Occultist

Donnell "The Fox"'s page

Organized Play Member. 1,036 posts (2,866 including aliases). No reviews. No lists. No wishlists. 3 Organized Play characters. 11 aliases.


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Male CG Halfling Investigator 10 | HP: 57/57 | AC: 22 (18 FF, 16 Tch) | CMB: 6, CMD: 21, FF: 17 | F: +8, R: +14, W: +11 | Init: +8 (+10 urban)| Perc: +15 | Locate Traps +20 | Disarm Traps +21 | Speed 20ft | Inspiration 9/9 | Harrow Points: 2 | +6 vs Poison, +2 vs Fear, +3 vs Traps | Active effects: Heightened Awareness (+2 Perc & Know); Resist Fire (20); Heroism (+2 attacks, saves, skills); Darkvision; Comp Lang; See Invis

The first post in this campaign was September 10, 2016, so you've been at this for almost 4.5 years, which is a helluva run! It's the longest campaign that I've ever played and you are a truly extraordinary DM. Through this campaign, you not only introduced me to PF and PbP, but to some amazing other players. I hope we can play again soon (perhaps even irl one day!).

(Also, my union rep's always saying that if you're finding that you have to work outside of you normal working hours, you should have a conversation with your supervisor about your workload :D )


Male CG Halfling Investigator 10 | HP: 57/57 | AC: 22 (18 FF, 16 Tch) | CMB: 6, CMD: 21, FF: 17 | F: +8, R: +14, W: +11 | Init: +8 (+10 urban)| Perc: +15 | Locate Traps +20 | Disarm Traps +21 | Speed 20ft | Inspiration 9/9 | Harrow Points: 2 | +6 vs Poison, +2 vs Fear, +3 vs Traps | Active effects: Heightened Awareness (+2 Perc & Know); Resist Fire (20); Heroism (+2 attacks, saves, skills); Darkvision; Comp Lang; See Invis

I should post it here in case people are checking - I don't know if they'll fix it, but right now it looks like the only way to get Paizo working again is to delete your cookies (or to log in from Incognito/Private mode).

(this seems to be the solution to every problem I've ever encountered on the internet...)


Male CG Halfling Investigator 10 | HP: 57/57 | AC: 22 (18 FF, 16 Tch) | CMB: 6, CMD: 21, FF: 17 | F: +8, R: +14, W: +11 | Init: +8 (+10 urban)| Perc: +15 | Locate Traps +20 | Disarm Traps +21 | Speed 20ft | Inspiration 9/9 | Harrow Points: 2 | +6 vs Poison, +2 vs Fear, +3 vs Traps | Active effects: Heightened Awareness (+2 Perc & Know); Resist Fire (20); Heroism (+2 attacks, saves, skills); Darkvision; Comp Lang; See Invis

Donnell also rolled a 25 Arcana above - I dunno if that's useful though. OH! Actually, should be a 29 - I forgot that Heightened Awareness and Heroism give Donnell a +4 to Knowledge and Perception checks.

Gonna roll History, but it seems pretty obvious that the globe is from the before-times. I don't know much about the history of Golarion, but I'm sure Donnell does :)

Knowledge (History): 1d20 + 12 + 1d6 ⇒ (19) + 12 + (2) = 33

Donnell frowns at the globe: "Huh - well, I guess it makes sense that an ancient temple would have an ancient map in it. I wonder if I can find where we are..."

Donnell might have to ask Thod for a boost, depending where we are on the globe, but he kinda wants to poke a finger at the location of the Thrallkeepers temple on the globe, or otherwise look for anything interesting.

Perception: 1d20 + 19 + 1d6 ⇒ (2) + 19 + (3) = 24


Male CG Halfling Investigator 10 | HP: 57/57 | AC: 22 (18 FF, 16 Tch) | CMB: 6, CMD: 21, FF: 17 | F: +8, R: +14, W: +11 | Init: +8 (+10 urban)| Perc: +15 | Locate Traps +20 | Disarm Traps +21 | Speed 20ft | Inspiration 9/9 | Harrow Points: 2 | +6 vs Poison, +2 vs Fear, +3 vs Traps | Active effects: Heightened Awareness (+2 Perc & Know); Resist Fire (20); Heroism (+2 attacks, saves, skills); Darkvision; Comp Lang; See Invis
Little Dove wrote:
so I nominate our feline friend for the cloak.

Sounds good to me!

I'm a little annoyed that clairvoyance isn't on the Alchemist spell list - what better spell could there be for an Investigator?!


Male CG Halfling Investigator 10 | HP: 57/57 | AC: 22 (18 FF, 16 Tch) | CMB: 6, CMD: 21, FF: 17 | F: +8, R: +14, W: +11 | Init: +8 (+10 urban)| Perc: +15 | Locate Traps +20 | Disarm Traps +21 | Speed 20ft | Inspiration 9/9 | Harrow Points: 2 | +6 vs Poison, +2 vs Fear, +3 vs Traps | Active effects: Heightened Awareness (+2 Perc & Know); Resist Fire (20); Heroism (+2 attacks, saves, skills); Darkvision; Comp Lang; See Invis

Usually we wait for some down time to sell and split up the loot, but if there are useful items found along the way, it's best to use them. (BTW, the Loot Tracker is linked at the top of the page - the spreadsheet also has a couple of added pages of notes that I've been keeping about shared loot)

I'm not sure about Daeshna - Thod and Donnell also have +2 cloaks (also, Donnell's not usually on the front lines, so usually pass on these things until the heavies are outfitted)

Donnell has an okay UMD, so he could potentially use the scrolls, though it's more useful if you can use them. He'll definitely turn one of the Sending scrolls into an Alchemist formula, however, if nobody has any use for it ;)


Male CG Halfling Investigator 10 | HP: 57/57 | AC: 22 (18 FF, 16 Tch) | CMB: 6, CMD: 21, FF: 17 | F: +8, R: +14, W: +11 | Init: +8 (+10 urban)| Perc: +15 | Locate Traps +20 | Disarm Traps +21 | Speed 20ft | Inspiration 9/9 | Harrow Points: 2 | +6 vs Poison, +2 vs Fear, +3 vs Traps | Active effects: Heightened Awareness (+2 Perc & Know); Resist Fire (20); Heroism (+2 attacks, saves, skills); Darkvision; Comp Lang; See Invis

Damn - that's a lot of stuff!
Does anyone want to wear the cloak, even if it's just for now?
Also, the scabbard can cast keen edge 3x/day - should Thod and Daeshna use two of those charges now?

Portioning out the various treasures into packs and Bags of Holding, Donnell glances up to follow the Shoantis' gaze into the next room. He suddenly freezes, his jaw dropping. Shoving the remaining things into his pack with much less ceremony, he scrambles over to the doorway: "L-let me just have a quick look for traps, before..."

