[5e] Ssuth dal Har'oloth (Escape from Underdark) [Chapter 3 Completed!] (Inactive)

Game Master mishima


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Wood Elven explorer | Active buffs: | HP: 0/51 | d8 8/8 | Ki 5/8 | Insp 0
Stats:
50 ft | AC 19 | Str +2 Dex +8 Con +1 Int +0 Wis +4 Cha -1 | Initiative +5 | Perception +7, Darkvision | Insight +4

::Glabbagool, do you want to try the Silken Paths, or should we part ways?:: Edlethron asks the cube.


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::"Sorry this is all new to me...webs? Are they made of wood or flesh? I can try..."::

Spiderbait says "Wait, which one of you said that..?"


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Jimjar snaps his fingers "Hey, why doesn't he go first, have a try? I bet its fine..."

The Web Runners shrug their shoulders and offer some master-class coaching "Alright..cube guy...tuck in your haunches, eyes forward, youre going to go down fast about 60 feet before a hard right turn...be ready to shift your weight to the left! Then you got about a 20 jump, no problem at that velocity...from there you should just be able to coast for another 100 ft and we can regroup for the next leg! Got all that?"

::"Uh...I don't have haunches or eyes but I could see your memory..."::

"Ha, alright I'm sure you'll do great...you'll love it!"

The cube oscillates up to the edge of the stone, just where the strands begin, tests it momentarily with a pseudopod and the instant the slimy box touches the web you hear a *swish* as it flies with maddening speed into the darkness, looping up and down until out of sight completely.

Yuk Yuk doesnt let his smile falter "Yes yes, whos next?" he uncorks the gourd "You'll need to grease up the feet, understand." Probably best not to ask where the grease came from.


CAMPAIGN COMPLETE HP (55/62) Rage (2/3) AC (18) Insight, Intimidate (+1) Perception, Survival (+2) Stonecunning (+3)Tools (Smith) Barbarian (4)

Dex if needed: 1d20 + 2 ⇒ (13) + 2 = 15
Advantage: 1d20 + 2 ⇒ (7) + 2 = 9

”I’ll go. Know that I have yer payment, that I’ve beaten acidic oozes to death with naught but a rock in me hand, an’ that if this be a trap I’m far too tough an’ unreasonably vengeful to die.”


Male Wood Elf Rogue 4 (Swashbuckler); AC: 16, Unarmored: 14; HP: 21/29; Saves: Advantage vs. Charm, Dex and Int; Init: +4; Perc: +4 (Passive 14), HD 4

What is the required roll?


Demographics:
Race: Halfling Background: Outlander Class: Sorcerer 4
Vital Stats:
HP: 24/24, - AC: 13(16)/T: 10(13)/FF: 13(16) – Passive Perception +10 - Initiative: +3 - Speed: 30

Cade looks around, "This looks fun." He looks to the others to see if anyone else is ready to go. He looks to those earlier talking about needed to take the Silken Paths. Is this what you were talking about."[/b] He points to the web runners. "Guides?"

Cade looks to the Web Runners, "Take this from the top for us so we can . . . survive you know."


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To Khaz "Woah woah slow down, you rock beats with ooze in your hand? That's a little tidbit I could've lived longer without. But say no more! Avoiding traps is my modus operandi. Congratulations on picking the best Web Runners!" he slaps a high five with his mate.

For Cade he goes back over the first leg of the course as many times as you need, and tries to carefully explain which strands support weight, which attract spiders, and which will fall apart instantly plummeting you to death below "...so yeah, don't sweat it, this is the easy one. Hey, there is something else I suppose..."

Spiderbait interjects, palming his forehead hard "Oh no, not that...don't even-"

Yuk Yuk continues slightly louder than before "You could do a Tandem Run! Just picture it, you and a friend helping each other through the course. Two sets of reflexes are better than one, right?"

