Daedîn
|
Daedîn will draw his bow as he rushes down the stairs and hops down behind Inky...
Will: 1d20 + 5 ⇒ (17) + 5 = 22
Damage: 12d6 ⇒ (6, 1, 3, 6, 2, 1, 1, 2, 5, 4, 1, 6) = 38 (19 damage)
...and reels a bit from whatever force hits him as he enters the temple...
"What the..."
| GM supervillan |
Inky dodges the blast of cold. Seldanna still to attempt the Save.
Fendel steps forwards to disarm Anson before the injured Lissalan can recover...
Falling prone doesn't automatically mean that you drop what you're holding - nor does falling asleep, although it certainly makes it easier to take something from you! Anson had his bastard sword drawn because he was expecting you - it's held in one hand, he has a shield in the other. (His other weapons are a bundle of javelins, and a spiked gauntlet). So this is an unarmed disarm attempt against a prone flat-footed target.
Fendel takes the sword. You can keep hold of it, or toss it 10 feet - which do you choose?
Daedîn makes it down the stairs and feels the strength of Lissala's disapproval.
Botting Quiella and Sèriè this round
Quiella-bot and her steed enter the temple.
Quiella-bot Will DC19: 1d20 + 14 ⇒ (15) + 14 = 29
Sèriè-bot Will DC19: 1d20 + 6 ⇒ (7) + 6 = 13
Sèriè-bot Will DC19, improved iron will: 1d20 + 6 ⇒ (7) + 6 = 13
forbiddance damage, Quiella: 6d6 ⇒ (6, 6, 5, 5, 1, 4) = 27 halved is 13
forbiddance damage, Sèriè: 12d6 ⇒ (6, 4, 2, 2, 2, 5, 6, 1, 2, 6, 4, 6) = 46
Quiella's lifelink begin healing Inky (5hp damage to Quiella). Since Quiella normally wants to give instruction to Sèriè, the reindeer hasn't yet taken damage when Quiella's turn starts and lifelink happens.
The gnome paladin attempts to prevent Anson getting into the fight - ever.
+1 Holy Cold Iron Greatsword, power attack: 1d20 + 15 - 3 ⇒ (5) + 15 - 3 = 17
slashing, cold iron, good, magic: 1d10 + 7 + 9 ⇒ (10) + 7 + 9 = 26holy damage: 2d6 ⇒ (4, 5) = 9
...but despite being prone and flat-footed, his full-plate is enough to turn the holy blade aside! (Or maybe, just maybe, Lissala watches over him).
Sèriè, Gore, ACP: 1d20 + 10 - 1 ⇒ (18) + 10 - 1 = 27
piercing: 1d6 + 6 ⇒ (3) + 6 = 9
Sèriè proves more accurate, goring Anson.
Combat round 1
Seldanna, 8 STR dmg, -25hp (36/61); Ref save needed
Inky, -11hp (36/47)
Kesoulla
Daedîn, -19hp (47/66)
Fendel
Quiella, -18hp (62/80)
Sèriè, -46hp (21/67)
Anson, -67hp
Teric, 1 INT dmg, 1 WIS dmg
Nina, 8 STR dmg, 2 WIS dmg, 1 INT dmg
Fendel, what do you do with Anson's sword? It affects what Anson will attempt.
Seldanna Marzanna
|
REFLEX 22: 1d20 + 8 ⇒ (4) + 8 = 12
Using shirt reroll + GM stars.
REFLEX 22: 1d20 + 8 + 2 ⇒ (4) + 8 + 2 = 14
"Aggggh! Not again!". Seldanna screams out in pain yet again as she is assaulted by the powerful ice spell. As she is about to succumb to the unbearable pain and intolerable cold, she calls out to the group. "There's...agggh! A breath of life scroll in my paaaaaaaaaack!". Her lifeless body slumps to the ground with a sickening thud and the crackling of shattered ice.
| GM supervillan |
Ouch, sorry Seldanna. This BBEG is definitely EVIL. Folks, if anyone's got a way to get to Seldanna's scroll and activate it in time I will allow retcons of actions you already posted. I think Fendel is the only one close enough - and he does have good UMD. It's a DC29 UMD check for a caster level 9 scroll.
| GM supervillan |
Just want to double check, Fendel, you don't wish to change your posted action to attempt to use Seldanna's Breath of Life scroll? You are the only PC in a position to be able to do so in the time available. (To be sure, even if successful Seldanna is in a very tight spot health-wise).
