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F Human Witch 2 | HP 15/15 | AC 11 | T 11 | FF 10 | CMB 0 | CMD 11 | Fort 2 | Ref 1 | Will 3 | Init +1 | Perc +2
![]() Lunaea at this point is actually just around the corner of the big tent, pretty close to the group at the top, after her last move north. Seeing Anara still badly injured, Lunaea comes up behind her and begins to heal her wounds. CLW: 1d8 + 2 ⇒ (1) + 2 = 3 ![]()
F Human Witch 2 | HP 15/15 | AC 11 | T 11 | FF 10 | CMB 0 | CMD 11 | Fort 2 | Ref 1 | Will 3 | Init +1 | Perc +2
![]() I had some trouble interpreting the damage on the first attack on her with the "confirm". But if that didn't do damage, then yeah, 4/17 would be correct. Did the monkey make his save? (DC15) Could affect others' attacks. ![]()
F Human Witch 2 | HP 15/15 | AC 11 | T 11 | FF 10 | CMB 0 | CMD 11 | Fort 2 | Ref 1 | Will 3 | Init +1 | Perc +2
![]() Lunaea takes a 5' step diagonally to the NE, then a 30' move forward, which should put her just in range to hex the ape in front of Anara with Slumber. Is Anara still up? I wasn't able to heal all the previous damage. ![]()
F Human Witch 2 | HP 15/15 | AC 11 | T 11 | FF 10 | CMB 0 | CMD 11 | Fort 2 | Ref 1 | Will 3 | Init +1 | Perc +2
![]() I'm sorry- I thought we got to attack again before the monkeys did. Getting confused by the group order thing - my bad Seeing Brodey's attacks miss, Lunaea tries again to put that ape to sleep... ![]()
F Human Witch 2 | HP 15/15 | AC 11 | T 11 | FF 10 | CMB 0 | CMD 11 | Fort 2 | Ref 1 | Will 3 | Init +1 | Perc +2
![]() Well, it worked pretty well with the first ape, and Tyraneus got the other one pretty good, so Lunaea will try again with the ape threatening Brodey, hexing it with Slumber. She sort of feels like a one-trick Witch at the moment, but hey, at least it's working... The sooner we can get past these apes, the sooner we can help with whatever's going on over there! ![]()
F Human Witch 2 | HP 15/15 | AC 11 | T 11 | FF 10 | CMB 0 | CMD 11 | Fort 2 | Ref 1 | Will 3 | Init +1 | Perc +2
![]() Trying to assess this confusing situation with her admittedly limited tactical skills, Lunaea decides that two apes is worse than one, and she should help Tyraneus. Looking at the map, she's actually supposed to be behind Brodey. She would never stand next to him with an army of oncoming apes :D Seeing Kelsier hesitate, Lunaea yells Help Tyraneus! Free action, I think She moves two steps to the right from behind Brodey, which should put her two steps to the left of Anara. Move action She then throws a Slumber hex at the leftmost ape threatening Tyraneus, hoping to put it out of commission. Standard action I hope the roaring of the Ape-King can't wake it up! ![]()
F Human Witch 2 | HP 15/15 | AC 11 | T 11 | FF 10 | CMB 0 | CMD 11 | Fort 2 | Ref 1 | Will 3 | Init +1 | Perc +2
![]() C'mon, we've got to help! Let's see if this cube animates the guardians in the first room or the sphere - there's no time to lose! Lunaea runs back to the first room to see if there's any way to activate the Guardian statues, heedless of any danger. If nothing happens there, she'll urge the group to go outside and see if they can activate the sphere by pressing the cube into it. ![]()
F Human Witch 2 | HP 15/15 | AC 11 | T 11 | FF 10 | CMB 0 | CMD 11 | Fort 2 | Ref 1 | Will 3 | Init +1 | Perc +2
