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Your mission orders today bring you to the exotic jewel of the east- the Satrapy of Qadira in the Katapeshi Empire. You are guided into Farseer Tower, where the Venture Captain the tall and stately dark haired Wulessa Yuule blows right past the pleasantries and begins to brief you all the moment you pop through the door.
Ah there you are. You're late! This whole debacle threatens to be a major debacle already and you being late is not helping matters!
It wasn't your fault you were late - these things happpen. Rough seas can delay a transport ship like the one you were on - it usually isn't this big of a deal.
I am sorry it is not your fault - the Grand Lodge under that mutton-chopped buffoon Valsin sent a convoy to the mansion of Temmel Passad - he's a Kalistocrat from Druma. Wildly wealthy even by Qadira's lofty standars
Her hair falls into her face and she roughly brushes it past her face We had been attempting to acquire a copy - or at least NOTES FROM - the only known copy of the Mutani Manual of Martial Mastery known to have survived to the modern day. Needless to say -- the Society wants the knowledge held within, especially with the Ruby Phoenix Tournament on the Horizon. Normally this is well within the normal operations of the Grand Lodge but... well let us just say that Passad is a difficult man and Valsin's previous team made a HUGE mess of things and have jeopardized our odds of ever seeing that book.
She sits down roughly and offers you seats, the way a Venture-Captain might ordinarily do at the START of a briefing.
The last team insulted the merchant and got tossed from the premises. Well - all but one, the Tian expert we sent. They have been detained as a resource on the finer points of Tian politics, which is apparently completely legal to do under Druman law. Now Passad says if the Society wants access to the book you will have to EARN it jumping through whatever hoops the rich old fool wants you to jump through. Normally we would cut our losses but....we REALLY want that book. The man owns a dozen manors across the globe but one nearby is the one we suspect the book is held in -- Ghennet Manor.
Hopefully our missing pathfinder is also among the collection. Do as little damage to the property as possible—we’re not vandals, after all. Also, take nothing else of worth from the place. We’re not common thieves. I cannot stress this strongly enough. Given our already ample embarrassment with Passad, please don’t add to that dishonor by making off with the man’s silverware or his grandmother’s brooch, for Abadar’s bloody sake. No doubt the villa is a sumptuous and tempting target, but you must keep this in the forefront of your minds: The tome and the scholar are all that matter. Everything else is a distraction. The Decemvirate will take a special interest in your conduct on this assignment.
Lastly, we have reason to believe that others are in pursuit of the Mutani Manual, including agents of the Aspis Consortium. Be wary! Under no circumstances can the book fall into the hands of a rival organization. Now, do you have any questions?”

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Irizati is a homely fellow wearing full plate armor made of organic black plates. Outside you saw a large tiger wearing studded leather barding.
"So go to manner. Take book. Take expert if we find her. Take nothing else. Avoid collateral damage. All while guy who owns manor tries to make us dead. Yes?"

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A tall thin half orc leans against one wall of the room examining the fletching on several arrows. A powerful bow is propped at his side.
You want us to rob the home of this most powerful and wealthy man. I assume you will be ready to extract us if things do not go...well...?

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A well dressed gnome in Taldan noble garb and adorned with jewelry is the room. He has a thick blue beard and his blue hair is barely visible under his outrageous noble hat. He has several wands, scrolls, and spell pouches.
"We don't need to rob, per say. Perhaps we can negotiate..."

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Evarice plays her piccolo on the way to the meeting room.
Perform(Wind): 1d20 + 3 ⇒ (9) + 3 = 12
Still needs work.
As the Venture Captain ushers her in and begins the briefing, Evrice shrugs. "So, we have a long ways ahead of us. Find a manor, see if we can find a detained Pathfider, and gain access to a rare tome. Hopefully we can smooth things over with the owner, theft is... not my style."
She removes her ostentatious ostritch hat and sits down. "Do you know about the organization there? Besides Passad, how is his organization?"

