Expedition to the Dungeon of Graves

Game Master ScytheMaster

A journey to the environs surrounding Rappan Athuk with a view to setting up a base for delves into the dread Dungeon of Graves.


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I'm looking for some maps to give you guys some idea of the setting for those of you who don't know it. This first one is pretty cool although from what DM ScytheMaster has said, our adventure is going to begin right at the edge of this map and promptly take us off the edge, most likely on the road shown leading south from Bard's Gate :)

Overview Map


Logan1138 wrote:
Barius Browntoes wrote:
Got my gear and fixed my stats without traits.

Did you use Hero Labs for your character sheet? Did it calculate your encumbrance for you?

I noticed that you appear to have deducted -3 Armor Check penalty for your skills now. When I did a quick calculation it seemed like you should have still been under the 50 lbs limit for a light load based on your strength.

If you are barely over the 50 lb limit, you might want to consider ditching something like the war hammer (5 lbs) if it gets you back to a light load as losing those 3 points off some of your skills (notably Disable Device) seems like a high price to pay to carry an extra weapon that you might not ever need.

I'll take a look at it. Dropping my extra water skin and my battleaxe to get me under.


hand drawn overland map


Grimmy wrote:
hand drawn overland map

I tried to access the map you posted and it said I needed permission to do so. I clicked on the button requesting permission.


Logan1138 wrote:
Grimmy wrote:
hand drawn overland map
I tried to access the map you posted and it said I needed permission to do so. I clicked on the button requesting permission.

sorry it was set to private try now.

credit for the map goes to Duke Omote of necromancer forums.


Bard's Gate Districts Map

someone scanned their poster map!


Well, now I know the proper name for Xanthar's home range : The Stonheart Mountains.

Thanks, Grimmy.


Nice city map.


You two just visited the Temple of Dwerfater in the gameplay thread right?
Here is what the book says about that location.

Temple of Dwerfater:
There is a temple to dwerfater located in the old temple district. The old temple district was once the heart of the city, but most of the temples in this district have fallen derelict, or nearly so, having declined in favor of gods of song and craft whose temples reside elsewhere in the city.

Temple of Dwerfater
This temple is built to resemble a mountain, and is devoted to the spiritual well being of Bard's gate's dwarves, who gather here to pray and sing sad lamentations for their lost homeland, which was overrun by the minions of Orcus.

The interior is dark and cavelike and features a huge statue of Dwerfater, sitting on a golden throne, a great warhammer across his knees.

High Priest Gruden Greybeard leads the congregation, and sees to the needs of any dwarf who asks for aid.

The clergy are dwarven clr2.

Non dwarves are unwelcome here, and are turned away even if they come offering aid.


Of course the DM may have made changes to the setting I just wanted to link those maps to give a feel.


Grimmy wrote:
ScytheMaster wrote:


All the characters should be familiar with each other and have come together to form an adventuring company (your choice as to a name for it)

Spitballing a couple ideas.

Being a city of liberal politics, dedicated to the arts, Bard's Gate is recognized as having some trouble with embedded evil cult activity. Perhaps investigations into cult related crimes point to followers of Set.
** spoiler omitted **

Investigations would likely be spearheaded by the Church of Mitra (mainstream established religion in Bard's Gate),
** spoiler omitted **...

Chainmail/GM Tribute, what do you think of my idea for linking our characters this way?

I think it could be a really great plot hook!

Kind of an "enemy of my enemy" thing.


Cn we have the information about the setting posted in the campaing info? for example the list of gods and the description of the cities?


City Profile:
Established many years ago as a bard’s outpost and way station for travelers between the inner Forest Kingdoms and the port city of Reme, Bard’s Gate has grown into an important crossroads for trade and travel. The city’s banner depicts a silver lyre above a stone gatehouse on a green field.
Bard’s Gate is currently an independent city, allied to the nearby Grand Duchy for mutual defense and prosperity. The Grand Duke’s troops help defend the city against the evil creatures from the Stoneheart Mountains to the north. A liberal and tolerant city, Bard’s Gate welcomes all races.

Population:

Bard’s Gate’s population averages 20,000 in winter, and up to 35,000 in the summer when merchant caravans, adventurers, travelers and mercenaries visit the city; over the entire year its average population is about 25,000.
Bard’s Gate boasts a higher population than normal of elves and half-elves, possibly due to its focus on the arts. Normally a race in search of a home, many half-elves find things quite to their liking in this tolerant city. The city, as with most cities, is dominated by humans, however.

