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Junior wakes up from his distraction, nodding in agreement with Luz's warning. "I'll help with the birds, maybe some fine perches will let them settle quietly." He gets to work crafting what he hopes is suitable... they aren't.
Craft DC24: 1d20 + 8 ⇒ (7) + 8 = 15

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Hui Kong manages to cobble together a number of twig and leaf butterflies that mix in with the paper birds, disrupting their flight patterns.
Unfortunately, Junior's attempts at perches don't yield anything of interest to the animated objects.
Adagio: Round 2
Party Conditions: One Performance Success; One craft success
Bold may act
Nic Blackwillow 28/28 HP
Luz Lumino 48/48 HP
Martin Amblecrown 60/60 HP
Slipp 48/48 HP
Hui Kong 38/38 HP
Junior 33/33 HP

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Unable to find the hidden musician, Nic swallows his pride and attempts to dance along with the music.
Acrobatics check: 1d20 + 9 ⇒ (5) + 9 = 14
But his reluctance shows through. This reminds me too much of the 'antics' my old owner insisted on.

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Martin keeps on searching for the invisible creature.
Perception: 1d20 + 10 ⇒ (6) + 10 = 16

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Slipp sits down and continues to play their flute. As they do so, they can't help but admire the paper cranes that fly around.
perform(flute) DC19: 1d20 + 10 ⇒ (11) + 10 = 21
They seem rather happy to be here and are enjoying the whole party-scene.

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Luz, I missed that one line in the description of Clever Improviser. You are correct that you would have had a success.
Luz, Slipp and Hui Kong have combined their efforts and dispersed the flock of paper birds that threatened to attack.
A janni appears before you. Art on slide 5. Greetings Pathfinders. I am Mehryar Said. Thank you for unraveling this puzzle and allowing me to leave peacefully. Be warned that Fasiel has several mortal guards that brought in mortal captives last night. I also saw Fasiel take the essence of a marid, a shaitan, a salamander, and me to make a ward upstairs, but then sent me outside, so I have no knowledge of recent events inside.
Please take these as tokens of my appreciation. The bird should help you overcome Fasiel’s ward. He gives you an air element–infused paper bird and his silver flute worth 4 gp.[/b]
Safa had been dancing with the birds. If you had asked me for help during this encounter, I could have provided some minor assistance, but it is best if you conquer these challenges yourselves.

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Junior looks on, impressed at the other's abilities to quell the bird's "Great work, very impressive!" He listens on to the janni and Safa, taking mental notes of what is to come.
"Could you describe these mortals?"

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Slipp takes the silver flute and blows a quick tune on it as the others start to discuss tactics.
perform: 1d20 + 10 ⇒ (13) + 10 = 23

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The mortals were two humans and a gnome. I could tell they weren't warriors, but nothing else.

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"Thank you." Junior bows once again, then, once the others are ready, skulks around looking for the entrance.
I'll be out of town for the next two days, please bot as needed.

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Slipp removes the flute for a moent. "Are there any other traps or similar things within the mansion you are aware of?"

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I don't know anything else about the interior. I was mostly relegated to this garden.

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Just to move things along.
When you approach the wooden entrance doors, you realize they are locked.

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After giving the door and nearby spaces a look over for traps and hazards Junior pulls out some fancy picks and tries to unlock the door. "Let's hope this is an easy lock, keep an eye out." He gets to work.
Expert Thievery, Infiltrator's Tools: 1d20 + 10 + 1 ⇒ (19) + 10 + 1 = 30
Expert Thievery, Infiltrator's Tools: 1d20 + 10 + 1 ⇒ (16) + 10 + 1 = 27

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Junior easily pops open the lock on the front door.
Feel free to move into the . . .
The foyer is pillared with elegant carpets and statues of noble, but subservient, genies. The entrance’s enormous double doors face a large statue. It formerly depicted Sulesh the Great, and the famous genie binder’s name is still written at the base, but now the statue depicts Fasiel, his towering figure sneering arrogantly down at onlookers. Large tapestries depicting battles between Qadira and Taldor emphasizing the use of genies now also feature the skelm commanding the battlefield.
You see double doors to the Southeast, Northeast, and two sets of double doors on the East wall (Map down.)

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Martin steps through the doors and checks for the presence of magic within the room. He and Mavenee then approach the statue cautiously.

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Hui Kong scowls at the status of Faisel, but otherwise ignores it completely. He looks at the various exits, then points to the one to the NE.
"I say we circle the outer rooms before we end to the centre. What do you say?"

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Slipp joins the others in the hall. "Geeze... this guy has a size complex. But you know... the bigger they are.."

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Junior makes his way around the room, eyes and ears always open for traps as he gauges their options (or surveys for expensive trinkets to acquire on the way out..). He nods in agreement with Hui's plan, heading to the doors on the Southeast wall, giving them an extra look before waving him over to do the honors.

