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Xerance steps a little closer and launches a barrage of arrows at the gnoll(blue) not assaulted by her colleagues which increase in size as soon as they leave her bow.
rapid shot: 1d20 + 7 ⇒ (11) + 7 = 182d6 + 3 ⇒ (5, 1) + 3 = 9
rapid shot: 1d20 + 7 ⇒ (11) + 7 = 182d6 + 3 ⇒ (4, 2) + 3 = 9

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Kalendir quickly lets a pair of arrows loose at the crazed gnollred
Arrow 1: 1d20 + 10 + 1 - 2 - 2 ⇒ (10) + 10 + 1 - 2 - 2 = 17
Damage: 1d8 + 2 + 1 + 4 ⇒ (4) + 2 + 1 + 4 = 11
Arrow 2: 1d20 + 10 + 1 - 2 - 2 ⇒ (13) + 10 + 1 - 2 - 2 = 20
Damage: 1d8 + 2 + 1 + 4 ⇒ (6) + 2 + 1 + 4 = 13
+1 Attack / Damage from point Blank Shot
Precise shot to eliminate -4 modifier for shooting into melee
-2 modifier for rapid shot to fire an extra arrow
Weapon Focus and Deadly Aim -2/+4

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Ru moves forward, brandishing his magical spear at the closest enemy.
Attack 1d20 + 7 ⇒ (11) + 7 = 18
Damage 1d8 + 2 ⇒ (1) + 2 = 3

EndlessForms |

@Naiar: I added the cartoon owlbear back at the beginning but I think it got overlooked and has just been sticking around since then, lol.
@Sundr: Oh, sorry! Forgot you vanished so no, the witch couldn't see you. Direct that to Graz then:
Graz Will save: 1d20 + 2 ⇒ (2) + 2 = 4 -2 AC for Graz for 2 rounds
---
Will against confusion: 1d20 + 6 ⇒ (17) + 6 = 23
Boots misses the gnoll, who also proves adept at mind games and blocks out Naiar's curse! The gnoll chief raises his shield and blocks Sundr's blow!
Graz moves into the room as Xerance puts two arrows into the gnoll witch. The gnoll fighter also blocks Kalendir's arrows, which thud into his shield! Ru likewise misses!
---
The gnoll chief hacks at Sundr with both arms! power attack and favored enemy
mwk flindbar: 1d20 + 8 - 2 + 2 ⇒ (15) + 8 - 2 + 2 = 23
damage: 1d8 + 6 + 4 + 2 ⇒ (4) + 6 + 4 + 2 = 16
+1 heavy shield: 1d20 + 8 - 2 + 2 ⇒ (16) + 8 - 2 + 2 = 24
damage: 1d4 + 3 + 4 + 2 ⇒ (2) + 3 + 4 + 2 = 11
bull rush: 1d20 + 11 ⇒ (10) + 11 = 21
As his shield slams into Sundr, he sends the skald flying back! He then steps back and puts his back to the wall.
The blue gnoll witch backs up and inflicts Graz with an ill omen!
On the next d20 roll you make, roll twice and take the lesser result.
Initiative:
1. Ruprecht
2. Gnolls (b 18 dmg)
3. Naiar, Xerance, Graz, Kalendir, and Sundr
You guys are up!

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Graz steps up and attacks the gnoll witch with his spiked chain.
"Your magicks won't save you slaver!" cries the angry half-orc using his chain to lash out at the gnolls, trying to take out his frustrations for his years of slavery also.
The hex by the witch has some effect on Graz, and his attack is little worse aimed than he intended.
Graz spiked: 1d20 + 9 ⇒ (7) + 9 = 16 <--- THIS ONE
Graz spiked, ill omen effect: 1d20 + 9 ⇒ (12) + 9 = 21
Dmg, if hit: 2d4 + 7 ⇒ (4, 3) + 7 = 14
AC now 17 due to Evil Eye, HP 28/39

