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You guys need to remember the +1 from inspire courage.
Jadrek HP: 19/42
"Eeep, I said stop hitting him!" cries the gnome, reaching out to touch Jadrek's flank supportively. The big bear grins and embraces Farug again. Nome casts cure moderate wounds on bar.
CMW: 2d8 + 4 ⇒ (2, 4) + 4 = 10
Jadrek HP: 29/42
Claw: 1d20 + 7 + 1 ⇒ (15) + 7 + 1 = 23
Damage: 1d6 + 5 + 1 ⇒ (1) + 5 + 1 = 7
Grab: 1d20 + 13 + 1 ⇒ (20) + 13 + 1 = 34
Claw: 1d20 + 7 + 1 ⇒ (9) + 7 + 1 = 17
Damage: 1d6 + 5 + 1 ⇒ (1) + 5 + 1 = 7
Bite: 1d20 + 7 + 1 ⇒ (12) + 7 + 1 = 20
Damage: 1d6 + 5 + 1 ⇒ (5) + 5 + 1 = 11

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AC 21, with the penalty for hasty donning.
"WAAAAAAAAAAAAAAAH!" The pain focuses Beltin and he becomes lost in the moment of battle...
same gnoll (BR1): 1d20 + 8 ⇒ (10) + 8 = 18
1d8 + 4 ⇒ (7) + 4 = 11

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I cursed Farug. The one Zirt is fighting by her lonesome.
Maintaining her chant, Enora calls misfortune down on Farug.
Move Action: Chant
Standard Action: Misfortune (Will 16): If the target fails his saving throws (at -2 penalty) he must roll twice and take the worst roll.

DM Amazing Red |

Truk is able to get a hold of his opponent. Jadrek continues to crush Farug while Zirt heals her bar. Belton lands another solid blow.
Will: 1d20 + 3 ⇒ (15) + 3 = 18
Farug shakes off the curse. The blind gnoll attempts to break free.
CMB: 1d20 + 6 ⇒ (8) + 6 = 14
His comrade attempts to break his comrade free, by killing the one holding him.
PA Vs Truk: 1d20 + 5 ⇒ (14) + 5 = 19
1d10 + 9 ⇒ (7) + 9 = 16
Farug will bite the bar again.
Nom: 1d20 + 9 ⇒ (5) + 9 = 14
1d6 + 9 ⇒ (5) + 9 = 14
Party up.

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"Hey fatty!" exclaims the gnome, peering around the cages to yell at the gnoll attacking Truk, "you should've listened to me! Hold still, okay?!" Cast daze on the non-blind gnoll who attacked Truk. DC 15.
Jadrek, in the meantime, continues his cuddle session, but somehow the big bear loses his grip!
Maintain: 1d20 + 13 + 1 ⇒ (1) + 13 + 1 = 15

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Truk groans as the breath is knocked from his lungs by a club to the ribs. ”Beltin, do you mind dealing with your opponent so he stops hitting me?”
Despite the injury, he traps the blind gnoll in a tight chokehold.
Grapple for Damage: 1d20 + 10 + 2 + 1 + 5 - 1 ⇒ (6) + 10 + 2 + 1 + 5 - 1 = 23
Damage: 1d6 + 5 + 2 + 1 ⇒ (2) + 5 + 2 + 1 = 10

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Khamul casts another spell and charges his hand with electricity. He then steps in to I7 and tries to discharge the spell on the gnoll.
shocking grasp
melee touch: 1d20 + 5 ⇒ (6) + 5 = 11 +3 if he has metal armor
electricity: 4d6 ⇒ (3, 5, 6, 2) = 16

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Beltin takes a final swing at the foe.
1d20 + 8 ⇒ (14) + 8 = 22
1d8 + 4 ⇒ (1) + 4 = 5

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Khamul moves closer (M4) and shoots another green ray at the gnoll!
ray of sickening
ranged touch: 1d20 + 4 - 4 ⇒ (6) + 4 - 4 = 6
DC 15 Fort save or sickened for 4 minutes.

