Female Human Witch 1 | Init +2 | HP 10 | AC 12 | CMD 11 | Fort +0 | Ref +2 | Will +5 | Perception +2 | 1st Lvl Spells: 4/day
Water logged undead.
Doreen stays back, focusing her attention on the nasties. What are they? Why are they here? How do we kill them? Again? K arcana: 1d20 + 8 ⇒ (4) + 8 = 12
Remind me to take some K religion when we level.
Female Human Witch 1 | Init +2 | HP 10 | AC 12 | CMD 11 | Fort +0 | Ref +2 | Will +5 | Perception +2 | 1st Lvl Spells: 4/day
My thoughts: 1. Masterwork short sword: Sell this. 2. Masterwork crossbow: Return this to poor Roldare. 3. +1 dagger: Does anyone NOT have a +1 weapon at this point? This is a good backup just in case. 4. Ring of swimming: Group property, to be given to the person who has to make a swim check at the time. 5. Bag of holding: Given to whomever we designate as our quartermaster. 6. Elemental Gem: Give it to Laird. He's a summoner. It makes sense. 7. Wand of Magic Missile: This will come down to a UMD roll. So either myself or Laird would be best if we aren't going to sell it. 8. Horn of Fog: Group property, to be used by whomever it makes sense to use it at the time. As for the money, I'd honestly prefer a group fund rather than individual coin. For the time being, at least, chances are our expenses will be as a whole instead of as individuals.
Female Human Witch 1 | Init +2 | HP 10 | AC 12 | CMD 11 | Fort +0 | Ref +2 | Will +5 | Perception +2 | 1st Lvl Spells: 4/day
Idiot senses tingling. "Don't be an idiot, Forest! You don't hunt without knowing something about what you're hunting and you don't hunt it in its lair! You wait for it to go past your blind! We're freaking intelligence gathering!" Doreen calls out from the boat.
Female Human Witch 1 | Init +2 | HP 10 | AC 12 | CMD 11 | Fort +0 | Ref +2 | Will +5 | Perception +2 | 1st Lvl Spells: 4/day
A different city.
Doreen listened to them talk. The mayor. The old man. She listened to them babble on about gods and clerics and undead. Bad things, but she already knew that. The halfling. Now, he was interesting. He smelled like a harrow deck smelled. She drew a card and examined it, then smiled grimly. "The little man's the b+~@~ of destiny." Doreen says to the others. "Swept along by the tide of fate, hoping he won't drown in the ocean of possibility." With that, Doreen hefts up her bag and walks onto the ship.
Female Human Witch 1 | Init +2 | HP 10 | AC 12 | CMD 11 | Fort +0 | Ref +2 | Will +5 | Perception +2 | 1st Lvl Spells: 4/day
Looking the list: Magic missile isn't on my spell list and my Use Magic Device is middling at best. It might be better to sell it unless a new character can use it. I wouldn't mind those bracers of armor. I have to remember how learning wizard spells work for cartomancer witches.
Female Human Witch 1 | Init +2 | HP 10 | AC 12 | CMD 11 | Fort +0 | Ref +2 | Will +5 | Perception +2 | 1st Lvl Spells: 4/day
Imagine my surprise,
Doreen packs up her gear. She's already said her goodbyes to her aunt. Whatever this summons means, she knows she isn't coming back. Not to stay. She walks to the docks, humming a dark tune of discordant notes.
Female Human Witch 1 | Init +2 | HP 10 | AC 12 | CMD 11 | Fort +0 | Ref +2 | Will +5 | Perception +2 | 1st Lvl Spells: 4/day
Strange old man.
"Sure." Doreen shrugged and traveled on. It wasn't the first time a man had made vague promises to her. If and when it happened, she'd evaluate what to do then.
Female Human Witch 1 | Init +2 | HP 10 | AC 12 | CMD 11 | Fort +0 | Ref +2 | Will +5 | Perception +2 | 1st Lvl Spells: 4/day
I've left
The sudden outpouring of welcome and joy turns Doreen's stomach. People who called her names are suddenly her friends? She doesn't think so. At least the people who went into the Crypt with her actually knew her. She slipped away from the party, heading back to her Great Aunt's cabin to pack. "Time for me to go," She told the old witch. "I don't belong here."
