
![]() |

"Hmm... magic key grab? Maybe try that on key hang up there."
Molos points at the key hanging on the ceiling.
"No touch key that came from acid. Might still burn. Here, let me wash."
Molos pulls his waterskin from his backpack, and starts pouring it on the key that Cara fished out of the acid.

![]() |

"Hopefully I can just jump up there and grab it, with your assistance, of course"
Shallya steps back as far as he can, and with arms stretched as far into the air as he can he jumps for into Molos's hand and then for the key.
I am presuming a +2 circumstance bonus
acrobatics: 1d20 + 10 + 2 ⇒ (15) + 10 + 2 = 27
If that fails, he'll try twice more. Given a 6 foot high person with hand outstretched that is very, very close.
acrobatics: 1d20 + 10 + 2 ⇒ (6) + 10 + 2 = 18
acrobatics: 1d20 + 10 + 2 ⇒ (15) + 10 + 2 = 27
If he fails :
"Obviously, this jump is beyond my prodigious ability. Anybody want to form a human pyramid?"

![]() |

Strength is fine considering the circumstances, but a 25 without is also pretty solid.
Shallya is able to spring up and snatch the small gold key. Molos rinses off the jeweled key.
You now have three keys, and three things to open (banded chest, steel chest, and the door out). What do you want to do?

![]() |

Cara scrunches up her face. She looks at the 3 keys, then at the 3 locks.
Intelligence check: 1d20 + 4 ⇒ (10) + 4 = 14

![]() |

"Its ok, I'm a professional. You can trust me to get this right"
If he can tell which key is most likely to fit into which chest he'll try that (after looking for traps, of course).
No idea what skill(s) that would be. Added a skills button to my header stuff.
base die roll: 1d20 ⇒ 19
base die roll: 1d20 ⇒ 1
If he doesn't know, he'll put key number key: 1d3 ⇒ 1 into chest chest: 1d3 ⇒ 3

![]() |

There's no visual clues as to which key goes where, unless you had Profession (Locksmith) or something.
Shallya puts the scepter key in the exit door, and it unlocks. However, you still lack the requested maps. Two keys remain (jeweled from the acid, gold from the ceiling), and two chests (banded and steel).

![]() |

"Hmm. Might as well try the keys on the steel chest."
Wailan moves over to the other chest and tries the jeweled key.

![]() |

Wailan Will: 1d20 + 1 ⇒ (4) + 1 = 5
Dr: 1d2 ⇒ 1
Dr: 1d20 + 3 ⇒ (20) + 3 = 23
Mo: 1d2 ⇒ 2
Sh: 1d2 ⇒ 1
Sh: 1d20 - 1 ⇒ (2) - 1 = 1
Ra: 1d2 ⇒ 1
Ra: 1d20 + 3 ⇒ (12) + 3 = 15
Car: 1d2 ⇒ 1
Car: 1d20 ⇒ 18
Cal: 1d2 ⇒ 2
3d20 ⇒ (12, 15, 1) = 28
1d5 ⇒ 3
smurf
Wailan turns the key, and suddenly both he and Shallya turn a bright shade of blue, and the chest does not open. Trying the final key, you find a set of maps with Osiriani text and a wand.
When you leave the room, the servant waiting outside the door smiles ever so slightly at your blue companions, and informs you that Amenopheus will make the necessary arrangements with Master Salhar, and that the sage has left for the day. You are welcome to keep the maps and wand, but must return the keys you found.
Act IV
With that settled, you head off to the shady, tree lined streets of the Ivy District, seeking the townhouse of Paracountess Zarta Dralneen. Shortly after arriving in the neighborhood, everyone returns to their normal colors. You come upon a magnificent gothic structure three stories in height, The ebon lacquered double doors wrought with gleaming silver fixtures greet the characters, a prickly brass cone hanging from a chain serving as the door chime. Even in this wealthy neighborhood, the house is quite impressive.
Moments after ringing the bell, a servant in loose casual attire opens the door, greeting the you as though you were expected. Led through well-appointed sitting rooms, ballrooms, and a grand stairway granting a view of an elaborate study, you finally arrive on the third floor of the house, at the door of Zarta’s personal study. Knocking upon the door and announcing his presence, the servant opens the darkly stained wooden door.
A large intricate carpet dominates the marble floor in this sitting room. A chaise sits along the north wall and a desk spans the southeast corner, its chair positioned with its back to the southwest corner of the room. Three comfortable chairs are positioned around a small, low circular table.
Sitting in the chair behind the desk, Paracountess Zarta Dralneen regards you all with a wry smile and winks at Cara, putting away a few papers before standing to address you.
"Aldor, you are dismissed. Close the door behind you and attend to your other tasks.” She then turns her attention to the group. “It’s always so incredibly adorable when I see a fresh-faced batch of Pathfinders. I mean, look at you scrumptious little teacakes. I could eat each and every one of you up. Well, maybe not you.” Zarta points at Molos.
“I assume this isn’t a pleasure visit since most of you are terribly overdressed for that manner of occasion, so that must mean you are here for that trinket Valsin has been nagging me about. Seems I can’t get that man around these parts anymore,” she gestures, sliding her hand down her body and widening the gesture to sweep out and across the room as if her home were a secondary thought. “On the good side, he always sends me all the precious new recruits."
She pauses for a moment, as a series of booms and crashes comes from the next room. When it subsides, she continues.
“Many think we in Cheliax serve and worship devils, but that couldn’t be further from the truth. In fact, we use the creatures for their power. They serve us and we sculpt their power in our own interests. The world must come to terms with the order of things. People need to know their place and operate accordingly. It is the only way to make order from this world. Too many people stretch too far beyond their station, making waves and eroding the true order.”

