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'''Harper Donner''' is an [[asmodeus tiefling]] [[wizard]] who is part of the [[Harpers]] in [[Act Two]]. He is stationed within [[Last Light Inn]], guarding and reinforcing the barricades leading into the main plaza.
'''Harper Donner''' is an [[asmodeus tiefling]] [[wizard]] who is part of the [[Harpers]] in [[Act Two]]. He is stationed within [[Last Light Inn]], guarding and reinforcing the barricades leading into the main plaza.
{{DiQ|For the realms!|Donner|'s battlecry.}}


== Involvement ==
== Involvement ==
=== Last Light Inn ===
=== Last Light Inn ===
Donner can be first encountered at the [[Last Light Inn]], reinforcing the barricade with the planks [[Antony]] and [[Chenti]] bring to him.
Donner can be first encountered at the [[Last Light Inn]], reinforcing the barricade with the planks [[Antony]] and [[Chenti]] bring to him. He can be observed in the background as [[Elifer]] and [[Jaheira]] interact with the party, stepping aside to make way for [[Mol]] if she is alive and comes to the party's rescue. Alternatively, he can be lightly pushed aside by [[Flaming Fist Marcus]] if the [[Tiefling refugees]] didn't make it to Last Light.
 
Talking to Donner after exposing Marcus' true identity as a [[True Soul]] will have him be the only Harper around that is still unwilling to trust the party, berating them that Marcus got away without being injured and that the party is only doing this to gain their trust.{{ref|''"Called out your buddy, but he seemed to get away without a scratch. You can't pull the wool over my eyes."''}}
 
Donner can then be observed reinforcing and sharpening the barricades with a dagger until later events, occasionally chatting with [[Antony]] who's bringing him wood.{{ref|Dialogue with [[Antony]]:<br>''"How's the barricade coming along?"'' - Antony<br> ''"It ain't pretty, but it can take a beating."'' - Donner<br> ''"It'll need to. Cleric's magic won't hold out the darkness forever."''}}{{ref|Dialogue with Antony:<br>''"Here, and there's more where that came from."'' - Antony<br> ''"Wish we had stone - or steel."'' - Donner<br> ''"I wish we had a bloody army."''}}


=== Resolve the Abduction ===
=== Resolve the Abduction ===
When [[Flaming Fist Marcus]] attacks the inn and attempts to kidnap [[Isobel]] during [[Resolve the Abduction]], Donner will more often than not fail the save and be {{Cond|Impaled}} for the remainder of the battle. If the party fails to protect Isobel, he and everyone in Last Light Inn will turn into a {{Cond|Shadow-Cursed Undead}}, save for [[Jaheira]].
When Flaming Fist Marcus attacks the inn and attempts to kidnap [[Isobel]] during [[Resolve the Abduction]], Donner will more often than not fail the save and be {{Cond|Impaled}} for the remainder of the battle. If the party fails to protect Isobel, he and everyone in Last Light Inn will turn into a {{Cond|Shadow-Cursed Undead}}, save for Jaheira.


=== Assault Moonrise Towers ===
=== Assault Moonrise Towers ===
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* {{Quest|Infiltrate Moonrise Towers}}
* {{Quest|Infiltrate Moonrise Towers}}
* {{Quest|Resolve the Abduction}}
* {{Quest|Resolve the Abduction}}
== References ==
{{reflist}}


{{Shadow-Cursed Lands}}
{{Shadow-Cursed Lands}}
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[[Category:Characters in Act Two]]
[[Category:Characters in Act Two]]
[[Category:Members of the Harpers]]
[[Category:Members of the Harpers]]
[[Category:Wizards]]
__INDEX__
__INDEX__

Revision as of 19:10, 24 August 2024

Harper Donner is an asmodeus tiefling wizard who is part of the Harpers in Act Two. He is stationed within Last Light Inn, guarding and reinforcing the barricades leading into the main plaza.

