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Karzak nods at Tiann, though he looks decidedly uncomfortable as she grabs his hand. He grunts his thanks, then nods to Jory. On three, then...err, les' just throw the damn thing! He waits for Ice to point to the creature's aura and then hurls the net in its direction.
Perception1d20 + 4 ⇒ (5) + 4 = 9
Reflex1d20 + 1 ⇒ (4) + 1 = 5
Concealment1d2 ⇒ 1
Attack roll (using guidance)1d20 - 1 ⇒ (20) - 1 = 19

GM Fnord |

Karzak, you can't see the aura, only Ice Glen Inlet can. He has to point out where to throw. When I get his perception, that will determine what square he told you to target, and then I'll just use the rolls you've already made to play it out (though as I've already said that a 1 on the concealment 50/50 is a miss, so...there will be a thrown net on the square you target).

GM Fnord |

Ice Glen Inlet thinks he spots a pattern in the creature's movement, and when he thinks the timing is right, he points at a spot (in C3) for Karzak to throw.
Karzak is just a little too slow on the throw however, and the net falls to the ground without encountering his target. However, a second later, Karzak feels the rope in his hand jerk, and there is a slapping sound of flesh hitting floor as an invisible devil trips over the net's rope.
"Ow!" shouts a disembodied voice.
Tiann Ceriagh'u: 1d20 + 4 ⇒ (7) + 4 = 11
Jory Redcap: 1d20 + 8 ⇒ (17) + 8 = 25 (+2 vs stonework, auto)
Talhaearn: 1d20 + 10 ⇒ (7) + 10 = 17 (low light)
Jake Hargrove: 1d20 ⇒ 4
Karzak: 1d20 + 4 ⇒ (3) + 4 = 7 (darkvision 60')
Ice Glen Inlet, Tiann, Jory, and Talhaearn could tell where the invisible creature fell prone. Karzak just knows the enemy is somewhere near the net, but not enough to target yet. Jake missed the whole thing.
Tiann Ceriagh'u: 1d20 + 1 ⇒ (12) + 1 = 13
Jory Redcap: 1d20 + 1 ⇒ (4) + 1 = 5
Talhaearn: 1d20 + 6 ⇒ (9) + 6 = 15
Jake Hargrove: 1d20 + 4 ⇒ (3) + 4 = 7
Karzak: 1d20 + 1 ⇒ (16) + 1 = 17
Enemy: 1d20 + 3 ⇒ (4) + 3 = 7
Init order:
17: Karzak
15: Talhaearn
14: Ice Glen Inlet
13: Tiann
7.5: Jake
7: Enemy
5: Jory
Karzak, you're up.

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Karzak roars in anger at his miss, blaming it fully on the invisible creature. Still, he has the presence of mind to remember the perfumed lady's words when she gave them the silver knife. With a grunt, he charges towards the silver sap...a fine weapon for clubbing someone to death.
Rush to E8 to pick up the devil-club

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Jake will hold his action until he can see the little pest and then attack with his Greatsword.
Greatsword ATT:1d20 + 6 ⇒ (20) + 6 = 26
Greatsword DAM:2d6 + 7 ⇒ (6, 6) + 7 = 19
Crit Confirm: 1d20 + 6 ⇒ (6) + 6 = 12
Crit DAM: 2d6 + 7 ⇒ (5, 3) + 7 = 15
Initiative 7.5, HP:13/13, AC: 17, Power ATT, F:+4, R:+1, W:+2

GM Fnord |

Round 1, init 7.
The creature says, "A net? What am I, a butterfly?"
Ice Glen Inlet: 1d20 + 4 ⇒ (17) + 4 = 21 (low-light)
Tiann Ceriagh'u: 1d20 + 4 ⇒ (12) + 4 = 16
Jory Redcap: 1d20 + 8 ⇒ (8) + 8 = 16 (+2 vs stonework, auto)
Talhaearn: 1d20 + 10 ⇒ (16) + 10 = 26 (low light)
Jake Hargrove: 1d20 ⇒ 17
Karzak: 1d20 + 4 ⇒ (11) + 4 = 15 (darkvision 60')
Everyone hears the box smashing against the southern wall of the room, and since it's still not visible, you know approximately where the creature just ran, since it must still be holding it.
Jory is up.

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Jory Round 1 Init 5
Magic Resistance = DC6
AC: 15; ff 14; Touch: 15
HP=11/11
CMD=17 (+4 bull rush and trip when on solid ground)
Fort Save: +4
Ref Save: +3
Will Save: +6
action
Kharzad to go
Jory considers the powder and the net.
Too subtle--let's go for it.
Jory decides to go for a grapple after rushing to the location of the box. Being untrained he is unsure if the creature will attack, but then that might make him visible.
Concealment/CM 1d2 ⇒ 11d20 + 2 ⇒ (12) + 2 = 14

GM Fnord |

Powder - rules here
Jory runs over and attempts to grab the creature, but bear hugs the air.
The creature, however, takes the opportunity to sting Jory with its pointy tail. "Back off! I just want the box!"
Attack: sting 1d20 + 6 ⇒ (16) + 6 = 22 HIT, damage 1d4 ⇒ 3
Jory takes damage, creature is now visible. It is a tiny red humanoid around 2' tall, with wings and a (stinger-laden) tail. Roll your knowledge(planes) for information about it.
17: Karzak
15: Talhaearn
14: Ice Glen Inlet
7: Enemy
5: Jory
4.5: Jake
4: Tiann
BEFORE round 2, anybody who was holding action for the devil to be visible can go now, out of order. Your new init will be 4. I believe that is Tiann and Jake.