I will try to leave adequate time before the start of round 2 for anyone to use any boons or shenanigans to save Seldanna.
Fendel, CSI: Absalom
|
My understanding was that she dropped after my turn, so I would be able to Breath of Life her next round. If I have this wrong, I would hit her with the gloves instead of tossing the sword.
EDIT: I see now. I was going off when her save was posted. That happened before my turn. I got it. Breath of Life it is.
Quiella
|
Quiella typically rides Sèriè, and I didn't see anything about her getting knocked off, so I put her on top of Sèriè again
| GM supervillan |
The low and mismatched ceiling, dropping below 5 feet in some places, makes mounted combat impossible - sorry, gnomish knights :(
No mounted combat down here Quiella - ceiling is too low. This is a specific provision of the encounter.
Will get a gameplay update in shortly.
| GM supervillan |
Sometimes PbP needs a little retcon to allow for differences like this - where action posts are made pending other players' saving throws.
Fendel sees Seldanna fall, and rather than focus on the prone warrior he does what he has to do to save Seldanna's life, and employs his shiny new First Aid Gloves. Who knows how many Pathfinders have been spared the Boneyard by these miraculous magical devices?
BoL: 5d8 + 9 ⇒ (7, 5, 3, 6, 2) + 9 = 32 Going with the guaranteed BoL from your gloves, Fendel, rather than the 70% chance of using Seldanna's scroll - plus this way I don't need to retcon anyone's movement either.
The lights of the sapphire's on Fendel's left glove go out - and Seldanna breathes again!
"You can't win" Anson laughs at you, despite his apparent predicament. "Lissala is our strength!"
Holding his shield against the inevitable, Anson gets to his feet. That's a total-defense + move; AoOs provoked from Quiella, Sèriè and Inky.
Combat round 1
Seldanna, 8 STR dmg, -40hp (16/56); 1 temp negative level
Inky, -11hp (36/47) AoO
Kesoulla
Daedîn, -19hp (47/66)
Fendel
Quiella, -18hp (62/80) AoO
Sèriè, -46hp (21/67) AoO
Anson, -67hp
Teric, 1 INT dmg, 1 WIS dmg
Nina, 8 STR dmg, 2 WIS dmg, 1 INT dmg
The bold may act!
Environmental effects: low ceiling prevents mounted combat
I'll close out round 1 before moving to round 2 actions.
Teric Cain
|
Will Save (DC19): 1d20 + 9 ⇒ (4) + 9 = 13
Forbiddence Damage: 12d6 ⇒ (6, 2, 6, 1, 5, 2, 4, 2, 5, 5, 4, 3) = 45
Teric flies into the room and screams as the Forbiddence spells rips away at him. Bleeding and ragged, he flies clear of the melee and launches his own spell at the priestess. Gripping his metamagic rod, he snarls and points at her a ball of frozen flame appears and rolls at her. "She has a barrier of wind to protect her!"
Cold modified flaming sphere (added to the map). Persistent metamagic rod means she needs to save twice to avoid the full effect. If she fails, she is also slowed for 1 round.
Cold Damage (Reflex DC 21): 3d6 ⇒ (5, 4, 4) = 13
Incandescence
|
Inky instantly reacts to Anson getting to his feet by way of trying to give him a chomp on the other leg to match the first one!