Vic, and all, the rolls. You need to make either a DC 10 strength athletics or dex acrobatics check. If you fail, you can try a reflex save with a DC based on the first fail. If that fails, there will be a random consequence from a little list. You can run tandem with a friend to get advantage, and use the highest mod of the two.


Wood Elven explorer | Active buffs: | HP: 0/51 | d8 8/8 | Ki 5/8 | Insp 0
Stats:
50 ft | AC 19 | Str +2 Dex +8 Con +1 Int +0 Wis +4 Cha -1 | Initiative +5 | Perception +7, Darkvision | Insight +4

"Vic, want to run this thing together?" Edlethron asks his cousin. "Or should we split up to help others?"

Both Ed and Vic are good with Dex Acro. Who doesn't have a high roll with one of the skills?


HP:22/33 AC:14 perc: +2, Init: +2 SAVES: Str 0, Dex +2, Con +2, Int +1, Wis +5, Cha +2

Froog looks after cube to see if he can see where it goes. "This looks pretty intense. Oh Lathander, look after us."

the best I can do is +2 on Acrobatics but Gael and I can cast guidance on people as they go for another 1d4.


Male DragonBorn (Blue) Fighter Lv4 - HP 10/33 - AC 16 Action Surge 0/1 LB 1/1 SD 3/4

Kriv just stands in the back trying to avoid having go down for as long as he can.


Demographics:
Race: Halfling Background: Outlander Class: Sorcerer 4
Vital Stats:
HP: 24/24, - AC: 13(16)/T: 10(13)/FF: 13(16) – Passive Perception +10 - Initiative: +3 - Speed: 30

"We can do it Kriv. Com'on. I promise I won't cast any spells. . Yet."

Don't look unless you say yes:
Acrobatics: 1d20 + 3 + 1d4 ⇒ (16) + 3 + (3) = 22 [ooc] Woohoo.
Acrobatics Advantage: 1d20 + 3 + 1d4 ⇒ (5) + 3 + (1) = 9


Male DragonBorn (Blue) Fighter Lv4 - HP 10/33 - AC 16 Action Surge 0/1 LB 1/1 SD 3/4

Sighing in defeat Kriv nods his head to Cade in appreciation.

"Fine lets just do this before I loose my nerve"

Athletics: 1d20 + 5 ⇒ (15) + 5 = 20
Advantage
Athletics: 1d20 + 5 ⇒ (20) + 5 = 25


Male Half-elf Warlock 4 (Outlander) AC: 14; Saves: Advantage vs. Charm, Wisdom and Charisma; Init: +2; Perc: +2 (Passive 12)

Gael seemed to be enjoying himself, "C'mon Froog, it looks like it's me and you."

He stepped on the web and started sliding and slipping.

----------
acrobatics DC 10: 1d20 + 2 ⇒ (19) + 2 = 21
advantage
acrobatics DC 10: 1d20 + 2 ⇒ (20) + 2 = 22


Male Wood Elf Rogue 4 (Swashbuckler); AC: 16, Unarmored: 14; HP: 21/29; Saves: Advantage vs. Charm, Dex and Int; Init: +4; Perc: +4 (Passive 14), HD 4

Come on, Ed. Let's do this!

Vic grabs his brother by the elbow and they begin their slide to the first intersection.

Acro: 1d20 + 5 ⇒ (10) + 5 = 15
Acro Adv: 1d20 + 5 ⇒ (1) + 5 = 6


HP:22/33 AC:14 perc: +2, Init: +2 SAVES: Str 0, Dex +2, Con +2, Int +1, Wis +5, Cha +2

Froog casts a spell on himself and jumps on with gael.

