Occultist

Donnell "The Fox"'s page

Organized Play Member. 853 posts (1,495 including aliases). No reviews. No lists. No wishlists. 2 Organized Play characters. 6 aliases.


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Male CG Halfling Investigator 10 | HP: 40/57 | AC: 19 (16 FF, 14 Tch) | CMB: 6, CMD: 19, FF: 16 | F: +7, R: +12, W: +10 | Init: +7 (+9 urban)| Perc: +15 | Locate Traps +20 | Disarm Traps +20 | Speed 20ft | Inspiration 7/8 | Harrow Points: 3 | +6 vs Poison, +2 vs Fear, +3 vs Traps | Active effects: Heroism, Heightened Awareness (+2 attacks, saves, skills; further +2 Perception & Knowledge)

I'm not sure what the AC is on the Raktavarna, but I don't think the damage adds up correctly. Should be:
If AC=15-17, Damage=25
If AC=18-20, Damage=22
If AC=21-26, Damage=17
If AC=27-29, Damage=12

If the raktavarna is still standing, Donnell will continue to stab at it; let me know if it's already dead, as Donnell will attack the Rakshasa with his crossbow instead.

Blessing of Fervour = Extra Attack

Rapier1: 1d20 + 11 ⇒ (14) + 11 = 25
Damage1: 1d4 + 1 ⇒ (4) + 1 = 5

Rapier2: 1d20 + 11 ⇒ (16) + 11 = 27
Damage2: 1d4 + 1 ⇒ (3) + 1 = 4

Rapier3: 1d20 + 6 ⇒ (8) + 6 = 14
Damage3: 1d4 + 1 ⇒ (3) + 1 = 4


Male CG Halfling Investigator 10 | HP: 40/57 | AC: 19 (16 FF, 14 Tch) | CMB: 6, CMD: 19, FF: 16 | F: +7, R: +12, W: +10 | Init: +7 (+9 urban)| Perc: +15 | Locate Traps +20 | Disarm Traps +20 | Speed 20ft | Inspiration 7/8 | Harrow Points: 3 | +6 vs Poison, +2 vs Fear, +3 vs Traps | Active effects: Heroism, Heightened Awareness (+2 attacks, saves, skills; further +2 Perception & Knowledge)

@Raven: Yeah, you can do wasps at 7th and army ants at 13th. Use of the words 'can' makes it sound like it's your choice, though.
Vomit Swarm


Male CG Halfling Investigator 10 | HP: 40/57 | AC: 19 (16 FF, 14 Tch) | CMB: 6, CMD: 19, FF: 16 | F: +7, R: +12, W: +10 | Init: +7 (+9 urban)| Perc: +15 | Locate Traps +20 | Disarm Traps +20 | Speed 20ft | Inspiration 7/8 | Harrow Points: 3 | +6 vs Poison, +2 vs Fear, +3 vs Traps | Active effects: Heroism, Heightened Awareness (+2 attacks, saves, skills; further +2 Perception & Knowledge)

Clamping his lips together, Donnell focuses on the snake - partly worried that this enemy is more dangerous than he'd first thought, but more concerned that this distraction is keeping him from helping his friends.

Blessing of Fervour = Extra Attack

Rapier1: 1d20 + 11 ⇒ (18) + 11 = 29
Damage1: 1d4 + 1 ⇒ (4) + 1 = 5

Confirm Crit: 1d20 + 11 ⇒ (2) + 11 = 13
CritDamage: 1d4 + 1 ⇒ (3) + 1 = 4

Rapier2: 1d20 + 11 ⇒ (15) + 11 = 26
Damage2: 1d4 + 1 ⇒ (4) + 1 = 5

Rapier3: 1d20 + 6 ⇒ (11) + 6 = 17
Damage3: 1d4 + 1 ⇒ (2) + 1 = 3

Still loving this rapier, but I wish it did more damage!


Male CG Halfling Investigator 10 | HP: 40/57 | AC: 19 (16 FF, 14 Tch) | CMB: 6, CMD: 19, FF: 16 | F: +7, R: +12, W: +10 | Init: +7 (+9 urban)| Perc: +15 | Locate Traps +20 | Disarm Traps +20 | Speed 20ft | Inspiration 7/8 | Harrow Points: 3 | +6 vs Poison, +2 vs Fear, +3 vs Traps | Active effects: Heroism, Heightened Awareness (+2 attacks, saves, skills; further +2 Perception & Knowledge)

Any knowledge about the raktavarna gleaned from that 17?

Donnell grins savagely at the shapeshifting snake: "I'm gonna slice you open and use your poison glands to coat my weapons!"

Blessing of Fervour = Extra Attack

Rapier1: 1d20 + 11 ⇒ (16) + 11 = 27
Damage1: 1d4 + 1 ⇒ (3) + 1 = 4

Rapier2: 1d20 + 11 ⇒ (18) + 11 = 29
Damage2: 1d4 + 1 ⇒ (2) + 1 = 3

Confirm Crit: 1d20 + 11 ⇒ (9) + 11 = 20
CritDamage: 1d4 + 1 ⇒ (4) + 1 = 5

Rapier3: 1d20 + 6 ⇒ (8) + 6 = 14
Damage3: 1d4 + 1 ⇒ (4) + 1 = 5


Male CG Halfling Investigator 10 | HP: 40/57 | AC: 19 (16 FF, 14 Tch) | CMB: 6, CMD: 19, FF: 16 | F: +7, R: +12, W: +10 | Init: +7 (+9 urban)| Perc: +15 | Locate Traps +20 | Disarm Traps +20 | Speed 20ft | Inspiration 7/8 | Harrow Points: 3 | +6 vs Poison, +2 vs Fear, +3 vs Traps | Active effects: Heroism, Heightened Awareness (+2 attacks, saves, skills; further +2 Perception & Knowledge)

Knowledge Dungeoneering: 1d20 + 7 + 1d6 ⇒ (8) + 7 + (2) = 17

Donnell's eyes blaze at the thought of this betrayal, and at his own naivete for not working it out: "Time for you to die, shapeshifter."

Drawing his rapier, he prepares to attack the raktavarna in front of him:

Attack1: 1d20 + 9 ⇒ (4) + 9 = 13
Damage1: 1d4 + 1 ⇒ (1) + 1 = 2

Attack2: 1d20 + 4 ⇒ (8) + 4 = 12
Damage2: 1d4 + 1 ⇒ (2) + 1 = 3

Well, that was a lousy first round...