He trails off, hardly daring to take his eyes off the sphere as he looks around the room:

Perception (Traps): 1d20 + 19 + 1d6 + 5 ⇒ (10) + 19 + (2) + 5 = 36

Looking closely at the carvings, Donnell wonders if he recognizes anything from the maps he's seen Knowledge (Geography): 1d20 + 8 + 1d6 ⇒ (12) + 8 + (4) = 24; or if he recognizes something about how the sphere itself is constructed/used Knowledge (Arcana): 1d20 + 9 + 1d6 ⇒ (11) + 9 + (5) = 25.

Hey, Donnell - now would be a good time to roll something higher than a 10.
*rolls 11 and 12*
Perfect...


Male CG Halfling Investigator 10 | HP: 57/57 | AC: 22 (18 FF, 16 Tch) | CMB: 6, CMD: 21, FF: 17 | F: +8, R: +14, W: +11 | Init: +8 (+10 urban)| Perc: +15 | Locate Traps +20 | Disarm Traps +21 | Speed 20ft | Inspiration 9/9 | Harrow Points: 2 | +6 vs Poison, +2 vs Fear, +3 vs Traps | Active effects: Heightened Awareness (+2 Perc & Know); Resist Fire (20); Heroism (+2 attacks, saves, skills); Darkvision; Comp Lang; See Invis

Donnell asks the group to hold back a minute while he checks for traps. He'll search the niches while he's at it.

Perception: 1d20 + 19 + 1d6 + 5 ⇒ (11) + 19 + (3) + 5 = 38


Male CG Halfling Investigator 10 | HP: 57/57 | AC: 22 (18 FF, 16 Tch) | CMB: 6, CMD: 21, FF: 17 | F: +8, R: +14, W: +11 | Init: +8 (+10 urban)| Perc: +15 | Locate Traps +20 | Disarm Traps +21 | Speed 20ft | Inspiration 9/9 | Harrow Points: 2 | +6 vs Poison, +2 vs Fear, +3 vs Traps | Active effects: Heightened Awareness (+2 Perc & Know); Resist Fire (20); Heroism (+2 attacks, saves, skills); Darkvision; Comp Lang; See Invis

Donnell makes a circuit of the room while Thod struggles, tapping here and there on the walls and floor, but finding nothing of interest. At the end of his loop, Donnell gives the frustrated warrior a pat on the shoulder and, gripping his pipe between his teeth, flips his rope around the stone, ties a quick knot, then tosses the other end into the blue light.

"Alright, then," tapping out his pipe and stowing it yet again, "Let's be off, shall we?"

So saying, Donnell leads the way down the passage to the north.

Perception: 1d20 + 19 + 1d6 ⇒ (7) + 19 + (4) = 30


Male CG Halfling Investigator 10 | HP: 57/57 | AC: 22 (18 FF, 16 Tch) | CMB: 6, CMD: 21, FF: 17 | F: +8, R: +14, W: +11 | Init: +8 (+10 urban)| Perc: +15 | Locate Traps +20 | Disarm Traps +21 | Speed 20ft | Inspiration 9/9 | Harrow Points: 2 | +6 vs Poison, +2 vs Fear, +3 vs Traps | Active effects: Heightened Awareness (+2 Perc & Know); Resist Fire (20); Heroism (+2 attacks, saves, skills); Darkvision; Comp Lang; See Invis

Sounds good - take care of yourself!

Happy holidays to all, and I'll see you in the new year (may it be a better year!)


Male CG Halfling Investigator 10 | HP: 57/57 | AC: 22 (18 FF, 16 Tch) | CMB: 6, CMD: 21, FF: 17 | F: +8, R: +14, W: +11 | Init: +8 (+10 urban)| Perc: +15 | Locate Traps +20 | Disarm Traps +21 | Speed 20ft | Inspiration 9/9 | Harrow Points: 2 | +6 vs Poison, +2 vs Fear, +3 vs Traps | Active effects: Heightened Awareness (+2 Perc & Know); Resist Fire (20); Heroism (+2 attacks, saves, skills); Darkvision; Comp Lang; See Invis

no worries- December's usually pretty haphazard anyway


Male CG Halfling Investigator 10 | HP: 57/57 | AC: 22 (18 FF, 16 Tch) | CMB: 6, CMD: 21, FF: 17 | F: +8, R: +14, W: +11 | Init: +8 (+10 urban)| Perc: +15 | Locate Traps +20 | Disarm Traps +21 | Speed 20ft | Inspiration 9/9 | Harrow Points: 2 | +6 vs Poison, +2 vs Fear, +3 vs Traps | Active effects: Heightened Awareness (+2 Perc & Know); Resist Fire (20); Heroism (+2 attacks, saves, skills); Darkvision; Comp Lang; See Invis

LOL!

After about the fourth pull, Donnell puts a hand on the dwarf's shoulder: "O- Okay Thod. Thod! It's fine - you're going to hurt yourself!"

Seeing the look of stubbornness in his friend's eye, Donnell realizes he'll just have to wait until Thod stops on his own. In the meantime, he'll light his pipe and have another look around the room.

Perception: 1d20 + 19 + 1d6 ⇒ (14) + 19 + (5) = 38


Male CG Halfling Investigator 10 | HP: 57/57 | AC: 22 (18 FF, 16 Tch) | CMB: 6, CMD: 21, FF: 17 | F: +8, R: +14, W: +11 | Init: +8 (+10 urban)| Perc: +15 | Locate Traps +20 | Disarm Traps +21 | Speed 20ft | Inspiration 9/9 | Harrow Points: 2 | +6 vs Poison, +2 vs Fear, +3 vs Traps | Active effects: Heightened Awareness (+2 Perc & Know); Resist Fire (20); Heroism (+2 attacks, saves, skills); Darkvision; Comp Lang; See Invis

Shrugging: "Works for me." Glancing toward the Shoanti and making an aborted gesture toward the middle of the room, Donnell briefly considers advising them to stand near the blue disc, in case they have to make a quick escape. Instead he frowns at them, squelching the thought: Probably they'd just think I was impugning their bravery.

Turning away, Donnell takes a position near the opposing wall (somewhere that's 20' from the plug), and trains his crossbow on the opening.


Male CG Halfling Investigator 10 | HP: 57/57 | AC: 22 (18 FF, 16 Tch) | CMB: 6, CMD: 21, FF: 17 | F: +8, R: +14, W: +11 | Init: +8 (+10 urban)| Perc: +15 | Locate Traps +20 | Disarm Traps +21 | Speed 20ft | Inspiration 9/9 | Harrow Points: 2 | +6 vs Poison, +2 vs Fear, +3 vs Traps | Active effects: Heightened Awareness (+2 Perc & Know); Resist Fire (20); Heroism (+2 attacks, saves, skills); Darkvision; Comp Lang; See Invis

Oh! Sorry, I guess I thought we came out where the avatars are standing (I also thought the light was green, but maybe I just don't remember)

Donnell's eyes follow the slowly rising torch: "Neat! I wonder how it knows whether we want to go up or down?"

