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looking at the narrow entrance Lexia adds her tactical advice "this would be great place to defend for a shielded warrior with a person armed with a long pole-arm behind her while archers or spell casters rain death from above"

DM Feral |

You mentioned trying to take down the enemies at range so I thought I'd facilitate that as an options. =P
A few minutes later a group of demons approaches. Sure enough they split up to surround the outpost and begin closing in. "Hold the line!" the captain bellows in a voice about four times his size.
Imperia: 1d20 + 3 ⇒ (10) + 3 = 13
Sigrun: 1d20 + 2 ⇒ (8) + 2 = 10
Talwin: 1d20 + 4 ⇒ (19) + 4 = 23
Tessara: 1d20 + 3 ⇒ (1) + 3 = 4
Badguys: 1d20 + 2 ⇒ (3) + 2 = 5
Approaching from the western front are three creatures shaped roughly like noble wolves but twisted and monstrous with blood-colored fur and a maw too wide and too full of mismatched human teeth. They snarl as they approach.
Imperia, Sigrun, and Talwin are up. The barricades are difficult terrain.

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"Good idea, Imperia; I'll block the entrance!" Sigrun grunts, moving forward into the narrow opening between the barricades with pilum in hand. She watches the bizarre and twisted wolves with narrowed eyes, waiting for them to get close enough to attack.
5-foot step in between the barricades (AB-13), draw a pilum and ready an action to throw it when the wolves come within 20 feet.
Ready Attack: 1d20 + 4 ⇒ (12) + 4 = 16
Damage: 1d8 + 3 ⇒ (3) + 3 = 6

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ROUND 1
"I meant me" Lexia says frustratedly as she drops her weapons and draws her long bow hastily sending a arrow flying in the general direction of the enemy.
longbow shot: 1d20 + 2 - 2 ⇒ (4) + 2 - 2 = 4
damage: 1d8 ⇒ 1
cold iron

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Know. Planes 1d20 + 7 ⇒ (17) + 7 = 24
Is it possible Tess could have told the others what she knew while preparations were being made before the attack?

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Tess tells the others the secrets she knew about these evil wolves, including their resistances and about those nasty fangs.

DM Feral |

Imperia's shot misses her mark by a good margin.
From his position behind the barricade, Talwin levels his mighty bow and fires off a shot.
Target: 1d3 ⇒ 2
Bow: 1d20 + 4 ⇒ (12) + 4 = 16
Damage: 1d8 + 3 ⇒ (6) + 3 = 9
The arrow connects sinking deep into the beast's torso but with a snarl of defiance it continues to advance. All three break into run, loping forward with a familiar lupine grace.
Once they're in range, Sigrun lets fly with her spear catching the wounded demon-wolf in the throat and dropping it to the ground. Dead.
The party is up.

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ROUND 2
Grabbing another arrow from her quiver Imperia lets lose another arrow making sure to actually aim this time.
long bow: 1d20 + 2 ⇒ (13) + 2 = 15
damage: 1d8 ⇒ 6
W2 Cold iron

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Tessara uses her Sleep hex on Wolf3. "If the wolf falls, concentrate your fire on the other one!"
DC 14 Will save to resist.

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"Nice job!" Sigrun shouts at the back line, grinning viciously as her spear sacks one wolf and Tessara's spell knocks out the other. Sigrun ducks as another volley of arrows go out and then charges up beside it, drawing her axe as she goes.
I'll delay to make sure everyone's archery has gone off and then double move next to the awake wolf.
Talwin fires another arrow right after Imperia does!
1d20+4 / 1d8+3

DM Feral |

Talwin nocks another arrow and lets fly.
Bow: 1d20 + 4 ⇒ (8) + 4 = 12
Damage: 1d8 + 3 ⇒ (4) + 3 = 7
This time the demon-wolf nimbly dodges aside.
Edit: Oops.
The wounded wolf's golden eyes blaze with demonic hatred. It snarls and snaps at the brave northern woman when she gets into range.
Smite good does nothing in this case.
Bite: 1d20 + 2 + 1 ⇒ (2) + 2 + 1 = 5
Damage: 1d6 + 1 ⇒ (4) + 1 = 5
Trip: 1d20 + 2 + 1 ⇒ (3) + 2 + 1 = 6
Now the party is up. =P

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"I've played with wolves since before you were a whelp, filthy mutt," Sigrun snarls, swinging her handaxe into its side with a sickening crunch. Unfortunately, her shield arm is a little slower on the mark and completely misses.
Axe: 1d20 + 4 ⇒ (16) + 4 = 20 Damage: 1d6 + 3 ⇒ (2) + 3 = 5
Shield: 1d20 + 3 ⇒ (4) + 3 = 7

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long bow: 1d20 + 2 - 4 ⇒ (11) + 2 - 4 = 9
damage: 1d8 ⇒ 3
Aiming at the wounded daemon wolf Lexia pulls up at the last second to avoid hitting the heavily armored ranger narrowly missing her cutting a few hairs off her head.

