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Who fed him beans for lunch!?
Fort: 1d20 + 5 ⇒ (5) + 5 = 10
Sigh. Oh dice roller...
War Mind 1/10: either +10 to land speed or +1 to saves, depending on whether or not I need the speed to get out of the cloud
Mrachni moves to get out of the cloud, clutching his stomach in an attempt to control the nausea. I'll wait to actually move until the cloud is up there.

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I'll take the +1 to saves, then, and move out of the cloud.
Lingering Nausea: 1d4 + 1 ⇒ (1) + 1 = 2
Hurray! Only two more rounds of uselessness!

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Barham & Scrumpy
Barham prepares to fire his crossbow if the thing appears, while Scrumpy hurries back toward the fight.

GM Tektite |

Belroar switches weapons and asks for guidance!
Mrachni moves out of the cloud and retches onto the ground.
Nicolae moves out of the fog cloud and gets his bow.
Barham watches the cloud and Scrumpy loses his fear!
Attack vs Mrachni: 1d20 + 4 ⇒ (5) + 4 = 9
Damage: 1d8 + 3 ⇒ (1) + 3 = 4
Attack vs Barham: 1d20 + 4 ⇒ (17) + 4 = 21
Damage: 1d8 + 3 ⇒ (8) + 3 = 11
Attack vs Scrumpy: 1d20 + 4 ⇒ (10) + 4 = 14
Damage: 1d4 + 1 ⇒ (1) + 1 = 2
Miss Chance: 1d100 ⇒ 86
The demon moves toward Scrumpy and tries to bite him from within the cloud, but misses.
Suddenly the crusaders look at each other and one yells. "NOW!" They rush forward and attack Mrachni and Barham. One misses the half-orc, while the other lays a mighty hit on the summoner!
Party up!
Edit: The stinking cloud dissipates!

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Belroar steps up to the demon and swings his cold iron greatsword at the demon.
Attack, Guidance: 1d20 + 4 + 1 ⇒ (14) + 4 + 1 = 19
Damage, if hits: 2d6 + 6 ⇒ (3, 3) + 6 = 12
He roars when he sees the betrayal of the men.

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HP: 15/19. War Mind 2/10: +1 to AC
Mrachni continues retching, stumbling away from the "crusader".
I have a move action! :P

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Mothe%$#&s!
Got something for u too!
Nicolae moves foward to the humans and shoots an arrow at the one near Mrachni, it pierces the man's armor near the neck.
Atk: 1d20 + 3 ⇒ (20) + 3 = 23
Atk: 1d8 ⇒ 7
Atk: 1d20 + 3 ⇒ (13) + 3 = 16
Atk: 2d8 ⇒ (4, 8) = 12

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Barham & Scrumpy
Barham HP: 8/19
Barham steps back and summons a protective layer of magic in front of him, while Scrumpy dodges to the side and tries to take a chunk out of the demon. Barham casts shield. 2/3 level 1 spells used today.
Scrumpy Bite (flank): 1d20 + 4 + 2 ⇒ (9) + 4 + 2 = 15
Damage: 1d6 + 2 ⇒ (4) + 2 = 6
Scrumpy Claw (flank): 1d20 + 4 + 2 ⇒ (15) + 4 + 2 = 21
Damage: 1d4 + 2 ⇒ (2) + 2 = 4
Scrumpy Claw (flank): 1d20 + 4 + 2 ⇒ (11) + 4 + 2 = 17
Damage: 1d4 + 2 ⇒ (2) + 2 = 4

GM Tektite |

Belroar swings hard and cuts deeply into the demon, but the demon stands!
Mrachni stumbles away.
Nicolae fires an arrow, hitting one of the men. The man is able to twist, keeping the arrow from sinking deeper. Does't Confirm.
Barham steps back and casts a spell, while Scrumpy attacks the demon, striking it twice and putting it down!
Attack vs Mrachni: 1d20 + 4 ⇒ (7) + 4 = 11
Damage: 1d8 + 3 ⇒ (3) + 3 = 6
Attack vs Scrumpy: 1d20 + 4 ⇒ (9) + 4 = 13
Damage: 1d8 + 3 ⇒ (7) + 3 = 10
The men move forward to press the attack, but both miss their marks!
Party up!

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Mrachni continues to stumble backward while emptying his stomach.
Last round of nausea; on tablet so can't update map.

