Out of the Abyss (Inactive)

Game Master caster4life

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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 smiles in amusement at Cyrus's comment, but then frowns. "So a two-headed altar... and your apprentice suddenly sprouts another head? Are you saying that's connected, Galenus? That an agent of Demogorgon is responsible for the apprentice's mutation and madness?"


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 ponders the question for a moment. I.. I'm not sure. I'm just thinking aloud here. Like perhaps there's another cult manifesting here in this city like there was in Sloobludop. And if such a cult exists, why wouldn't they be able to do something like this. Especially knowing that the Demon Lord is physically here in the Underdark.

I think this is something we need to tell the authorities. If they know about it, they could send a specialized team to investigate.


Hgraam nods his ponderous head. "That is a very troubling possibility. The Stone Guard should know this may be happening."

DC 15 History:

Stone Guard: This force of five hundred veteran warriors serves the Deepking as bodyguards, elite troops, and secret police.


History: 1d20 + 2 ⇒ (20) + 2 = 22


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

History: 1d20 + 1 ⇒ (4) + 1 = 5

"Who are these Stone Guard?"


"I've heard of them, elite bodyguards to the Deep King yes?"


Hgraam nods. "That was their original function. But they have expanded somewhat and police such matters as well."


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

History: 1d20 + 4 ⇒ (12) + 4 = 16

Elite bodyguards? Right. More like the secret police, Galenus says, critical of such practice.


"If they can help against that monstrosity than I'm all for it."


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)

History: 1d20 - 1 ⇒ (15) - 1 = 14

Kanzen shakes his head. "I've heard the name, but not much else. Stonespeaker, would you be able to send an emissary to these Stone Guard? It seems that we're under constant observation and harassment, and our opinion or news is not likely to be taken seriously. We'd be more likely thrown in prison if we tried to approach them."


Hgraam shrugs at Galenus' assessment. "There is truth in what he says. But she is correct as well" nodding toward Irdril "in that the Stoneguard will prove more useful than anyone else I who comes to mind." He listens carefully to Kanzen then smiles a slow, broad smile. "I think you will find that your actions in containing Rihuud will earn you an audience with the Stoneguard. But I will send a messenger recommending you as well."

He waves to Dorhun who has been standing outside the chamber. "Dorhun. Retrieve the gift for our guests. Dorhun returns a moment later carrying a polished crystal the length of a human forearm. Hgraam presents it to you. [b]"This is a stonespeaker crystal. I believe it will aid you during your time in the Underdark."

Stonespeaker Crystal:

Stonespeaker crystal: Wondrous item, rare (requires attunement)

Created by the stone giant librarians of Gravenhollow, this nineteen-inch-long shard of quartz grants you advantage on Intelligence (Investigation) checks while it is on your person.

The crystal has 10 charges. While holding it, you can use an action to expend some of its charges to cast one of the following spells from it: speak with animals (2 charges), speak with dead (4 charges), or speak with plants (3 charges).

When you cast a divination spell, you can use the crystal in place of one material component that would normally be consumed by the spell, at a cost of 1 charge per level of the spell. The crystal is not consumed when used in this way.

The crystal regains 1d6 + 4 expended charges daily at dawn. If you expend the crystal’s last charge, roll a d20. On a 1, the crystal vanishes, lost forever.

Hgraam bows to you graciously again. "Is there anything else I can do for you?"


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)

Nice!


Irdril takes the crystal from the giant.

"You are most gracious Stonespeaker. We will go see the Stoneguard and tell them this dire news. Hopefully they will listen. May we return for help if we should need it?"

Not sure who would benefit the most from the crystal, Irdril has +4 to investigate. She will pass it on if someone is decided to need it more.


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

I think Idril would be a good choice for the item.


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

"Idril, I believe that you are best suited to hold onto this rare gift."


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

Any chance you could get most of us home? Galenus inquires.


The great giant shakes his head sadly. "No the ways of the surface are not mine or my people's. What is more, I don't believe I could even ensure safe passage out of Gracklstugh. I am respected in the City of Blades but I must be careful not to be seen as meddling in Duergar affairs."


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 is relieved that the curse is finally lifted, and he cannot wait to get back to the inn to take a bath. He's torn between headed back right now and going to speak to the Stone Guard. But, as he's always said, the mission needs to come first.

Thank you for seeing us, Stonespeaker. And thank you for the gift. I think we should speak with the Stone Guard about this next.

Assuming everyone else is ready to go, Galenus gets up and heads to speak with the Stone Guard. This also assumes the messenger was already sent.


