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Male Elf Witch 2 HP: 14/14 F +1, R +3, W +3 | AC 13 T 13 FF 10| Initiative +3, Perception +2, Senses: Low Light vision
![]() I will now use the wand, before I forget again Healing: 1d8 + 1 ⇒ (4) + 1 = 5
Knowledge Nature: 1d20 + 10 ⇒ (12) + 10 = 22 It's a blood maize and if memory serves its corn is quite good, I suppose there's a slight chance that we could use them as a food source, though they'd be a very dangerous one. Later Kowal will drop a coin down the well to approximate if it goes deeper than it apears ![]()
Male Elf Witch 2 HP: 14/14 F +1, R +3, W +3 | AC 13 T 13 FF 10| Initiative +3, Perception +2, Senses: Low Light vision
![]() Sorry, my internet was out yesterday. Survival: 1d20 + 5 ⇒ (14) + 5 = 19 "Hmm, seems reasonable Sho, I suppose there's also a chance the fruits are poisonous to them like Vexas mentioned." Does this note look like it is a torn page? ![]()
Male Elf Witch 2 HP: 14/14 F +1, R +3, W +3 | AC 13 T 13 FF 10| Initiative +3, Perception +2, Senses: Low Light vision
![]() Intellegence: 1d20 + 4 ⇒ (18) + 4 = 22 "Oh yes, thank you Fenna I almost forgot! I wonder if the torn pages are nearby it?" Kowal will say as he moves closer to it "I suppose there's only one way to find out." Kowal will go over and inspect the tree, look for any nooks or weird patterns on and around it. ![]()
Male Elf Witch 2 HP: 14/14 F +1, R +3, W +3 | AC 13 T 13 FF 10| Initiative +3, Perception +2, Senses: Low Light vision
![]() Feel free to use my wand as you like that's why it's here, out of combat I use it on anyone, go ahead and roll for the healing yourself then just tell me how many charges you used. Knowledge nature: 1d20 + 10 ⇒ (14) + 10 = 24 I assume its one roll for all of them? "Hmm, these bones aren't human, they look like domestic animals and boars so I think we can rule out the Ankhegs killing off the last colony. I also wonder why they came here and not to the garden we passed a ways back A16 ![]()
Male Elf Witch 2 HP: 14/14 F +1, R +3, W +3 | AC 13 T 13 FF 10| Initiative +3, Perception +2, Senses: Low Light vision
![]() I should largely be back to normal posting rate now, I may miss a day or two in the next two weeks or so due to spotty internet connection at my parents' house but after that will be fully back in it. ![]()
Male Elf Witch 2 HP: 14/14 F +1, R +3, W +3 | AC 13 T 13 FF 10| Initiative +3, Perception +2, Senses: Low Light vision
![]() Eariler As Kowal looks around at the scene of Carnage around him he thinks to himself, The only gift to help against the unknown if a way to bolster ourselves though it, I suppose a way to heal those around me would be best Wishing for a wand of Cure Light Wounds later "If there are 2 main nests as it appears then we probably ought to clear the one that attacked first before we go after the more distant one, I think the south-east nest is the best starting point" ![]()
Male Elf Witch 2 HP: 14/14 F +1, R +3, W +3 | AC 13 T 13 FF 10| Initiative +3, Perception +2, Senses: Low Light vision
![]() sorry about the wait and no worries brannart. I read it as a battlefield commander doing his thing when he sees a less experienced ally in danger. Kowal hears Brannarts recommendation and does his best to comply in the safest way possible withdrawing horizontally away from green and moving back behind brannart just off the map into the black my phone isn’t letting me modify the slides so if someone could move me that would be grand. If I’m not mistake I shouldn’t provoke from green and should only provoke from blue if he has reach. ![]()
Male Elf Witch 2 HP: 14/14 F +1, R +3, W +3 | AC 13 T 13 FF 10| Initiative +3, Perception +2, Senses: Low Light vision
![]() We are on slide 4 right? Kowal moves up to Brannart and reforms his ward on Brannarts armor Ward: The warded creature receives a +2 deflection bonus to AC and a +2 resistance bonus on saving throws. This ward lasts until the warded creature is hit or fails a saving throw. A witch knows when a warded creature is no longer protected. A witch can have only one ward active at a time. If the witch uses this ability again, the previous ward immediately ends. A witch cannot use this ability on herself. At 8th level and 16th level, the bonuses provided by this ward increase by +1.