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She chuckles when the question about the organization and manor itself Well...its a massive estate but by Druman standards its actually pretty modest.
Its probably only one or two stories, built around a central atrium, the manor is also walled off. Other than that....we don't know anything about its layout or its security features. That's why we called you -- ordinarily I know venture captains provide you with a lot more than this but its a very fluid situation and you're the team we have. Other than trying to keep collateral damage to a minimum you are free to approach this in any way you see fit.
She gives a sour look at the comment by Blend. If you also fail...we will likely send a second extraction team after you at quite a hit to your prestige in my book. As I said....caution is of the essence but you are a highly capable team or so I have been told.

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The dour-looking dwarf known as Doubtful, scowls at the news of their assigned task.
"Great." He mutters, the single word dripping with sarcasm. "Probably using this Tian git as bait to sucker more of us in."
Attempting to see what he might know, about Passad or Kalistrade in general?
Dunno if these are the right knowledges, but they're the only ones he has =)
Knowledge (nobility): 1d20 + 6 ⇒ (15) + 6 = 21
Knowledge (religion): 1d20 + 4 ⇒ (9) + 4 = 13
Knowledge (history): 1d20 + 4 ⇒ (9) + 4 = 13
Those of you who do not know him, will find that Doubtful takes pessimism (though he'd call it fatalism) to an extreme level... sure that something horrible is about to happen, pretty much always, and that everyone has ulterior, nefarious, motives.
Those that do know him (Numair and Irizati), come to the same conclusions.

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A rake-thin, weathered half-elf, leaning on a darkwood staff, one end of which is enveloped with a flame that caresses the wood, but does not burn it, chews his lip thoughtfully.
"So stealth and guile would be preferred, if at all possible? I can help with the latter, as well as bring explosive magic if things go sideways..."

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"Blasting? Excellent! I will study accordingly with that to not overlap so much."
Will change out Simon's prepared spells if we have time.

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"Hello fellow Pathfinders, I'm Evarice. I'm glad to meet you all." Evarice shakes hands with her fellow Pathfinders. Or at least tries to, in the case of Doubtful. "You have a bit more experience than I do, I can tell already. I'll stick to more of a supporting role."

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It does not take long before you are able to find information about the location of a manor owned by a wealthy Druman Aristocrat in the environs around katapesh and whats more you are able to easily find a barge going up that way - though the trip will take 12 hours.
Do you have any other preparations you want to make before embarking?

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Is it possible to undertake some information gathering before we set off? Blend would like to learn more about the lay of the land, who might be at the estate, guards and defences, the surrounding area etc.
I have no purchases to make.

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Changed out some prepared spells for the day. Good to go!

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I could trade out a Stone Shape for another Greater Magic Fang for Doubtful.

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Yeah so no knowledge checks written into things however since Doubtful rolled some checks lets roll with it
So a Kalistocrat is the follower of the prophecies of Kalistrade, a strict philosophy where the accumulation of wealth is seen as the only real point of life. Despite this, they live by a very strict dietary code and privately lead very simple lives behind these covers of massive of wealth. They eat a modest bland diet of food and have strict prohibitions against unnecessary sexual contact as well.
Passad himself is known as a particularly irascible Kalistocrat, with a supposedly rather over the top sense of humor, known for staging elaborate jokes and pranks. Considering that he has framed this situation as a "challenge" you suspect you find yourself trapped by this particular eccentricity.
As for the layout of the manor itself and the land surrounding, it is situated in a wooded copse outside of the town proper and is said to be quite secluded.
Beyond that, you are unable to gather much more.
I am giving you all of that as a result of the knowledge nobility check

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Blend is ready to head out then.

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Evarice dusts off her ostrich feather hat, makes sure her green dress is cleaned, and asks Shelyn for as many investigative spells as she can take that are Core to her beliefs.

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You take off on the barge leaving the bustling metroplis up the river into the secluded forested area. The barge takes you up the river. Its an idyllic lazy trip - the barge you are on is a commercial vessel that seems to be in no particular hurry and the captain seems to be a mute.
Once you are near Ghennett Manor he slows the barge just enough for you to get off, gives a polite nod and shoves you on your way. By this time it is evening, twilight giving way to actual darkness.
The manor is at the top of a flat hill and the white sandstone walls can be seen poking out from behind the wooded copse that surrounds the opulent manor.
The Challenge has begun.