Acrobatics DC 10: 1d20 + 2 + 1d4 ⇒ (19) + 2 + (2) = 23
Advantage
Acrobatics DC 10: 1d20 + 2 + 1d4 ⇒ (10) + 2 + (3) = 15


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First Leg Results:

Khaz 15
Vic/Ed 15
Froog/Gael 23
Cade/Kriv 25

The party takes to the Silken Webs as if some latent instinct were awakened, riding the softly screaming strands with incredible grace. At one point the path takes you all upside down, but because of the high speed, or perhaps the alchemical slop on your shoes, you stay on course. Yuk Yuk and Spiderbait follow fast, and soon you are all coasting to a stop along a very long flat strand, hundreds of feet above and away from where you started.

Cube Surfing: 1d20 - 4 ⇒ (5) - 4 = 1


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Only Khaz, halfway through sees Glabbagool veer off course drastically until completely tearing free and flying through the air silently at ridiculous speed, unhinged from the course...

Cube Uh Oh: 1d20 - 4 ⇒ (14) - 4 = 10

...his pseudopod flails wildly, trying to connect with any other strand desperately...but fails.

GM: 1d10 ⇒ 4

Khaz can't keep his eyes on him and quickly looses him in the darkness below as the cube falls out of sight.


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NPC rolls:

Eldeth/Stool: 1d20 + 2 ⇒ (14) + 2 = 16
Eldeth/Stool: 1d20 + 2 ⇒ (6) + 2 = 8
Topsy/Turvy: 1d20 + 2 ⇒ (20) + 2 = 22
Topsy/Turvy: 1d20 + 2 ⇒ (2) + 2 = 4
Derendil/Jimjar: 1d20 + 5 ⇒ (12) + 5 = 17
Derendil/Jimjar: 1d20 + 5 ⇒ (18) + 5 = 23

Topsy can't handle it psychologically and is breathing hard, similar to a rabid dog "hrg.....hrg....hrg..!!" Turvy, the usually quiet one tries to console him.

The webs here are thick like planks of wood and constitute a small, slightly bouncy platform. "I just want to say youre all and excellent group. And no one got hurt! Er...well, there was the cube, right...did you know it well? *cough* Next is a bit of a climb...well, a huge ass climb I won't sugar coat it. Take a look..." he points up and you see a few strands spiraling up into darkness. "Its the only way though. Lots of active strands here, we have to go over the top!"


Demographics:
Race: Halfling Background: Outlander Class: Sorcerer 4
Vital Stats:
HP: 24/24, - AC: 13(16)/T: 10(13)/FF: 13(16) – Passive Perception +10 - Initiative: +3 - Speed: 30

"We have climbing gear if it will help."


HP:22/33 AC:14 perc: +2, Init: +2 SAVES: Str 0, Dex +2, Con +2, Int +1, Wis +5, Cha +2

"Did everyone make it? Is anyone missing? Seeing Topsy is having some issues Froog tries to see if he can help. "Are you ok Topsy? These web rides are pretty insane. Wait, did anyone see where Glabbagool went?


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Spiderbait looks confused "Glabba-who?"

Yuk Yuk looks over the gear "Hmm, those pitons won't be much use but yes! The harnesses, boot tips and gloves are quite nice! Now listen...these are quite sticky, the climb here is not that difficult...AS LONG AS YOU DO EXACTLY AS WE SAY!" he stresses. "If your hand placement is even an inch off, your boot tip a bit low, you can trigger an instant spider swarm of the damned! ...that will make the climb much more difficult needless to say."

Translation: no check required unless combat begins. Avoid combat by correctly following the guide's guidance. An intelligence check will represent how well you follow the directions.


CAMPAIGN COMPLETE HP (55/62) Rage (2/3) AC (18) Insight, Intimidate (+1) Perception, Survival (+2) Stonecunning (+3)Tools (Smith) Barbarian (4)

"The ooze be dead. I saw it fly off." Khaz stated this matter of factly. He wasn't attached to the creature, but at the same time he didn't wish it any ill. It's demise brought home how dangerous this was, and how ignominious the death that awaited them was.