Portrait Donner.png
For the realms!
Donner's battlecry.

Involvement

Last Light Inn

Donner can be first encountered at the Last Light Inn, reinforcing the barricade with the planks Antony and Chenti bring to him. He can be observed in the background as Elifer and Jaheira interact with the party, stepping aside to make way for Mol if she is alive and comes to the party's rescue. Alternatively, he can be lightly pushed aside by Flaming Fist Marcus if the Tiefling refugees didn't make it to Last Light.

Talking to Donner after exposing Marcus' true identity as a True Soul will have him be the only Harper around that is still unwilling to trust the party, berating them that Marcus got away without being injured and that the party is only doing this to gain their trust.[1]

Donner can then be observed reinforcing and sharpening the barricades with a dagger until later events, occasionally chatting with Antony who's bringing him wood.[2][3]

Resolve the Abduction

When Flaming Fist Marcus attacks the inn and attempts to kidnap Isobel during Resolve the Abduction, Donner will more often than not fail the save and be Impaled Impaled for the remainder of the battle. If the party fails to protect Isobel, he and everyone in Last Light Inn will turn into a Shadow-Cursed Undead Shadow-Cursed Undead, save for Jaheira.

Assault Moonrise Towers

If the party successfully prevented Marcus from capturing Isobel at the Last Light Inn, and once the Nightsong has been freed from her cage and is headed for Moonrise, Donner will follow Jaheira to Moonrise Towers. However, Donner is killed during the fight against Absolute forces before the party can arrive. His corpse is on the bridge leading to Moonrise Towers, implying he was amongst the first to fall in battle.

Combat

Attacks and Abilities

Main Hand Attack.webp
Main Hand Attack Main Hand Attack ()   –  Dagger
Normal weapon damage Make a melee attack with your equipped weapon.
 Melee: 1.5 m / 5  ft
Piercing Strike.webp
Piercing Strike Piercing Strike ()   –  Dagger
Normal weapon damage

Stab an enemy and possibly inflict Gaping Wounds Gaping Wounds.

Undead and Constructs can't receive Gaping Wounds.

CON Save
 Range: Normal weapon range
Recharge: Short rest
Melf's Acid Arrow.webp
Melf's Acid Arrow Melf's Acid Arrow ()
D4 Acid.png 4d4 (4~16) Damage TypesAcid

Shoot a green arrow that bursts in a spray of acid. Deals 4d4Damage TypesAcid damage immediately and 2d4Damage TypesAcid damage at the end of the target's next turn.

If the spell misses, the target still takes half the initial damage, but no damage at the end of its next turn.

 Range: 18 m / 60 ft
Scorching Ray.webp
Scorching Ray Scorching Ray ()
D6 Fire.png 2d6 (2~12) Damage TypesFire

Hurl 3 rays of fire. Each ray deals 2d6Damage TypesFire damage.

 Range: 18 m / 60 ft
Burning Hands.webp
Burning Hands Burning Hands ()
D6 Fire.png 3d6 (3~18) Damage TypesFire

Each flammable target is hit with 3d6Damage TypesFire damage.

DEX Save
 Range: Self
AoE: 5 m / 17 ft (Cone)
Fire Bolt.webp
Fire Bolt Fire Bolt ()
D10 Fire.png 1d10 (1~10) Damage TypesFire

Hurl a mote of fire.

 Range: 18 m / 60 ft

Loot

Related quests

References

  1. "Called out your buddy, but he seemed to get away without a scratch. You can't pull the wool over my eyes."
  2. Dialogue with Antony:
    "How's the barricade coming along?" - Antony
    "It ain't pretty, but it can take a beating." - Donner
    "It'll need to. Cleric's magic won't hold out the darkness forever."
  3. Dialogue with Antony:
    "Here, and there's more where that came from." - Antony
    "Wish we had stone - or steel." - Donner
    "I wish we had a bloody army."