Out of the Abyss (Inactive)

Game Master caster4life

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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
Quote:
Found on each gnoll is a spear, a longbow, 20 arrows, hide armor, and a shield.

How many regular gnolls were there? I want to say 5, but I'm not certain.

Ok, everyone. I've rearranged the group loot document. Hopefully it's easier to read and claim an item. Just mark an X under your name for the item you want to carry.

Please note that we all must aim every item, at the very least as something we're physically carrying. Otherwise it'll be left behind.

I'll come in at the end of the weekend and delete everything that's unclaimed.

Right now, the following is unclaimed:

5 Longbows
5 Quivers with 20 arrows
1 Chain Shirt
1 Glaive
3 hide armors
5 shields
6 spears

All the unclaimed equipment cannot be sold, so if we leave it behind we won't lose anything of value. I've marked the items that have no value with (0gp) on the document.


Dungeon racing rules and FAQ

Thanks, Galenus! Inspiration! There were actually 8 regular gnolls!!


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)

If no one else wants it, I'll claim the chain shirt, but happy for anyone else to take it if they want, so just shout out if you do. I'll also grab all unclaimed arrows. I have 18 currently, so if they're all claimed that's cool too.

Also, if non-finesse combatants can take spears, that means the shortswords will be useful to us Dex warriors. Just sayin' :)


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

Go ahead and take it. I think the good armor should go to the fighter and paladin first. And then to any melee ranger.

Regarding arrows, there are 8 sets of 20 arrows. So leave some for anyone who wants to grab a longbow - which should be everyone who can use it. That excludes myself and Idril.

Everyone who is melee and can use it should take a shield; at the very least so you have a backup option.

Everyone who can wield one should take a spear. Heck, even I'll take one just so we can have a section of pole that may come in handy. We can always ditch it later.


Dungeon racing rules and FAQ

Btw, I assume the gnolls had quivers.
XD


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 Galenus and solid logic.

Galinndan will take a spear and would happily take another shortsword should one be freed up.

I can't currently edit the page myself so noting this here.


Dungeon racing rules and FAQ

Hey, hey, guys. We recently hit the 1000 post mark in gameplay. I'm enjoying the ride. To show my appreciation, there are small presents for each of you hidden in this gnoll camp, though you might end up taking different ones than I would have assumed. XD If I forget to tell you what they are, remind me!


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)

Hey folks, sorry for lack of posts so far this weekend, hectic few days of work and family stuff. Now back at home in front of the fire :)


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)
caster4life wrote:
Hey, hey, guys. We recently hit the 1000 post mark in gameplay. I'm enjoying the ride. To show my appreciation, there are small presents for each of you hidden in this gnoll camp, though you might end up taking different ones than I would have assumed. XD If I forget to tell you what they are, remind me!

Like the sound of this! Cheers, GM :)


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)

hmmm. Should I go dueling for +2 damage flat, or GWF for rerolls on big weapons...


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 it's a question on whether you want to give up the shield. You can use a shield with dueling.

Also, GWS counts for versatile weapons, too. Like that spear. All you need is two hands to wield. :)


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)

would GWF allow rerolls on smite dice? :thinking:


Dungeon racing rules and FAQ

RAW: Yes
RAI: No. http://dnd.wizards.com/articles/features/rules-answers-april-2016


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)

well, if you are gonna give me that gem, I think I will go down that path. Make it less likely for my DIVINE SMITES to whiff horribly with 2 1s or 2s... haha.


Dungeon racing rules and FAQ

Sorry: I just read up on it and edited my answer.


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)

hmm. Makes it a lot less appealing to lose that 2 AC.. hm.


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)
caster4life wrote:

RAW: Yes

RAI: No. http://dnd.wizards.com/articles/features/rules-answers-april-2016

Oh I didn't know that either. I have a paladin in a game I run. Hmm...


