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"Look at this. There is a war going outside and you miserable pukes can not even put you boots on properly. Darven looks at the commander, "Where is the discipline. Take control of you men and lead them"
Helios, mind chiming in
profession soldier, aid: 1d20 + 5 ⇒ (10) + 5 = 15

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Reg adds “Like my companions says, hurry up! We’re also needed elsewhere, we haven’t got the whole day!”
Diplomacy: 1d20 + 1 ⇒ (7) + 1 = 8

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Looking around and searching for the essentials Helios again trys to take command.
Perc: 1d20 + 10 ⇒ (19) + 10 = 29
Then he quickly directs the others to gather their stuff and leave.
Prof Soldier: 1d20 + 8 + 2 ⇒ (10) + 8 + 2 = 20

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The half elf will cast detect magic to see if he can help find the equipment.

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Didn’t pay attention to the no social skills. Let me redo that
Reg goes to a human missing his boots “You there, don’t move.” Then looks at Lailo, showing the man “Track girl, track.” The dog starts moving around searching for the man’s boots.

Dungeon Master S |

This time, led mostly by Helios's eyes and backed up by the rest of the party, you managed to get the willing soldiers outfitted!
With the chaos of the battle you have little time to check in with Commander Neylan, giving her just a nod.
There's a lot of combat and struggle everywhere, but at the moment no one area stands out as needing help
Anywhere you want!

Dungeon Master S |

Before you can make a decision, arriving at breakneck speed, Venture-Captain Jorsal gives a quick nod as he brings his steed to a sudden halt in front of you. “The demonic threat within the walls is relatively contained,” he announces, “but we’ve received word of additional demonic reinforcements coming from the Worldwound. We need every able-bodied man and woman on the walls to repel this attack; however, word has reached me that several patrols of crusaders outside of Nerosyan are making their way back to the city. We need some of our more experienced agents outside the walls to defend the crusaders as they return."
“No doubt the demons plan to run down these reinforcements before they can get back within the safety of the walls. We need these crusaders to supplement our own number on the walls, and I can think of none better suited to aid them. Make with all haste to the Woundward gates!”

Dungeon Master S |

As you arrive at the gates, an injured commander of the crusade meets you and brings you up to speed. There are no introductions, and the commander is so covered in blood and demon viscera that you can't make out their face. "With the demonic surprise attack, many crusaders who were caught outside the walls are making fighting withdrawals toward the city, but advance units of the demonic army have moved ahead to intercept them. I need you to move out into the field of battle to find any wounded survivors and help them get back into the fight. Needless to say, but more troops you can save from this slaughter, the more support we can send to defend Nerosyan!"
Setting up the map. Hold please.

Dungeon Master S |

The area is an open battlefield, away from the front lines that are forming between the crusaders and demons, but featuring skirmishers from both sides. The main line of battle just beyond the edge of the battle-map. Hundreds of crusaders throw themselves at the demonic hordes, and the demons attack with equal fury. The area you're directed to is filled with sporadic battles.
Even though the map may not be filled with miniatures, there is fighting happening all around, with the demons venting their rage against the crusaders. On your turn you may take a standard action (not the usual move) to locate more crusaders to save. Every crusader you save helps!
To save one you just need to make a good Heal check or cure 10 damage.
Luckily for you, there's a clear path on the field at the moment.
1d6 ⇒ 2
Enemy: 1d20 ⇒ 19
Helios: 1d20 + 5 ⇒ (18) + 5 = 23
Jair: 1d20 + 1 ⇒ (18) + 1 = 19
Daereon: 1d20 + 6 ⇒ (8) + 6 = 14
Darven: 1d20 + 2 ⇒ (18) + 2 = 20
Reg & Laila: 1d20 + 6 ⇒ (13) + 6 = 19
Round 1:
Helios: Go
Darven: Go
Reg & Laila: Go
Jair: Go
Daereon: Go

Dungeon Master S |

Yes. Victory is gained by either succeeding on a heal check, or bringing a crusader up 10 HP.

Dungeon Master S |

Still need a Perception check: Jair: 1d20 + 7 ⇒ (4) + 7 = 11 Jair looks through the chaos of the field, but sees no one beyond the three here at the moment.

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Got some heal bonus, a healer’s kit in the bag, or a wand of cure light wound but a low speed that might not help.
Reg starts with casting longstrider to get faster. He tells Laila to defend him and starts moving 30 ft. toward the crusaders.