Int: 1d20 - 1 ⇒ (12) - 1 = 11


HP:22/33 AC:14 perc: +2, Init: +2 SAVES: Str 0, Dex +2, Con +2, Int +1, Wis +5, Cha +2

"Oh no! I hope he is ok whereever he ended up!" Froog peers over the edge in a futile attempt to see any sign of the cube.

When the directions for climbing are told he listens closely to make sure he catches it all.

Int check: 1d20 + 1 ⇒ (20) + 1 = 21

any chance I can use guidance (for a straight 1d4) or minor illusion (to mark where to grab) to assist others?


Demographics:
Race: Halfling Background: Outlander Class: Sorcerer 4
Vital Stats:
HP: 24/24, - AC: 13(16)/T: 10(13)/FF: 13(16) – Passive Perception +10 - Initiative: +3 - Speed: 30

Cade nods at the instructions, "Keep communication going so we can all help each other follow the path correctly."

Cade checks all his gear and gets ready to follow exactly.

Int: 1d20 ⇒ 2 It was nice knowing you all;)


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Froog sure, I like the minor illusion idea. That can grant advantage to everyone.

So Cade, roll once more...


Male Half-elf Warlock 4 (Outlander) AC: 14; Saves: Advantage vs. Charm, Wisdom and Charisma; Init: +2; Perc: +2 (Passive 12)

Gael's adrenaline was still pumping as he slid to their destination.

The guide's warning fell like a bucket of cold water, "Yeah, sure. We'll touch whatever you tell us but make sure it's clear to everyone. Not everyone here can see in the dark."

----------------
int check: 1d20 + 0 ⇒ (13) + 0 = 13


Demographics:
Race: Halfling Background: Outlander Class: Sorcerer 4
Vital Stats:
HP: 24/24, - AC: 13(16)/T: 10(13)/FF: 13(16) – Passive Perception +10 - Initiative: +3 - Speed: 30

Thank Lathander for Captain Froog Int Advantage: 1d20 ⇒ 1 LOL


CAMPAIGN COMPLETE HP (55/62) Rage (2/3) AC (18) Insight, Intimidate (+1) Perception, Survival (+2) Stonecunning (+3)Tools (Smith) Barbarian (4)

Int Advantage: 1d20 - 1 ⇒ (7) - 1 = 6

Khaz found the gnome’s instructions to be confusing, so he focused instead on the guides.

Will keep the 11


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Climb Results So Far:
Khaz 11
Froog 21
Cade 2
Gael 13
Ed ?
Vic ?
Kriv ?


Male Wood Elf Rogue 4 (Swashbuckler); AC: 16, Unarmored: 14; HP: 21/29; Saves: Advantage vs. Charm, Dex and Int; Init: +4; Perc: +4 (Passive 14), HD 4

Are the climb checks made with advantage due to the kit?


Male DragonBorn (Blue) Fighter Lv4 - HP 10/33 - AC 16 Action Surge 0/1 LB 1/1 SD 3/4

muttering under his breath 'Just don't look down, don't look down, don't look down"

Int: 1d20 ⇒ 20
Advantage
Int: 1d20 ⇒ 19


Demographics:
Race: Halfling Background: Outlander Class: Sorcerer 4
Vital Stats:
HP: 24/24, - AC: 13(16)/T: 10(13)/FF: 13(16) – Passive Perception +10 - Initiative: +3 - Speed: 30
Victor "Vic" Lofliss wrote:
Are the climb checks made with advantage due to the kit?

Froog is using an illusion to mark the places for us which gives advantage.


Male Wood Elf Rogue 4 (Swashbuckler); AC: 16, Unarmored: 14; HP: 21/29; Saves: Advantage vs. Charm, Dex and Int; Init: +4; Perc: +4 (Passive 14), HD 4

I thought climb checks were strength checks?


CAMPAIGN COMPLETE HP (55/62) Rage (2/3) AC (18) Insight, Intimidate (+1) Perception, Survival (+2) Stonecunning (+3)Tools (Smith) Barbarian (4)

No tests needed if you pass Int test to follow instructions. Failure to follow instructions means...bad things happen.


