Out of the Abyss (Inactive)

Game Master caster4life

Current map
Audio
Party notes
Party loot
Character xp


1,701 to 1,750 of 4,093 << first < prev | 30 | 31 | 32 | 33 | 34 | 35 | 36 | 37 | 38 | 39 | 40 | next > last >>

With an eyeroll, Werz waves Eldeth off. "Anyhow, I can't get ya to the surface. But the deep gnomes can if ya get on their good side, which is hard ta do. Otherwise, they wouldn't piss on ya if ya were alight."

He snorts at Galenus' question. "Nope. Not a one. But there are some which won't throw ya out on sight. Don't even try the temple of Laduguer. Deep Duerra or Skoraeus Stonebones might help ya out, though, for the right price."

DC 14 religion:

Laduguer is the primary deity of the Duergar. His primary deeds that led to his ascension were throwing off the ilithids that lured clan Duergar into the Underdark and severing ties with the surface dwarves that rejected his people as a result of their mind-controlled deep delvings.

Deep Duerra is his daughter and, though still focused on dominance and war, also values cooperation.

Stone giants revere the King of the Rock, god of buried things, whose clerics can access the Knowledge and Life domains. Stonespeaker Hgraam, a powerful spellcaster, is Skoraeus’s only priest in Gracklstugh.

DC 12 arcana and history. Roll both:

Spell gems hold a spell that is cast into them to discharge it later. They are critical in the defense of Blingdenstone.

When Kanzen presses him, Werz waves him off. "My business is my own! I'm sure it was just a random attack."


Male GC Mtn Dwarf Wizard (Artificer) 4 | HP: 14/30 | AC: 14 | Arc +4, Ath +5, His +4, Inv +4 | Saves: S3, D1, C3, W1*, I4*, Ch0 | Init +2 | PP: 9 | Spd: 25' | Insp: Yes | M:3 | HD: 4/4 | Spell DC: 12 | Spells: 1 (2/4), 2 (2/3) | HPot: 1/2, GPot: 1/1 | Status: The Best

Thankful the conversation has moved past his own transgressions, Galenus says, I'd be happy to take the goods to Blingdenstone for you. But I'd like to see this Stone Bone fellow first. Any chance of setting up a meeting?

Thinking to Stool, he says, Yes, we'll take you home, little guy.


Male CG Drow Fighter 2/Paladin 2
Usables Remaining:
Action Surge* 0/1 | Divine Sense 3/3 | Faerie Fire 1/1 | Lay on Hands 10/10 | Second Wind* 1/1 | Spell Slots 0/2 | HD: 4d10
HP: 27/32 | AC: 17 | Acr +5, Ath +3, Perc +2, Pers +4, Stl +5 | Saves: Str +3*, Dex +3, Con +3*, Int -1, Wis +0, Cha +2 | Init: +3 | Passive Perception 12 | Speed 30ft (swim, climb) | Inspiration: Y | Hit Dice: 4d10 | Active conditions: Madness (2)

Insight check on Werz's dismissal of my question.

Insight: 1d20 ⇒ 5

Ha this is why I like to go bards and skill monkeys :)


Male GC Mtn Dwarf Wizard (Artificer) 4 | HP: 14/30 | AC: 14 | Arc +4, Ath +5, His +4, Inv +4 | Saves: S3, D1, C3, W1*, I4*, Ch0 | Init +2 | PP: 9 | Spd: 25' | Insp: Yes | M:3 | HD: 4/4 | Spell DC: 12 | Spells: 1 (2/4), 2 (2/3) | HPot: 1/2, GPot: 1/1 | Status: The Best

Random attack! Right! Because that's a thing that happens! People get attacked randomly for no reason whatsoever, all the time! Galenus thinks sarcastically to the group.


Werz shakes his head at Galenus. "Nah I can't set up a meeting for ya. Not a useful business connection so not one I've made."


Religion: 1d20 + 4 ⇒ (12) + 4 = 16
Arcana: 1d20 + 4 ⇒ (16) + 4 = 20
History: 1d20 + 2 ⇒ (4) + 2 = 6

"Is there a temple to Deep Duerra or to Stonebones in the Darklake District?"