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)

*wants all the feats*

I think I'll go with dueling, as I don't think I am planning on using great weapon master, as I want the feats Inspiring Leader, and I'm also looking at shield master/sentinel/a weapon mastery

this is assuming RAI answer is your answer.

*looks at all the new oaths for paladins, faints*
I have no idea what oath I want Tibs to take, I'm not even sure what oath to take from the RP I've done D: >.< I'm just hoping someone happens at/near level 3 that can push me in one direction from a character stand point.


Dungeon racing rules and FAQ

Yeah the feats and oaths and all the options are overwhelming. Yes I'll have to go with the RAI answer. I don't think any of the other fighting styles have such crazy strong synergy with class features as GWF would with smite.


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)

Gonna be dipping 2 levels of fighter at some point anyway, so I'll be picking up another fighting style anyway.

the only thing I can think of is the champion getting to crit on 19/18/17 and the GWF working for the crits, and on additional damage die like acid/fire/frost and spells like Hex/hunters mar, but thats it. (ofc, I don't know the game well)


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'm playing an oath of vengeance paladin with gwm feat and a greatsword. From level one on, he's been a wrecking machine.

Oath of devotion gets more defensive abilities, oath of the crown more crowd clearing.

Hard to go wrong with paladin imho.

I'm going with deep stalker conclave. Will think on spells.


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)

Cyrus, climb speed doesn't negate the need for an athletics check if the GM calls for one...

Climbing, Swimming, and Crawling:
While climbing or swimming, each foot of movement costs 1 extra foot (2 extra feet in difficult terrain), unless a creature has a climbing or swimming speed. At the GM’s option, climbing a slippery vertical surface or one with few handholds requires a successful Strength (Athletics) check. Similarly, gaining any distance in rough water might require a successful Strength (Athletics) 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

Yeah, but having an actual Climp Speed often negates that. His fighting style grants him a climb and swim speed.


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 okay, I haven't seen it anywhere that having a climb speed negates the need for ability checks, wasn't aware of it.


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)

well, in PF, having a climb/swim speed negated the need for checks to move normally, and any checks that were "required" due to difficult/extreme circumstances were made with an additional +8.


Dungeon racing rules and FAQ

Yep. I simply forgot that Cyrus had gained a climb speed.

This last gnoll is tenacious! You guys haven't quite managed to hit him yet!


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)

Strict rules guy Crawford points out that avoiding ability checks is what monster traits like Spider Climb are for... but loosey goosey Mearls plays with no checks required if you have a climb speed, so I guess it's like most things in 5e - all up to the DM.

That's actually one of the things I like most in 5e over PF. The 5e rulebook isn't a bible, it's left deliberately light so that DMs are empowered to make calls on rules that make sense to them at the time. It's baked into the rules that the system is flexible, at the DM's discretion. PF, on the other hand, seems to have attempted to completely eradicate the GM's ability to fit the rules to the situation by trying to provide for every permutation possible.


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)

actually one of the things I dislike, it makes things way to variable. You can't rely on a solid basis of what to expect when you show up to a game/join one online.

In PF, most things can be expected to be covered.

also, why would having a climb speed, IE, it being as simple to the person in question as walking, make a check every time? Would you have your goblin monkeys or hell, normal monkeys make climb checks every time they climbed up a tree?


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 agree with Tiberius regarding the climb speed. I wouldn't call for an Athletics check unless it was something I'd call for with normal movement.


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

Thirded here. A climb speed should make climbing as easy or difficult as walking or running.


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 3 Revised Ranger

+8 Hp -> 28 Hp

Class Features:

Primeval Awareness
Ranger Conclave

Deep Stalker Conclave

Underdark Scout (On your first turn during combat, you gain a +10 bonus to your speed, and if you use the Attack action, you can make one additional attack. Creatures with darkvision gain no benefit when attempting to detect you in dark and dim conditions)

Deep Stalker Magic (Darkvision 90ft, disguise self)

Spellcasting: 3 slots

Spells Known:
Zephyr Strike


We leveled?