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Looks like you are spread across the room. Doors are available to the North (Map right), North East (Map Down, Right), South East (Map Down, Left), or South (Map Left.)

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Looks like you are spread across the room. Doors are available to the North (Map right), North East (Map Down, Right), South East (Map Down, Left), or South (Map Left.)
JR was hoping one of the 'tanky' types would open the door he's next to, but if not then to keep things moving he'll open it up from his position to keep out of sight.

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I think Martin is checking out the statue. Not sure if he found anything? But yes, lol, Hui Kong went to the NE door, but if the rest prefer the SE door, I'm fine also. Just wanted to circle the outside rooms, but whether clockwise or anticlockwise, it's fine. I've moved Hui Kong to the SE door, and will open it (after the usual checks) assuming Martin doesn't find anything.

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I think Martin is checking out the statue. Not sure if he found anything? But yes, lol, Hui Kong went to the NE door, but if the rest prefer the SE door, I'm fine also. Just wanted to circle the outside rooms, but whether clockwise or anticlockwise, it's fine. I've moved Hui Kong to the SE door, and will open it (after the usual checks) assuming Martin doesn't find anything.
Sorry that's my reading fail, I read NE as SE for some reason.

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If nothing came up with Martin's Detect Magic, he'll join Hui and Junior at the SE door.
After giving the statue a disdainful scowl, Martin and Mavenee joins Hui and Junior at the SE doors. After a few moments, Mavenee attempts to open the doors.

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Made you look
Martin doesn't find any non-obvious magic in the room. The statue doesn't hold anything else of interest, and Junior doesn't find anything else in his circuit of the room. There isn't anything else Odd in here either.

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Slipp, having learned there lesson about small-people-opening-big-doors from the undead boar in the kitchen, waits next to Hui Kong for him to open the door.

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Seeing everyone ready, Hui Kong takes a deep breath then swings the door open wide.

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While you don't see anything of interest ahead of you to the South, you can see around the corner to the East.
Display cases surround the central hall, framing a granite obelisk decorated with cartouches and hieroglyphs. The petrified wood of the walls and floors glitters with small quartzes. Several scarred Keleshites lounging in the chamber reach for weapons. A rumbling voice from the armored shaitan seated behind the obelisk stills them. “Only fools rush to battle against an unknown foe.” They carefully move another piece on a carefully laid out game of Kingmaker before standing. “I am Chaliz Farour, captain in the armies of the Sultana Ashadieeyah bint Khalid, and now servant to Fasiel ibn Sazadin. The master of this house commands me to best any who dare intrude, but I would know your names before our contest begins.”
Nic Blackwillow's Perception (E): 1d20 + 8 ⇒ (5) + 8 = 13
Hui Kong's Perception (T): 1d20 + 5 ⇒ (6) + 5 = 11
Slipp's Perception (T): 1d20 + 7 ⇒ (16) + 7 = 23
Junior's Perception (E): 1d20 + 8 ⇒ (10) + 8 = 18 Trap Finder +1
Martin Amblecrown's Perception (E): 1d20 + 10 ⇒ (18) + 10 = 28 Mavenee: low-light vision
Luz Lumino's Perception (E): 1d20 + 10 ⇒ (4) + 10 = 14
You recognize the ambiguous use of the word “best,” without specifying combat, only requires that Chaliz defeats you in some sort of contest or game.

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"I am Slipp." says Slipp.
"And I challenge you to ..."
For a moment they flicker their fingers and the flute from outside appears in their hand, they admire it for a moment, as if thinking of challenging Chaliz to a play off.
"Wait... You are commanded to best us? And that is it? You are then free?" the little gnome asks before preparing to roll up their sleeves.
"I'm told that I'm a mean arm wrestler.."
Nobody could mistake Slipp for an arm wrestler

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Hui Kong smiles wryly at the captain, before giving him a short bow.
"My name is Hui Kong, a wanderer, at least for now. And pray tell, what's the nature of the contest?"

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Seeing combat isn't going to break out immediately, and hopefully not at all, Junior steps forward to introduce himself. "JR" A brief introduction, but at times like these its often best to offer limited information about one's self.
He glances at the keleshites, just to be sure they aren't the mortals mentioned earlier. He also tries to note their choice of weaponry.

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Come forward small one. If you desire a contest of strength, I can provide you that opportunity. The rest of you, come in here to witness this contest.
Please move yourselves into the room near the Shaitan.
JR notices the Keleshites are armed with clubs and slings, and don't match the description of the mortals.

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Junior really hopes Slipp has a plan, moving into the room near one of the tables. Simple weapons still draw blood when used effectively.. He thinks.