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Don't forget Kalendir's arrows :).
Xerance steps a little closer and launches two more arrows towards the spellcasting gnoll.
arrow: 1d20 + 7 ⇒ (18) + 7 = 252d6 + 3 ⇒ (6, 5) + 3 = 14
arrow: 1d20 + 7 ⇒ (11) + 7 = 182d6 + 3 ⇒ (2, 1) + 3 = 6

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Shell-shocked by the force of the gnoll chief's blows, and that her own was deflected, the Ulfen takes a few moments to collect herself. Remember the potion they burgled from the dresser earlier, she downs it. CMW: 2d8 + 3 ⇒ (8, 7) + 3 = 18 Nice! She moves around the edge of the reflecting pool, patiently looking for an advantageous strike against the well-armored target.
Status: HP 23/30, AC 14, fast healing 2, raging song 7/16.

EndlessForms |

I didn't forget Kalendir's arrows from last round. They missed. Ru missed as well. I noted both of them in my recap of everyone's actions above.
Despite the bad luck working against him Graz is able to hit the gnoll witch hard enough to knock her old cold!
Xerance sneaks an arrow around the gnoll chief's shield and sinks it into his side! Sundr heals up and gets ready for an opening!
Initiative:
1. Ruprecht
2. Gnolls (14 dmg)
3. Naiar, Xerance, Graz, Kalendir, and Sundr
Naiar, Kalendir, and Ruprecht are up!

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Kalendir steps a little more forward as he fires two more arrows at the shielded warrior.
Arrow 1: 1d20 + 10 + 1 - 2 - 2 ⇒ (11) + 10 + 1 - 2 - 2 = 18
Damage: 1d8 + 2 + 1 + 4 ⇒ (3) + 2 + 1 + 4 = 10
Arrow 2: 1d20 + 10 + 1 - 2 - 2 ⇒ (13) + 10 + 1 - 2 - 2 = 20
Damage: 1d8 + 2 + 1 + 4 ⇒ (4) + 2 + 1 + 4 = 11
+1 Attack / Damage from point Blank Shot
Precise shot to eliminate -4 modifier for shooting into melee
-2 modifier for rapid shot to fire an extra arrow
Weapon Focus and Deadly Aim -2/+4

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Ru moves forward and keeps swinging his spear.
Attack 1d20 + 7 ⇒ (17) + 7 = 24
Damage 1d8 + 2 ⇒ (7) + 2 = 9
Current AC 26.

EndlessForms |

Kalendir's arrows hit nothing but wood again, but Ruprecht finds an opening and digs his spear in!
Initiative:
1. Ruprecht
2. Gnolls (23 dmg)
3. Naiar, Xerance, Graz, Kalendir, and Sundr
Naiar is up!

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Naiar waits to see if Boots can manage to finish off the gnoll....
Boots stands on his hind legs and takes two large POWERFUL swipes followed by a POWERFUL bite!
Boots Claw: 1d20 + 7 ⇒ (9) + 7 = 16
Boots Claw: 1d20 + 7 ⇒ (9) + 7 = 16
Boots Bite: 1d20 + 7 ⇒ (13) + 7 = 20
Boots frustratingly claws against the armored gnoll as Naiar charges from behind Boots and thrusts his spear between Ruprecht and his pet, attempting a lucky shot...
Longspear, -4 for cover, +2 for charge: 1d20 + 4 ⇒ (3) + 4 = 7
...and pokes his end into Boots' fur, barely catching himself and stopping from going further to damage his own pet.

EndlessForms |

Naiar and Boots seem to have run out of luck. The gnoll goes after Ruprecht!
mwk flindbar: 1d20 + 8 ⇒ (15) + 8 = 23
damage: 1d8 + 6 ⇒ (2) + 6 = 8
+1 heavy shield: 1d20 + 8 ⇒ (16) + 8 = 24
damage: 1d4 + 3 ⇒ (1) + 3 = 4
bull rush: 1d20 + 11 ⇒ (3) + 11 = 14
The gnoll hands a pair of hits on the elf but fails to push him back into the shallow pool.
Initiative:
1. Ruprecht
2. Gnolls (23 dmg)
3. Naiar, Xerance, Graz, Kalendir, and Sundr
You guys are up!