Alignment:

Bard's Gate is a tolerant city and most citizens vary from neutral to Chaotic Good. The city harbors many different races and beliefs, allowing most citizens to do as they please, but also allowing much evil to exist undetected. This is not to say that the city’s inhabit- ants are tolerant of evil; quite the contrary. Living under the constant threat of invasion from the orcs and gnolls of the north makes the average Bard’s Gate citizen even more determined that good triumph, but their “live and let live” philosophy also gives evil the opportunity to hide itself successfully.

Assets:

Due to its important trade location, Bard’s Gate is highly prosperous. There is also a huge number of skilled crafts- men in the city, and many outstanding goods are available. Nearly any masterwork item can be purchased here. The only limit on magic items that can be purchased is a practi- cal one: there are few spellcasters over 10th level and thus items requiring higher-level magic are quite rare.


History and Overview:

Because of its strategic position on the only easily-bridged area on the Stoneheart River, the city developed quickly. In addition to being a way sta- tion and trade center, Bard’s Gate quickly became a meeting place for wandering bards, skalds and other performers.
To the south, the Stoneheart River becomes impas- sible due to a series of sheer falls. As a result of this, the central island of Bard’s Gate became an important port for barge traffic, from which goods were trans- ported overland to Reme. Thus, the western side of the town developed first, with the central island used as a defensive and governmental center.
With the rise of an imperial power to the south, merchants from the forest kingdoms began to avoid shipping goods by river and traveled overland along the merchant’s road to Bard’s Gate and on to Reme, bringing still more prosperity to the growing city. The guild system developed due to the high volume of trade passing through the city. To this day, Bard’s Gate — especially in its outlying districts — retains a rough and almost frontier feel.


Laws and Customs:

Weapons and Armor:

Generally, the guard allows the wearing of leather armor or less. Chain shirts or medium armor is prohibited. Only Small-sized weapons may be carried openly and these must be sheathed. There is no requirement of “peace-binding” weapons,as this is generally seen as an effete affectation, though many aristocrats and some young fops have adopted the custom. Medium-sized or larger weapons must be wrapped. No polearms are allowed. Persons in violation of these rules quickly draw the attention of the guard. After a warning, persistent violators have their weapons confiscated. If serious problems arise, veteran warriors are called in to deal with violators as are priests of Vannithu, who volunteer with the guard. These laws are more strictly enforced as one moves closer to the Keep District — in some outer districts, the constables do not have enough manpower to enforce weapons laws too strictly, and will often let minor violations slide as long as no one causes trouble.

Magic:

Open use of magic is frowned upon -particularly spell casting. The casting of low-level personal spells is tolerated, though not in shops or stores. Destructive spells or spells affecting others are always outlawed, though unless done in the open one most likely avoids detection. This will draw the attention of the constables and a sheriff, and possibly a low-level wizard in the employ of the sheriff.

Magic and Merchants:

Merchants — particularly those not dealing with arcane items —frequently will not deal with spellcasters and expel any persons believed to be using magic. It is a custom for magic-users to allow merchants to cast detect magic on them to verify that improper enchantments are not affecting negotiations. This custom is normally unspoken. It is customary that any magic using character wishing to do business approaches the merchant with arms outstretched, hands empty and palms upturned. This is a signal to the merchant that the mage is willing to have detect magic cast on him. Often, simply making this motion is evidence of good faith — the person essentially saying “I am a mage, and I willingly subject myself to your investigation” — and the merchant does not cast detect magic. A guild of alchemists creates detect magic potions for sale at low prices (at 1st caster level) and most merchants have three or four such potions on hand.


Defenses:

The town has recently acquired an earthen palisade around the city capped with a crenellated wall. The town is separated internally by waterways with narrow bridges that provide an additional defense in the event the outer walls are breached and allow for defense by a relatively small number of defenders.

The Canals:

The canals were built to help facilitate the river trade and cut a swath through the eastern and western sides of the city. Numerous bridges cross the canals at various points. These small bridges are retractable, designed by dwarven engineers. They offer greater security in the event that the city is overrun and defenders find themselves retreating to the security of the inner city.