AoO vs. Anson (Magic Attacks, Magic Fang): 1d20 + 9 + 1 ⇒ (8) + 9 + 1 = 18
Damage: 1d6 + 4 ⇒ (5) + 4 = 9
Nina Brightspark
|
Nina's short little legs carry her down to the very last few steps and though she knows she'll have to suffer the pain of Forbiddance once she enters the temple proper, it's not something she's willing to do just yet. Now able to actually see some of what's happening, she thinks quickly.
Only two, too crowded for my best magics, so...
"SNOWBALL FIGHT!" she bellows, conjuring up another tightly-packed sphere of snow and flinging it at the armed man!
Snowball vs. Anson (Ranged Touch; Into Melee): 1d20 + 9 - 4 ⇒ (14) + 9 - 4 = 19
Damage (Cold): 5d6 ⇒ (4, 3, 5, 1, 6) = 19
"I hope that hit like I'd put a rock in it!"
| GM supervillan |
AoO, Quiella: 1d20 + 15 - 3 ⇒ (13) + 15 - 3 = 25
AoO, Sèriè: 1d20 + 10 - 1 ⇒ (10) + 10 - 1 = 19
Anson successfully guards against the blows that rain down upon him - but can't defend himself against Nina's magic which does indeed hit like she put a rock in it. He drops, his head bleeding. The crafty gnome avoids entering the Forbiddance zone.
Teric suffers Lissala's wrath, and retaliates against Kesoulla with more cold magic.
Kesoulla reflex DC21: 1d20 + 9 ⇒ (10) + 9 = 19
Teric's spell catches the evil priestess, but she seems unconcerned. "Is that the best you've got, weakling?" She scoffs.
Combat round 2
Seldanna, 8 STR dmg, -40hp (16/56), prone; 1 temp negative level
Inky, -11hp (36/47)
Kesoulla, -13hp
Daedîn, -19hp (47/66)
Fendel
Quiella, -18hp (62/80)
Sèriè, -46hp (21/67)
Anson, -86hp, unconscious, prone, dying
Teric, 1 INT dmg, 1 WIS dmg, -30hp (22/52)
Nina, 8 STR dmg, 2 WIS dmg, 1 INT dmg
The bold may act!
Environmental effects: low ceiling prevents mounted combat, invisible wall of wind
Teric Cain
|
Knowledge, Arcana: 1d20 + 8 ⇒ (1) + 8 = 9
Teric frowns, uncertain of why his spell was able to hurt her, but didn't slow her.
Seldanna Marzanna
|
Seldanna returns to consciousness with a huge intake of breath. She immediately notices Fendel bending over her, touching the side of her face with his gloved hand. "I? Wh...? Thank you!" she realises how close to dying (again) that she just came.
Quickly taking in the state of the combat, the red-headed witch immediately turns her focus to her attacker.
Kn. Arcana: 1d20 + 20 ⇒ (14) + 20 = 34
"She is protected by a Freedom of Movement spell! Who knows what other nasty tricks she still has up her sleeve!" Rising to her feet, Seldanna stares across the room at Kessoula. She practically shoots daggers out of her eyes at the woman. as she gestures towards her with a short, sharp thrust of her hand.
Stand up, step back. Agony Hex - FORT 23
Incandescence
|
"She's free to move all she wants but she's not getting away," Inky snarls. She can't see any wall of wind but has no real reason to mistrust Teric's words; still, there's not much else she can do but try to close the distance to the priestess and attempt to see how she tastes. As she moves, she has no way of knowing where she's aiming to go puts her in the middle of the wall...
Since Inky can't see where the wall is, she's going to try to take the most obvious and shortest route to reach Kesoulla. I moved her accordingly and if she can stop there/make a bite attack from there, then she will. Otherwise she'll advance a bit further, willing to risk the AoO from doing so.
Bite vs. Kesoulla (Magic Attacks, Magic Fang): 1d20 + 9 + 1 ⇒ (1) + 9 + 1 = 11
Damage: 1d6 + 4 ⇒ (5) + 4 = 9
| GM supervillan |
Fort vs Agony DC23: 1d20 + 13 ⇒ (3) + 13 = 16
Seldanna turns her full fury on Kesoulla. "Aaaarrgghhhh!!! Wh - what is this?" The Lissalan priestess succumbs to the Agony hex.
