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Araklifest reads the messages from Alejia to her first mate Mumbuckle and suggests to his companions: "We could sail with this ship to meet her as expected, pretending to be her own crew. Mumbuckle could sail the ship and we replace her crew. What do you think?"

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"Wha... what just happened...?" Shina mumbles as she lowers her greataxe. Her disappointment over the fact that the combat seems to be over doesn't last long, however. It quickly turns to anger, a rage at being lied at, by her own Ghost Stalker no less.
"MALLUS, YOU LYING BASTARD! GET YOUR ASS OUT HERE RIGHT NOW!"
For the next minute, Shina swears like a true sailor, calling Mallus and the Lionfish crew every name in the book. And then some...
After said minute: "And you wonder why I take my time showing up..."
"Mallus, you lying piece of S@#*, they DIDN'T FIGHT HARDER! They just stood there, mouth wide open, and fell to the floor. The only one who didn't drop dead, was crying on the floor and pissing his pants! And it's all your fault! I should have never listened to you!"
Mallus gives a confused look, then looks around, and states: "Woman, do you see any rats here?"
Now Shina is confused: "What? Of course not!"
Mallus sighs: "You do realize that I said "the cornered rat bites the cat", right. All I see here are two humans and a frog... What did you expect."
But, but, you were being philosophical, right? You meant that if I corner them, they would fight harder, right?"
Mallus sighs again, showing some irritation. "Woman, I do not waste my time on being philosophical with you... I already know very well that such sayings are lost on you... Now, stop wasting time and help the rest finish up the mission that you were given. Maybe we can even use this boat afterwards to go back to my grave, so you can return my greataxe."
Shina mutters as she slowly walks away, gravely disappointed at the current situation. "I inherited this axe... It is mine to do with as I please..." she quietly pouts.

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Jio helps Warrin up on his feet. Warrin gives himself a final pat down before happily announcing, "I am not on fire!"

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Shina sits down near Warrin. "At least you have something"
Mallus: "This isn't a competition, whench!"

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"What do you mean I have something? Do you want to grow a beard?"

GM Kwinten |

I'll post again, since it seems we've stalled a bit.
Araklifest's plan seems sound. You question the crew and Viper Cove is a cave about a day's sailing away from Riddleport. Since the Topaz Titan was supposed to dock here tomorrow morning, it seems like they've arrived there this morning. Mumbuckle admits he was planning on sailing out within a few hours or so. It's roughly noon now.
You'll need a small crew to sail this boat. Mumbuckle is pleading for his life and he and his crew are willing to sail you there if you let them go afterwards. You also have Smulwarts and the other unnamed NPC who seem capable of sailing the ship, but they'd need some extra hands keeping the ship under control.

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Unnamed PC is now named "Garroway the Sour"
But it is a good plan, so let's go towards Viper Cove. Shina will assist in manning the boat, and Mallus will babysit Shina.

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When they discuss the sailing of the boat to Viper Cove, Araklifest promises Smulwarts and Garroway the Sour some gold for their time and effort, promising that they can keep out of the fight.

GM Kwinten |

Garroway and Smulwarts look around the ship while talking to Araklifest. Finally, Garroway says, "Don't worry 'bout paying us, laddie, I think we'll grab a few souvenirs off this boat and call it even. Doesn't seem like you'll be using this boat after this, no?"
Also, what are you going to do with Mumbuckle and the crew? Do you trust them enough to let them work on the ship, or do you tie them up, or something else?

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Shina just prances around the ship, hoping one of the Lionfish crew members decides to start a mutiny. In fact, she watches them all closely, asking several times per hour when they are going to revolt, and if they want to warn her beforehand so she can get her greataxe.
Or if they want to join the local temple, that's fine too.
Mallus might have to intervene several times, before it gets out of hand...

GM Kwinten |

You gather some stuff, step on board, and leave for Viper Cove. The crew is sufficiently intimidated that you don't have to be on constant guard to see if they misbehave. Smulwarts laughs with deviant glee while bossing the flunkies around. She also seems to have claimed a ridiculously-looking elaborate captain's hat and is wearing it without any shame.
"All right swabbies, time to make this ship shine with your sweat! Can't be a proper captain without a shiny ship! The more you impress me, the less I'm inclined to throw you overboard on the way back!"
You arrive in the morning, without any surprises during the night.
The only landing point on the rocky islet called Viper Cove seems to be through a cavern entrance that leads to a shallow cove concealed within the island itself. The walls of the cavern are lined intermittently with torch-adorned sconces, and another ship is already moored on the northeastern side of the embankment - Topaz Titan is emblazoned across its hull in orange letters that shine brilliantly even in the limited light. On the eastern side of the large cavern, two exits lead further
into the cave complex.
Updated the map. Yes, your boat is missing, but is still there.
There's a cave leading to the north, and a small set of stairs leading up to the east. The other ship seems like it has some blood splattered all over the deck, but seems deserted right now. There are several barrels in the northwestern corner that seem to contain several sorts of trade goods, including ice-cold salt.