HP 17/18 | AC 16 | Saving Throws: D 10, W 11, P 10, B 13, S 12

Well, 'e 'as such a warm and pleasant personality it might be a common thing for 'im. Should we tell da folks 'ere about Demowhatsit?


Male CG Wood Elf Ranger (Revised) 4 | HP: 15/36 | AC: 16 (current 15) | Ins +4, Inv +1, Per +4, Stl +5, Srv +4 | Saves: S2*, D6*, C2, I1, W2, C-1 | Init: +4 | PP 14 | Speed 35ft | Inspiration: No | HD: 4/4, 1d10+2 | Spells: 1st 1/3 | Status: Madness 1, Petrified

Galinndan thinks out loud.

I suggest the lake route also. And Galenus, I suspect Skoraeus Stonebones is your better bet. His dominion is over Knowledge and life.

Religion: 1d20 + 1 ⇒ (16) + 1 = 17

Arcana: 1d20 + 1 ⇒ (10) + 1 = 11
History: 1d20 + 1 ⇒ (15) + 1 = 16

"What would be a wise approach to the priests of Skoraeus Stonebones or Deep Duerra?"


Werz rolls his eyes at having to answer so many questions but you did save his life so he decides to keep cooperating. Seems like a fair trade to him. "Well there's a temple to Deep Duerra in the city proper. Certainly not to Stonebones. If ya want to deal with him at all, you'll have to see Stonespeaker Hgraam. Though I don't know exactly how you'd do that. The stone giants don't exactly welcome visitors to come and go as they please."


So if seems that if we wanna get Gale non-stinky we either have to get into the proper or do some asking around about stone giants here.


Dungeon racing rules and FAQ

While the conversation is proceeding, two Duergar have been talking business at a nearby table. They have a rather long contract laid out on the table between them and have been debating its details. Finally, they seem to have negotiated a contract with appropriate clauses pleasing to both of them. Suddenly, you turn to look and they are rolling about on the floor, striking each other and cursing profusely.

Want to do something about that? Or want to ignore it and keep talking to Werz?


Male GC Mtn Dwarf Wizard (Artificer) 4 | HP: 14/30 | AC: 14 | Arc +4, Ath +5, His +4, Inv +4 | Saves: S3, D1, C3, W1*, I4*, Ch0 | Init +2 | PP: 9 | Spd: 25' | Insp: Yes | M:3 | HD: 4/4 | Spell DC: 12 | Spells: 1 (2/4), 2 (2/3) | HPot: 1/2, GPot: 1/1 | Status: The Best

Galenus stares at the two deurgar fighting. You know, I don't remember this place being like this the last time I was here.

He walks over to the two of them, Oy! You two! Knock it off!

If he has to, he'll physically separate them.

Strength?: 1d20 + 3 ⇒ (20) + 3 = 23

I am the strongest wizard alive.


Male CG Drow Fighter 2/Paladin 2
Usables Remaining:
Action Surge* 0/1 | Divine Sense 3/3 | Faerie Fire 1/1 | Lay on Hands 10/10 | Second Wind* 1/1 | Spell Slots 0/2 | HD: 4d10
HP: 27/32 | AC: 17 | Acr +5, Ath +3, Perc +2, Pers +4, Stl +5 | Saves: Str +3*, Dex +3, Con +3*, Int -1, Wis +0, Cha +2 | Init: +3 | Passive Perception 12 | Speed 30ft (swim, climb) | Inspiration: Y | Hit Dice: 4d10 | Active conditions: Madness (2)

Haha this is getting ridiculous!

Kanzen doesn't go so far as to impose himself on the situation, but he does stand at Galenus's shoulder in case he needs backup.


Dungeon racing rules and FAQ

Galenus shoves the brawlers apart mightily but they immediately come back together, growling and grappling like crazy.


"Apparently they did not like the terms of their deal after all. Or is brawling likened to shaking hands for the deurgar?"