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Male Elf Witch 2 HP: 14/14 F +1, R +3, W +3 | AC 13 T 13 FF 10| Initiative +3, Perception +2, Senses: Low Light vision
![]() Kowal will follow 4 paces 2 squares behind Brannart Does the hole appear to be concealed as if it were a trap? Assuming Fenna brings the items she found to the group's attention Kowal will cast detect magic and look over the items Going back Know (Arcana): 1d20 + 9 ⇒ (19) + 9 = 28 When Kowal looks at the logbook with missing pages he notices something might be amiss, "This doesn't look like its just a logbook. maybe some sort of cipher for a spellbook or otherwise something else." he quickly incants detect magic and takes another look at it. No read magic today which may be what's needed so if so it will have to wait until tomorrow. ![]()
Male Elf Witch 2 HP: 14/14 F +1, R +3, W +3 | AC 13 T 13 FF 10| Initiative +3, Perception +2, Senses: Low Light vision
![]() I wasn't quite clear as to if the wall was painted yet, if it isn't then As Vexas is initially looking around and then unlocking the coffer Kowal grabs a chair and looks at the wall pondering Hmm, I wonder if leadership would allow another mural to be painted here, I assume that it would bring the town further together and prove to give the adults a break. but what could it be of, possibly a sunrise to symbolize the sun rising on the next great empire to grace this land? or trade ships leaving what will be a future trade port? so many possibilities, or, I suppose just a bland off-white shade would work as well. But all the missed opportunities that would come from that. as Kowal continues to lose himself in thought he hears Vexas call that he got the strongbox unlocked and stands to move into the office. "Interesting, I wonder would it be okay if I took one of the journals for the moment? Of course, if it proves to be necessary for the good of the colony or if we find its true owner I'd give it back in a heartbeat." ![]()
Male Elf Witch 2 HP: 14/14 F +1, R +3, W +3 | AC 13 T 13 FF 10| Initiative +3, Perception +2, Senses: Low Light vision
![]() Going back a tocuh Kowal excuses himself from dinner quickly after eating in order to go down and try to find Sanch the glassblower. assuming he is able to find her he will quickly begin talking about the ink they found, and pull out a few vials. "I was thinking we could use some of this as a darkening agent. I've not seen a black quite this pure in ages and I'm not sure if it'll be of great use on its own but I'll bet you wouldn't need much to mix a deep blue or purple. I can only hope we can find other tones that are similarly interesting" After the conversation, he will see if the children's art group has been meeting in his absence and mix a few new dyes for them and offer guidance on any new pieces they have. ![]()
Male Elf Witch 2 HP: 14/14 F +1, R +3, W +3 | AC 13 T 13 FF 10| Initiative +3, Perception +2, Senses: Low Light vision
![]() Just to clarify, did the chain shirt register as magical? Kowal will look through the objects to see if there's anything that could be used for a pigment in paints, if there isn't he will set about removing some of the scales from the queen to see if he can grind them down for a nice teal. ![]()
Male Elf Witch 2 HP: 14/14 F +1, R +3, W +3 | AC 13 T 13 FF 10| Initiative +3, Perception +2, Senses: Low Light vision
![]() Kowal will share his findings as he makes them. ”It seems the wand would lie best with you Malakar, possibly also the spear. I agree that the ring of swimming probably ought to go with Vexas, the second ring seems of negligible use for us, I think it might be best to sell it. In terms of the amulet I think it could go with either Fenna or Brannart.” ![]()
Male Elf Witch 2 HP: 14/14 F +1, R +3, W +3 | AC 13 T 13 FF 10| Initiative +3, Perception +2, Senses: Low Light vision
![]() Kowal seeing a ring among the contents of the chest will quietly incant "Nochdaidh na dìomhaireachdan agad" and cast detect magic. If you'd be so kind as to roll my spellcrafts for me to save time my bonus is +9 ![]()
Male Elf Witch 2 HP: 14/14 F +1, R +3, W +3 | AC 13 T 13 FF 10| Initiative +3, Perception +2, Senses: Low Light vision
![]() "From my experience, the magic comes as much from the intent and state of mind as it does from the dictation. Though that is certainly a portion of it. If you'd like I could try to show you some of how mine works. Though I admit I don't know much of how Fenna's works." after Kowal looks around and sees the state of the party he asks. "does anyone feel they are in dire need of healing now or should we save our strength in case of further danger?" ![]()
Male Elf Witch 2 HP: 14/14 F +1, R +3, W +3 | AC 13 T 13 FF 10| Initiative +3, Perception +2, Senses: Low Light vision
![]() I think you are right Brannart. Kowal will call out "not yet" as he notices Brannart move to stand but catches it too late. however, he continues his incantation chanting "Gu fortanach a bhith nad bhean" using misfortune on the queen DC15 will save Misfortune:
