Who's That Crime Lord (Spoilers)


Let me set the scene- Book 8, a newspaper article. Two books after Lorcan Kell falls, and Morgan Cippiano (presumably) rises to power.

The Primo Rising! A new crime lord has come to prominence in Flint, filling a void left since the collapse of the Kell guild. Known as ‘the Primo’—a subtle insult to the Clericist followers in The Family—the new syndicate’s leader for now remains in the shadows, but has made a point of actively targeting dockers in the city. Workers speak of being threatened with death if they won’t let agents of the Primo unload certain ships, and dozens have gone missing after refusing to let cargo be looted. A few days later their bodies have been found crushed and water-logged. Thames Grimsley has
sought help from the authorities, but many dockers have vowed to seek vigilante justice.

Does anyone know who this fellow is supposed to be? I assumed it was Morgan, and the 'subtle insult' was a factional thing, or something to throw people off the Clericist scent. Is it meant to be someone else?

For that matter, what has Morgan been doing in Flint since Kell's defeat? And why shouldn't the PCs lock him up at any point after (or even before) book 5?
Why should they not lock him up. Evidence It is unlikely that they have any evidence that they could take to court which could convict him, they know he is the head of a crime family but they lack the evidence to actually convict him. This is common , in many cases the police know who leads a crime syndicate or gang but have no actual evidence against him. Within this adventure series putting Kell away was difficult due to a lack of evidence and witnesses against him which changes during the efforts of book 5.

Otherwise it depends on your players relationship with Cippriano , he is a very civilised criminal certainly likely to cause much less violence than Kell , given that there is going to be some sort of organised crime in Flint (there always is in any city) they may consider that Cippriano is a good choice to run it as he is a civilised man. Further if he has an understanding of a sort with the authorities he may well cooperate with them if he uncovers evidence of treason (the Ob ) which is important in the short term and in the long term he looks likely to settle on smuggling, fraud , protection , gambling, extortion and prostitution probably taking a major role in the forming unions as the mob did in America this is likely to be underestimated at first. This will tend to lock out the more violent crimes of someone like Kell , they can also probably put enough pressure on him to stay out of the slave trade and similar really undesirable crimes.

If they find a way to arrest him the family may well still take over but be less civilised or they may get another violent thug like Kell or worse the Beran immigrants could form their own violent gangs and you could get racial crime gangs fighting it out over turf which will get lots of dead and trouble

What he does after Kells defeat is take over all of Kell's remaining rackets he brings in killers who eliminate any of Kell's people who won't join him or who are irredeemably violent. After that he quietly as quitely as possible starts to make money if he does his job well at almost no point will anyone notice his activities


I suppose this can be a plot of Octodad in ZG setting. It's very difficult to pass as a criminal boss when you're actually an octopus...
You know that sounds like an interesting challange and I will see if I can produce a level appropriate Crime boss who starts off as some sort of Octopus but who can pass off as a human and ideally perform Opera. Although my previous Aquatic operatic characters have been whales I am sure an Octopus is feasible
I give you Primo
Primo is a veteran of the RHC's covert operations teams from the last Yerasol war his team infiltrated Danoran harbours and destroyed their warships at anchor, they were betrayed by danoran spies within the Risuran military and the team was captured all but Primo being killed by the enemy commander a tiefling called Gaius who liked to eat his calimari live and wriggling as the team conisted of awakened Octopi created by druids in Risuran service this was particularly terrifying. Primo escaped and has been lurking in the dock areas of Risur slowly infiltrating his tentacles into organised crime.
He is a druid skinshaper able to take human for for pretty much an entire day making his job much easier , as a master of disguise he is slowly establishng a cover identity in Flint High society and is a patron of the Opera

Primo-- In human form
Giant octopus druid (skinshaper) 9 (Pathfinder RPG Bestiary, 219, Pathfinder RPG Ultimate Intrigue 26)
N Medium magical beast (aquatic, augmented animal)
Hero Points 1
Init +8; Senses Perception +27
AC 21, touch 14, flat-footed 17 (+4 Dex, +7 natural)
hp 213 (23d8+78)
Fort +16, Ref +18, Will +17; +4 vs. fey and plant-targeted effects
Resist cold 10
Speed 30 ft., swim 30 ft.
Melee unarmed strike +22/+17/+12/+7 (1d8+5)
Domain Spell-Like Abilities (CL 9th; concentration +13)
. . 7/day—icicle (1d6+4 cold)
Druid (Skinshaper) Spells Prepared (CL 9th; concentration +13)
. . 5th—ice storm[D]
. . 4th—control water[D]
. . 3rd—water breathing[D]
. . 2nd—fog cloud[D]
. . 1st—obscuring mist[D]
. . D Domain spell; Domain Water domain
Str 20, Dex 18, Con 16, Int 16, Wis 18, Cha 8
Base Atk +17.25; CMB +22 (+26 grapple); CMD 36 (38 vs. grapple, can't be tripped)
Feats Combat Reflexes, Deceitful, Greater Grapple, Improved Grapple, Improved Initiative, Improved Unarmed Strike, Iron Will, Lightning Reflexes, Multiattack, Skill Focus (Bluff), Skill Focus (Disguise), Skill Focus (Stealth), Stealthy, Suffocating Strangulation
Skills Acrobatics +20, Bluff +23, Disguise +23, Escape Artist +31, Knowledge (local) +15, Knowledge (nature) +18, Perception +27, Stealth +45, Survival +15, Swim +20; Racial Modifiers +10 Escape Artist, +8 Stealth
Languages Druidic, Primordial
SQ nature bond (Water domain), nature sense, skinshaping 3/day, trackless step, wild empathy +8, woodland stride
Special Abilities
Combat Reflexes (5 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Druid (Skinshaper) Domain (Water) Granted Powers: You can manipulate water and mist and ice, conjure creatures of water, and resist cold.
Energy Resistance, Cold (10) You have the specified Energy Resistance against Cold attacks.
Greater Grapple Maintaining a grapple is a move action, allowing you to make 2 checks a round.
Icicle 1d6+4 cold (7/day) (Sp) As a standard action, ranged touch attack deals cold dam to foe in 30 ft.
Improved Grapple You don't provoke attacks of opportunity when grappling a foe.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Nature Sense (Ex) A druid gains a +2 bonus on Knowledge (nature) and Survival checks.
Poison (DC 20) (Ex) Bite—injury; save Fort DC 20; frequency 1/round for 6 rounds; effect 1d3 Str; cure 2 consecutive saves. The save DC is Constitution-based.
Skinshaping (Human, 3/day) (Su) Adopt a humanoid form as alter self, gain expanded benefits at high levels.
Suffocating Strangulation Grapple also suffocates the target.
Swim (30 feet) You have a Swim speed.
Trackless Step (Ex) You do not leave a trail as you move through natural surroundings.
Wild Empathy +8 (Ex) Improve the attitude of an animal, as if using Diplomacy.
Woodland Stride (Ex) Move through undergrowth at normal speed.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.