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Shera stands up. She carefully makes her way toward the sounds of battle. She's unhappy that she got caught in a sleep spell.
Only had one bless for the day, sorry. Double Move

GM Iff |

Round 4
Dindal makes it into the room and out of the darkness, carefully feeling his way between the vicious implements lying on the floor. He launches a glob of acid that hits the table. Yagi and Yiel-Dan walk into the room, with Azygg close behind. They are not hampered by the darkness, and manage to avoid the hazard. Shera brings up the room, stumbling in the dark but avoiding the scattered torturer's tools as well.
The jinkin, looking up at the imposing half-orc, starts poking his legs with her sharp-nailed fingers. She pokes and pokes while giggling. Halfway through she curses, apparently flubbing the concentration necessary to work her magic. She bolts, dodges and runs behind a second table, in the south-west. (Acrobatics succeeded, no AoO.) She peeks out below the table at you, sticking out her tongue and pulling at it in a bizarre and probably insulting gesture.
Azygg, I moved you up one square unless you had meant to jump up/crawl under the table. For everyone, please note that the areas beyond your light circles are dim light (except for those with darkvision), causing a 20% miss chance on attacks. Also the hazard in the room is still in effect. There's a chance to stand on the 'caltrops' for every round that you move more than 10 ft. Good luck taking her down.
--
COMBAT TRACKER - Round 5. Characters in bold may act.
1st - Jinkin (-4)
2nd - Culvine, Laurralei (-4), Shera, Dindal, Azygg, Yagi
PENDING
-
Caltrops Yagi, 1-50 hit: 1d100 ⇒ 5
Caltrop attack Yagi: 1d20 ⇒ 4
Caltrops Yiel-Dan, 1-50 hit: 1d100 ⇒ 19
Caltrop attack Yagi: 1d20 ⇒ 4
Caltrops Azygg, 1-50 hit: 1d100 ⇒ 20
Caltrop attack Yagi: 1d20 ⇒ 1
Caltrops Shera, 1-75 hit: 1d100 ⇒ 97
Laughing touch concentration: 1d20 + 6 ⇒ (6) + 6 = 12
Caltrops Mifra, 1-50 hit: 1d100 ⇒ 83
Acrobatics: 1d20 + 6 ⇒ (13) + 6 = 19

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Yiel-Dan flaps his mighty wings once, gliding as gracefully as his walk is clumsy, to the jinkin.
Yagi tries the same, but his tiny wings do him little good as he hops through the debris to the jinkin.
Taking my chances on stepping on a sharp thing.
Once in place, they begin the dance of the hunt.
Yagi Nine-section whip, Flanking: 1d20 + 2 + 2 ⇒ (6) + 2 + 2 = 10 Damage: 1d8 + 2 ⇒ (1) + 2 = 3
Yiel-Dan bite, Flanking: 1d20 + 5 + 2 ⇒ (9) + 5 + 2 = 16 Damage: 1d8 - 1 ⇒ (7) - 1 = 6

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Shera looks disgusted with the torturer's tools on the floor. Why would anyone follow a god who asks this of his faithful?
She taps herself on the shoulder, and moves to get in line with the jinkin in case it dashes for the door.
Touch of Law on herself.

GM Iff |

Round 5
Laurrallei moves into position, as does Shera. The latter sees the Jinkin not looking at the door, but at the southeastern corner of the room. Azygg moves up, but steps on a rusted tool with wicked spikes. They dig into his flesh, causing his step to be hampered. (1 damage, reduced to half speed and a Fort save DC 13 vs Disease.)
Yagi and Yiel-Dan have more luck navigating the room and following the jinkin, but neither of their attacks manage to his the nimble gremlin, who leers and taunts while dodging.
--
COMBAT TRACKER - Round 5. Characters in bold may act.
1st - Jinkin (-4)
2nd - Culvine, Laurralei (-4), Shera, Dindal, Azygg (-1, half speed), Yagi
PENDING
Azygg - Fort save DC 13 vs. disease
Caltrop Yagi: 1d100 ⇒ 19
Caltrop attack: 1d20 ⇒ 11
Caltrop Azygg: 1d100 ⇒ 47
Caltrop attack: 1d20 ⇒ 15

