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Aylanna tries to overcome the devil's healing block.
Caster Level: 1d20 + 4 ⇒ (17) + 4 = 21
Guessing that's enough, Ella heals for 5 (and stops bleeding probably?), and Aylanna takes 5 damage.
She then casts Burst of radiance, targeting the three devils, and slight chance the cultist too. (red circle)
DC16 reflex saves, blinded for 1d4: 1d4 ⇒ 2 rounds on fail, dazzled on success. Evil creatures take Untyped Damage: 4d4 ⇒ (4, 2, 3, 4) = 13 regardless of save.
Burst of Radiance Description

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Lo moves up more towards Ella but sends a blast back towards the Purple Lemure..
kinetic blast vs. Touch: 1d20 + 7 ⇒ (18) + 7 = 25
E damage: 1d6 ⇒ 6

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Snorri moves to give himself a better look at the blue cultist.

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Wasn't Triix in the gas cloud as well? If so, she failed her save and is nauseated. And I can't access my token, the circle is in the way.
Assuming Triix was in the cloud and nauseated, she will stagger out of it, while coughing.

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Oooh, I think I get it now. Triix and Snorri have similar tokens if you are not zoomed in. I think we confused who was in the cloud. (Snorri wasn't, but he still rolled and failed the save.)

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I may have gotten confused by the tokens as well.
Reflex: 1d20 + 7 ⇒ (16) + 7 = 23
Lo Pei takes a chunk out of one of the lemure as Aylanna finishes them with a burst of radiant light. The twisted flesh of the lemures fade away into ash as the light dissipates, and a grunt followed by a loud thud is heard within the mist.
---
The barbauzu goes for the source of the burning light with a vengeance.
Glaive: 1d20 + 11 ⇒ (15) + 11 = 26
Slashing Damage: 1d10 + 6 ⇒ (10) + 6 = 16 Her wounds begin to bleed just as Ellas once did.
Glaive: 1d20 + 6 ⇒ (14) + 6 = 20
The blue cultist starts to withdraw and casts a spell.
---
Everyone is up to finish round three into round four.
---
Combat Round 3&4: Bold may act!
Lo Pei
Aylanna (-16)
Cultist Blue
Orange Barbazu Demon (-13)
Gorrig (Naseuated)
Ella (-13)(Bleeding)
Snorri (Naseuated)
Triix
Current Effects:

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So is Snorri still nauseated? I moved but didn't attack because I thought I could not.

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Triix uses her last spell slot to fire empowered shooting stars at the blue cultist hoping to disrupt that spell.
ss: 2d4 + 2 ⇒ (3, 1) + 2 = 6 + 50% on variable rolls equals 8 damage

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Ella darts forward to intercept the remaining practitioner, but her foot slips on a stair and her thrust goes well off-line.
Rapier: 1d20 + 8 - 1 ⇒ (4) + 8 - 1 = 11
Magic Piercing: 1d6 + 5 + 2 ⇒ (4) + 5 + 2 = 11

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First Aylanna takes on 5 more damage from Ella, and takes the 2 bleed damage.
Then she is getting to be in a rough spot so she heals herself despite the bleeding curse.
caster level: 1d20 + 4 ⇒ (15) + 4 = 19
Lay On Hands (self): 2d6 + 4 ⇒ (1, 2) + 4 = 7
She does manage to overcome the devil's curse (I think), but her healing wasn't enough to keep up with the devil's attacks, so she takes a step back out of the devil's reach and casts Cure Moderate Wounds on herself.
Cure Moderate Wounds: 2d8 + 4 + 4 ⇒ (3, 4) + 4 + 4 = 15
Net HP:
Ella +5
Aylanna +15
She calls out "Guys, I'm not sure how long I can last against this thing!" as she hides behind her shield.

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Hearing Aylanna in trouble Lo grunts and turns to the big beast. He takes a few steps forward towards it and with a battle cry unleashes a kinetic blast on it.
kinetic blast vs. Touch: 1d20 + 7 ⇒ (10) + 7 = 17
Electrical damage: 1d6 ⇒ 2

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You can do your attack Snorri, I re-read that and saw you weren't the one in the cloud.
The battle rages on...
---
Combat Round 3&4: Bold may act!
Lo Pei
Aylanna (-6)
Cultist Blue (-8)
Orange Barbazu Demon (-15)
Gorrig (Naseuated)
Ella (-3)
Snorri
Triix
Current Effects:

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Thank you!
Snorri will take a shot at the remaining cultist.
Thwip 'n' quip: 1d20 + 7 ⇒ (8) + 7 = 15
Damage: 1d8 + 3 ⇒ (7) + 3 = 10

