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"I'm going to pretend I'm not hearing any of this. I could be disbarred."
Antonaides takes his bottle and moves out of earshot.

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Arie takes a sip, her eyes go wide, "For providing this one of a kind excellent Wine Experience we are definitely freeing you! Now is this thing magical? Know of any traps?"

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Errggggg.. Do not think highly..
"Perhaps the chime would be better? I'm no locksmith.. Although that might make a bunch of noise.."

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"Oh yes! Let us try that!"
Heh. Need to keep physical notes, had completely forgotten about that...

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Antonaides, this seems like the exact time for your expertise, to ensure a fair and equitable bargain is struck with the efreeti.

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Antonaides winces at Sukit's words.
"The problem, you see, is that I am a member of the bar both in Cheliax and the Seventh Ring of Hell. I cannot simply break someone out of a legally correct indenture, however unjust a layperson might find it.
"Khanuur, do you have a copy of the contract that binds you? Or is there a legal authority we can appeal to in order to reverse your status? A loophole we can exploit?"

GM XaveTheNerd |

"C...c.....contract? I mean, master must have a bill of sale or something but..." The genie blinks for a bit before turning back to the other questions.
"It shouldn't be trapped. It is magical, but I can ensure you'll be long gone before he's gone. You have a deal. I may be convinced to offer you my final wish for the day in aid. If you free me, not only will I tell you what I know--and trust me when I say I know a bit--but I'm willing to use my Wish to get you all there, assuming one of you actually speaks the wish, of course."

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Grim uses the Chime and the File to release the genie..
Chime 9/10 uses left
"Now, tell us what you know.."

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Oh, let's hope for that rare good roll!
sense motive: 1d20 + 20 ⇒ (1) + 20 = 21
"Oh yeah. He wants to be free. Of course we can trust him... Let's do it."

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Sense Motive: 1d20 + 14 ⇒ (11) + 14 = 25
He seems to be truthful.

GM XaveTheNerd |

The file is destroyed in the process of releasing the genie. He gives you the following information:
Phlegos has been buying various excavation and construction supplies, then shipping them to an island just southwest of Qadira. Phlegos has been partnering with Jirandiel Waverider, a disgraced ex-Chelish naval officer thurned pirate, who has been a curse on the shipping routers in that area with the aid of a monstrous sea creature. Some of the slaves Phlegos keeps on the island do appear to be a team of Pathfinders.
"Your wish is to go to Phlegos, then your wish is my command." With a snap of his fingers, a sly smile, and nobody speaking, the Pathfinders are instantly teleported without hesitation or notice.
Oh noes. This is going to be fun.
The Pathfinders then find themselves in a cave; an intermittent sucking sound echoes through the cave as sea water is drawn out before gushing back into this enormous underground cave. A deep pool of water conceals to an underwater passageway to the south. Eerie blue flames burn under the water, illuminating the entire cave in a rippling radiance. Fish bones and crustacean shells litter the bottom of the channel.
Map in the slides. Now what?

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When did we agree to making a wish? I know I didn't agree to that.

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Puurrupup blinks and licks his eye, quite surprised at this turn of events.
"Yes the stairs seems best, my pistol doesn't like the water. Did the genie also mention a sea monster? I think I heard sea monster"
He draws his pistol and tries not to look to terrified as he goes up the stairs.

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"It seems so.. The stairs seem like a fine option."
Grim casts Shield of Faith, Ironskin, and Bull's Strength before moving up. All 3 extended via lesser extend rod.

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Arie smiles at Antonaide's quip, "This leather would probably not do well in the water and what would I do with my hair! Stairs it is!"

GM XaveTheNerd |

If anybody else would like to buff before heading up the stairs, now's the time.
There's a typo here in the scenario somewhere. I'm going to run it as "the sidebar is wrong".
The Pathfinders climb the stairs, only to find a hallway with a whole load of doors.
Map updated. So, which one first? This is a surprisingly important decision.

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Before opening an door Sukit walks the hall and checks each for any markings or other differences.
Perception: 1d20 + 20 ⇒ (19) + 20 = 39

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i have a Shield Other prepared. any takers? i usually give it to the squishiest frontliner.