He ponders this for a few seconds before shrugging. Pointing at the plug in the wall: "I expect that something terri... er, interesting happens if we pull on that." A gleam appears in the little one's eyes: "So should we do it now or later."


Male CG Halfling Investigator 10 | HP: 57/57 | AC: 22 (18 FF, 16 Tch) | CMB: 6, CMD: 21, FF: 17 | F: +8, R: +14, W: +11 | Init: +8 (+10 urban)| Perc: +15 | Locate Traps +20 | Disarm Traps +21 | Speed 20ft | Inspiration 9/9 | Harrow Points: 2 | +6 vs Poison, +2 vs Fear, +3 vs Traps | Active effects: Heightened Awareness (+2 Perc & Know); Resist Fire (20); Heroism (+2 attacks, saves, skills); Darkvision; Comp Lang; See Invis

Does Donnell messing with the blue light do anything?
Also, can Donnell figure out from the map what part of the temple is above this room?


Male CG Halfling Investigator 10 | HP: 57/57 | AC: 22 (18 FF, 16 Tch) | CMB: 6, CMD: 21, FF: 17 | F: +8, R: +14, W: +11 | Init: +8 (+10 urban)| Perc: +15 | Locate Traps +20 | Disarm Traps +21 | Speed 20ft | Inspiration 9/9 | Harrow Points: 2 | +6 vs Poison, +2 vs Fear, +3 vs Traps | Active effects: Heightened Awareness (+2 Perc & Know); Resist Fire (20); Heroism (+2 attacks, saves, skills); Darkvision; Comp Lang; See Invis

I think the Sklar-Quah have torches - the rest of us have darkvision.

Retrieving the discarded torch, Donnell walks over to inspect the disc:
Perception: 1d20 + 19 + 1d6 ⇒ (3) + 19 + (2) = 24
Add +5 for trap detection

"Huh. More weird glow-y things - Hey Rave... right. Well, anyone else think blue might take us back up?" Without waiting for an answer, he chucks the torch into the light.

For those keeping track, 9 of the last 10 rolls have been <10.


Male CG Halfling Investigator 10 | HP: 57/57 | AC: 22 (18 FF, 16 Tch) | CMB: 6, CMD: 21, FF: 17 | F: +8, R: +14, W: +11 | Init: +8 (+10 urban)| Perc: +15 | Locate Traps +20 | Disarm Traps +21 | Speed 20ft | Inspiration 9/9 | Harrow Points: 2 | +6 vs Poison, +2 vs Fear, +3 vs Traps | Active effects: Heightened Awareness (+2 Perc & Know); Resist Fire (20); Heroism (+2 attacks, saves, skills); Darkvision; Comp Lang; See Invis

Handing the rope over to Thod: "Yeah, sure - no problem. Oh, just a sec..."

I can't remember if Donnell already checked for traps in the pit or not, or how much he'll be able to detect from the top, but:

Perception (Locate Traps): 1d20 + 24 + 1d6 ⇒ (3) + 24 + (3) = 30

omg... you realize I'm rolling nonstop 19s and 20s in my other PbP game


Male CG Halfling Investigator 10 | HP: 57/57 | AC: 22 (18 FF, 16 Tch) | CMB: 6, CMD: 21, FF: 17 | F: +8, R: +14, W: +11 | Init: +8 (+10 urban)| Perc: +15 | Locate Traps +20 | Disarm Traps +21 | Speed 20ft | Inspiration 9/9 | Harrow Points: 2 | +6 vs Poison, +2 vs Fear, +3 vs Traps | Active effects: Heightened Awareness (+2 Perc & Know); Resist Fire (20); Heroism (+2 attacks, saves, skills); Darkvision; Comp Lang; See Invis

Oh! before we jump right in, Donnell will secure a rope to whatever's handy and spool it out as he descends


Male CG Halfling Investigator 10 | HP: 57/57 | AC: 22 (18 FF, 16 Tch) | CMB: 6, CMD: 21, FF: 17 | F: +8, R: +14, W: +11 | Init: +8 (+10 urban)| Perc: +15 | Locate Traps +20 | Disarm Traps +21 | Speed 20ft | Inspiration 9/9 | Harrow Points: 2 | +6 vs Poison, +2 vs Fear, +3 vs Traps | Active effects: Heightened Awareness (+2 Perc & Know); Resist Fire (20); Heroism (+2 attacks, saves, skills); Darkvision; Comp Lang; See Invis

Forgot I was supposed to be keeping track of the loot - was there anything worthwhile found on the Red Mantis assassins?


Male CG Halfling Investigator 10 | HP: 57/57 | AC: 22 (18 FF, 16 Tch) | CMB: 6, CMD: 21, FF: 17 | F: +8, R: +14, W: +11 | Init: +8 (+10 urban)| Perc: +15 | Locate Traps +20 | Disarm Traps +21 | Speed 20ft | Inspiration 9/9 | Harrow Points: 2 | +6 vs Poison, +2 vs Fear, +3 vs Traps | Active effects: Heightened Awareness (+2 Perc & Know); Resist Fire (20); Heroism (+2 attacks, saves, skills); Darkvision; Comp Lang; See Invis
Little Dove wrote:
"who's interested in using it?"

Probably nobody here who can use will want to, but we'll probably be able to sell it at some point.


Male CG Halfling Investigator 10 | HP: 57/57 | AC: 22 (18 FF, 16 Tch) | CMB: 6, CMD: 21, FF: 17 | F: +8, R: +14, W: +11 | Init: +8 (+10 urban)| Perc: +15 | Locate Traps +20 | Disarm Traps +21 | Speed 20ft | Inspiration 9/9 | Harrow Points: 2 | +6 vs Poison, +2 vs Fear, +3 vs Traps | Active effects: Heightened Awareness (+2 Perc & Know); Resist Fire (20); Heroism (+2 attacks, saves, skills); Darkvision; Comp Lang; See Invis

"We'll have to spend a little more time with that whip when we can, but for now - is everyone excited to leap into the unknown?"

I can cast Identify tomorrow, or at some later point.
For now, assuming there are no objections, Donnell is ready to jump.


Male CG Halfling Investigator 10 | HP: 57/57 | AC: 22 (18 FF, 16 Tch) | CMB: 6, CMD: 21, FF: 17 | F: +8, R: +14, W: +11 | Init: +8 (+10 urban)| Perc: +15 | Locate Traps +20 | Disarm Traps +21 | Speed 20ft | Inspiration 9/9 | Harrow Points: 2 | +6 vs Poison, +2 vs Fear, +3 vs Traps | Active effects: Heightened Awareness (+2 Perc & Know); Resist Fire (20); Heroism (+2 attacks, saves, skills); Darkvision; Comp Lang; See Invis

Sorry - it's been a busy week.

