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The Devil We Know, Part 1: Shipyard Rats
by Jousha J. Frost
Prelude
The nighttime kidnappings started a few months ago. Cassomir had always had some trouble with kidnappings, but this was different — only carpenters, shipwrights, and guards from the Imperial Naval Shipyards were going missing, and they were doing so at a rate of one or two a night. The Cassomir authorities tried to keep it quiet, but when ship production missed a launch deadline for the first time in a decade, the Grand Prince himself demanded action. Martial law was instituted, the shipyards were guarded heavily at night, and the streets were patrolled by an increased presence of the constabulary. These changes did nothing, and the kidnappings continued.
Then an entire group of people were abducted during an auction, among them the son of a wealthy noble - Freatherus Cray. Not wanting to risk his sons safe return to the incompetent authorities Master Cray sent out word he was looking to hire on "capable persons" in the rescue of his son Carius.
Enter the PCs

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After reaching the grand estate of Freatherus Cray - a shipping merchant of remarkable wealth - you are escorted to a small study by a tall slender serving man.
The quiet man utters not a word as you walk the halls. Which gives you time to study the vases, rugs, and expensive tapestries from lands far way.
Inside the room you see the slightly heavy set merchant in velvet robes with silk lace at his cuffs and neck. His clean shaven face has the signs of someone who hasn;t slept well in a couple days, but his eyes light up at the sight of your entrance.
"Come in, come in." he says waving you in and pointing to one of several chairs sitting in a circle before a blazing hearth. "I am glad you have decided to heed my call for help."
A young man already sits in one of the chairs his hair and clothes unkempt. His eyes are reddened as if he has but recently stopped crying.

Rhesus Ghawn |

A tall figure in a concealing cloak and hat enters the room. The skin of his hands is white and cold like marble, and within the shadows of his hat his eyes glow yellow.
"I understand you're looking for adventurers?"
I wonder what this fat dandy is paying?

Kenji Masada |

A tall well built ox of a man enters the room. He is obviously of Tian origin. His facial features are somewhat grizzly though he is clean shaven. He wears what appears to be a eastern monks robe and some heavy looking prayer beads. He walks in with a sense of urgency. It a deep but very clear voice he speaks "I hear that a young boy was kidnapped and I have come here to offer my services in rescuing this poor soul. I would have the details as time is of the essence." His Tian accent is definitely clear but not so heavy as to interfere with his common. He waits for instructions not really taking note of anyone else at the moment.

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Stepping into the room is a grey skinned bald half-orc. He wears a case with javelins thrown over his back and an oddly curved sword at his side.
His toothy smile is still on his face from all the finery he saw in the halls. "Well this will be both profitable and noble, now won't it," he says to no one in particular as he enters the room.
"Szardur." he states by way of simple introduction. "I wish to help as I heard the big human say, also. But the devil is in the details, has anyone any information on what's going on?

Kiernan D'Agostin |

A tall young man with his sun-bleached hair pulled back in a short ponytail entered. Apparently not older than mid teen, those paying a bit closer attention noticed the slight point to his ears that revealed his partial elven heritage. He carried himself with a bit of a lightness that, when combined with the apparently supple studded leather armor he wore, suggested someone used to being on a rolling ship deck with wind and sea spray in their face. However, the fact that he only carried a dagger and what looked like a sling suggested too someone inexperienced with combat.
He nodded a greeting to the others in the room as he approached. As he spoke, his expression was one of seriousness. "I understand you are seeking someone to help rescue your son. As someone who has been on the other side of the situation wishing for anyone to rescue me, I'm here to help."
As he sat and waited, he pulled a silver piece from his pouch and began flipping it through his fingers as he looked around, measuring the others in the room with his turquoise eyes.