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Nicolae drops the bow and moves around to flank the attacker.
Mwk cold iron sword: 1d20 + 5 + 2 ⇒ (19) + 5 + 2 = 26
dmg: 1d6 + 4 ⇒ (5) + 4 = 9
Sneak Atk: 1d6 ⇒ 6
Crit confirm: 1d20 + 3 + 2 ⇒ (13) + 3 + 2 = 18
Dmg: 1d6 + 4 ⇒ (6) + 4 = 10

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Scrumpy circles around the traitor, while Barham steps back to load and fire off another bolt.
Bite: 1d20 + 3 ⇒ (19) + 3 = 22
Damage: 1d6 + 4 ⇒ (1) + 4 = 5
Claw 1: 1d20 + 3 ⇒ (10) + 3 = 13
Damage: 1d4 + 4 ⇒ (1) + 4 = 5
Claw 1: 1d20 + 3 ⇒ (11) + 3 = 14
Damage: 1d4 + 4 ⇒ (3) + 4 = 7
Crossbow: 1d20 + 5 ⇒ (7) + 5 = 12
Damage: 1d6 ⇒ 4

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Going out with the girlfriend, posting my next atk just in case. If something comes up plz npc Nicolae.
Nicolae moves to flank the last attacker.
Mwk cold iron sword: 1d20 + 7 + 2 ⇒ (10) + 7 + 2 = 19
dmg: 1d6 + 4 ⇒ (6) + 4 = 10
Sneak atk: 1d6 ⇒ 2
If the combat ends he will retrive his weapons from the floor.

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Taking the opportunity posed by Nicolae's distraction, Scrumpy rips at the man again, before moving to block access to his master.
Full attack then 5-foot step.
Bite: 1d20 + 5 ⇒ (7) + 5 = 12
Damage: 1d6 + 4 ⇒ (6) + 4 = 10
Claw 1: 1d20 + 5 ⇒ (4) + 5 = 9
Damage: 1d6 + 4 ⇒ (2) + 4 = 6
Claw 2: 1d20 + 5 ⇒ (19) + 5 = 24
Damage: 1d6 + 4 ⇒ (3) + 4 = 7

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Barham taps one of his half-orc allies, and whispers a prayer to Chaldira Zuzaristan.
Ready action to cast Guidance on whoever moves next. Will be checking in regularly for another hour, then occupied for around two hours after that.

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Mrachni finally restores a modicum of quietude to his stomach, and with a grunt he moves to engage the last false crusader.
Attack (flank): 1d20 + 5 + 2 ⇒ (15) + 5 + 2 = 22
Damage: 1d8 + 2 ⇒ (8) + 2 = 10
I should be around and checking every 10-15 minutes for the next few hours.

GM Tektite |

Mrachni closes in and strikes the last man down!
Out of Combat.
The same deep haunting horns that marked the beginning of the invasion sound again, this time telling a different tale - the message this time even more dire. In addition to news about the battle’s progress across Nerosyan’s districts, it seems the invasion has reached its peak.
The demonic threat has been pushed back in the Woundward and Egelsee districts but from the air and ground, demons surge into the city in numbers never seen. It will take a concentrated effort by crusaders and their Pathfinder allies if they hope to gain even an inch!
The Woundward and Egelsee districts have been reduced to green threat level. The Confluence and Outer districts are in danger and have become a yellow threat level again. Within the Battle district the enemy is building strength. Across all districts enemy reinforcements have arrived making progress more difficult.
This marks the beginning of the fifth and final phase of Act Two.
Just tell me which District your going to, it won't change the encounters we have left.
Leaving the men to lay in the street, the party turns and runs to the District that needs the most aid. Turning a corner, you come face-to-face with a fleeing citizen. He pauses for a moment upon spotting Pathfinders helping to defend the city. His face is a mix of fear and hope as he says, “By the gods, thank you for showing up! There’s a woman down the street defending an orphanage, bless her heart, but I don’t think she knows that all the children have already been evacuated... I’d tell her that her help would be more useful elsewhere, but her minions are terrifying. Maybe you can explain! I’ll go get some of the crusaders to help out.”

GM Tektite |

The man shakes his head. "I don't know. Demons or some such things." Turning he runs off. As the party moves deeper into the district, you come upon a young Chelish woman directing some hideous creature wielding glaives with twitching beards. The creature dispatch a group of demons as the party come closer....