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You said that the barricades are difficult terrain, right? So we can move through them?
If so: Tal will drop his bow, draw his longspear as he moves into AB-10, and then attack with it. Masterwork Cold Iron Longspear +5 /1d8+4
Otherwise he'll fire another arrow.

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Tess will use her Evil Eye hex on Wolf 1, attempting to lower its armor class by two.
DC 14 Will have to reduce the minus two to one round, if unsuccessful, minus two to AC lasts for six rounds.

DM Feral |

Yeah, you can move across the barricades.
Sigrun's axe lays the demon-wolf's torso open, spilling black ichor across the barren earth. Despite grievous wound, it maintains it's footing.
Spear: 1d20 + 5 ⇒ (14) + 5 = 19
Damage: 1d8 + 4 ⇒ (1) + 4 = 5
Talwin squeezes between the fire-hardened and sharpened wooden poles to bring his spear to bear. He finishes what the ladies started, striking the second wolf down.
The last wolf is going to be out for one more round so I'll handwave it.
With the party's aid, the outpost is defended with minimal casualties. The barricades are significantly reinforced and a few minutes later, the riders return with good news - help is on the way. Captain Kranell approaches the party with a more halfing-appropriate smile. "We'll be okay for now. Thanks for the help Pathfinders."
Encounter complete!

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"Keep up the good fight, honey...we can't let those no good demons through," Tess says with a kindly smile to the Captain as he passes her by.

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Aww, but the coup de grace is the fun part.
Handaxe Crit: 3d6 + 9 ⇒ (2, 5, 4) + 9 = 20
With the second wolf down, Sigrun is quick to put an end to the third one, removing its head from its neck before it wakes.
Making sure to stay out of the way of the engineers, Sigrun cleans off the demon ichor from her axe with a scrap of old fabric. She grins widely at Captain Kranell when he approaches and gives him a wave with the hand holding the rag. "You're welcome, mate. Don't doubt in us next time, eh?"
"Need any more help around here? Or should we head back on inside?"

DM Feral |

Oh fine. =P
Sigrun's axe removes the demon-wolf's head with brutal efficiency.
***
"We'll be okay. The barricades are stronger and we'll have more men before the next wave arrives. You and your team should get out of here."
The party departs, moving west helping out in small skirmishes along the way. They find themselves on the western side of the city, near the water.
Outside the walls of Nerosyan, crusaders and Pathfinders alike move with haste to support those caught unprepared by the demonic onslaught. Spotting the party, still looking strong and fresh, a single messenger bearing the Glyph of the Open Road on his steed’s barding approaches.
“Friends, we have one ship still in the docks. All the other vessels have all cast off, but this one needs to complete some last-minute repairs. Her captain is allied with the Pathfinder Society and has precious cargo bound for Absalom. Please go see to it that the ship is protected and gets out of port safely.”

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Hmm I am starting to think she is more barbarian than pathfinder. Lexia thinks to herself at the gory show of force her companion performed as she recovered her equipment.
"yes I will help you run from this battle field" She says to the rider. "just promise me that you will try to get some of these civilians away from this hell hole ... they deserve to be away from the horrors of war." She says her normal cold voice wavering as she talks about the civilians.

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"To the docks, then? If things get bad, maybe we can hitch a ride," the elf laughs! trying to keep the young'uns calm in all the chaos around them.

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Adrenaline riding high from the numerous small fights along the way, being alongside the river is a nice change, and Sigrun enjoys the cooler breezes coming off the water - although they're ruined a little by the intermingling scents of sweat, blood, and smoke. She nods curtly to the Pathfinder messenger.
"Just point the way and we'll be there," she says, loudly, cutting out over Imperia's typical foot-in-mouth commentary. "What's the name of the ship we should be keepin' an eye out for?"

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"It sounds like it'll be the only vessel still there from what the messenger said," Tess clarifies for Sigrun.
Strong battle arm, but a bit weak upstairs, it seems...

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Hey, to be fair on Sig, I read it as the Pathfinders have one ship left - doesn't mean Nerosyan doesn't have their own ships remaining! ;)

DM Feral |

That is what the messenger said but Tessara was right. =P
The messenger laughs nervously at Tessara's comment. "It's called the Sea Templar and it's captained by Victor Protonicus. You can't miss it. It should be the only ship at the docks", he explains.
After pausing to make sure the information has soaked in, the messenger gives the party a salutatory nod and departs to deliver his next crucial communication.
The party arrives at the docks to find it almost entirely deserted and in little danger. As the messenger said there's only one ship present, a sleek vessel with Sea Templar painted along the side. A varisian man with skin like burnt leather waves as the group approaches. "Hail!"