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Noting everyone is present the man move over to stand behind the young teen that was already seated in the room.
"This is Nelson, my nephew. His father has also been captured by these rogues, these slavers." Featherus says in disgust.
"Nelson, my brother Karlon and Carius were all at a relics auction being held down near the Imperial Shipyards. Darn incompetent guard they can't even protect people right under their noses, from these ruffians." He adds stepping behind the young man and placing a hand on his shoulder. "Nelson escaped but didn't run away. Hiding he heard some of them talking about their hideout. The Inn of the Unlucky Sailor. I would have gone to the authorities but I can't trust they will do their jobs or have the skills necessary to save my son and his uncle."
"That is where all of you come in," Featherus says looking each of you in the eye. "I will pay each of you a hundred platinum sphinxes for their safe return. Please rescue them before they are sold into slavery or worse."

Rhesus Ghawn |

Knowledge Local +6 1d20 + 6 ⇒ (7) + 6 = 13
"That's a large sum of money. How many slavers, is the position fortified? What other details do you have?"
The tall man in the dark clothes seems ready to leave the room upon hearing the money being offered.
Too good to be true. Need to find the catch.

Kenji Masada |

Korijitsu hold a hand palm outward up at Featherus. "I am not in this for the money. A child has been taken against his will to be sold into slavery. That alone is enough to get me to volunteer. There are also the countless others who have been kidnapped, your brother included. Good sir this is not an act the Great Korijitsu-Sama cannot ignore. You may keep your money for I will bring justice upon them on my own volition. Now I know little of this Inn and I agree with the dark man here that we need more details. I am strong but I cannot fight too many men at once."

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Nelson blushes in shame looking at the floor and shifting his feet.
Featherus pats his shoulder and says softly, "It is ok Nelson. It was for the best you hid and then ran when you could."
He turns to the others and nods to Korijitsu's noble words. "Thank you," he says with heartfelt honesty. "I knew I would find those who could help."
Looking to Rhesus and Szardur he shrugs slightly. "I truly wish we had more details. But the waterfront is a large place and searching for this Inn could take days. Who knows what could happen in that time." Sadden by the thought the man turns speechless.
After a moment he sighs and squares is shoulders. "Best to get to it then. And I do hate to add complications but Nelson will have to accompany you, he will be able to identify his father and my son should..." he starts to say and stops.
"Best to get to it," he says grimly.

Kiernan D'Agostin |

Seeing something in young Nelson that reminded him of himself only a few years before, Valerion stepped up and placed his hand on the boy's shoulder with a smile. "Don't worry Nelson, we'll find them and if we're too late, then they'll rest peacefully knowing they'll be avenged. Stick with me, and I'll bring you back in any case."

Kenji Masada |

Imma tryin dat dere first person thing an see how it goes
I goes over to Nelson. "Well ma boy." I say putting a hand on the lad's shoulder. "Ready to go and find your uncle and cousin. There is nothing to worry about with the Great Korijitsu-Sama on the Job." I turn to the others. "Well gentlemen? Shall we make for this inn?"

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"Good Luck," Featherus says as the group leaves.
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Once they reach the docks the group heads down to the waterfront near the Imperial Shipyards, Nelson leading them to where the auction was held.
He shows them the warehouse and then everyone sets to work looking for clues.
Ok adding in a little part to get you all working as a team. As you search everyone should make a Perception check (DC 10). This will give you a +2 bonus to the following...
Survival(tracking) DC 12
Know(nature) DC 10
Know(local) DC 10
Diplomacy(gather info) DC 12 plus minus one hour to time it takes
Only one person per check from those above. And one person may aid one other person on their check.
So you should be rolling three checks total...
Perception - to gain bonus
Main check(one of the four) - to beat the skill challenge
Aid check(one of the remaining three) - to help someone who may have missed by one or two
The more success the faster you as a group find the Inn of the Unlucky Sailor.