Inky bounds forwards - and encounters Kesoulla's wall of wind. Whilst the force of the wind would repel smaller flying creatures, Inky is large and strong enough to stand her ground. Surprised by the force of the wind, however, she snaps at the air.
Kesoulla retreats to the east, grimacing in pain. Inky notices that she slides a wand into her hand as she goes. Move action
AoO for Inky - Kesoulla is limited to Move actions and cannot take a Withdraw.
Agony Hex says "may make a new save each round" so I'll be doing that at the end of the round, as each round's duration expires right before Seldanna's turn.
Combat round 2
Seldanna, 8 STR dmg, -40hp (16/56); 1 temp negative level
Inky, -11hp (36/47) AoO
Kesoulla, -13hp, nauseated (10)
Daedîn, -19hp (47/66)
Fendel
Quiella, -18hp (62/80)
Sèriè, -46hp (21/67)
Anson, -86hp, unconscious, prone, dying
Teric, 1 INT dmg, 1 WIS dmg, -30hp (22/52)
Nina, 8 STR dmg, 2 WIS dmg, 1 INT dmg
The bold may act!
Teric Cain
|
Teric gains back 5 health from Life Link
"That, my dear, is the end of your pitiful life." Teric flicks his hand and the ball of cold fire spins toward the priestess again. As it does, he motions to the back corner of the room and cold frost explodes in the room.
Cold Flaming Sphere (Reflex DC 21, save twice): 3d6 ⇒ (6, 6, 1) = 13
Cold Fireball (Reflex DC 22): 8d6 ⇒ (5, 1, 2, 3, 3, 1, 4, 5) = 24
| GM supervillan |
Teric Cain
|
| GM supervillan |
Teric Cain
|
Daedîn
|
Daedîn, follows up Teric's fireball, pressing through the wall of wind...when clear, he sends a cold iron arrow at Kesoulla..
(GM: Is there some kind of check I have to make to go through the wall of wind?)
To hit: Base/Dex, Weapon Focus, Magic, PBS, Deadly Aim, Precise Shot, Deadeye Bowman
Damage: Magic, Strength, PBS, Deadly Aim, Holy
Longbow: 1d20 + 13 + 2 + 1 + 1 + 1 - 2 ⇒ (20) + 13 + 2 + 1 + 1 + 1 - 2 = 36
Confirm: 1d20 + 13 + 2 + 1 + 1 + 1 - 2 ⇒ (8) + 13 + 2 + 1 + 1 + 1 - 2 = 24
(Don't think that confirms...I'll burn my folio reroll here as we need to put some damage on her)
Confirm (Folio Re-Roll): 1d20 + 13 + 2 + 1 + 1 + 1 - 2 + 1 ⇒ (13) + 13 + 2 + 1 + 1 + 1 - 2 + 1 = 30
Magic/Good/Cold Iron/Crit Damage: 3d8 + 6 + 3 + 3 + 12 + 2d6 ⇒ (3, 2, 4) + 6 + 3 + 3 + 12 + (3, 4) = 40 (Only 18 if it doesn't confirm)
| GM supervillan |
K reflex DC21: 1d20 + 9 ⇒ (5) + 9 = 14
K reflex DC22: 1d20 + 9 ⇒ (11) + 9 = 20
entropic shield: 1d100 ⇒ 82
Kesoulla fails to dodge Teric's icy spells. The cold fireball explodes and brings part of the makeshift ceiling down! Rock and dirt fall onto Kesoulla. The area marked by Teric's fireball template is now Difficult Terrain, thanks to a minor cave-in caused by his spell!