Male GC Mtn Dwarf Wizard (Artificer) 4 | HP: 14/30 | AC: 14 | Arc +4, Ath +5, His +4, Inv +4 | Saves: S3, D1, C3, W1*, I4*, Ch0 | Init +2 | PP: 9 | Spd: 25' | Insp: Yes | M:3 | HD: 4/4 | Spell DC: 12 | Spells: 1 (2/4), 2 (2/3) | HPot: 1/2, GPot: 1/1 | Status: The Best

Frustrated, Galenus walks away. Let 'em have at it. Come on, let's go see a stone. Thanks, Werz. We'll see these to Blingdenstone.

Later, in private, Galenus will explain what the stones are. These are spell stones. They hold magic inside of them to be cast at a later time. They're prominent in the defense of Blingdenstone. If the deep gnomes are ordering this many, it may mean they're building up a defense against something important.

Oh, and regarding who we should tell about that thing; I think the church might he a good place to start. We could even ask them if we could speak to one of the leaders here. Or if not, Blingdenstone would be a good group to get on our side, and we'll be in good graces with this delivery that they may even listen to us. What do you all think?


Male CG Drow Fighter 2/Paladin 2
Usables Remaining:
Action Surge* 0/1 | Divine Sense 3/3 | Faerie Fire 1/1 | Lay on Hands 10/10 | Second Wind* 1/1 | Spell Slots 0/2 | HD: 4d10
HP: 27/32 | AC: 17 | Acr +5, Ath +3, Perc +2, Pers +4, Stl +5 | Saves: Str +3*, Dex +3, Con +3*, Int -1, Wis +0, Cha +2 | Init: +3 | Passive Perception 12 | Speed 30ft (swim, climb) | Inspiration: Y | Hit Dice: 4d10 | Active conditions: Madness (2)

Kanzen nods. "Though Eilistraee tells me we should warn the duergar of what is out there, my mind tells me not to bother trying too hard. We should attempt to warn the authorities here, perhaps anonymously, via a letter or something. The duergar are unpredictable, and more likely to lock us up so they can interrogate us about what we know than to thank us for warning them. As far as I'm concerned, the sooner we're out of here, the better. The svirfneblin are hard and uncompromising, but they will treat with us in good faith, and reward sincere efforts to warn them with at least our continued freedom." He looks around constantly as he speaks, obviously unsettled in this place, and hyper-vigilant.


Dungeon racing rules and FAQ

GM screen:

?: 1d20 ⇒ 17
Race: 1d12 ⇒ 9
Grimlocks: 2d6 ⇒ (4, 2) = 6

The other patrons eventually break up the fight.

As you come outside the Shattered Spire, you see that the docks are much more heavily guarded than they were yesterday, with a soldier at every dock. You also see a group of Duergar slavers leading their manacled and collared grimlock slaves onto a boat.

Want to do something, head somewhere in the city, or talk to someone?


"I honestly think we should just avoid the City Proper. i get the feeling it will bring more eyes on us than is needed atm. Perhaps we can find out about the Stone Giant priest from folks around here. Or just head out. That's ok by me as well."


Male CG Wood Elf Ranger (Revised) 4 | HP: 15/36 | AC: 16 (current 15) | Ins +4, Inv +1, Per +4, Stl +5, Srv +4 | Saves: S2*, D6*, C2, I1, W2, C-1 | Init: +4 | PP 14 | Speed 35ft | Inspiration: No | HD: 4/4, 1d10+2 | Spells: 1st 1/3 | Status: Madness 1, Petrified

"I too would prefer to depart this place. Soon.", Galinndan says, warily eyeing up the increased presence of soldiers and revolted by the sight of slaves.

Even if they are grimlocks., he thinks to himself.


Dungeon racing rules and FAQ

Just so you know the set up, you are limited to the Darklake District of the city unless you earn access, bribe, sneak, or bluff your way into the rest of the city. Same deal for leaving Gracklstugh. There are many ways to earn these kinds of access, however, in the many quests available in Gracklstugh.

