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"Freeing these slaves is our first priority." Hob says to the group.
While the guard answers Eberwolf's question, Hob searches for keys to the slaves chains.
"The keys to these restraints. Give them to me and be quick about it. These people have suffered long enough."

GM Doom 'n Gloom |

In short order, Hob sees the prisoners freed. "Thank you. We have been here for months breaking down items into their magical components. Zamir and his 'cat' Jumra are across the training room."
Be sure to update your locations on the map. Any preparations before heading in?

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Hob looks over the guard's things, searching for any kind of healing to help the wounded.
No healing here. I will be buying a wand of cure light with 2 prestige right after this adventure, but till then, I have nothing to help. I believe we are all in the same boat, unless they have something I missed. If someone does have a CLW wand, I can use it to heal them since it's on my spell list.

GM Doom 'n Gloom |

"No more a 'housecat' than you are. Three hundred pounds of striped muscle and teeth that one is. With a roar loud enough to split heaven!"
Sounds like a tiger to you.

GM Doom 'n Gloom |

"He's a glory hound that one. Though truth be told, I bet he'd rather be famous and alive. Not one for causes that one."

GM Doom 'n Gloom |

You walk into the next room...
This large hall is relatively clean and empty. A few racks on the walls contain wooden training weapons, and targets and straw dummies stand here and there. A strange wooden statue stands in front of a large alcove in the south wall. It has three tiger faces on its head, each facing a different direction, and six arms. The statue’s hands hold a variety of weapons;
quarterstaff, sai, nunchaku, siangham, and kama. In the back of the alcove is a large wooden door.
Assuming you open the door...
This room is nicely decorated and comfortably furnished, unlike the rest of the complex. Cushioned chairs create a comfortable sitting area, and a large tapestry depicting a battle of dozens of dervishes in a bright yellow sandy desert adds color to the room. The air is scented with cinnamon and trophy heads and animal skins decorate the floor and remaining walls.
Zamir looks up, slightly surprised at your entrance. Before him he holds the faux Scepter of the Arclords as well as a number of scrolls and texts. It seems as if he has been trying to decipher how to activate the relic. He stands and points the rod at the group, "Who are you? Why have you come to my monastery? "

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While Eberwolf talks, Hob takes the time to reign in his disdain before he speaks.
Enough blood has been spilled, and while I think this man vile, perhaps he can be redeemed.
Looking directly into Zamir's eyes, Hob speaks with determination.
"My friend here has the right of it. We made a promise that we would make you the offer to join us, as someone above us sees great value in your particular skills. We've been lead to believe you are a reasonable man that not only values profit, but one that prefers profit from a bloodless encounter, to profit gained through violence. If that sounds interesting to you, we should continue to talk on the way back to our local lodge. There are some people there you should meet."
Diplomacy: 1d20 + 7 ⇒ (16) + 7 = 23

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"Oh, yes indeed. Always clear and to the point. Well spoken my friend and it understood that this is the much preferred path which Zamir can take being that the other is ahhh....well not as lively...or rather itch'na on the ife'la and all that sort of rubbish." Arindel nudges his friend on the shoulder but forgets that he is a halfling and all he ends up doing is elbowing him in the side of the head. "A thousand pardons my friend. It seems this task we have agreed to do has made me more weary then I had thought."
Diplomacy: 1d20 + 2 ⇒ (16) + 2 = 18

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Zamir my name is Zaldurr and I am a member of the Pathfinder Society, your recent misdeeds have put you in the spotlight of very influential people, enough to make us come in your search. If we have found you, the rest can do it at any time and they will not hesitate to end up with your head stuck in a pike at the top of the walls. Now we offer comes if you join us your crimes will be forgotten and you can lead a life of action under the supervision of society or you can choose the other way and that this ends in a bloodbath.

GM Doom 'n Gloom |

Eberwolf & Zaldur, give me a Diplomacy roll please. Remember that you can aid to another's roll.

GM Doom 'n Gloom |

Zamir listens to Hob, but still seems as if he is on the fence and unwilling to fully commit.
Got it. Anyone want to roll for Zaldur and/or Archy? Zaldur may have high enough charisma that he could Take 10 (as you guys are not in combat ...yet).

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"Come," adds Achybald, trying to stay focused and not be distracted by the pain in his shoulder, "You obviously have an interest in artifacts. Where better to indulge that than in the Society?"
Aid Diplomacy: 1d20 ⇒ 1
We're not doing 2nd Edition 'critical failures' yet are we? :p

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Seeing that the efforts Archybold in persuading Zamir look more like trouble with constipation rather then concentration Arindel steps in to try to alleviate any doubts in Zamir's mind as to their sincere words in trying to have him join the Society and avoid bloodshed. "I am sorry Archybold for the pain you are having. I only wish I had prepared bettor so as to help you. Zamir, as you can see we have come at great personal risk and injury. We truly wish that this will all end now without further violence. Please think about the offer. I can tell you the Society offers many things that can help you in your pursuits."
Diplomacy: 1d20 + 2 ⇒ (8) + 2 = 10

GM Doom 'n Gloom |

Zamir considers the words heavily. He looks over to the tiger, "Jumra, see these 'agents' here?" he pauses for a moment, "It looks like they are going to be our new friends!" Zamir lowers the scepter as he strides up and offers a hand to Hob. He points to the tracking Wayfinder and asks,"So, when do I get one of those fancy whatchamajiggers?"
The journey back to the city is relatively quick. You report back to Venture-Captain Mihir of your negotiation with the now former bandit. You managed to convince Zamir to cease his operations (and possibly join the Pathfinder Society), he’s incredibly grateful. During your brief time with him, you learn that while Zamir may be a bit of a boastful and power-hungry fool, but he’s not an idiot. He can see that your diplomatic approach to the affair probably saved his life from the agents of the Thakur.
Mihir reads your report, "Well, you didn't die or make a mess for me to clean up. I guess that's something. Actually, I'm more than a little impressed. I put a memento in each of your travel orders. Nice work agents." True to his word, you each find a copper coin; one side emblazoned with a sigil of the open road, the other bearing the flag of Jalmeray.
Congratulations! Combat avoided, mission complete. I will get the chronicles out in the next few days. Please be sure to post a day job check in the Discussion Page if you have not already done so.