
Leyli Wildspeaker |

===Round 1===
After seeing the ooze jump around, Furball went ahead and tried to grab it,
Bite: 1d20 + 3 ⇒ (18) + 3 = 21
Damage: 1d6 + 1 ⇒ (4) + 1 = 5
"Wait that could be dangerous!" says Leyli as she tries to smack it with her quarterstaff.
Quarterstaff: 1d20 + 5 ⇒ (11) + 5 = 16
Damage: 1d6 + 4 ⇒ (4) + 4 = 8

Leyli Wildspeaker |

===Round 2===
After sensing the danger this cube of ooze presents,
"Furball go all out!" which the lion happily obeys,
Bite: 1d20 + 3 ⇒ (4) + 3 = 7
Damage: 1d6 + 1 ⇒ (3) + 1 = 4
Claw 1: 1d20 + 3 ⇒ (8) + 3 = 11
Damage: 1d4 + 1 ⇒ (2) + 1 = 3
Claw 2: 1d20 + 3 ⇒ (11) + 3 = 14
Damage: 1d4 + 1 ⇒ (1) + 1 = 2
"We couldn't let it attack one more time," as she channels all her strength through her quarterstaff.
Quarterstaff: 1d20 + 1 ⇒ (1) + 1 = 2
Damage: 1d6 + 4 ⇒ (1) + 4 = 5
Quarterstaff: 1d20 - 3 ⇒ (15) - 3 = 12
Damage: 1d6 + 4 ⇒ (4) + 4 = 8

Hajar nar Jundi |

As Hajar is currently inside of a Gelatinous Cube, I don't know exactly what actions He is allowed to take for round 3.

Hamzah Hamas Al Dajannah |

Hamzah sucks in breath and spits out slime. He wipes the slime from his mouth and eyes. Some of his skin flakes off from the acid. "What a foul creature. Come together all. I will heal our wounds."
Channel Energy:1d6 ⇒ 2

Hajar nar Jundi |

Hamzah a word please. Hajar takes Hamzah aside and whispers to him.

GM: Dave the Dwarf |


Hajar nar Jundi |

Hajar looks at Gunk. Thank you for your courageous actions. To the rest of the party Hajar says Hamzah and I will attend to something urgent, we will return
With that Hajar and Hamzah head to the courtyard

Al-Akim Naziri |

"Well Leyli, it looks like we all owe you a debt of gratitude, I'm not sure how well I would have fared by myself against that cube."

GM: Dave the Dwarf |

Grim you do not find anything of value here. You do however continue to explore the Monastery and find an ornate window (no glass) that opens in the northern wall in the chapel right above the altar. If you climb up the wall you can view the ruined village of Kelmarane a mile and a half to the north over the rugged hilltops. It would be a good place to post a scout to spy on the village.
Some things the party has talked about doing and the timetable involve in that:
Going to town to sell. 2 days to Town 1 Day to haggle and trade. 2 days back. 5 days total. Almah will buy from you but what she has to sell will be limited. Make a request and I will tell you if she may have it. She is a trader after all.
Making a holding cell in the Monastery. 3 days total.
Look at the map in Campaign Info and tell me what your plans are. Your next step is to scout the ruins of Kelmarane and thin out the gnolls. Almah strongly suggests using gorilla tactics as you would be overwhelmed in a frontal assault.
You would be coming to town from the south. Note that North on that map is pointed to the left so south is to the right. Areas B1 and B2 would be the first places of interest you see. When you are ready to explore the town tell me what letter and # you are going to.

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I'll tell you why it attacked, it thought you guys would make a tasty meal! He does a quick appraisal of the damage done to them. Quite frankly, it looks like you already did... Now then, about this stuff on the table...
my last alchemy roll wasn't responded to, so I'll use that here. I'll also use detect magic.

