
GM Chyro |

In this case, not to fight him and his (former) cronies, for safety sake.
Other than that, he has no say over.

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Vassago runs along the northern wall, summoning another water frisbee that he tries to arc to the giganti-Sele.
Water Blast @ Sele: 1d20 + 8 + 1 ⇒ (17) + 8 + 1 = 26
Damage on hit: 3d6 + 8 + 1 ⇒ (6, 2, 4) + 8 + 1 = 21

GM Chyro |

"RRRAAAAGHHHH"....(THUD)
The Big Sele drops dead.
======================
The chapel, round 3
"No no NO!! Why won't you just die!?"
Rt vs closest, Spenser: 1d20 + 5 ⇒ (17) + 5 = 224d6 ⇒ (4, 2, 2, 1) = 9
A ray of fire hits Spenser, but it's not by far enough to take him down. Farendir moves east after that.
-----------
Kel, Keera & Spenser
Sele & Vassago

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Kel aims another magic missile at the fellow, again with the wand.
mm: 1d4 + 1 ⇒ (3) + 1 = 4
"Stop and surrender.. don't make me waste more charges...You're alone now and outnumbered... give it up."

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Sele hangs near his friends and uses lay on hands on himself
Loh: 3d6 + 6 ⇒ (6, 2, 5) + 6 = 19

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I could use that myself, Sele.
"Ye shall rue the day thou first vol'd to tread the path of villainly! HAVE AT THEE!"
Challenging the mage, then moving and readying an action to throw a dart at him next time he tries to cast a spell.
readied dart attack: 1d20 + 7 ⇒ (8) + 7 = 15
damage: 1d4 + 4 ⇒ (1) + 4 = 5
dart retrievable if I miss? Even 10s say yes: 1d100 ⇒ 60

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Oops yes.. I shall have to remember to check the hp totals on the map

GM Chyro |

With Spenser readying a dart toss, Kel shoots magic missiles for 4.
Keera
Vassago, Go ahead in advance Sele will heal himself.

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Well I was doing the action that got missed.. so this round I still have an action afaik?

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Sele will move up to Spenser and then Lay hands on him.. "Ahhhhh.. .. I mean.. healing"
LOH: 3d6 + 6 ⇒ (5, 5, 1) + 6 = 17

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Vassago moves a bit closer and decides to aid his melee oriented companions by taking the moisture from the ground and using it to chill the floor beneath the enemy caster.
Icing just the square under the caster, he must make a DC 15 Reflex check or fall prone. The square is difficult terrain and if he does want to move out, it's a DC 10 Acrobatics check to do so; failing that by 5 or more means he's prone again!

GM Chyro |

(Looks up the statblock)
Everyone knows sorcerers suck at reflex....
Ref: 1d20 + 3 ⇒ (9) + 3 = 12
"Wha...whoooa!....OOMF
The sorcerer is prone, and very much annoyed.
Keera

GM Chyro |

Botting.
Keera calls her 3rd round of lightning.
3d6 ⇒ (6, 1, 4) = 11
Ref DC 16: 1d20 + 3 ⇒ (12) + 3 = 15
Almost.
The sorcerer is electrocuted, but still breathing.
=========================
The chapel, round 4
He stands up, and grabs a potion, which he downs pronto.
"Ha-haa!", and he turns invisible.
-----------
Keera, Kel & Spenser
Sele & Vassago

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Thinking quickly, Spenser draws a flask of alchemist's fire and throws it at where the sorcerer just was - he may be invisible, but the flames won't be!
[dice=alchemist's fire]1d20+7[/dice]
fire damage: 1d6 ⇒ 4
miss chance; low hits: 1d100 ⇒ 68 Curses! *shakes fist*

GM Chyro |

He'll still take 1 splash dmg, that's a plus.

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Kel knows where he is, since he's prone in the square he was in when he drank his potion... He pulls out his bow and fires one of his seeking arrows at the spot where the caster fell.
to hit: 1d20 + 4 - 4 + 1 ⇒ (16) + 4 - 4 + 1 = 17
dmg if hits: 1d6 + 1 ⇒ (5) + 1 = 6

GM Chyro |

A mistype from me, as he needed to be prone for his potion to work.
Kel's bolt misses the sorcerer.
Keera & Spenser
Sele & Vassago

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that was actually a 17 to hit, if that made a diff.. I forgot to include the +1 for the magical arrow.. edited the original post to reflect this and the -4 was for his being prone vs a ranged weapon... so 17 IS the final total.

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scythe, Challenge, Power Attack, prone target: 1d20 + 11 ⇒ (6) + 11 = 17
damage: 2d4 + 17 ⇒ (2, 2) + 17 = 21
miss chance; odd 10s hit: 1d100 ⇒ 72

GM Chyro |

Spenser, it's easier in the future to just have 51+ be good, instead of asking for low, or even/odds. :)
The sorcerer shoudl, and silently does, consider himself Lucky, as Spenser's scythe would move him a serious injury.
Keera
Sele & Vassago (can post in advance)

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I'll keep that in mind for the future, but for this time, does an attack roll of '17' hit him? Because I managed to beat the miss chance with the rubric I was calling (odd 10s, such as 70-anything).

