Investigator 1 | ♥️ 13 | ☘️=0 | AC 18 | F +2, R +8, W +6 | Perc/Init +6 | Arcana Crafting Hunting & Underworld Lores Occultism Society +7 | Acrobatics Stealth Thievery + 6 | Athletics +5 | Nature Religion Survival +4 | ◆ | ◆◆ | ◆◆
Henit will move back. Henit will devise a strategem: 1d20 ⇒ 4 He will shoot and miss again.
Investigator 1 | ♥️ 13 | ☘️=0 | AC 18 | F +2, R +8, W +6 | Perc/Init +6 | Arcana Crafting Hunting & Underworld Lores Occultism Society +7 | Acrobatics Stealth Thievery + 6 | Athletics +5 | Nature Religion Survival +4 | ◆ | ◆◆ | ◆◆
Henit will move back. Henit will devise a strategem: 1d20 ⇒ 4 He will shoot and miss.
Investigator 1 | ♥️ 13 | ☘️=0 | AC 18 | F +2, R +8, W +6 | Perc/Init +6 | Arcana Crafting Hunting & Underworld Lores Occultism Society +7 | Acrobatics Stealth Thievery + 6 | Athletics +5 | Nature Religion Survival +4 | ◆ | ◆◆ | ◆◆
Henit would like to know its weaknesses or immunities. And, will tell everyone. Henit would have used the action available to Devise a Strategem. So, the attack would have been the same. If it hit, then there is an additional 1d6 for the strategic strike.
Investigator 1 | ♥️ 13 | ☘️=0 | AC 18 | F +2, R +8, W +6 | Perc/Init +6 | Arcana Crafting Hunting & Underworld Lores Occultism Society +7 | Acrobatics Stealth Thievery + 6 | Athletics +5 | Nature Religion Survival +4 | ◆ | ◆◆ | ◆◆
Henit will try to ascertain just what the 'chair' is, and what weaknesses or immunities it has. Occultism is +7 Then, assuming we did not have our weapons out, Henit will get his bow out and take a shot: 1d20 + 6 ⇒ (13) + 6 = 19for: 1d8 ⇒ 5
Investigator 1 | ♥️ 13 | ☘️=0 | AC 18 | F +2, R +8, W +6 | Perc/Init +6 | Arcana Crafting Hunting & Underworld Lores Occultism Society +7 | Acrobatics Stealth Thievery + 6 | Athletics +5 | Nature Religion Survival +4 | ◆ | ◆◆ | ◆◆
Soosan and Bustral. Perhaps we can *craft* together a toy or 'companion' for this dragon? Each of us is +7 on Crafting. I am perfectly willing to Aid on this check. I would like to Recall Knowledge (Arcana is +7) to get an idea of what the dragon would want.
Investigator 1 | ♥️ 13 | ☘️=0 | AC 18 | F +2, R +8, W +6 | Perc/Init +6 | Arcana Crafting Hunting & Underworld Lores Occultism Society +7 | Acrobatics Stealth Thievery + 6 | Athletics +5 | Nature Religion Survival +4 | ◆ | ◆◆ | ◆◆
Stealth halfway across the room DC 16: 1d20 + 6 ⇒ (6) + 6 = 12 Stealth the rest of the way across the room DC 18: 1d20 + 6 ⇒ (10) + 6 = 16
Investigator 1 | ♥️ 13 | ☘️=0 | AC 18 | F +2, R +8, W +6 | Perc/Init +6 | Arcana Crafting Hunting & Underworld Lores Occultism Society +7 | Acrobatics Stealth Thievery + 6 | Athletics +5 | Nature Religion Survival +4 | ◆ | ◆◆ | ◆◆
Thievery: 1d20 + 6 ⇒ (5) + 6 = 11
Thievery: 1d20 + 6 ⇒ (15) + 6 = 21 After two unsuccessful attempts, Henit makes a supreme effort, and is able to defeat the locking mechanism.
Investigator 1 | ♥️ 13 | ☘️=0 | AC 18 | F +2, R +8, W +6 | Perc/Init +6 | Arcana Crafting Hunting & Underworld Lores Occultism Society +7 | Acrobatics Stealth Thievery + 6 | Athletics +5 | Nature Religion Survival +4 | ◆ | ◆◆ | ◆◆
"I have some tools." Henit gets to work on the locked door: 1d20 + 6 ⇒ (20) + 6 = 26
Investigator 1 | ♥️ 13 | ☘️=0 | AC 18 | F +2, R +8, W +6 | Perc/Init +6 | Arcana Crafting Hunting & Underworld Lores Occultism Society +7 | Acrobatics Stealth Thievery + 6 | Athletics +5 | Nature Religion Survival +4 | ◆ | ◆◆ | ◆◆
◆ Devise a Strategem: 1d20 ⇒ 4 Henit will get a cloth from a pocket and begin wiping the acid off. ◆◆ Assisted Recovery: 1d20 ⇒ 19 to end the Persistent acid damage.
