Out of the Abyss
(Inactive)
Game Master
caster4life
Current map
Audio
Party notes
Party loot
Character xp
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 is still in manacles (including the NPCs)?
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 think Galinndan has slipped out of his (finally).
Dungeon racing rules and FAQ
Yes on carrying limitations for water. That was why, in Galinndan's case, the water was drunk immediately. With containers, you could have gotten quite a lot of water from that trickle.
Dungeon racing rules and FAQ
Kanzen: Btw, it normally takes 8 days to reach the kua-toa town from the Drow outpost. You guys have traveled for two days but may take the way that takes 1 day more, meaning 7 more days to Sloobludop
Dungeon racing rules and FAQ
33 xp each for evading the Drow successfully, btw. I just added it now.
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
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
@All: Who has a good athletics score and a willingness to jump across? Getting a rope sorted could be a big timesaver for us.
@GM: Galinndan got out of manacles with his last roll, right?
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
3+Str means anyone with 12 or hother strength auto succeed.
I can jump across and bring one end of a rope with me
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
Male CG Drow Fighter 2/Paladin 2 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)
Back from vaca now, so should be able to post better now. Sry..
Dungeon racing rules and FAQ
Still experimenting with the most fun ways to GM PBP. Survey time:
I tried adding the video files I use for audio to the map itself so you don't have to click multiple links. The downside to this method is that if you click anywhere on the map, it pauses the video. I recognize that the audio isn't vital but I think it might be fun. Hard to tell how fun it is from the player perspective. Into which of the three categories does your opinion fall?
1. The audio element doesn't really add anything for me.
2. It's nice for the audio to be a separate link so that it isn't interrupted when I move myself on the map.
3. It's nice for the audio to be on the map itself so I don't have to click extra links.
HP 17/18 | AC 16 | Saving Throws: D 10, W 11, P 10, B 13, S 12
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
2.
Mostly for data usage. I don't want to download a video file every time I want to look at the map.
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
Re: Jump spell.
I have no idea about the damage. This is the first time I've used the spell for a character. I did have a barbarian who found a Jump Ring once, and that DM never cared about the damage as long as it was within the distance of the jump.
That's kind of how I feel about it - otherwise it would be an even more niche and lame spell than it already is, if it caused damage to you every time you used it. X3 jump distance means that jumping your max distance would incur 2d6 or more damage every time. You'd kill yourself before the duration of the spell wore off, and it only lasts a minute.
Anyone know what the normal rules are for jumping down and not taking damage?
Edit: Also, I totally screwed up my jump height. It's 3+Str Mod (not screw score). So max height for me with spell is 18 feet, or 9 feet without a running start.
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
2 is my preference as well. It's nice to have the option of audio, but it isn't always practical.
Dungeon racing rules and FAQ
Ah good point on the data. Sounds good.
Male CG Drow Fighter 2/Paladin 2 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)
I'll echo everybody else, option 2 works best for me.
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)
2.
also, apparently Tibbs is quite the smooth talker and charming presence.
Male CG Drow Fighter 2/Paladin 2 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)
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 job Tibbs!
With Galinndan's 8 Charisma , I can't usually justify much in the way of smooth talking. ;)
Male CG Drow Fighter 2/Paladin 2 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 apparently Kanzen has a sense of humour. Who knew?!
Dungeon racing rules and FAQ
That was great. Overall, fantastic scene, guys.
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 echo Caster. That was great!
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 got confirmation that the Rusty Ax no longer has the -1 damage penalty because we fixed it.
Would any of you combat folks like to use it?
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 would love a second weapon for his fighting style.
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've got a dagger if you want it! Or the ax. Your choice!
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
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
It's all yours!
If no one wants the ax, mind if I take it?
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
Cheers, and no objection here.
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)
A wizard using an axe, perposterous.
Reminds me of my abjuration dwarf I made once, designed entirely around countering enemy magic, and then beating them down with an axe or hammer haha.
