
![]() |

Bagurm spits to the ground, takes his axe and approaches the main door.
Hello? My friends and I are here for a drink, and it is still working hours. May we come in?, shouts the dwarf.
If there is no answer, I will start hacking the boards with my axe (unless somebody suggests a more stealthy approach).

![]() |

Ah, now I see that the dock wouldn't have given access to any windows to peer through. Oh well. Placed!
Ela backs up to give Bagurm clearance, and then nods for him to proceed. Her pistol remains at the ready.

GM Redelia |

Bagurm smashes open the door.
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.
You see a human male and several very large and nasty looking rats. You also see several people who appear to be kidnap victims tied up and looking miserable, including one who is unconscious. The human male and the rats are clearly not in a mood to talk.
Ela: 1d20 + 5 ⇒ (1) + 5 = 6
Laurentina: 1d20 + 2 ⇒ (7) + 2 = 9
Specter: 1d20 + 1 ⇒ (16) + 1 = 17
Dass: 1d20 + 2 ⇒ (17) + 2 = 19
Auray: 1d20 + 2 ⇒ (1) + 2 = 3
Neri: 1d20 + 2 ⇒ (19) + 2 = 21
Bagurm: 1d20 + 2 ⇒ (16) + 2 = 18
bad guy: 1d20 - 1 ⇒ (2) - 1 = 1
rats: 1d20 + 3 ⇒ (12) + 3 = 15
bold may post:
Neri
Dass
Bagurm
Specter
rats
Laurentina
Ela
Auray
bad guy

Unchained Specter |

And Specter walks up there and give the yellow rat a elbow slam.
Slam: 1d20 + 5 ⇒ (17) + 5 = 22 B damage: 1d8 + 3 ⇒ (7) + 3 = 10
"It would seems that rats are on the menu."

![]() |

Badur burst into the room axe in hand.
Are you the kidnapper? You have two seconds two speak until I start using this weapon!
Double move to get adjacent to the bad buy.

![]() |

Dass realizes he forgot to use his wand. But he saw his teammates had been in hand hence run to a good position to block the enemy.
Double move

![]() |

You should get a cat then. They're much nicer
Neri does make a habit of befriending every stray cat and kitten she can find around the Grand Lodge, usually by sharing her food and petting them if they allow it. A few times, said cat turns out to be a wizard's familiar or a shapeshifted druid. Well, I that's one way of meeting fellow Pathfinders although it does get embarrassing sometimes.

![]() |

Ela rushes just inside...
[move] 20ft
lowers her pistol and fires away at RED.
[standard] attack RED
+1 pistol attack RED (into melee), B & P damage: 1d20 + 5 - 4 ⇒ (3) + 5 - 4 = 41d8 + 1 ⇒ (1) + 1 = 2
The bullet ricochets off of the wall to the right.
A warning shot.

![]() |

Auray enters the house as well and hurls an Explosive Bomb at the bad guy, carefully avoiding her allies' squares.
Attack (touch, 30ft.): 1d20 + 5 + 1 + 1 ⇒ (3) + 5 + 1 + 1 = 10
Damage (fire): 1d6 + 4 + 1 ⇒ (1) + 4 + 1 = 6
Burning Damage: 1d6 ⇒ 3

![]() |

Sorry, forgot that Summoner is more than just eidolon...
Laurentina casts Guidance and pokes Auray in the waist, "Good Job"

![]() |

As soon as the spellcaster starts moving his hands, Bagurm tries to distract him, but with little accuracy.
dwarven axe attack: 1d20 + 6 ⇒ (2) + 6 = 8

![]() |

Dass takes a 5' step up and bashes his buckler into the enemy's face.
buckler: 1d20 + 6 ⇒ (9) + 6 = 15
dmg: 1d3 + 3 ⇒ (2) + 3 = 5

![]() |

It's time to quit messing around...
Step backwards up against the wall, to get out of others' way...
[step] NE
Ela begins to whisper an incantation into her pistol.
Frosty runes begin to glow on top of it before she takes aim at Bad Guy.
[standard] Cast Snowball (via Arcane Gun)
A ball of ice speeds from the little pistol towards Bad Guy.
+1 pistol (ranged touch) RED, cold damage: 1d20 + 5 ⇒ (7) + 5 = 123d6 ⇒ (3, 4, 6) = 13
Well, that was probably a waste. Hoping for low touch AC

![]() |

Auray attempts to identify the enemy's spell using Spellcraft.
Spellcraft: 1d20 + 8 ⇒ (13) + 8 = 21
The bad guy suffers ongoing fire damage from Auray's bomb and may need to attempt a Concentration check (DC 10 + 1/2 damage dealt + spell level)

Unchained Specter |

Specter 5ft step toward the remaining rat and
Claw: 1d20 + 5 + 1 ⇒ (6) + 5 + 1 = 12 Dmg, B/S: 1d4 + 3 ⇒ (3) + 3 = 6
Claw: 1d20 + 5 ⇒ (13) + 5 = 18 Dmg, B/S: 1d4 + 3 ⇒ (1) + 3 = 4
Slam: 1d20 + 5 ⇒ (16) + 5 = 21 Dmg, B: 1d8 + 3 ⇒ (6) + 3 = 9