![]() |

When Shallya first turns blue he looks a little startled. Then he laughs out loud at the joke.
To the servant :
"Please tell who ever put in that trap that I truly appreciate it. Its rare to find somebody with a sense of humour in this line of work"
Since clearly a blue Kitsune is even more amusing (And a fitting tribute to the prankster) he turns back into Kitsune form.
I'm presuming the effect carries through the return from change shape. If it doesn't, I'll be very disappointed and ask if any of my party members can turn me blue for the nonce
Later, when Zarta makes the comment about us being overdressed I click my fingers and my clothing turns into an armband.
"Not all of us, my lady" says the blue anthropomorphic fox. Up to you if fur covers the naughty bits

![]() |

Dravil looks at Shallya's new attire with dismay, covering his eyes, "Please put clothes on would you. This isn't the time for pleasure."
He mutters under his breath, "This must be what Jaune goes through everyday."
Jaune is my other character that I've been playing, a Lvl 2 Human 1 Fighter/ 1 Wizard. He is part of the Dark Archive. I like connecting my characters in some ways.

![]() |

"Auntie!!!"
Cara runs up to Zarta and hugs her legs. Gazing fondly up at her mistress, she begins to blurt out, "we killed some big rats today. You were right; they're nasty! And we got some stuff for that guy with the greasy hair who likes to keep his imps in jars instead of making them do stuff for him. Then we met the fuddy duddy who works at the big church, and she yelled at me. I told her that she wasn't going to tell ME what to do. And then we met an old lady who smells like whiskey, and she makes all HER orphans do BORING things, like working for rich people who should pay them WAY more for what they do. And then we went to see this old guy who seems pretty smart. He made us do a puzzle. And there was a snake, but we killed it. We got some maps and stuff. Then we came here. I like being a Pathfinder!"
She pants...
"What's that noise?" Are you having play time in there today?"
She cackles and grins.

![]() |

OK, what that "kid" said is just wrong on so many levels. I REALLY hope it is some kind of devil
don't get me wrong, the player is amused. The character, not so much.
Shallya has his armband turn back into normal clothing. guess that I shouldn't tease the poor prig of a paladin TOO much. Pity
Edit: Shallya turns to Zarta, gesturing at Cara. The "this" is spoken with as much scorn as he can manage.
"so, it is at your command that we're dealing with this. I wonder if you'd be good enough to tell us why"

![]() |

Zarta gives a coy smile at Molos' growl and comments. "Indeed, there is a servant greatly misbehaving in there. You'll have to deal with him to retrieve your little trinket."
"You'll have to tell me all about that, dear, especially what that mustachioed man had you pick up. In the meantime, you'd better take this." She opens a drawer and pulls out a silver letter opener.
She chuckles at Shallya before explaining, While it isn't "playtime" now, it is tremendously amusing to watch you all in action. And what's the point of spending time with Pathfinders if one can't have a bit of fun? Besides, you'll have to be able to handle much worse than this mischievous little thing once Valsin sends you out into the world."

![]() |

Molos snorts.
"So you want us make servant behave, and then you give Valsin's item? What is item, anyway?" He gestures at the letter opener. "And what that for?"

![]() |

"I don't see what all the fuss is about."
With a bow and a polite kiss to her hand, Wailan takes the silver letter opener from Zarta. "Many thanks, my lady."
He then strides to the door to the next room and raises his eyebrows imploringly. "Coming along?"