Economics:

Bard’s Gate is a remarkably prosperous city, especially
given its size. The mountains to the north used to provide metals and gems, but the mines have become too dangerous to maintain. For this reason Bard’s Gate relies
heavily on overland and river trade to the West and South. Any interruptions of traffic are investigated by the city’s agents, and especially serious problems draw the attention of Imril and his knights.


Religion:

A liberal and tolerant city, Bard’s Gate is home to many different faiths. Once, the worship of Thyr, god of justice and Muir, goddess of virtue — was the primary religion, but that has waned greatly over time. Real adoration is reserved for Freya, neutral good goddess of love and Oghma, god of bards, whom many now consider to be the city’s true patron.

In the past, inhabitants worshipped older, more demanding deities such as Arden the sun god and Belon the Wise. In recent centuries, the worship of these old gods has declined, along with their once-proud temples, and the new gods hold sway over Bard’s Gate.

Many, many other gods and goddesses are venerated in Bard’s Gate as well, and some outsiders refer to it as the City of a Thousand Gods, with good reason. Such unusual deities as Mocavello, god of chaos, Tykee, goddess of luck, Sefagreth, god of trade and Dre’uain, god of crafts, have temples and devoted priesthoods. The city’s non-human inhabitants also follow their own faiths as well.

In the shadows, however, darker beings are worshipped. It is widely rumored that the Cult of Orcus, demon-god of the undead, has established itself in Bard’s Gate, and stories of the Cult of Set and its abominable practices circulate constantly. The toad- god Tsathogga, whose followers were responsible for desecrating the shrines of Muir and Thyr in the north, are also said to be present here, working behind the scenes to bring ruin to the city. So far, the authorities have proved unable to root out these cults or even to conclusively prove that they exist.


Weather and Climate:

Bard’sGate enjoys a moderate climate, ranging from freezing temperatures during winter to occasionally heavy rains in the spring and heat ranging into the 90s during summer. A temperate, relatively pleasant region, Bard’s Gate is in the middle of rich agricultural lands, but perils such as the gnoll raiders and stubbornly traditional wood elves have prevented this region from being overly developed.


Notable Churches:

Oghma:

The most prominent church in town is the Auditorium of the Silver Harp, the temple of Oghma, attended by the High Harpist Jared Strann and his priests. Less a formal church than a performance hall, the Auditorium is a place of public recital and music. It is located at the northwest side of the central plaza on the central island in the important Bridge District.

Dre'uain the Lame:

Next in importance is the Temple of Skilled Hands, temple of Dre’uain The Lame, overseen by holy artificer Liserion. All items made in Bard’s Gate are routinely blessed by this temple.

Vanitthu:

The House of the Ever Vigilant Guard, temple of Vanitthu, God of the Steadfast Guard; High Guardian Elissa Perinor presides over a brotherhood of 75 priests. The temple is a crenelated fortress-like building. The brotherhood contributes to the defense of the town. A priest usually rides with every patrol.

Yenomesh:

The High Sanctum of the Scroll, temple of Yenomesh, God of Glyphs and Writing; Master Scrivener Dembrar and his scribes. Dembrar will give access to the library only to those who donate documents of interest to the temple.

Thyr:

The Exhalted Temple of Thyr the Lawgiver is a Romanesque temple that is a smaller scale replica of the currently desecrated shrine in the valley to the north. High Priest Bofred the Just presides over the remnants of the desecrated temple.

Muir:

The Shrine of the Uplifted Sword, Temple of Muir, Lady of Justice, has a small following and, as the temple of Thyr above, consists of the remnants of the desecrated shrine of Muir to the North. The congregation is led by Barahil the Faithful, and his brother knights. Together, they form the Order of the Sword of Retribution, dedicated to restoring the desecrated temple and are awaiting the day that they are ready to reclaim their holy shrine.

Other:

There is also a very popular shrine to Tykee, as well as shrines to Freya, Styrme, Pekko and Moccavallo. The open worship of evil deities is prohibited, though in a city this size there are always secret cabals of evil that go unchecked.


Adventurers Quarters:

Given the transitory nature of the city, there is an abundance of inns and taverns:
Most popular is the large and cozy Felled Ogre, run by Durst Hammerhand, whose tale of his one-blow felling of an ogre with his fist is local legend. Also notable is the rowdy and crowded Bloody Boar in the Thieves’ Quarter.