GM Iff |

You've contacted filth fever. The incubation time is 1d3 days, so it's not going to affect you for the rest of this scenario. At the wrap-up, I'll ask you to roll some more saving throws to see if Azygg would overcome the disease by natural means in time. If those are not successful, you'll have to seek (read: buy) magical aid to clear the condition.
-Posted with Wayfinder

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Dindal moves a bit closer and once more tries to land an acid splash.
acid splash in combat, ranged touch: 1d20 - 2 ⇒ (18) - 2 = 16
dmg: 1d3 ⇒ 2
Actually I have a color spray left, but I need some room for it to cast, as it is a cone and the jinkin is quite cornered

GM Iff |

Round 6
The agile jinkin dodges Dindal's acid splash, and falls into a fit of laughter at seeing Azygg steps onto one of the wicked tools. She then turns towards Yagi and points an accusing finger at him. "Þú!" she screeches in anger. "Þú drapst darky minn. Þú verður að borga!"
She tries her poking maneuver again, stabbing fingers at the jinkin while she concentrates on performing magic. She has better luck this time with concentration and she eventually finds a gap in the Tengu's defenses, touching him with a magically charged attack. Yagi finds a burst of laughter welling up inside him. (Yagi is struck by Laughing Touch and can only make a move action on his next turn.) The tiny gremlin laughs alongside the tengu, then suddenly bolts below the table, too quickly for Yiel-Dan or Azygg to react. She comes straight for Dindal and ducks under the table in the centre of the room, looking again the the south-eastern corner of the room. (This movement provokes from Dindal).
--
COMBAT TRACKER - Round 5. Characters in bold may act.
1st - Jinkin (-4)
2nd - Culvine, Laurralei (-4), Shera, Dindal, Azygg (-1, half speed), Yagi (move action only this round)
PENDING
Dindal attack of opportunity on the Jinkin.
Casting defensively: 1d20 + 6 ⇒ (18) + 6 = 24
Touch attack: 1d20 + 9 ⇒ (8) + 9 = 17
Acrobatics: 1d20 + 6 ⇒ (14) + 6 = 20
Caltrop: 1d100 ⇒ 39
Caltrop attack: 1d20 ⇒ 2

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Seeing the gremlin dart across the room, Laurallei loads up with a handful of magical ice and snow hurling the mass at the creature.
Snowball, Reagent(Urea) vs Touch AC: 1d20 + 2 ⇒ (20) + 2 = 22 for cold damage of : 2d6 ⇒ (5, 3) = 8
Confirm Crit: 1d20 + 2 ⇒ (13) + 2 = 15
DC17 Fort Save or staggered for 1 round

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Perception: 1d20 + 4 ⇒ (8) + 4 = 12
Shera squats down, and uses her Touch of Law to make the shot at the jinkin more accurate.
11+6=17 on attack. Point Blank Shot and Precise Shot. I'm not clear if she's got cover or not.
Damage: 1d8 + 2 ⇒ (2) + 2 = 4
If I still have a move, I reload my crossbow.

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Perception DC22: 1d20 + 5 ⇒ (15) + 5 = 20
Yagi, chortling at a joke he doesn't understand or even remember, follows the jinkin.
Yiel-Dan glides to a similar location to Yagi's right, biting at the jinkin as he lands.
Bite: 1d20 + 5 ⇒ (8) + 5 = 13 Damage: 1d8 - 1 ⇒ (3) - 1 = 2

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Wincing in a bit of pain from the caltrops Azygg moves slowly up to the pesky critter and swings with his axe again...
Great Axe: 1d20 + 3 + 1 ⇒ (9) + 3 + 1 = 13..DMG: 1d12 + 4 ⇒ (7) + 4 = 11
but the bugger manages to avoid certain death once again...

