
GM Z..D.. |

You arrive in Diobel via the overland route from Absalom to meet a contact in a pub known as “The Tails”; a dingy, brine-soaked shack covered with swordfish tails located in a rundown section of town called South Reach. There, bitter longshoreman coming off the graveyard shifts pile in and slam rounds of a potent shark-fin liquor, cursing and complaining until they’re drunk enough to be carted home by noon. The disparaged scene has few prying eyes—the ideal place for Pathfinders to pass along their covert whispers. You enter early in the day, when the small crowd of older men is at its most drunk and rowdy, the revelry within barely contained by the boarded-up windows. You stand out like sore thumbs among the ruddy-faced dockworkers, most of whom have more ginblossoms than teeth. The crowd immediately heckles you for being up-scalers and gold-thumbers, demanding you spend some of your coin to buy the bar a round, but quickly fall silent when moments later, a dark, cloaked figure rises from the back of the bar. Then, eyes averted, everyone returns to their former conversations. Drawing back his cloak, your contact reveals himself—a man his late forties with obvious Chelaxian features and a faint beard. He introduces himself only as Osprey, then invites you to sit before he finally tells you why the Society dragged you to Diobel:
“We’ve word that the accursed Chelaxian pirate Darsielle Du Moire’s has anchored his much sought ship, the Hydra’s Fang, in the harbor. Everyone’s looking for that bastard. He carries with him some ancient tablets of extreme historical value to our organization. Unknown to most, Wittlestone, the small Andoren town Du Moire razed to the ground, was also home to Myraxus Threeshadows, a noted but aging sage and umber mystic supposedly of ancient Azlanti decent. Among Myraxus’s possessions he kept ancient forgeries of several tablets used in ancient rites during Old Azlant’s height. When Darsielle destroyed the village, he slew the wizard and took the tablets, hoping to pawn them to one of his buyers in Diobel. The tablets are a priceless archeological treasure, one greatly desired by the Pathfinder Society. In fact, just prior to the Azlanti’s death, we placed several bids to purchase the tablets and so naturally were the first to realize they’d gone missing. You must race to get Du Moire and recover the stolen tablets before his pursuers find him or he flees port.
“If our sources are correct, we’ve learned that he owes a substantial amount of money to one of the Consortium’s more ambitious Enforcers, an importer named Lubor Staizkal. Likely he needs to settle with him at some point. Go to Lubor’s shop on Meldon Lane, near the docks, and see if you can pick up Du Moire’s trail from there, then do whatever you can to get those tablets. May the Gods speed you in this task.”
Any question for Osprey before you all move out? Also, do some character introductions if you like

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A small figure squeezes past two of the less-sober patrons, smoothing his blue beard and dusting off his clothes as he stands in front of the senior Pathfinder. "Drelluandast here! Are we expecting these tablets to be magical? That could help us track them more easily if they were. And do we have someone watching this Hydra's Fang ship in the harbor in case this Du Moire tries to flee unexpectedly early?"

GM Z..D.. |

"As far as I know, the tablets are not magical." Osprey then shakes his head. "No, we do not have anyone watching the ship. It is still damaged from its last encounter and still needs a weeks worth of repairs."

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A human squeezes through the drunkards and heads towards the group. He wears simple clothing, and has a bow strapped to his back. He approaches the group and murmurs greetings to the group. "Hi, my name is Julpert."

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A dwarf wearing a breastplate and holding a war ax in his hand. Asks Osprey a few questions.
"Ye say there are others pursuing for the tablets, do ye know who they might be?
Should we expect trouble form them? And what's this Darsielle Du Moire’s look like, anything that makes him stick out?
And how public do ye want our dealings, or do we need to keep our actions on the hush hush?"
Keeping a close hand on his coin purse so it doesn't go missing.

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A Tien woman in peasant's clothes slides through the crowds. If she didn't introduce herself, she would have seemed like other one of the many travelers. Her clothes smell a little like she didn't wash them after walking through the sewers (0-13 Prince of Augustana) but that's the impression she wants to give.
"My name is Tsuan."
She has no magical training but she does enjoy stopping pirates.
"Would the Pathfinder Society prefer Du Moire dead or alive?"

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A tall and lanky man, with a bushy beard and a mane of wild red hair, enters the place. His face is a little bit pale, and he wears a suit of chain shirt, and two massive weapons: a big two handed axe and a kind of polearm Bec de Corbin
Do we know if that pirate is a user of dark magics? Has he been known to use undead?
Hi Tsuan! Been in the sewers too recently, as Evelyn Kelbor ;-)

Kyra pre-gen |

A lovely woman steps out of the shadows
"Please don't mind him. Sometimes he thinks he is a paladin of the highest order.
My name is Kyra, and I am at your service. "

GM Z..D.. |

"As much as he deserves to meet a swift end. This is not an assassination mission. However, if he so happens to get in the way, well, I'll leave it up to you" Osprey explains shrugging his shoulders.
He looks over to Erhun, "Not that I am aware of. But, you should always be prepared for anything."

