Winter Witch

Lunaea Moonstruck's page

314 posts. Alias of Aashiana.


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Grand Lodge

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

Since she's nearby, Lunaea figures Kelsier could also use a heal and taps him with her trusty wand. She'll take a 5' step back from him when done so as to stay out of the way of any apes.

CLW: 1d8 + 2 ⇒ (3) + 2 = 5

Grand Lodge

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

118424-2
Grand Lodge
day job - hiding in the corner of the PFS library and reading obscure scrolls, and brewing up strange concoctions in her cauldron in her lodgings :D

Grand Lodge

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

Grand Lodge

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.

Grand Lodge

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.

Grand Lodge

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 moves up behind Anara, taps her with her CLW wand, then backs up a 5' step

CLW: 1d8 + 2 ⇒ (5) + 2 = 7

Grand Lodge

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

yes, sorry - I did say the monkey on Brodey, but it was out of order - thanks for clarifying, B

Whew, that's two down. Good thing that Guardian is helping us!

Grand Lodge

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...

Grand Lodge

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!

Grand Lodge

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!

Grand Lodge

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 runs up to just behind Brodey, hoping to get in range to do something useful next round.

Grand Lodge

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 don't really know what's appropriate here, but let's try this...

Use Magic Device: 1d20 + 6 ⇒ (13) + 6 = 19

Grand Lodge

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.

Grand Lodge

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

The white ones in the first room.

Lunaea was about to pick up the cube, but is happy to let Oleander do it if she wants to :)

Grand Lodge

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

Those suits of armor sure looked like guardians or "sentinels"... I'll bet this cube is a key or some form of activator. Let's look and see where it might fit.

Grand Lodge

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.

Grand Lodge

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

Grand Lodge

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 moves up to where Anara is and gives her Guidance for the next round

Grand Lodge

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.

Grand Lodge

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 the opportunity to cast Mage Armor on herself as they are looking over this room.

Grand Lodge

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 hurries over to the door as well, having no desire to get caught by the ape army...

Grand Lodge

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 have Stabilize cantrips, CLW from the wand, and after a night's sleep, remove sickness. I also have that last on a scroll if there is someone in imminent danger.

Grand Lodge

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.

Grand Lodge

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.

Grand Lodge

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.

Grand Lodge

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.

Grand Lodge

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.
Identify: 1d20 + 8 ⇒ (17) + 8 = 25

Grand Lodge

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

...and took his horse :)

Grand Lodge

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.

Grand Lodge

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.

Grand Lodge

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
this would be two squares to the right and four squares up from there

Standard action: Hexes the Leader with Slumber

Grand Lodge

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, I'm confused. I thought our surprise actions were before they moved. If not, I'll also withhold mine until it comes up. Sorry for the confusion.

Grand Lodge

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

As they are all too far away still to be affected by her hexes, Lunaea uses her surprise action to cast Mage Armor on herself.

Grand Lodge

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

Perception: 1d20 + 2 ⇒ (7) + 2 = 9

Lunaea is sleepily swaying on top of the caravan until she hears Oleander's shout and Brodey nudges her to "wake up!" and be ready...

Grand Lodge

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

OK :) I will just get the potion of invisibility then. Makes more sense to buy that in Absalom anyway!

Grand Lodge

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 out on business this afternoon and all day tomorrow until early evening. Probably will not be able to check the boards - Brodey can give orders for Lunaea if needed.

Grand Lodge

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.

Grand Lodge

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.

Grand Lodge

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
Potion of Invisibility - 300 gp (because sneakiness)
Upkeep - 10 gp (though finding anyplace worthy of that upkeep in this town may be ... challenging)

Selling masterwork backpack - 12 gp

Total previous - 903
Total earned - 506 + 12
Total spent - 1310
Total remaining - 111 gp
And 2 PP not spent

Grand Lodge

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

Grand Lodge

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

Thanks for the clarification, all. I'll have my purchases later tonight.

Grand Lodge

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.

Grand Lodge

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

agreed

Grand Lodge

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 you all want to interrogate her at the start of the next mod, Lunaea has a "Detect Thoughts" boon from an outsider in the last mod she could use...

Grand Lodge

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 guess our disguise failed at the end, since she clearly knew who we were!

PFS 118424-2
and certainly I'd like to continue

Grand Lodge

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 :)

Grand Lodge

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

Grand Lodge

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.

Grand Lodge

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.

Grand Lodge

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

We said we would take Senzer and son up to the dig site; other than that i can't think of anything

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