As you pass back into the main areas of the Darklake District, you notice the eyes of guards on you occasionally. It is going to be hard to stay in this city much longer and keep your freedom, unless you can do something to prove your legitimacy.

Pick stealth or insight then make a group check to lay low without drawing attention.


As you walk away from the Shattered Spire, Jimjar whistles quietly. "Delivering spell gems to Blingdenstone, eh? Sounds good to me! How much you want to bet, though that the guards give us trouble today?" He directs his question to Galinndan, who has been willing to gamble with him in the past.


Male CG Wood Elf Ranger (Revised) 4 | HP: 15/36 | AC: 16 (current 15) | Ins +4, Inv +1, Per +4, Stl +5, Srv +4 | Saves: S2*, D6*, C2, I1, W2, C-1 | Init: +4 | PP 14 | Speed 35ft | Inspiration: No | HD: 4/4, 1d10+2 | Spells: 1st 1/3 | Status: Madness 1, Petrified

"A silver, that they will.", to perhaps keep Jimjar from causing trouble.


1 person marked this as a favorite.

Jimjar happily shakes on the bet. And grins as he moves quietly through the street. Galinndan is about to step on a loose cobblestone and draw attention but Jimjar warns him just in time.

Jimjar's NPC Card!:

Jimjar: 1/minute: Jimjar’s nimble hands and experience are very useful. Make a sleight of hand check or check with thieves’ tools with advantage.
1/day: Practiced in the art of slipping in and out of places unnoticed, Jimjar can help you creep past enemies, granting you advantage on one stealth check.
Inspiration: Jimjar is a master of concealing small items on his person. He has managed to hide one item of 5 lb or less and 50 gp or less on his person.

You lost Buppido, at least for the time being, so here's Jimjar! You've had a good friendship with him for a while so that works well.


2 people marked this as a favorite.
♂ | HP: 45/45 | AC: 17 | Acr +7, Ath +2, Nat +3, Per +5, Ste +7, Sur +5|Saves: S2*, D7*, C2, I0, W2, Ch0 | Init +4 | PP: 15 | Spd: 35' | Insp: No | HD: 5/5 | Spell DC: 13 | Spells: (4/4) | Status: Madness (Lvl 2)

Cyrus sees the brawl as a perfect distraction and looks for something valuable to lift.
Sleight of Hand: 1d20 + 3 ⇒ (20) + 3 = 23

"Dey have to find me first." He says with a grin.
Group Check: Stealth: 1d20 + 5 ⇒ (14) + 5 = 19


Dungeon racing rules and FAQ

GM screen:

15+ magic: 1d20 ⇒ 19
Table?: 1d9 ⇒ 3
Item: 1d100 ⇒ 80


Dungeon racing rules and FAQ

I wouldn't normally make pocket-picking this potentially-powerful without picking a mark in character but this time, I decided to roll for it. After all, nat 20 in a city that would enslave a goblin pickpocket in a heartbeat.

Cyrus notices something red and shiny barely poking up out of a burly Duergar's pocket. His small hand slips in and palms something. Once outside the Shattered Spire, he sees it is a small bottle with an imitation Ruby on the top.

DC 14 arcana for Cyrus or anyone he shows it to:

It is a potion of fire giant strength.


Male CG Drow Fighter 2/Paladin 2
Usables Remaining:
Action Surge* 0/1 | Divine Sense 3/3 | Faerie Fire 1/1 | Lay on Hands 10/10 | Second Wind* 1/1 | Spell Slots 0/2 | HD: 4d10
HP: 27/32 | AC: 17 | Acr +5, Ath +3, Perc +2, Pers +4, Stl +5 | Saves: Str +3*, Dex +3, Con +3*, Int -1, Wis +0, Cha +2 | Init: +3 | Passive Perception 12 | Speed 30ft (swim, climb) | Inspiration: Y | Hit Dice: 4d10 | Active conditions: Madness (2)

Extremely wary, Kanzen keeps his face averted most of the time, and stays out of sight as much as possible.

