Out of the Abyss (Inactive)

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Dungeon racing rules and FAQ

Note that this is a con check, a type of ability check, to keep dashing after your minimum number. It is not a con save. So I believe Kanzen gets 4 dashes? Also Cyrus, I don't get the reference but I assume that means you'll be dashing as much as you can?


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)

Benny Hill was an old British tv show that regularly featured chases to the sax tune 'Yakety Sax'. Cut to the chase at 1:36 :)

Also yes, sorry about that, misread your post. 4 rounds of dash it is!


Irdril has 4 dash actions.

She takes the oppoturnity to use one on the first round.

"Get the Ffff.... Out!!"


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

Benny Hill


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 will spend round 1 of the chase scene moving and using the dash action.

Total: 6 dashes. 5 remaining.


Dungeon racing rules and FAQ

As Cyrus bursts out of hiding, catching the Drow off guard, they are slowed by the shoving Quaggoth. But several of their quarry were not prepared and they come up on Galinndan, Eddrik, and Tiberius!

Xbow Attack Tiberius: 1d20 + 4 ⇒ (3) + 4 = 7
Xbow Attack Tiberius: 1d20 + 4 ⇒ (19) + 4 = 23
Xbow Attack Galinndan: 1d20 + 4 ⇒ (6) + 4 = 10
Xbow Attack Galinndan adv: 1d20 + 4 ⇒ (1) + 4 = 5
Xbow Attack Eddrikk: 1d20 + 4 ⇒ (15) + 4 = 19
Xbow Attack Eddrikk adv: 1d20 + 4 ⇒ (1) + 4 = 5
Dam Tiberius: 1d6 + 2 ⇒ (3) + 2 = 5
Dam Eddrikk: 1d6 + 2 ⇒ (3) + 2 = 5
Con save Tiberius: 1d20 + 2 ⇒ (18) + 2 = 20
Con save Eddrikk: 1d20 + 3 ⇒ (19) + 3 = 22
Con save Eddrikk adv: 1d20 + 3 ⇒ (3) + 3 = 6

Galinndan, Eddrik, and Tiberius up for Benny Hill round 1. Rest of party may also act for top of round 2.


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

Dash and run. 5/6 dash remaining.


♂ | 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)

Yup.

Cyrus continues to run like a bat outa hell.


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)

Round 2 - still running/dashing, but only as fast as the slowest. Derendil and I attempting to keep the drow from fully closing. 2/4 dashes used.


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

Round 2: Move action and Dash (4/6).


Same for Irdril, Dash(2/4)..


Dungeon racing rules and FAQ

I'll assume Tiberius and Galinndan are dashing for now.

?: 1d20 ⇒ 10Oh good. We'll save that for a little later.

Seeing their quarry pulling away, the Drow sling their hand crossbows over their backs and run in earnest, attempting to close the distance. Some of you have gotten relatively far away but they are breathing right down Galinndan's neck!

I'm going to assume that you everyone dashes as much as they can for a moment here and get us to the more interesting parts.

The chase continues through the winding tunnels of the Underdark. The Drow are beginning to breathe heavily, ill-accustomed to long footraces over difficult ground like this.

Here's the situation: It's the top of a new round. All PCs have dashed 4 times. All Drow have dashed 3 times. Same initiative order. Irdril, Galenus, Cyrus, and Kanzen up. If you wish to dash after your limit, you must make a DC 10 con check or gain one level of exhaustion (you still suceed in dashing). Note that this is an ability check, not a saving throw. This makes a difference for what kind of bonuses can or cannot be applied.


Unable to keep up on his short legs, Stool thinks to Tiberius.

Will you carry me? I'm small and I can tell you where to go when it gets dark!


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)

So all four drow are right behind us?


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

Do not wait for me if I fall behind! No sense in us all falling!

Galinndan refuses to give in and pushes himself forward.

Already spent 4/5 dashes. He will do three more. So two checks.

Con for sixth dash: 1d20 + 2 ⇒ (18) + 2 = 20

Con for seventh dash: 1d20 + 2 ⇒ (8) + 2 = 10


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 will continue to dash for at least one more round.