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None of our front liners appear to be squishy at all. Still, best to protect them..

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As for the door question... the one right next to the staircase is fine by me. Roll those dice!

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OK, try to stay within 45' of me or the spell will fail

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Yes if there is nothing to choose between the doors, Purruupup is also happy with door next to the staircase

GM XaveTheNerd |

As the Pathfinders open the door, they find themselves staring at a toilet.
As the Pathfinders move to the NEXT door, they find themselves staring at some terribly unsuspecting guards. It's very apparent that these women are NOT ready to fight. At all.
Arie: 1d20 + 4 ⇒ (7) + 4 = 11
Grim: 1d20 + 5 ⇒ (16) + 5 = 21
Kitajo: 1d20 + 2 ⇒ (12) + 2 = 14
Sukit: 1d20 + 3 ⇒ (15) + 3 = 18
Antonaides: 1d20 + 0 ⇒ (16) + 0 = 16
Puurrupup: 1d20 + 3 ⇒ (20) + 3 = 23
Deckhands: 1d20 + 1 ⇒ (5) + 1 = 6
Master Gunner: 1d20 + 6 ⇒ (18) + 6 = 24
Pirate Mage: 1d20 + 6 ⇒ (11) + 6 = 17
The woman at the table quickly jolts upwards from her chair before she draws loads a gun. "WOAH! WOAH! RAISE THE ALARM!" she shouts.
The word alarm seems to be immediately followed by a loud cannon shot from somewhere outside the building, rattling the entire building to its core.
Lounging Around
Initiative - the BOLD may act!
Active effects: Round 1
-----------------------------------------------
Master Gunner (Blue)
Puurrupup
Grim
Sukit
Pirate Mage (Red)
Antonaides
Kitajo
Arie
Deckhands ([Yellow] [Green])

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Well crap. Nothing for it then.
Feeling well protected Sukit ignores most of the occupants and swings at the mage.
Attack: 1d20 + 19 ⇒ (17) + 19 = 36
Damage: 1d8 + 19 ⇒ (4) + 19 = 23
Attack, Confirm: 1d20 + 19 ⇒ (17) + 19 = 36
Damage: 2d8 + 38 ⇒ (1, 2) + 38 = 41

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Don't forget your seance bonuses everyone! I think Sukit you should have an additional 6 damage?
Purrupup mutters under his breath.
"Oh dear, many enemies"
He moves into the room, points his pistol at the mage and gives her both barrels, spending a grit point for focused aim as a swift action first.
Barrel 1 vs. (FF) Touch,PBS: 1d20 + 11 - 4 + 1 ⇒ (10) + 11 - 4 + 1 = 18
Magic B/P, CHR, BPS: 1d6 + 3 + 5 + 1 ⇒ (4) + 3 + 5 + 1 = 13
Barrel 2 vs. (FF) Touch,PBS: 1d20 + 11 - 4 + 1 ⇒ (14) + 11 - 4 + 1 = 22
Magic B/P, CHR, BPS: 1d6 + 3 + 5 + 1 ⇒ (2) + 3 + 5 + 1 = 11
If she secretly be an evil outsider there would be an additional +2 to hit and 2d6+2 damage as the gun is evil outsider bane. Fiends are bad!

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I did forget to add the seance bonus. Total damage should be an even 70 if it hit. Puurrupup, you might want to list secondary targets. There's a good chance she goes down before both shots hit her.

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Grim moves in and swings his sword at yellow..
Use fervor for quick divine favor
"You all should surrender.."
Vital Strike: 1d20 + 17 ⇒ (7) + 17 = 24 vs FF
Dam: 4d8 + 26 ⇒ (3, 8, 7, 7) + 26 = 51

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Yes if the mage was already dead purrupup would have hopped up on the sofa and shot at the gunner instead, wise as he is to the danger of firearms

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Going ahead and posting an action to hurry things along. My daughter is here today so I might not check back in til tomorrow. Obviously, if this action makes no sense due to movement, etc, just bot me if needed. :)
Arie stays near the back of the group and starts telling a tale of pirates of woe.."Pirates? Oh, these are nothing like the famous pirates of that ancient city Pin-Zance. They were the scourge of the seas! These can barely keep their pantaloons up! Oh, the name 'pirate is forever tarnished with this sorry group.."
Inspire Courage: +2 to hit with weapons. +2 to weapon damage. +2 to saves versus Charm and fear.