Female Human Witch 1 | Init +2 | HP 10 | AC 12 | CMD 11 | Fort +0 | Ref +2 | Will +5 | Perception +2 | 1st Lvl Spells: 4/day
Head home?
"We need to escort the nutter and the damsel back anyway." Doreen points out. "And the mayor should probably know what happened here."
Female Human Witch 1 | Init +2 | HP 10 | AC 12 | CMD 11 | Fort +0 | Ref +2 | Will +5 | Perception +2 | 1st Lvl Spells: 4/day
Is he cuter.
Doreen steps forward. "Out of the way. Please." The last word is added grudgingly. She draws the cards and lays them out, inspecting them to see what magic rests within the dead man and the leaking mist. Casting Detect Magic. K (arcana): 1d20 + 8 ⇒ (13) + 8 = 21
Female Human Witch 1 | Init +2 | HP 10 | AC 12 | CMD 11 | Fort +0 | Ref +2 | Will +5 | Perception +2 | 1st Lvl Spells: 4/day
The beauty queen needs to be healed.
Doreen moves over to the Dimira and touches her forehead. She draws a card and channels the energy. Cure Light Wounds CLW: 1d8 + 2 ⇒ (7) + 2 = 9
Female Human Witch 1 | Init +2 | HP 10 | AC 12 | CMD 11 | Fort +0 | Ref +2 | Will +5 | Perception +2 | 1st Lvl Spells: 4/day
To save his life,
"Grab the idiot. Toss him into the fountain we saw earlier. That should break any lingering enchantment. Maybe tie him up first. That should make him prettier."
Female Human Witch 1 | Init +2 | HP 10 | AC 12 | CMD 11 | Fort +0 | Ref +2 | Will +5 | Perception +2 | 1st Lvl Spells: 4/day
Allies turned enemies.
K (arcana): 1d20 + 8 ⇒ (9) + 8 = 17
What's the best way to break Sariel out of this?
Female Human Witch 1 | Init +2 | HP 10 | AC 12 | CMD 11 | Fort +0 | Ref +2 | Will +5 | Perception +2 | 1st Lvl Spells: 4/day
Everyone else gets to have fun.
Doreen draws and throws, using her weapon Harrow deck. Attack: 1d20 + 3 ⇒ (15) + 3 = 18
Female Human Witch 1 | Init +2 | HP 10 | AC 12 | CMD 11 | Fort +0 | Ref +2 | Will +5 | Perception +2 | 1st Lvl Spells: 4/day
Can the Undead feel
Doreen silently moves to the side, allowing Forest his day in the light. She, meanwhile, turns her attention to the undead in charge. Her eyes narrow and she draws a card, attempting to hex the bastard. Misfortune on the big bad. My guess is he'll make his Will save (DC 14) but its worth trying.
Female Human Witch 1 | Init +2 | HP 10 | AC 12 | CMD 11 | Fort +0 | Ref +2 | Will +5 | Perception +2 | 1st Lvl Spells: 4/day
Oh, look.
Doreen rolls her eyes as the bad guy babbles on with his monologue. She draws a card and touches it to Sariel's shoulder. Guidance on Sariel. That means, technically, his first attack gains a +1. I'm before him in init.
Female Human Witch 1 | Init +2 | HP 10 | AC 12 | CMD 11 | Fort +0 | Ref +2 | Will +5 | Perception +2 | 1st Lvl Spells: 4/day
Move without being noticed?
Doreen moves along, trying to keep quiet as she treads. Stealth: 1d20 + 2 ⇒ (18) + 2 = 20
Female Human Witch 1 | Init +2 | HP 10 | AC 12 | CMD 11 | Fort +0 | Ref +2 | Will +5 | Perception +2 | 1st Lvl Spells: 4/day
Card are for more than telling time.