![]() |

"Oh, now telling you who he is would spoil the fun. But do whatever you need to." the Paracountess says with a smile. "I'm sure you'll find that opener useful, though."
"The item is a case Valsin couldn't open. I've proven unable to as well. It would be unwise for you to try."
Zarta will deflect any further questions. When you open the door, you find yourself in Zarta's bedroom, decorated in the colors of Cheliax— ebon black and crimson red. Silk, rare woods, and carefully carved marble compose every bit of furniture in the room. Goose down now litters the room, covering almost every surface and the silken shreds of the cushions that contained it lie about like flayed skin.
A post on the massive screened bed is snapped in half, collapsed on the bed and drawing the screened curtains into a ripped slope of formerly fine cloth. Vials of perfume and crystal jars of other cosmetics sit smashed on the marble floor around the dresser. A prominent fixture in the room, a large “X” made of stout wood sits along the west wall, complete with leather shackles and chains. A table sits to its left strewn with various items intended for pleasure, but outwardly resembling implements of pain.
A small red creature with wings and a whiplike tail holds a box almost as big as he is, as he bounces around the room.
Shallya: 1d20 + 6 ⇒ (20) + 6 = 26
Wailan: 1d20 + 4 ⇒ (20) + 4 = 24
Molos: 1d20 + 2 ⇒ (7) + 2 = 9
Cara: 1d20 + 4 ⇒ (18) + 4 = 22
Dravil: 1d20 + 1 ⇒ (10) + 1 = 11
Raharjo: 1d20 + 2 ⇒ (19) + 2 = 21
I: 1d20 + 3 ⇒ (6) + 3 = 9
Everyone except Molos is up.

![]() |

Wailan moves into the room, still holding the silver letter opener.
"Give that here!"
He swipes at the creature.
attack: 1d20 + 1 ⇒ (15) + 1 = 16
damage: 1d4 ⇒ 4

![]() |

"නරක imp ! ආන්ටි කෙනෙකුම ආපසු ඇයට දෙයකි , එය භාර !"
Cara points at the creature and moves towards it, while yelling at it in a complex and archaic tongue.
"Bad imp! Auntie wants her thing back, so hand it over!"
She screws up her face, summoning a fragmentary memory inside her...
Spell Recollection: 1d100 ⇒ 18

![]() |

Yes, combat maneuvers are always attack rolls, so anything that boosts your attack rolls would help with combat maneuvers.
The bigger issue is that if you don't have the Improved Grapple feat, your attack provokes an attack of opportunity. In this case, the imp is still flat footed, though, so it can only take the AoO if it has Combat Reflexes. GM Lari would have to sort that out.
Molos's hand moves to his sword hilt in slow motion. He'll pull it out and start moving when it's finally his turn.

![]() |

You do. CMB checks count as attack rolls for pretty much all purposes. As Molos said, your grapple would provoke. Fortunately, even if the Imp wasn't flat footed, it can only reach enemies in its square, so you're safe.
Wailan jabs the letter opener into the devil's flesh. Dravil manages to grab the the imp.
"Let me go! Let me go! Go away!" it screeches in Common, as it struggles to break the Paladin's grip. Breaking free, he zips to the far side of the room. Those of you who qualify for an AOO can roll it on your turn.
CMB: 1d20 + 1 ⇒ (13) + 1 = 14
Molos is up, followed by the rest of the party.

![]() |

I almost feel sorry for this poor stupid thing
weapon is normal rapier
Attack with flank AoO: 1d20 + 4 + 2 ⇒ (14) + 4 + 2 = 20 for damage: 2d6 ⇒ (1, 6) = 7
If it survives all the AoOs and Molos's attack
rapier: 1d20 + 4 + 2 ⇒ (17) + 4 + 2 = 23 for damage: 2d6 ⇒ (5, 3) = 8
bite: 1d20 - 1 + 2 ⇒ (7) - 1 + 2 = 8 for damage: 1d4 + 1d6 ⇒ (2) + (1) = 3

![]() |

Wailan strikes at the creature as it tries to fly away.
atk(silver dagger): 1d20 + 1 + 2 ⇒ (18) + 1 + 2 = 21
dmg: 1d4 ⇒ 3

![]() |

Assuming the imp survives all the AoOs, Molos draws his sword while double moving to its current location and roars:
"**** ** **** ***, *** ***** ****** ****!!!"
Molos has no idea what this thing is, but he knows Infernal is the language of devils. So he's willing to accept that this thing is probably a devil and knows that language, because why else would Cara use that language.
If it tries to fly away, I'll go for a disarm combat maneuver as my AoO to try and knock the box out of its hands.

![]() |

Wailan moves forward and readies to throw the dagger if the imp tries to escape again.
"Give it here now, and we won't have to hurt you any more."
readied atk: 1d20 + 2 ⇒ (11) + 2 = 13
dmg: 1d4 ⇒ 1

![]() |

Cara attempts again to remember a long-forgotten spell:
Spell Recollection, Beguiling Gift: 1d100 ⇒ 5