Con check: 1d20 + 1 ⇒ (1) + 1 = 2

Damn. Was going to use inspiration for that too, but forgot. Them's the breaks.

Kanzen keeps running, but feels his lungs beginning to tighten from the exertion. Knowing he has only a few seconds more left in him, he keeps pushing the pace.


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 will continue to run and use up his dashes.


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Con after 4th dash: 1d20 + 1 ⇒ (9) + 1 = 10

As a bonus action she will provide Inspiration to whomever calls for it. Adds +1d6 to the Con check. I looked at it like if a player was getting winded they could be the one to call for it and she would give. For the next 3 rounds that is.


dragonborn(red) Sorcerer 3 (storm) HP: 21/21| AC: 13 | Saves: Str: +1, Dex: +2, Con: +4, Int: +1, Wis: +0, Cha:+5| Resist (fire)

Tiberius will dash again. I have con mod + 3 dashes right? or did I mis-read?


Dungeon racing rules and FAQ

That's right, Tiberius. Some of us can make additional dashes thanks to our con mod. I just wanted to bring us to the point where it started getting interesting for some of us.

Con Check Drow 1: 1d20 ⇒ 14
Con Check Drow 2: 1d20 ⇒ 13
Con Check Drow 3: 1d20 ⇒ 9
Con Check Drow 4: 1d20 ⇒ 20

One of them begins to flag visibly but is managing to keep up so far. Eddrikk, Galinndan, and Tiberius all continue rushing forward.

Top of round 6. Everyone has made 5 dashes. Those with a 6th dash make it now. Those without need to make some rolls.


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've already made Galinndan's sixth and seventh dash. I'll stick with rolling single dashes after this.


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

Hey, if we get lucky, we can reduce them down to one or two, and then kill those two and take their stuff. :)

Galenus takes his final dash.


♂ | 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)

Con Check: 1d20 + 2 ⇒ (20) + 2 = 22


Dash: 1d20 + 1 ⇒ (17) + 1 = 18


Dungeon racing rules and FAQ

Kanzen tries to keep dashing forward with the rest of you!

Kanzen con: 1d20 + 1 ⇒ (12) + 1 = 13
Kanzen con disad: 1d20 + 1 ⇒ (17) + 1 = 18

And he manages it without a problem! Apparently, fear for one's life is a good motivator!

The Drow attempt to pursue you as well.

Drow 1 con: 1d20 ⇒ 2
Drow 2 con: 1d20 ⇒ 17
Drow 3 con: 1d20 ⇒ 2
Drow 3 con disad: 1d20 ⇒ 18
Drow 4 con: 1d20 ⇒ 16

One of the Drow tires while another begins falling behind, extremely worn out.

2 levels of exhaustion for Drow 3 means his speed is halved.

Galinndan succeeds in maintaining his forward run, as does Eddrikk. Tiberius attempts to keep up.

Tiberius con: 1d20 + 2 ⇒ (11) + 2 = 13

And the stout dragon man does so, lumbering along through the dark corridors with the guidance of the myconid sprout on his shoulder.

Top of a new round. Make your checks. Galinndan has already made his. No one has any free dashes left.


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)

Thanks for the sweet rolls caster, sorry, been a busy day! Hopefully the dice favour me as much as they do you :)

Con check for dash: 1d20 + 1 ⇒ (9) + 1 = 10
Con check disadv: 1d20 + 1 ⇒ (14) + 1 = 15

Just! And I forgot inspiration again!

Just adding that if any party members fall behind, Kanzen and Derendil will stay with them.


Dash: 1d20 + 1 ⇒ (15) + 1 = 16

She continue's on, her frail constitution somehow holding on..


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 moves and dashes.

Con: 1d20 + 3 ⇒ (1) + 3 = 4

Wow.

Galenus stumbles in his steadfastness.


Dungeon racing rules and FAQ

Cyrus also attempts to plow forward, urged on by Irdril's words.

Con Check: 1d20 + 2 + 1d6 ⇒ (6) + 2 + (3) = 11

The drow attempt to keep up the pursuit

Drow 1: 1d20 ⇒ 20
Drow 1 disad: 1d20 ⇒ 10
Drow 2: 1d20 ⇒ 8
Drow 3: 1d20 ⇒ 6
Drow 3 disad: 1d20 ⇒ 13
Drow 4: 1d20 ⇒ 5

but are flagging significantly.

