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)

"...a veritable stinky, bearded cannonball..."

That's some quality imagery :)


Dungeon racing rules and FAQ

Haha. Taking advantage of the terrain around you is generally a good idea! And tossing the dwarf is ALWAYS a good idea.


♂ | 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)

Give no quarter!


Dungeon racing rules and FAQ

Good thing the elves are unconscious so they can't witness.


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

"Don't tell the elf."


♂ | 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)

Can you aid an attack against an object?


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

We gonna die


Dungeon racing rules and FAQ
Cyrus Darkwater wrote:
Can you aid an attack against an object?

Yes.

I was about to just type "Yes" without posting it as a reply then I realized it would seem I was speaking to Eddrikk's statement as well. XD I'll leave that up to you guys to figure out.


♂ | 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)

I don't suppose this Shoor guy is near a window?


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

Did Eddrick fail to rip the rope out?


It seems we did something wrong..


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

Well, sugar. There are ways out, but they likely won't involve us keeping gear. I suspect those spiders are about to be fed feisty slaves. Or gladiator battles perhaps.


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

I failed I believe


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)

sorry all! My games wasn't updating and I have been a bit busy.


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)

Also, did Tiberius manage to break his shackles? I think I got a 22 or so on the strength check


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

Tiberius, if you're still able to act, maybe you could cut that rope bridge before the drow went and we could all avoid having been knocked out.


Dungeon racing rules and FAQ

DC 17 strength check to break rope. Arguably, a rope holding up a bridge would be thicker or triple-braided or something but I didn't want to add more difficulty on here when it's hard enough already.

Good to hear from you, Tiberius! Yes, you did break free but the Drow are now putting everyone back into their manacles. :(


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

It didn't work out, but them's the breaks. Are any slaves missing? Did any manage to get free at all? Or dead?


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

Yup! Thems the brakes! (I love that phrase).

Let's try again tomorrow night! Or shift, or whatever it's called. :)


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)

could I try to hide the fact I had gotten free? Since I wasn't able to assist the fight at all? (along with hiding the sword with the metal bar I had originally?)


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)

@Irdril that's brutal. Once I failed the first save I was half sure I'd roll a 1...


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 heal each of the downed people by 1 hp, if he can. Just waiting on the GM to let me know what I can and can't do. Unfortunate that the game thread stopped updating :(


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
Tiberius Vorrack Kerrhylon wrote:
Tiberius will heal each of the downed people by 1 hp, if he can. Just waiting on the GM to let me know what I can and can't do. Unfortunate that the game thread stopped updating :(

That does happen occasionally. I'm not sure what causes it in every case, but I have discovered one way to force it to happen: clear all browsing history and cookies. That refreshes the count and won't show any new posts until you click the link again. There are other reasons why it happens that I haven't discovered, though, as it's happened to me before when I didn't clear my history/cookies.


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: Ouch! Hopefully she will get some healing in the nick of time.

@Tiberius and Galenus: Interesting to know. I haven't had it happen to me yet, but worth noting.


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

So what happened to the Vrocks and fly thingies?


Dungeon racing rules and FAQ

Good to have you back, Tiberius! Without that lay on hands, Cyrus would have had to pick Galinndan or Kanzen to stabilize and the other may have died.

The creatures are still fighting each other outside the slave pen but it does seem to be dying down. A few Drow have dropped as collateral damage. What do you do at the moment?


♂ | 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)

This might be a good time to tell the guard that he was betrayed.


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

That is a solid point. I'd say bring it up over the thought wireless.


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)

@Irdril sweet persuasion roll!


Everything else is bad rolls, but at least those ones are good lol. I doubt it will be enough, but you never know.

Wish I woulda noticed I missed my / though.. That's annoying.


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

These things happen. But that was a good initiative to take and it might be enough to let us try escape a second time in short order.


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

I need 4 points of healing to wake up


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

There are no negative hit points in 5e. It's 0 or a positive number.

Any extra damage past 0 just stays at 0. Once you're at 0, any additional injuries just forces a failure on your death saves.


Unless the extra damage is enough to drop you to your maximum negative hps.. Then you just die. For example if you are at full 13 hp and take 26 damage you die. Take 25 and you are at 0 instead.


Dungeon racing rules and FAQ

Yep. Irdril's example is particularly striking about how that works in 5e.

Galenus, regarding mage hand, I think it's intended for only unattended objects to be eligible. This isn't specified in the spell's description but the thief archetype of rogue is specifically called out as gaining that ability for mage hand.

Tiberius is currently the only one with any items left besides your shifts, which have been replaced with new old dirty rags.


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

No worries!

Can I try to dig up the dirt under or around the gate with my Move Earth cantrip?

Thanks spell specifies it can excavate "loose dirt" in a 5 foot cube, but what about packed dirt or stone in a smaller volume?


Dungeon racing rules and FAQ

I don't think this would qualify as loose earth. It's essentially stone with some filth on top of it. But I think the spell could probably warp the stone the gate is set in a bit, lowering the strength check DC by 2.


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

Rock on. Let's give that a shot!


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

Success!


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)
Galenus wrote:
Rock on.

I get it ;)


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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
Kanzen Millithor wrote:
Quote:
The wizard smashes the gate open.

Don't hear that very often!

My gaming group has been discussing what characters we're going to play next, and one of the guys suggested that we all play something we usually wouldn't.

Their suggestion for me would be to play anything as it's meant to be played. :)


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

Good one!

Let's hope we're not all making new characters here in a turn or two. ;)


♂ | 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)

Are there still Drow in area 10 or are they off fighting?


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

Who counted for the +150 XP when fighting the drow?

I tried, but was knocked unconscious. Then I bum rushed the bridge crew. Probably doesn't count for the purposes of defeating the first two drow.


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)

*grumbles about getting nothing for saving 2 peoples lives* haha. Just joking.

I think he stated that everyone that participated in the fight (if you got knocked out by them, that counts) gets a share of the 150exp.


Dungeon racing rules and FAQ

Yes that's right on the share of the xp. Sorry, Tiberius. You'll get yours soon enough.

Cyrus: There are no Drow that you can see in area 10. As far as you can tell, the nearest Drow are in areas 6-8.


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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)

Hi DM, just saw this free DM's Guild pdf advertised on reddit. Have downloaded but not read it, so can't attest to its quality yet, but it may have some stuff that you'd find useful for this campaign :)


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

Watch as everyone swims for different exits. :)


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)

Oh, so just remembered elves can't be put to sleep by magic... GM, was that a magical effect that dropped us in the battle before? I'll have to remember that in the future!


Dungeon racing rules and FAQ

Thanks! It looks awesome!

It was magical but it wasn't sleep. It was unconsciousness. A bit of a funny distinction.

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