Dungeon racing rules and FAQ

The stonespeaker nods graciously and one of his apprentices ushers you out respectfully. As you leave the tunnels, you see that the guards who escorted you here are waiting outside alongside several others. These others bear a special insignia you recognize as belonging to the Stone Guard. A middle-aged Duergar captain of the Stone Guard steps forward to you and states gruffly "The Stone Guard requests your presence at Overlake Hold."

How do you respond?


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

"'at was quick, lead on"


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

"Thank you, Stonespeaker. You have treated with us more than fairly."

"I think we had best follow this man."


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

Oh good. Now I don't have to go through the trouble of finding you guys, Galenus says as he prepared to follow along.


Dungeon racing rules and FAQ

The guards nod and begin leading you toward Overlake Hold.

Dunglorrin Torune, which translates as Overlake Hold, is a fortress and temple dedicated to Laduguer carved into the heart of a massive stalagmite on the shore of the Darklake. It is also the home of the Deepking and the center of government. Dunglorrin Torune bristles with forge chimneys from which smoke billows and ledges from which catapults can hurl stones at waterborne invaders.

There you are brought into a windowless stone room carved out of impressively thick stone. You wait for a while before you are taken to a dark office and met by an imposing female gray dwarf. She is fully armored and bears an insignia you have not seen on any other duergar. She is flanked by two Stone Guards who remain bythe door.

“I am Captain Errde Blackskull, commander of the Stone Guard,” she says, giving each of you a calculating look. “Let me start by saying you are worth nothing here in Gracklstugh. Most of those in my command would sell you off in a heartbeat as the cheapest manual labor. However, I’ve learned to make much better use of adventurers like you.”

DC 15 insight:

She's not outright lying but she's understating your standing in Gracklstugh a little bit. The recommendation of the stonespeaker and what you pulled off with Rihuud has earned you a very slight amount of grudging recognition from the Duergar.


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

Insight: 1d20 + 1 ⇒ (7) + 1 = 8


♂ | 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)

Insight: 1d20 + 2 ⇒ (7) + 2 = 9

"Hmp. An what use would tha' be huh?" Cyrus asks skeptically.


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

Insight: 1d20 + 4 ⇒ (17) + 4 = 21
Insight, dis: 1d20 + 4 ⇒ (5) + 4 = 9

Mildly irked by her attitude, Galinndan replies:

"Aye. What do you have in mind for us adventurers?"

Not a word I would have used, but let us try it.


The gray dwarf nods and continues. "I fear that corruption is infesting my city. Bring me proof of this and I'll see you well-equipped from our stores."

Find three instances of Duergar behaving madly then present them to her with a DC 15 persuasion check. Succeed and you each get 350 gp which can be spent on mundane gear or common potions and scrolls!

"Second, I believe this corruption may be tied to a conspiracy by the Council of Savants. My men have been tracking a derro named Droki but despite showing up in the Darklake District often, he has proved very elusive. Follow him, find out what he is doing, and report back. If you do this for me, I can get you safe passage out of Gracklstugh."

She looks to each other you. "Of course, I will make it easier for you to move about our city. You would recieve badges of the Stoneguard while working for me. And I can make sure your little problem stays quiet." She watches your faces closely. "Yes j know about your little run-in with the drow. An envoy came here looking for you. She's still in the city with her contingent."

Hey they fixed avatar selection! Now NPC aliases are easier!


Insight: 1d20 + 3 ⇒ (11) + 3 = 14

Irdril listens in silence till the duergar is finished.

"All this sounds good to me. How many drow? If you don't mind me asking."


Errde looks at Irdril fixedly. "That depends. Are we working together or not?"


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: 1d20 ⇒ 5

Ease of movement in the city, fair rewards, and we get to leave this place without hassle. This is an excellent deal for us, Kanzen beams his thoughts to the rest of the party.

Kanzen bows to Blackskull. "It would be our pleasure to assist you, and your terms are fair. If you don't mind me asking, from which house are these drow that seek us? It's possible I may know them."

Persuasion: 1d20 + 4 ⇒ (16) + 4 = 20

Not really trying to Persuade her of anything, just trying to make friends, or the nearest equivalent.


"It's probably that witch from the webs.. And yes, we are working together I would say."


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 am in. If this corruption is the same as we have seen, then I would be glad to help root it out. I would know of this 'Council of Savants'. Who are they? And what are their aims?"


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

Derro, huh? We knew a Derro. Went by the name of Bupiddo. Took off just as soon as we arrived.

Galenus ponders the offers the Stone Guard provide, and seeing his allies agree, he dies so, too. Aye. We'll work with ya. We all benefit when we do.


