Feast of Sigils #04-10 (Inactive)

Game Master Stetrix

In Kaer Maga, the mysterious and dangerous cliffside City of Strangers in untamed Varisia, the Pathfinder Society will come face to face with a sect of the cult of Lissala who prey upon the city's most vulnerable denizens to increase their own power. To what end do they conduct the ancient Feast of Sigils ritual, and can the Pathfinders stop them before their evil plans come to fruition?

Character Sheets

Treasure and Experience

Map

Kaer Maga Map

Kaer Maga Information

Miss Feathers

Lethe House

Note on Desk

Basement


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Dark Archive

Anaba has a Agis of Recovery which allows save every round. Forgot to make 2nd save.
Will save: 1d20 + 2 ⇒ (17) + 2 = 19 still dazed and weakened.

-Posted with Wayfinder

Scarab Sages

Male Human Magus L8/Brawler L1/Bloodrager L1
GMPablo wrote:

Anaba has a Agis of Recovery which allows save every round. Forgot to make 2nd save.

[dice=Will save]1d20+2 still dazed and weakened.

-Posted with Wayfinder

Doesn't Anaba get +2 for bravery and another +2 from her scars?

Dark Archive

Bravery for fear +2 scars ? Even then still fails need 23

-Posted with Wayfinder

Dark Archive

Need to fix ...I moved guard #3 not two.
Guard #3 ejected reflex land on feet: 1d20 + 5 ⇒ (19) + 5 = 24
Random spot ejected. 1=north
Random spot: 1d8 ⇒ 2

He lands next to Anaba and Buchart would have just the one attack which hit Anaba. The rest is good now.


Who is up?

Dark Archive

Buchart

-Posted with Wayfinder


Leap off stairs using acrobatics (I am invisible) and shoot dude I land next to ( would he be considered flatfooted if he doesn't know I am there?).

acrobatics: 1d20 + 15 ⇒ (2) + 15 = 17
Pepperbox two-handed with grit: 1d20 + 15 ⇒ (20) + 15 = 351d8 + 9 + 2d6 ⇒ (7) + 9 + (6, 4) = 26
Pepperbox two-handed (rapidshot): 1d20 + 10 ⇒ (2) + 10 = 121d8 + 9 ⇒ (5) + 9 = 14
crit: 1d20 + 1 ⇒ (20) + 1 = 21 crit damage: 3d8 ⇒ (4, 4, 8) = 16

Scarab Sages

Male Human Magus L8/Brawler L1/Bloodrager L1

Sorry for the delay, but I've been through the ringer today!

Do a spellcraft check on the spell she hit us with. I don't like this cleric at all, but I'd like to have her spells!

spellcraft: 1d20 + 13 ⇒ (14) + 13 = 27

Then spell combat! Scorching ray (ranged touch) and longsword on the guard in front of me, casing defensively w/combat casting. Longsword with power attack and arcane strike. 7 touch attacks left for next 9 rds. for frostbite.

concentration: 1d20 + 15 ⇒ (10) + 15 = 25

Ray 1: 1d20 + 11 ⇒ (5) + 11 = 164d6 ⇒ (6, 2, 6, 2) = 16

Ray 2: 1d20 + 11 ⇒ (4) + 11 = 154d6 ⇒ (6, 6, 2, 5) = 19

longsword: 1d20 + 14 - 2 - 2 ⇒ (18) + 14 - 2 - 2 = 281d8 + 13 + 1d6 + 8 ⇒ (6) + 13 + (1) + 8 = 28
Fatigued if hit!


Forgot I can't move and get multiple shots off, stay put and fire another shot.


+1pepperbox: 1d20 + 15 ⇒ (18) + 15 = 33 damage: 1d8 + 9 ⇒ (5) + 9 = 14


She cast blasphemy

BLASPHEMY:
School evocation [evil, sonic]; Level cleric 7
Casting Time 1 standard action
Components V
Range 40 ft.
Area nonevil creatures in a 40-ft.-radius spread centered on you
Duration instantaneous
Saving Throw Will partial; Spell Resistance yes
Any nonevil creature within the area of a blasphemy spell suffers the following ill effects.