Donnell will make a quick sketch of the map in his notebook: "So, whatcha thinkin' Raven 6? Gotta get downstairs somehow - looks like there's this well, or the pit with the beast." Leaning out over the well, Donnell looks down: "I wonder... Oh hey, Little Dove - didja manage to - ah the whip. Do you mind...?"

Spellcraft: 1d20 + 14 + 1d6 ⇒ (9) + 14 + (2) = 25

"Huh - interesting."

"Oh, right, the well - hey Daeshna, lemme have one of those torches for a sec, willya?"

Assuming, based on the map, that the room below us is NOT connected to the room where the pit monster is waiting, Donnell will drop an unlit torch into the pit.


Male CG Halfling Investigator 10 | HP: 57/57 | AC: 22 (18 FF, 16 Tch) | CMB: 6, CMD: 21, FF: 17 | F: +8, R: +14, W: +11 | Init: +8 (+10 urban)| Perc: +15 | Locate Traps +20 | Disarm Traps +21 | Speed 20ft | Inspiration 9/9 | Harrow Points: 2 | +6 vs Poison, +2 vs Fear, +3 vs Traps | Active effects: Heightened Awareness (+2 Perc & Know); Resist Fire (20); Heroism (+2 attacks, saves, skills); Darkvision; Comp Lang; See Invis

"WHAT?! ThisIsAmazing! Raven 6 - come look at this"

Disable Device: 1d20 + 18 + 1d6 ⇒ (4) + 18 + (3) = 25
There's an extra +5, if this falls under 'Disarm Traps'


Male CG Halfling Investigator 10 | HP: 57/57 | AC: 22 (18 FF, 16 Tch) | CMB: 6, CMD: 21, FF: 17 | F: +8, R: +14, W: +11 | Init: +8 (+10 urban)| Perc: +15 | Locate Traps +20 | Disarm Traps +21 | Speed 20ft | Inspiration 9/9 | Harrow Points: 2 | +6 vs Poison, +2 vs Fear, +3 vs Traps | Active effects: Heightened Awareness (+2 Perc & Know); Resist Fire (20); Heroism (+2 attacks, saves, skills); Darkvision; Comp Lang; See Invis

It's been truly great to play with you for the last few years, Raven Six. I hope to see you back here again, but I completely understand the need to step away - as you said, it's been a rough year, and we all need to do what's best for our health. Take care, friend.


Male CG Halfling Investigator 10 | HP: 57/57 | AC: 22 (18 FF, 16 Tch) | CMB: 6, CMD: 21, FF: 17 | F: +8, R: +14, W: +11 | Init: +8 (+10 urban)| Perc: +15 | Locate Traps +20 | Disarm Traps +21 | Speed 20ft | Inspiration 9/9 | Harrow Points: 2 | +6 vs Poison, +2 vs Fear, +3 vs Traps | Active effects: Heightened Awareness (+2 Perc & Know); Resist Fire (20); Heroism (+2 attacks, saves, skills); Darkvision; Comp Lang; See Invis

If it looks like Little Dove is focused on the whip, Donnell will mention that it's not attached to the statue, but otherwise he will focus on what he's holding - does it fit somewhere, like the pit maybe?


Male CG Halfling Investigator 10 | HP: 57/57 | AC: 22 (18 FF, 16 Tch) | CMB: 6, CMD: 21, FF: 17 | F: +8, R: +14, W: +11 | Init: +8 (+10 urban)| Perc: +15 | Locate Traps +20 | Disarm Traps +21 | Speed 20ft | Inspiration 9/9 | Harrow Points: 2 | +6 vs Poison, +2 vs Fear, +3 vs Traps | Active effects: Heightened Awareness (+2 Perc & Know); Resist Fire (20); Heroism (+2 attacks, saves, skills); Darkvision; Comp Lang; See Invis
GM SpiderBeard wrote:
a 4-foot-diameter circular frame containing several wedge-shaped metal plates which are punched with intricate designs.

"ooh! what's this?!"

Sounds like a puzzle - do the pieces fit together?

Also, omg, Donnell's brain is just buzzing: "What's with the rune? Does something happen if I touch it? Wait, there's a hole in the floor? Where does it goes? Is that green light dangerous? Does the circular frame fit around the hole? What are the runes around the hole? Should we climb down? I think we should climb down."


Male CG Halfling Investigator 10 | HP: 57/57 | AC: 22 (18 FF, 16 Tch) | CMB: 6, CMD: 21, FF: 17 | F: +8, R: +14, W: +11 | Init: +8 (+10 urban)| Perc: +15 | Locate Traps +20 | Disarm Traps +21 | Speed 20ft | Inspiration 9/9 | Harrow Points: 2 | +6 vs Poison, +2 vs Fear, +3 vs Traps | Active effects: Heightened Awareness (+2 Perc & Know); Resist Fire (20); Heroism (+2 attacks, saves, skills); Darkvision; Comp Lang; See Invis

I think either way would be fine for those Knowledge rolls, depending if the knowledge is something Little Dove would just know or if it's something that she and Donnell work out together through conversation (D will happily talk your ear off about any topic). Spiderbeard might have an opinion depending on how available that information is to the characters.


Male CG Halfling Investigator 10 | HP: 57/57 | AC: 22 (18 FF, 16 Tch) | CMB: 6, CMD: 21, FF: 17 | F: +8, R: +14, W: +11 | Init: +8 (+10 urban)| Perc: +15 | Locate Traps +20 | Disarm Traps +21 | Speed 20ft | Inspiration 9/9 | Harrow Points: 2 | +6 vs Poison, +2 vs Fear, +3 vs Traps | Active effects: Heightened Awareness (+2 Perc & Know); Resist Fire (20); Heroism (+2 attacks, saves, skills); Darkvision; Comp Lang; See Invis
GM SpiderBeard wrote:
This is room A6 on the map. A8 was two dead ends

Er - A5, right?

And yeah, I figured A8 was a dead end, just following Donnell's 'leave no stone unturned' instincts while taking advantage of that Perception bonus :D

Sevenspawn wrote:
"Push on without me, I'll catch up."

Donnell's face crumples into a frown of concern and confusion: "But we're ...wai ... and he's gone. Alright let's see what we've got in here, then."

Looking up at the statue, his hands on his hips: "Huh. Is that the Mark, then? Little Dove? Krojun?"

Donnell knows that the Thrallkeeper's Mark is a seven-pointed star, but I don't know what size or form that takes. Maybe I'll just roll some dice...