GM XaveTheNerd |

Sukit cleaves the unprepared mage in two. Just dead. Oh so very very dead (did take both swings, though).
Puurrupup jumps up on the couch and aims at the unarmored gunslinger, burrowing two bullets through her arm and shoulder.
Grim walks up to yellow and lands a solid hit against the woman as blood begins to pour down her leg.
Arie performs, hoping to keep this quick.
Alright. GM to players: We don't leave initiative for the entire remainder of this map because of the Genie I was trying to see if I could swing it a different way, but I don't think I can. It's unfortunate, but we've got to deal with it. On your end, you could speed it up by using discussion to decide which door to progress to next and whether you'll be waiting to do it, or just open it from the first person.
Lounging Around
Initiative - the BOLD may act!
Active effects: Round 1; Inspire Courage +2
-----------------------------------------------
Master Gunner (Blue) (-24)
Puurrupup
Grim
Sukit
Antonaides
Kitajo
Arie
Deckhands ([Yellow: -51] [Green])

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Antonaides calls on the power of hell and summons...
1d3 + 1 ⇒ (3) + 1 = 4
Augmented Lemures (one of which is evolved to have a tentacle mass). All four attack the captain.
Lemure 1
Claws
1d20 + 4 ⇒ (3) + 4 = 7
1d20 + 4 ⇒ (10) + 4 = 14
damage if a hit...
1d4 + 2 ⇒ (1) + 2 = 3
Tentacles
1d20 + 4 ⇒ (17) + 4 = 21
1d8 + 2 ⇒ (2) + 2 = 4
Lemure 2
1d20 + 4 ⇒ (8) + 4 = 12
1d20 + 4 ⇒ (17) + 4 = 21
damage if a hit...
1d4 + 2 ⇒ (1) + 2 = 3
Lemure 3
1d20 + 4 ⇒ (13) + 4 = 17
damage if a hit...
1d4 + 2 ⇒ (3) + 2 = 5
1d20 + 4 ⇒ (6) + 4 = 10
Lemure 4
1d20 + 4 ⇒ (6) + 4 = 10
1d20 + 4 ⇒ (14) + 4 = 18
damage if a hit...
1d4 + 2 ⇒ (1) + 2 = 3

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Kitajo moves into the room, squeezing past Grim. Once he has a clear shot at Yellow he throws and elbow at its head.
Unarmed Strike: 1d20 + 14 ⇒ (4) + 14 = 18 Damage: 2d6 + 6 ⇒ (2, 5) + 6 = 13

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Don't forget your +2 to weapon (including natural weapons) attacks and damage.

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And your +2 to non-spell damage from the seance. Buffs FTW :)