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There might be actual str athletics checks for climbing if combat starts, and then the kit could offer some help. For now the hand and foot placements which avoid triggering spider senses are more important which are being called out by Yuk Yuk and marked by Froog. And failed by Cade. ;P


Male Wood Elf Rogue 4 (Swashbuckler); AC: 16, Unarmored: 14; HP: 21/29; Saves: Advantage vs. Charm, Dex and Int; Init: +4; Perc: +4 (Passive 14), HD 4

Int: 1d20 + 3 ⇒ (9) + 3 = 12
Int Adv: 1d20 + 3 ⇒ (12) + 3 = 15


Wood Elven explorer | Active buffs: | HP: 0/51 | d8 8/8 | Ki 5/8 | Insp 0
Stats:
50 ft | AC 19 | Str +2 Dex +8 Con +1 Int +0 Wis +4 Cha -1 | Initiative +5 | Perception +7, Darkvision | Insight +4

Int: 2d20 ⇒ (17, 12) = 29


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Everything seems to be going quite well, the party climbs up the sticky dripping webbing like flies on the wall. Yuk Yuk, while incredibly annoying, is keeping a careful eye on everyone as he calls out the dangerous strands, and Froog in a quite studious manner marks them with a fluorescent arcane glow.

But suddenly Cade makes a mistake wait, did he say to avoid this spot, or to only touch this spot...? and the sound like a guitar being smashed on a table reverberates down the lines, visually vibrating.

Spiderbait yells back "Ho ho ho! Class 3 activation I think!"

Yuk Yuk wraps a wrist tight in the strands and draws his blade "Alright crew, it was bound to happen! En guarde!! Here they come..."

You hear a *screech* answer a *chitter* on opposite sides of the chamber from the darkness...and soon the rapid arachnids are bounding across the strands, with other dangling down from silk ropes from above...

You guys have 1 round of time out of combat to do whatever as they approach. You are on perhaps a 70 degree slope of sticky strands, which I will arrange by marching order shortly. Once combat starts, moving vertically or horizontally on the webs will cost double and require a DC 8 str athletics check. Check is the same if you get hit. Failure risks falling a random number of feet. If you have a climber's kit you can anchor yourself as an action.


Demographics:
Race: Halfling Background: Outlander Class: Sorcerer 4
Vital Stats:
HP: 24/24, - AC: 13(16)/T: 10(13)/FF: 13(16) – Passive Perception +10 - Initiative: +3 - Speed: 30

"I think I hit the wrong spot." Cade looks back at Spiderbait, "Class 3?' Cade anchors himself.


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Ok, map all set. Hopefully it makes sense, its sort of 3d. Let me know if its confusing! I failed to mention all movement costs double. Lets say if you are using a climbing kit movement costs normal.

Spiderbait seems to be arming himself with some sort of alchemical apparatus "Yar, its...uh...how far the waves travel."

Yuk adds, grinning in exhilaration "Only 4 is higher!"

Froog: 1d20 + 2 ⇒ (7) + 2 = 9
Edlethron: 1d20 + 3 ⇒ (20) + 3 = 23
Khaz: 1d20 + 2 ⇒ (1) + 2 = 3
Vic: 1d20 + 3 ⇒ (13) + 3 = 16
Cade: 1d20 + 3 ⇒ (17) + 3 = 20
Gael: 1d20 + 2 ⇒ (20) + 2 = 22
Kriv: 1d20 + 2 ⇒ (14) + 2 = 16
Enemy: 1d20 + 3 ⇒ (15) + 3 = 18

Round 1: (Enemy 60 ft away, 2 up, 1 left, 1 right)
Edlethron, Gael, Cade
Enemies will just be closing this round
Vic, Kriv, Froog, Khaz


Male DragonBorn (Blue) Fighter Lv4 - HP 10/33 - AC 16 Action Surge 0/1 LB 1/1 SD 3/4