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Slipp does indeed enter the room.
"So, to be clear, if you somehow defeat me, you will be freed as you will have succeeded in your mission? But if I defeat you, then you will have to remain here to fulfil your masters command to best those who intrude?"

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Martin and Mavenee both join Slipp in the room. Ready to back them up if anything goes wrong.

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Chaliz Farour responds to Slipp. "That's not quite the way it works, little one. If I 'best' you I will have fulfilled my obligation to Fasiel. Once I have 'bested' you, you are no longer my concern. "
In response to Hui Kong "As your friend has realized, our contest can be whatever we determine it to be. My instructions are only to 'best' you."

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"Right" says Slipp, rolling up their sleves.
"Arm wrestling it is."
They pull up a chair and sit down at a table.
"Ready?"
STR?: 1d20 - 1 ⇒ (3) - 1 = 2 I'm not sure if hefty hauler helps here, but on the off chance it does...
Edit: What a time for a 3!
Slipp looks a little surprised. "Best two out of three?" they ask with a grin on their face. "Though I guess that would be against the rules. You have bested me. "

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Shaitan Strength check: 1d20 + 6 ⇒ (18) + 6 = 24
I moved the folks who hadn't moved into the room on the map into the room, and moved Martin and Mavenee up behind Slipp, since they were backing her up.
Chaliz Farour sets his arm on the table and easily pushes Slipp's hand back into the table. Very well. I have bested you. You and your group may continue on your way.
One of the Ruffians pipes up "I don't think that's what Fasiel intended. Get them!"
Chaliz Farour says to the Ruffian "How rude you are being to our guests. I'll have to make you pay for your rudeness.
Nic Blackwillow's Initiative Using Avoid Notice*: 1d20 + 10 ⇒ (10) + 10 = 20
Hui Kong's Initiative Using Scout: 1d20 + 5 ⇒ (15) + 5 = 20
Slipp's Initiative Using Search: 1d20 + 7 ⇒ (5) + 7 = 12
Junior's Initiative Using Searching for Traps and Stealth : 1d20 + 10 ⇒ (14) + 10 = 24
Martin Amblecrown's Initiative Using Detect Magic: 1d20 + 10 ⇒ (13) + 10 = 23
Luz Lumino's Initiative Using Your Exploration here: 1d20 + 10 ⇒ (10) + 10 = 20
Light Blue Ruffian's Initiative Using Search: 1d20 + 8 ⇒ (18) + 8 = 26
Dark Blue Ruffian's Initiative Using Search: 1d20 + 8 ⇒ (11) + 8 = 19
Green Ruffian's Initiative Using Search: 1d20 + 8 ⇒ (8) + 8 = 16
Red Ruffian's Initiative Using Search: 1d20 + 8 ⇒ (13) + 8 = 21
Shaitan Tactics's Initiative Using Stealth: 1d20 + 8 ⇒ (18) + 8 = 26
The Ruffian in the Light Blue Scarf draws a club and moves forward to strike Mavenee.
◆ Draw weapon
◆ Step
◆ Attempt a Snagging strike at Mavenee
Snagging Strike with Club: 1d20 + 9 ⇒ (12) + 9 = 21
bludgeoning Damage plus sneak attack: 1d6 + 5 + 1d6 ⇒ (3) + 5 + (2) = 10
Barely hitting Mavenee, but still doing damage. The snagging strike is successful, so Mavenee is Off Guard as long as they are adjacent to the Light Blue Ruffian.
Chaliz Farour shouts That is not how we treat guests. He waves his hand and spikes suddenly grow out of the floor. While you can see that the spikes are illusions, the Ruffians obviously believe they are real and will have to treat all the spaces as difficult terrain.[/b]
And you definitely need better manners! as he waves his hand again as the clothing of the Light Blue and Red robed Ruffians seem to twist around them.
Acrobatics check for Light Blue, DC 20: 1d20 + 8 ⇒ (10) + 8 = 18
Acrobatics check for Red, DC 20: 1d20 + 8 ⇒ (8) + 8 = 16
Both Ruffians fail their Acrobatics checks and are Off Guard.
And you Pathfinders. I can also move you about the battlefield if you like, instead of interfering with these Ruffians.
Chaliz Farour has two actions every round. They can make a Ruffian Off Guard (the Ruffiancan attempt a Reflex save) or he can move a willing creature on the ground up to 30 feet without provoking reactions.
Shaitan Tactics: Round 1
Bold may act
Light Blue Ruffian - HP, Off Guard
Shaitan Tactics - HP
Junior 33/33 HP
Martin Amblecrown 60/60 HP, Off Guard
Red Ruffian - HP, Off Guard
Hui Kong 38/38 HP
Nic Blackwillow 28/28 HP
Luz 48/48 HP
Dark Blue Ruffian - HP
Green Ruffian - HP
Slipp 48/48 HP