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Perception to find a troubled crusader 1d20 + 4 ⇒ (6) + 4 = 10

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Darven scans the battlefield for wounded.
perception: 1d20 + 10 ⇒ (3) + 10 = 13 +2 vs human

Dungeon Master S |

The party moves forward, scanning the field of battle. Unfortunately no other candidates for saving make themselves known. Crusaders are either still fighting, or long past help. Helios gets to one, but his quick first aid isn't quite enough. He'll need help as his skill isn't up to the challenge unless he gets lucky.
1d6 ⇒ 6
Just then a demon takes notice of your efforts. It looks like a demon from a child's story. The lanky fiend’s mouth is filled with sharp fangs, while great bat-like wings stretch from its scaly hide!
Init: 1d20 + 7 ⇒ (6) + 7 = 13 Knowledge (Planes) DC 19 to ID
Round 2:
Helios (23): Go
Darven (20): Go
Reg & Laila (19): Go
Jair (19): Go
Daereon (14): Go
Demon:

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The half elf will invoke the Inheritor to grant her blessings on them as he casts bless.

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Know. planes: 1d20 + 11 ⇒ (12) + 11 = 23
Be careful, its a ... says Jair before telling the name of the creature and its special attacks.
Daeron, heals the wounded! They are in dire need of it.
action pending of what the demon is and what can it do.

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Reg draws his bow while moving toward the crusaders, he takes an arrow and shoot at the demon.
Attack vs Evil Outsider, Deadly Aim, Bless, precise shot: 1d20 + 14 + 2 - 2 + 1 + 1 ⇒ (7) + 14 + 2 - 2 + 1 + 1 = 23
cold iron arrow, vs Evil Outsider, deadly aim,precise shot: 1d6 + 1 + 2 + 4 + 1 ⇒ (5) + 1 + 2 + 4 + 1 = 13
Knowledge (Planes): 1d20 + 2 + 2 ⇒ (1) + 2 + 2 = 5

Dungeon Master S |

Helios abandons helping the crusader in order to address the demonic foe! Slitherbane's force is muted against the demon defenses, but it still leaves a solid mark.
Daereon blesses the field of battle, which should hold for some time.
Jair shouts out that it's a nabasu! While they have all the abilities one would expect of a demon, the scariest is their gaze attack, which can literally drain people of their life essence. Thankfully they must choose to do this as they are limited in how often they can use it.
Reg's arrow, however, makes its full impact. The demon seems to be able to manage though, and it seems like it'll take a fair amount more to kill it.
Round 2:
Helios (23): Hit!
Darven (20): Go
Reg & Laila (19): Hit
Jair (19): Go
Daereon (14): Bless
Demon:
Nabasu: 30

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It is too bad that in core you can't channel against these types of foes as a good cleric.

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@Daeron you can! Alignement Channel is a CORE feat :)
Jair casts Death Ward on herself and use one of her power to protect herself better against physical attacks. move action: copycat : act as one mirror image
Then she moves closer to the fight 5ft. step

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Oh, I will have to take that then

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Darven moves in closer to one of the fallen crusaders. Double move

Dungeon Master S |

Darven closes with a crusader, dodging skirmishes, javelins, and bodies.
Jair prepares for the worst with some magical defenses as the demon engages Helios. First however it scans the field with an abyssal gaze horrifying to mortals! Helios, Jair, and Reg (not Laila) make a DC 18 FORT save or gain a negative level.
The demon then tears with claws and teeth v. Helios:
Left Claw: 1d20 + 15 ⇒ (10) + 15 = 25 for DMG: 1d6 + 6 ⇒ (2) + 6 = 8
Right Claw: 1d20 + 15 ⇒ (15) + 15 = 30 for DMG: 1d6 + 6 ⇒ (2) + 6 = 8
Bite: 1d20 + 15 ⇒ (2) + 15 = 17 MISS
1d6 ⇒ 4 Another demon takes notice. This emaciated figure looks like a horned human skeleton smothered within a bone-tight hide of slimy leather. Knowledge (Planes) DC 17 to ID and start questions.
Round 3:
Helios: Go
Darven: Go
Reg & Laila: Go
Jair: Go
Daereon: Go
Demon: TBD
Nabasu: 30

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Fort DC18: 1d20 + 8 ⇒ (17) + 8 = 25
Know. planes: 1d20 + 11 ⇒ (17) + 11 = 28 DR, Special Attacks, Spelllike abilities
Jair uses another daily ability to daze ennemies and moves closer to the demon drawing her weapon to give flank to her comrade and strike.
Touch Attack: 1d20 + 5 + 1 + 2 ⇒ (4) + 5 + 1 + 2 = 12 dazing touch

Dungeon Master S |

Jair knows it's a babau, but a particularly nasty looking one. Like the other demon, it's resistant to weapons that aren't imbued with inherent good, or forged from cold iron. It's abilities in offence largely end with its vicious claws, but it can dispel magic, see even invisible foes, and teleport at will.
She steps forward, hand charged with a dazing touch, but the demon is too quick and pulls away.
Round 3:
Helios: Go
Darven: Go
Reg & Laila: Go
Jair: Miss
Daereon: Go
Demon: TBD
Nabasu: 30

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GM, if I move up to a fallen crusader am I supposed to heal or stabilize them

Dungeon Master S |

You need to pass a Heal check to deliver first aid, or magically cure 10 HP to have an effect.