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Sigrun laughs at herself and whacks herself over the head. "Well, time to get my ears cleaned out. Musta got a bit of demon-gunk stuck in there. Alright, ladies and gentleman, let's head on down to the docks."
Upon arrival, Sigrun waves up at the Varisian sailor. "Ho there! You Victor Protonicus? Or is he around? We're here to keep watch for danger while the ship gets repaired!"
Sigrun glances around the docks, looking for any signs of potential danger already.
Perception: 1d20 + 6 ⇒ (18) + 6 = 24

DM Feral |

The sailor gives Sigrun a rakish smile full of silver teeth and bows deeply. "The one and only noble maiden! My men are hard at work getting the last of the sails and rigging patched up. It shouldn't be more than a few minutes. Gods willing, you shouldn't need to lift a finger. The demons gave up attacking the docks once most of the ships set off."

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Making sure to stay far from the water Lexia casts a glance at the city still writhing in chaos I wonder if it will ever be the same again she thought to herself letting out a depressed sigh.

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Tess also scans the area, hoping the Captain was right and no enemies would be advancing on their position.
Perception 1d20 + 10 ⇒ (13) + 10 = 23

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not enjoying the silence Lexia tries to speak to the captain while still maintaining a respectable distance from the water "so do tell me what are you transporting?" she asks trying to break the silence.

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"Well, don't waste time talking to us, sugar. Get down there and fix things up so we can get you out of here safely..."

DM Feral |

The captain turns his lecherous gaze from the mighty northern woman to the aasimar. "Relics acquired by the Starrise Spire Pathfinders of course! When the attack began Jorsal ordered that we get them out of here. Our objective is Absalom where they can be studied and safely stored in the Grand Lodge."
At Tessara's urging, the captain smirks and turns to bellow at his crew. "You heard the lady, get that rope mended. We don't have all day gentlemen!"
***
Roughly ten minutes later, the crew is nearly finished and final preparations begin for departure.
Suddenly, from the city gates rushes a panicked crowd of roughly sixty Nerosyan citizen. Some of them are wounded and desperation is clear in their faces. "Please! Don't leave us! Save us!"

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Talwin looks from the group to the captian and back.
"Ho there, captain, have you got room for some more passengers?"
"Citizens, what news from inside the walls? Does the fight go badly?"

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$@$^ I think my code actually apples in this one lol
seeing the onrushing crowd Lexia lets out a sigh such chaos when order is needed now before any other time turning to the captain with a pleading look in her eyes "surely you have room in your ship if not your heart for some of these poor souls"
diplomacy: 1d20 + 8 ⇒ (10) + 8 = 18

DM Feral |

Captain Protonicus ponders long and hard. Finally, his conscience wins out. "We'll do what we can", he shouts to the crowd on the ground below the Templar's deck.
He smiles brightly but gestures for the party to come closer. "This lot was lucky to make it here on foot. There's room aboard but I need you to screen them to make sure it's safe to have them aboard. I can't risk letting demons, cultists, or some poor possessed soul on my ship."

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Tess volunteers. "I can cast Detect. Magic, which might reveal if any of the townsfolk have been effected by magic."

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hearing the sailors words Lexia smiles "I believe that this is what Talwin and I were made for" she says as her eyes begin to glow and eventually producing a bluish flame.
detecting evil focusing on the passengers as they pass by

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Sigrun chooses to ignore the lecherous gaze of the Varisian sailor... for now at least.
The time spent at the docks is rather boring, and Sigrun yawns, feeling the rush and excitement of battle fall off of her. Soon enough, though, her doldrums are broken by the chaotic appearance of a whole horde of Nerosyan citizens.
"Whoa, whoa, calm down there folks," Sigrun calls out to the crowd. "Everything's under control." Luckily, it seems that Imperia used her pretty face to her advantage. Good.
"Luckily, we've got a bloke down here with magical eyes," Sigrun says with a laugh. "He can tell if there's anyone evil amongst their ranks."
"Alright you lot! Line up, we're gonna check you before you get on board. No pushin', ya hear?" Sigrun will stalk up and down the lines of people, eyes narrowed as she keeps a look out for anyone particularly nervous or dangerous-looking.
Sense Motive: 1d20 + 1 ⇒ (17) + 1 = 18
Perception: 1d20 + 6 ⇒ (15) + 6 = 21

DM Feral |

Imperia detects no evil. Tessara you detect several magical auras on the crowd. After two more rounds you narrow them down to six among the crowd. Roll me a few spellcraft checks.
The crowd pushes and shoves, anxious to get on the ship that will be their salvation. "Do we look like f%#@ing demons?! Let us on board!"
Dice for no reason at all...: 6d20 ⇒ (12, 13, 18, 7, 3, 9) = 62
Sigrun give me a few more sense motive checks.

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Sense Motive: 1d20 + 1 ⇒ (3) + 1 = 4
Sense Motive: 1d20 + 1 ⇒ (6) + 1 = 7
Sense Motive: 1d20 + 1 ⇒ (15) + 1 = 16
Sense Motive: 1d20 + 1 ⇒ (19) + 1 = 20
Sense Motive: 1d20 + 1 ⇒ (15) + 1 = 16
Sense Motive: 1d20 + 1 ⇒ (8) + 1 = 9