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Martin activates the runes from his forehead and he and Mavenee immediately feel invigorated. He casts another couple of protective spell on Mavenee as the eidolon rams the light-blue Ruffian.
Horn vs Off-Guard: 1d20 + 11 ⇒ (19) + 11 = 30
Piercing: 2d8 + 4 ⇒ (4, 8) + 4 = 16
◈Lifelink Surge, ◈Protect Companion, ◈Act Together (◈Reinforce Eidolon, ◈Strike). Mavenee AC: 22. Fast Healing: 4

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Martin and Mavenee activate sympathic magic between the two of them. Mavenee seems harder to hit and the pair's wounds begin to heal.
Mavenee turns to the Ruffian that has them snagged, and manages to catch them Off Guard and basically tear them in half. Mavenee is no longer snagged as the Ruffian that had snagged them is dead.
Shaitan Tactics: Round 1
Bold may act
Light Blue Ruffian -32 HP, Dead
Shaitan Tactics - HP
Junior 33/33 HP
Martin Amblecrown 54/60 HP
Red Ruffian - HP, Off Guard
Hui Kong 38/38 HP
Nic Blackwillow 28/28 HP
Luz 48/48 HP
Dark Blue Ruffian - HP
Green Ruffian - HP
Slipp 48/48 HP
Thanks for including Mavenee's new AC

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Sorry for the delay, a busy weekend!
Nice trick with the arm wrestling.. Junior is about to say when the ruffians aren't so impressed with the technicality.
"If you don't like the rules perhaps you should leave the premises." JR moves ahead to clear the table and Luz, drawing and throwing a pair of daggers at the off guard red ruffian.
+1 Dagger (Thrown 10'): 1d20 + 9 ⇒ (14) + 9 = 23
Piercing Damage, Sneak Attack: 1d4 + 1d6 ⇒ (4) + (6) = 10
+1 Dagger (Thrown 10'): 1d20 + 9 - 4 ⇒ (8) + 9 - 4 = 13
Piercing Damage, Sneak Attack: 1d4 + 1d6 ⇒ (3) + (1) = 4

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Junior move in and throws a couple of daggers at the Red Robed Ruffian. One hits but the other does not.
The Red Robed Ruffian attacks Mavenee.
◆ Draw weapon(club)
◆ Attempt a Snagging strike at Mavenee
Snagging Strike with Club: 1d20 + 9 ⇒ (11) + 9 = 20
bludgeoning Damage: 1d6 + 5 ⇒ (1) + 5 = 6
Missing with the first strike
◆ Attempt a Second Snagging strike at Mavenee
Snagging Strike with Club: 1d20 + 9 - 5 ⇒ (10) + 9 - 5 = 14
bludgeoning Damage: 1d6 + 5 ⇒ (4) + 5 = 9
The Red Robed Ruffian looks at his club in disgust, having missed with both strikes.
Shaitan Tactics: Round 1
Bold may act
Light Blue Ruffian -32 HP, Dead
Shaitan Tactics - HP
Junior 33/33 HP
Martin Amblecrown 54/60 HP, Fast Healing 4
Red Ruffian -10 HP, Off Guard
Hui Kong 38/38 HP
Nic Blackwillow 28/28 HP
Luz 48/48 HP
Dark Blue Ruffian - HP
Green Ruffian - HP
Slipp 48/48 HP

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As usual, Hui Kong starts spinning his staff in the air as he chants words of power. His staff seems to draw electrical energy from the air itself, which he then promptly sends flying at two of the ruffians (red and dark blue)
vs red, dark blue: electricity, electric arc: 3d4 ⇒ (4, 1, 2) = 7 Basic Ref DC18
(Guess we should be using the remastered version of the damage?
His spinning staff captures remnants of the energy, continuing to spark on its own.
◆◆ Cast Spell (Electric Arc)
◆ Arcane Cascade

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As the echoes of Hui Kong's cantrip die away, Nic strides forward, stabs at the dark blue thug, and retreats to stand next to the magus.
Rapier attack vs. flat-footed foe: 1d20 + 10 ⇒ (1) + 10 = 11
Sigh....

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Luz focuses on the (red) ruffian in front of him.
Devise a Stratagem: 1d20 ⇒ 2 This triggers Recall K +11 on Society. On crit everyone gets +1 on next attack vs red
Realizing that the ruffian would easily evade his weapon, Luz attempts to insult the rufflian
"Yourleader has so little faith in you he has joined our side."
Bon Mot: 1d20 + 11 ⇒ (18) + 11 = 29
Luz immediately follows that up with an Intimidating Glare vs Red: 1d20 + 11 ⇒ (8) + 11 = 19