Hajar nar Jundi |

Gunk is gonna become a poison/potion factory now =) Gunk's Mystical Emporium

Hajar nar Jundi |

Hajar will bring Hamzah to the courtyard and begin digging in the spot he feels is appropriate.
Brother. The voice told me it would be right here! A weapon against our enemy. Kelmarane is but a small part of it's evil plan.

Hamzah Hamas Al Dajannah |

Hamzah will help dig the hole.
During the coming days, Hamzah, Hajar, and Akim will construct a suitable holding area for prisoners.
Hamzah will take the time to read from The Birth of Light and Truth to Gunk. He will teach Gunk the teachings of Sarenrae and the reasons behind it, taking especial time to explain how the act of redeeming an evil person pleases her because it is turning evil to good, robbing evil of a servant the same as evil often tries to rob those that are good of a servant. "It is similar to how one thinks of corruption, save that it is good corrupting evil."

Leyli Wildspeaker |

Do we have enough to buy a wand at least? If not then the trip might be a waste unless someone will have a major upgrade.
Leyli will accompany Grim in searching around for a good vantage point against the village.
"We need to have a good plan, like a retreat to fall back on in case our attack goes wrong."

GM: Dave the Dwarf |

What kind of wand would you like?
A ruined structure at the foot of the hill B2 seems to contain
a large beast. It’s impossible to make out details, but a
squad of about a half-dozen gnolls armed with swords
and crossbows brings large hunks of meat to this
location three times per day.
Once every other day at noon, a group of four gnolls
bearing a fat goat walks down the road from the battle
market to the ruined mill B6. They emerge a few minutes
later without the goat.

Gunk |

To Hajar Gunk says"Courageous? I'd call it a damned fool thing to do. I am less than half your size. What the heck was I thinking? Have you ever tried dragging an elephant? After a brief pause a smile comes over the gnome's face and he adds I suppose I am not done teaching you about this world just yet. Couldn't have you go and die on me before the lesson was complete could I?"
Gunk then sets about healing his own wounds by quickly mixing up an elixir and drinking it down.
1d8 + 2 ⇒ (2) + 2 = 4
As he does this he listens to Leyli's question and does his best to answer it. Well, from my studies I can tell you that those creatures are barely sentient. They are mindless eating machines that instinctively pursue and devour anything organic. I believe Raj is correct in that it simply saw us as a veritable smorgasbord of organic goodness. Actually I've read about some incredibly clever uses for such creatures if they are contained properly.
After cleaning the slime off with a prestidigitation spell, Gunk heads over to the alchemy lab to examine the equipment. Indeed, this is a wonderful setup. I can set about making us some really useful stuff here. Stuff that can save our lives. Hajar, I've been thinking about this whole redemption thing and I believe I may be able to make something that would help incapacitate our foes so that they can be captured. I'm not quite there yet but I think I can remake my bombs so that they don't explode on contact, but rather they flash out in a cloud of noxious smoke that will cause all within its influence to fall to the ground coughing and sputtering from its effects. Smelly and sick to their stomach but still very much alive. This lab will help in that endeavor greatly. Though
Gunk spends the remainder of the day cleaning up the lab and continuing his progress with the scorpion poison.
I'm not sure how long we will be here so I will make 4 days worth of checks. What room of the monastery is this alchemy lab located? I don't like the idea of having to go through the tomb to get to my lab. Is there a way to connect this lab to the rooms upstairs?
Day 1: Craft Alchemy: 1d20 + 17 ⇒ (16) + 17 = 33 {33*17=561}
Day 2: Craft Alchemy: 1d20 + 17 ⇒ (4) + 17 = 21 {21*17=357}
Day 3: Craft Alchemy: 1d20 + 17 ⇒ (18) + 17 = 35 {35*17=595}
Day 4: Craft Alchemy: 1d20 + 17 ⇒ (7) + 17 = 24 {24*17=408}

GM: Dave the Dwarf |


GM: Dave the Dwarf |

of the old monastery. Nearby are the ruins of an old fort. You see 5 Gnolls around a campfire. One is much bigger then the rest (Flind Gnoll) and it wields a strange looking flail.
1d20 + 2 ⇒ (14) + 2 = 16
You are not seen.