Male CG Halfling Investigator 10 | HP: 40/57 | AC: 19 (16 FF, 14 Tch) | CMB: 6, CMD: 19, FF: 16 | F: +7, R: +12, W: +10 | Init: +7 (+9 urban)| Perc: +15 | Locate Traps +20 | Disarm Traps +20 | Speed 20ft | Inspiration 7/8 | Harrow Points: 3 | +6 vs Poison, +2 vs Fear, +3 vs Traps | Active effects: Heroism, Heightened Awareness (+2 attacks, saves, skills; further +2 Perception & Knowledge)

(Assuming Sevenspawn lets us know what he's deduced)

Donnell draws back the string of his crossbow and sets a bolt in place: "Right! So, how's about you tell us what's going on and who you really are?"

Donnell's not really feeling inclined to give this creature the benefit of the doubt, so anything short of capitulation is going to result in a crossbow bolt to the face.


Male CG Halfling Investigator 10 | HP: 40/57 | AC: 19 (16 FF, 14 Tch) | CMB: 6, CMD: 19, FF: 16 | F: +7, R: +12, W: +10 | Init: +7 (+9 urban)| Perc: +15 | Locate Traps +20 | Disarm Traps +20 | Speed 20ft | Inspiration 7/8 | Harrow Points: 3 | +6 vs Poison, +2 vs Fear, +3 vs Traps | Active effects: Heroism, Heightened Awareness (+2 attacks, saves, skills; further +2 Perception & Knowledge)

Hey gang, I'm going to be away until Friday. Wifi/mobile service will likely be spotty at best, so please 'bot as needed.


Male CG Halfling Investigator 10 | HP: 40/57 | AC: 19 (16 FF, 14 Tch) | CMB: 6, CMD: 19, FF: 16 | F: +7, R: +12, W: +10 | Init: +7 (+9 urban)| Perc: +15 | Locate Traps +20 | Disarm Traps +20 | Speed 20ft | Inspiration 7/8 | Harrow Points: 3 | +6 vs Poison, +2 vs Fear, +3 vs Traps | Active effects: Heroism, Heightened Awareness (+2 attacks, saves, skills; further +2 Perception & Knowledge)

As he's explaining what rakshasa are to the others, he fingers flick: Does this make sense to any of you? I don't think we can trust Glorio, but it also seems odd we just stumbled on Vencarlo here.

Sense Motive: 1d20 + 9 + 1d6 ⇒ (11) + 9 + (2) = 22
Just checking! Maybe Vencarlo also isn't who he says he is...

"The darksphinx? Yeah, we've already dealt with her. Is Glorio/Bahor here in the Labyrinth? If not, let's get you and Neolandus out first, then we'll deal with him up above."


Male CG Halfling Investigator 10 | HP: 40/57 | AC: 19 (16 FF, 14 Tch) | CMB: 6, CMD: 19, FF: 16 | F: +7, R: +12, W: +10 | Init: +7 (+9 urban)| Perc: +15 | Locate Traps +20 | Disarm Traps +20 | Speed 20ft | Inspiration 7/8 | Harrow Points: 3 | +6 vs Poison, +2 vs Fear, +3 vs Traps | Active effects: Heroism, Heightened Awareness (+2 attacks, saves, skills; further +2 Perception & Knowledge)

Donnell frowns slightly - here is his childhood hero calling him an idiot - but his expression quickly returns to a wry grin: "We assumed as much, but it seemed worth the risk. Not to mention," looking appraisingly around the room, "we could probably use another hideout."

"You will have to excuse us, but in tracking you down, we acquired some gear from your home, and consequently, uncovered a secret." Flipping open his pack, Donnell pulls out a mask and some daggers with a 'B' engraved on the pommel.

(I'm not sure what equipment Raven Six is using from Blackjack's - I assume anything she doesn't have is in the Handy Haversack or Bag of Holding. As mentioned previously, Donnell will suggest returning all of Blackjack's items to Vencarlo - the things we found in that closet are listed as "Blackjack" on the party loot page.)

"Where is the seneschal? The city needs you both desperately!"

Is he injured? Require healing of some kind?


Male CG Halfling Investigator 10 | HP: 40/57 | AC: 19 (16 FF, 14 Tch) | CMB: 6, CMD: 19, FF: 16 | F: +7, R: +12, W: +10 | Init: +7 (+9 urban)| Perc: +15 | Locate Traps +20 | Disarm Traps +20 | Speed 20ft | Inspiration 7/8 | Harrow Points: 3 | +6 vs Poison, +2 vs Fear, +3 vs Traps | Active effects: Heroism, Heightened Awareness (+2 attacks, saves, skills; further +2 Perception & Knowledge)

looks like we've already checked the door in the first room for traps, so I suggest we just open it and begin exploring that space. Looks like, unless we get really lucky, we might have to clear the dungeon before we find the prisoners.


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Male CG Halfling Investigator 10 | HP: 40/57 | AC: 19 (16 FF, 14 Tch) | CMB: 6, CMD: 19, FF: 16 | F: +7, R: +12, W: +10 | Init: +7 (+9 urban)| Perc: +15 | Locate Traps +20 | Disarm Traps +20 | Speed 20ft | Inspiration 7/8 | Harrow Points: 3 | +6 vs Poison, +2 vs Fear, +3 vs Traps | Active effects: Heroism, Heightened Awareness (+2 attacks, saves, skills; further +2 Perception & Knowledge)

"Well," Donnell comments, dryily, "that was fun. Ready to leave? No?"

Donnell pulls the lever twice more, taking us back to the first room, with a sarcastic: "Wheee!"


Male CG Halfling Investigator 10 | HP: 40/57 | AC: 19 (16 FF, 14 Tch) | CMB: 6, CMD: 19, FF: 16 | F: +7, R: +12, W: +10 | Init: +7 (+9 urban)| Perc: +15 | Locate Traps +20 | Disarm Traps +20 | Speed 20ft | Inspiration 7/8 | Harrow Points: 3 | +6 vs Poison, +2 vs Fear, +3 vs Traps | Active effects: Heroism, Heightened Awareness (+2 attacks, saves, skills; further +2 Perception & Knowledge)

Donnell is a bit wide-eyed as he looks from the statue to the rod: "I am suddenly very happy that Pilts did not have a chance to use this too often on us!"