The Aleman’s Guild, a noisy taproom whose name is a play on the large number of guilds in town as this is in fact not a guild at all located on the east bank. The Hidden Lady, though not a house of prostitution is used by those on the run and is located in the cramped Thieves’ Quarter.

The Inn of Twelve Candles, which caters to rich merchants and pampered adventurers is located in the merchant’s quarter. The Wizard’s Familiar, services visiting mages and caters to their need for privacy and expensive tastes, also has several wizards as door-guards.

Last and least is The Black Viper, also located in the Thieves’ Quarter, it is known for its discretion, private booths and small rooms. More than one person has been found murdered in the morning, the result of foul play.


Thanks for the info upload Grimmy. Very much appreciated. I now have the introduction to the campaign pretty much sorted, so once we have everyone registered, I will look at getting the intro posted and then we can take it from there.


Still awaiting Kendal and Sinoth to post on the Gameplay thread so they register as players.

That will then give us two fighters, a wizard, a rogue and two clerics. Pretty well balanced I think.


Sorry for the delay


Male Daytona 500 DM / 12

I tried to friend you on Facebook...
Maybe you can try me at...

Spoiler:

Steven Cranford


scranford wrote:

I tried to friend you on Facebook...

Maybe you can try me at...

** spoiler omitted **

Sorry, just noticed. (Have to admit, I'm not a massive Facebook follower!)


As we have had no reply yet from Sinoth, I will begin the campaign thread proper later today. Hopefully he will join later but if not, I will post a request for a new 1st of fighter.


Excited for this!


Nicos wrote:
Cn we have the information about the setting posted in the campaing info? for example the list of gods and the description of the cities?

2nd this.


Mythander/Grimmy: I just noticed something when reviewing your character sheet that I had missed the first time through....you have made your Human PC 64 years old which would place you in the Old Age category. This would impact your stats to the tune of -3 to STR, DEX and CON and +2 to INT, WIS and CHA. It doesn't look like you accounted for those in your build.

Unless GM Scythe wants to allow you to just "wave" those adjustments away to allow you to play an old character for flavor, you'll either need to make the necessary adjustments to your stats or lower your character's age.

Also, it looks like you still haven't reduced the damage listed for your Quarterstaff.


I'm happy to allow the age with no modifications.


I finally got around to reading the volumes of information Grimmy posted for background on the campaign region and Bard's Gate in particular (big props to you Grimmy!) and I was intrigued to see the proprietor of the Felled Ogre shares my family name of Hammerhand. Is he also a Dwarf? If so, he might be a relation of some sort and Xanthar is almost sure to assume some connection even if it isn't there.


I apologize for posting cross threads.
I opened Swordthrust to all that applies by making a second group.
Grimmy and Logan are in group 2.
If anyone else likes the CORE ONLY format, feel free to check it out.

link


Logan1138 wrote:

Mythander/Grimmy: I just noticed something when reviewing your character sheet that I had missed the first time through....you have made your Human PC 64 years old which would place you in the Old Age category. This would impact your stats to the tune of -3 to STR, DEX and CON and +2 to INT, WIS and CHA. It doesn't look like you accounted for those in your build.

Unless GM Scythe wants to allow you to just "wave" those adjustments away to allow you to play an old character for flavor, you'll either need to make the necessary adjustments to your stats or lower your character's age.

Also, it looks like you still haven't reduced the damage listed for your Quarterstaff.

Huh, I always thought the age category adjustments didn't matter with point buy. Not sure where I got that idea. I guess because we started using point buy the same time we got hero lab, and I remember my brother and I noticed the program didn't make stat adjustments for age, so we just figured it all washed out in the point buy since that system was new to us too. We always rolled before that.

I think we did a couple tests to check our theory and it seemed to confirm what we thought but we must have used middle age and human (or orc or half-elf) because otherwise I can see now it does make a difference.

Anyway, I only made Mythander 64 y/o to match the avatar image, it's a shame paizo doesn't let you upload your own, they only have a few I like. The pregen Mythandyr was quite a bit younger.

I am cool with playing him old for flavor waving the adjustments, changing his age, or rebuilding him with the adjustments.

What does DM think?

As for quarterstaff damage that's weird I'm sure I changed it. Maybe didn't save my changes. I'll fix it now.


Logan1138 wrote:
I finally got around to reading the volumes of information Grimmy posted for background on the campaign region and Bard's Gate in particular (big props to you Grimmy!) and I was intrigued to see the proprietor of the Felled Ogre shares my family name of Hammerhand. Is he also a Dwarf? If so, he might be a relation of some sort and Xanthar is almost sure to assume some connection even if it isn't there.