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Okay

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Fortitude save: 1d20 + 7 ⇒ (6) + 7 = 13
I guess you need two hands to deliver first aid, so Reg will drop his bow.
Reg grabs his healer’s kit from his handy haversack and starts working on the crusader next to him.
Heal, with a negative level: 1d20 + 7 + 2 - 1 ⇒ (12) + 7 + 2 - 1 = 20
He now tries to avoid looking at the nabasu.

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OK

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The half elf will make a double move up behind the monk.

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Darven draws his sword as he moves forward the newer demon. He readies a strike for when it comes near.
readied strike: 1d20 + 11 ⇒ (11) + 11 = 221d8 + 9 ⇒ (2) + 9 = 11

Dungeon Master S |

Darven stands ready!
Reg drops his bow and administers the aid. Despite the life draining force of the demon, he manages to get him patched up! 1d4 ⇒ 3 The crusader looks up in appreciation and hands Reg an Oil of Align Weapon before grabbing a blade and heading back into the fray!
Daereon moves up to close the gap.
Round 3:
Helios: Go
Darven: Ready
Reg & Laila: Heal
Jair: Miss
Daereon: Double Move
Demon: TBD
Crusaders helped: 1
Nabasu: 30

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Is this the same Helios from Major Dad?

Shifty |

OVERSEER ANNOUNCEMENT
The Society’s finest have dealt a great blow to the demonic generals.
As the Pathfinders defeat the beast, it explodes in a mighty blast of unholy fire 200' across. Multiple Seekers have perished, but the significance of the loss is keenly felt by the Horde as one of their generals falls.

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Don't forget the bless

Dungeon Master S |

Helios opts to keep the pressure on the demons! He connects once with the flail, but the demon has a lot more fight left!
The nabasu rights back with rage on Helios:
Left Claw: 1d20 + 15 ⇒ (10) + 15 = 25 for DMG: 1d6 + 6 ⇒ (4) + 6 = 10
Right Claw: 1d20 + 15 ⇒ (10) + 15 = 25 for DMG: 1d6 + 6 ⇒ (6) + 6 = 12
Bite: 1d20 + 15 ⇒ (2) + 15 = 17 MISS
The other closes with Darven:
Left Claw: 1d20 + 14 ⇒ (12) + 14 = 26 for DMG: 1d6 + 7 ⇒ (3) + 7 = 10
All about crusaders cry out. You still see two whom you can help, but there must be more. 1d6 + 1 ⇒ (6) + 1 = 7. A terrible shriek rocks the field. A new demon, larger and more powerful than the others appears. Knowledge (Planes) DC 19 to start ID and questions.
Round 4:
Helios: Go
Darven: Go
Reg & Laila: Go
Jair: Go
Daereon: Go
Demon: TBD
Crusaders helped: 1
Nabasu: 38

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Know. Planes: 1d20 + 11 ⇒ (20) + 11 = 31
Special attacks, spell-like abilities, worst save
Jair continues to attack the demon, hopping to help Helios, quickly finishing it.
Touch attack: 1d20 + 5 + 2 + 1 ⇒ (14) + 5 + 2 + 1 = 22
SR: 1d20 + 8 ⇒ (5) + 8 = 13
But when she touches it, her magic dissipate!

Dungeon Master S |

Jair's attack is thwarted! She knows that this demon is by far the strongest foe on the field. It's a vrock, but even more savage and powerful than most. If it dances unhindered for half a minute it can unleash a field of energy that will harm or kill most people. It can also launch spores which burrow into muscle and cause horrible pain. Finally it can unleash a screech which stuns most mortals, but thankfully only once per hour. It can't cast spells and it's not known for its willpower.
Round 4:
Helios: Go
Darven: Go
Reg & Laila: Go
Jair: SR Fail
Daereon: Go
Demon: TBD
Crusaders helped: 1
Nabasu: 38

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Feeling some scratches Helios continues to press the attack.
Attack: 1d20 + 15 ⇒ (7) + 15 = 221d10 + 17 ⇒ (6) + 17 = 23
Attack: 1d20 + 10 ⇒ (20) + 10 = 301d10 + 17 ⇒ (6) + 17 = 23
Attack: 1d20 + 10 ⇒ (6) + 10 = 161d10 + 17 ⇒ (7) + 17 = 24

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The half elf moves up and intercedes with the Inheritor to heal the crusader
trading divine favor for clw
1d8 + 4 ⇒ (7) + 4 = 11

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Not too bad