
DM Feral |

”This area was secured a few minutes ago. I sent my men ahead to where they would do the most good but a valuable target just become known to me”, she explains as she points to a location on the map a few blocks away.
”This is a small temple-bank of Abadar. Not long after I sent my men away it became known to me that within its vault is a cache of blessed weapons that would be a huge boon to the soldiers on the front lines. If it were a simple matter of retrieving them I’d send the few soldiers I have remaining but that location is heavily defended by the enemy. Getting inside and retrieving the weapons will require a more delicate approach.”

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"Now ma'am, how do you expect us to get into the building? If it's heavily defended, sneaking in sounds much better than a full on assault."

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"Well, I can think of no better use for the weapons than to defend the city. And if the temple is in enemy hands, then this is the best way to bring those tools to their proper use."

DM Feral |

Lady Talira nods. ”Thank you Pathfinders. You’re doing Nerosyan a great service.”
***
Making their way down the street, the party finds the bank and sure enough the place is heavily occupied by invading forces. Cultists walks the streets, setting fire to buildings and searching the pockets of the dead, while smaller demons cavort on the rooftops. A pair of truly massive hulking demons guard the bank’s entrance.

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Knowledge Planes: 1d20 + 6 ⇒ (14) + 6 = 20
"Those two big demons out front are hezrou. If we end up fighting them, we're as good as dead. And I'm not too keen on trying to bluff my way past them. Is there a place ot sneak in?"
Talwin tries to assess the bank's layout from a distance.
Perception: 1d20 + 7 ⇒ (14) + 7 = 21

DM Feral |

Taking the long way around the party approaches from the bank’s rear and Talwin almost immediately picks up on something strange about the building’s rear wall. The shadows don’t sit on it properly and a blood splatter on its facing is awkwardly cut off. This is an illusion! As the inquisitor focuses on the inconsistencies, the illusion fades before his eyes until he can see the rear of the bank as it truly is.
In reality the building is in shambles, with the rear quarter blown off by some kind of powerful magic.
Anyone that gets a 13 perception sees the same thing.

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perception: 1d20 - 1 ⇒ (16) - 1 = 15
what a dump Lexia says at the sight of the temple. why do you think they have daemons guarding the front when there is a hole in the back

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"Huh. You don't say. Maybe we can sneak around that way then?" Imperia's "knight" glances around, looking for a route through the nearby buildings and streets that they might be able to take to get around that way...

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Sigrun slowly and quietly leads the charge that way, tentatively approaching what to her seems like a solid wall and gently attempting to push her hand through it. Only when she has proof that she's truly not going to faceplant into a wall does she step abruptly through the illusion into the damaged building beyond.
Stealth: 1d20 + 3 ⇒ (7) + 3 = 10

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Perception 1d20 + 10 ⇒ (11) + 10 = 21
"Well, isn't that a neat illusion? We've got to be quick and quiet...if those demons hear us, our goose is cooked."

DM Feral |

Entering the back through the ruined wall, the party almost immediately spots four men in dirty leathers, hastily shoveling coins, gems, and other valuables into large leather sacks. One appears to be visibly concentrating to maintain the illusion. ”We’ve got trouble!” another barks.
Imperia: 1d20 + 3 ⇒ (19) + 3 = 22
Sigrun: 1d20 + 2 ⇒ (7) + 2 = 9
Talwin: 1d20 + 4 ⇒ (3) + 4 = 7
Tessara: 1d20 + 3 ⇒ (16) + 3 = 19
Looters: 1d20 + 2 ⇒ (9) + 2 = 11
Imperia and Tessara are up. Map to come.

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"Leave the caster. She's the one who has this illusion created. Take out her thugs.
Tess waits until Imperia selects a target, and uses her Slumber hex on the opponent, the paladin is facing.
DC 14 Will save.

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power attack mace charge: 1d20 + 4 + 2 - 1 ⇒ (2) + 4 + 2 - 1 = 7
damage: 1d8 + 6 ⇒ (6) + 6 = 12
Far too focused on being quite than being effective Lexia swings slowly.