Dungeon racing rules and FAQ
Galinndan, take inspiration for how you dealt with the speak with dead possibility. Not just the practicality but the good RP flavor.
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
Level 2 Revised Ranger
+8 Hp -> 20 Hp
Fighting Style: Two Weapon Fighting
Spellcasting: 2 slots
Spells Known:
Ensnaring Strike
Hunter's Mark
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
Level 2!
Going up a level in wizard.
HP: 9 + 7 = 16
Hit Dice: 2d6
Spell Slots: +1 first level spell slot
New Spells: Two new spells (may not apply if I don't have a writing utensil to write the spells into the spellbook).
Arcane Tradition: Artificer
As mentioned earlier, Galenus grew up a Brewer's son (well, technically as a step-son). Because of this, he can now brew up to three potions and infuse them with magic. Each infusion of a spell slot allows me to make a potion based on the level of the spell slot.
Dungeon racing rules and FAQ
Nice thinking on the fletching, Galenus. That'll work. By tomorrow (in-game), you'll have crafted your shaved Zurkhwood well enough to write on it.
Bonus points to anyone who knows whether or not the shaft of the feather is kept in the fletching. I don't.
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
My wife fletches arrows as a hobby. A part of the quill remains (otherwise your feathers wouldn't stay together!). But it's usually cut so you have an edge to glue to the arrow shaft. I actually didn't know any of this; I had to ask her. :)
I can either use a mending spell to make it work, or we could say the lower quality "pen" makes it take twice as long for me to write down spells.
1 person marked this as a favorite.
|
Dungeon racing rules and FAQ
Way to go, wife!
I'm fine with the feather working no problem. I wasn't going to look up details of fletchery just to shut you down. I was just curious.
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)
level 2. Level of Paladin.
Fighting Style: Dueling
+2 1st level spell slots
Divine Smite
hp: 13+9 for 21
I understand I haven't had as much RP as the others.. Vaca and slammed work has had me under the gun, but it seems odd that the girl who gave herself to a stinking drow to better the chances of escape being the last one to level 2 lol..
Not that Im butthurt or anything, but there will be no more npc nookie moving forwards lol..
Dungeon racing rules and FAQ
Ok, Irdril. You did receive bonus xp for that but since then there haven't been many opportunities for major social interactions. That's where you'll get through xp in bigger chunks. But seduction is not a requirement. XD
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
Idril's seduction was a 50 xp event. I think that's the most XP anyone has received in one shot.
I realize she got xp for that. That wasn't the point of the post. It wasn't to complain either though it's seems it was taken that way. I was just simply saying it was a bit ironic she would be last to 2nd after making such a sacrifice.
It's not a big deal.
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
Sorry. Hard to read the intent behind text sometimes. In that light, yes, it is kind of funny. :)
Dungeon racing rules and FAQ
Ah. Thanks for clarifying, Irdril. :)
♂ | 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)
Let me know if you ever need another 50 xp. I'm willing to make that sacrifice. ;)
Male CG Drow Fighter 2/Paladin 2 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)
Cyrus Darkwater wrote: Let me know if you ever need another 50 xp. I'm willing to make that sacrifice. ;) Ha!
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 imagine Idril is going to blaze ahead of the others when more social encounters roll around. :)
Many of the party are not exactly smooth talkers. ;)
♂ | 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)
Level UP!
Spells: Cure Wounds / Animal Friendship
Fighting Style: Mariner
HP (Average?) 6+2 +12 = 20 Total
1 person marked this as a favorite.
|
Dungeon racing rules and FAQ
Haha. Cyrus the seducer.
Announcement: I'm adding a bit to how I post spoilers. If I don't put a "!" at the end of the requirements for looking at a spoiler, feel free to look at it if you don't qualify. Just remember that it isn't knowledge your character has. I know it can get annoying if someone is doing something in another room and you have to wait for a week IRL to find out about that cool scene. But if I end the requirements with a "!", then if you don't qualify to look at that spoiler, please don't! It actually matters to keep both characters and players from knowing it in that case.
|