Daedîn rounds the corner - pushing through the wall of wind - and looses an arrow. The projectile pierces Kesoulla in the chest! Yet she does not fall. Crit confirmed. Also, no rolls needed to get through the wall - it just blocks missiles and small flyers
Anson stabilise?: 1d20 ⇒ 14
Combat round 2
Seldanna, 8 STR dmg, -40hp (16/56); 1 temp negative level
Inky, -11hp (36/47) AoO v Kesoulla
Kesoulla, -101hp, nauseated (10)
Daedîn, -19hp (47/66)
Fendel
Quiella, -18hp (62/80)
Sèriè, -46hp (21/67)
Anson, -86hp, unconscious, prone, stable
Teric, 1 INT dmg, 1 WIS dmg, -30hp (22/52)
Nina, 8 STR dmg, 2 WIS dmg, 1 INT dmg
The bold may act!
Quiella
|
Quiella takes 15dmg from Life link, while
Sèrié
Teric
Incandescense
all heal 5dmg
47/80hp
Quiella winces slightly as she heals her companions. Better patch that up she thinks and channels the power of Erastil into her hands.
lay on hands, favored class, greater mercy, fey foundling: 3d6 + 3 + 1d6 + 8 ⇒ (6, 3, 4) + 3 + (3) + 8 = 27
74/80hp
"I think your business is with ME!" She shouts
casting challenge evil on Kesoulla, DC16
| Sèriè Caoimhe |
Meanwhile Sèriè barrels into the room and tries to gore Kesoulla with her antlers.
Sèriè, Gore, ACP: 1d20 + 10 - 1 ⇒ (16) + 10 - 1 = 25
piercing: 1d6 + 6 ⇒ (3) + 6 = 9
Fendel, CSI: Absalom
|
The detective sprints into the corner of the room and snaps off a shot.
Longbow Holy/Merciful/PBS/DA: 1d20 + 12 ⇒ (19) + 12 = 31
Damage (NL): 1d8 + 10 + 2d6 + 1d6 ⇒ (7) + 10 + (4, 5) + (1) = 27
| GM supervillan |
Will DC16: 1d20 + 16 ⇒ (13) + 16 = 29
entropic shield: 1d100 ⇒ 55
Kesoulla sneers at Quiella through the pain, and Sèriè's horns are deflected by her sheild.
But Fendel takes advantage of his longstrider spell to get into position, and snaps a holy arrow off at the evil priestess. His aim is precise, and it strikes her on the side of the head. The Merciful arrow knocks her out cold!
Combat over!
You have too unconscious cultists. Anson is stable; Kesoulla merely knocked out. If you don't prevent it, Teric's icy sphere will kill Kesoulla in three or four more rounds.
Anson possesses enchanted armour and sword (+1 full plate, +1 heavy steel shield, +1 bastard sword) and a minor (+1) Cloak of Resistance. He also has a few potions: bulls strength, and 2 cure light wounds; and an oil of align weapon. He has 4 mundane javelins and a spiked gauntlet.
Kesoulla possesses a masterwork breastplate and light shield, an enchanted bastard sword (+1, but see spells below), a potion of invisibility, a scroll of Heal, a wand of blessing of fervour (5 charges remain), a belt of physical might (+2 CON/STR), an amulet of natural armour +1, a cloak of resistance +2, and a headband of inspired wisdom +2. Kesoulla is under the following spell effects: Magic Vestment spells on her armour and shield, a Greater Magic Weapon spell on her sword, True Seeing, Freedom of Movement, Entropic Shield and Shield of Faith spells on herself.
You check the chest on the desk over, and find that there are no nasty surprises. It's not even locked, it merely has a clasp. Inside are fifty Sigil Wafers, just like those you took from Drollis. Each is marked with a unique rune. It looks like Kesoulla was going for the chest.
Party Status
Seldanna, 8 STR dmg, -40hp (16/56); 1 temp negative level
Inky, -6hp (41/47)
Daedîn, -19hp (47/66)
Fendel
Quiella, -6hp (74/80)
Sèriè, -41hp (26/67)
Teric, 1 INT dmg, 1 WIS dmg, -25hp (27/52)
Nina, 8 STR dmg, 2 WIS dmg, 1 INT dmg
Incandescence
|
"Rawr! You're not getting away!"