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Tsuan bows to Erhun. "You're a friend of Evelyn! How is she? I washed my cloak twice and it still smells like filth fever. But I figured if we're going to a pirate haven I'd fit right in."
She smirks.
In turn, Tsuan bows at Kyra, Julpert, and Drulluandast.
"Stick with me and maybe one day you too can smell like the underbelly of an Andoran toilethouse!"

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As far as I can tell the girl is in sound health. Sometimes missions for the Society bring you into the lowest places, sometimes, or so I heard, in High society. I guess you didn't meet royalty in your last mission.
says the tall man, with a smirk

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"Garth Frogg. Master of the mind... sometime erroneously called 'Hypnotoad', at your service." says the grippli with a hyponotist's locket around his neck.
"Seeker Osprey, do we have a good description of this Darsielle Du Moire? Who are his known associates and where does he typically hang out?"
"Also, since it must be asked, how are we sure that it was him?"

GM Z..D.. |

"I am not sure he has many associates. His crew are those that he has captured and the others are more likely to kill him than drink with him. Like I said, start with Lubor at his shop. From there, you should be able to pick up a trail. And remember, we are not the only ones looking for him" Osprey says ending the conversation.
He really has nothing else to offer
On your contact’s advice, you arrive at the shop of one of Du Moire’s supposed connections. A sign over the door reads “Lubor’s Imports.” The door hangs slightly ajar. All is dark within, and eerily silent. As you peer inside, you witness the scene of a recent brawl. Furniture lies smashed and strewn about. Near a closed door at the back of the shop, two bodies slump upon the floor, their blood pooling slowly beneath them.
Map will be up shortly. The link can be found in my header. Please place your tokens on the map.

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Tsuan will try to slip in without making too much noise.
Stealth: 1d20 + 8 ⇒ (19) + 8 = 27
Perception: 1d20 + 5 ⇒ (5) + 5 = 10

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Having learned the importance of discreet scouting, Erhun stays far from Evelyn's acquaintance, alert and ready to strike if needed, his big axe in hands
Perception: 1d20 + 5 ⇒ (13) + 5 = 18
Ready action to charge, staying at the door for now, can't access the map at work

Kyra pre-gen |

Kyra rushes in to check on the bodies.
Heal on body #1: 1d20 + 7 ⇒ (4) + 7 = 11
Heal on body #2: 1d20 + 7 ⇒ (15) + 7 = 22
If still alive, she will use her Rebuke Death ability.

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Julpert's face goes pale as he sees the bodies.
"O-oh! Dead people..."
He will look around to see if the killers are anywhere near.
perception: 1d20 + 5 ⇒ (6) + 5 = 11

GM Z..D.. |

Kyra checks the deceased and realizes they are beyond her healing abilities.
Erhun hears some murmuring behind the door that leads further into the building. It is accompanied by the sounds of crates being slid across the floor.

GM Z..D.. |

Unfortunately, not with that perception. It is relatively high for a tier 1-2 DC

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Tsuan looks around the first room until someone motions to her.

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Erhun moves into the room, whispering to his allies
There is someone else into the building.. I heard something like wood dragged on a floor...
Erhun takes the lead, unless Lai Tsuan wants to scout first

Kyra pre-gen |

Kyra draws her weapon and ready's to follow the group in.

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Drelluandast nods his readiness, trying to not look at the bodies on the ground.

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Tsuan is happy to scout.
However, she is I am confused. Did we enter the big room from the southeast? Or are we not on the map?

GM Z..D.. |

Sorry, I forgot to state which way you entered. I put Tsuan right next to the door that leads further in. I will say, this is a very small map. For the time being, Julpert will be a smiley face, until he finds an image.
If Tsuan tries the door, it is locked.

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Tsuan would not have tried to open a latch (since that is very unstealthy). She would have tried the door to see if it were unlatched, but wouldn't be able to tell if it were latched or locked.
She has thieves tools, but breaking down the door (or circling around and peeking in the windows) would probably have a better chance of surprise.
As a matter of fact, she'll circle around and peek.
Atealth: 1d20 + 8 ⇒ (16) + 8 = 24

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As Tsuan leaves the group to go on her own, Garth Frogg sighs. ”I can help you if you stay with us...” he says to her fleeing form.
He shrugs, and implants a mesmeric mirror on himself instead.
”Bodies look fresh,” he says. ”be careful. ” He checks each body for breathing by placing his hand in front of their mouth and nose.