![]() |

Bagurm roars in fury having missed the previous attack. The dwarf moves to the opposite side that Dass is and swings his axe with all his strength.
5-foot step, rage and attack flanking with Power Attack
dwarven axe attack (flanking +2, raging +2, Power Attack -1): 1d20 + 6 + 2 + 2 - 1 ⇒ (8) + 6 + 2 + 2 - 1 = 17
damage (rage +2, Power Attack +2): 1d10 + 3 + 2 + 2 ⇒ (8) + 3 + 2 + 2 = 15

GM Redelia |

The druid kidnapper and the last of his dire rats is quickly dispatched by the team.
Looking around, you find several kidnap victims hog tied and in a pile. One more kidnap victim is unconscious and has obviously been beaten. (Heal check to find out more). Nefti points out that the unconscious man is Kafar.

![]() |

Kafar, but no Cestis? Ela wonders, looking around amongst the victims.
She begins untying them and asking Who was that druid? Do you know what organization she was working for?

![]() |

Dass tries to apply some first aid on this victim.
heal (untrained): 1d20 + 2 ⇒ (9) + 2 = 11
Or someone else has better heal I can aid

Unchained Specter |

UMD: 1d20 + 7 ⇒ (7) + 7 = 14 :(
UMD: 1d20 + 7 ⇒ (14) + 7 = 21:)
Specter will uses the wand of Infernal Healing on Kafar to try to bring him back to conciousness.

GM Redelia |

Kafar has obviously been beaten and poisoned. The healing eventually brings him back to consciousness, and he and Nefti seem glad to be reunited.
The other victims, after you free them, explain that the cult recently removed several victims from the inn and took them to a ship called the Prancing Prince that’s moored on a dock on the other side of the shipyard. One of them, who identifies himself as the auctioneer, heard one of the cultists saying, “Once Ismacco arrives, we’ll make a lot of money for the cause by selling these slaves into the Chelaxian market.” The auctioneer is certain he saw a Pathfinder with them, as one of the guards had his wayfinder. He explains, “Your Pathfinder friend was guarded by some half-orcs—big, burly brutes. We don’t usually see their kind ’round here. Not sure where they was from, but they sure smelled bad—like they was stomping through the sewers before they came here.”

![]() |

Sewers? I hate them. They are filled with all kind of rubbish..., complains Bagurm.
So, this Pathfinder came from the sewers... Any particular place that we should look. Sure that the sewers are a large area.

Unchained Specter |

"Thank you for our cooperation. " Specter shakes hand with Kafar, ""Also, our organizations are in a temporary cease-fire on this matter."
She then turns to the group, "I know you guys are all very exciting about sewers, but our colleague is being send to the Prancing Prince by the shipyard, and that's where we should investigate next."

![]() |

"That's so gross. Don't talk about the sewers unless we have to. Maybe we should gather some information about the Prancing Prince?"

![]() |

Ok. Tell me where to go once you get that information. I just hope that it is not a sewer...

![]() |

The other victims, after you free them, explain that the cult recently removed several victims from the inn and took them to a ship called the Prancing Prince that’s moored on a dock on the other side of the shipyard.
Ela cleans off her pistol while listening to the confusion and concurs with the specter.
It sounds like we need to move fast before our colleague becomes part of a sale! To the Prancing Prince!

GM Redelia |

The sun has set, and streaks of red and orange lace the clouds as the you approach the Prancing Prince.
A tri-masted galleon, the Prancing Prince appears to be in good condition and floats lazily against its mooring along a wide, crate- and barrel-filled dock. No one appears to be aboard her, however, and the standard watch typically found at the gangplank of a docked ship is nowhere to be seen. Atop her bowsprit is a gaudily painted wooden man that appears to be the exact likeness of the Grand Prince of Taldor, Stavian III, hands on his hips, a huge smile across his face, and his legs bent as though he were dancing a jig.
The main deck, which you can easily climb across to, looks recently scrubbed, and currently deserted.
The map shows red and yellow arrows, which are rooms on the current level, and a green arrow, which is stairs to go down deeper into the ship.
Please let me know what you do, and place your map tokens accordingly.

![]() |

Ela's feet pad softly as she crosses the gangplank. It creaks only a little.
Once she's standing in the middle of the main deck, she stops to listen equally in the direction of both doors.
Does it sound like there's activity coming from either door?
Perception (listen): 1d20 + 3 ⇒ (17) + 3 = 20

![]() |

Happy not to have to go to the sewers, Bagurm crosses to the ship.
Nobody here? Weird...
The dwarf tries to peek through the holes of one of the grids.

![]() |

Dass activates his wand of Long Strider so that he could move faster. Then he moves toward the room on the other end and tries to figure out if there is anything in it.
Perc: 1d20 + 7 ⇒ (15) + 7 = 22

![]() |

Auray steps onto the deck last, having first consumed her constitution mutagen, while carefully scanning the ship for any signs of creature presence.