Out of the Abyss (Inactive)

Game Master caster4life

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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

Another try at the bonds first?

Galinndan offers to swap aid.


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 hesitantly approaches Galinndan. Perhaps we could help each other...? He nods at the elf's manacles.

In the interest of interracial harmony and all 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

With a suppressed sigh, Galinndan nods and with a hint of terseness replies:

"Yes."

Distant relatives, cooperate!

Dex to escape manacles: 1d20 + 3 ⇒ (7) + 3 = 10

Dex, advantage: 1d20 + 3 ⇒ (10) + 3 = 13

Argh!


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)

Dex to escape: 1d20 + 3 ⇒ (7) + 3 = 10
Dex to escape: 1d20 + 3 ⇒ (14) + 3 = 17

Despite their valiant attempt at cross-cultural collaboration, both the surface elf and the drow fail to wriggle out of their bonds.


Everyone regains all their hit points and half their hit die (minimum of 1) after a long rest.

Ront continues to get angrier and angrier that his bonds persist. He pulls and pulls with his arms outstretched

Strength check: 1d20 + 2 ⇒ (20) + 2 = 22

and snaps the annoying chains. Derendil sees this and attempts to imitate Ront

Strength: 1d20 + 3 ⇒ (19) + 3 = 22

Getting in the spirit of things, Buppido proclaims I will now demonstrate my power!

Dex: 1d20 + 2 ⇒ (4) + 2 = 6

The Derro accidentally pokes himself in the eye while attempting to escape.

It is not within my plans to rid myself of these decorations at this time!! He beams cheerily.


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

That's a fine idea, Tiberius. Galenus joins him to gather glowing moss.

Hey DM, do I still have that cricket leg?


The dwarven maiden nods at Tiberius.

A good idea, that. We should supply ourselves.

Eldeth walks off a ways, looking around for food and water, as well as some luminescent fungi to meet Tiberius' request.

Survival: 1d20 + 5 ⇒ (12) + 5 = 17

She comes back with a fungus that looks something like a barrel in one hand and a small glowing fungus in the other. She sets down the barrel fungus.

This will give us enough food and water for today.

She then hands the small glowing fungus to Tiberius. She then looks around at those gathered around.

What now?

It sheds dim light in a 5-foot radius for today only. What are we doing now?


Irdril looks angrily at her manacles as they refuse to give way..

"If everyone is rest we should keep moving towards Shusharr's city.."


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)

Looks like Shusharr's taking us down to Kuo-toa City...


Looks like we're heading out. I'll assume normal pace unless you guys tell me otherwise. You can forage as you go.

Shuushar nods at the suggestions and heads out.

?: 1d20 ⇒ 11

You move through strange caverns, some lit with glowing fungi, others completely dark. The dripping of water and occasional whistling of an air current are the only things breaking the silence.

How came you to be here? Shuushar inquires of those walking near him.

Any particular marching order?


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)

Re: marching order, Kanzen is happy to be at or towards the front. He's also happy to scout ahead if that's a thing the party would like to happen.

Kanzen keeps silent, waiting for others to respond to Shuushar. He feels that he has discussed himself quite enough in the past 24 hours or so, but he looks forward to hearing more about his new companions.


"A slave, sold from one master to another.."

She doesn't go into much more details as it is unneccesary at the moment.

Middle of the pack for me please.


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 walk towards the back so he can continue to cast Mold Earth to help disguise their tracks whenever they're in a spot where he thinks tracks will be left behind. Doing so takes a lot of concentration, so he's unlikely to join in much of the conversation or pay much attention to their surroundings.

However, he is able to get some snippits in now and then.

I've spent most my adult life hunting gold and treasures down in these tunnels. Had a fortune, I did, before I was booted out. Don't rightly know why. Lost it all. Was working on building a new life when I was captured by the drow.