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Naiar whistles to Boots as he takes a quick jog around the gnoll, spinning on his heel to turn and attack with his spear...
Longspear: 1d20 + 6 ⇒ (15) + 6 = 21
...and possibly hits for: 1d8 + 2 ⇒ (6) + 2 = 8 damage!
Boots stands on his hind legs again as the gnoll is distracted with his trainer and gives out another loud roar before two powerful swipes come raining down on him followed by a giant bite....
Boots Claw: 1d20 + 7 ⇒ (11) + 7 = 18
Boots Claw: 1d20 + 7 ⇒ (1) + 7 = 8
Boots Bite: 1d20 + 7 ⇒ (9) + 7 = 16
...and manages to only put a few more dings in the gnoll's armor as the owlbear can't seem to penetrate it.

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Sensing an opportunity, the skald charges in front of Naiar. The axe head crashes into the gnoll's back with incredible force.
Greataxe, Rage, Flank, Charge, PA: 1d20 + 9 + 2 + 2 - 2 ⇒ (19) + 9 + 2 + 2 - 2 = 30
Damage: 1d12 + 8 + 3 ⇒ (4) + 8 + 3 = 15
Meanwhile, her wounds continue to slowly heal.
Status: HP 25/30, AC 12, fast healing 2, raging song 6/16.

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Ru's current AC is 26, so it didn't quite get him this round.
The elf keeps slashing away with his spear, trying his best to slow the gnoll.
Attack 1d20 + 7 ⇒ (9) + 7 = 16
Damage 1d8 + 2 ⇒ (1) + 2 = 3
Current AC is 26.

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Kalendir expends two additional arrows into the gnoll's shield with a dull THUD
Arrow 1: 1d20 + 10 + 1 - 2 - 2 ⇒ (6) + 10 + 1 - 2 - 2 = 13
Damage: 1d8 + 2 + 1 + 4 ⇒ (1) + 2 + 1 + 4 = 8
Arrow 2: 1d20 + 10 + 1 - 2 - 2 ⇒ (7) + 10 + 1 - 2 - 2 = 14
Damage: 1d8 + 2 + 1 + 4 ⇒ (3) + 2 + 1 + 4 = 10
+1 Attack / Damage from point Blank Shot
Precise shot to eliminate -4 modifier for shooting into melee
-2 modifier for rapid shot to fire an extra arrow
Weapon Focus and Deadly Aim -2/+4

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Seeing the gnoll witch drop on his last attack, Graz saunters over to where the group is fighting off the heavily armed and armored flind.
"Need some help here?" he asks as he approaches.
Just a double move this time to get in position to attack.

EndlessForms |

Naiar finds an opening and digs his longspear into the gnoll! Boots continues to find nothing but armor and shield.
Sundr moves back and deals a heavy blow to the gnoll chief but surprisingly he still stands and fights on! Ruprecht and Kalendir are unable to bring him down and Graz works his way around the pool to join the fight.
Initiative:
1. Ruprecht
2. Gnolls (46 dmg)
3. Naiar, Xerance, Graz, Kalendir, and Sundr
Xerance is up!

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Xerance moves in closer so she can get into 30 feet of the Flind and tries to fire one accurate arrow at it.
arrow: 1d20 + 10 ⇒ (10) + 10 = 202d6 + 4 ⇒ (4, 5) + 4 = 13

EndlessForms |

Xerance misses and the gnoll tries once again to push Ruprecht back towards the pool!
mwk flindbar: 1d20 + 8 ⇒ (15) + 8 = 23
damage: 1d8 + 6 ⇒ (7) + 6 = 13
+1 heavy shield: 1d20 + 8 ⇒ (11) + 8 = 19
damage: 1d4 + 3 ⇒ (4) + 3 = 7
bull rush: 1d20 + 11 ⇒ (5) + 11 = 16
Initiative:
1. Ruprecht
2. Gnoll (46 dmg)
3. Naiar, Xerance, Graz, Kalendir, and Sundr
You guys are up!