Inspecting the darksphinx, Donnell manages to look slightly sheepish as he taps at her gear. If any of it is recoverable, Donnell will take it, though he'll likely have to enlist Thod's help in breaking the statue.

"Assuming we still plan to find Vencarlo and Neolandus first, I suggest we spin one more time."

This is assuming you don't want to just clear the entire dungeon systematically, which is what Donnell would prefer.

@GM: I assume Donnell's earlier Perception check didn't reveal tracks or other evidence from the men we seek, so I'll roll that again, but was he able to disarm the trap before the darksphinx attacked?

Perception: 1d20 + 15 + 2 + 1d6 ⇒ (6) + 15 + 2 + (6) = 29

By the way, how do I get rid of this Sickened condition?!


Male CG Halfling Investigator 10 | HP: 40/57 | AC: 19 (16 FF, 14 Tch) | CMB: 6, CMD: 19, FF: 16 | F: +7, R: +12, W: +10 | Init: +7 (+9 urban)| Perc: +15 | Locate Traps +20 | Disarm Traps +20 | Speed 20ft | Inspiration 7/8 | Harrow Points: 3 | +6 vs Poison, +2 vs Fear, +3 vs Traps | Active effects: Heroism, Heightened Awareness (+2 attacks, saves, skills; further +2 Perception & Knowledge)

Seeing the effect of the rod on the darksphinx, Donnell mutters a quick: "Heh - noice!"

But watching the reduced creature nimbly dance away from Thod's attack causes the slight frown to flutter back across his brow. Gripping the rod tightly, he tries again:

UMD: 1d20 + 12 + 1d6 ⇒ (5) + 12 + (4) = 21

@GM: I went looking for general information about rods (bc I wasn't sure about whether they needed to recharge), and saw a couple of suggestions from people that a UMD wasn't needed as they can be used by anyone. I'm not sure how you feel about that (I'm not sure it Pilts rolled them or not). Anyway, let me know, and if I do need to roll UMD, let me know if I know anything about the DC I have to meet, because I'm using an Inspiration point on this particular roll to get above 20. Thanks!


Male CG Halfling Investigator 10 | HP: 40/57 | AC: 19 (16 FF, 14 Tch) | CMB: 6, CMD: 19, FF: 16 | F: +7, R: +12, W: +10 | Init: +7 (+9 urban)| Perc: +15 | Locate Traps +20 | Disarm Traps +20 | Speed 20ft | Inspiration 7/8 | Harrow Points: 3 | +6 vs Poison, +2 vs Fear, +3 vs Traps | Active effects: Heroism, Heightened Awareness (+2 attacks, saves, skills; further +2 Perception & Knowledge)

Wasp Swarm: 2d6 ⇒ (2, 3) = 5
Poison: Fort DC 13 or 1 DEX damage
Distraction: Fort DC 13 or nauseated
Duration: 7 rounds

Donnell grins in satisfaction when the wand has the desired effect, and slides Pilts's scepter from his belt: "Now - let's see what this can do..."

Use Magic Device: 1d20 + 12 ⇒ (9) + 12 = 21


Male CG Halfling Investigator 10 | HP: 40/57 | AC: 19 (16 FF, 14 Tch) | CMB: 6, CMD: 19, FF: 16 | F: +7, R: +12, W: +10 | Init: +7 (+9 urban)| Perc: +15 | Locate Traps +20 | Disarm Traps +20 | Speed 20ft | Inspiration 7/8 | Harrow Points: 3 | +6 vs Poison, +2 vs Fear, +3 vs Traps | Active effects: Heroism, Heightened Awareness (+2 attacks, saves, skills; further +2 Perception & Knowledge)

Arg - forgot the swarm attack.

Wasp Swarm: 2d6 ⇒ (5, 2) = 7
Poison: Fort DC 13 or 1 DEX damage
Distraction: Fort DC 13 or nauseated
Duration: 8 rounds

Also:
Entangled
-2 attacks, -4 DEX, 1/2 speed
Spells: Concentration DC 15 + spell level
Duration: 3 rounds


Male CG Halfling Investigator 10 | HP: 40/57 | AC: 19 (16 FF, 14 Tch) | CMB: 6, CMD: 19, FF: 16 | F: +7, R: +12, W: +10 | Init: +7 (+9 urban)| Perc: +15 | Locate Traps +20 | Disarm Traps +20 | Speed 20ft | Inspiration 7/8 | Harrow Points: 3 | +6 vs Poison, +2 vs Fear, +3 vs Traps | Active effects: Heroism, Heightened Awareness (+2 attacks, saves, skills; further +2 Perception & Knowledge)

Doing a mental inventory of what he has available, and comparing that list to what seems effective against the darksphinx, Donnell growls in annoyance.

Pulling a wand from his pack, he attempts to activate it:

UMD: 1d20 + 12 ⇒ (11) + 12 = 23

Wand of Slow
12 charges remaining

Will DC ? (16?) to negate (I'm not sure how DC works for wands...)
Staggered: Single move or standard action each turn, but not both
-1 to attacks, AC, and Reflex saves
Moves at half its normal speed


Male CG Halfling Investigator 10 | HP: 40/57 | AC: 19 (16 FF, 14 Tch) | CMB: 6, CMD: 19, FF: 16 | F: +7, R: +12, W: +10 | Init: +7 (+9 urban)| Perc: +15 | Locate Traps +20 | Disarm Traps +20 | Speed 20ft | Inspiration 7/8 | Harrow Points: 3 | +6 vs Poison, +2 vs Fear, +3 vs Traps | Active effects: Heroism, Heightened Awareness (+2 attacks, saves, skills; further +2 Perception & Knowledge)

Oh - didn't think of DR. Oh well, maybe we'll get lucky and the swarm will be distracting enough to slow some attacks.

Wasp Swarm: 2d6 ⇒ (5, 3) = 8
Poison: Fort DC 13 or 1 DEX damage
Distraction: Fort DC 13 or nauseated
Duration: 9 rounds

Donnell grits his teeth in frustration as the swarm seems mostly ineffective against the darksphinx. Seeing the flash of silver on Raven Six's bolts gives him an idea, however:

Silver Pellet Grenade: Reflex DC 15 for half
(Note: Gave myself a -4 for range to get it far enough to not affect Thod, about 25')

Attack: 1d20 + 12 - 4 ⇒ (17) + 12 - 4 = 25

Bludgeoning: 1d6 ⇒ 1
Piercing: 1d6 ⇒ 3
Fire: 1d6 ⇒ 2
Total: 1 + 3 + 2 = 6

Unfortunately, the Wasp Swarm will be affected by the Fire damage (though not, I think, by the rest).