Stealth: 1d20 + 5 ⇒ (10) + 5 = 15


HP 17/18 | AC 16 | Saving Throws: D 10, W 11, P 10, B 13, S 12

"Maybe there is something we can do fer 'em so dey don't mess wit us," Eddrikk says with a shrug while the bet is being made.


♂ | HP: 45/45 | AC: 17 | Acr +7, Ath +2, Nat +3, Per +5, Ste +7, Sur +5|Saves: S2*, D7*, C2, I0, W2, Ch0 | Init +4 | PP: 15 | Spd: 35' | Insp: No | HD: 5/5 | Spell DC: 13 | Spells: (4/4) | Status: Madness (Lvl 2)

Arcana: 1d20 ⇒ 19

"Eye think lady luck jus' smiled on us, mates." Cyrus says after stowing his new treasure.


Male CG Wood Elf Ranger (Revised) 4 | HP: 15/36 | AC: 16 (current 15) | Ins +4, Inv +1, Per +4, Stl +5, Srv +4 | Saves: S2*, D6*, C2, I1, W2, C-1 | Init: +4 | PP 14 | Speed 35ft | Inspiration: No | HD: 4/4, 1d10+2 | Spells: 1st 1/3 | Status: Madness 1, Petrified

"Aye, Eddrick. Leave swiftly. And risky, but well done Cyrus."


Male GC Mtn Dwarf Wizard (Artificer) 4 | HP: 14/30 | AC: 14 | Arc +4, Ath +5, His +4, Inv +4 | Saves: S3, D1, C3, W1*, I4*, Ch0 | Init +2 | PP: 9 | Spd: 25' | Insp: Yes | M:3 | HD: 4/4 | Spell DC: 12 | Spells: 1 (2/4), 2 (2/3) | HPot: 1/2, GPot: 1/1 | Status: The Best

Stealth: 1d20 + 2 ⇒ (4) + 2 = 6

Galenus tries to move stealthy, and likely does, but others can easily smell him and it draws attention.


Male CG Wood Elf Ranger (Revised) 4 | HP: 15/36 | AC: 16 (current 15) | Ins +4, Inv +1, Per +4, Stl +5, Srv +4 | Saves: S2*, D6*, C2, I1, W2, C-1 | Init: +4 | PP 14 | Speed 35ft | Inspiration: No | HD: 4/4, 1d10+2 | Spells: 1st 1/3 | Status: Madness 1, Petrified

Stealth: 1d20 + 5 ⇒ (18) + 5 = 23
Stealth, dis: 1d20 + 5 ⇒ (8) + 5 = 13

Even sleepy, Galinndan is quiet.


Irdril does her best as well, but is not suited to be super stealthy..

Stealth: 1d20 + 2 ⇒ (10) + 2 = 12
Dis: 1d20 + 2 ⇒ (18) + 2 = 20

"So are we heading out or what?"


Dungeon racing rules and FAQ

Book sets the group stealth check at DC 16. Yikes.

Unfortunately, the guard in Gracklstugh is extremely vigilant and the large group of outsiders draws more attention to themselves than they’d like. A guard accosts them roughly ”What’s yer business here? Ya look like a lot o’ lazy, illegitimate vagrants to me! Maybe someone should put ya to work!”

One character gets one chance at a charisma check here.


Male CG Drow Fighter 2/Paladin 2
Usables Remaining:
Action Surge* 0/1 | Divine Sense 3/3 | Faerie Fire 1/1 | Lay on Hands 10/10 | Second Wind* 1/1 | Spell Slots 0/2 | HD: 4d10
HP: 27/32 | AC: 17 | Acr +5, Ath +3, Perc +2, Pers +4, Stl +5 | Saves: Str +3*, Dex +3, Con +3*, Int -1, Wis +0, Cha +2 | Init: +3 | Passive Perception 12 | Speed 30ft (swim, climb) | Inspiration: Y | Hit Dice: 4d10 | Active conditions: Madness (2)

That's you, Irdril!

I will help, too, giving you advantage.