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Snorri lashes out at the cultist as they groan from the pain.
Concentration: 1d20 + 5 + 4 ⇒ (2) + 5 + 4 = 11
Concentration: 1d20 + 5 + 4 ⇒ (10) + 5 + 4 = 19
Gorrig continues to circumvent the cloud as his stomach begins to settle a bit more. 2 more rounds of the condition.
Glaive: 1d20 + 11 ⇒ (2) + 11 = 13
The barbazu moves up to reach Aylanna but misses, instead cleaving a chunk out of the pew.
---
Combat Round 4 (Others) & 5 (Lo Pei and Aylanna): Bold may act!
Lo Pei
Aylanna (-6)
Cultist Blue (-18)
Orange Barbazu Demon (-15)
Gorrig (Naseuated)
Ella (-3)
Snorri
Triix
Current Effects:

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Ella continues her pursuit of the remaining cultist.
"Come now, you can't expect a cowardly murder to go unopposed can you? Chant your spells or bare your blade, the question's the same: Will you fight?"
Rapier: 1d20 + 8 - 1 ⇒ (4) + 8 - 1 = 11
Magic Piercing: 1d6 + 5 + 2 ⇒ (2) + 5 + 2 = 9

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Lo grunts and murmers a quiet, "I keep telling everyone I am NOT tank!" as he rushes up behind the fiend..
Not sure what weapon Aylanna has out. IF she doesn not have a reach weapon but is planning on stepping into range Lo will wait for the flank. If not, he'll just attack.
Katana +1: 1d20 + 6 ⇒ (4) + 6 = 10
no bonus added for a possible flank
S damage: 1d6 + 3 ⇒ (1) + 3 = 4
sneak?: 2d6 ⇒ (6, 4) = 10
IF the sneak happens he will choose strength damage for his pressure points ability.

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Snorri takes a moment to look at the remaining cultist, study their movements, and let another shot fly.
I aim to finish this: 1d20 + 8 ⇒ (13) + 8 = 21
Piercing: 2d8 + 3 ⇒ (3, 5) + 3 = 11

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Triix has no idea if this is going to work against the Barbazu but she is going to do it anyway.
A gesture later and the creature is rained on by tiny meteorites.
fire: 1d4 + 2 ⇒ (3) + 2 = 5 DC 15 ref negates

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As Lo Pei steps forward to strike the devil, Aylanna tries to empower his weapon against the fiend, hopefully...
cast defensively DC 17: 1d20 + 8 ⇒ (13) + 8 = 21
Aylanna casts Weapons Against Evil on her shortspear and Lo Pei's katana, and on two more of Lo Pei's weapons if she can see them like shurikens or whatnot. Those weapons will ignore DR of any evil creature if it is DR 5 or less for 4 rounds.
Then she steps up to make a flank for the ninja.

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Gorrig can do little but continue to make his slow way away from the disgusting cloud and hope his stomach can settle soon.

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The final cultist drops from Snorri's assault as the barbazu remains fighting.
Reflex: 1d20 + 7 ⇒ (20) + 7 = 27
The tiny meteorites clatter off of the demon as it lets out a small laugh before turning to the kinetic ninja but as Aylanna closes for the flank it turns back with a grin. It roars as it gets crowded, the glaive loses effectiveness, dropping it to the ground and using its claws.
Claw: 1d20 + 10 ⇒ (13) + 10 = 23
Claw: 1d20 + 10 ⇒ (18) + 10 = 28
Damage: 1d6 + 4 ⇒ (6) + 4 = 10
Its first attack misses but the second digs in.
---
Combat Round 5 (Others) & 6 (Lo Pei and Aylanna): Bold may act!
Lo Pei
Aylanna (-16)
Orange Barbazu Demon (-15)
Gorrig
Ella (-3)
Snorri
Triix
Current Effects:

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The group could stay to fight but Triix knows from her spellcraft that these summoned monsters only stay around for a short time before returning to whence they came, minimizing the chaos they could cause. The doors to the cathedral are open.

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Lo takes the opportunity to lay into the Demon's back...
Katana +1: 1d20 + 6 + 2 ⇒ (20) + 6 + 2 = 28
S damage: 1d6 + 3 ⇒ (1) + 3 = 4
2d6 ⇒ (3, 1) = 4
crit: 1d20 + 6 + 2 ⇒ (17) + 6 + 2 = 25
crit damage?: 3d6 + 2 ⇒ (2, 3, 4) + 2 = 11
If Trixx tells the group that little fact, he'll moce towards the door. If not, he'll stay to help Aylanna.

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It should go home any minute now Triix exclaims as she sprints towards the cathedral doors. Summoned creatures don't stay long.
As soon as she gets outside she looks around for more cultists while taking a breather.