Reflex Wasp Swarm: 1d20 + 3 ⇒ (6) + 3 = 9
Swarm takes 2 * 1.5 = 3 fire damage

Wasp Swarm:

AC 15, touch 15, flat-footed 14; (+1 Dex, +4 size)
HP: 7d8 - 3 ⇒ (2, 2, 3, 7, 5, 7, 3) - 3 = 26
Fort +5, Ref +3, Will +3
Defensive Abilities swarm traits; Immune weapon damage
Weakness swarm traits

OFFENSE

Speed 5 ft., fly 40 ft. (good)
Melee swarm (2d6 plus poison)
Space 10 ft.; Reach 0 ft.
Special Attacks distraction (DC 13), poison

STATISTICS

Str 1, Dex 13, Con 10, Int —, Wis 12, Cha 9
Base Atk +5; CMB —; CMD —
Skills Fly +11, Perception +9; Racial Modifiers +8 Perception
SQ swarm traits, vermin traits

SPECIAL ABILITIES

Poison (Ex)
Swarm—injury; save Fort DC 13; frequency 1/round for 4 rounds; effect 1 Dexterity damage; cure 1 save. The save DC is Constitution-based.

Note that there's not a lot I can do here, gang - everything I have does 1d6 damage at a shot, which is not likely to get past DR. My strength in combat relies on iterative damage...


Male CG Halfling Investigator 10 | HP: 40/57 | AC: 19 (16 FF, 14 Tch) | CMB: 6, CMD: 19, FF: 16 | F: +7, R: +12, W: +10 | Init: +7 (+9 urban)| Perc: +15 | Locate Traps +20 | Disarm Traps +20 | Speed 20ft | Inspiration 7/8 | Harrow Points: 3 | +6 vs Poison, +2 vs Fear, +3 vs Traps | Active effects: Heroism, Heightened Awareness (+2 attacks, saves, skills; further +2 Perception & Knowledge)

Will: 1d20 + 12 ⇒ (4) + 12 = 16

well, that effectively negates my Heroism, assuming Thod has the right of it

Donnell’s fantastic high fades and he feels slightly weak and drained as a result: ”Ugh! Damn, that’s lousy. Oh! Y’all are serious about fighting this thing, eh? Alright...”

Donnell once again undergoes the painful (and gross) process of swallowing insect eggs, then regurgitating a wasp swarm.

Swarm: 2d6 ⇒ (4, 4) = 8
Poison: Fort DC 13 or 1 DEX damage
Distraction: Fort DC 13 or nauseated

I’ll write out stats when I get back to a computer


Male CG Halfling Investigator 10 | HP: 40/57 | AC: 19 (16 FF, 14 Tch) | CMB: 6, CMD: 19, FF: 16 | F: +7, R: +12, W: +10 | Init: +7 (+9 urban)| Perc: +15 | Locate Traps +20 | Disarm Traps +20 | Speed 20ft | Inspiration 7/8 | Harrow Points: 3 | +6 vs Poison, +2 vs Fear, +3 vs Traps | Active effects: Heroism, Heightened Awareness (+2 attacks, saves, skills; further +2 Perception & Knowledge)

Knowledge Planes: 1d20 + 7 + 1d6 ⇒ (13) + 7 + (6) = 26

"... the hell?! How did they get a darksphinx in here? I mean... it's literally from Hell - s$!!! Resistant to magic and elemental damage - and effective spellcasters in their own right."

At least, I assume that's what you meant

Hucking a tanglefoot bag at the creature:

Ranged Touch: 1d20 + 13 ⇒ (2) + 13 = 15
Entangled
-2 attacks, -4 DEX, 1/2 speed
Spells: Concentration DC 15 + spell level
Duration: 2d4 ⇒ (3, 1) = 4 rounds

Reflex DC 15 or glued to the floor, speed = 0

"Ok, took care of that for now - let's get out of here!"

I mean, I'm sure we can take it if you want, but it sounds like the plan is to find the prisoners, rather than clear out the dungeon.


Male CG Halfling Investigator 10 | HP: 40/57 | AC: 19 (16 FF, 14 Tch) | CMB: 6, CMD: 19, FF: 16 | F: +7, R: +12, W: +10 | Init: +7 (+9 urban)| Perc: +15 | Locate Traps +20 | Disarm Traps +20 | Speed 20ft | Inspiration 7/8 | Harrow Points: 3 | +6 vs Poison, +2 vs Fear, +3 vs Traps | Active effects: Heroism, Heightened Awareness (+2 attacks, saves, skills; further +2 Perception & Knowledge)

"I'm just going to take a moment to disable this trap before we look around for traces of the two men."

Disarm Traps: 1d20 + 24 + 1d6 ⇒ (7) + 24 + (6) = 37

Perception: 1d20 + 19 + 1d6 ⇒ (19) + 19 + (3) = 41

Between the Heroism and Heightened Awareness extracts, Donnell's head is buzzing, similar to the effect of having too much caffeine - little escapes his notice, and he feels a bit like he can see through walls.


Male CG Halfling Investigator 10 | HP: 40/57 | AC: 19 (16 FF, 14 Tch) | CMB: 6, CMD: 19, FF: 16 | F: +7, R: +12, W: +10 | Init: +7 (+9 urban)| Perc: +15 | Locate Traps +20 | Disarm Traps +20 | Speed 20ft | Inspiration 7/8 | Harrow Points: 3 | +6 vs Poison, +2 vs Fear, +3 vs Traps | Active effects: Heroism, Heightened Awareness (+2 attacks, saves, skills; further +2 Perception & Knowledge)
GM SpiderBeard wrote:
With a -click- it locks in place and does not budge.

I assumed this meant we couldn't pull the same lever again. But sure, if we can rotate the first room again, let's go for it; if not let's go through the door - I suspect we'll be exploring most of this place anyway.