![]() Hmm. There is that sphere out in the dig site. I wonder if this cube activates it. We were looking for something that would provide protection - this may be our only hope against that army of apes. Or the last thing we ever do... The Master did give us the key to this place, which suggests he knows more than he's telling about it. No doubt his High Azlanti is better than mine. she says with a wry smile. We may have no choice but to trust him on that matter. ![]()
F Human Witch 2 | HP 15/15 | AC 11 | T 11 | FF 10 | CMB 0 | CMD 11 | Fort 2 | Ref 1 | Will 3 | Init +1 | Perc +2
![]() Lunaea thinks back to the runes she saw on the door as they entered. Actually, those did look familiar. I'll be happy to take a look if I can have a bodyguard..., she smiles. linguistics: 1d20 + 9 ⇒ (12) + 9 = 21 ![]()
F Human Witch 2 | HP 15/15 | AC 11 | T 11 | FF 10 | CMB 0 | CMD 11 | Fort 2 | Ref 1 | Will 3 | Init +1 | Perc +2
![]() Just as a general rule, Brodey and Lunaea should start within 5' of each other due to our team feat (which is most useful in the surprise round). Brodey's mentioned this, but just a reminder. Accordingly, I'd like to assume if possible that I'm actually starting just below Kelsier. Sadly, basically nothing I have works on undead, so... Lunaea reaches out in gentle encouragement to Brodey, protect Anara! Lunaea gives Brodey Guidance. ![]()
F Human Witch 2 | HP 15/15 | AC 11 | T 11 | FF 10 | CMB 0 | CMD 11 | Fort 2 | Ref 1 | Will 3 | Init +1 | Perc +2
![]() Leaving Juliet to discuss the door with Brodey, Lunaea looks for Tyraneus to join her and heads off to tend to the wounded - Pathfinders and Aspis alike. She'll expend however many charges she needs to from her wand, but Tyraneus may have spells he can use first that he can get back by sleeping. She'll pick up whatever is left after that. ![]()
F Human Witch 2 | HP 15/15 | AC 11 | T 11 | FF 10 | CMB 0 | CMD 11 | Fort 2 | Ref 1 | Will 3 | Init +1 | Perc +2
![]() Just a quick reminder that Brodey has been guarding the key, if that matters. Lunaea pulls Juliet aside, and quietly explains that we do have something, but should make sure the Aspis mercenaries in camp aren't listening to our conversation or watching. ![]()
F Human Witch 2 | HP 15/15 | AC 11 | T 11 | FF 10 | CMB 0 | CMD 11 | Fort 2 | Ref 1 | Will 3 | Init +1 | Perc +2
![]() Sooo. I'm a little confused about what is happening. Are the apes attacking the camp, or were they just chasing the Aspis guys and now that we're all inside, they go away? Obviously our key is relevant to that door, but I'm just not clear on what is happening at this moment. ![]()
F Human Witch 2 | HP 15/15 | AC 11 | T 11 | FF 10 | CMB 0 | CMD 11 | Fort 2 | Ref 1 | Will 3 | Init +1 | Perc +2
![]() Lunaea nods, That seems like the only solution under the circumstances. Since she can't do much against the apes, she plans to keep watch over the mercenaries and Slumber them at the slightest sign of treachery. As well as healing the stray arrow wound and however else she can be helpful. ![]()
F Human Witch 2 | HP 15/15 | AC 11 | T 11 | FF 10 | CMB 0 | CMD 11 | Fort 2 | Ref 1 | Will 3 | Init +1 | Perc +2
![]() Lunaea looks from Kelsier to Tyraneus, considering their words carefully. hmm... there is merit to both of your points of view - but if we win their gratitude, perhaps we could negotiate a truce between the Aspis and the Pathfinders? If not, we can surely deal with them ourselves. That would leave only one enemy to manage, indicating the apes. Perhaps we could even gain their help in the coming battles. Glancing at the chain shirt, she seems to recognize it.