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GREATAXE TO THE HEAD!!!
Greataxe Power Attack, Rage, Flanking, Reckless Abandon: 1d20 + 9 - 1 + 2 + 1 ⇒ (11) + 9 - 1 + 2 + 1 = 22
Damage: 1d12 + 8 + 3 ⇒ (8) + 8 + 3 = 19
The Ulfen then moves to give room for Naiar. Status: 27/30hp, AC 13, Fast Healing 2, Raging Song 5/16.
Sidenote: is NOBODY else engaged in melee going to take advantage of the raging song?
- +2 morale bonus to Str
- +2 morale bonus to Con (and consequently +1 HP/lvl)
- +1 morale bonus to Will saves
- -1 penalty to AC
- Cannot use Dex-, Int-, or Cha-based skills (except Acrobatics, Fly, Intimidate, and Ride)
- Cannot use any ability that requires patience or concentration
- No fatigue when you drop out or the song ends

EndlessForms |

With a blow to the head, Sundr takes down the last gnoll!
Out of combat!
Among the books on the bookshelf are several hundred pages of notes written in Kelish.
Regarding the map in the room:
Behind the rotating bookshelf is a small, unlit room carved out of the hill. The room is unadorned and contains only a mirror.
With detect magic on the mirror:
This polished obsidian oval is set in a silver standing frame that’s inlaid with lapis lazuli crescent moons and magical incantations in a delicate Kelish script. The mirror functions as a crystal ball. In addition, a creature who looks into the mirror and sees its own reflection is targeted by a bestow curse effect (DC 16 Will negates), imposing a –4 penalty on attack rolls, saving throws, skill checks, and ability checks. Wearing a mask, veil, or exceptional disguise (Disguise DC 25) allows a creature to use the mirror without triggering this effect.

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Naiar lets Boots continue to gnaw and peck on the bodies as he goes over to do what he does best, recall information...
Knowledge All!: 1d20 + 8 ⇒ (20) + 8 = 28
Naiar inspects the map first, immediately identifying that al’Jakri has found ways to spy on not only a dozen Absalom families but also a large number of the city’s more prestigious institutions, such as the Forae Logos and the Arcanamirium. He relays this information to everyone else and ensures that this must be the first step in cracking the pasha's plans.
Naiar detects magic on the mirror and figures it to be of quite importance seeing as how it's in a secret room all by itself. He goes into a trance for...
this many rounds!: 1d6 ⇒ 1
...and emerges only a few seconds later with the combined knowledge of his Lore mystery and the Lore spirits.
Spellcraft on Mirror with Trance: 1d20 + 31 ⇒ (8) + 31 = 39
"And this is a Mirror of Treacherous Sight. Don't look into the mirror, it works as a crystal ball but any creature who looks into it and sees its own reflection is targeted by a bestow curse effect. You can look into it wearing a mask or veil of some sort without triggering it."
Naiar walks back over to Boots, sharing this information with the whole party and establishing himself as the know-it-all.

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Sündr speaks Kelish if that is important at all.
"Hey Ru, you didn't see an invisible Pasha wander past us, did you?"
Sündr wonders where in the Nine Hells their target got off to, but seeing nothing better to do begins collecting the map/stuff/books for later decryption.

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"I don't believe I did. My extract would have pointed out anyone Invisible, so she must be hidden somewhere."

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Graz stands watching Naier's odd behavior. If the lady they are hunting can view many of the institutions in teh city, then perhaps she knew they were coming and took advantage to scour a good hiding spot.
"Have we looked in that room there?" he asks jerking his thumb over his shoulder to the opening in the east wall. He heads that way, looking around for any sign of the missing slaver leader.