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Male CG Halfling Investigator 10 | HP: 40/57 | AC: 19 (16 FF, 14 Tch) | CMB: 6, CMD: 19, FF: 16 | F: +7, R: +12, W: +10 | Init: +7 (+9 urban)| Perc: +15 | Locate Traps +20 | Disarm Traps +20 | Speed 20ft | Inspiration 7/8 | Harrow Points: 3 | +6 vs Poison, +2 vs Fear, +3 vs Traps | Active effects: Heroism, Heightened Awareness (+2 attacks, saves, skills; further +2 Perception & Knowledge)

I hate it already

Donnell examines the door for traps, then motions for Thod to open it:

Perception (Traps): 1d20 + 24 + 1d6 ⇒ (20) + 24 + (4) = 48


Male CG Halfling Investigator 10 | HP: 40/57 | AC: 19 (16 FF, 14 Tch) | CMB: 6, CMD: 19, FF: 16 | F: +7, R: +12, W: +10 | Init: +7 (+9 urban)| Perc: +15 | Locate Traps +20 | Disarm Traps +20 | Speed 20ft | Inspiration 7/8 | Harrow Points: 3 | +6 vs Poison, +2 vs Fear, +3 vs Traps | Active effects: Heroism, Heightened Awareness (+2 attacks, saves, skills; further +2 Perception & Knowledge)

Does the lever just pull straight down, or does it look like it moves in other directions?

Pointing out the lever and the gaps in the walls and floor: "Well, looks like we are in it now - is everyone ready to see what the Labyrinth will bring us?"

Donnell will pull the lever if there are no objections - assuming he can reach it...


Male CG Halfling Investigator 10 | HP: 40/57 | AC: 19 (16 FF, 14 Tch) | CMB: 6, CMD: 19, FF: 16 | F: +7, R: +12, W: +10 | Init: +7 (+9 urban)| Perc: +15 | Locate Traps +20 | Disarm Traps +20 | Speed 20ft | Inspiration 7/8 | Harrow Points: 3 | +6 vs Poison, +2 vs Fear, +3 vs Traps | Active effects: Heroism, Heightened Awareness (+2 attacks, saves, skills; further +2 Perception & Knowledge)

Inspecting the door, Donnell rubs his chin with interest: "Hmm, four circles here; four chambers to the Labyrinth. The chambers are supposed to rotate, somehow...?"

Donnell will look for traps, but will also inspect the door for mechanisms along the lines of what Glorio mentioned

Perception: 1d20 + 19 + 5 + 1d6 ⇒ (13) + 19 + 5 + (5) = 42

Knowledge Engineering: 1d20 + 11 + 1d6 ⇒ (10) + 11 + (1) = 22


Male CG Halfling Investigator 10 | HP: 40/57 | AC: 19 (16 FF, 14 Tch) | CMB: 6, CMD: 19, FF: 16 | F: +7, R: +12, W: +10 | Init: +7 (+9 urban)| Perc: +15 | Locate Traps +20 | Disarm Traps +20 | Speed 20ft | Inspiration 7/8 | Harrow Points: 3 | +6 vs Poison, +2 vs Fear, +3 vs Traps | Active effects: Heroism, Heightened Awareness (+2 attacks, saves, skills; further +2 Perception & Knowledge)

I was waiting for the other two to chime in - Donnell would prefer to deal with it now, but not so strongly that he'll argue with anyone about it. If we don't hear from them by this evening, let's just push on to the secret door.


Male CG Halfling Investigator 10 | HP: 40/57 | AC: 19 (16 FF, 14 Tch) | CMB: 6, CMD: 19, FF: 16 | F: +7, R: +12, W: +10 | Init: +7 (+9 urban)| Perc: +15 | Locate Traps +20 | Disarm Traps +20 | Speed 20ft | Inspiration 7/8 | Harrow Points: 3 | +6 vs Poison, +2 vs Fear, +3 vs Traps | Active effects: Heroism, Heightened Awareness (+2 attacks, saves, skills; further +2 Perception & Knowledge)

Donnell translates what he's heard to the others via hand signals: Better to fight them now? Or wait until after we've recovered the prisoners?


Male CG Halfling Investigator 10 | HP: 40/57 | AC: 19 (16 FF, 14 Tch) | CMB: 6, CMD: 19, FF: 16 | F: +7, R: +12, W: +10 | Init: +7 (+9 urban)| Perc: +15 | Locate Traps +20 | Disarm Traps +20 | Speed 20ft | Inspiration 7/8 | Harrow Points: 3 | +6 vs Poison, +2 vs Fear, +3 vs Traps | Active effects: Heroism, Heightened Awareness (+2 attacks, saves, skills; further +2 Perception & Knowledge)

Donnell will collect the statues and move over to inspect the double doors.

Perception: 1d20 + 1d6 + 19 + 5 ⇒ (4) + (2) + 19 + 5 = 30

Disarming any traps he might find (Disable Traps: 1d20 + 1d6 + 24 ⇒ (19) + (1) + 24 = 44), he will ask Thod to open the doors as he stands just behind, crossbow at the ready.


Male CG Halfling Investigator 10 | HP: 40/57 | AC: 19 (16 FF, 14 Tch) | CMB: 6, CMD: 19, FF: 16 | F: +7, R: +12, W: +10 | Init: +7 (+9 urban)| Perc: +15 | Locate Traps +20 | Disarm Traps +20 | Speed 20ft | Inspiration 7/8 | Harrow Points: 3 | +6 vs Poison, +2 vs Fear, +3 vs Traps | Active effects: Heroism, Heightened Awareness (+2 attacks, saves, skills; further +2 Perception & Knowledge)

How big are those sculptures? Small enough to fit into a pack or Handy Haversack? (I don't remember if anyone has a Bag of Holding...)

Donnell largely ignores the bickering - he's too preoccupied by the contents of the room: Perception: 1d20 + 1d6 + 19 ⇒ (7) + (2) + 19 = 28

Muttering to himself about the sculptures and how to smuggle them out, he looks over at Sevenspawn and smiles warmly: "Perhaps they too will find they've more in common than not. And yes - I think they are both resourceful in their own ways and have managed to survive thus far. If I didn't believe that, I wouldn't be here."


Male CG Halfling Investigator 10 | HP: 40/57 | AC: 19 (16 FF, 14 Tch) | CMB: 6, CMD: 19, FF: 16 | F: +7, R: +12, W: +10 | Init: +7 (+9 urban)| Perc: +15 | Locate Traps +20 | Disarm Traps +20 | Speed 20ft | Inspiration 7/8 | Harrow Points: 3 | +6 vs Poison, +2 vs Fear, +3 vs Traps | Active effects: Heroism, Heightened Awareness (+2 attacks, saves, skills; further +2 Perception & Knowledge)

Donnell's curiosity, and suspicions, are raised: "I just... I don't like leaving unopened doors behind us - so, I'm just gonna check..."