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The burly orc's dark brows furrow in concern as he tries to gauge the situation. What's going on here? Demons fighting demons?
He raises one hand in cautious greeting as the group approaches.
Sense Motive: 1d20 + 7 ⇒ (9) + 7 = 16

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Horc don't know nothin' 'bout no flyin' machines... unless the DC is 10 or lower? :P

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Barham Knowledge (planes): 1d20 + 5 ⇒ (6) + 5 = 11
Scrumpy Knowledge (planes): 1d20 + 3 ⇒ (7) + 3 = 10
Maybe enough to know that devils and demons are different things, but not to ID a beardo.
"Your? Demons?" Barham pales. He looks to Scrumpy, who returns only a mental shrug.
"Miss, the orphans are, the children have been brought away," he offers. "Your... talents might be safely taken to other parts of the city."
Aid whoever, Diplomacy: 1d20 + 4 ⇒ (9) + 4 = 13

GM Tektite |

You guys realize these are indeed devils and not demons.
As Barham begins to speak to the woman, a squad of crusaders rounds the corner. At the sight of the devils, blades quickly some out of sheathes and the crusaders move to engage the devils. As the crusaders circle, the leader speaks up. "Dismiss your demons, witch!"

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"Hold!" cries Mrachni, his own hand going to his sword-hilt. "There is fighting enough without fighting among ourselves!"
Intimidate: 1d20 + 10 ⇒ (16) + 10 = 26

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"Calm yourselves!" orders the orc. "Let us act like... civilized people!"
Diplomacy Aid: 1d20 + 4 ⇒ (12) + 4 = 16
Belroar, it's all you! You've got a +6 from mine and Barham's aid.
I think Belroar said he'd be home by now, so hopefully we'll hear from him shortly. :)

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Belroar steps between the two factions and with his greatsword held down, he says, "This not the time for petty infighting. Those who help us, whether by duty, passion or witchcraft, does not matter. This city will be lost without all the aid it can muster from all it's parts. Stand down, please. Let us assess the situation, please. This woman was defending the orphanage, as far as we cal tell."
Diplomacy: 1d20 + 7 + 8 ⇒ (10) + 7 + 8 = 25
What a day, what should have been 3 hour trip down, unload a fridge and eat some lunch, turned into a mess. Nothing went bad, just much longer than I thought. Just got home a few minutes ago. I'll be around for an hour or so, then off to bed. Around all day tomorrow as it's bank holiday!

GM Tektite |

With some tactful words from Belroar, aided by his companions, the half-orc easily diffuses a tense situation. The Chelish woman dismisses her devils and the crusaders thank you, heading off into the city.
Ding!
The party moves along further into the city, as you move along the city street, your hailed by one of Jorsal's messengers. "Thank the gods I have found you! Venture-Captain Jorsal tasked me with finding some experienced agents, and it appears I am blessed with you. Jorsal is trying to mobilize as many Pathfinders as he can, and needs the assistance of Venture-Captain Thurl. I’ll direct you to his lodge, but please find him. Or at the very least, find out where he might be!” With that, the messenger spurs his horse and head off to deliver more messages.
Following the directions, the party soon comes to Thurl's Pathfinder Lodge. It's a modest structure and a single front door allows for access to the structure, and no other doors or windows exist.

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Mrachni takes in the property as the group approaches, especially wary given their earlier experience with the looters in the bank. Stepping up to the door, he knocks loudly with a green fist. That is, assuming he doesn't see or hear anything alarming first.
Perception: 1d20 + 3 ⇒ (14) + 3 = 17
I'm heading to sleep, so will be back and posting in 8-9 hours.

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If nothing answers Mrachni's knock, Barham grows uneasy. Having seen enough threats emerge from unexpected places in the course of this invasion, he wishes to avoid being caught unawares once more.
Guidance, sweep with Detect Magic. Rolling in case he finds an aura. Heading to sleep soon as well.
Know (arcana): 1d20 + 5 ⇒ (19) + 5 = 24

GM Tektite |

No one answers the door and Nicolae finds it unlocked. Barham detects nothing of an arcane sort, so the door is opened. Looking in, the party sees a waiting room. A clock rests against the western wall of this reception area. A desk covers the northeastern section of the room, behind which sits an empty chair. Doors exit to the east and north.