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Alright. Next day, and an arrival at Viper Cove with two roads to take. This calls for a Mage Armor on Mallus, so Shina casts Mage Armor on Mallus.
While the good doctor is checking the crates, Shina is listening if she can her any new playmates from either road. Mallus also tries to listen for any sign of life.
Perception Shina: 1d20 + 2 ⇒ (16) + 2 = 18
Perception Mallus: 1d20 + 5 ⇒ (5) + 5 = 10

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Expecting trouble, Warrin uses Mage armor on Jio.
They both take a good look around first.
perception Warrin: 1d20 - 2 ⇒ (8) - 2 = 6
perception Jio: 1d20 + 6 ⇒ (7) + 6 = 13

GM Kwinten |

The crates mostly contain trade goods probably stolen from earlier ships and not yet fenced off. The shipping manifests stapled to them all come from different regions of Golarion and contain a variety of things. Pelts from the Lands of the Linnorm Kings, wines from Galt, a variety of unidentifiable items from Numeria, silks from Qadira, and so on.
To the east, you hear grunting and snarling, more animalistic in nature. To the north, you hear pieces of conversation, but it's too echo-ey to properly make out. It seems to originate from a lot deeper into the cave.

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Shina votes for calling them both out!
But really, let's go for the voices. We are looking for someone, and the voices might know where this person is.

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Also, we know that the lady has magical abilities (from the intro knowledge checks). As my Scrutinize Spell feat is an interrupt ability, I would like to throw the dice now for later uses (as we discussed in person before)
Spellcraft (Scrutinize Spell): 1d20 + 6 ⇒ (15) + 6 = 21 vs DC of spell and DC of 10+casterlevel
Intimidate (if successful): 1d20 + 5 ⇒ (19) + 5 = 24 as free action outside of my turn.
Prerequisite(s): Spellcraft 1 rank.
Benefit(s): When you witness a creature casting a spell, you can attempt a Spellcraft check to determine what sort of spellcaster the target is—specifically, what the target’s class is. The DC of this skill check is equal to 10 + the spellcaster’s Hit Dice. If the target has levels in multiple spellcasting classes, succeeding at this check reveals what class spell list the spell came from. If the result of the check is high enough that it would identify the spell being cast (DC = 15 + the spell’s level), you also identify the spell.
Once you have identified the target’s class, you can add your Wisdom or Charisma modifier (whichever is higher) to Spellcraft checks to identify all spells the target casts from that class’s spell list. Additionally, after you have determined the target’s spellcasting class, you can attempt an Intimidate check as a free action to demoralize the target, gaining a bonus equal to your Wisdom or Charisma modifier (whichever is highest).

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"Let's go for the voices first, although we have to worry about the grunts at our back." Before they leave the cave Araklifest orders Smulwarts to call when someone or something threatens to take them in the back.
Also Araklifest casts shield on himself.

GM Kwinten |

Okay, move yourselves into the black box on the map, where something will happen. Or let someone sneak first. The squares with the rocks in them (in the black box, that is) are accessible, you just can't go from the upper one to the lower one.
I'll post again once everyone says they're happy with their placement.