GM Z..D.. |

Tsuan looks through the window and sees two men searching through crates and a female figure standing in the back. They all appear to be human.
3d20 ⇒ (19, 7, 12) = 38
One of the guards catches a peek of Tsuan as she looks through the window. "We have company" He shouts in warning. The female screams out, "Save me. They killed my father"
Garth: 1d20 + 2 ⇒ (3) + 2 = 5
Tsuan: 1d20 + 5 ⇒ (15) + 5 = 20
Julpert: 1d20 + 3 ⇒ (12) + 3 = 15
Drelluandast: 1d20 + 4 ⇒ (18) + 4 = 22
Kyra: 1d20 ⇒ 20
Ehrun: 1d20 + 1 ⇒ (19) + 1 = 20
GM: 3d20 ⇒ (16, 5, 17) = 38
Surprise Round
Tsuan
GM-All he is going to do is draw a weapon
Round 1
Drelluandast
GM
Ehrun
Kyra
Tsuan
GM
Julpert
Garth

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Yeah, profile pics aren't working at the moment

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Tsuan will throw a shuriken at the man who's flat-footed.
Shuriken: 1d20 + 4 ⇒ (20) + 4 = 24
Damage, Sneak: 1d2 + 1 + 1d6 ⇒ (1) + 1 + (3) = 5
Confirm: 1d20 + 4 ⇒ (9) + 4 = 13
Damage: 1d2 + 1 ⇒ (2) + 1 = 3
Sorry, Garth - I didn't see your post in tome to revise my actions. Next encounter!

GM Z..D.. |

The ninja strikes first. The shuriken sticks in the mans chest. Lets go with red. You have line of sight on him
Round 1-Bold May Act
Drelluandast
GM
Ehrun
Kyra
Tsuan
GM
Julpert
Garth
Red: 1/9

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”Uh-oh!” Drelluandast says nervously as the voices in the other room start shouting. Quickly he conjures layers of translucent magic to envelope him like a blanket.
Should I try to open the door? Too close to the fighting, not enough time... Better let someone else.
Casting mage armor.

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All good... Garth has false flanker, which should help you out in the future.

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That sounds cool! Tsuan got hung out to dry several times in her first few adventures because she couldn't get into flanking positions. She picked up Vanishing Trick (which she's very eager to try) but when she sees False Flanker, she's going to be very jealous that she didn't meet you earlier.

GM Z..D.. |

Green moves to the door and opens it revealing the rest of the party. "There's more of em"
Door is now open leading to the back room.
Round 1-Bold May Act
Drelluandast
GM
Ehrun
Kyra
Tsuan
GM
Julpert
Garth

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Tsuan will use Vanishing Trick as a swift action, and then use a move action to dive through the window.
If she can take 10, she'll take 10 (for 18 total). If not ...
Acrobatics: 1d20 + 8 ⇒ (16) + 8 = 24
She draws her wakizashis as she rolls, and then she attacks Red (which will break her invisibility).
Wakizashi vs FF: 1d20 + 5 ⇒ (15) + 5 = 20
Damage, Sneak: 1d6 + 1 + 1d6 ⇒ (2) + 1 + (5) = 8

GM Z..D.. |

I am not sure on the mechanics on that, however I am saying a 24 makes it.
Tsuan dives through the window and delivers a fatal slash to red's midsection. He drops.
Round 1-Bold May Act
Drelluandast
GM
Ehrun
Kyra
Tsuan
GM
Julpert
Garth

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acrobatics to avoid AoO: 1d20 + 6 - 1 ⇒ (4) + 6 - 1 = 9
Erhun tries to pass the guard too, but with less grace and even less success.
So he comes back to the basics: a solid two handed axe blow.
Power Attack: 1d20 + 6 - 1 ⇒ (14) + 6 - 1 = 19
2H PADmg: 1d12 + 4 + 3 ⇒ (2) + 4 + 3 = 9

GM Z..D.. |

Ehrun moves up and delivers a hard blow to the side of the thugs head. He looks staggered by the blow.
Round 1-Bold May Act
Drelluandast
GM
Ehrun
Kyra
Tsuan
GM
Julpert
Garth

Kyra pre-gen |

Following Ehrun, Kyra uses the distraction to slice the guard's belly open.
Scimitar attack: 1d20 + 2 ⇒ (14) + 2 = 16
Slash damage: 1d6 + 2 ⇒ (3) + 2 = 5
"Keep one of these murders alive for questioning."
She calls out to the party.

GM Z..D.. |

Kyra moves in and cuts down the thug.
The female moves tries to move through the crowd and out the front door,screaming hysterically.
Your choice if you wish to attack her or not. Everyone gets and attack of opportunity if you wish. Will wait a bit to see what happens.

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Tsuan grabs the woman as she runs by.
If conbat maneuvers can't be used as AoO, she'll make a non-lethal wakizashi strike at +1.
Grapple: 1d20 + 2 ⇒ (7) + 2 = 9
Probably gonna miss either way.
"Where are you going? You need to tell us what's going on.
Tsuan will think back to her previous actions. Was anything else suspicious in retrospect?
Sense Motive: 1d20 ⇒ 5

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Grab cannot be used as an AOO, as it is a standard action. However, trip can, as it is one that replaces an attack
"Wait! We mean you no harm! We just took care of your captors!" yells out Garth Frogg, making a major assumption!
diplomacy: 1d20 + 9 ⇒ (13) + 9 = 22
Yes, I know this roll probably won't help... but...

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”Oh, hi! Are you injured or...”
Diplomacy to Aid: 1d20 + 1 ⇒ (16) + 1 = 17

Kyra pre-gen |

"Not so fast, you"
Kyra tries to trip the running woman.
Trip attack: 1d20 + 2 ⇒ (16) + 2 = 18
dice+CMB