Doreen draws a harrow deck, a second one and not the one she uses for telling fortunes, and selects a card. Her wrist flicks and her fingers move and the card is suddenly embedded in the wall across the room. "I'm good."
Female Human Witch 1 | Init +2 | HP 10 | AC 12 | CMD 11 | Fort +0 | Ref +2 | Will +5 | Perception +2 | 1st Lvl Spells: 4/day
Forget it.
Doreen shrugs off the helpful hand and forces herself to her feet. "Whatever." the witch mumbles, her voice even more monotone than usual. "Let's go find the missing girl or something."
Female Human Witch 1 | Init +2 | HP 10 | AC 12 | CMD 11 | Fort +0 | Ref +2 | Will +5 | Perception +2 | 1st Lvl Spells: 4/day
I.
Will save part deux: 1d20 + 9 ⇒ (17) + 9 = 26 Doreen snaps out of the nightmare, her eyes readjusting to the horrible light of this cave. She struggles free from Artemis's grasp. "Let me go LET ME GO!" She screams before running up to the edge of the pool. The witch drops to her knees and begins punching and slapping the water, splashing it everywhere. "HOW DARE YOU HOW DARE YOU HOW DARE YOU!!!"
Female Human Witch 1 | Init +2 | HP 10 | AC 12 | CMD 11 | Fort +0 | Ref +2 | Will +5 | Perception +2 | 1st Lvl Spells: 4/day
I have no words.
Will Save: 1d20 + 5 ⇒ (3) + 5 = 8 Doreen shrieks, her voice rising to an earsplitting pitch, as she experiences the moment in all its bloody glory.
Female Human Witch 1 | Init +2 | HP 10 | AC 12 | CMD 11 | Fort +0 | Ref +2 | Will +5 | Perception +2 | 1st Lvl Spells: 4/day
Death crawls.
Even Doreen, queen of the creepy, finds herself stepping back at the sight of these things. Well, honestly, the smell. The sight isn't so bad. Combine it with the smell and even witches feel their stomach roll. Doreen draws a card, blowing across it to transfer a curse to one of the nasties. Hexing the nearest baddie. Misfortune, so it has to roll its d20s twice and take the lowest number until my next turn.
Female Human Witch 1 | Init +2 | HP 10 | AC 12 | CMD 11 | Fort +0 | Ref +2 | Will +5 | Perception +2 | 1st Lvl Spells: 4/day
Gifts are rarely given,
Doreen examines the water curiously, though she neither touches it nor tries to take any. "Divine gifts are fickle. It never pays to be greedy. That's a good way to get turned into a frog by the gods."
Female Human Witch 1 | Init +2 | HP 10 | AC 12 | CMD 11 | Fort +0 | Ref +2 | Will +5 | Perception +2 | 1st Lvl Spells: 4/day
Dried meat.
Doreen borrows meat from Artemis and bread and vegetables from Calia. She swallows that wonderful meal down with some water, then curls up in her own bedroll. "Wake me whenever."
Female Human Witch 1 | Init +2 | HP 10 | AC 12 | CMD 11 | Fort +0 | Ref +2 | Will +5 | Perception +2 | 1st Lvl Spells: 4/day
My stomach rumbles.
"Food would be good. Unless we want to suck the marrow out of the undead, its rations. Unless someone has an alternative. We could have eaten frog, I guess..."
Female Human Witch 1 | Init +2 | HP 10 | AC 12 | CMD 11 | Fort +0 | Ref +2 | Will +5 | Perception +2 | 1st Lvl Spells: 4/day
Healing isn't easy.
Doreen says nothing. She just walks over to Woodruff and reaches out, placing one hand upon him. "Azarath. Metreon. ZYNTHOS!" 1d8 + 2 ⇒ (1) + 2 = 3 Cal, healing is so alien to Doreen's nature, she's entirely focused on that. There's no snideness or snark. She's... blank.
Female Human Witch 1 | Init +2 | HP 10 | AC 12 | CMD 11 | Fort +0 | Ref +2 | Will +5 | Perception +2 | 1st Lvl Spells: 4/day
Always a bridesmaid.