Hajar nar Jundi |

hey guys in meetings all day, serious meeting where i cant post

Grim The Wanderer |

Grim will back track and bring along this news to all those in the monastery.
Nearby in the ruins of an old fort. I saw 5 Gnolls around a campfire. One is much bigger then the rest (Flind Gnoll) and it wields a strange looking flail. It looks like they will be spending the night. We should hit that camp in order to Thin the Herd. Akim and i can take down the night sentry and the rest will be easy.

Hamzah Hamas Al Dajannah |

Hamzah is astounded when he sees the spores surround Hajar's hand. "It seems the spores have not left you. They do not seem evil and they have guided you to a weapon. We will see if this weapon is good. I am thinking these spores may be a boon. Still, I should check you."
Heal check:1d20 + 7 ⇒ (2) + 7 = 9
***
"Well done, Grim. You're a very quiet, very quiet, but with good eyes. Your plan is sound. It will give Hajar a chance to test his new blade."

Al-Akim Naziri |

Al-Akim nods his grim agreement with the rogue.
"It would seem that we must destroy these vile creatures, and prevent them from spreading their evil any further across the desert."
Lady Sarenrae, let your vengeance be swift. These will be redeemed by your servant's blade.
"Hajar, Hamzah, I will ask you to pray for me."

Hamzah Hamas Al Dajannah |

So the ruined fort is a few miles away. We will have to keep wide of Kelmarene so we aren't spotted to get there. So no light sources and probably best to move at night.
Hamzah will pray with Akim facing the sun.

Hajar nar Jundi |

Earlier...
Are we making plans for the next days or are we continuing with the approach to Kelmarane. Assuming that people want a couple days.
Hajar will spend the next few days contemplating and meditating on the acquisition of Tempest and the strange mold. He will also move his belongings into the Monastery and make his home near the strange statue as it is mildly comforting. He will spend his time working with Hamzah and Akim to build a place for keeping prisoners. He will also be buying manacles from the Caravan, provided they have some for sale.
During this time Hajar will approach Gunk.
Add my normal Falchion to the group loot to sell

Leyli Wildspeaker |

For some reason, I wasn't able to connect to paizo for the whole day, until now.
I was thinking of a wand of cure light wounds to help us recuperate faster but with all the healing right now, I don't think it's a necessity yet.
Leyli will report to everyone what she observed on the gnoll's guard routine so everyone feel free to look at the spoiler for Leyli and Grim above.
"5 gnolls could be a handful, especially that big one you're talking about. I say all of us strike them at night so we could get the first strike."

Leyli Wildspeaker |

"We can use Raj's familiar to signal us if needed. I'll be waiting, ready to strike."

Hajar nar Jundi |

Your plan is sound Master Grim. We will do as you say and the Dawnflower will guide our hand.

Hajar nar Jundi |

Hajar examines the tiefling's expression a bit before adding Is there something you left out Master Grim? I would not care to repeat what happened with Nukk and Lak. Do not lead us into a dark path.

GM: Dave the Dwarf |

Grim's exploring took up the first night. Everyone has learned that Hajar has dug up a magic blade called Tempest from the courtyard. The spores are still with him but they are not affecting him in any negative way. The caravan is setting up and everyone is taking there own rooms. Almah is pleased with the progress you have made and she is eager to have you begin retaking Kelmarane.
You can buy any mundane items at normal cost from the caravan.
It seems you have plans to head to the Ruined Fort on the second night. What will you do the second day? Some of the time will be spent working on the holding cell and a few of the caravan that you helped during the fire have agreed to work on it as well. You will still have time to explore during the day if you like.

Al-Akim Naziri |

"I think Hajar, that Master Grim may be speaking of further desecration of some holy object."
Turning to the Tiefling, "Grim, you speak to us as followers of Sarenrae, and then mention that something will further incite our rage. Please, share what you know."