Donnell will check the door next the group for traps and, finding none (assuming nobody stops him), he will open it.
Perception: 1d20 + 15 + 1d6 + 4 + 5 ⇒ (16) + 15 + (3) + 4 + 5 = 43


Male CG Halfling Investigator 10 | HP: 40/57 | AC: 19 (16 FF, 14 Tch) | CMB: 6, CMD: 19, FF: 16 | F: +7, R: +12, W: +10 | Init: +7 (+9 urban)| Perc: +15 | Locate Traps +20 | Disarm Traps +20 | Speed 20ft | Inspiration 7/8 | Harrow Points: 3 | +6 vs Poison, +2 vs Fear, +3 vs Traps | Active effects: Heroism, Heightened Awareness (+2 attacks, saves, skills; further +2 Perception & Knowledge)

Donnell waves the others forward: "It seems clear up ahead, though it looks like we'll have to go single-file across these bridges (unless someone thinks rappelling down the side is a better plan...). Thod, if you don't mind taking the lead, I will follow behind you."


Male CG Halfling Investigator 10 | HP: 40/57 | AC: 19 (16 FF, 14 Tch) | CMB: 6, CMD: 19, FF: 16 | F: +7, R: +12, W: +10 | Init: +7 (+9 urban)| Perc: +15 | Locate Traps +20 | Disarm Traps +20 | Speed 20ft | Inspiration 7/8 | Harrow Points: 3 | +6 vs Poison, +2 vs Fear, +3 vs Traps | Active effects: Heroism, Heightened Awareness (+2 attacks, saves, skills; further +2 Perception & Knowledge)

Donnell looks grim: "Wouldn't it be nice to have allies you could trust?"

"Supposedly, the Arkonas also use the Vivified Labyrinth for testing their own operatives, so I suppose it comes down to how well prepared our gentlemen were - Vencarlo, you will recall, is not without skill. Though I'm sure he would appreciate having Blackjack's gear instead of whatever he has now."

Gesturing forward with his crossbow: "Across the rope bridges to the lower level; secret entrance to the Labyrinth in the south wall. Assuming Carnochan was being honest..."

Donnell will take the lead and scout a little bit (30'?) ahead.

Perception: 1d20 + 15 + 1d6 + 4 ⇒ (11) + 15 + (3) + 4 = 33
Add an additional +5 for traps


Male CG Halfling Investigator 10 | HP: 40/57 | AC: 19 (16 FF, 14 Tch) | CMB: 6, CMD: 19, FF: 16 | F: +7, R: +12, W: +10 | Init: +7 (+9 urban)| Perc: +15 | Locate Traps +20 | Disarm Traps +20 | Speed 20ft | Inspiration 7/8 | Harrow Points: 3 | +6 vs Poison, +2 vs Fear, +3 vs Traps | Active effects: Heroism, Heightened Awareness (+2 attacks, saves, skills; further +2 Perception & Knowledge)

Probably it would have been useful if I'd remembered that extra +2 to hit from the Heroism extract...

LXB1: 1d20 + 13 + 5 - 2 + 2 ⇒ (15) + 13 + 5 - 2 + 2 = 33
Dam1: 1d6 + 2 + 5 ⇒ (2) + 2 + 5 = 9

LXB2 (Rapid Shot): 1d20 + 13 + 5 - 2 + 2 ⇒ (2) + 13 + 5 - 2 + 2 = 20
Dam2: 1d6 + 2 + 5 ⇒ (3) + 2 + 5 = 10

LXB3: 1d20 + 8 + 5 - 2 + 2 ⇒ (5) + 8 + 5 - 2 + 2 = 18
Dam3: 1d6 + 2 + 5 ⇒ (5) + 2 + 5 = 12


Male CG Halfling Investigator 10 | HP: 40/57 | AC: 19 (16 FF, 14 Tch) | CMB: 6, CMD: 19, FF: 16 | F: +7, R: +12, W: +10 | Init: +7 (+9 urban)| Perc: +15 | Locate Traps +20 | Disarm Traps +20 | Speed 20ft | Inspiration 7/8 | Harrow Points: 3 | +6 vs Poison, +2 vs Fear, +3 vs Traps | Active effects: Heroism, Heightened Awareness (+2 attacks, saves, skills; further +2 Perception & Knowledge)

Well, that one worked, at least...


Male CG Halfling Investigator 10 | HP: 40/57 | AC: 19 (16 FF, 14 Tch) | CMB: 6, CMD: 19, FF: 16 | F: +7, R: +12, W: +10 | Init: +7 (+9 urban)| Perc: +15 | Locate Traps +20 | Disarm Traps +20 | Speed 20ft | Inspiration 7/8 | Harrow Points: 3 | +6 vs Poison, +2 vs Fear, +3 vs Traps | Active effects: Heroism, Heightened Awareness (+2 attacks, saves, skills; further +2 Perception & Knowledge)

I think he meant 37 damage total - 26 from this round, 11 from Round Three.

Also, not that it's mattered, but Donnell's Fort save vs poison is +15 (7 base, +6 poison resistance, +2 heroism)


Male CG Halfling Investigator 10 | HP: 40/57 | AC: 19 (16 FF, 14 Tch) | CMB: 6, CMD: 19, FF: 16 | F: +7, R: +12, W: +10 | Init: +7 (+9 urban)| Perc: +15 | Locate Traps +20 | Disarm Traps +20 | Speed 20ft | Inspiration 7/8 | Harrow Points: 3 | +6 vs Poison, +2 vs Fear, +3 vs Traps | Active effects: Heroism, Heightened Awareness (+2 attacks, saves, skills; further +2 Perception & Knowledge)

Round 1: Channel Energy (no effect)
Round 2: CMW potion (heal for 10)
Round 3: ?
Round 4: ?