The witch can cause a creature within 30 feet to suffer grave misfortune for 1 round. Anytime the creature makes an ability check, attack roll, saving throw, or skill check, it must roll twice and take the worse result. A Will save negates this hex. At 8th level and 16th level, the duration of this hex is extended by 1 round. This hex affects all rolls the target must make while it lasts. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day. and then runs up to near the front line. ![]()
Male Elf Witch 2 HP: 14/14 F +1, R +3, W +3 | AC 13 T 13 FF 10| Initiative +3, Perception +2, Senses: Low Light vision
![]() Kowal will run up and shout out "GET AWAY" Casting Ear Piecing Scream at the queen Ear Piercing Scream:
You unleash a powerful scream, inaudible to all but a single target. The target is dazed for 1 round and takes 1d6 points of sonic damage per two caster levels (maximum 5d6). A successful save negates the daze effect and halves the damage. sonic damage: 1d6 ⇒ 5 DC 15 fort save for half damage and no daze ![]()
Male Elf Witch 2 HP: 14/14 F +1, R +3, W +3 | AC 13 T 13 FF 10| Initiative +3, Perception +2, Senses: Low Light vision
![]() Sorry for missing yesterday. Survival: 1d20 + 7 ⇒ (16) + 7 = 23
Perception: 1d20 + 2 ⇒ (17) + 2 = 19
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Male Elf Witch 2 HP: 14/14 F +1, R +3, W +3 | AC 13 T 13 FF 10| Initiative +3, Perception +2, Senses: Low Light vision
![]() Watching as Fenna removes the only visible threat remaining Kowal quickly looks around at his companions before asking "Is anyone in desperate need of healing? We ought be cautious, I haven't much left." ![]()
Male Elf Witch 2 HP: 14/14 F +1, R +3, W +3 | AC 13 T 13 FF 10| Initiative +3, Perception +2, Senses: Low Light vision
![]() Seeing Malakar take a disastrous hit Kowal will move up to aid him and incant "bi mar sholas againn tron dorchadas seo" as he reaches out and touches Malakar Casting Cure Light Wounds Healing: 1d8 + 2 ⇒ (5) + 2 = 7 ![]()
Male Elf Witch 2 HP: 14/14 F +1, R +3, W +3 | AC 13 T 13 FF 10| Initiative +3, Perception +2, Senses: Low Light vision
![]() Looking at Vexas Kowal will say "I suppose I probably can though I may be a touch slower. Can I have one of you carry a few items of mine?" I assume Vexas and gear weight around 50 pounds which puts me into heavy but I can keep it to medium if someone can hold a few items. Seeing that Brannart will be taking the front again Kowal will place his ward on Brannart. Ward: The warded creature receives a +2 deflection bonus to AC and a +2 resistance bonus on saving throws. This ward lasts until the warded creature is hit or fails a saving throw. A witch knows when a warded creature is no longer protected. A witch can have only one ward active at a time. If the witch uses this ability again, the previous ward immediately ends. A witch cannot use this ability on herself. At 8th level and 16th level, the bonuses provided by this ward increase by +1. ![]()
Male Elf Witch 2 HP: 14/14 F +1, R +3, W +3 | AC 13 T 13 FF 10| Initiative +3, Perception +2, Senses: Low Light vision
![]() Lol, I'd go for something more in theme with the situation maybe Not well I'm around. ![]()
Male Elf Witch 2 HP: 14/14 F +1, R +3, W +3 | AC 13 T 13 FF 10| Initiative +3, Perception +2, Senses: Low Light vision
![]() I can add a party loot section to my sheet that says what everyone has gotten from adventures divided by party member if that would help as a reference. Kowal quickly incants out "lascia che l'oscurità riveli ciò che contiene" and touches a copper piece that he hands to Brannart. "Will this do?" he asks before retreating towards the back of the boat ![]()
Male Elf Witch 2 HP: 14/14 F +1, R +3, W +3 | AC 13 T 13 FF 10| Initiative +3, Perception +2, Senses: Low Light vision
![]() Kowal will first approach Parrell. "Have you seen the ruins out there, it's insane the amount of knowledge we are getting. To think of the breakthroughs this can lead to back in the "Civilized World", roughing it for a while until they get reinforcements out to us won't be a problem with the number of mercenaries the brought, I mean to get to us anythings got to go through brutes like him" Kowal will finishing pointing to Brannart. K. Arcana: 1d20 + 9 ⇒ (18) + 9 = 27 Bluff +8 from Hero Point: 1d20 + 13 ⇒ (6) + 13 = 19 ![]()
Male Elf Witch 2 HP: 14/14 F +1, R +3, W +3 | AC 13 T 13 FF 10| Initiative +3, Perception +2, Senses: Low Light vision
![]() "It seems we need to convince Faedwyr and Perrell individually, I think once that is done Harcourt will follow along the path of least resistance, then Antona will be forced to join in or be alone, though I'm not sure we want a potential saboteur anyways, not sure how she made it past the application processes." Kowal will say. "I think I could help out with Perrell as she likely has a predisposition to academics. Does anyone think they have an idea for Faedwyr?"
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