Doreen wanders down the hall, stopping just behind her fellow non-front line combatant. "So, if anyone's seriously hurt they should come over here and see me for healing." the witch calls out. Could someone move me forward? I can't move tokens while on my iPad.
Female Human Witch 1 | Init +2 | HP 10 | AC 12 | CMD 11 | Fort +0 | Ref +2 | Will +5 | Perception +2 | 1st Lvl Spells: 4/day
Shining ring taken from a bone.
Doreen mutters to the ring she's still holding in one hand. "So that's what you're for. Huh." With us all bunched up in the corridor, most of what I can do is useless. I don't have line of sight and I'm way in the back. For now I'll hold action.
Female Human Witch 1 | Init +2 | HP 10 | AC 12 | CMD 11 | Fort +0 | Ref +2 | Will +5 | Perception +2 | 1st Lvl Spells: 4/day
Gleaming gold,
Doreen snatches the ring, muttering. "Why is it the adjectives used for women are always based on their appearance while the adjectives used for men are based on their prowess?" Detect Magic on the ring. Spellcraft: 1d20 + 8 ⇒ (4) + 8 = 12
Female Human Witch 1 | Init +2 | HP 10 | AC 12 | CMD 11 | Fort +0 | Ref +2 | Will +5 | Perception +2 | 1st Lvl Spells: 4/day
Frogs eating our kill.
"She might be right. We shouldn't take chances." Doreen picks up some of the bones and tosses them towards where the frogs feast. "Scatter them."
Female Human Witch 1 | Init +2 | HP 10 | AC 12 | CMD 11 | Fort +0 | Ref +2 | Will +5 | Perception +2 | 1st Lvl Spells: 4/day
Playing keep away with frogs.
"Yeah, let's get the big, ugly fly eaters to food that isn't us." Doreen's already moving. She does not want to be frog chow.
Female Human Witch 1 | Init +2 | HP 10 | AC 12 | CMD 11 | Fort +0 | Ref +2 | Will +5 | Perception +2 | 1st Lvl Spells: 4/day
Glowing fungus.
Doreen peers up at the strange fungus. "Back home, when people found out I was being sent here, everyone kept talking about how great nature is. This stuff is part of nature and I'm pretty sure its here to kill us."
Female Human Witch 1 | Init +2 | HP 10 | AC 12 | CMD 11 | Fort +0 | Ref +2 | Will +5 | Perception +2 | 1st Lvl Spells: 4/day
I'm sorry everyone. My family got some news this week that's outright world shattering. Its stage 2 and there's going to be a long road to recovery. I need a few days. I'll be back by the end of the week, I promise, but I just need a bit of time to acclimate to the new reality of it. Calia has permission to run Doreen in the meanwhile. I hope you understand. Thank you.
Female Human Witch 1 | Init +2 | HP 10 | AC 12 | CMD 11 | Fort +0 | Ref +2 | Will +5 | Perception +2 | 1st Lvl Spells: 4/day
Update done. Highlights: I can now cast Cure Light Wounds up to x4 a day. I can now throw cards like darts (and luckily I bought an extra deck) and they count as magical weapons for damage purposes. I might be able to take more than one hit. Maybe.
Female Human Witch 1 | Init +2 | HP 10 | AC 12 | CMD 11 | Fort +0 | Ref +2 | Will +5 | Perception +2 | 1st Lvl Spells: 4/day
Arrows forever.
Doreen peeks into the room, then steps inside. She narrows her eyes, fingers shuffling her deck with the dexterity of a professional gambler. Looking for magic, Budd. All around the room. On the doors. Any signs of it, especially trappy magic.
Female Human Witch 1 | Init +2 | HP 10 | AC 12 | CMD 11 | Fort +0 | Ref +2 | Will +5 | Perception +2 | 1st Lvl Spells: 4/day
The air filled with arrows.
From the other room, where Doreen has less risk of being turned into a pincushion, she shouts. "Unless those traps are magically creating arrows, they have to stop eventually right?!"
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