Knowledge (History): 1d20 + 12 + 1d6 ⇒ (10) + 12 + (6) = 28

Also, curious about those runes
Locate Traps first bc last time the runes were a trap!: 1d20 + 24 + 1d6 ⇒ (10) + 24 + (1) = 35

Knowledge (Arcana): 1d20 + 13 + 1d6 ⇒ (8) + 13 + (1) = 22
Linguistics?? That would be +17 = 26 total


Male CG Halfling Investigator 10 | HP: 57/57 | AC: 22 (18 FF, 16 Tch) | CMB: 6, CMD: 21, FF: 17 | F: +8, R: +14, W: +11 | Init: +8 (+10 urban)| Perc: +15 | Locate Traps +20 | Disarm Traps +21 | Speed 20ft | Inspiration 9/9 | Harrow Points: 2 | +6 vs Poison, +2 vs Fear, +3 vs Traps | Active effects: Heightened Awareness (+2 Perc & Know); Resist Fire (20); Heroism (+2 attacks, saves, skills); Darkvision; Comp Lang; See Invis
Little Dove wrote:
"This assassin is probably skilled in techniques of freeing herself from her bonds."

"Yeah, the thought occurred to me as well. Probably more efficient to knock 'em unconscious again and just drag them, though..."

Unless someone has another idea, Donnell will crack her in the temple with the butt of his crossbow. Perhaps we can enlist Sevenspawn to drag the assassin along?

"Now then, let's proceed to the south."

Going to inspect A8 briefly, before taking the door leading west.

Perception: 1d20 + 19 + 1d6 ⇒ (8) + 19 + (5) = 32
Add +5 for Traps


Male CG Halfling Investigator 10 | HP: 57/57 | AC: 22 (18 FF, 16 Tch) | CMB: 6, CMD: 21, FF: 17 | F: +8, R: +14, W: +11 | Init: +8 (+10 urban)| Perc: +15 | Locate Traps +20 | Disarm Traps +21 | Speed 20ft | Inspiration 9/9 | Harrow Points: 2 | +6 vs Poison, +2 vs Fear, +3 vs Traps | Active effects: Heightened Awareness (+2 Perc & Know); Resist Fire (20); Heroism (+2 attacks, saves, skills); Darkvision; Comp Lang; See Invis

"We don't know much except that the Thrallkeeper's Mark is somewhere in here. As far as I can tell," flipping to a quick sketch of a map in his notebook, "there are maybe one or two rooms left that we've not yet explored. Could be we've missed something, though..."

Donnell trails off as he reviews what they've seen so far, then shrugs, confident in the group's ability to figure it out.

"Or do you mean our larger goal of gaining the trust and respect of the Sklar-Quah? Thousand Bones and the other elders gave us several ideas to prove our worth, including being cleansed by Cindermaw's fire, which Thod here recently accomplished; seeking Akram the Truthspeaker's endorsement; taking the Trial of the Totem; and," with a wink, "becoming Krojun's sibling, his Nalharest."

"We also thought we might try to deal with the Cinderlander, that one who's been killing the Shoanti, assuming we can find them."


Male CG Halfling Investigator 10 | HP: 57/57 | AC: 22 (18 FF, 16 Tch) | CMB: 6, CMD: 21, FF: 17 | F: +8, R: +14, W: +11 | Init: +8 (+10 urban)| Perc: +15 | Locate Traps +20 | Disarm Traps +21 | Speed 20ft | Inspiration 9/9 | Harrow Points: 2 | +6 vs Poison, +2 vs Fear, +3 vs Traps | Active effects: Heightened Awareness (+2 Perc & Know); Resist Fire (20); Heroism (+2 attacks, saves, skills); Darkvision; Comp Lang; See Invis
Krojun wrote:
"Try breaking fingers. She'll at least make some noise."

Donnell rolls his eyes but doesn't deign to respond.

Little Dove wrote:
"You say some got away?”

"Two others turned to mist as they died. Some weeks ago, we fought three such assassins in Vencarlo's home - that's how we knew he was in trouble. They also turned to mist, and now I wonder how that works... I just don't think that's a mystery I ... er, we can solve out here. I need to get back to a city with books and underworld contacts. At any rate, Raven6's instincts are rarely wrong, so I say we dump the armour in the pit, truss this one," jerking a thumb at the Red Mantis, "and either bring them along with us or leave them here trying to interpret the writing on this wall."


Male CG Halfling Investigator 10 | HP: 57/57 | AC: 22 (18 FF, 16 Tch) | CMB: 6, CMD: 21, FF: 17 | F: +8, R: +14, W: +11 | Init: +8 (+10 urban)| Perc: +15 | Locate Traps +20 | Disarm Traps +21 | Speed 20ft | Inspiration 9/9 | Harrow Points: 2 | +6 vs Poison, +2 vs Fear, +3 vs Traps | Active effects: Heightened Awareness (+2 Perc & Know); Resist Fire (20); Heroism (+2 attacks, saves, skills); Darkvision; Comp Lang; See Invis

lol - no worries.

I just meant that I share your anxiety about the US election.


Male CG Halfling Investigator 10 | HP: 57/57 | AC: 22 (18 FF, 16 Tch) | CMB: 6, CMD: 21, FF: 17 | F: +8, R: +14, W: +11 | Init: +8 (+10 urban)| Perc: +15 | Locate Traps +20 | Disarm Traps +21 | Speed 20ft | Inspiration 9/9 | Harrow Points: 2 | +6 vs Poison, +2 vs Fear, +3 vs Traps | Active effects: Heightened Awareness (+2 Perc & Know); Resist Fire (20); Heroism (+2 attacks, saves, skills); Darkvision; Comp Lang; See Invis

I'm not sure about Little Dove or Daeshna, but the rest of us are in Canada, which is a bit too close for comfort.


Male CG Halfling Investigator 10 | HP: 57/57 | AC: 22 (18 FF, 16 Tch) | CMB: 6, CMD: 21, FF: 17 | F: +8, R: +14, W: +11 | Init: +8 (+10 urban)| Perc: +15 | Locate Traps +20 | Disarm Traps +21 | Speed 20ft | Inspiration 9/9 | Harrow Points: 2 | +6 vs Poison, +2 vs Fear, +3 vs Traps | Active effects: Heightened Awareness (+2 Perc & Know); Resist Fire (20); Heroism (+2 attacks, saves, skills); Darkvision; Comp Lang; See Invis

No worries! Sacrifices are required in order to save the world - at least volcanoes are not required this time


Male CG Halfling Investigator 10 | HP: 57/57 | AC: 22 (18 FF, 16 Tch) | CMB: 6, CMD: 21, FF: 17 | F: +8, R: +14, W: +11 | Init: +8 (+10 urban)| Perc: +15 | Locate Traps +20 | Disarm Traps +21 | Speed 20ft | Inspiration 9/9 | Harrow Points: 2 | +6 vs Poison, +2 vs Fear, +3 vs Traps | Active effects: Heightened Awareness (+2 Perc & Know); Resist Fire (20); Heroism (+2 attacks, saves, skills); Darkvision; Comp Lang; See Invis

"Yes..." looking thoughtful, scratching at a cheek, "or do something unexpected."

