Vulpina lunges forward, wakizashi held straight in front of her as she stabs.
Acrobatics to move at half speed without prompting AoO's on either rat:
Green: 1d20 + 10 ⇒ (1) + 10 = 11
Yellow: 1d20 + 10 ⇒ (2) + 10 = 12
Move action for the actual movement
Standard action to attack the yellow-bordered rat with her wakizashi (+2 for flanking):
Wakizashi Stab: 1d20 + 9 ⇒ (7) + 9 = 16
Wakizashi damage: 1d6 ⇒ 5