I will wait for DM permission to answer in case his Bard's Gate is different then canon version.


Grimmy, GM SctyheMaster already made his ruling on the age for flavor (no mods necessary) question: He is fine with it.


Logan1138 wrote:
I finally got around to reading the volumes of information Grimmy posted for background on the campaign region and Bard's Gate in particular (big props to you Grimmy!) and I was intrigued to see the proprietor of the Felled Ogre shares my family name of Hammerhand. Is he also a Dwarf? If so, he might be a relation of some sort and Xanthar is almost sure to assume some connection even if it isn't there.

Good spot Logan.

Spoiler:
The felled ogre is indeed run by Durst Hammerhand. Durst is a human barbarian from the far frozen Northern Reaches. Durst lost his tribe and his family in an attack by a marauding band of ogres when he was only twelve years old. He was saved by a passing dwarves expedition, who stumbled onto the stragglers of the ogre raiders. Durst was rescued from certain slavery, or worse, and in his rage slew the ogre who had captured him, after the dwarves had disarmed it. Durst was taken along with the dwarves and over time was adopted by one of them. Durst took the name of this dwarf as his family name when he went out into the world, as a mark of respect and gratitude. So, Durst, upon his retirement named his inn after the event from his childhood. His story of where the name came from has been embellished over the years to the extent that he now tells the tale of decapitating the ogre with a single blow of his fist. He even keeps a pickled ogres head in a large jar behind the bar. So as you see, yes,you could be related if you wish, although not by blood or race, but by family.

Ok I think I will leave as is then, I think Mythander's age not being reflected by his profile pic would distract me too much :)


Grimmy wrote:
Logan1138 wrote:

Mythander/Grimmy: I just noticed something when reviewing your character sheet that I had missed the first time through....you have made your Human PC 64 years old which would place you in the Old Age category. This would impact your stats to the tune of -3 to STR, DEX and CON and +2 to INT, WIS and CHA. It doesn't look like you accounted for those in your build.

Unless GM Scythe wants to allow you to just "wave" those adjustments away to allow you to play an old character for flavor, you'll either need to make the necessary adjustments to your stats or lower your character's age.

Also, it looks like you still haven't reduced the damage listed for your Quarterstaff.

Huh, I always thought the age category adjustments didn't matter with point buy. Not sure where I got that idea. I guess because we started using point buy the same time we got hero lab, and I remember my brother and I noticed the program didn't make stat adjustments for age, so we just figured it all washed out in the point buy since that system was new to us too. We always rolled before that.

I think we did a couple tests to check our theory and it seemed to confirm what we thought but we must have used middle age and human (or orc or half-elf) because otherwise I can see now it does make a difference.

Anyway, I only made Mythander 64 y/o to match the avatar image, it's a shame paizo doesn't let you upload your own, they only have a few I like. The pregen Mythandyr was quite a bit younger.

I am cool with playing him old for flavor waving the adjustments, changing his age, or rebuilding him with the adjustments.

What does DM think?

As for quarterstaff damage that's weird I'm sure I changed it. Maybe didn't save my changes. I'll fix it now.

I'm cool with you playing him older with no mods. Always like the idea of wizards being older.


Logan1138 wrote:
Grimmy, GM SctyheMaster already made his ruling on the age for flavor (no mods necessary) question: He is fine with it.

Can you also audit my character for GM Tributes campaign if you have time? Lamriel Brightflame under my aliases.


ScytheMaster wrote:
Logan1138 wrote:
I finally got around to reading the volumes of information Grimmy posted for background on the campaign region and Bard's Gate in particular (big props to you Grimmy!) and I was intrigued to see the proprietor of the Felled Ogre shares my family name of Hammerhand. Is he also a Dwarf? If so, he might be a relation of some sort and Xanthar is almost sure to assume some connection even if it isn't there.
Good spot Logan. ** spoiler omitted **

I'm glad I waited. I see you are a very good DM mister Scythemaster.

I hope you didn't mind the info I upload so far, it seems most PbP begin with so much setting familiarity, Golarion is so well known.


