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Fifi stays silent for a few minutes, feeling a message inside her head. Listening intently, she replies and says out loud:
"We secured the fort. No escapees. The mastermind is not here. We will secure a map describing spy operations throughout Golarion, as well as prisoners."
She smiles at the party, trying to not to come off as literally betraying them-"Lady Darchana Madidani contacted me through a magical message. She asked for our status and if we accomplished our objective. So I gave that reply! Hope I didn't miss anything."

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Perplexed, Betty gestures at the map she was reviewing and says “Fifi, this is map of Absalom. Don’t even show other villages on Kortos.”
“What map were you talkin’ bout?”
I can understand some amount of exaggeration, but that isn’t the report I would have made.
I’m going to give others a chance to do something before doing any searching myself. I expect the examination of the map took more than a couple of minutes.

Kess - Iconic Brawler |

Kess starts to look for other hints!
"Yeah, I will show you anything that looks useful! I am not really a mapworm!" she says.
perception, heroism: 1d20 + 10 ⇒ (5) + 10 = 15

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Apologies, I had understood the map showed threads from Absalom to other parts of the world, not just Absalom. It's an honest mistake Fifi wound have also made tbh
Fifi explains her mistake, but remains determined -"We should still retrieve it. I am not the best at sleight of hand tho"

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“Wasn’t sure if’n anyone else wanted ta look at the map fore I try ta move it.”

Kess - Iconic Brawler |

reflex two times: 1d20 + 8 + 2 ⇒ (2) + 8 + 2 = 121d20 + 8 + 2 ⇒ (19) + 8 + 2 = 29

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Kess tries to be the first to check out more of the room. While passing the chair to check out the bookshelves, Kess steps on a leather strap. It whizzes back into the chair, starting some sort of trap. A mechanism in the arm flies outward and restrains one of Kess’s wrists and retracts her into the chair, entangling her in straps. Kess’s reflexes keep the chair from grabbing the rest of her, but she is bound to the chair. There’s some fancy metalwork and the straps look to have keyholes.
By dropping into the chair in this manner, Kess easily sees that there is a key sitting just out of reach on top of the next bookshelf. Good thing Chau didn’t throw Kess into that chair earlier.
Awkin may have to admit to not seeing that trap either, but Awkin does see something else on the bookshelf, a thin volume of a book that appears to be made of silvery metal instead of leatherbound.

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Looking towards Kess, Betty asks “Need help? Don’t got any skill wit’ traps, but If’n there is some simple way I can help give a holler.”

Kess - Iconic Brawler |

Kess tries to escape!
”What is this?!?“
CMB +13, escape artist +2 : 1d20 ⇒ 5

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“Seems like some sorta trap, cept it don’t do no damage.”
Betty puts her notes into her pack and comes over to Kess. She carefully looks around, not wanting to get caught in a trap herself.
Perception: 1d20 + 10 ⇒ (4) + 10 = 14
Perception: 1d20 + 10 ⇒ (2) + 10 = 12

Kess - Iconic Brawler |

CMB +13, escape artist +2 : 1d20 ⇒ 11
CMB +13, escape artist +2 : 1d20 ⇒ 19
CMB +13, escape artist +2 : 1d20 ⇒ 14
CMB +13, escape artist +2 : 1d20 ⇒ 8
CMB +13, escape artist +2 : 1d20 ⇒ 11
Kess tries to get out!!!

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“Lookit that! A key! Reckon that might help.”
Betty carefully goes over and inspects the area where the key is for traps, and if she doesn’t find anything suspicious grabs the key.
If nothing bad happens, she takes the key over and starts unlocking Kess.
Perception: 1d20 + 10 ⇒ (1) + 10 = 11
Perception: 1d20 + 10 ⇒ (4) + 10 = 14
Perception: 1d20 + 10 ⇒ (1) + 10 = 11

Kess - Iconic Brawler |

”Thanks Betty!! Now can we free the slaves and get of here?! Let’s collect everything and go!!“ she says.
We have no time pressure so let us take 20 on search in every room.