HD Effect
Equal to caster level Dazed
Up to caster level –1 Weakened, dazed
Up to caster level –5 Paralyzed, weakened, dazed
Up to caster level –10 Killed, paralyzed, weakened, dazed
The effects are cumulative and concurrent. A successful Will save reduces or eliminates these effects. Creatures affected by multiple effects make only one save and apply the result to all the effects.

Dazed: The creature can take no actions for 1 round, though it defends itself normally. Save negates.

Weakened: The creature's Strength score decreases by 2d6 points for 2d4 rounds. Save for half.

Paralyzed: The creature is paralyzed and helpless for 1d10 minutes. Save reduces the paralyzed effect to 1 round.

Killed: Living creatures die. Undead creatures are destroyed. Save negates. If the save is successful, the creature instead takes 3d6 points of damage + 1 point per caster level (maximum +25).

Furthermore, if you are on your home plane when you cast this spell, nonevil extraplanar creatures within the area are instantly banished back to their home planes. Creatures so banished cannot return for at least 24 hours. This effect takes place regardless of whether the creatures hear the blasphemy or not. The banishment effect allows a Will save (at a –4 penalty) to negate.

Creatures whose Hit Dice exceed your caster level are unaffected by blasphemy.

Buchart hits #3 with everything for 63!!

Kesoulla steps out (moving @60!)and casts Blade Barrier

Rolande hits and confirms the crit Killing #3 (grit back)
He transfers his other shots to #4 for 28 points

Sekkimm -75 Sekkimm @-1 (Orc Ferocity so standing) -6 strength dazed and weakened 2 rounds (you can move the orb and that's about it unless you have a surprise!)
Cetonius -5 paralyzed # minutes: 1d10 ⇒ 8
Anaba -50 dazed & weakened -6 str 2 rounds
Kyra -28 dazed & weakened -6 str 2 rounds
Guard #1 -7 in Orb
Guard -4 -37
Buchart -48
Kesoulla
Rolande

Silver Crusade

Can I take a 5 foot step back and use the haste wand? Gift that keeps on giving.


Sorry no you can only stand there and mentally move the orb. Doing that you will fall unconscious. Make stabilize check (Con check to stop bleeding).


I will resolve the Orb movement if that is OK or change if you have a better plan.

Guard #1: 1d20 + 5 + 2 ⇒ (4) + 5 + 2 = 112d6 ⇒ (3, 5) = 8 stuck in orb

Guard #4: 1d20 + 5 + 2 ⇒ (19) + 5 + 2 = 26 Saves OK

Buchart -48
Kesoulla
Rolande
Sekkimm -75 Sekkimm @-1 unconscious
Cetonius -5 paralyzed # minutes: 1d10 ⇒ 8
Anaba -50 dazed & weakened -6 str 1 rounds
Kyra -28 dazed & weakened -6 str 1 rounds
Guard #1 -15 in Orb
Guard -4 -37

Silver Crusade

Wait, I thought it gave me another standard or move...no? Well orb people up then.


Guard #1: 1d20 + 5 + 2 ⇒ (12) + 5 + 2 = 192d6 ⇒ (3, 5) = 8 stuck in orb

Guard #4: 1d20 + 5 + 2 ⇒ (7) + 5 + 2 = 14 Saves OK

Guard #4 steps up and attacks Buchart
Guard #4: 1d20 + 16 ⇒ (5) + 16 = 211d10 + 7 + 2 ⇒ (9) + 7 + 2 = 18 miss
Guard #4: 1d20 + 11 ⇒ (8) + 11 = 191d10 + 7 + 2 ⇒ (5) + 7 + 2 = 14 miss
Guard #4: 1d20 + 16 ⇒ (6) + 16 = 221d10 + 7 + 2 ⇒ (2) + 7 + 2 = 11 miss

Buchart -48 is up!!
Kesoulla
Rolande
Sekkimm -75 Sekkimm @-1 unconscious make stabilization check
Cetonius -5 paralyzed # minutes: 1d10 ⇒ 8
Anaba -50 dazed & weakened -6 str 1 rounds
Kyra -28 dazed & weakened -6 str 1 rounds
Guard #1 -15 in Orb
Guard -4 -37

Scarab Sages

Male Human Magus L8/Brawler L1/Bloodrager L1

Two swings on G4, two handed, power attack and arcane strike.