GM Kwinten |

Three sets of wooden stocks hang from the northern wall of this room, pitons chaining the devices to the rock. Light flickers into the room from the water out in the cavern's main chamber to the west, and small holes in the ceiling act as skylights, ensuring that the room needs no torches to light it during the day. Several natural stone columns break up the center of the cavern, sending shafts of shadow across the dimly-lit chamber.
As you come closer, you hear more distinct snippets of a one-sided conversation. "Knowledge about the Cyphergate, or else.... Undermine Tammerhawk... Next Pirate Queen... Life and death..."
As you reach your current spot, several people step out from behind the stone columns, including a woman you recognise from several Wanted posters: Alejia. With one arm, she holds a tied-up Tien man prisoner, while the other hand holds a big cutlass to his throat. The man looks like he's been pretty heavily tortured: open wounds cover his body, while his face looks like it's been repeatedly punched and kicked.
A basic picture of how she's holding him. But the prisoner is also tied up in this situation.
Alejia takes you all in, then spits on the ground.
"I was just having a little chat with Gurukaza here about what to do with he Cyphergate and our collective future in this city. Figures it would be you Pathfinders who come ruining my plans. When I stopped receiving carrier pigeons from Mumbuckle, I thought he'd finally found the balls to stage a mutiny and leave me here, but in the back of my head there was this tiny little voice that warned me Mumbuckle might lead strangers here to foil my plan.
"So, think very carefully about your next move, as that might just be the last thing old Gurukaza here sees. I want a clear lane to my ship and get away safely, and I'll promise on my honour as a pirate that this old fart sees the next morning. If you don't... Well, then Tammerhawk will have one less employee to solve the Cyphergate for him."
Gurukaza is effectively pinned, and Alejia still maintains her grapple on him.
Initiative Araklifest: 1d20 + 5 ⇒ (18) + 5 = 23
Initiative Dr. Scamandros: 1d20 + 2 ⇒ (5) + 2 = 7
Initiative Estombra: 1d20 + 4 ⇒ (19) + 4 = 23
Initiative Shina: 1d20 + 2 ⇒ (7) + 2 = 9
Initiative Warrin: 1d20 + 2 ⇒ (16) + 2 = 18
Initiative Alejia: 1d20 + 6 ⇒ (19) + 6 = 25
Initiative flunkies: 1d20 + 6 ⇒ (15) + 6 = 21
Initiative:
Alejia
Araklifest
Estombra
Flunkies
Warrin
Shina
Dr. Scamandros
Alejia stands at the ready, waiting to see what your reaction will be.
Alejia delays, so I can cut in after anyone's turn. You can talk out of initiative, though.
Araklifest and Estombra may act!
Lucky initiative for me. Last time I ran this, Alejia was absolutely last in initiative and she was dead before she could act. Her plan really hinges on winning initiative.

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"Why would we believe you? What will stop you from killing this man after we have let you go? And then there all those other victims you have caused, and those you will cause in the future.
Thanks to her captive I can't reach her with 20 foot movement.
Someone willing to do a disarm attempt?

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I'm willing to try, but it is really risky... Also, I'm very late in Initiative, and most likely will not be able to move both Mallus and Shina (as she delayed, and technically both characters have their own turns...). As of now we're royally screwed...
We could play the ready game. Delay cannot interrupt other people's ready action, but we need to play this smart if we want to do that. If we all ready to move adjacent to any place she can move towards with a 5ft step and still CdG, we might have a chance. Since CdG provokes, we'll have more chance of disarming her with our AoO's. At the moment, Shina, Mallus and Araklifest can move in position around her with a single move action (Shina above, Mallus left, Araklifest right of her). This will most likely provoke from the flunky and maybe from her as well. Dr Scamandros should also be able to move close-by, but I do not know if he has melee weapons. Estombra can move towards the other side of the pillar in a single move, so downright of the captive. This means that if she 5ft steps out of the three-way lock into the possition right from the captive, she will still be threatened by both Estombra and Araklifest. Warrin and Jio are a bit far away at the moment to close in so fast for this, maybe they have a ranged option, or could menace flunkies?
The only problem with this plan is that in order to have as much people move with this plan at once, the Flunkies will get a turn first. If they move in the way, or ready to trip any of us, this plan will have a problem. Furthermore, they will be able to take Attack of Opportunities if their turn has passed, so there's also that...

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Can't Araklifest move and ready a 5 foot step and attack if she tries to do a CdG? Or is that not allowed since he moved already that turn?
If my movement provokes an AoO it would help me get into place with only a single movement. I know what you said Kwinten, but doing a Beaudy will help me get into position.
Another option is if someone has daze or another spell that stuns/dazes a person for 1 round

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If I move I come in reach of one of the flunkies, and sorry but I don't have such a spell (yet). What is the chance we can someone bring back to life Gurukaza after CdG? Nil I presume?

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Flunkies are flatfooted at the moment so your move should be safe. The problem is the option of her moving and doing a CdG. Resurrection is out of our reach for a long time. The earliest I can think of is the First Aid Gloves for 4.500 gold.