GM XaveTheNerd |

Yes. A very buff heavy party.
Antonaides summons a few Lemures, which lash out at the poor Master Gunner.
A tentacle mass and a claw from each other Lemure hits.
Kitajo squeeses in and elbows yellow in the face, sending her almost crashing to the floor.
Yellow looks visibly angry as she throws several punches back at Kitajo
Attack: 1d20 + 10 - 2 ⇒ (5) + 10 - 2 = 13
Attack: 1d20 + 10 - 2 ⇒ (10) + 10 - 2 = 18
Attack: 1d20 + 5 - 2 ⇒ (18) + 5 - 2 = 21
This is not a very good NPC to run tactics as written. Oof
Green quickly steps over and punches at the Lemure that's flanking the gunner to the south.
Attack: 1d20 + 10 - 2 ⇒ (20) + 10 - 2 = 28
Attack: 1d20 + 10 - 2 ⇒ (4) + 10 - 2 = 12
Attack: 1d20 + 5 - 2 ⇒ (14) + 5 - 2 = 17
Damage: 1d8 + 5 + 4 - 5 ⇒ (6) + 5 + 4 - 5 = 10
Damage: 1d8 + 5 + 4 - 5 ⇒ (5) + 5 + 4 - 5 = 9
The Lemure keels over and turns to dust (unless Antonaides has something weird up his sleeve!)
The gunner quickly jumps into the opening opened by her compatriot and fires her pistol at Antonaides before reloading. "What in the world are these squishy things!?" she screams before pulling the trigger.
One of 'em gets an aoo. Claw: 1d20 + 4 ⇒ (5) + 4 = 9
Pistol shot: 1d20 + 11 - 2 ⇒ (12) + 11 - 2 = 21
Damage: 1d8 + 4 + 4 + 2d6 ⇒ (1) + 4 + 4 + (4, 5) = 18 (the 2d6 is precision damage)
Lounging Around
Initiative - the BOLD may act!
Active effects: Round 2; Inspire Courage +2
-----------------------------------------------
Master Gunner (Blue) (-39)
Puurrupup
Grim
Sukit
Antonaides (-18)
Kitajo
Arie
Deckhands ([Yellow: -68] [Green])

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Kitajo unloads with a flurry of punches at Yellow.
Flurry Unarmed Strike 1: 1d20 + 14 + 2 + 2 ⇒ (1) + 14 + 2 + 2 = 19 Damage: 2d6 + 6 + 2 + 2 ⇒ (6, 5) + 6 + 2 + 2 = 21
Elbow Smash: 1d20 + 9 + 2 + 2 ⇒ (20) + 9 + 2 + 2 = 33 Damage (Non-Lethal): 2d6 + 6 + 2 + 2 ⇒ (3, 2) + 6 + 2 + 2 = 15Jabbing Style Damage (Non-Lethal): 1d6 ⇒ 2
Flurry Unarmed Strike 2: 1d20 + 14 + 2 + 2 ⇒ (3) + 14 + 2 + 2 = 21 Damage: 2d6 + 6 + 2 + 2 ⇒ (5, 6) + 6 + 2 + 2 = 21 Jabbing Style Damage: 1d6 ⇒ 1
Flurry Unarmed Strike 3: 1d20 + 9 + 2 + 2 ⇒ (20) + 9 + 2 + 2 = 33 Damage: 2d6 + 6 + 2 + 2 ⇒ (1, 5) + 6 + 2 + 2 = 16 Jabbing Style Damage: 1d6 ⇒ 2
Elbow smash damage applies if the punch prior hits. Jabbing style damage applies if I have hit the target this round.
Elbow Smash Confirm?: 1d20 + 9 + 2 + 2 ⇒ (7) + 9 + 2 + 2 = 20 Elbow Smash Bonus Damage: 2d6 + 6 + 2 + 2 ⇒ (4, 1) + 6 + 2 + 2 = 15
Flurry 3 Confirm?: 1d20 + 9 + 2 + 2 ⇒ (18) + 9 + 2 + 2 = 31 Flurry 3 Bonus Damage: 2d6 + 6 + 2 + 2 ⇒ (4, 4) + 6 + 2 + 2 = 18

GM XaveTheNerd |

Kitajo unleashes an insane number of punches (and criticals), easily dispatching yellow.
Lounging Around
Initiative - the BOLD may act!
Active effects: Round 2; Inspire Courage +2
-----------------------------------------------
Master Gunner (Blue) (-39)
Puurrupup
Grim
Sukit
Antonaides (-18)
Kitajo
Arie
Deckhands ([Green])

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Arie continues with her story on the world's wackiest and most sorry pirates, comparing them to the current group here. She steps in and takes a shot at the Deckhand with her bow.
bow: 1d20 + 11 + 2 ⇒ (2) + 11 + 2 = 15
damage: 1d6 + 1 + 2 ⇒ (4) + 1 + 2 = 7

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Sukit moves over to the gunner
Attack: 1d20 + 19 ⇒ (20) + 19 = 39
Damage, Seance: 1d8 + 19 + 2 ⇒ (1) + 19 + 2 = 22
Attack, confirm: 1d20 + 19 ⇒ (6) + 19 = 25
Damage, Seance: 2d8 + 19 + 2 + 19 + 2 ⇒ (8, 3) + 19 + 2 + 19 + 2 = 53
and lands another devastating shot.