Take this blondie!

longsword: 1d20 + 16 - 2 ⇒ (13) + 16 - 2 = 271d8 + 18 ⇒ (6) + 18 = 24

longsword: 1d20 + 11 - 2 ⇒ (17) + 11 - 2 = 261d8 + 18 ⇒ (4) + 18 = 22

frostbite: 1d6 + 8 ⇒ (3) + 8 = 11
Fatigued if hit.

Dark Archive

Buchart chops down the mercenary next to him.

The cleric casts a spell on herself and collects a small chest

Rolande is up.

-Posted with Wayfinder

Silver Crusade

Here are some stabilize checks for pending rounds

stabilize: 1d20 + 3 ⇒ (6) + 3 = 9
stabilize: 1d20 + 3 ⇒ (7) + 3 = 10
stabilize: 1d20 + 3 ⇒ (9) + 3 = 12
stabilize: 1d20 + 3 ⇒ (19) + 3 = 22


Fire on last guard.
Pepperbox two-handed: 1d20 + 15 ⇒ (14) + 15 = 291d8 + 9 ⇒ (1) + 9 = 10
Pepperbox two-handed: 1d20 + 15 ⇒ (13) + 15 = 281d8 + 9 ⇒ (6) + 9 = 15
Pepperbox two-handed (rapidshot): 1d20 + 10 ⇒ (18) + 10 = 281d8 + 9 ⇒ (6) + 9 = 15

Silver Crusade

Smek will be trying to feed me a healing potion out of my bag. I have no idea if he can do that or how long it will take. Totally at your discretion.


Ignore my last post Pablo, I have a 30% chance to hit the Cleric, but I will need to move around the wind wall. Can you move me Pablo?
Pepperbox two-handed w/grit: 1d20 + 15 ⇒ (10) + 15 = 251d8 + 9 + 2d6 ⇒ (7) + 9 + (4, 5) = 25

Dark Archive

Rolande moves up, but can't quite get around the windwall. He fires 15' from the cleric. 30% miss chance: 1d100 ⇒ 31

He hits !

Sekkimm bleeds a little
Everyone else still dazed.
The orb stays in place with the guard spinning on rinse cycle.
reflex to escape orb: 1d20 + 5 ⇒ (4) + 5 = 9
orb damage: 2d6 ⇒ (1, 3) = 4

Scarab Sages

Male Human Magus L8/Brawler L1/Bloodrager L1

Let's let that one live!

Pointing at orb. Then say,

For now.

Then take out a potion of CMW to hand to Sekkim.

Dark Archive

Buchart you have move action if you want .

Kesoullia casts a spell at Rolande then moves to the back stairs clutching a small chest.
flame strike: 12d6 ⇒ (3, 1, 5, 5, 5, 6, 2, 2, 5, 6, 3, 6) = 49
Rolande reflex save for 1/2

Anaba comes out of daze moves up next to the blade barrier and hurls a javelin.

javelin: 1d20 + 12 ⇒ (8) + 12 = 201d6 + 9 ⇒ (3) + 9 = 12 it bounces off her armor...miss

Kyra moves up and channels selecting out bad guys
heal: 4d6 ⇒ (5, 3, 5, 3) = 16

guard in orb reflex: 1d20 + 5 ⇒ (18) + 5 = 23
reflex to stand: 1d20 + 5 ⇒ (1) + 5 = 6
Falls prone but stands and pulls out a potion.

Buchart!!


reflex: 1d20 + 13 ⇒ (3) + 13 = 16
How can she grab a chest and stuff and strike me? Her initiative action is before I move?

Dark Archive

Rolande fails save -49+16=-29

Buchart -32

Scarab Sages

Male Human Magus L8/Brawler L1/Bloodrager L1

Pointing his sword at the guard.

You'd best surrender. Your mistress has deserted you!

Then move 30' closer to the cleric and fireball her!

Fireball: 8d6 ⇒ (6, 4, 4, 3, 5, 6, 3, 1) = 32

We can interrogate this guy while using the medallion of thoughts!

