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Marduk shakes her head.
"Usually, favor is best to have information. Marduk agree with Kishara."

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"Only answer part of question. Were you forced into wearing the collar or did you submit willingly?" Khugron asked.

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Dana looks at Kishara and nods.
"I am bound to cooperate by my oath to the Pathfinder Society. Kishara has given a path that I can also follow."
Kishara's offering to owe a favor.
Kish gives the sturdy woman a pat on the shoulder. "An open-ended favor could turn out worse than a month of servitude. But I like the idea of a known slaver with Pathfinder slaves, for any amount of time, even less. Let alone Liberators, no?" Her lips twisted as if it left a bad taste in her mouth.
She wasn't really entertaining the idea of freeing the efreeti anymore, but curiosity led her to ask him some questions anyway. "From what I heard, Vayn pushes the limits of mortality himself. Something about a sun orchid elixir... you may be here longer than you think. What will you do when you do get free of him, eventually? Hypothetically, that is, if you don't mind my asking."
Diplomacy: 1d20 + 12 ⇒ (11) + 12 = 23
Appreciate an aid there if possible, you get better answers if we improve his attitude.

Venture Teller Play b'Post |

Khurgon, the scenario doesn't say, so I am winging it here. An entity stronger than he (an efreet noble perhaps, a djinni rival?) Forced him into slavery via the collar, then gifted or sold him to Corvius. Not a willing slave.
"I hope he lives long enough after I am free. Khanuur scoffs at the mention of elixers."Child's play. Every day I grant his wishes, I would keep him enslaved and make him serve my wishes." as much as a mortal may.
If I were free, I could grant you the information you wish. I can even take you to this Phlebus. But not with this collar on, you must remove it if you would like your wish granted.
Since the offer of Dana's was on the table, I did not have Corvius make his other offer. (owing a favor).
Each of you will owe me a favor to be determined later. I could use a few ‘adventurers’ in my pocket. He does not make guarantees that the favor will be 'not be unseemly', or even legal. Nor that it will be safe or to make restitutions if not.
[ooc]Anyone opposed to oweing a favor? Is Khurgon considering the one month? Anyone for or against freeing the efreet? Any of the three will work or even a combination.

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I prefer the idea of freeing the efreeti better than owe a favour to Corvius
aid diplomacy of Kishara: 1d20 ⇒ 19
We may help you if you help us. The idea of Corvius enslaved is so delightful that I can not avoid smiling. If you promise that you are not going to enslave other people than Corvius, we have enough power to set you free.

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Arkolo laughs at Ezren's idea.
"Ha! I can get on board with that!"

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Marduk shakes her head.
"Marduk never go against majority. Marduk prefer work with Vayne. Marduk don't understand why Liberty's Edge agents free a slave that be slaver next."

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Dana knows that the group now owes a favor but she tries to push it away.
"We have the information needed & can proceed to find Phlebus. I would assume we use horses?" she asks.

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Ezren seems worried by choice made.
I hope we can find Phlebus quickly, and that favour is not something to regret
Character in a bad mood, not the player! XDD

Venture Teller Play b'Post |

When Corvias returns he is happy to sign the agreements you have set up and then pays his part. "Phlegos has been buying various excavation and construction supplies, then shipping them to an island just southwest of Qadira,"[b] he says, handing you a map. The island sits to the southwest of mainland Qadira, almost due south from Okeno. It’s close to the Obari Trade Circle, a popular merchant route, but far enough to not be detected by patrols.
[b]"Also, Jirandiel Waverider, a disgraced ex-Chelish naval officer turned pirate, has been partnering with Phelgos recently. She has been a curse on the shipping routes in that area with the aid of a monstrous sea creature." Finally, the merchant offers a confirmation. "Yes some of the slaves Phlegos keeps on the island include a team of Pathfinders."
When the party reports what they’ve found to Karisa Starsight, she hires a ship to send them to investigate the island estate. (So, no. No horses ;) )
You can also hire a ship on your own, without reporting. If someone has access to magical travel, that is an option as well.
Traveling by boat takes two days. Perfect time to trade spells if we have anyone who would like to. :)
The Waverider is anchored about 2,000 feet off-shore outside a barrier reef. On the shore, a small dock offers several cleats and mooring poles for docking smaller boats, such as fishing vessels and very small single mast ships. A large sloop, configured for hauling cargo, is anchored near the dock. A large pile of lumber peaks out from a tarp, just past the tree line. Several storage sheds dot the area, most of them looking poorly built or neglected.
Please feel free to retcon questions, purchases or anything else before I take you all the way to the island estate!
Please add your avatar to the slides if you have not already. :)

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I dont play "No plunder ". My spells seems right for me, and my dimension door is not enough for travelling XD If someone has any spell suggestion please, feel free to say it.