Ain't the first time, though. I've been cought and captured before. Occupational hazard. One time, a bunch of Kua-tao rescued me and took me back to their village. Nursed me back to health, they did. So while they do have another of a reputation for being a bit out there - I can say first hand that there are some genuinely good people mixed among them. A Bit crazy perhaps, but good nonetheless. I'd take a group of Kua-tao over quite a few other races, given the opportunity, so going to Shuushar's village seems like a fine idea to me. Once we hit the dark lake, it won't be too difficult to launch to Gracklstugh or some other city and make our way out of here.

Survival: 1d20 - 1 ⇒ (8) - 1 = 7

Maybe if one of you rangers wants to hang in the back with me and use my magic to help cover the tracks, we may be able to use your roll with advantage. What do you think, DM?


Dungeon racing rules and FAQ

yes ranger + mold earth sounds good. Advantage and maybe a little more. ;)


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)

Does the scouting ahead idea sound reasonable? Perhaps Cyrus and I?


♂ | 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'm down for scouting... as long as you're first. ;)


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

In response to Shuushar's question, Galinndan simply replies:

I was hunting drow. I hunted too long and they outmatched me, taking me alive. And you?

The elf stays near the front of the group that isn't ahead scouting.


The way of the sword always turns upon those who walk it... I wandered the Underdark, searching for enlightenment. The Drow found me and took me as a slave....

You continue along in some silence.

GM Screen:

???: 1d20 + 4 ⇒ (17) + 4 = 21
???: 1d20 + 4 ⇒ (5) + 4 = 9
???: 1d20 + 4 ⇒ (13) + 4 = 17
???: 1d20 + 4 ⇒ (18) + 4 = 22

DC 11 passive perception and Darkvision:

Until you hear some shuffling behind you. You see two Drow warriors about 50 feet behind you!


"Ummm.. We've got company! Behind us!"

Init: 1d20 + 2 ⇒ (11) + 2 = 13


Dungeon racing rules and FAQ

Map updated. You are currently in an area lit by phosphorescent fungi. If you beat the Drow init, go ahead and act. There are three ledges in this area. It takes 10 feet of movement to climb up a ledge. The back 5 of you are right next to the first ledge. There's a large open space on top of the 3rd ledge. Not trying to suggest anything in particular, just letting you know. Ambience updated for your optional listening pleasure.

Drow init: 1d20 + 2 ⇒ (7) + 2 = 9


Idirl points to the one in front.

"Kill that one first! He's so ugly!"

Casting Vicious Mockery at the fron one, DC 13 Wisdom or have disadvantage on it's next attck and Psychic Dam: 1d4 ⇒ 3.


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

init: 1d20 + 2 ⇒ (13) + 2 = 15

Galenus moves back towards the drow and readies himself to shove one off the ledge when they get close enough.

Athletics: 1d20 + 3 ⇒ (11) + 3 = 14


Dungeon racing rules and FAQ

Sorry I didn't make that clearer, Galenus. It's kind of hard to tell on the map. The ledges are higher than where you are standing now. Want to do something else?

Wis: 1d20 + 0 ⇒ (19) + 0 = 19

The Drow seems more interested in pursuing the escaped prisoners than in Irdril's opinions on his looks.


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 can ready to attack instead, using the same roll?


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)

Init: 1d20 + 3 ⇒ (16) + 3 = 19

Hearing the approach of the drow to the rear of the party, Kanzen scoots past Irdril and leaps up onto the first ledge, dagger bared, transmitting his thoughts to the rest of the party.

I will outline them in magical flames once they approach.

Double move to current position.


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

After the rest
Galenus, ya seem ta be havin' success with the chains, lil help?
daily strength check: 1d20 + 3 ⇒ (15) + 3 = 18
if Galenus helps: 1d20 + 3 ⇒ (2) + 3 = 5
Never getting out of these things

During Travel
Survival: 1d20 + 3 ⇒ (5) + 3 = 8

How'd I get 'ere? After going inta self-imposed exile I joined up wit da Bloodaxes. We were taken by surprise one night 'round the fire, took a bolt ta ma fookin' neck. Next thing I know, I'm wakin' up you yer lovely faces. Eddrikk glances at Eldeth then back to fish-lips.