Dark Archive

Kyra says "get the cleric we can not allow her to escape!! I will attempt dispelling the blades"

The guard looks like he is no longer interested in fighting...more like running

reflex save fireball: 1d20 + 9 ⇒ (4) + 9 = 13

Buchart your 16 points of magic missile damage disappeared from last round.

Kesoulla -73
She moves to the rear stairs and opens a door.

Rolande then Sekkimm are up

Scarab Sages

Male Human Magus L8/Brawler L1/Bloodrager L1

Edited the post because thought only had time for move. Should I repost that?

magic missile: 4d4 + 4 ⇒ (4, 2, 4, 2) + 4 = 16

It even remembered the roll!

It will be difficult to dispell Kyra, but I know little of divine magic!

Dark Archive

I have her at -74 with the missiles. Smek drug a potion of healing out of sekkimms bag already. Do you don't need to use move action on getting him one anyway.

The cleric is moving at 60. You won't catch her without haste

Rolande then Sekkimm are up

Dark Archive

On Kyra's turn she trys dispelling dispel magic: 1d20 + 8 ⇒ (17) + 8 = 25 success!

-Posted with Wayfinder


Delay until someone can Haste me and the Blades are dispelled.

Dark Archive

Sekkimm your conscious, prone and at -60.
Actions?

-Posted with Wayfinder

Silver Crusade

Fly on Rolande.


After that cleric! Hi ho, shiver away!


Sekkim check discussion page. Nevermind


Fly already cast lets move ahead.


Pepperbox two-handed w/grit: 1d20 + 15 ⇒ (13) + 15 = 281d8 + 9 + 2d6 ⇒ (2) + 9 + (1, 2) = 14


Rolande adds 14 more points damage!
Kyra moved and Anaba double moves

Buchart -32 is up!!
Kesoulla -87
Sekkimm -60 Sekkimm @-1 unconscious make stabilization check
Cetonius paralyzed # minutes: 1d10 ⇒ 8
Anaba -34
Kyra -12
Rolande -49
Guard #1 drinks potion CLW: 1d8 + 1 ⇒ (6) + 1 = 7 -20

Scarab Sages

Male Human Magus L8/Brawler L1/Bloodrager L1

Well, since I can't get line of sight on the cleric without full movement, I'll do that then to where indicated.


Kesoulla moves through the door and exits from view.

Sekkimm is up

Silver Crusade

Pick up Cetonius and run after the rest of the group. I will boost Str if i need to.

Dark Archive

Anaba runs up the stairs and through the open door and into a delapidated warehouse.
Kesoulla is waiting ahead with a prepared spell. Cold Ice Strike: 12d6 ⇒ (2, 5, 2, 2, 6, 4, 5, 3, 1, 2, 3, 3) = 38 Anaba save for 1/2: 1d20 + 8 ⇒ (18) + 8 = 26 saves!!
She moves up to the cleric double move.
Anaba -53

Kyra moves and channel heals , but is only able to get Buchart and Rolande.

-Posted with Wayfinderheal: 4d6 ⇒ (5, 4, 4, 5) = 18

Dark Archive

Rolande -31 is up!

-Posted with Wayfinder


Fly up and flank, firing on the cleric
Pepperbox two-handed: 1d20 + 15 ⇒ (17) + 15 = 321d8 + 9 ⇒ (6) + 9 = 15
Pepperbox two-handed: 1d20 + 15 ⇒ (7) + 15 = 221d8 + 9 ⇒ (2) + 9 = 11
Pepperbox two-handed (rapidshot): 1d20 + 10 ⇒ (6) + 10 = 161d8 + 9 ⇒ (6) + 9 = 15

Dark Archive

Rolande hits (only 1 shot because moved)
@-103

The guard is heading for the exit. Double moves to the base of the north stairs.

Buchart is up!

Silver Crusade

Ugh. Smek, follow that guard and try to subtlety determine where he's going. I know it's a long shot, buddy, but I need you to try.

Scarab Sages

Male Human Magus L8/Brawler L1/Bloodrager L1

Recall magic missile since I'll not catch up. One pool point left! Double move! Someone should be prepared to act if she pulls a potion or casts a spell.

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