"I had a thought when they showed up here - I think this turning to mist when they die, or rather, as they are about to die, allows them to return to a safe location where they... reform? I wonder if this is an innate power, or one derived from some piece of equipment... At any rate, allowing this one to turn to mist, I suspect, will mean fighting it again later. Raven6, did your vision give you any clues about this hypothesis?"


Male CG Halfling Investigator 10 | HP: 57/57 | AC: 22 (18 FF, 16 Tch) | CMB: 6, CMD: 21, FF: 17 | F: +8, R: +14, W: +11 | Init: +8 (+10 urban)| Perc: +15 | Locate Traps +20 | Disarm Traps +21 | Speed 20ft | Inspiration 9/9 | Harrow Points: 2 | +6 vs Poison, +2 vs Fear, +3 vs Traps | Active effects: Heightened Awareness (+2 Perc & Know); Resist Fire (20); Heroism (+2 attacks, saves, skills); Darkvision; Comp Lang; See Invis
GM SpiderBeard wrote:
She continues to stone-face Donnell. Krojun snickers.

Yeah, little people aren't very intimidating, unfortunately. I might have to dump a bunch of skill points there at next level if I'm going to try stuff like that.

Anywho, I'll wait to hear what the others have to say about what we should do with her, or if anyone else wants to ask questions. Donnell doesn't really want to kill a bound, unarmed person; but neither does he want to let her go or carry her with us.


Male CG Halfling Investigator 10 | HP: 57/57 | AC: 22 (18 FF, 16 Tch) | CMB: 6, CMD: 21, FF: 17 | F: +8, R: +14, W: +11 | Init: +8 (+10 urban)| Perc: +15 | Locate Traps +20 | Disarm Traps +21 | Speed 20ft | Inspiration 9/9 | Harrow Points: 2 | +6 vs Poison, +2 vs Fear, +3 vs Traps | Active effects: Heightened Awareness (+2 Perc & Know); Resist Fire (20); Heroism (+2 attacks, saves, skills); Darkvision; Comp Lang; See Invis

Assuming this elicits no further response...

Donnell sighs and pushes to his feet: "Well, this is boring and we've work to do. Should we just toss her in the pit and continue on our way?"

Intimidate: 1d20 + 6 + 1d6 ⇒ (7) + 6 + (3) = 16


Male CG Halfling Investigator 10 | HP: 57/57 | AC: 22 (18 FF, 16 Tch) | CMB: 6, CMD: 21, FF: 17 | F: +8, R: +14, W: +11 | Init: +8 (+10 urban)| Perc: +15 | Locate Traps +20 | Disarm Traps +21 | Speed 20ft | Inspiration 9/9 | Harrow Points: 2 | +6 vs Poison, +2 vs Fear, +3 vs Traps | Active effects: Heightened Awareness (+2 Perc & Know); Resist Fire (20); Heroism (+2 attacks, saves, skills); Darkvision; Comp Lang; See Invis

Sorry - somehow I missed this post

Donnell nods in agreement with Thod, waving at the newcomers to follow (while advising them to ignore the writing on the walls).

Back in the little room, Donnell first checks the bindings on the Red Mantis and ensures that the assassin has been stripped of weapons and other items (including the mask) (poison capsules?): Perception: 1d20 + 19 + 1d6 ⇒ (14) + 19 + (2) = 35

Waving a vial of Smelling Salts their nose, Donnell brings them back to consciousness, then sits crosslegged on the floor. Keeping his hands occupied by cleaning, filling, and lighting his pipe, Donnell begins questioning:

Diplomacy: 1d20 + 16 + 1d6 ⇒ (14) + 16 + (3) = 33

"So, let's review, shall we? Red Mantis assassins, from Garund, and faithful to Achaekek. Best and most expensive of hired assassins in all of Avistan. Purportedly, your god doesn't permit assassinations on rightful monarchs - it appears he is rather more lenient when it comes to contract from a false monarch. Tell me, what are Achaekek's views on aiding a usurper? No. never mind, I suspect we don't have time for an extended theological debate. Perhaps, instead, you will outline for me the terms of your current contract? And how can we end or circumvent it so we don't have to keep killing you?

Recall that Donnell speaks many languages and has Comprehend Languages active

I don't suppose Sevenspawn has a spell that could compel the Red Mantis to talk?


Male CG Halfling Investigator 10 | HP: 57/57 | AC: 22 (18 FF, 16 Tch) | CMB: 6, CMD: 21, FF: 17 | F: +8, R: +14, W: +11 | Init: +8 (+10 urban)| Perc: +15 | Locate Traps +20 | Disarm Traps +21 | Speed 20ft | Inspiration 9/9 | Harrow Points: 2 | +6 vs Poison, +2 vs Fear, +3 vs Traps | Active effects: Heightened Awareness (+2 Perc & Know); Resist Fire (20); Heroism (+2 attacks, saves, skills); Darkvision; Comp Lang; See Invis

"Apologies," Donnell gives a short bow. "Of course, you might not remember me - we met only briefly, and years ago - but I've met few of the Amurrun, even in a place like Korvosa. I am Donnell - though in certain parts of the city, I am more commonly known as 'The Fox.' My companions, here, are Sevenspawn, cleric to the streets of Old Korvosa; Thod, once-soldier of Janderhoff; and Raven 6, alchemist extraordinary. Or is it Raven 6a today? And somewhere," frowning at the shadowed corners of the chamber, "there's a naked homunculus who's purpose mainly seems to be annoying Thod."

"As for these," jerking a thumb over his shoulder toward Krojun et al., "they are not so much 'helping' as making sure that we don't cheat while we risk time and injury to prove we are worthy to receive the knowledge that will help us defeat Ileosa."

Realizing that perhaps he's been a bit too harsh, Donnell amends: "To be sure, the Sklar-Quah should not hand over their sacred knowledge to any outsider that crosses their path. But, Little Dove, we have several boneslayers with us as observers, hopefully you spoke with them on your way in - are you here as another observer? Is it your intention to help us, and if so, will this taint our victories? Speaking of which, perhaps we should leave this chamber before that creature returns and anyway we have a Thrallkeepers Mark to find." You aren't sure when Donnell managed to take a breath in all of that, and he's fairly dancing with unasked questions.