DC 12 perception with disadvantage because you're running:

On the point of harming himself from running too much, one of the Drow (3) gives up the chase.

Eddrikk: 1d20 + 3 ⇒ (17) + 3 = 20
Tiberius: 1d20 + 2 ⇒ (18) + 2 = 20

The fleeing prisoners duck into a side tunnel and run along. But they spy a hole occupying most of the tunnel in front of them!

Top of a new round. DC 10 athletics to jump the hole or DC 10 acrobatics to move around it. Also, keep rolling to dash.


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

Perception: 1d20 + 4 ⇒ (17) + 4 = 21

A third drow gave up!

Con: 1d20 + 2 ⇒ (13) + 2 = 15

Acrobatics: 1d20 + 3 ⇒ (14) + 3 = 17


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

Perception: 1d20 - 1 ⇒ (11) - 1 = 10

Galenus moves forward, but uses his action to cast the Jump spell to make the distance.

Not using my action to dash, but rather to cast a spell. Not sure if Athletics is still needed with the extra distance gained by the spell. Just in case:

Athletics, dis: 1d20 + 3 ⇒ (9) + 3 = 121d20 + 3 ⇒ (6) + 3 = 9


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

Con: 1d20 + 3 ⇒ (5) + 3 = 8
Athletics: 1d20 + 5 ⇒ (7) + 5 = 12


Dungeon racing rules and FAQ

Eddrikk, you can retroactively use one of Irdril's inspiration die (d6), two remaining, after seeing the roll. Given that the format is PBP, I feel like it's kind of silly to insist that people choose before seeing the roll as there's no way for me to even know that and it's not a big deal to me.


♂ | 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)

Acrobatics: 1d20 + 5 ⇒ (3) + 5 = 8
Con Check: 1d20 + 2 ⇒ (18) + 2 = 20

Moderately sized holes! My only weakness!

Cyrus tries to skirt the edge of the hole but has trouble with his footing.


Dungeon racing rules and FAQ

Haha. Nice.

Cyrus' small feet slip on the edge of the hole and he falls in.

Fall damage: 1d6 ⇒ 6

He then scrambles back out and resumes running but has lost precious time.

30 feet of movement lost by Cyrus.

With the jump spell, Galenus clears the hole without trouble.


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

Inspiration: 1d6 + 8 ⇒ (5) + 8 = 13


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)

Inspiration on Con check to cancel disadvantage!

Con check for dash: 1d20 + 1 ⇒ (5) + 1 = 6
Acrobatics: 1d20 + 5 ⇒ (4) + 5 = 9
Acrobatics disad: 1d20 + 5 ⇒ (1) + 5 = 6

Terrible rolling. Now at half speed, and in a hole!


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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

Good news, guys. We're starting to lose *all* the drow! :)


Dash: 1d20 + 1 ⇒ (20) + 1 = 21
Acro: 1d20 + 2 ⇒ (5) + 2 = 7 falls in the hole as well..

"Stupid hole!!"


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)

Hello Irdril, fancy seeing you here :)


Dungeon racing rules and FAQ

That is a surprisingly troublesome hole.

Fall damage Kanzen: 1d6 ⇒ 4
Fall damage Irdril: 1d6 ⇒ 2

Kanzen is indeed moving at half speed now and lost 30 feet of movement having to crawl out of a hole. Irdril lost the movement but soldiers on, dashing nimbly through the tunnels after climbing back out.

The drow pursuers attempt to keep up.

Con 1: 1d20 ⇒ 15
Con 1 disad: 1d20 ⇒ 14
Con 2: 1d20 ⇒ 14
Con 2 disad: 1d20 ⇒ 4
Con 4: 1d20 ⇒ 10
Con 4 disad: 1d20 ⇒ 9

Two of the Drow begin flagging seriously while one keeps surging forward. They all encounter the hole of doom.