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Tiann round 1 init 4
Tiann cringes as the creature connects with Jory. I'll take care of that, but for now we've got to stop the bugger moving!
She raises her holy symbol to eye level and chants quietly, then louder, staring at the little thing intently.
Forbid Action (Move): DC 15 Will
Attack: The target cannot take any action that involves an attack roll, or uses a spell or ability that targets a foe or an area that includes a foe. Cast: Target cannot cast spells or use spell-like abilities. Communicate: The target cannot take any actions that allow it to communicate with anyone. This includes such acts as speaking, Bluff checks to pass secret messages, writing, and using telepathy. It does not prevent verbalizations made for purposes other than communication, such as command words or the verbal component of spellcasting. Draw: Target cannot ready or prepare any item, weapon, component, or equipment. Move: The target can take no act that would cause it to end up in a different location. The target does not resist being moved by others (and thus can be picked up or dragged, or can float along on a raft), but does not consciously attempt to move (including not directing a mount to move). The target is free to take any actions not forbidden by the caster. For example, a target affected by this spell's demand to not move is still free to cast spells, make attacks, or shout for help.
Oh, and just in case it has spell resistance. Caster level check: 1d20 + 1 ⇒ (6) + 1 = 7
Casting Time 1 standard action
Component V
Range close (25 ft. +5 ft./2 levels)
Target one creature
Duration 1 round
Saving Throw Will negates; Spell Resistance yes
You forbid the target a single course of action, which it avoids to the best of its ability. You may demand the target not take actions that fall into one of the following options.
HP 11/11, AC 17/10/17, F:+4,R:+0,W:+6

GM Fnord |

When the devil reappears, Jake capitalizes, running across the room and slashing viciously at the creature, leaving it barely standing, shocked at the horrible gash. Even with its resistance to the weapon, that attack still nearly took him out.
The devil screams, "Stop! I surrender! You win...take the box...I can't believe I have failed..."
The devil kneels before Jake, clutching at its wound, and presents Jake with the box.

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Karzak looks down forlornly at the weapon he had scooped up off the table, as if he were a child who wasn't allowed to play with a new toy. He looks up at Ice's taunts. Har! Nearly split the thing in two Jake! I didn't even get a chance ta' club it or net it...damned silly flyin' demon. He steps up next to Ice and lends his imposing glower to the Wizard's bold words. Failed at what, now? Gettin' away, ya' mean?

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"Ok he is going back with me."
"Allowing him to possibly kill others or give information to lead to the harm of innocents is a responsibility I do not want."
Jory will grapple the demon to submission and tie him up. "The society gets a bonus delivery. If anyone asks, tell them Jory the dwarf did it, they'll understand."
CM 1d20 + 2 ⇒ (20) + 2 = 22
Can't waste a 20.
"Struggle and you may get hurt."

GM Fnord |

It's a devil, not a demon :)
Jory attacking Imp. Surprise round, initiative:
Jory: 1d20 + 1 ⇒ (14) + 1 = 15
Imp: 1d20 + 3 ⇒ (4) + 3 = 7
15: Jory
7: Imp
Jory gets the drop on the imp, and grapples him.
(AoO) Sting: 1d20 + 8 ⇒ (3) + 8 = 11
(AoO) The imp tries to sting Jory as he grapples him, but misses.
The Imp then tries to sting Jory again, and succeeds.
Sting: 1d20 + 6 ⇒ (15) + 6 = 21, damage 1d4 ⇒ 4
Jory takes 4 damage.
Initiative for everyone else:
Ice Glen Inlet: 1d20 + 11 ⇒ (20) + 11 = 31
Tiann Ceriagh'u: 1d20 + 1 ⇒ (18) + 1 = 19
Talhaearn: 1d20 + 6 ⇒ (2) + 6 = 8
Jake Hargrove: 1d20 + 4 ⇒ (2) + 4 = 6
Karzak: 1d20 + 1 ⇒ (15) + 1 = 16
Round 1, order:
31: Ice Glen Inlet
19: Tiann
16: Karzak
15: Jory
8: Talhaearn
7: Imp
6: Jake
Ice is up first. If he doesn't post in a couple of hours we'll just have him hold his action.

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Karzak roars in anger as he sees the squirming devil lash out wildly with its wicked tail. He rushes at the grappled beast, aiming a heavy strike of his sap at the thing's hideous skull.
Raging; move to C7; attack with silver sap
Attack1d20 + 6 ⇒ (6) + 6 = 12
Damage (nonlethal)1d6 + 5 ⇒ (1) + 5 = 6

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Tal's eyes widen, trying to make sense of the visual cacophony taking place before him. He is visibly frustrated...increasingly so because he can't figure out exactly what he can do to help this situation.
Realizing any action he takes will simply make a bad situation even worse, Tal walks out of the room. (to J6.)
Imp is up.