I should have mentioned earlier: Donnell is small, even for a halfling. His emaciated frame makes him look even smaller than he is, but you'd judge that he's about 35 lbs soaking wet - putting you in mind of a small human child, if children had facial hair; bright, though haunted, eyes; and stained fingers. His wild red hair sticks out at all angles.
In his adventuring gear, he's kitted out with vials, test tubes, and jars that poke out from bandolier, belt, and pouches. He also carries a crossbow and rapier.


Male CG Halfling Investigator 10 | HP: 57/57 | AC: 22 (18 FF, 16 Tch) | CMB: 6, CMD: 21, FF: 17 | F: +8, R: +14, W: +11 | Init: +8 (+10 urban)| Perc: +15 | Locate Traps +20 | Disarm Traps +21 | Speed 20ft | Inspiration 9/9 | Harrow Points: 2 | +6 vs Poison, +2 vs Fear, +3 vs Traps | Active effects: Heightened Awareness (+2 Perc & Know); Resist Fire (20); Heroism (+2 attacks, saves, skills); Darkvision; Comp Lang; See Invis

Donnell turns to glower at Krojun, his voice dripping acid: "Thank you for dealing with the Red Mantis, but as your companions here looked increasingly nervous about our fighting the beast below, it would have been nice to know if we were killing something sacred to the Shoanti. Although," looking curiously into the nearer pit, "I'm not convinced we killed anything - just drove it off for now, I suspect. Did you get a good look at that thing, Thod?"

"Now, as for who awakened it, I'm going to assume it was these ones who brought light into this chamber, which I ... Daeshna?! What in the Nine Hells are you doing here??" Donnell is so shocked that he's momentarily at a loss for words.

Daeshna:
If you recognize Donnell at all, it will be as a marginally better-fed version of the bedraggled halfling who, on a few occasions, wandered into your clinic, sat uncomfortably in one corner and glared at everyone around him with cynicism and bile. If you ever spoke with him, you would have found his mind to be sharp and quick, even when obviously altered by shiver. The toll of repeated attempts to come clean followed by heavy relapse was excruciating and remains evident in his one-step-above-emaciated frame. It might bring you some measure of relief to see him with friends, to see him be enthusiastic rather than depressed, and to see him free of shiver.


Male CG Halfling Investigator 10 | HP: 57/57 | AC: 22 (18 FF, 16 Tch) | CMB: 6, CMD: 21, FF: 17 | F: +8, R: +14, W: +11 | Init: +8 (+10 urban)| Perc: +15 | Locate Traps +20 | Disarm Traps +21 | Speed 20ft | Inspiration 9/9 | Harrow Points: 2 | +6 vs Poison, +2 vs Fear, +3 vs Traps | Active effects: Heightened Awareness (+2 Perc & Know); Resist Fire (20); Heroism (+2 attacks, saves, skills); Darkvision; Comp Lang; See Invis

Looks like that Channel Energy healed for 19.

Worried about pressing his luck with the weird scepter, Donnell nonetheless focuses on it once again:

Rod of Wonder
UMD: 1d20 + 14 ⇒ (5) + 14 = 19

Distracted, Donnell shouts over his shoulder again: "Krojun! Speak!!"

D shouted a couple of questions in Shoanti at Krojun last round - makes complete sense if he would just ignore them, but I just want to make sure they weren't overlooked.


Male CG Halfling Investigator 10 | HP: 57/57 | AC: 22 (18 FF, 16 Tch) | CMB: 6, CMD: 21, FF: 17 | F: +8, R: +14, W: +11 | Init: +8 (+10 urban)| Perc: +15 | Locate Traps +20 | Disarm Traps +21 | Speed 20ft | Inspiration 9/9 | Harrow Points: 2 | +6 vs Poison, +2 vs Fear, +3 vs Traps | Active effects: Heightened Awareness (+2 Perc & Know); Resist Fire (20); Heroism (+2 attacks, saves, skills); Darkvision; Comp Lang; See Invis

Is Raven Six grappled? I must have missed that

Frustrated and annoyed that he doesn't know anything about this creature, Donnell starts shouting to the Sklar-Quah:

Shoanti:
"Krojun! If there's something you know about this creature, now's the time to speak up. Is this a sacred beast like Cindermaw that we should not be fighting? Is it an unkillable godling?"

And, muttering to himself: "Might be worth just walking away from this, though I dunno how we'll convince Thod to stop..."

Considering the options, Donnell decides to attempt the Rod of Wonder again:

UMD: 1d20 + 14 ⇒ (12) + 14 = 26


Male CG Halfling Investigator 10 | HP: 57/57 | AC: 22 (18 FF, 16 Tch) | CMB: 6, CMD: 21, FF: 17 | F: +8, R: +14, W: +11 | Init: +8 (+10 urban)| Perc: +15 | Locate Traps +20 | Disarm Traps +21 | Speed 20ft | Inspiration 9/9 | Harrow Points: 2 | +6 vs Poison, +2 vs Fear, +3 vs Traps | Active effects: Heightened Awareness (+2 Perc & Know); Resist Fire (20); Heroism (+2 attacks, saves, skills); Darkvision; Comp Lang; See Invis

I thought Krojun and gang came through that door?!

Also, crap! I forgot I have Heightened Awareness and Heroism up, which would have made that Nature roll a 28 (not that it's likely to matter, I imagine the DC is 30+).

"Bloody hell.. Oy! You two! did you wake these beasties?!"

Shoanti:
"Hey, Krojun - be a dear and tie up that would-be assassin, will you? I'd like to ask him some questions later."

Frowning at the monstrosity, Donnell switches his crossbow to one hand and pulls a short metal rod from his bandolier, shaking it vigourously at the creature.

Rod of Wonder
UMD: 1d20 + 14 ⇒ (14) + 14 = 28

I'm not sure if drawing the Rod take up the move action or not - if not, Donnell will use Move to activate Ranged Study


Male CG Halfling Investigator 10 | HP: 57/57 | AC: 22 (18 FF, 16 Tch) | CMB: 6, CMD: 21, FF: 17 | F: +8, R: +14, W: +11 | Init: +8 (+10 urban)| Perc: +15 | Locate Traps +20 | Disarm Traps +21 | Speed 20ft | Inspiration 9/9 | Harrow Points: 2 | +6 vs Poison, +2 vs Fear, +3 vs Traps | Active effects: Heightened Awareness (+2 Perc & Know); Resist Fire (20); Heroism (+2 attacks, saves, skills); Darkvision; Comp Lang; See Invis

Good idea!
Erm ... maybe a Nature check?