DM Feral |

Two of these guys are half-elves. I’ll assume Tessara wouldn’t target them.
Will: 1d20 - 1 ⇒ (7) - 1 = 6
Imperia’s wild swing misses her target but Tessara’s victim quickly succumbs and slumps to the floor.
The looters drop their sacks of stolen valuables and draw steel. The one concentrating on the illusion stops and the section of ‘wall’ quickly begins to melt away. ”Have you guys heard the one about the no-good fools that didn’t mind their own business?” he says. ”They all end up dead!”. His comrades all laugh heartily at the joke. Inspire Courage.
Another points at Imperia and gestures. ”How many aasimar does it take to light a torch?” he asks with a grin. Hideous Laughter DC 14
Vs Flatfooted Sigurn: 1d20 + 3 + 1 ⇒ (1) + 3 + 1 = 5
Damage plus sneak: 1d6 + 2 + 1 + 1d6 ⇒ (4) + 2 + 1 + (6) = 13
The party is up.

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Tess points at the thug that attacked Sigrun, and she attempts to twist his luck in a most diabolical way.
Use Evil Eye hex on L2. Will save DC 14. -2 to AC for one round. If fail save, -2 to AC for six rounds.

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"You ever heard the one about the selfish a@*@$s who made the mistake to loot a temple of Abadar?" Sigrun shoots back.
Full attack on L2.
Axe: 1d20 + 4 ⇒ (14) + 4 = 18
Damage: 1d6 + 3 ⇒ (4) + 3 = 7
Shield: 1d20 + 3 ⇒ (16) + 3 = 19
Damage: 1d6 + 1 ⇒ (5) + 1 = 6
Shield Slam, yada yada, bull rush (19). If his CMD is 14 or lower, he hits the wall (or whatever that box is) and goes prone. I'll use my 5-foot step to follow after him to H-6 if it succeeds.
She abruptly brings her axe down on the one who rather pathetically attempted to slip his dagger through her breastplate, and then punts him across the room with her shield.
"They get axed a couple of rather painful questions. To the face."

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"DEFILERS! I shall bring Abadar's swift justice to you!"
Talwin steps forward (to H7) and stabs his spear at the thug on the west side (L1).
Longspear: 1d20 + 5 ⇒ (1) + 5 = 6
Damage: 1d8 + 4 ⇒ (1) + 4 = 5

DM Feral |

Lost to his righteous rage, Talwin's spear misses its mark.
Will: 1d20 + 1 ⇒ (10) + 1 = 11
Will on her turn: 1d20 + 1 ⇒ (9) + 1 = 10
Overwhelmed by the looter's enchanting joke, Imperia falls to the ground laughing. She struggles but cannot overcome the laughter.
The performing looter retrieves a thin blade and jabs at the laughing Imperia while other tries another spell.
Talwin Will 14 vs Hideous Laughter.
Vs Prone Imperia: 1d20 + 4 + 2 + 1 ⇒ (11) + 4 + 2 + 1 = 18
Damage: 1d6 + 1 ⇒ (4) + 1 = 5
The party is up.

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Tess starts to worry at the spell affecting the paladin, so she tries to eliminate the threat, using her Slumber hex on the caster. "Go to sleep, funny man. Things will be different when you wake up!"
DC 14 Will to resist.

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Sigrun rolls her eyes at the hysteria unfolding around her and interposes herself between the enemy and her fallen comrade(s). She brings her axe to bear upon the one that dared to attack Imperia while she was down.
Move to H-8 and attack L4
Axe: 1d20 + 6 ⇒ (19) + 6 = 25
Damage: 1d6 + 3 ⇒ (3) + 3 = 6

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Morning star power attack: 1d20 + 4 ⇒ (19) + 4 = 23
damage: 1d8 + 6 ⇒ (4) + 6 = 10

DM Feral |

Tessara's hex has no effect on the caster. He's a half-elf.
Sigrun's axe has the exact desired effect, causing the looter to howl in pain as blood pours down his side. "You'll pay for that!"
AoO: 1d20 + 7 ⇒ (3) + 7 = 10
Damage: 1d6 + 1 ⇒ (6) + 1 = 7
The man jabs at Imperia as she climbs to feet but the sloppy attack just slides off her armor. The paladin's morning star brains him in return.
Talwin is up. Sigrun give me some actions for him.