Acro 1: 1d20 + 2 ⇒ (9) + 2 = 11
Acro 1 disad: 1d20 + 2 ⇒ (16) + 2 = 18
Acro 2: 1d20 + 2 ⇒ (14) + 2 = 16
Acro 2 disad: 1d20 + 2 ⇒ (8) + 2 = 10
Acro 4: 1d20 + 2 ⇒ (12) + 2 = 14
ACro 4 disad: 1d20 + 2 ⇒ (10) + 2 = 12

Natives of the Underdrark, they have little trouble skirting around it, despite their flagging stamina.

Top of round 8. What do you do? With a DC 12 perception check with disadvantage, your character knows the distances listed on the map, specifically that the lead Drow is right on top of Kanzen.


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

Perception, dis: 1d20 - 1 ⇒ (15) - 1 = 141d20 - 1 ⇒ (1) - 1 = 0

Galenus is oblivious to the danger his new companions are in, and keeps soldiering on.

Move and dash.

Con, dis: 1d20 + 3 ⇒ (11) + 3 = 141d20 + 3 ⇒ (10) + 3 = 13


♂ | 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)

Perception: 1d20 + 4 ⇒ (12) + 4 = 16 Disadvantage: 1d20 + 4 ⇒ (7) + 4 = 11
Con: 1d20 + 2 ⇒ (8) + 2 = 10

Cyrus continues his trek through the dark.

Kanzen, your sacrifice will be remembered.


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 thanks Cyrus :)

Just... need to keep going until two more drow drop off the pace... Derendil and I can handle one, Kanzen thinks, his side aching and his breath rasping in his throat.

Continuing to dash slowly...

Con check: 1d20 + 1 ⇒ (7) + 1 = 8
Con check disadv: 1d20 + 1 ⇒ (18) + 1 = 19

The weeks of mistreatment and malnutrition have taken their toll; Kanzen is grunting in pain as he staggers along the tunnel, and the drow continue to gain on him.

Dang. One more level of exhaustion and my hit points are halved...


Dash: 1d20 + 1 ⇒ (14) + 1 = 15

Perc: 1d20 + 3 ⇒ (11) + 3 = 14
Dis: 1d20 + 3 ⇒ (3) + 3 = 6

To worried about making up for her fall Irdirl fails to notice the drow right on top of Kanzen.

Not sure if he is within range still, but she has Inspiration left to give I believe. Has just one of three been used?


Dungeon racing rules and FAQ

Two inspirations have been used.


Ok well she would give Kanzen her last as a bonus action before moving up if possible. That should get him there baring a 1 roll.


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

Perception: 1d20 + 3 ⇒ (17) + 3 = 20
Perception: 1d20 + 3 ⇒ (5) + 3 = 8

Eddrikk continues to push himself to the brink.

Con to Dash: 1d20 + 3 ⇒ (8) + 3 = 11


Dungeon racing rules and FAQ

Kanzen's con is inspired: 1d6 + 8 ⇒ (5) + 8 = 13

Thanks to Irdril's urging, Kanzen is able to press on, though his speed is still poor.

Inspiration to Irdril for using bardic inspiration to help carry the team in this situation.

The drow attempt to keep pursuing.

Drow 1: 1d20 ⇒ 3
Drow 1 disad: 1d20 ⇒ 12
Drow 2: 1d20 ⇒ 6
Drow 2 disad: 1d20 ⇒ 3
Drow 4: 1d20 ⇒ 10
Drow 4 disad: 1d20 ⇒ 17

but begin slowing even more.

I have to go now but will update everybody's distances for this round and exhaustion conditions ASAP.


Dungeon racing rules and FAQ

Distances and conditions updated. Still a DC 12 perception with disadvantage to know the relative positions listed in the table under current map.

The group continues to rush on, trying to lose the Drow as quickly as possible. They turn a corner and see a large, hairy shape in their path! A giant rat! The over-sized rodent seems as surprised as they are!

Audio updated. Decision time. You can attack the rat (which means you can't use your action to dash) or attempt animal handling.

DC 8 Animal Handling group check to run past the rat without scaring it. If half or more of the party succeeds, it's a success overall. If the majority fails, it's a failure. Continue making checks to dash as well unless you use your action to do something else, like attack the rat.

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