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As they approach the Manor Blend will take point, scouting ahead, tapping himself with a wand of blend and longstrider and trying to activate his shield wand just in case.
UMD: 1d20 + 11 ⇒ (5) + 11 = 16
UMD: 1d20 + 11 ⇒ (4) + 11 = 15
UMD: 1d20 + 11 ⇒ (16) + 11 = 27
Stealth, blend: 1d20 + 19 + 4 ⇒ (17) + 19 + 4 = 40
+2 if in urban terrain, blend allows him to stealth without cover or concealment
He checks out the path as he heads up.
Perception: 1d20 + 20 ⇒ (19) + 20 = 39
+1 to spot traps, +2 versus humans, +4 versus evil outsiders, +2 if it counts as urban

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Simon dusts off his clothes as he gets off the barge, making sure he is presentable at least.
He takes out of a Wand of Mage Armor and uses it. He puts it away, expecting someone else to call out that they want a charge. (He will use others' Wand of Mage Armor if they ask)
"Well, let's wait for Blend to get back with intel then head up. Is everyone ready?"

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Evarice plays her piccolo on the way up.
Perform(Wind): 1d20 + 3 ⇒ (19) + 3 = 22
She plays an adventurous, uplifting tune on the way up, tapping her feet to the beat. It may be the best performance she's ever given.
"Good luck Blend!" She waves him off. "You're right, Simon. Let's wait until her gets back." She switches to her tricone hat.

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Doubtful gives Evarice a sour look. "That should get their attention." He mutters
As you approach, he pulls out a small crooked wooden wand, and starts shaking it sporadicaly, pausing only to glare it it from time to time, and mutter something about Abdul.
3d20 ⇒ (12, 13, 15) = 40
He uses his wand of Mage armor! (just takes 3 tries) =)
He eyes the manor with a dour look.
Perception: 1d20 + 15 ⇒ (13) + 15 = 28

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From here - it is difficult for anyone without a light source to see too much further than the 60 feet in front himself that doubtful can - from there he see the gates - not exactly locked looking hanging in front of you and the massive extant of white stone walls extending in what is presumably a wide perimeter of the building.
Blend is able to do a full perimeter of the building without anything obviously going too wrong the stone wall completely surround the compound save for the front gate.
Any further scouting is going to entail either climbing the wall or finding some of other way to navigate it.

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Blend will try to scale the wall to get a view of the house and the grounds before reporting back to the group. He is looking for any obvious dangers in the grounds and any entrances into the building.
Take 10 on climb for 16, on stealth for 33 to remain unobserved and on perception for 30 to check the place out. He has darkvision. +2 on stealth and perception if it counts as urban, +4 perception versus evil outsiders, +2 versus humans, +1 versus traps

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"Anyone feel like Blend has been gone an overly long time?"

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boo

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Evarice is surprised but manages not to scream. "It looked like the world had frozen for a week... I was scared, honestly."

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I'll be gone all day tomorrow so to save time I'll get some buffs out of the way.
When Blend returns Irizati makes preparations.
On himself
Longstrider, Greater Magic Fang, Barkskin extended using a lesser rod.
On Baloo
Greater Magic Fang, Barkskin, Extended Reduce Animal using a lesser rod
On Doubtful
Greater Magic Fang
On Evarice Bue
Barkskin
Barkskin is +3 natural armor for 80 minutes. Greater Magic fang lasts 8 hours and while Irizati uses the +1 to all attacks version on Baloo and himself, Doubtful can choose between +1 to all of his attacks or +2 to one attack. Left fist for example. And I'll apply the Reduce animal in Baloo's stats.
Irizati will then remove his backpack, put some wands and scrolls into it mentioning any activation words, and sets it down.
"Doubtful, You will probably need to carry the bulk of these but you are all free to use what you need. There is one charge left in the extend rod."
He then transforms into a Leopard.