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Betty asks Awkin for a blessing and then tries to get the map down without damaging it.
Sleight of Hand, guidance: 1d20 + 8 + 1 ⇒ (13) + 8 + 1 = 22

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Betty carefully collects up the pieces and puts them in a separate bag.
“Have we searched all the rooms?”
Betty will spend a few minutes searching the bedchamber area, making sure nothing was missed.
Perception: 1d20 + 10 ⇒ (13) + 10 = 23
Perception: 1d20 + 10 ⇒ (12) + 10 = 22
If she doesn’t find anything, she is ready to leave.

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Grateful that Awkin is a gnome so that he can get a view too, Tenibri peers over her shoulder as she begins examining the silvery book.

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Awkin pulls the book, titled The Slave Master’s mirror. Turns out it’s a latch to another mechanism, not a book at all. The bookcase begins to turn.

Kess - Iconic Brawler |

Kess runs over and starts pulling the bookcase.
"What is that? A secret door?"
strength: 1d20 + 6 ⇒ (8) + 6 = 14
strength: 1d20 + 6 ⇒ (6) + 6 = 12
strength: 1d20 + 6 ⇒ (20) + 6 = 26

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Kess figures out Strength is exactly what to use here, and after a couple heaves wedges the secret room door half open.
However, Anyone looking into the room now needs to make the Will save above. bottom “additional” save, treat like a gaze, anyone with a full mask, visor, or veil as part of their equipment automatically succeeds and negates the curse

Kess - Iconic Brawler |

will save : 1d20 + 5 ⇒ (12) + 5 = 17+2 bonus vs. charm and compulsion

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Will DC 16: 1d20 + 6 ⇒ (20) + 6 = 26
Tenibri, ever curious, takes a glance inside and immediately averts his gaze to avoid the curse.

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“Cursed mirror? Do you need a tapestry or rug to wrap it in so no one sees it?”

Kess - Iconic Brawler |

Kess shrugs.
"I think that was all, right? Let us get out of here with the captives ... we have to think of their safety, too!"

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You wrap the mirror as well; curtains do fine for this. The wardrobe elsewhere in the room was strange, enchanted to keep dozens of vials of blood cold; whatever happened with that unlucky brush with the gnoll witch completely destroyed the contents. The Pasha’s desk is in a similar ruffled and unusable state, but has a set of keys to the slave pen.
With everything portable ported, you head back through the complex. Jairo the genie is relaxing, and informs you that he suspected the Pasha was going to be gone quite a while, therefore he could wait the call somewhere else. With goodbyes said, and Jairo jokingly wishing to see you again under better circumstances, he plane shifts away.
The slave section is opened. Korshad seems quite pleased, and clings to Fifi with talk of the Dawnflower for much of the remaining trip.
The gnolls outside look like they got in a fight while you were gone, and Rothur is missing, but not her equipment. Vargru states that Rothur’s luck ran out and that the witch got picked up by a Roc while fleeing through the desert. Vargru has taken over as the Red Ridge gnoll tribe chief, and will have them follow you with the intent of working with the Katheer lodge to rebuild.
With the help of almost daily sendings from Lady Darchana, the items boxed away, and the fact that you have what looks like a true slave caravan again, you get out of Okeno on another disguised Pathfinder ship.
Ambrus Valsin is pleased with the results, ”Despite al’Jakri’s escape.” and the Absalom lodge with the help of Darchana pieces together much of the pasha’s network of spies.

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“She high-tailed it outta thar before we even got there. Least ways now we know who the troublemaker is!” Betty points out to Valsin.
Once she gets a chance, she takes a class at the Grand Lodge on lockpicking. She buys brand new tools to help her with it.

Kess - Iconic Brawler |

Kess claps ob everyone‘ shoulder!
”Do not worry that much!! We did good! I hope we’ll see each other again!! And don’t forget to always give your best!!!“ she says and waves goodbye.