Investigator 1 | ♥️ 13 | ☘️=0 | AC 18 | F +2, R +8, W +6 | Perc/Init +6 | Arcana Crafting Hunting & Underworld Lores Occultism Society +7 | Acrobatics Stealth Thievery + 6 | Athletics +5 | Nature Religion Survival +4 | ◆ | ◆◆ | ◆◆
Henit strides away from the dragonette. He will attempt to Devise a Strategem: 1d20 ⇒ 20 Knowing the perfect place to shoot an arrow, Henit shoots Thoralox for: 1d8 + 1d6 ⇒ (8) + (5) = 13 piercing damage.
Persistent acid: 1d6 ⇒ 21d20 ⇒ 6 And, Henit continues to burn from the acid.
Investigator 1 | ♥️ 13 | ☘️=0 | AC 18 | F +2, R +8, W +6 | Perc/Init +6 | Arcana Crafting Hunting & Underworld Lores Occultism Society +7 | Acrobatics Stealth Thievery + 6 | Athletics +5 | Nature Religion Survival +4 | ◆ | ◆◆ | ◆◆
◆ Swap to bow ◆ Devise a Strategem: 1d20 ⇒ 3 ◆ Recall Knowledge to know what their weakest Save is. Arcana, Hunting Lore, Society are all +7 Henit gets their bow out, and tries to figure out a good way to attack, but can't. Instead Henit will try to figure out their weakness. If he does, he will tell his allies.
Investigator 1 | ♥️ 13 | ☘️=0 | AC 18 | F +2, R +8, W +6 | Perc/Init +6 | Arcana Crafting Hunting & Underworld Lores Occultism Society +7 | Acrobatics Stealth Thievery + 6 | Athletics +5 | Nature Religion Survival +4 | ◆ | ◆◆ | ◆◆
◆ Devise a Strategem: 1d20 ⇒ 13 ◆ Move to flank. ◆ Strike vs 23 AC
Investigator 1 | ♥️ 13 | ☘️=0 | AC 18 | F +2, R +8, W +6 | Perc/Init +6 | Arcana Crafting Hunting & Underworld Lores Occultism Society +7 | Acrobatics Stealth Thievery + 6 | Athletics +5 | Nature Religion Survival +4 | ◆ | ◆◆ | ◆◆
Henit will move five feet north. Seeing that the arrow isn't doing enough damage, Henit ◆ swaps out for his light hammer. Then will stride, and strike: 1d20 + 5 ⇒ (8) + 5 = 13 for: 1d6 + 2 ⇒ (2) + 2 = 4 bludgeoning damage
Investigator 1 | ♥️ 13 | ☘️=0 | AC 18 | F +2, R +8, W +6 | Perc/Init +6 | Arcana Crafting Hunting & Underworld Lores Occultism Society +7 | Acrobatics Stealth Thievery + 6 | Athletics +5 | Nature Religion Survival +4 | ◆ | ◆◆ | ◆◆
◆ Devise a Strategem vs Red: 1d20 ⇒ 11 ◆ Fire an arrow at Red: 10 + 11 = 21 for: 1d8 + 1d6 ⇒ (2) + (2) = 4 piercing damage. ◆ stride east.
Investigator 1 | ♥️ 13 | ☘️=0 | AC 18 | F +2, R +8, W +6 | Perc/Init +6 | Arcana Crafting Hunting & Underworld Lores Occultism Society +7 | Acrobatics Stealth Thievery + 6 | Athletics +5 | Nature Religion Survival +4 | ◆ | ◆◆ | ◆◆
◆ Recall knowledge (Arcana, Crafting, and Occultism are all +7): What are they, and what are their weaknesses? ◆ Devise a Strategem vs Magenta: 1d20 ⇒ 2 ◆ Fire an arrow at Red: 1d20 + 6 ⇒ (13) + 6 = 19for: 1d8 ⇒ 1 piercing damage.
Investigator 1 | ♥️ 13 | ☘️=0 | AC 18 | F +2, R +8, W +6 | Perc/Init +6 | Arcana Crafting Hunting & Underworld Lores Occultism Society +7 | Acrobatics Stealth Thievery + 6 | Athletics +5 | Nature Religion Survival +4 | ◆ | ◆◆ | ◆◆
◆ Henit will Devise a Strategem vs White: 1d20 ⇒ 5 ◆ Shaking his head, he will take a shot at Yellow: 1d20 + 6 - 2 ⇒ (4) + 6 - 2 = 8 ◆ Henit will quickly produce an Elixir of Life (Minor) and puts it in the hand of Lephos. 1d6 healing, but the created tincture only lasts until the end of the turn if it isn't used "Here, this should help.