Kriv starts securing himself before grabbing his hand axe's and readying himself for any attack all the while muttering under his breath.
"Don't look down, don't look down,don't look down."
[ooc] gonna use my action to dodge and if possible for bonus action secure myself. [/b]


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Sorry Kriv you gotta pick one, secure or dodge

edit: I mean I guess you could use your action surge on it to do both but not recommending it


Male DragonBorn (Blue) Fighter Lv4 - HP 10/33 - AC 16 Action Surge 0/1 LB 1/1 SD 3/4

Well considering Krivs Fear of heights, defently securing himself


Wood Elven explorer | Active buffs: | HP: 0/51 | d8 8/8 | Ki 5/8 | Insp 0
Stats:
50 ft | AC 19 | Str +2 Dex +8 Con +1 Int +0 Wis +4 Cha -1 | Initiative +5 | Perception +7, Darkvision | Insight +4

Edlethron secures his climbing harness to the webbing.


Male Wood Elf Rogue 4 (Swashbuckler); AC: 16, Unarmored: 14; HP: 21/29; Saves: Advantage vs. Charm, Dex and Int; Init: +4; Perc: +4 (Passive 14), HD 4

Round 1

Vic useshis five feet of silk to tie off on Ed's harness, as he stays next to him, prepared to fight.

Good thinking with the harness, cuz. Let me tie off on that.


CAMPAIGN COMPLETE HP (55/62) Rage (2/3) AC (18) Insight, Intimidate (+1) Perception, Survival (+2) Stonecunning (+3)Tools (Smith) Barbarian (4)

Khaz secures himself, and yells out ”Think they be afraid of fire?”


Male Wood Elf Rogue 4 (Swashbuckler); AC: 16, Unarmored: 14; HP: 21/29; Saves: Advantage vs. Charm, Dex and Int; Init: +4; Perc: +4 (Passive 14), HD 4

Likely, but the webs will surely burn!


HP:22/33 AC:14 perc: +2, Init: +2 SAVES: Str 0, Dex +2, Con +2, Int +1, Wis +5, Cha +2

Tightly grasping the web with one hand and holding his holy symbol in the other, Froog says a prayer to Lathander to help his allies strike true. Peering through the darkness, he tries to identify the creatures.

nature: 1d20 + 3 ⇒ (20) + 3 = 23

Cast 1st lvl bless. Not sure who to give it to though. The bonus to saves won't count for much unless the spiders can poison. Ed for sure as he can get three potential attacks. Cade so he has less a chance to miss with firebolt and set the webs on fire. Kriv with his two attacks for the third person. Feel free to present better options.


Male Half-elf Warlock 4 (Outlander) AC: 14; Saves: Advantage vs. Charm, Wisdom and Charisma; Init: +2; Perc: +2 (Passive 12)

Gael's finger conjured up a black, inky mass which he sent towards one of the spiders.

"Let's concentrate our efforts and take out one at a time!"

-----------

hit spider on west side

blast to hit: 1d20 + 5 ⇒ (13) + 5 = 18
damage: 1d10 + 3 ⇒ (2) + 3 = 5

stats:

HP 24+7/24
AC 14
Conditions: n/a (fiendish boon for 1d4+4 temp hp?)
Melee: Dagger +4, 1d4+2, P
Ranged: Eldritch blast +5, 1d10+3, force
2/2 2nd level spell slots


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Froog, these creatures looks like the degenerate offspring of surface spiders, capable of both poison bites and dangerous web nets. They are master climbers and with everyone on the webs, it is likely impossible to hide from them.

Gael flings his twisted ink across the side of the web cliff, striking the giant spider in the thorax and bursting straight through its exoskeleton. The spider screeches as a bright glowing green pus extrudes.

Round 2:
Edlethron, Gael, Cade <--UP
Enemies
Vic, Kriv, Froog, Khaz

Ed, Gael, and Cade can act one more time before they are right upon you.

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