Male CG Wood Elf Ranger (Revised) 4 | HP: 15/36 | AC: 16 (current 15) | Ins +4, Inv +1, Per +4, Stl +5, Srv +4 | Saves: S2*, D6*, C2, I1, W2, C-1 | Init: +4 | PP 14 | Speed 35ft | Inspiration: No | HD: 4/4, 1d10+2 | Spells: 1st 1/3 | Status: Madness 1, Petrified

Galinndan does his best to look as unthreatening as possible, keeping his blade from sight.


Irdril pauses for a moment and begins to speak to the guard, a semi-stern tone to her voice.

"We have no official business here. Unofficially we work for a local businessman providing expert transportation services.. So you see we already have work to perform. If you would be so kind and excuse us we would like to get back to it. Sir.."

Persuasion: 1d20 + 5 ⇒ (20) + 5 = 25

Hopefully she gets that advantage roll so I don't have to waste that 20..


Male CG Drow Fighter 2/Paladin 2
Usables Remaining:
Action Surge* 0/1 | Divine Sense 3/3 | Faerie Fire 1/1 | Lay on Hands 10/10 | Second Wind* 1/1 | Spell Slots 0/2 | HD: 4d10
HP: 27/32 | AC: 17 | Acr +5, Ath +3, Perc +2, Pers +4, Stl +5 | Saves: Str +3*, Dex +3, Con +3*, Int -1, Wis +0, Cha +2 | Init: +3 | Passive Perception 12 | Speed 30ft (swim, climb) | Inspiration: Y | Hit Dice: 4d10 | Active conditions: Madness (2)

Kanzen, seeing that Irdril has performed as well as can be hoped, merely adds, "We are under contract right now, so unfortunately we can't offer our services immediately, but we may be returning in about a month, and we'd be pleased to take on work for the city then."

Looks like you don't need my help :)


Dungeon racing rules and FAQ

She did need your help to counter the disadvantage from her level of exhaustion.

The guard grunts. "Legitimate business, eh? We'll be about it then, and don't let me see you loafing!" Mumbling and growling, he marches off.

80 XP for K and I.

You continue walking the streets of the Darklake district. Asking around, you learn that Stonesoeaker Hgraam resides in Cairngorm Cavern southwest of here. To reach him, you'll have to cross Laduguer's Furrow into Gracklstugh proper. You also learn the stone giants live secluded lives of art and contemplation, remaining largely uninvolved in the doings of the rest of Gracklstugh. The merchant ryou are talking to offers to sell you a city map for 15 gold. "Best way to get around for those new to the city! Not many folk sell them as there aren't a lot of free visitors who've never been here afore."


Male CG Drow Fighter 2/Paladin 2
Usables Remaining:
Action Surge* 0/1 | Divine Sense 3/3 | Faerie Fire 1/1 | Lay on Hands 10/10 | Second Wind* 1/1 | Spell Slots 0/2 | HD: 4d10
HP: 27/32 | AC: 17 | Acr +5, Ath +3, Perc +2, Pers +4, Stl +5 | Saves: Str +3*, Dex +3, Con +3*, Int -1, Wis +0, Cha +2 | Init: +3 | Passive Perception 12 | Speed 30ft (swim, climb) | Inspiration: Y | Hit Dice: 4d10 | Active conditions: Madness (2)
caster4life wrote:
She did need your help to counter the disadvantage from her level of exhaustion.

Aaah, I see.

Kanzen frowns. "Show me this map. If it's good quality, I'll give you ten, which is more than fair. If it's poor quality, you can keep it."

Persuasion: 1d20 + 5 ⇒ (20) + 5 = 25

Is it a good map? Or a scribbled-out thing?


Dungeon racing rules and FAQ

It's very nice.

He laughs. "Nay, sir. It costs me ten just to get them scribed."


