This campaign is glorious. Everyone in the party has low or average charisma except for the aasimar oracle, the techslinger's gun is broken, and the tiefling alchemist doesn't quite seem to realise that not everyone has fire resistance.
This has led to the dwarf zen archer hitting on every female NPC in a low-key fashion, the alchemist arguing with the aasimar about which of them has the worse deal, and the human barbarian loudly and clearly hailing Gorum at every opportunity, even when inappropriate. For instance, when the tiefling complains of the voices in his head telling him to kill everyone.
The local casino giving us 100gp vouchers didn't end well for them. The halfling rogue got lucky and skinned them, the alchemist got hammered on dubious cocktails, and the zen archer couldn't hold his drink.
And we finally dealt with those jinkins (the stealthy critters)! We were fairly apprehensive, but after some debate decided that half of us would go sprinting in through one tunnel to try to surprise them and the other half would sneak around the side. That went pretty well, until the rogue "disarmed" a trap by triggering it and then chugging a Cure Light Wounds potion. The alchemist managed to avoid one tripwire and then take minimum damage from another, so that started out fairly suboptimally.
Luckily, after the barbarian moved ahead of the rogue with a readied action to eviscerate any jinkins, one of them did jump out, rolled fairly low damage, and then promptly lost its head to a good roll. That cleaned up the stealthy side.
The rogue just barely disabled the last tripwire without triggering it, after which another jinking popped out of practically nowhere to gank the alchemist. Unfortunately for the jinkin, the zen archer and the crossbow-armed techslinger were both on watch and it got skewered pronto. We'd armed ourselves with cold iron in the town before heading in, since we now knew we'd be facing jinkins, so their DR wasn't saving them.
This was where things started getting spicier. We could only see one jinkin left, standing against the far wall of a small cavern with a short drop into it. At that point the barbarian, being a barbarian, and having a +9 acrobatics check decided to run across straight to the jinkin to attempt to finish it off quickly. Unfortunately, he flubbed the DC 15 to not fall on his face when jumping down the cliff. Situation: barbarian is prone at the bottom of the cliff. Everyone else is near the top of the cliff. There is only one jinkin left in sight. It teleports away, after the alchemist hurls a bomb across the cavern.
The more astute of our readers may know what happened next. The oracle climbed down the ledge, and... we got jumped by two more jinkins. A moment later, the techslinger put a bolt into one of them, the zen archer finished it off, and the barbarian stood up and missed his swing against the last jinkin. It made to teleport away, but the alchemist was wise to it, and hatched a cunning plan: since the aasimar had acid resistance, he could throw an acid bomb to splash both the jinkin and the oracle. The acid took the jinkin down, and we'd finally cleared the area!
At minimal, cost, too.