Venture Teller Play b'Post |

Was there more anyone wanted to do while in town. If not there are many choices, but clever PCs tend to create other ones. :) The estate is reached by road from the small docs. There is a ship 2000 feet away.
What would you like to do?

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Some disguise or similar trying a no direct action approach?

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"When trying to apprehend someone, I doubt a direct action approach is the best. Best to surprise him I suspect. We don't want to hightailing it off the island for us to track down again. Perhaps we can scout around during the night or disguise ourselves and ask around - see the lay of the hand so to speak"

Venture Teller Play b'Post |

On the island, right?
The island is large enough to grow wild fruit and maybe sustain animals for hunting, is small enough to avoid notice, and comes witha built-in barrier reef. The island maintains a temperate to warm climate year-round, with high winds and sudden rain storms being the only environmental deterrents to living there. There is no population to disguise yourselves among or ask around.
It’s close to the Obari Trade Circle, a popular merchant route, but far enough to not be detected by patrols. The estate and nearby docks face the south side of the island, away from Okeno. Most vessels traveling near Okeno that spot the island are unable to see any signs of inhabitants unless they go out of their way. It is the sort of place that serves as a landmark, but otherwise is usually ignored. Locals might occasionally go out there, teenagers to drink beer, or scouts practicing nature craft.
If you want to scout around, let me know who where when etc. Then I will need a Stealth and Perception.

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Approaching in the night, with haste, dimension door seems nice to me. When we agree a plan, I cast mage armor.

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With the group planing on scouting out the island, Khugron pulled out a kit and took out a tin holding a green paste. Using it to break up his pattern, it helped him blend into the foliage. Another vial, he applied to his armor so it would not make as much noise. Once completed, he started to check out the area.
It is a disguise kit with items for stealth rather than disguise and armor ointment.
Stealth: 1d20 + 1 ⇒ (16) + 1 = 17
Perception: 1d20 + 12 ⇒ (13) + 12 = 25

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Dana is not silent at all. So this might not really work.
She casts false life on herself.
false life: 1d10 + 7 ⇒ (5) + 7 = 12

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Dana also casts 'heightened awareness' on herself.
[o0c]+2 to knowledge checks and perception for 70 minutes.[/ooc]

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Marduk joins, trying her best to be as stealthy as possible.
Perception: 1d20 + 12 ⇒ (6) + 12 = 18 (+2 in forest, +2 vs Humans and Aberrations)
Stealth: 1d20 + 13 ⇒ (1) + 13 = 14 (+2 in forest)

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"Perhaps the less stealthy of us can hang back while the quiet among us can clear the way?"
Cast Heightened Awareness & Blessed Infiltration (Roll Stealth twice, use the best result)
Perception (T10 with Darkvision): 10 + 14 = 24
Stealth (1): 1d20 + 9 ⇒ (19) + 9 = 28
Stealth (2): 1d20 + 9 ⇒ (19) + 9 = 28

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Ezren views them at some safe distance, casting a spell (magic armor).
He knows that stealth is not one of his skills.