Male CG Drow Fighter 2/Paladin 2
Usables Remaining:
Action Surge* 0/1 | Divine Sense 3/3 | Faerie Fire 1/1 | Lay on Hands 10/10 | Second Wind* 1/1 | Spell Slots 0/2 | HD: 4d10
HP: 27/32 | AC: 17 | Acr +5, Ath +3, Perc +2, Pers +4, Stl +5 | Saves: Str +3*, Dex +3, Con +3*, Int -1, Wis +0, Cha +2 | Init: +3 | Passive Perception 12 | Speed 30ft (swim, climb) | Inspiration: Y | Hit Dice: 4d10 | Active conditions: Madness (2)

Convinced of the map's quality, Kanzen looks to Galenus, the party's treasurer. "This man holds the purse strings," he says to the merchant. "What do you say, Galenus? Do we want a map? It's very nice."


Male GC Mtn Dwarf Wizard (Artificer) 4 | HP: 14/30 | AC: 14 | Arc +4, Ath +5, His +4, Inv +4 | Saves: S3, D1, C3, W1*, I4*, Ch0 | Init +2 | PP: 9 | Spd: 25' | Insp: Yes | M:3 | HD: 4/4 | Spell DC: 12 | Spells: 1 (2/4), 2 (2/3) | HPot: 1/2, GPot: 1/1 | Status: The Best

Will it help us see the Stonespeaker? Or leave the city?


Male CG Drow Fighter 2/Paladin 2
Usables Remaining:
Action Surge* 0/1 | Divine Sense 3/3 | Faerie Fire 1/1 | Lay on Hands 10/10 | Second Wind* 1/1 | Spell Slots 0/2 | HD: 4d10
HP: 27/32 | AC: 17 | Acr +5, Ath +3, Perc +2, Pers +4, Stl +5 | Saves: Str +3*, Dex +3, Con +3*, Int -1, Wis +0, Cha +2 | Init: +3 | Passive Perception 12 | Speed 30ft (swim, climb) | Inspiration: Y | Hit Dice: 4d10 | Active conditions: Madness (2)

"Well... maybe. It's very nice, though!"


Male CG Wood Elf Ranger (Revised) 4 | HP: 15/36 | AC: 16 (current 15) | Ins +4, Inv +1, Per +4, Stl +5, Srv +4 | Saves: S2*, D6*, C2, I1, W2, C-1 | Init: +4 | PP 14 | Speed 35ft | Inspiration: No | HD: 4/4, 1d10+2 | Spells: 1st 1/3 | Status: Madness 1, Petrified

"If it gives us an edge, it would be gold well soen., offers Galinndan.


Male GC Mtn Dwarf Wizard (Artificer) 4 | HP: 14/30 | AC: 14 | Arc +4, Ath +5, His +4, Inv +4 | Saves: S3, D1, C3, W1*, I4*, Ch0 | Init +2 | PP: 9 | Spd: 25' | Insp: Yes | M:3 | HD: 4/4 | Spell DC: 12 | Spells: 1 (2/4), 2 (2/3) | HPot: 1/2, GPot: 1/1 | Status: The Best

Fair enough! Galenus hands over the gold, hopeful it will help them find the Stonespeaker or at least keep them off the backs of the guards.

Two consenting so I'll subtract it from our total.


Dungeon racing rules and FAQ

City map is now first slide of our "Current Map."

You examine the city map and see various labeled sections of the city. As you continue to learn more about the city, surely this will help you get your bearings. It might even give you some ideas of what you'd like to ask a random pedestrian about!


"So we have two decisions, go see the priest or head out. Which is it? If we wanna try to talk to the priest I should probably rest before trying to talk our way into the City Proper."


Male CG Wood Elf Ranger (Revised) 4 | HP: 15/36 | AC: 16 (current 15) | Ins +4, Inv +1, Per +4, Stl +5, Srv +4 | Saves: S2*, D6*, C2, I1, W2, C-1 | Init: +4 | PP 14 | Speed 35ft | Inspiration: No | HD: 4/4, 1d10+2 | Spells: 1st 1/3 | Status: Madness 1, Petrified

"More rest would be welcome, if we can afford it."

1 to 50 of 4,093 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / Out of the Abyss All Messageboards

Want to post a reply? Sign in.