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Javelin in one hand and his shield in the other Szardur sets about searching the area ready for trouble.
Perception 1d20 + 6 ⇒ (1) + 6 = 7
"Looks like someone has been here trying to clean up," the half-orc says noticing the neat row of chairs and polished floor. "Probably the dumb guardsmans. I wish I could find something to help me determine which of these twenty pairs of tracks still about, to try and follow." he grumbles.
Survival is a +6 he could try the tracking

Rhesus Ghawn |

Perception +4 1d20 + 4 ⇒ (16) + 4 = 20
Knowledge Local +6 1d20 + 6 + 2 ⇒ (16) + 6 + 2 = 24
Aid Survival 1d20 + 2 ⇒ (17) + 2 = 19
"No matter, I remember this Inn and can lead us to it."

Kiernan D'Agostin |

Yeah, there's something to be said for keeping people away when thing like this happens so folks can take a closer look. But then, we're not the kind of people in charge of that so ... He shrugged and looked around, concentrating on his natural surroundings.
All he has applicable is the Knowledge Nature at +3, he'll roll that and then default in helping with whatever other skill is needed
Perception - 1d20 + 7 ⇒ (17) + 7 = 24
Knowledge (Nature) - 1d20 + 3 ⇒ (7) + 3 = 10

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The group looks for clues and Valerion finds an odd leaf from a plant that only grows underground, normally using mold or lichen to bury it's roots in.
The muddy foot print it was trampled by told Korijitsu that it got there by someone tramping on it and it getting stuck to the bottom of their boot.
"The sewers!" Rhesus exclaims (and not only because he likes dark places). He knows that the sewers only run under the eastern part of the shipyards, it would be an area to start looking.
Szardur does some asking as you approach the eastern docks and finds directions to the Inn of the Unlucky Sailor. The half-orc grins wickedly as he adjusts the shield on his arm.
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 it's length.
Stealth checks if you approach the doors located out on the dockside of the building.

Rhesus Ghawn |

Rhesus sneaks to the doors outside the building and looks around.
Let's see what there is to see.
Stealth 1d20 + 7 ⇒ (11) + 7 = 18
Perception 1d20 + 4 ⇒ (4) + 4 = 8

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The group finds three sets of double doors on each side of the building. Figuring to cover them all the group splits up.
Valerion goes to the eastern set and gets into postion, while Korijitsu and the boy guard the southern doors.
Leaving Szadur and Rhesus to move towards the western set.
*CREAK*
"So much for stealth," the half-orc says as he nears the door. Leaning a ear up to it he steps back quickly, "Great someone in there is mumbling a spell or something. Stand back!"
Raising a steel-toe boot the half-orc splinters one of the doors off it's hinges. The other swings open and the two companions see...
A small group of common folk huddle in the corner guarded by large rats with spikes going down their backs. Near the bar they see a bald man standing next to another man who is hog tied atop the bar. The prisoner looks like he has been beaten thoroughly and is barely conscious.
A fourth and larger rat than the others sits near the bald man who holds a glowing cudgel in his hands.
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Bakechochin and Beckett sit among the prisoners both waiting for the right time to strike. That time has arrived.
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Init Count: 10
Init:1d20 + 2 ⇒ (8) + 2 = 10
5ft step to H 17
Attack:1d20 + 1 ⇒ (12) + 1 = 13
Damage:1d8 + 1 ⇒ (3) + 1 = 4
Beckett shift to a more secure postion, trying to get backed into the wall. He would prefere to work with the fellow prisoner, but the terrain does not allow it, for now. So instead, he will attempt to take down some of the opposition, hoping to even the odds a bit.
Assuming that I am at least partially familiar with the other player(s), (maybe we talked while confined?), "Hey B-shin, I could use a little help over here, if you are not busy. . .", while taking a whack at one of the rats.

Rhesus Ghawn |

Init 1d20 + 3 ⇒ (6) + 3 = 9
Round 1
Rhesus draws his sword and moves along the wall to support the others.
Move to D14. Standard to draw Scimitar.