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"I did mention that this thing works as a CRYSTAL BALL, right? If anyone has a mask or face covering of some sort, I'm sure we could just use it to find her?" Naiar shrugs at his suggestion.

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"Well I can make one with my bracers."
Xerance fiddles a bit with her bracers and after a moment a mask covers her face.
"Tadaa! Shall I give it a go?"
if noone objects she proceeds to
"Mirror mirror on the...floor, could you show me your owne(o)r?"

EndlessForms |

Sündr speaks Kelish if that is important at all.
Yes it is! I was waiting for someone to confirm that because I didn't have time to check everyone's sheets.
Sundr studies the notes and finds that these are al’Jakri’s scrying records, a cross-reference of the slaves whose blood samples are in the chest (and which noble houses they serve), and a timeline of specific events she observed while watching them—all written in her own shorthand and describing only a fraction of the observations suggested by her marked map of Absalom.
Ru does not see any invisible people in the chamber; it seems al'Jakri got away!
---
1d20 ⇒ 1 Ha!
Xerance looks through the mirror and sees al'Jakri walking through a small desert town that looks to be deserted. Sorry, it doesn't actually tell me where she goes, just that she teleports away. I'm sure they have plans for her but I don't know what they are. And I think they assume she will make the Will save against the scrying but she got a nat 1!
---
As you wrap up your examination of the chambers, Lady Darchana contacts you via sending:
“What is your status? Have you accomplished your objectives? Please reply in no more than twenty-five words.”

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Sündr pulls out a scrap of paper and jots a few things down, then shows it to the group.
"Hostiles neutralized. Primary target fled via teleport to unknown desert. Recovering useful data. Require extraction with cargo and civilians before hunters return."
Am I missing anything? There's a little space left.
If everyone else shakes their heads, Sündr will reply with the above message to Darchana.

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"How about adding...'Mirror secured,' as I seem to recall that being a very important part of this mission."

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Sündr nods and adds that.
"Hostiles neutralized. Primary target fled via teleport to unknown desert. Mirror and other useful data secured. Require extraction with cargo and civilians before hunters return."
Anything else?

EndlessForms |

You can talk before deciding on how to respond with sending spells by the way.
Sundr crafts a brief but cogent message and responds to Lady Darchana's inquiry. Having secured the mirror and the information for the Pathfinder Society and accomplished your goal to the fullest extent possible, you can start your journey home.
Jairo tells you that, sadly, he is still bound to his master but will remember your kindness and wit. "I hope to meet you all again under more pleasant circumstances." He whisks off to another plane awaiting her summons.
With the gnoll chief defeated and the mirror of treacherous sight in the Pathfinders’ hands, the remaining members of the Red Ridge gnoll tribe scatter into the wilds of Stonespine Island.
You have little difficulty securing enough basic provisions to get yourselves and any liberated slaves to Okeno. There, a ship awaits you to take everyone back to Absalom.
Once you return to the Grand Lodge, Ambrus Valsin debriefs you and lets you know that you have accomplished a great deal despite al’Jakri’s escape. He advises everyone to remain in Absalom for the next several days as he works with Lady Darchana to ensure she has all of the information she needs to predict the pasha’s next step.
And that wraps it up! Congratulations! I hope you all enjoyed it. I will get it reported and send the chronicles out soon.
Thanks for playing!

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Before Jairo departs, Sündr hands him a note written in skald, which she translates verbally for him. It reads:
This document notarizes the pledge of Sündr-dögünn the Spinner to free the bearer, Jairo the Djinn, from his bound service to Muhlia al'Jakri with all possible haste.
"Hang on to that! Farewell, my friend."
---------------
Huzzah! Thanks EF!
EDIT: *looks at chronicle* Ha! I guess that was already in there (Djinni's Admiriation).