GM Chyro |

With prone penalty it does.
Keera
Sele & Vassago (Go ahead in advance)

GM Chyro |

Botting Keera.
Keera, now not having sight of the sorcerer, heads inside.
Sele & Vassago

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Sele stands around waiting for the Sorcerer to return

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Try to locate him and I'll make him glow shouts Keera willing to undo the invisibility with her magic.

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Vassago moves up next to where the sorceror was and tries to smack him with a hydrobat!
Kinetic blade @ sorc: 1d20 + 7 ⇒ (2) + 7 = 9
Miss chance: 1d100 ⇒ 3
Damage on hit: 3d6 + 7 ⇒ (1, 3, 4) + 7 = 15
Whiff on a lot of things!

GM Chyro |

The Chapel, round 5
Still being Lucky, at least for now, the invisibile sorcerer stands up, and then walks away from the heat.
----------------------
Keera, Kel & Spenser
Sele & Vassago

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Kel waits, readying an action to magic missile the caster with his wand, if he reappears, that is.

GM Chyro |

Aw hell, why did it have to turn out like this?
They were supposed to have been executed already!

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I hold my action.

GM Chyro |

The three keep their watchful eye...of whom Spenser waits to act.
Sele & Vassago

GM Chyro |

Botting Vassago.
Vassago moves to Sele for a kinetic heal.
3d6 + 7 ⇒ (3, 2, 2) + 7 = 14
======================
The chapel, round 6
Words come forth as the shape of the sorcerer had reappeared.
@ Spenser: "You're strong enough with that weapon, why not sit back and let your friends shine, if they get to me anyway?"
Willsave 16, vs take a seat and observe the fighting.
He then walks further towards the entrance.
My mistake, i forgot that Magic Missiles were blocked with Shield spell, making Kel's prior Magic Missile for naught as well.
Kel, anything else in place of it?
---------------
Kel, Keera & Spenser
Sele & Vassago

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Will save, Challenge bonus: 1d20 ⇒ 19
"Methinks thou dost speak with forked tongue, knave! Have at thee!"
Taking the liberty of assuming I can still use my held action, as well as this new round's action, which would let me double-move, then take the last 5-foot step and attack. If I'm wrong, move me one step back toward the wall and nix the following attack.
scythe, Challenge: 1d20 + 9 ⇒ (19) + 9 = 28
damage: 2d4 + 11 ⇒ (3, 4) + 11 = 18

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Keera was readying a faerie fire so, can the sorcerer shed light from now on?
Seeing the sorcerer moving toward the entrance, Keera unseath her scimitar as she moves to block him. Then, using her shield hand, conjures another lighting to strike over the sorcerer.
Reflex DC 16 for half damage: 3d6 ⇒ (3, 1, 1) = 5 Really?
Keera has -2 to AC due having used shield hand, and she has only one lighting more to be cast before the spell ends

GM Chyro |

Ref: 1d20 + 4 ⇒ (9) + 4 = 13
ZAP ZAP ZAP
"AAh! You b!tch!"
The sorcerer had little time for anything else, as Spenser slices him across the chest, and he drops onto the floor.
Combat over!
When i play this, there will be 5 ogres and he'll have fireball at his disposal.

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Well he could just keep using the ultimate crowd control spell suggestion, i'm pretty sure a second level spell is not meant to be that powerful

GM Chyro |

Given described tactics, it's implied it could be.

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"Maybe we should search the sorceror's remains?" and Kel does just that, casting detect magic to make sure nothing important is missed.

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Yes, we need to discover what he did with the relics says Keera as she starts searching.
Perception: 1d20 + 13 ⇒ (6) + 13 = 19

GM Chyro |

This isn't Farendir, at all.
Farendir is the groom.
The sorcerer is still alive, if you check pulse, but on the verge of death.
Kel finds some items:
circlet of persuasion, masterwork light crossbow with 20 bolts, sickle, whip, two 50-foot lengths of silken rope, and a wand of web.
Near the altar, there is a large sack, in which you find the missing items, stolen from the wedding.

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Perception: 1d20 + 10 ⇒ (2) + 10 = 12 Bloody hell last roll I made .. a 1.. now a 2.. I wonder if the next is 3.. and yes I really wrote this BEFORE the Heal skill next dice roll.
Heal: 1d20 + 1 ⇒ (3) + 1 = 4

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perc: 1d20 + 11 ⇒ (12) + 11 = 23
heal: 1d20 ⇒ 17
Kel pulls out his wand of infernal healing and taps the sorceror. "Best tie him up, he'll be conscious shortly... we need him gagged too so he can't cast verbal only spells..."

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Tie and gag him? And can do that. Then Keera proceeds to tie and gauge as strong as shen can, not worrying at all if the rope hurts the sorcerer. I can even put my cimitar in his throat when we talk to him, so if he tries to cast a spell I´ll just slice his throat

GM Chyro |

The healing applied by Kel (Did you know it would take full round action to cast it? :) ) is in the nick of time.
But with the 1 minute healing, he doesn't wake up just yet.