The Chase
Init: 1d20 + 2 ⇒ (2) + 2 = 4
Init: 1d20 + 2 ⇒ (5) + 2 = 7
I have never rolled this poorly...


Dungeon racing rules and FAQ

Yes same roll is totally fine, Galenus.

Rest of the inits!:

Galinndan: 1d20 + 3 ⇒ (4) + 3 = 7
Galinndan adv: 1d20 + 3 ⇒ (10) + 3 = 13
Cyrus: 1d20 + 3 ⇒ (1) + 3 = 4
Cyrus adv: 1d20 + 3 ⇒ (10) + 3 = 13
Tiberius: 1d20 + 0 ⇒ (13) + 0 = 13

Initiative order
Already went: Irdril, Galenus, Kanzen
Yet to go: Tiberius, Cyrus, Galinndan
Drow
Eddrikk

GM Screen:

?: 1d4 + 4 ⇒ (2) + 4 = 6


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 tries blending into a nook in the nearby rocks.

Two drow follow. I aim to strike from a hidden angle.

Stealth: 1d20 + 5 ⇒ (10) + 5 = 15


♂ | 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)

Athletics to climb: 1d20 - 1 ⇒ (8) - 1 = 7
Stealth: 1d20 + 5 ⇒ (11) + 5 = 16

Cyrus skitters up the walls and dives for a place to hide.


Dungeon racing rules and FAQ

Tiberius may act twice since I skipped him for this round.

The Drow scouts move forward to get in range and level their hand crossbows at Kanzen and Galenus.

Consolidating attacks:

Attack Kanzen: 1d20 + 4 ⇒ (10) + 4 = 14
Attack Kanzen adv: 1d20 + 4 ⇒ (8) + 4 = 12
Dam: 1d6 + 2 ⇒ (4) + 2 = 6
Kanzen Con: 1d20 + 3 ⇒ (15) + 3 = 18

Attack Galenus: 1d20 + 4 ⇒ (19) + 4 = 23
Dam: 1d6 + 2 ⇒ (5) + 2 = 7
Galenus Con: 1d20 + 3 ⇒ (1) + 3 = 4
Galenus Con adv: 1d20 + 3 ⇒ (7) + 3 = 10

Two more Drow, who had silently concealed themselves in the shadows, move forward and fire at Eddrikk and Tiberius.

Consolidating attacks:

Attack Eddrikk: 1d20 + 4 ⇒ (12) + 4 = 16
Attack Eddrik adv: 1d20 + 4 ⇒ (16) + 4 = 20
Dam: 1d6 + 2 ⇒ (2) + 2 = 4
Eddrik Con: 1d20 + 3 ⇒ (12) + 3 = 15
Eddrik Con adv: 1d20 + 3 ⇒ (20) + 3 = 23

Attack Tiberius: 1d20 + 4 ⇒ (8) + 4 = 12
Attack Tiberius disadv: 1d20 + 4 ⇒ (18) + 4 = 22
Dam: 1d6 + 2 ⇒ (2) + 2 = 4
Tiberius Con: 1d20 + 2 ⇒ (4) + 2 = 6

Undercommon and Passive Perception 12:

One of the scouts curtly calls out to another

Ilvara and the rest are still almost a minute behind!

Eddrikk (round 1) and the rest of the party (round 2) up. Tiberius may go twice. Cyrus and Galinndan may attack with advantage cancelling out the disadvantage due to their stealth. Someone a ledge up from you can still be hit in melee.


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

Seeing the next two show up and no one else moving forward to face the first two drow, Galenus turns and runs.

Casting Mold Earth to make the ground at a choke point Difficult Terrain, and then moving as far away as possible.


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

Two more drow are here, and they speak of Ilvara and the rest almost a minute behind. Let us not tarry here!