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The cultist screams like a wild beast and raises his glowing club over his head running towards Szardur. His Large companion runs under tables and chairs as it makes it's way to the main melee.
Meanwhile the doors on the east side shake as Valerion tries to break them down and enter the fight.
But Bakechochin and Beckett have their hands full dodging the half swarm of biting dire rats. Beckett getting the worse of it as he is bit on both shins.
Initative order:
Round 1:
Bakechochin - 5'step(E16), attack - miss
Beckett - 5'step(H17), attack - miss
Rhesus - Move(D14), draw weapon
Szardur - move(F9), attack hit(dmg=7)
Valerion - try to open door unsuccessful
Rats - attacks vary see below
Cultist - move(G8), attack Szardur 1d20 + 2 ⇒ (14) + 2 = 16, dmg 2d6 + 2 ⇒ (3, 6) + 2 = 11
Rat Companion - double move(G15)
Rat(E15) attack Bakechochin - 1d20 + 1 ⇒ (2) + 1 = 3; dmg 1d4 + 0 ⇒ (1) + 0 = 1
Rat(I16) attack Beckett - 1d20 + 1 ⇒ (20) + 1 = 21; dmg 1d4 + 0 ⇒ (3) + 0 = 3
Rat(I18) attack Beckett - 1d20 + 1 ⇒ (18) + 1 = 19; dmg 1d4 + 0 ⇒ (2) + 0 = 2
possible crit vs. Beckett - 1d20 + 1 ⇒ (2) + 1 = 3; dmg 1d4 + 0 ⇒ (1) + 0 = 1

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Bakechochin |

Bakechochin presses the attack. With grim determination, he unleashes a torrent of punches and kicks!
Power Attack + Flurry of Blows 1d20 + 2 ⇒ (3) + 2 = 5 Damage 1d6 + 6 ⇒ (1) + 6 = 7
Power Attack + Flurry of Blows 1d20 + 2 ⇒ (20) + 2 = 22 Damage 1d6 + 6 ⇒ (4) + 6 = 10

Rhesus Ghawn |

Round 2
Rhesus steps over and attacks the rat between himself and Bakechochin.
Scimitar Flanking Sneak Attack
1d20 + 4 ⇒ (16) + 4 = 201d6 + 2 + 1d6 ⇒ (1) + 2 + (2) = 5

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Bakechochin takes out the rat at his feet with an awesome blow and Rhesus has to move on to another target. The larger rat takes a slice across the flank from the fletchling's weapon and hisses in angry at it snaps back.
Beckett's healing is minor and one of the rats it was facing comes up to finish off the cleric while the other ducks under a table towards Bakechochin.
Meanwhile the eastern door rats and thumps as valerion tries desperately to get in to the tavern. Szardur and the cultist cross weapons. The shotel and magical club throwing off sparks as they content.
Initative order:
Round 2:
Bakechochin - attack, hit dmg=10 (kills rat)
Beckett(04/08) - 5'step(G-18), channel energy(heal) 1 pt.
Rhesus - move(F-14), attack hit dmg=3
Szardur - attack 1d20 + 3 ⇒ (13) + 3 = 16, 1d8 + 2 ⇒ (6) + 2 = 8
Valerion - tries door still stuck
Rats -
attack Beckett 1d20 + 1 ⇒ (1) + 1 = 2, 1d4 + 0 ⇒ (3) + 0 = 3
attack Bakechochin 1d20 + 1 ⇒ (14) + 1 = 15, 1d4 + 0 ⇒ (1) + 0 = 1
Cultist(03/10) - attack Szardur (if alive) 1d20 + 2 ⇒ (14) + 2 = 16 2d6 + 2 ⇒ (6, 1) + 2 = 9
Rat Companion(08/11) - attack Rhesus 1d20 + 2 ⇒ (18) + 2 = 20 1d4 + 0 ⇒ (3) + 0 = 3
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Combat MAP: HERE
End Round 2