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Ella moves closer, preparing to intervene if the fiend drops any of her companions, but ready to run.
Move, full defense

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Alright, if the group decides to withdraw most of the group should be able to get out this round. The barbazu would likely catch and swing at least one of you but then you should be able to get out. I can roll that attack and we can move on? If the majority is okay with it we will do that so we can fit in more of the events.

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Snorri switches back to his greatsword as he rushes to the demon. "Here's something to remember us by!"
Cut this fight short.: 1d20 + 8 ⇒ (14) + 8 = 22
Magical silver slash damage: 2d6 + 5 ⇒ (6, 5) + 5 = 16

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Scratch That.
Combat Over.
Lo Pei attacks the bearded devil with ferocity, his newly blessed weapons cutting through their fiendish hide. Then Snorri charges in and cleaves the weakened creature down.
Posting Next Section in a Minute.

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Lo Pei: 1d20 + 9 ⇒ (11) + 9 = 20
Ella: 1d20 + 9 ⇒ (7) + 9 = 16
Gorrig: 1d20 + 3 ⇒ (8) + 3 = 11
Aylanna: 1d20 ⇒ 19
Snorri: 1d20 + 6 ⇒ (15) + 6 = 21
Triix: 1d20 + 6 ⇒ (17) + 6 = 23
Lo Pei: 1d20 + 6 ⇒ (3) + 6 = 9
Ella: 1d20 + 4 ⇒ (4) + 4 = 8
Gorrig: 1d20 + 2 ⇒ (10) + 2 = 12
Aylanna: 1d20 + 3 ⇒ (5) + 3 = 8
Snorri: 1d20 + 2 ⇒ (1) + 2 = 3
Triix: 1d20 + 2 ⇒ (11) + 2 = 13
Assassin: 1d20 + 4 ⇒ (5) + 4 = 9
The group rushes out after the combat hoping to spot the cultist fleeing with the key, they spot him but he is almost out of sight. The Pathfinders have to give chase, AND QUICKLY!
Chase Rules:
-It takes a move action to move through a single square.
--When a character exits from a square, he must choose one of that square’s two obstacles to face as a standard action before moving to the next square.
--Instead of exiting a square, a character can choose to take another action not directly related to navigating the chase’s course, such as casting a spell or drinking a potion.
--A character may attempt to move three squares during his turn by taking a full-round action. That character must overcome both obstacles on the square he is leaving. In this case, if a character fails either obstacle check by 5 or less, he only moves one square forward and his turn ends. If a character fails either obstacle check by more than 5, he cannot move at all that turn. A character unfortunate enough to fail two obstacle checks in a turn becomes mired in his current square. A mired character must
spend another full-round action becoming unmired, effectively losing his next turn.
--A character can also choose to make a ranged attack or cast a spell during his turn in a chase. If the action is a full-round action, he can’t move at all. Use the number of squares and their established distances (in this case, 30 feet) to determine ranges as necessary. The terrain where the chase takes place might provide the target partial
or even full cover or concealment. A character can only choose to make melee attacks against targets that are in the same square.

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Surprise.
Acrobatics: 1d20 + 11 ⇒ (10) + 11 = 21
The assassin leaps over a large pothole in the road as the Pathfinder start their chase.
Chase Round 1: Everyone may GO!
Skill checks on are on the slides and your current position is marked.
Triix
Gorrig
Lo Pei
Cultist
Aylanna
Ella
Snorri

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"Catch that man!" Gorrig thunders, pushing through the crowd.
Overrun: 1d20 + 7 ⇒ (2) + 7 = 9
Yikes. Probably failed that by 5+, so no moving this round.

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Ella knifes through the street, her slim build easily sliding into any gap that the flow of the crowd allows.
Follow the Crowd: 1d20 + 10 ⇒ (9) + 10 = 19

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Just to help us move along (and because I may fall asleep soon haha), feel free to take two rounds. If you have already taken your first round, take the second. DCs for square one are posted so you can know if you moved past it.
Chase Round 1 & 2: Everyone may GO!
Skill checks on are on the slides and your current position is marked.
Location 1 DCs: Sense Motive DC 15 or Overrun CMD 20.
Triix (1st Round: No Movement, 2nd Round: _____)
Gorrig (1st Round: No Movement, 2nd Round: _____)
Lo Pei (1st Round: _____, 2nd Round: _____)[
Cultist
Aylanna (1st Round: _____, 2nd Round: _____)
Ella (1st Round: Advanced, 2nd Round: )
Snorri (1st Round: _____, 2nd Round: _____)

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Ella crinkles her nose as she tries to spy a way through the cluttered alleyway, then, hauling herself onto the awnings she bounds up and over the debris instead!
Acrobatics: 1d20 + 7 ⇒ (10) + 7 = 17

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First Round: Sense Motive: 1d20 + 7 ⇒ (18) + 7 = 25
Aylanna is a small halfling, and used to reading crowds to avoid being trampled if nothing else. She mingles and mixes her way through.
Second Round: Acrobatics: 1d20 + 5 ⇒ (11) + 5 = 16
In a cramped alleyway she nimbly vaults over some boxes as she follows Ella's lead.