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Grim moves over and smashes green..
"I told you all shoulda surrendered! It's not to late!"
Vital Strike: 1d20 + 17 ⇒ (14) + 17 = 31
Dam: 4d8 + 26 ⇒ (7, 2, 2, 3) + 26 = 40

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"Ow you sonuva-- I'll be seeing you on the other side!"
Antonaides moves out of the gunner's line of sight, draws a wand, heals himself and commands one lemure into flank and to attack and the other to get out of his allies' way.
CLW
1d8 + 1 ⇒ (2) + 1 = 3
Lemure 1 (flank)
1d20 + 4 + 2 + 2 ⇒ (5) + 4 + 2 + 2 = 13
1d4 + 2 + 2 ⇒ (1) + 2 + 2 = 5
1d20 + 4 + 2 + 2 ⇒ (17) + 4 + 2 + 2 = 25
1d4 + 2 + 2 ⇒ (4) + 2 + 2 = 8
Lemure 2 (tentacles?)
1d20 + 4 + 2 ⇒ (11) + 4 + 2 = 17
1d4 + 2 + 2 ⇒ (4) + 2 + 2 = 8
1d20 + 4 + 2 ⇒ (11) + 4 + 2 = 17
1d4 + 2 + 2 ⇒ (1) + 2 + 2 = 5
the lemures have DR 5/silver or good, so if they don't get crit they should stick around to soak up attacks
1d20 + 4 + 2 + 2 ⇒ (2) + 4 + 2 + 2 = 10
1d8 + 2 + 2 ⇒ (6) + 2 + 2 = 10

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"Oh no, fiends!"
Puurrupup almost takes aim at the fiends but then he thinks
No, these fiends are controlled and working for us. We are siphoning their power to do good. Ha ha, silly fiends
He then tries to tap into some of that power himself. He starts to snarl and his eyes turn red, before leathery wings sprout from his back.
He's taking a full-round action for his Dark Communion, selecting the Dark Power and Spirit Power benefits (+1 profane bonus to attack, damage and AC, and his spirit bonus increases to +4). It requires a DC 12 charisma check but he's at +11 to those so he auto passes

GM XaveTheNerd |

Arie fires haphazardly into the room, and surprisingly connects with green's arm. (no armor + rage = crap AC)
Sukit moves to the gunner and cleaves the poor woman in two.
Green takes a solid hit from Grim.
Redirecting Antonaides' stuff to green
All of the Lemure's attacks hit besides the tentacle.
Puurrupup channels some dark fiend!
The woman in green continues to fight, more scared of what'll happen if she isn't killed than what'll happen if she is!
She'll aim for Grim, and not flurry this time around.
Attack: 1d20 + 12 ⇒ (1) + 12 = 13
Attack: 1d20 + 7 ⇒ (19) + 7 = 26
Her fist collides with the armor over and over again, not even denting it.
Remember that we aren't leaving initiative. Some of you should probably start moving for the next door. If you need to only take a half turn and/or wait to see what's on the other side of the door, please do so. Reminder that it's a move action in and of itself to open a door. Some of the people I play PFS with in person always seem to forget that.
Lounging Around
Initiative - the BOLD may act!
Active effects: Round 3; Inspire Courage +2
-----------------------------------------------
Puurrupup
Grim
Sukit
Antonaides (-18)
Kitajo
Arie
Deckhands ([Green: -73])

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Arie abruptly stops her story and walks out of the room to join Antonaides.
"That's over. So, which door next?"

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Grim swings his massive sword at the remaining pirate..
"Shoulda put down that sword.."
Vital Strike: 1d20 + 17 ⇒ (6) + 17 = 23
Dam: 4d8 + 26 ⇒ (3, 7, 7, 8) + 26 = 51