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Jadrek HP: 9/42
"You big meanie!" exclaims Zirt. "It's no wonder you have no friends!" Once again, she reaches out to heal her companion.
CMW: 2d8 + 4 ⇒ (2, 7) + 4 = 13
Jadrek HP: 22/42
The bear assaults its friend with wuv.
Bite: 1d20 + 7 + 1 ⇒ (11) + 7 + 1 = 19
Damage: 1d6 + 5 + 1 ⇒ (1) + 5 + 1 = 7
Claw: 1d20 + 7 + 1 ⇒ (14) + 7 + 1 = 22
Damage: 1d6 + 5 + 1 ⇒ (1) + 5 + 1 = 7
Grab: 1d20 + 13 + 1 ⇒ (1) + 13 + 1 = 15
Claw: 1d20 + 7 + 1 ⇒ (16) + 7 + 1 = 24
Damage: 1d6 + 5 + 1 ⇒ (1) + 5 + 1 = 7
Grab: 1d20 + 13 + 1 ⇒ (12) + 13 + 1 = 26

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Beltin runs like a god! A god of thunder winding to and fro on the back of an endless, world spanning serpent as he seeks the head of the beast. And like lightning the light glints off the vast expanse of his shining armor as he moves across the room, blinding those foolish enough to stare directly at the prophet of metal. His yellow hair streams wildly and thrill of battle is in the deep, crystal-blue depths of his wild eyes. The sword in his hand eagerly sings its ringing song, and the words are those of whetting its perfectly sharp edge with wicked blood. Beware, scion of evil, the end days of battle and death have come early, and the form they have taken is... Beltin.
Circuitous double move to P7

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"That was all of the guards, wasn't it?" Khamul asks.
He uses a wand on himself. Two charges of infernal healing. One of my few characters willing to use that spell.
He turns to the other (actual) slaves. "Consider this your rescue. You are free to go. Stock up on any food and water you can find, it will be a dangerous trek through the desert. If you wish, you can stay here and wait for us and we will accompany you back to civilization. I'm sure the Pathfinder Society can find a place for you if you've nowhere else to go."

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Beltin squints as he reads Khamuls lips. "Hey brother, I think they should just wait for us. I mean, the desert is nasty, but I think the swim to get off the island is pretty rough too. Lets go bash some more gnoll skulls in! Yip, yip, yip! And, ummm, find the mirror."
Whenever the group is ready, he'll lead on deeper into the fortress.

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Zirt takes everyone's wands in turn, booping people right and left before retrieving her own and lovingly booping Jadrek with it. "You're a good friend, yes you are... good boy!"
CLW: 2d8 + 2 ⇒ (6, 7) + 2 = 15
Bar HP: 37/42
38 charges left on the wand.

DM Amazing Red |

The slaves nod to Khamul wishing to stay where it is safe for the time being. Beltin leads the murderous menagerie through a hallway into the next room. The décor in this section of the caves is an abrupt change from the dusty and unfinished slave quarters. This large room includes many of the trappings of a noble household: a table laid with fancy place settings, a vanity and wardrobe that would be at home in a lady’s boudoir, oversized oil paintings of stuff nobles, a grand staircase and balcony, and even a chandelier suspended from the ceiling.
You identify two of the portrait subjects as Aglorn and Tancred Desimire, two brothers whom Pathfinder Society agents killed while clashing with the Aspis Consortium and demonic forces from the Worldwound respectively.
You identify one of the portraits to be of Aglorn Desimire who Pathfinder Society agents killed while clashing with the Aspis.
You recognize one of the portraits to be of Tancred Desimire who Pathfinder Society agents killed while clashing with the Worldwound.
After a few moments a man appears before you. His skin is blue with strange markings and he wears little more than a vest and Keleshite style pants.
"Greetings. Would you like a nice meal or perhaps some wine? I do have to warn you that I am bound to fight you if you insist on going upstairs to my master's rooms."

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Knowledge (Nobility): 1d20 + 3 ⇒ (14) + 3 = 17
"Oh dear, oh dear, this is very bad..." mutters the wee gnome, hugging Jadrek's leg comfortingly and staring up at the portraits. "Oh, hello there," she replies to the chamberlain. "Why is your skin blue?"