Venture Teller Play b'Post |

Thank you for your patience, I should be back to daily posting now. Although I am trying to vote & comment on all the RPGSuperstar entries as well, it should not take time from this. :) I would greatly appreciate your votes on my entry too!
Leaving the docks and following the trail up to the estate, is an easy task. Kisha and Arkolo lead the party a little ways but eventually everyone is hiding in the jungle staring out at the building through the dark leaves.
The estate is not large, but bigger than most people can afford. It is a two story structure with a prominent grand entrance on the west side (Top of the map on slide three is west) The grand entry is a two story room with a glass roof. This is noticable because the light spilling through the propped open door also spills from it casting light onto the tallest jungle leaves.
Giving the stealthiest among you a chance to scout they can report the east side of the building is not far from the steep edge giving an excellent view of the ocean below. The steep hill has been mostly cleared of vegetation sometime in the past, meaning there is not a lot of cover over there either. There are windows on all sides of the building, including both floors, though no other doors.
Marduk, Dana, & Kishara, please add your avatars to slide 1. Then everyone can see the outside of the building on slide 3. Please add yourself there as well, but consider yourself off the map while you formulate your plan. :)
Oh! And... what IS your plan brave adventurers? :)

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Trap monkey, reporting for duty!
Kishara sizes up the manor. "Only one way in..." she whispered. She activated her spell-like ability to detect magic and she softly made her way to the door. (Taking 10 on stealth for 23, since we already scouted the perimeter, assuming no traps on the door, that roll was 29 vs traps)
She checked for magical auras, just to be sure and then tried the door, hoping it would be unlocked. If it was, she would need her tools. If not, she opened the door as quietly as she could and scanned the room beyond for traps and/or magical auras.
Perception: 1d20 + 15 ⇒ (19) + 15 = 34 (36 for avoiding surprise, 37 for traps)

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Dana also casts 'acute senses' on herself.
+10 to perception. 7 minutes.
Dana moves forward with Kishara and checks for traps or other surprises.
perception : 1d20 + 2 + 10 + 10 ⇒ (18) + 2 + 10 + 10 = 40

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Ezren takes his wand of magic missile.
Only one way ... only one choice

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With DOC in hand and doing a quick check of his poncho to reduce getting blood splatters on his clothing, Khugron joined the others as hey made their way in.
Stealth: 1d20 + 1 ⇒ (9) + 1 = 10

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With his bow clutched tightly in hand, Arkolo moves forward with the rest trailing slightly behind to bring up the rear.

Venture Teller Play b'Post |

The front doors to the estate are propped open. It is a warm day ?evening/night/morning? if you prefer.
A natural stone floor and twenty-foot-high domed glass ceiling enhance the beauty of this entrance hall. A wide staircase leads up to the second-floor balcony while double doors open to the north and south. All three double doors are propped open. Before anyone enters both Kishara and Dana signal for a halt.
Naturally they expect to see dust across the floor, but there is a pattern to where the dust lands and where it doesn't. It is hard to make out but the two have trained well for this. Pulling a pinch of ash from her pocket the rogue sprinkles it before her watching. As the ash settles the two note what they expected to see: a fine line free of dust that scribes a rune. The blue energy it almost doesn't give off is connected to many other such runes throughout the room.
The stone floor has a magical trap on it.

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Ezren casts detect magic and observes the rune
What is this magic?
spellcraft: 1d20 + 15 ⇒ (8) + 15 = 23

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Dana thinks for a moment to remember if she can help here.
Spell Recollection to be able to cast 'dispel magic': 1d100 ⇒ 54
Dana is able to remember how to dispel magic and casts it on the trap!!
Dispel magic CL: 1d20 + 7 ⇒ (17) + 7 = 24

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Kishara continues to detect magic as she gets out her masterwork thieves tools and prepares to work. "I can disable magical traps, let me see now..." She continues to speak softly and move quietly.
I think dispelling a rune only affects one, possibly, and there are several by the description.
Disable device: 1d20 + 16 + 2 ⇒ (12) + 16 + 2 = 30

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Oh, I forgot that you can disable device. Of course you can go ahead with disable device and I will dispel if possible.

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Marduk stays at Kishara's side, weapon in hand, ready if anything should turn bad. She looks around wearily.
Perception: 1d20 + 12 ⇒ (8) + 12 = 20 (+2 in forest, +2 vs Humans and Aberrations)

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Arkolo stands back from the team at work, keeping watch on the surronding area.