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Remember to use the skill checks in each square from the slides for your rolls. If you have creative ideas you think can replace the skills, let me know albeit it will likely be a harder DC.
For every 10 feet over 30 feet speed, you get a +2 to all chase checks.
---
Chase Round 1 & 2: Bold may GO!
Skill checks on are on the slides and your current position is marked.
Location 1 DCs: Sense Motive DC 15 or Overrun CMD 20.
Triix (1st Round: No Movement, 2nd Round: _____)
Gorrig (1st Round: No Movement, 2nd Round: _____)
Lo Pei (1st Round: No Movement, 2nd Round: No Movement) I used your highest modifier added to the rolls for the options, still was a 1 short on the second roll.
Cultist (1st Round: No Movement, 2nd Round: )
Aylanna (1st Round: Advanced, 2nd Round: Advanced)
Ella (1st Round: Advanced, 2nd Round: Advanced)
Snorri (1st Round: _____, 2nd Round: _____)

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Round 1 Snorri grunts in frustration. "Move it!" he shouts as he pushes through the crowd. As he does so, he throws a few gold coins toward the side of the street, hoping it will distract the crowd so they will part and the party can make it through.
Overrun: 1d20 + 7 ⇒ (20) + 7 = 27
The coins can either be flavor, or I can roll something to assist other team members. Your call.

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I am guessing the natural 20 means I succeed.
Round 2 Seeing a few members of the crowd bend over for the coins, Snorri leaps onto the back of one, then another, and before either being high enough to run on the shoulders of pedestrians or falling into one of them.
Acrobatics: 1d20 + 7 ⇒ (2) + 7 = 9

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Round 2:
Overrun: 1d20 + 7 ⇒ (16) + 7 = 23
Gorrig keeps trying to push through the crowd, and manages the second time around to find a lane.
Did you say we can make two checks each round?
Acrobatics: 1d20 + 2 - 3 ⇒ (13) + 2 - 3 = 12

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I just realized I misread the instructions. It takes a move action to move, so if we get two move actions a turn, I could do both of those actions during round 1.
Round 2 (for real this time) As a passer-by offers Snorri a hand to get to his feet, he tries to use the momentum to leap forward and past some of the crowd, gaining on the thief.
Acrobatics: 1d20 + 7 ⇒ (12) + 7 = 19

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Round 2
Triix tries to get behind Gorrig as he plows his way through the crowd.
Or is she distracted by those shiny gold pieces and a few of them suddenly change course and zip towards her waiting hands.
At will Mage Hand for the win
sense motive: 1d20 + 2 ⇒ (17) + 2 = 19
What's the skill or stat for overrun?

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Assuming that works, Snorri lands on a fruit cart and pushes it, shouting a warning to the crowd ahead as he plows ahead.
Strength check: 1d20 + 3 ⇒ (1) + 3 = 4

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It is a move to cross the square and a standard (the skill check) to exit it, into the next. It is a weird wording but could matter for spells or things.
Reflex: 1d20 + 8 ⇒ (10) + 8 = 18 The cultist fails to clambor over the rooftop, slipping.
With the coins tossed, I can give that as a bonus for someone. Pushing Lo Pei to a win on one round.
The group all maneuvers through the crowds but Snorri and Triix are still navigating the cluttered alleyway.
Reflex: 1d20 + 8 ⇒ (12) + 8 = 20
---
Chase Round 3 & 4: Bold may GO!
Skill checks on are on the slides and your current position is marked.
Location 2 DCs: Acrobatics DC 10 or Escape Artist DC 20.
Location 3 DCs: Strength DC 20 or Intimidate DC 15.
Triix (3rd Round: _____, 4th Round: _____)
Gorrig (3rd Round: _____, 4th Round: _____)
Lo Pei (3rd Round: _____, 4th Round: _____)
Cultist (3rd Round: Moved, 4th Round: _____)
Aylanna (3rd Round: _____, 4th Round: _____)
Ella (3rd Round: _____, 4th Round: _____)
Snorri (3rd Round: _____, 4th Round: _____)

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Ah ok, I was confused about that. So round 1 I made no progress, round 2 was pushing through the crowd, round 3 was the Acrobatics check.
Round 4:
No time to be polite. May they forgive the harshness of a hurried stranger. ”Out of the way!” Gorrig growls at the cart-pusher.
Intimidate: 1d20 + 8 ⇒ (3) + 8 = 11

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Round 3 Snorri tries the cart again.
Strength check: 1d20 + 3 ⇒ (5) + 3 = 8