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I don't think I mentioned equipping my Quarterstaff as I was shooting all the time with the Heavy Crossbow. Actually I gave up on the crossbow. So if I'm allowed to be already equipped with my quarterstaff, this is my AoO:
AoO: 1d20 - 2 ⇒ (10) - 2 = 8
AoO: 1d6 - 2 ⇒ (4) - 2 = 2
not my specialty of course.
Dindal takes some distance and casts an Acid Splash upon the vile gremlin. Still no room to cast color spray :(
acid splash in combat - touch ac: 1d20 - 2 ⇒ (16) - 2 = 14
dmg: 1d3 ⇒ 3

GM Iff |

Round 6
The jinkin doesn't stand a chance of dodging Laurallei's snowball, although she manages to avoid the worst of it. Still, rime settles on her tiny body, causing her to shiver all over. She is heavily wounded now.
The bolt from Shera's crossbow is not as accurate as the witch's snowball, and misses the tiny nuisance. Apparently, a perfectly average shot doesn't always hit... She reload for another shot. Dindal likewise misses, both with his quarterstaff and the glob of acid he's conjured. Azygg and Yiel-Dan also fail to connect with her, leading to another round of taunting laughter from the jinkin, made all the more eerie by her chattering teeth from being cold.
The jinkin looks left and right, and realizes she's starting to become surrounded. With a final rude gesture, she ducks out from under the table, jumping through the space left between Dindal and Shera without heeding her own safety. Her sudden move foils Azygg and Yagi, but Yiel-Dan and Dindal might be able to take advantage. Acrobatics succeeded against Azygg and Yagi, but Yiel-Dan and Dindal can make attacks of opportunity.
--
COMBAT TRACKER - Round 7. Characters in bold may act.
1st - Jinkin (-12)
2nd - Culvine, Laurallei (-4), Shera, Dindal, Azygg (-1, half speed), Yagi
PENDING
Yiel-Dan, Dindal: Attacks of opportunity
Fort save Snowball: 1d20 + 1 ⇒ (12) + 1 = 13
Caltrops Yagi: 1d100 ⇒ 58
Acrobatics Azygg: 1d20 + 6 ⇒ (10) + 6 = 16
Acrobatics Yagi: 1d20 + 6 - 2 ⇒ (20) + 6 - 2 = 24
Acrobatics Yiel-Dan: 1d20 + 6 - 4 ⇒ (4) + 6 - 4 = 6
Caltrops Jinkin: 1d100 ⇒ 9
Caltrop attack: 1d20 ⇒ 10

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Yiel-Dan AoO: 1d20 + 5 ⇒ (14) + 5 = 19 Damage: 1d8 - 1 ⇒ (2) - 1 = 1
Yiel-Dan gets in a parting shot as the annoying little jinkin escapes yet again, but follows it to its new location.
Bite: 1d20 + 5 ⇒ (10) + 5 = 15 Damage: 1d8 - 1 ⇒ (1) - 1 = 0
Yagi moves gingerly to cut off the jinkin's escape route.
Nine-section whip: 1d20 + 2 ⇒ (6) + 2 = 8 Damage: 1d8 + 2 ⇒ (8) + 2 = 10

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"Pesky bugger!" Azygg yells out but does not follow the creature preferring it to come closer to him ...
Readied action Great Axe: 1d20 + 3 + 1 ⇒ (14) + 3 + 1 = 18..DMG: 1d12 + 4 ⇒ (11) + 4 = 15

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Shera shoots her crossbow at the creature, and reloads.
Crossbow, Point Blank, Precise Shot: 1d20 + 5 ⇒ (20) + 5 = 251d8 + 1 ⇒ (2) + 1 = 3
Confirm Critical Crossbow Shot: 1d20 + 5 ⇒ (13) + 5 = 181d8 + 1 ⇒ (1) + 1 = 2

GM Iff |

Ouch, finally some good hits, but your damage rolls let you down. Remember from your earlier fights that jinkin have DR5/cold iron. I can imagine this is turning out to be a frustrating fight for you. Almost done, though. Will do the next combat update later today.