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"how many thugs does it take to decorate my morning star ...One ..." she says threateningly after hearing the satisfying crunch of the mans head, hate filled golden eyes set on the unfortunate comedian.

DM Feral |

Will: 1d20 + 5 ⇒ (12) + 5 = 17
Talwin resists the enchanting joke and moves closer to bring his spear to bear.
Spear: 1d20 + 5 ⇒ (11) + 5 = 16
Damage: 1d8 + 4 ⇒ (6) + 4 = 10
He catches the other would-be comedian through the gut. With a wet gasp he crumbles to the ground.
The other guy is about to wake up but I'll handwave his defeat.
Encounter over!

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" I do hate bad comedians" Imperia says coldly as she silences the remaining thieves with her morning star "so let us hurry with the recovery of this equipment so the guards outside do not decide to see what the ruckus in here." She says quickly making her way to the enchanted metal and trying to leave as soon as possible.

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"Bloody hell," Sigrun grunts, wiping her axe on the clothes of one of the fallen before sheathing it. She'll quickly rummage through the bodies, looking for any identifying tokens or anything of any use.
"Can anyone see those blessed weapons somewhere?"

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edited as not to take up space
"Once again you help me my knight I can not help but feel like your damsel" she says as she grabs as many of the blessed weapons as she could a slight fluster playing on her cheeks. "I wonder if they will let us keep them for our own endeavors" she thinks admiring her reflection on the swords.
perception: 1d20 - 1 ⇒ (17) - 1 = 16

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Sigrun rolls her eyes, deigning not to give an answer to Imperia's teasing. Bundling all the sacks of weapons together and slinging them over her back, she proceeds to leave the destroyed temple as fast as possible to avoid notice by those hezrous...

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Sigrun gives Lady Talira a vague salute and a grin. "Cheers, ma'am. Good luck to you. We'll be around if you need us - just give us a call."
Upon leaving the hideout, Sigrun will continue leading on in this district.

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"Great job, young ladies of valor! I'm afraid all of this stress must be getting to me...I tried to put an elfkin to sleep. Mercy me," she mumbles as she falls into line behind the others.

DM Feral |

Moving further down the streets of the Woundward district, the party comes across a group of frightened citizens. The mangled body of a slain crusaders rests not far from them. When the party is spotted, one of the group flags them down.
“Please, we need your help! This brave crusader was taking us into a safe house for protection from the demons, but he was slain by a trap. We know we’re in danger out here on the street, but none of us are willing to go inside for fear of what else might be in there! And even if we go somewhere else, there may be other crusaders that try to shepherd people this way. Could you lot go inside and do a sweep?" the frighted citizen explains while gesturing to a building a few doors down.
The building indicated is made of heavy stone with sturdy doors. It certainly would be a good place for people to wait out the siege. It seems the demons thought the same thing.

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Sigrun shrugs helplessly, warily peering at the building from afar. "Usually I let the more suicidal members of my team deal with traps. At least, I have to assume Society trap-spotters are all suicidal..."
The Ulfen warrior sighs, her shoulders sagging as she looks back to the despairing civilians. They could hardly just say no now, could they? "We'll just have to be wary and creative. Like using a stick to poke at things before we open them, y'know?"
With nobody in this party being remotely able to disable traps, this one should be interesting...
"I think that we should take it slow. Tess can scan for magical traps from a distance, while the rest of us take our time as we go along. How's that sound?"

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"Slow and steady, my dear. I'll check for magic everywhere I can, but it'll be slow going. Not sure what we will do with them when we find them, though," she smiles as she began casting Detect Magic.

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Spellcraft 1d20 + 8 ⇒ (20) + 8 = 28
Spellcraft 1d20 + 8 ⇒ (11) + 8 = 19
Spellcraft 1d20 + 8 ⇒ (2) + 8 = 10
Spellcraft 1d20 + 8 ⇒ (20) + 8 = 28
Spellcraft 1d20 + 8 ⇒ (12) + 8 = 20
Spellcraft 1d20 + 8 ⇒ (11) + 8 = 19
Spellcraft 1d20 + 8 ⇒ (14) + 8 = 22
Spellcraft 1d20 + 8 ⇒ (17) + 8 = 25