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Will take the +2 to one attack option... I'll just have to remember to use the same foot when I kick stuff =)
Doubtful frowns unhappily as Irizati hands him the pack full of stuff, though tosses it over his shoulder anyway.
"Probably full of catnip for the damn tiger." He grumbles, eying Baloo warily, in case the animal suddenly decides to maul him.

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Blend hops across to the manor grounds and does a quick survey. He is able to see across the way a big pond, and the general large garden space surrounding the manor.
As he begins to move to spy what might be on the opposite side of the house - perhaps a back door or first story window - he spots a pair of dark insidious looking hounds patroling the grounds - a deep black only the half orcs keen eyes and dark vision allow him to avoid getting beset upon immediately.

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Blend heads back to the group to report. Looks like there is a back door we can use to get in but there are a pair of large dogs patrolling the grounds. I could possily sneak past them, but they probably have keen noses so might smell me despite my magic and I doubt the rest of you are all that sneaky.. Anyone got a way to quietly dispose of a pair of guard dogs?

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"I can try to talk to them. Us gnomes sometimes have a way with animals." (Simon has Speak with Animals, so may be able to diplomacize them. It's also unclear if his language-dependent spells work on animals when he has Speak with Animals going...)
"Another question I have is do we want to come in the back or front?"

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"Why not enter through the back?" Evarice shrugs. "Although I can't really help you with the dogs. Some of you are better at calming animals than I am, though..." She glances at the druid.

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I think Animal Empathy works even in Leopard form. As mentioned I played this recently so I'll leave it up to the party to decide.

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Blend thinks back on his time facing down the pair of dogs and it takes him a long moment before he realizes that he recognizes the foes in question - hell hounds, protective beasts with incredible keen senses of smell and a vicious penchant for destruction.

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Note... the GM said 'insidious-looking' ... which might imply they are not actual animals...
Doubtful just frowns. "Don't much matter where we go in, it's all gonna hit the fan regardless."
He points towards the main entrance. "So why not just take the direct route?"
Edit: gah, ninja'd by the GM =)

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Blend follows along behind Doubtful, he reactivates his wands of blend and shield.
UMD, shield: 1d20 + 11 ⇒ (11) + 11 = 22
Stealth, blend, urban: 1d20 + 19 + 4 + 2 ⇒ (4) + 19 + 4 + 2 = 29

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Doubtful walks up to the front door, waiting for the demonic hounds Blend mentioned to come racing around the corner at any moment.
He marches right up to the front door, eyes it with a suspicious frown for a moment, then pulls on the handle.
given what we know about the fellow that owns the place, take a moment to make sure the door isn't trapped or the like, then try to open it!
Perception: 1d20 + 15 ⇒ (5) + 15 = 20

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You find the front gate is actually open and the dogs....they do not seem to pursue you as you just walk up to the front door.
Doubtful opens the door slowly and finds himself staring at an opulaent entry hall, complete with a massive mural of a marketplace, depicting it being ruled over by men in women wearing white robes, white elbow length gloves, and eating modest meals of bread while surrounding by unfathomable riches.
There are signs of violence marring the room: four of the benches are overturned and one to the southwest is charred, a statue has been reduced to rubble, and both rugs are torn and ragged as if hacked at with knives.
There are double doors leading further in, where the sounds of servants cleaning can be heard.

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"Well. That was easier than I thought. This is a beautif- what happened here?" Evarice's awestruck at the hall, but disgusted by the carnage.
"I can't do much, unless we think this room is trapped. Let's proceed."

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Blend quietly slips inside, remaining well hidden, and heads to where he can hear the servants.
Stealth, blend, urban: 1d20 + 19 + 4 + 2 ⇒ (14) + 19 + 4 + 2 = 39
While keeping a look out for traps or other dangers.
Pereption, urban: 1d20 + 20 + 2 ⇒ (19) + 20 + 2 = 41
+1 for traps, +2 for humans, +4 for evil outsiders

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Irizati and Baloo follow Evarice in. Irizati sniffs around for anything interesting. perception: 1d20 + 14 ⇒ (5) + 14 = 19 +8 more if scent is involved.