Grimmy wrote:
ScytheMaster wrote:
Logan1138 wrote:
I finally got around to reading the volumes of information Grimmy posted for background on the campaign region and Bard's Gate in particular (big props to you Grimmy!) and I was intrigued to see the proprietor of the Felled Ogre shares my family name of Hammerhand. Is he also a Dwarf? If so, he might be a relation of some sort and Xanthar is almost sure to assume some connection even if it isn't there.
Good spot Logan. ** spoiler omitted **

I'm glad I waited. I see you are a very good DM mister Scythemaster.

I hope you didn't mind the info I upload so far, it seems most PbP begin with so much setting familiarity, Golarion is so well known.

Thanks for that Grimmy. Very much appreciated. Hope you enjoy the campaign as much as I'm looking forward to it (Have to admit to getting a bit of the answer for Logans questions curtesy of RA Salvatore!)


ScytheMaster wrote:
(Have to admit to getting a bit of the answer for Logans questions curtesy of RA Salvatore!)

doesn't matter where you got it what I admired was how you remained faithful to the published material and still didn't miss the chance to have a connection between the PC and the NPC.

It would have been a shame to tell him, no the guys not a dwarf, last name is just a coincidence I guess. And just making him a dwarf is not ideal either. I like when it feels like the world has an objective existence independent of the characters and the illusion can get shattered easily if you tailor the existing stuff too much.

You hit the perfect balance, that was a nice trick.


I can't see the map in the Campaign Thread.


ScytheMaster wrote:
Grimmy wrote:
ScytheMaster wrote:
Logan1138 wrote:
I finally got around to reading the volumes of information Grimmy posted for background on the campaign region and Bard's Gate in particular (big props to you Grimmy!) and I was intrigued to see the proprietor of the Felled Ogre shares my family name of Hammerhand. Is he also a Dwarf? If so, he might be a relation of some sort and Xanthar is almost sure to assume some connection even if it isn't there.
Good spot Logan. ** spoiler omitted **

I'm glad I waited. I see you are a very good DM mister Scythemaster.

I hope you didn't mind the info I upload so far, it seems most PbP begin with so much setting familiarity, Golarion is so well known.

Thanks for that Grimmy. Very much appreciated. Hope you enjoy the campaign as much as I'm looking forward to it (Have to admit to getting a bit of the answer for Logans questions curtesy of RA Salvatore!)

You know, I didn't even realize the similarity to Wulfgar/Bruenor in The Crystal Shard when reading it the first time...

Speaking of Bob Salvatore...am I the only gamer that DOESN'T think he is really all that great at writing? Also, am I the only gamer on the planet who HATES Drizzt Do'Urden with the passion of a thousand white hot suns?


Barius Browntoes wrote:
I can't see the map in the Campaign Thread.

Me too.


Logan1138 wrote:
ScytheMaster wrote:
Grimmy wrote:
ScytheMaster wrote:
Logan1138 wrote:
I finally got around to reading the volumes of information Grimmy posted for background on the campaign region and Bard's Gate in particular (big props to you Grimmy!) and I was intrigued to see the proprietor of the Felled Ogre shares my family name of Hammerhand. Is he also a Dwarf? If so, he might be a relation of some sort and Xanthar is almost sure to assume some connection even if it isn't there.
Good spot Logan. ** spoiler omitted **

I'm glad I waited. I see you are a very good DM mister Scythemaster.

I hope you didn't mind the info I upload so far, it seems most PbP begin with so much setting familiarity, Golarion is so well known.

Thanks for that Grimmy. Very much appreciated. Hope you enjoy the campaign as much as I'm looking forward to it (Have to admit to getting a bit of the answer for Logans questions curtesy of RA Salvatore!)

You know, I didn't even realize the similarity to Wulfgar/Bruenor in The Crystal Shard when reading it the first time...

Speaking of Bob Salvatore...am I the only gamer that DOESN'T think he is really all that great at writing? Also, am I the only gamer on the planet who HATES Drizzt Do'Urden with the passion of a thousand white hot suns?

I think a lot of people hate Drizzt but most like Salvatore's writing.

I gave one of the books a try, didn't think Drizzt was so bad. Writing wasn't quite my cup of tea but it certainly didn't stink. I mean, for what it is. And he seems like a really cool guy.


Sorry, it is probably my lack of pexpertise with english but I get confused in the final part of the DM post.

Are we the company of the risen saint?


Yeah it looks like we are the company of the risen saint. Cool name.


Uhm, who are the women of the group?

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