Inky snaps at Kesoulla as she moves away...
Bite AoO (Magic Attacks, Magic Fang): 1d20 + 9 + 1 ⇒ (15) + 9 + 1 = 25
Damage: 1d6 + 4 ⇒ (6) + 4 = 10
Ninja'd by the GM! Oh well, just means Kesoulla's even MORE unconscious/dead after Fendel's arrow!
*edit 2 electric boogaloo* Or it's a whiff, but oh well!
Nina Brightspark
|
"Whew! That...actually went better than I thought it would," Nina remarks. Without even thinking she steps down off the steps...
Will (DC 19): 1d20 + 5 ⇒ (7) + 5 = 12
Damage: 12d6 ⇒ (6, 5, 4, 1, 3, 1, 1, 6, 6, 3, 2, 3) = 41
"ARGH!"
...and gets a nasty shock of pain, leaving her looking much worse for the wear.
"S-Sarenrae's Light, that hurt...geeze..."
Limping over to where Kesoulla has fallen - and having to forcefully push her way through the sudden, invisible wall of wind she encounters - the gnome attempts to pull the woman out of the effects of Teric's magic.
Teric Cain
|
Teric rolls his eyes. "Fine, I assume you don't just want her to freeze to death." He flicks a finger and the ball of cold fire rolls away from Kesoulla
Daedîn
|
Daedîn moves quickly by Nina's side, helping her pull the priestess away...then he'll hog-tie Kesoulla with rope and gag her with a scarf...
Wasn't sure which skill was appropriate but the mod is the same for both
Sleight of Hand/Escape Artist: 1d20 + 19 ⇒ (18) + 19 = 37
"We don't want her awaking and being able to cast any more of those nasty spells of hers..."
He'll then do the same with Anson...
Sleight of Hand/Escape Artist: 1d20 + 19 ⇒ (13) + 19 = 32
Fendel, CSI: Absalom
|
As the team is wrapping things up, "Let me hold on to the wafers. I may be able to determine which ones may belong to some of abused."
| GM supervillan |
You have three things left to resolve:
Regarding point 3, yes Fendel may be able to match any given wafer to a ritual-participant. Given the number of wafers, this process would take him a couple of hours.
Your given mission objective was "track down the cultists and find out what they are planning and disrupt their operation in Kaer Maga."
Daedîn
|
Daedîn will check their bodies and the room for anything that might give them some inkling of their plans...
Perception: 1d20 + 20 ⇒ (6) + 20 = 26
Fendel, CSI: Absalom
|
As to point 1) Is the cultist's activity technically illegal here? Ciuld we hand them over to the authorities? As to point 2) I wasn't going to be the kid in class to remind the teacher about the quiz, so I purposely didn't say anything. As to point 3) Would destroying/returning the wafers be enough to 'disrupt', or do we have to find the ritual and destroy all records of it?
Teric Cain
|
Hand them over to the authorities is fine. A cult of Lissala should be illegal.
I'm up to fight the wisps if that's what we need to do, but I expect a tough fight. We could try to just remove the people and see if they react.
Perhaps a Knowledge, Religion check to know how to reverse the ritual or destroy the wafers without destroying the person's essence?
Daedîn
|
Daedîn shakes his head. "The authorities here either had no idea the cult was here or didn't care...else we wouldn't have to be sent. We turn 'em in to the locals, they could be right back in business and we might have to deal with them again. Since they unfortunately survived our encounter, we should take 'em back to Heidmarch Manor; let Lady Heidmarch and Ollystia sort 'em out..."
Looking at the box of sigil wafers and recalling what the letter they found earlier stated. "First things, first...we should destroy these wafers. The Lissalans mentioned in their letter that they had enough to 'charge the runestones.' I don't know what that means, but know it means they're up to no good...crush 'em into dust or burn 'em, says I..."