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F Human Witch 2 | HP 15/15 | AC 11 | T 11 | FF 10 | CMB 0 | CMD 11 | Fort 2 | Ref 1 | Will 3 | Init +1 | Perc +2
![]() Lunaea smiles at Tyraneus, That was lovely. Much nicer than these harsh mage spells. At least I've used up all the old Cure Light Scrolls I've been carrying around. More room in my spell case for something more interesting! Lunaea climbs back up on the cart and looks forward to the rest of the journey. ![]()
F Human Witch 2 | HP 15/15 | AC 11 | T 11 | FF 10 | CMB 0 | CMD 11 | Fort 2 | Ref 1 | Will 3 | Init +1 | Perc +2
![]() Having nothing that can reach the Mercenaries so far away, Lunaea moves back to the cart, staying within the mist, and heals Oleander so she can keep firing away... CLW: 1d8 + 2 ⇒ (3) + 2 = 5 She will probably keep focusing on healing arrow wounds, since there is little productive else for her to do in a long-distance battle. I can see she's going to want that Fortune hex back ASAP just for situations like this. ![]()
F Human Witch 2 | HP 15/15 | AC 11 | T 11 | FF 10 | CMB 0 | CMD 11 | Fort 2 | Ref 1 | Will 3 | Init +1 | Perc +2
![]() Move action: Lunaea moves to a spot that has some cover, within hex range of the leader
Standard action: Hexes the Leader with Slumber ![]()
F Human Witch 2 | HP 15/15 | AC 11 | T 11 | FF 10 | CMB 0 | CMD 11 | Fort 2 | Ref 1 | Will 3 | Init +1 | Perc +2
![]() oh gosh. I hope I haven't done that wrong! Someone with more experience than me with this game will have to answer that. The rules are different than other "Living" games I've played. If not I'll probably replace it with a Cloak of Resistance +1. ![]()
F Human Witch 2 | HP 15/15 | AC 11 | T 11 | FF 10 | CMB 0 | CMD 11 | Fort 2 | Ref 1 | Will 3 | Init +1 | Perc +2
![]() Lunaea shudders at the barbaric practice of tossing witches in the water to see if they will drown. Maybe I should open that scroll that PFS left us with and see what it shows? I assume we're far enough from Bloodcove now that it won't explode on us. ![]()
F Human Witch 2 | HP 15/15 | AC 11 | T 11 | FF 10 | CMB 0 | CMD 11 | Fort 2 | Ref 1 | Will 3 | Init +1 | Perc +2
![]() Lunaea is also suspending disbelief - perhaps she finds what she wants among the other Witch's belongings. Her purchase is mainly a "vanity" pick - she carries almost nothing on her and hates her backpack. It really detracts from her witchy appearance and the otherwise flowing lines of her robes. However, she can't bear to part with her scrying materials and scrolls. Not to mention her journal with the cool glow-in-the-dark ink :D So... Pathfinder Pouch - 1000 gp
Selling masterwork backpack - 12 gp Total previous - 903
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F Human Witch 2 | HP 15/15 | AC 11 | T 11 | FF 10 | CMB 0 | CMD 11 | Fort 2 | Ref 1 | Will 3 | Init +1 | Perc +2
![]() If there's a force moving this way, let's leave her, her henchmen, Ichon, and her henchmen by the side of the road, tied up but none the worse for wear. That should at least create a delay and some confusion, as well as demonstrate our clear superiority :D ![]()
F Human Witch 2 | HP 15/15 | AC 11 | T 11 | FF 10 | CMB 0 | CMD 11 | Fort 2 | Ref 1 | Will 3 | Init +1 | Perc +2
![]() My question - you mentioned selling your equipment at cost - is that normally allowed? Is it just for when you're retooling your character, since I thought I understood you only get half value for selling stuff. I've found this confusing for my own chars so just want to clarify. ![]()
F Human Witch 2 | HP 15/15 | AC 11 | T 11 | FF 10 | CMB 0 | CMD 11 | Fort 2 | Ref 1 | Will 3 | Init +1 | Perc +2
![]() Sure, why not. I'm tempted to leave all of these guys and their leaders by the side of the road, tied up with some food, and let them make their own ways in life rather than be burdened with them for the next adventure :) ![]()
F Human Witch 2 | HP 15/15 | AC 11 | T 11 | FF 10 | CMB 0 | CMD 11 | Fort 2 | Ref 1 | Will 3 | Init +1 | Perc +2
![]() At this point, I'm assuming the guards are dead, so it's Anara's turn and then mine and Brodey's. After Anara does her action... Lunaea gathers up all the sleepy energy in the air and flings it back toward Xeanja in the form of a hex to give her a taste of her own medicine. Best to know what happens with that so Brodey can choose his actions accordingly ![]()
F Human Witch 2 | HP 15/15 | AC 11 | T 11 | FF 10 | CMB 0 | CMD 11 | Fort 2 | Ref 1 | Will 3 | Init +1 | Perc +2
![]() Agree - no way are we giving up the key, since apparently our people need it. Battlemap is up. Lunaea tosses her hair and prepares for a fight, not in the least intimidated. There's only four of them. We've certainly faced worse odds. ![]()
F Human Witch 2 | HP 15/15 | AC 11 | T 11 | FF 10 | CMB 0 | CMD 11 | Fort 2 | Ref 1 | Will 3 | Init +1 | Perc +2
![]() Probably one of the original four would have those items, since they were provided at the very start. I think we would have divided them up for safety. I can take the scroll and put it with my other scrolls, so that it doesn't appear to be anything special. Maybe Brodey can guard the key, since it seems to be important. If no-one else seems inclined, Lunaea will take the other seat. Her strength and endurance are not the greatest. But she'll be polite and make sure no-one else wants it first. She can see well from up there to cast spells if needed and it's just as well if she's out of direct combat.
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