Dungeon racing rules and FAQ

Perhaps Galinndan is just preparing to hit level 3? I think you still need a few hundred XPs for that.

Yes I'll only be calling for an athletics check from Cyrus when attempting some particularly interesting climbing or swimming.


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)
Quote:
Yes I'll only be calling for an athletics check from Cyrus when attempting some particularly interesting climbing or swimming.

Yeah, I think we're all on the same page here... athletics checks are only ever called for if the DM thinks the climbing/swimming is particularly difficult anyway. In which case, a climb/swim speed doesn't negate the need for that.


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

What I get for misreading a while back! Well, you can see what Galinndan should look like at level 3. ;) I'll revise.


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

Loot sheet updated. I've marked Galinndan as taking the studded leather and a backpack. If someone objects, I'll revise.


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

Logistics time:

Here's our excess equipment. If no one claims it by tomorrow, I'll delete it:
Quiver of arrows (20) x8 (Kanzen has one)
Hide Armor x6 (Idril and Galenus have one)
Longbow x8 (Kanzen has one)
Shield x7 (Tiberius has one)
Spear x7 (Tiberius has one)
Leather Armor

New stuff we can keep on there for a bit until everyone has a chance to claim what they want. Remember to look at your spell component requirements, some of this stuff counts.

If you're happy with everything you have, please say so here. Don't leave us in the dark guessing what you may or may not want.

As for me, I've claimed everything I need/want.


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

Eddrikk took a Hide armor and will take a bow, quiver, and the mason tool's


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)

I might as well take a bow and and a quiver.


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

If you can't update the Google sheet yourself, that's ok. As long as everyone mentions what they want here, u can update it later.

And at some point, we should transfer the loot listings to our personal character sheets. Perhaps when we get to the first town and are able to actually stop and rest.


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)

do we want to risk a long rest here? Seems like a good spot.


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)

We could use one... When I saw that mirror in the loot, I must admit my first thought was 'Basilisk!' While that may not happen, we want to be feeling strong before we venture forth again.


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)

If we are gonna take a rest, I can cast cure wounds, or another thing like, purify food/water.


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

Do we need a long rest or will short do?


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'm fine with a short. I've only used one spell slot and a short rest will get it back.

Also, now that we have a healing potion, I'll be able to refill it on a daily basis at the cost of a spell slot.


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)

I've used both my long rest powers (action surge and second wind), which is not a big deal really, but Galinndan, Tibs, and myself are down 13, 10, and 3 hp respectively, which is probably more the issue. How are we going with being followed by drow, have we lost them yet? If so, there's no real reason not to long rest. If the drow are still chasing, then that's a serious consideration.

DM, how long have we been travelling since our last long rest, in terms of rough hours? Are we nearly due a sleep, or are we way off?


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

We do have a bit of healing available. A healing potion that I can refill within ten minutes; paladin healing, and Idril's healing word.


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)

Yep, they should cover any shortfall from bad HD rolling. Still yet to hear an argument against a long rest though... Can you recall how long we've been travelling for today Galenus? And what the pursuit situation is? If it's been two or so hours, we should definitely press on after a short rest. If it's been 8+, I'd suggest we think about a long rest.

Also, is Eddrikk exhausted? Or has his status line just not been changed?


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)

I also have 2 HD remaining for the day, so I can do that to heal up my 5 missing hp if we just want a short, but I'm running on half my daily stuff, ( 6 healing from LoH and 1/2 spells) not that big of a deal,but a long rest may do everyone good with saving resources and healing up.


Dungeon racing rules and FAQ

Kanzen: Note that those awesome fighter things like action surge and second wind recharge on a long or short rest! Woohoo!

You have been traveling for 4 hours or so today but it's been a busy time! You've talked to goblins and fought gnolls. Also, some of you didn't sleep that well. Galenus woke up paralyzed!

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