Investigator 1 | ♥️ 13 | ☘️=0 | AC 18 | F +2, R +8, W +6 | Perc/Init +6 | Arcana Crafting Hunting & Underworld Lores Occultism Society +7 | Acrobatics Stealth Thievery + 6 | Athletics +5 | Nature Religion Survival +4 | ◆ | ◆◆ | ◆◆
Devise a Strategem vs White: 1d20 ⇒ 13 Getting a clear shot at White (13+6=19), Henit shoots it for: 1d8 + 1d6 ⇒ (3) + (2) = 5 Then, he'll try to figure out a better way to defeat these. Recall Knowledge to determine their lowest save(s)
Investigator 1 | ♥️ 13 | ☘️=0 | AC 18 | F +2, R +8, W +6 | Perc/Init +6 | Arcana Crafting Hunting & Underworld Lores Occultism Society +7 | Acrobatics Stealth Thievery + 6 | Athletics +5 | Nature Religion Survival +4 | ◆ | ◆◆ | ◆◆
Devise a Strategem vs Pink: 1d20 ⇒ 6 H'mmm, that won't work Henit thinks to himself. Shoot an arrow at blue (non-lethal): 1d20 + 6 - 2 ⇒ (12) + 6 - 2 = 16for: 1d8 ⇒ 6 Shoot an arrow at blue (non-lethal): 1d20 + 6 - 2 - 5 ⇒ (3) + 6 - 2 - 5 = 2for: 1d8 ⇒ 8
Investigator 1 | ♥️ 13 | ☘️=0 | AC 18 | F +2, R +8, W +6 | Perc/Init +6 | Arcana Crafting Hunting & Underworld Lores Occultism Society +7 | Acrobatics Stealth Thievery + 6 | Athletics +5 | Nature Religion Survival +4 | ◆ | ◆◆ | ◆◆
Henit will move behind a pillar and hide (Stealth is +6). He will have his bow out.
Investigator 1 | ♥️ 13 | ☘️=0 | AC 18 | F +2, R +8, W +6 | Perc/Init +6 | Arcana Crafting Hunting & Underworld Lores Occultism Society +7 | Acrobatics Stealth Thievery + 6 | Athletics +5 | Nature Religion Survival +4 | ◆ | ◆◆ | ◆◆
Arcana: 1d20 + 7 ⇒ (12) + 7 = 19 "Ahh. The magical script keeps the area clean"
Investigator 1 | ♥️ 13 | ☘️=0 | AC 18 | F +2, R +8, W +6 | Perc/Init +6 | Arcana Crafting Hunting & Underworld Lores Occultism Society +7 | Acrobatics Stealth Thievery + 6 | Athletics +5 | Nature Religion Survival +4 | ◆ | ◆◆ | ◆◆
"If we don't want to attack it," Henit whispers, "I could try to steal it from it"
Investigator 1 | ♥️ 13 | ☘️=0 | AC 18 | F +2, R +8, W +6 | Perc/Init +6 | Arcana Crafting Hunting & Underworld Lores Occultism Society +7 | Acrobatics Stealth Thievery + 6 | Athletics +5 | Nature Religion Survival +4 | ◆ | ◆◆ | ◆◆
Religion: 1d20 + 4 ⇒ (16) + 4 = 20 What special abilities does it have?
Investigator 1 | ♥️ 13 | ☘️=0 | AC 18 | F +2, R +8, W +6 | Perc/Init +6 | Arcana Crafting Hunting & Underworld Lores Occultism Society +7 | Acrobatics Stealth Thievery + 6 | Athletics +5 | Nature Religion Survival +4 | ◆ | ◆◆ | ◆◆
Henit will Pursue a Lead of "Which order to get to the amulets?" Henit will Clue In Bustral's Recall Knowledge check +1
Investigator 1 | ♥️ 13 | ☘️=0 | AC 18 | F +2, R +8, W +6 | Perc/Init +6 | Arcana Crafting Hunting & Underworld Lores Occultism Society +7 | Acrobatics Stealth Thievery + 6 | Athletics +5 | Nature Religion Survival +4 | ◆ | ◆◆ | ◆◆
A very garrulous bard was here for a moment, and an elf with a longbow on his back, takes his place. "I'm Henit Dimfoot. I know it's a dwarven name. But, my parents were... a bit odd. I'm afraid that this is my first assignment from the Society. Is it always like this?" He seems apologetic almost. GM Tiger: You may delete J'ndar from this scenario.
Investigator 1 | ♥️ 13 | ☘️=0 | AC 18 | F +2, R +8, W +6 | Perc/Init +6 | Arcana Crafting Hunting & Underworld Lores Occultism Society +7 | Acrobatics Stealth Thievery + 6 | Athletics +5 | Nature Religion Survival +4 | ◆ | ◆◆ | ◆◆
Henit is okay with friendly fire and will take the Marvelous Miniature (Ladder) |