Looking back up the stairs, he continues. "We still have to deal with those damn will o'wisps..."
Belatedly, he goes up to Seldanna. "I'm so pleased you're not dead...and quick thinking with that hex...some more of us may have died, if not for that..."
Fendel, CSI: Absalom
|
"I hesitate to destroy the wafers until I am certain whether or not the life essence trapped within can be returned to the souls from wence they were stolen."
Nina Brightspark
|
"Yeah, that's my problem too - will destroying them return the soul-bits to their owners or will those parts just be gone forever?" Nina chimes in. "Once we take care of these two jerks and figure out what to do about the wisps, I think we should try to match all the wafers we can to the people upstairs - and Miss Feathers. Then maybe we can destroy the ones there's no match for?"
Nina considers the wisps upstairs and frowns. "I dunno...they probably won't be happy if we try to take their food...but...there's a lot of misery in this city, even without the cult. They might just go find other people here to feed on."
She shudders. "Neither option is good. I know it'll be tough but I'm willing to try fighting them off if you guys are."
Daedîn
|
Daedîn frowns. ”Can you match these wafers with the folk whose essence was taken? They look all the same to me so I didn’t think it possible...but if you think it can be done, I’m all for it. If they eat it, does that restore what was taken from them? And what if they eat the wrong one?”
| GM supervillan |
With these items, and the wafers that you found with Drollis, you can now piece together the nature of the Feast of Sigils. Participants bleed into the magical chalice. Their blood is mixed with ink, and used to paint runes onto the wafers. Those wafers are then either consumed, or put away for later use. The magic of the ritual drains a portion of the souls of the participants - an Evil act - locking that portion into the wafer. Consuming the wafer restores the soul portion if it is eaten by the participant whose soul portion it contains - otherwise it grants a profane boost to the abilities of the consumer (and consuming a portion of somebody else's soul is certainly an Evil act). If you happened to be in the presence of a person who had participated in the Feast it would be possible to identify their wafer with sufficient Spellcraft (if you also have the wafer with you). Alternatively, Sigil wafers could be destroyed and their magic undone by dissolving them in holy water.
It's possible to match a sigil wafer to the person who it was "made from" with Spellcraft (DC25, and you need to be in that person's presence). With so many wafers in your possession though, it would take a couple of hours to perform this check. (Also, this assumes that the matching wafer still exists and has not been consumed).
DC20
If you're going to fight the will-o-wisps then you have plenty of time to heal and buff - let me know in your gameplay posts what you are doing in that regard. But you'll also need to decide what you're doing with the cultists in the meantime.
Fendel, CSI: Absalom
|
Cannot fail the DC's
"Now that I think about it, Kaer Maga does not has a centralized governing body. As such, there is no standing constabulary to turn these cultist over to as we would find elsewhere. However, I believe Madame Rose of the very same Blushing Rose is the closest equivalent to local leader. I am certain she will find the victimization of people in her dominion of some import. Perhaps we should take them to her or seek her counsel on how to proceed."
Teric Cain
|
"We don't we just try to dissolve them in holy water. That would certainly be faster than tracking down every person and matching them to each wafer. And if we get a match wrong, there could be dire effects."
Fendel, CSI: Absalom
|
"The wafers will have to wait. I have an idea to address our more immediate concern. Teric and I escort the addle-minded from the lethe den here, telling the wisps that they are needed for a ceremony. When the innocent are clear, we can attack. We just have to make certain that the whomever we take from the room does not actually step off the stair. The protective rune will kill them outright."
Nina Brightspark
|
"That...just might work, Fendel," Nina nods. "They're a lot less likely to care about us bringing them down here than they would if we tried to take them back to the other building."
She gestures over to the two captured cultists. "By the way, those guys were packing some stuff that sounded like it could be pretty useful, right? We oughta make use of what we can before we get this party started."
______________
With all of Nina's ability score damage that scroll of Heal looks mighty tempting...but she's also happy for the group to hang on to it for now if we're going to fight the wisps and want to save it for that.