Male CG Halfling Investigator 10 | HP: 40/57 | AC: 19 (16 FF, 14 Tch) | CMB: 6, CMD: 19, FF: 16 | F: +7, R: +12, W: +10 | Init: +7 (+9 urban)| Perc: +15 | Locate Traps +20 | Disarm Traps +20 | Speed 20ft | Inspiration 7/8 | Harrow Points: 3 | +6 vs Poison, +2 vs Fear, +3 vs Traps | Active effects: Heroism, Heightened Awareness (+2 attacks, saves, skills; further +2 Perception & Knowledge)

Although admiring of his friends' handiwork, Donnell nevertheless finds himself grumbling under his breath. This cloud of poison spores has him feeling nervous, and he concentrates his fire on the one producing it

Blue, then Red
Move = Ranged Study

LXB1: 1d20 + 13 + 5 - 2 ⇒ (6) + 13 + 5 - 2 = 22
Dam1: 1d6 + 2 + 5 ⇒ (3) + 2 + 5 = 10

LXB2 (Rapid Shot): 1d20 + 13 + 5 - 2 ⇒ (14) + 13 + 5 - 2 = 30
Dam2: 1d6 + 2 + 5 ⇒ (4) + 2 + 5 = 11


Male CG Halfling Investigator 10 | HP: 40/57 | AC: 19 (16 FF, 14 Tch) | CMB: 6, CMD: 19, FF: 16 | F: +7, R: +12, W: +10 | Init: +7 (+9 urban)| Perc: +15 | Locate Traps +20 | Disarm Traps +20 | Speed 20ft | Inspiration 7/8 | Harrow Points: 3 | +6 vs Poison, +2 vs Fear, +3 vs Traps | Active effects: Heroism, Heightened Awareness (+2 attacks, saves, skills; further +2 Perception & Knowledge)

Donnell grumbles: "This is getting really annoying, really fast."

But, without a lot of other options on hand, his hands continue to fly from crossbow quiver:

Targeting Green then Blue
Ranged Study: last round

LXB1: 1d20 + 13 + 5 - 2 ⇒ (12) + 13 + 5 - 2 = 28
Dam1: 1d6 + 2 + 5 ⇒ (1) + 2 + 5 = 8

LXB2 (Rapid Shot): 1d20 + 13 + 5 - 2 ⇒ (2) + 13 + 5 - 2 = 18
Dam2: 1d6 + 2 + 5 ⇒ (4) + 2 + 5 = 11

LXB3: 1d20 + 8 + 5 - 2 ⇒ (20) + 8 + 5 - 2 = 31
Dam3: 1d6 + 2 + 5 ⇒ (4) + 2 + 5 = 11
LXB3 - Crit!: 1d20 + 8 + 5 - 2 ⇒ (17) + 8 + 5 - 2 = 28
Dam3 - Crit!: 1d6 + 2 + 5 ⇒ (1) + 2 + 5 = 8

Finally rolled well on my attacks but then rolled 1s for damage...


Male CG Halfling Investigator 10 | HP: 40/57 | AC: 19 (16 FF, 14 Tch) | CMB: 6, CMD: 19, FF: 16 | F: +7, R: +12, W: +10 | Init: +7 (+9 urban)| Perc: +15 | Locate Traps +20 | Disarm Traps +20 | Speed 20ft | Inspiration 7/8 | Harrow Points: 3 | +6 vs Poison, +2 vs Fear, +3 vs Traps | Active effects: Heroism, Heightened Awareness (+2 attacks, saves, skills; further +2 Perception & Knowledge)

"Yes, good plan, Raven 6. These *cough* spores are bad though - *kaff*

Targeting Green then Blue
Ranged Study 2/3 rounds

LXB1: 1d20 + 13 + 5 - 2 ⇒ (2) + 13 + 5 - 2 = 18
Dam1: 1d6 + 2 + 5 ⇒ (2) + 2 + 5 = 9

LXB2 (Rapid Shot): 1d20 + 13 + 5 - 2 ⇒ (10) + 13 + 5 - 2 = 26
Dam2: 1d6 + 2 + 5 ⇒ (6) + 2 + 5 = 13

LXB3: 1d20 + 8 + 5 - 2 ⇒ (8) + 8 + 5 - 2 = 19
Dam3: 1d6 + 2 + 5 ⇒ (1) + 2 + 5 = 8


Male CG Halfling Investigator 10 | HP: 40/57 | AC: 19 (16 FF, 14 Tch) | CMB: 6, CMD: 19, FF: 16 | F: +7, R: +12, W: +10 | Init: +7 (+9 urban)| Perc: +15 | Locate Traps +20 | Disarm Traps +20 | Speed 20ft | Inspiration 7/8 | Harrow Points: 3 | +6 vs Poison, +2 vs Fear, +3 vs Traps | Active effects: Heroism, Heightened Awareness (+2 attacks, saves, skills; further +2 Perception & Knowledge)
GM SpiderBeard wrote:
Rules on marker dye aren't clear...

Yeah, sorry - it just says "You can throw it as a splash weapon." The rest I got from the splash weapon rules: "ranged touch attack" & "A hit deals direct hit damage to the target, and splash damage to all creatures within 5 feet of the target" (also "if you target a grid intersection, creatures in all adjacent squares are dealt the splash damage, and the direct hit damage is not dealt to any creature," but it seemed like the best way to hit three of them was to target the one in the middle).

Anyway, the 'damage' for marker dye, direct or otherwise, is just a big splash of dye.

Oh, I assume Donnell also gets a full-round action now, too.

Knowledge Nature: 1d20 + 7 + 1d6 + 4 ⇒ (11) + 7 + (4) + 4 = 26

"Looks like they are animated by fungi, not necromancy. Be ready for poison spores. I'm going to guess they will be resistant to fire, and probably can't be put to sleep, paralyzed, or poisoned. It's totally weird that they are also invisible! So, I guess just... eh, chop 'em down..."

Targeting Green
Move: Ranged Study: +5/+5
LXB1: 1d20 + 18 ⇒ (11) + 18 = 29
Dam1: 1d6 + 7 ⇒ (2) + 7 = 9
Miss Chance1: 1d2 ⇒ 1

LXB2: 1d20 + 13 ⇒ (19) + 13 = 32
Dam2: 1d6 + 7 ⇒ (1) + 7 = 8

Crit!: 1d20 + 13 ⇒ (3) + 13 = 16
Dam1: 1d6 + 7 ⇒ (2) + 7 = 9

Miss Chance2: 1d2 ⇒ 2


Male CG Halfling Investigator 10 | HP: 40/57 | AC: 19 (16 FF, 14 Tch) | CMB: 6, CMD: 19, FF: 16 | F: +7, R: +12, W: +10 | Init: +7 (+9 urban)| Perc: +15 | Locate Traps +20 | Disarm Traps +20 | Speed 20ft | Inspiration 7/8 | Harrow Points: 3 | +6 vs Poison, +2 vs Fear, +3 vs Traps | Active effects: Heroism, Heightened Awareness (+2 attacks, saves, skills; further +2 Perception & Knowledge)

"Heads up! We've got incoming invisible baddies..."