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Dindal again tries to hit the creature again
AoO: 1d20 - 2 ⇒ (19) - 2 = 17
dmg: 1d6 - 2 ⇒ (2) - 2 = 0
moves and casts an acid splash it once more...
acid splash in combat: 1d20 - 2 ⇒ (1) - 2 = -1
dmg: 1d3 ⇒ 3

GM Iff |

Round 7
Yiel-Dan manages to snap at the jinkin's leg, but his beak doesn't do any actual damage to the gremlin. Her skin knits together instantly. Dindal finds that he isn't quick enough with his staff to hit her as she whizzes by.
With the jinkin almost driven into cover, the group of Pathfinders launch another volley of attacks. Of these, only Shera's crossbow bolt finds its mark. Like Yiel-Dan's bite however, the weapon doesn't inflict any actual damage.
The jinkin takes a step further into the corner of the room, and it is now clear why she chose to go this way. The corner of the room holds what was once a secret door, now nonfunctional due to sabotage. There is a small gap between the door and the wall, probably big enough for a tiny creature such as the jinkin to escape through. She holds her ground for now and gives Yagi Mi a deadly stare. she then weaves some magic, and a magic missile darts forth from her finger tips. Instead of targeting the Tengu, though, it strikes at his companion, leaving a small scorch mark. (Yiel-Dan takes 2 damage from the magic missile.)
--
COMBAT TRACKER - Round 8. Characters in bold may act.
1st - Jinkin (-12)
2nd - Culvine, Laurallei (-4), Shera, Dindal, Azygg (-1, half speed, diseased), Yagi, Yiel-Dan (-2)
PENDING
-
Magic Missile: 1d4 + 1 ⇒ (1) + 1 = 2

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Since no one is currently in melee range of the jinkin, Shera drops her crossbow and pulls out a flask of alchemist fire. She tosses it at the jinkin.
Alchemist Fire: 1d20 + 4 ⇒ (16) + 4 = 201d6 ⇒ 6

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Yagi commands Yiel-Dan to "Stay" for now and fires an arrow at the jinkin.
Comp Longbow: 1d20 + 3 ⇒ (5) + 3 = 8 Damage: 1d8 + 2 ⇒ (7) + 2 = 9
I'm about ready to just start spamming "Create Water" to annoy the jinkin.
If anyone has a flask of oil, throw it and I can ignite it, it (next round).

GM Iff |

Shera's flask of alchemist fire is a direct hit. It leaves the jinkin singed and staggered. She looks ready to flee at any moment.
-Posted with Wayfinder

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Dindal walks towards the jinkin as well and finally has the room to cast a color spray
Kafloooff!
I like sound effects. I cast it kind of sideways in order to only get the 2 squares right of me in the cone and without having to cast defensively. So the south wall is also nicely redecorated.
Color Spray: DC 16 Will save

GM Iff |

The jinkin think she has managed to escape. Before disappearing through the crack in the secret door, she looks back and leers at the group, putting her thumbs at her cheeks, opening her eyes wide and sticking out her tongue. This proves to be her undoing, as she catches the full brunt of the colour spray. Already staggered, she wails, puts her hands before her eyes and leans against the wall, stunned.
The jinkin is stunned for 3 rounds. Please describe how you deal with her. For now, I'm declaring COMBAT OVER. :)
Will save: 1d20 + 6 ⇒ (1) + 6 = 7
Rounds: 1d4 ⇒ 3

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"If everyone who needs healing would be so kind as to step away from the jinkin, I'll be happy to Channel Energy. Do what you thinks best Azygg."
Shera carefully steps far enough away that the jinkin isn't included in her channel.
Channel Positive: 1d6 ⇒ 4

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Troublesome little thing, ing. If we let her go she is likely to cause more, ore. I am willing to do the deed, eed.

GM Iff |

As you tie up the stunned Jinkin, you also relieve her of several items: A tiny shortsword of good quality, several tiny darts and a walking stick, a two-inch vial that seems to contain a magical potion, and a battered journal. Most of the contents are damp, and the ink has run and smeared, but there might be some hidden gems within it.

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Spellcraft: 1d20 + 9 ⇒ (10) + 9 = 19
Know(History) unskilled: 1d20 ⇒ 14
"Ah, the potion in this vial has substantial healing qualities. The person that drinks it will receive moderate healing."
Laurallei systematically searches the entire room.
Perception (take 20): 20 + 7 = 27

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Azygg looks over the room and flips through the notebook, even going so far as to smell it before dropping it back with the other goods..."Dry paper is...good for fire... if society no need for book"