Knowledge (Nature): 1d20 + 8 + 1d6 ⇒ (10) + 8 + (6) = 24


Male CG Halfling Investigator 10 | HP: 57/57 | AC: 22 (18 FF, 16 Tch) | CMB: 6, CMD: 21, FF: 17 | F: +8, R: +14, W: +11 | Init: +8 (+10 urban)| Perc: +15 | Locate Traps +20 | Disarm Traps +21 | Speed 20ft | Inspiration 9/9 | Harrow Points: 2 | +6 vs Poison, +2 vs Fear, +3 vs Traps | Active effects: Heightened Awareness (+2 Perc & Know); Resist Fire (20); Heroism (+2 attacks, saves, skills); Darkvision; Comp Lang; See Invis

"Great - now I'm hungry. Hey, you ever eaten insects, Raven Six? I mean, they aren't very tasty, but roaches will feed you in a pinch. Also, deftly flipping another quarrel onto his crossbow and resetting the string, "What's with the Amurrun? They aren't from around here."


Male CG Halfling Investigator 10 | HP: 57/57 | AC: 22 (18 FF, 16 Tch) | CMB: 6, CMD: 21, FF: 17 | F: +8, R: +14, W: +11 | Init: +8 (+10 urban)| Perc: +15 | Locate Traps +20 | Disarm Traps +21 | Speed 20ft | Inspiration 9/9 | Harrow Points: 2 | +6 vs Poison, +2 vs Fear, +3 vs Traps | Active effects: Heightened Awareness (+2 Perc & Know); Resist Fire (20); Heroism (+2 attacks, saves, skills); Darkvision; Comp Lang; See Invis

Pivoting 5'step so that he can see through the doorway, Donnell continues his barrage of quarrels and questions: "Hah! Raven6 - I told you there was something in that pool. What do you suppose it is?! Do you think it'll come out of the water, or will we have to go in after it?"

LXB1: 1d20 + 16 - 2 ⇒ (8) + 16 - 2 = 22
Dam1: 1d6 + 2 ⇒ (4) + 2 = 6

LXB2: 1d20 + 16 - 2 ⇒ (10) + 16 - 2 = 24
Dam2: 1d6 + 2 ⇒ (5) + 2 = 7

LXB3: 1d20 + 11 - 2 ⇒ (9) + 11 - 2 = 18
Dam3: 1d6 + 2 ⇒ (6) + 2 = 8

sorry, Thod - I don't think I can do non-lethal damage with a crossbow


Male CG Halfling Investigator 10 | HP: 57/57 | AC: 22 (18 FF, 16 Tch) | CMB: 6, CMD: 21, FF: 17 | F: +8, R: +14, W: +11 | Init: +8 (+10 urban)| Perc: +15 | Locate Traps +20 | Disarm Traps +21 | Speed 20ft | Inspiration 9/9 | Harrow Points: 2 | +6 vs Poison, +2 vs Fear, +3 vs Traps | Active effects: Heightened Awareness (+2 Perc & Know); Resist Fire (20); Heroism (+2 attacks, saves, skills); Darkvision; Comp Lang; See Invis

We're also a ways into the temple, behind closed doors, so you wouldn't initially be able to see any light from the Sklar warriors with us.
(Also, Sevenspawn and Donnell don't normally have darkvision, but I used a communal extract to provide it while in the dungeon)


Male CG Halfling Investigator 10 | HP: 57/57 | AC: 22 (18 FF, 16 Tch) | CMB: 6, CMD: 21, FF: 17 | F: +8, R: +14, W: +11 | Init: +8 (+10 urban)| Perc: +15 | Locate Traps +20 | Disarm Traps +21 | Speed 20ft | Inspiration 9/9 | Harrow Points: 2 | +6 vs Poison, +2 vs Fear, +3 vs Traps | Active effects: Heightened Awareness (+2 Perc & Know); Resist Fire (20); Heroism (+2 attacks, saves, skills); Darkvision; Comp Lang; See Invis

Original Gangsters:
In spite of his annoyance at the interruption, Donnell eyes widen as the assassin drops to the ground: "Hey! That one didn't turn into a red mist as he .. oh, never mind - there he goes..."

"Hey Raven - why do you think they do that?! Are we fighting the same group as we did in Korvosa?"

As he speaks, Donnell's hands blur as he loads, sights, shoots, and reloads his crossbow in quick succession.

LXB1: 1d20 + 16 - 2 ⇒ (5) + 16 - 2 = 19
Dam1: 1d6 + 2 ⇒ (4) + 2 = 6

LXB2: 1d20 + 16 - 2 ⇒ (2) + 16 - 2 = 16
Dam2: 1d6 + 2 ⇒ (5) + 2 = 7

LXB3: 1d20 + 11 - 2 ⇒ (4) + 11 - 2 = 13
Dam3: 1d6 + 2 ⇒ (2) + 2 = 4

oh good! I didn't need those crossbow bolts for anything anyway


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Male CG Halfling Investigator 10 | HP: 57/57 | AC: 22 (18 FF, 16 Tch) | CMB: 6, CMD: 21, FF: 17 | F: +8, R: +14, W: +11 | Init: +8 (+10 urban)| Perc: +15 | Locate Traps +20 | Disarm Traps +21 | Speed 20ft | Inspiration 9/9 | Harrow Points: 2 | +6 vs Poison, +2 vs Fear, +3 vs Traps | Active effects: Heightened Awareness (+2 Perc & Know); Resist Fire (20); Heroism (+2 attacks, saves, skills); Darkvision; Comp Lang; See Invis

Study hard!! Take breaks! Drink water!


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Male CG Halfling Investigator 10 | HP: 57/57 | AC: 22 (18 FF, 16 Tch) | CMB: 6, CMD: 21, FF: 17 | F: +8, R: +14, W: +11 | Init: +8 (+10 urban)| Perc: +15 | Locate Traps +20 | Disarm Traps +21 | Speed 20ft | Inspiration 9/9 | Harrow Points: 2 | +6 vs Poison, +2 vs Fear, +3 vs Traps | Active effects: Heightened Awareness (+2 Perc & Know); Resist Fire (20); Heroism (+2 attacks, saves, skills); Darkvision; Comp Lang; See Invis

No worries!
Hopefully, you have some time to breathe now that the project is complete.


Male CG Halfling Investigator 10 | HP: 57/57 | AC: 22 (18 FF, 16 Tch) | CMB: 6, CMD: 21, FF: 17 | F: +8, R: +14, W: +11 | Init: +8 (+10 urban)| Perc: +15 | Locate Traps +20 | Disarm Traps +21 | Speed 20ft | Inspiration 9/9 | Harrow Points: 2 | +6 vs Poison, +2 vs Fear, +3 vs Traps | Active effects: Heightened Awareness (+2 Perc & Know); Resist Fire (20); Heroism (+2 attacks, saves, skills); Darkvision; Comp Lang; See Invis

lol - that's great.

Maybe you saved a mistreated animal from a trader or travelling menagerie? There probably isn't much of either in the Cinderlands proper, but Kaer Maga sounds metropolitan enough to have people trading in exotic animals.

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