And, over Thod's head, Donnell heaves a liquid-filled bag:

Marker Dye: 1d20 + 13 - 4 ⇒ (11) + 13 - 4 = 20

This is a splash weapon, so ranged touch attack. Aiming for Blue Guardian, which should splash onto green and yellow?


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I'll have a character profile posted later today - I'm just putting to final details together. I decided on a Dragonborn Tempest Cleric.


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Male CG Halfling Investigator 10 | HP: 40/57 | AC: 19 (16 FF, 14 Tch) | CMB: 6, CMD: 19, FF: 16 | F: +7, R: +12, W: +10 | Init: +7 (+9 urban)| Perc: +15 | Locate Traps +20 | Disarm Traps +20 | Speed 20ft | Inspiration 7/8 | Harrow Points: 3 | +6 vs Poison, +2 vs Fear, +3 vs Traps | Active effects: Heroism, Heightened Awareness (+2 attacks, saves, skills; further +2 Perception & Knowledge)

Looking up from his leaf-gathering, Donnell sympathizes: "I agree, and were he any other man - any other noble, for that matter - we would hold him more accountable. But Old Korvosa needs protection and the Arkonas are the only ones able to provide that. Anyway," looking back to the plants, "we'll see what Vencarlo and Neolandus have to say about their treatment. We can always come back..."


Sorry - I have characters made, I just have to stick one on here. It's just been a busy few days. In light of the rest, I'll likely go with a bard or some sort of melee fighter.


Male CG Halfling Investigator 10 | HP: 40/57 | AC: 19 (16 FF, 14 Tch) | CMB: 6, CMD: 19, FF: 16 | F: +7, R: +12, W: +10 | Init: +7 (+9 urban)| Perc: +15 | Locate Traps +20 | Disarm Traps +20 | Speed 20ft | Inspiration 7/8 | Harrow Points: 3 | +6 vs Poison, +2 vs Fear, +3 vs Traps | Active effects: Heroism, Heightened Awareness (+2 attacks, saves, skills; further +2 Perception & Knowledge)

"I think of you as a brother, Phaedran, but it's all been a bit mad since we met."

Donnell looks a bit more intently at the exotic plants, most of which he'll only have seen in books: "How does he get all of this to grow here?! Hey, Raven 6, do you think this is Urtica ferox?"

Knowledge (Nature): 1d20 + 7 + 1d6 ⇒ (12) + 7 + (6) = 25

Donnell is attempting to identify plants in general, but mainly those that he can later distill into poisons. Note that he has not yet quaffed his extracts - he'll wait until we go underground.


Male CG Halfling Investigator 10 | HP: 40/57 | AC: 19 (16 FF, 14 Tch) | CMB: 6, CMD: 19, FF: 16 | F: +7, R: +12, W: +10 | Init: +7 (+9 urban)| Perc: +15 | Locate Traps +20 | Disarm Traps +20 | Speed 20ft | Inspiration 7/8 | Harrow Points: 3 | +6 vs Poison, +2 vs Fear, +3 vs Traps | Active effects: Heroism, Heightened Awareness (+2 attacks, saves, skills; further +2 Perception & Knowledge)

Enjoy!


Sounds good - I have several ideas for characters that I will find a way to narrow down by Wednesday :)


Male CG Halfling Investigator 10 | HP: 40/57 | AC: 19 (16 FF, 14 Tch) | CMB: 6, CMD: 19, FF: 16 | F: +7, R: +12, W: +10 | Init: +7 (+9 urban)| Perc: +15 | Locate Traps +20 | Disarm Traps +20 | Speed 20ft | Inspiration 7/8 | Harrow Points: 3 | +6 vs Poison, +2 vs Fear, +3 vs Traps | Active effects: Heroism, Heightened Awareness (+2 attacks, saves, skills; further +2 Perception & Knowledge)

Thanks! Donnell only needs about five minutes - do we need to discuss strategy, parcelling out magic items, and/or buffing before we head out? Any suggestions about which extracts to prepare?

As much as Donnell would like the Ring of Chameleon Power, I think it'll be more useful with Raven Six - Donnell already has a +15 to Stealth. That'll give us two stealthy scouts instead of one.

Just before we enter the Labyrinth, Donnell will quaff Heightened Awareness (+2 Perception & Knowledge) and Heroism (+2 to attacks, saves, skills); both have a duration of 10 mins/level.


I'm interested, though I haven't yet played any Adventurer's League games - let me know if there's anything I should know.

(I've grabbed the s9 Player's Guide, and will review it shortly)


Male CG Halfling Investigator 10 | HP: 40/57 | AC: 19 (16 FF, 14 Tch) | CMB: 6, CMD: 19, FF: 16 | F: +7, R: +12, W: +10 | Init: +7 (+9 urban)| Perc: +15 | Locate Traps +20 | Disarm Traps +20 | Speed 20ft | Inspiration 7/8 | Harrow Points: 3 | +6 vs Poison, +2 vs Fear, +3 vs Traps | Active effects: Heroism, Heightened Awareness (+2 attacks, saves, skills; further +2 Perception & Knowledge)

Oh! I though that it also granted half-damage on a successful save, which is why I suggested Thod take it. Sure, Donnell can take it.

Out of curiosity, can you just keep wearing rings until you run out of fingers? I've been playing more 5e lately, and the max there is 3 (well, three items that have to be attuned, which is true for almost all rings...)


Male CG Halfling Investigator 10 | HP: 40/57 | AC: 19 (16 FF, 14 Tch) | CMB: 6, CMD: 19, FF: 16 | F: +7, R: +12, W: +10 | Init: +7 (+9 urban)| Perc: +15 | Locate Traps +20 | Disarm Traps +20 | Speed 20ft | Inspiration 7/8 | Harrow Points: 3 | +6 vs Poison, +2 vs Fear, +3 vs Traps | Active effects: Heroism, Heightened Awareness (+2 attacks, saves, skills; further +2 Perception & Knowledge)

Donnell shrugs and stands, though, despite all indications that he won't be getting more information about the Labyrinth out of Glorio, he attempts one last question as the party heads out to the garden: "And how does one escape the Labyrinth?"

I assume we are going to save these men, yes?
If there's a few minutes to sit prior to entering the Labyrinth, Donnell would like to mix up some of the new extracts he's discovered.

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