GM Iff |

Laurallei and Azygg finds several things of note in the room. The floor in the center of the room, right under the table, seems to have partially collapsed. There is a hole large enough for a small person to climb though. The hole seems to be quite deep, going beyond the reach of their light or darkvision (and, incidentally, beyond the scope of this scenario).
Furthermore, they find more evidence of the earlier use of this room: Carved symbols of Zon-Kuthon on the walls, and two rusted unholy symbols of his faith, forgotten in a corner somewhere.
Finally, in one of the cells, beneath the flagstones, they find Sascha's treasure trove: a masterwork breastplate, a set of masterwork butterfly swords, a pearl-studded silver brooch in the shape of a dove, two spelunking kits, two scrolls of mage armor, a scroll of grease, a ring of protection +1, a fine emerald, and a pouch of platinum pieces. In addition, there is a tarnished, plain silver locket whose interior bears only the inscription “Ever Yours—EK.”

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Azygg should take the ring of protection as the one most likely to rush into battle.
Several clues found, ound. But I can make no sense of them, em. Shall we continue searching, ing?

GM Iff |

Actually, Yagi, you've found the stash you were tasked to find, and are almost done with the scenario. ;)
-Posted with Wayfinder

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Shera looks with disgust at the unholy symbols. She picks them up carefully and puts them in her bag. She prays for Erastil's blessing on this unholy place. I'll take the symbols to the temple of Pharasma and have them taken care of there.

GM Iff |

In the interest of moving this forward.
Dindal (with Take 10) realizes that the journal contains some interesting tidbits on Tassilon, an area of specific interest for Mr. and Mrs Heidmarch.
The jinkin comes to, realizing soon that she's tied up. She curses and rants, but doesn't make any effort to escape her bonds. She looks at you, mostly curious about what you're going to do.
With the last things in the room taken care of, the Pathfinders make the trek back through the sewers. This return-trip is uneventful, luckily enough.
Anything else you want to do? What do you plan to do with the jinkin? If no one has anything else to add, I'll wrap up tonight. Azygg, would you please make 7 Fort saves, for the filth fever you contracted?

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Busy day yesterday with visiting friends etc, sorry. Missed my epic Color Spray moment ;). I think we should let the jinkin live.

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Thanks, GM.
Let us let the Society to decide what to do with Miss Troublesome Jinkin, in.

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FORT: 1d20 + 4 ⇒ (10) + 4 = 14
FORT: 1d20 + 4 ⇒ (17) + 4 = 21
FORT: 1d20 + 4 ⇒ (3) + 4 = 7
FORT: 1d20 + 4 ⇒ (5) + 4 = 9
FORT: 1d20 + 4 ⇒ (7) + 4 = 11
FORT: 1d20 + 4 ⇒ (16) + 4 = 20
FORT: 1d20 + 4 ⇒ (3) + 4 = 7

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"He's going to love this present." Shera says looking at the jinkin. Maybe that wine mellowed him some.
Can I help with heal checks on the Fort saves if Azygg needs it?Otherwise I'm good. Thank you.

GM Iff |

The jinkin follows along meekly during the trip through the sewers. A little too meekly, it turns out. As soon as it becomes clear that you are taking her out of the sewers, she blinks her eyes and suddenly disappears, with ropes and all, courtesy of her race's ability to use Dimension door. Turning her over to the authorities or to the Heidmarch's will have to wait for another day, it seems...
When you return to the shack at the edge of the town, you find Canayven and Sascha enjoying the basket of food. The bottle of wine is nearly gone. Canyaven raises his glass to Shera, thanking her for the consideration with a wink. Sascha anxiously inquires about her locket. When you hand it to her, she gives her heartfelt thanks to the Pathfinders and the society and pledges her friendship to both. Sascha announces that she's travel to Andoran the following day and use some of her old connections there to start up a new, but low-profile weapons shop.
Canayven Hiedmarch doesn't seem to interested in the Jinkin disappearing, noting that it will probably bother the local authorities for a while, but will not present any real threat to the city. The idea of a jinkin rampant in the city seems to amuse him, slightly. He is very interested in the journal that you present, claiming that it will make a beautiful gift to his wife. He congratulates you on a job well done, gives you all a critical look and then a thin smile appears on his face. "So, how do you feel about the circus...?"
Azygg feels a bit clammy for a couple of days, but his sturdy constitution allows him to fight off the disease without further trouble.