Bakechochin |

With sweat dripping down his face, Bakechochin grins with delight at the prospect of smiting these foul spawn. He cracks his knuckles and lets his fist do the talking!
Power Attack + Flurry of Blows 1d20 + 2 ⇒ (13) + 2 = 15 Damage 1d6 + 6 ⇒ (1) + 6 = 7
Power Attack + Flurry of Blows 1d20 + 2 ⇒ (17) + 2 = 19 Damage 1d6 + 6 ⇒ (5) + 6 = 11

Rhesus Ghawn |

Round 3
Grimacing from the bite Rhesus moves around to the other side of the rat and attacks it.
Acrobatics to move to H15 without drawing AoO
1d20 + 5 ⇒ (7) + 5 = 12
Scimitar
1d20 + 2 ⇒ (7) + 2 = 91d6 + 2 ⇒ (1) + 2 = 3

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Sorry, I am not sure what is going on, I check every few days and it seems no one respndes and then I come back and there are responses that have occured before I last checked, but do not come up.
Round 3
Attack with "Rose's Kiss": 1d20 + 1 ⇒ (4) + 1 = 5
<I HATE THE PAIZO ROLLER!!!!!!!!!!!!!!!!!>

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Beckett crushes the spine of the rat before him with a double axe handle to the back. It lies there motionless as the others fight on.
Beckett and Rhesus have trouble getting in a good blow but the charging Szardur has no troubles and the rat companion turns to bite at the warrior who just cut it.
Both rats fail to hit their intended targets.
Initative order:
Round 3:
Bakechochin(09/10) - attack hit dmg=18
Beckett(04/08) - attack miss
Rhesus(08/11) - attack miss
Szardur - attack hit dmg=3
Valerion - break down door?
Rats - attack Beckett 1d20 + 1 ⇒ (13) + 1 = 14... 1d4 + 0 ⇒ (2) + 0 = 2 MISS
Cultist(-5/10) - 1d20 - 3 ⇒ (13) - 3 = 10
Rat Companion(05/11) - attack Szardur 1d20 + 2 ⇒ (8) + 2 = 10... 1d4 + 0 ⇒ (2) + 0 = 2 MISS

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The people still tied up and gagged squirm as the combat draws closer to them. Their muffled cries for help can barely be heard.
Initative order:
Round 4:
Bakechochin(09/10) - IS UP
Beckett(04/08) -
Rhesus(08/11) -
Szardur -
Valerion -
Rat -
Cultist(-5/10) - stable
Rat Companion(05/11) -
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Rhesus Ghawn |

Round 4
Kicking a chair out of the way, Rhesus moves to flank the rat with Szardur.
5' step to H16
Scimitar 1d20 + 4 ⇒ (9) + 4 = 131d6 + 2 + 1d6 ⇒ (3) + 2 + (3) = 8

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Szardur watches as Bakechochin and Rhesus finish the dire rat and then sees Beckett in trouble. He draws a javelin from his quiver and steps up throwing as he moves.
Actions: 5'step-(G-15), draw weapon: attack 1d20 + 0 ⇒ (3) + 0 = 3... 1d6 + 2 ⇒ (4) + 2 = 6
The thin spear like weapon takes and piercers the floor between the rat and Beckett but hurting neither.

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Beckett faces the last rat alone and it seems in a rabid fury due to the killing of it's brothers.
Initative order:
Round 4:
Bakechochin(09/10) - attack hit dmg=11 (that was a critical threat but since the damage was enough to kill it there wasn't a need to roll to confirm)
Beckett(04/08) - attack miss
Rhesus(08/11) - attack miss
Szardur - attack miss
Valerion - gave up; going round to the other side
Rat - attack Beckett 1d20 + 1 ⇒ (2) + 1 = 3... 1d4 + 0 ⇒ (4) + 0 = 4
Cultist(-5/10) - stable
Rat Companion(-06/11) - dying
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