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"Ooooooooh..." marvels the gnome. "You mean a real Djinn, like from the stories? Is it true that you can turn people into banana cake better than my Aunt Znafsoijwozk makes? How did you come to be bound to such a bad person? Don't you want to be free? Also what did you eat growing up?"

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"I don't think your mistress is a nice Lady. So I think maybe you're bound here against your will, brother? Is there like, some magic lamp somewhere we could give a shine and set you free?"
planes on genies and other rockin' planar creatures: 1d20 + 5 ⇒ (7) + 5 = 12

DM Amazing Red |

"Well stories are often that, just stories. But yes. I suppose I could turn people into desserts but why I see no need to. My master is not the worst. Unless you were to track her down and take the ring that commands me, I am bound to abide by her wishes. As far as food is concerned, my kind does not need to eat but on occasion I have shared grapes with a few masters. Those are very good."

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Zirt nods along as the Djinn responds, opening her mouth every other word as if to interrupt. She manages to restrain herself, though, until he's finished. "Ohh! It sounds horrible not to have to eat. You miss out on all sorts of delicious things! Do you have any grapes here? I like grapes, and I've never shared them with a Djinn! Would you be willing to go get us some from the kitchen or vineyard or wherever there are grapes around here, pretty pleeeeeease?"
Diplomacy or Bluff: 1d20 + 10 ⇒ (17) + 10 = 27

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"Oh." says the gnome. "I mean, oh! That's very handy! Um... tell me, mister Djinn," she continues, biting into a grape, "what would happen if we were to go upstairs without insisting on it first? We don't want to fight you, you're too nice and you should be allowed to go free."

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Would you like me to roll, or would you like to use my reroll? I think technically we're not supposed to use rerolls on others.
I always heard that you can let other people use your reroll item as long as one person does not receive more than one reroll per game.
---
"Hmm, ok, we will have to think this through then. We're not answering yet, just speculating. And perhaps if we are getting close you can indicate that in some way."

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Feel free to roll, Beltin. You've got the same modifier as I do, so you may's well roll it.
Nome was just too focused on the Djinn's magic trick. :(

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1d20 + 10 ⇒ (14) + 10 = 24
"Brother Djinn, I bet this babe is way smart... but smart babes do stupid things, sometimes. Like, maybe choose a really easy password. Maybe a pet, or family."

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Beltin falls to his knees. I have received a vision from... The Metal. I saw a sea of blue lights, and they came together and made a sign. And the sign said "Desmirie". Whoa, peoples!"

DM Amazing Red |

"You've earned my respect for knowing your enemies so well and for avoiding violence. The gnoll tribe’s chief has gone into the pasha’s suite and brought along another gnoll that the others avoid. As I understand it, this other gnoll violated a taboo and now bad luck follows wherever she goes. You mortals can be strange."

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Khamul nods to the djinn. "Thank you. Should we ever find this ring that binds you to your master, we will be sure to set you free if that is within our power."
Khamul heads for the door to lead the way. "Well, let's go."

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"Wait wait wait!" exclaims the gnome. "What do you mean? Why tell us about the other gnoll? Do you think she can be swayed to turn on the chief?"

DM Amazing Red |

You head up the stairs to the next room. A shallow reflecting pool is set into the tile floor, flanked by plush divans. Beyond two marble supporting columns, a heavy curtain separates the sitting room from the bedroom. A large map of Absalom hangs on the south wall, riddled with pins and crossed with colorful thread. There are two gnolls here ransacking the room. There is stretched out clothing scattered around the room.
B: 1d20 - 1 ⇒ (18) - 1 = 17
C: 1d20 + 4 ⇒ (7) + 4 = 11
E: 1d20 + 1 ⇒ (9) + 1 = 10
R: 1d20 ⇒ 7
T: 1d20 + 2 ⇒ (12) + 2 = 14
Z: 1d20 + 3 ⇒ (9) + 3 = 12
Everyone except Enora is up. C is wielding a flail and heavy shield. R has a spear.