Venture Teller Play b'Post |

Ezren is unable to recognize the magic imbued in the floor, but fortunately Kishara is able to disarm it. Placing a mirror over one of lines of power she is able to scratch those connecting to it and the whole complex patters drops. She knows it is a short term fix, the magic in the trap has a reset mechanism.
Feel free to add in this type of flavor, when you make this kind of check. Any descriptions you add can't be wrong. :) Except that I made it sound like several runes. and there is only trap in the whole of the room.
There is talking from the south door, and muffled sounds through the north door but both are open. There is also a staircase leading up to the second floor.
Three in agreement with no objections gives us a direction. After a day (real time), two in agreement gives us a direction. To give everyone a chance to post without getting stuck on a choice :)
If you wish to continue the stealth mode, please make include that check regardless which direction is chosen. :)

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Khugron pointed to the south door and tried to be as quiet as possible as they headed to their target.
Stealth: 1d20 + 1 ⇒ (4) + 1 = 5
Not with that roll

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Marduk follows as stealthily as she can, gripping the hilt of her big double axe tightly. She nods in agreement at Khugron.
Stealth: 1d20 + 13 ⇒ (17) + 13 = 30

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Knowing his own limits, Ezren waits without any movement in the main door and point with his wand to the south door.
Stealth is not for me :D

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What south door? Are we going upstairs?
Kishara advises the group quietly, "It's only deactivated for a while, I don't know how long. But they must have means to deactivate it themselves. We might observe how it's done, if they come in here." She draws a dagger, to have it in hand, ready to throw. She creeps toward the source of the sounds to observe what she can about the room before they enter.
Take 10 on stealth for 23.
Perception: 1d20 + 15 ⇒ (14) + 15 = 29 (31 for avoiding surprise, 32 for traps)

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Dana moves forward with Kishara and checks for traps or other surprises.
perception : 1d20 + 2 + 10 + 10 ⇒ (14) + 2 + 10 + 10 = 36

Venture Teller Play b'Post |

What was once a classy and comfortable lounge has been damaged by neglect, rowdy pirates, and lethal squabbles. Half of the furniture in the room are mismatched sets or show signs of being crudely repaired after drunken duels. A messy deck of cards remains strewn across the round table. Glass bottles litter every surface and lie scattered across the floor.
Perception: 3d20 ⇒ (19, 13, 16) = 48
Four pirates are in here are playing cards. At the moment, Kishara has the drop on them.
That is a surprise round if you want it. Or you can of course choose a different direction. I added a compass rose. North is to the right side of the page.

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Arkolo follows the team quietly bow at the ready...
Stealth: 1d20 + 9 ⇒ (10) + 9 = 19
Perception: 1d20 + 12 ⇒ (4) + 12 = 16

Venture Teller Play b'Post |

Let's try... Surprise Round!
bold may act
Arkalo
Mage
Ezren
Marduk <--surprise round
Dana <--surprise round
Khugron
Kishara <--surprise round
Pisoleer (Green)
Deckhand Gold
Deckhand Blue
VT Gold: 1d20 ⇒ 5
VT Sapphire: 1d20 ⇒ 2
VT Emerald: 1d20 ⇒ 18
Kishara: 1d20 + 4 ⇒ (5) + 4 = 9
Arkolo: 1d20 + 8 ⇒ (16) + 8 = 24
Marduk: 1d20 + 3 ⇒ (10) + 3 = 13
Ezren: 1d20 + 2 ⇒ (14) + 2 = 16
Khugron: 1d20 + 3 ⇒ (7) + 3 = 10
Dana: 1d20 + 1 ⇒ (11) + 1 = 12

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Dana casts HASTE on the party.
“Remember the speed. You’ll forget soon!“

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Kishara takes a step into the room and with a flick of her hand toward the man in the corner, she releases her dagger, throwing it straight for him. Attacking Blue.
Throw Dagger: 1d20 + 9 ⇒ (13) + 9 = 22 Damage: 1d4 ⇒ 1 Sneak Attack Damage: 3d6 ⇒ (2, 1, 1) = 4
Well that was underwhelming... XD
Dagger is cold iron, if that matters.

Venture Teller Play b'Post |

Kishara's dagger strikes the pirate with a blue bruise over half his face. 5 damage[/b]
Marduk has a surprise round action. Also Arkolo and Ezren can post an action for the top of the first round![/ooc]
Also: Dana, Kishara, Marduk & Arkolo, please make a Will Save! (prep for my next post)

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will save : 1d20 + 11 ⇒ (11) + 11 = 22