Errde nods with a stern but pleased look on her face. "Good. Take these." She hands you each a badge with a stone guard insignia on it. She looks skeptically at Derendil but hands him a badge nonetheless. Then she turns to Kanzen "She's from House Mizzrym. Don't know what that means to you." She snorts at Irdril's clear feelings toward the Drow and responds to Galinndan's question in a low tone. "You didn't hear it from me. The Council of Savants is a circle of derro savants who enjoy all the privileges and trappings of a governing body while the rest of their people live in squalor. Only the best thirty-six savants are admitted into the council, and succession almost always includes an incumbent member’s demise. The savants control members of some duergar clans through magic and guile, and are always looking for ways to expand their influence." She then crosses her arms across her armored chest. "Well? Get going with ya."

You can ask her more or head somewhere to look for something. If you're not sure what to do, you can always ask me to list some options to help the plot move forward.

DC 14 history w adv for Kanzen:

You recognize that House Mizzrym is the House that Ilvara "that witch from the webs" belongs to.


Eldeth attaches the badge to her armor and mutters. "Well I don't like working with Duergar to much but Derro are worse, no question."


Topsy looks concerned and tugs on Irdril's sleeve, thinking into her mind alone.

Irdril:

"I'm afraid. What if this is a trick? I don't want to be a slave...


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)

History: 1d20 - 1 ⇒ (5) - 1 = 4
History adv: 1d20 - 1 ⇒ (9) - 1 = 8

Kanzen was never the best student of history...


We still have a spores right?

Irdril takes the badge and places it in an appropriate place.

She responds to the gnome..

Topsy:

While they may not be as nice at surface dwarves I believe the duergar are honest like there brethren. We will stick together as always.


Yes you still have the spores. Stool can refresh them whenever you want and it seems you always want it so I assume he just keeps refreshing them when they run out. Now if he's asleep for hours, he's not going to be refreshing until he wakes up. I assume you're not going to keep the poor little guy awake all the time.

Topsy nods. "Ok... sticking together sounds good..."

Topsy and Turvy's NPC card for Irdril:

Topsy & Turvy: 1/minute: The twin gnomes circle around a foe, snarling fiercely and distracting it. You gain advantage on one attack roll. This ability must be used before making the attack roll.
1/day: The gnomes turn into their wererat forms and swarm beneath an opponent, tearing at its legs. The opponent must make a DC 16 strength save or fall prone.
Inspiration: If their rodent fury is aroused to extreme levels, the deep gnomes swarm over the face of an enemy, clawing and biting. The enemy takes 1d10 piercing damage and is blinded for one round.

What would you guys like to do now?


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

Now that we have out badges, Galenus suggests, why don't we just meander through the city? See the sights. And see if we can witness anything strange going on. Without any leads on this Droki fellow, we don't have much to go on. Let's see what we can see.

And that's what Galenus wants to do. He wants to take a long wandering stroll through the streets to see if he can see any evidence of the chaos infecting the Duergar.


"How about we seek out a detective of sorts? Perhaps someone more familiar with the city that has ties to the Derro and might possibly know this Droki."

She turns to Errde before leaving.

"Would you happen to know anyone like that?"

Remember her Background Feature as well. It may actually help out here. Just let me know if I need to roll something.


Errde snorts. "I am a detective of sorts. But you're looking for someone on the wrong side of the law. I can't help you there."

Duergar don't tend to cut deals with lawbreakers so they don't have a lot of informants.

[spoiler=Irdril]
But you can use your background feature! Just describe your contact and where you find them and I'll respond following your lead. Feel free to make up anything that reasonably fits with Gracklstugh.


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

"We will do as you ask."


Dungeon racing rules and FAQ

Ugh... so annoyed that I can't go back and edit that botched Irdril spoiler...

Sounds like consensus to head out! Where do you want to go? Docks, Blade Bazaar, somewhere new?


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

Docks


Dungeon racing rules and FAQ

Anywhere in particular you want to explore? There are 11 docks on the map. Let's call them 1-11 going from left to right along the shoreline. Feel free to make any checks you like here to try to figure some things out

You return to the docks and see Werz Saltbarron talking to a guard on the end of the second dock. You are too far away to hear anything but their conversation looks pretty animated.


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

Say from first onwards, so we get to the second dock quickly.


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

Maybe we should make sure Werz is ok. Don't want him getting caught up on the wrong side of the law. Even as he suggests it, Galenus starts walking towards Werz.


As Galenus approaches, the conversation halts abruptly. The guard then walks back to the boats he is guarding. Werz waves weakly at you. "Ah. Hello there. How are ye doin'?" You notice that all of the boats are guarded as security has been tightening due to recent unrest.


GM:

We could go with something along the lines of she noticed a pick pocket and cornered them with her new found authority badge. In exchange for not turning them in information that could either help lead to Droki or preferably to a fence or other shady dealer in unlawful info that we might be able to use in the future if needed.

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