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If any of us takes an action that looks tactically advantageous for us (like moving towards her), she will come out of delay and CdG the poor bastard. If we want to do this before the flunkies act, only Araklifest and Estombra can be part of the plan. Otherwise, we'll just have to risk the potential crit we're going to take.

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So for now I see three options
1) Araklifest will ready a move on my double move so we end up directly left and right of her. This will give us only 1 attempt to save the guy from a CdG, with option of her delaying until her flunkies went.
TLDR: 1 dice roll, with two flanking attacks first on us.
2) We will all delay, until everyone can act, and ready a movement upon Warrin casting Daze Monster. Our movements will provoke from all three. Then she will be surrounded and a CdG will always provoke at least 2 attacks
Assuming the flunkies don't move and will ready an attack this will lead us eating 5 attacks, but will give us 2 attacks and a will save to save the guy
In plan 2, I am willing to take at least 1 AoO. I can as an immediate action spend 1 panache point to move an additional 5 feet, and increase my ac to 22 against that attack.
Plan 3 is to let her go and trust her on her word.

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I think it might be handier if the Daze Monster also was a Ready Action, that one of the people who can make it towards her delays until after everyone has gone, and that the rest all readies to move into position when whoever initiates all the readies sets the first 5ft steps towards the goal. This way, a martial can both move and attack, potentially disarming her. And if that fails, there is still the AoO assault on her turn when she tries to CdG.

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Sounds good, Who has the best disarm here in the party? I have if my calculations are correct, 4 dex, 2 bab, -1 size, +1 from masterwork, +1 Weapon focus +2 Free action wayang alternate racial ability for a + 9 on my attempt, and if she provokes another + 9, assuming I can get into position by provoking an AoO. Also, I have a +1 shirt of rerolling.

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When I attack her I can use my Spellstrike-ability to deliver shocking grasp with my weapon, dealing damage with my rapier +1 and with the spell as well. If I hit, that would perhaps knock her out.
I don't think I'm the one to disarm.

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I have a +5 on Shina and a +4 on Mallus, so it might be best for me to draw the AoO's. Mallus can move through the pillars, and end up to the captains left square (provoking from the fancy flunky). Shina can either move counterclockwise around the pillar above her, provoke from the bandana flunky, and if she can move further, also provoke from the captain. This would allow Estombra and Araklifest to move without provoking.
I could also let Shina ready to drag Estombra 15ft (letting Shina end her turn 5ft under the poor bastard). This way she is in position to use an AoO on the captain if she 5ft steps to the poor bastards right. This also allows Estombra to get further into the fray, starting her movement 15ft further down the road. We can all ready on Estombra yelling "NOW", with Warrin casting his spell, Mallus movement provoking from the left flunky and ending next to the captain, Shina dragging Estombra further into position, Araklifest moving into position (provoking from the right flunky), Dr Scamandros doing a ranged attack (I guess), and Jio moving in to harass the left flunky. The Estombra can move into position and try a disarm the captain, even trying to draw her AoO before you try to disarm her by moving past her (allowing Estombra more AC and an extra 5ft movement).

GM Kwinten |

"Look, I'm the one with the hostage here, I call the shots. You either have to trust me, or this whole exercise is futile. But there's still honour among pirates, and I just given you my promise, whatever that's worth to you. If I promise something and immediately break it, that information will leak out. I will be known as as a promise-breaker and untrustworthy. Can't have that floating around with ambitions such as mine. So just clear a way to my ship and everyone will be happy. Gurukaza won't have another hole to breathe out of, and I'm on my merry way. The only thing you have to consider is if this old fart's life is worth yuor reputation as Pathfinders."

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sense motive: 1d20 ⇒ 6
I either need to provoke from a flunky, or need to be dragged, otherwise I can not threaten the captain. Let's wait for the flunkies turn, see where they end up, and depending on that either drag me, or I am going to provoke once.

GM Kwinten |

It was late when I posted last time, I didn't explain everything in my last post. Alejia has Gurukaza grappled, so she can't take attacks of opportunities. You can dance all around her and she can't react to it until she takes her turn to release Gurukaza. Does that change the plan?
Estombra delays?

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sense motive Warrin: 1d20 ⇒ 5
sense motive Jio: 1d20 + 4 ⇒ (15) + 4 = 19
Jio holds out his snake arms. "All right lady, all right. Dont hurt him. Give us a moment to make some room. Its kinda tight here you know."