Galinndan lashes out at the nearest drow.

Dagger: 1d20 + 5 ⇒ (6) + 5 = 11

Damage: 1d4 + 3 + 2 ⇒ (2) + 3 + 2 = 7


Dungeon racing rules and FAQ

Galinndan surprises the nearby Drow but the dark elf's armor holds, turning the blade.

What do the rest of you do?


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 damn, thought I had faerie fire, but that's not till level 3...

Still manacled, armed with but a single dagger, wearing nothing but rags, and hearing that more enemies are on their way, Kanzen calls out mentally. We must flee! There are more coming! Go!

Fleeing. Going to use Derendil's ability to make area 15' around me difficult terrain for the first drow that pursues us (lasts one minute).


Dungeon racing rules and FAQ

Good choice, Kanzen! But that requires Derendil to still be there. He can give you one round of difficult delay if he's fleeing with you. If you want him to stay and fight as you all run, you'll need a DC 25 persuasion check and a good reason.


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 is casting Mold Earth to make a 5' square become difficult terrain (right at that choke point on the upper ridge), and then running.


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 wouldn't want to leave him behind. I was thinking of it like an aura that would follow me. Does that work?


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

RUN! We're needin ta put some serious distance tween us an them.
Dash action and move 50'


Dungeon racing rules and FAQ

Yes Kanzen, that will work. Cyrus, Tiberius, and Irdril still up.


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 I'll kind of hang at the back of the fleeing pack so that at least one pursuer will be losing touch with the group every minute.

Come on Derendil, we must shepherd the rest out of here. Remain at the rear with me, and we'll try to keep the wolves off our tails!


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

Can Galinndan get moving after he stabs at the drow? Or is that next turn onwards?


Dungeon racing rules and FAQ

Yes you can attack and move. You would provoke an attack of opportunity normally but the drow only have hand crossbows drawn so you'd be fine.


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

Done!

Whether he draws blood or not, Galinndam will heed the words of Kanzan and begin fleeing.

In guarded thoughts:
From slashing at one drow, to the concern of another.


♂ | 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)

Cyrus peeks over his rock and then back to his restraints. 'Why'd I ave to get locked up wit the insane ones?'

Continue to hide and Dodge action.


Irdril turns to run with the rest..


Dungeon racing rules and FAQ

All right, time for the chase rules. We can forgo the map for now. You can take the dash action a number of times equal to 3+your con mod. After that, you must make a DC 10 constitution ability check in order to dash more. If you fail, you take a level of exhaustion. I'll make a tracker that takes Galenus' and Kanzen' actions into account.

Chase Inits!:

Galenus: 1d20 + 2 ⇒ (15) + 2 = 17
Galinndan: 1d20 + 3 ⇒ (5) + 3 = 8
Galinndan adv: 1d20 + 3 ⇒ (9) + 3 = 12
Eddrikk: 1d20 + 2 ⇒ (7) + 2 = 9
Eddrikk adv: 1d20 + 2 ⇒ (2) + 2 = 4
Kanzen: 1d20 + 3 ⇒ (18) + 3 = 21
Irdril: 1d20 + 2 ⇒ (15) + 2 = 17
Cyrus: 1d20 + 3 ⇒ (9) + 3 = 12
Cyrus adv: 1d20 + 3 ⇒ (17) + 3 = 20
Tiberius: 1d20 + 0 ⇒ (4) + 0 = 4
???: 1d20 + 2 ⇒ (11) + 2 = 13

The group of prisoners begins plunging headlong through the dark and twisting tunnels.

On your turn, you can take the dash action or do something else while I track your distance from the drow and their distance from you. Galenus has already slowed the drow down 5 ft while Kanzen's use of Derendil slowed them down an additional 15 ft. Galenus, Kanzen, Irdril, and Cyrus may act now. Either state that you are dashing or that you are doing something else. For the sake of a chase, everyone has the same move speed unless something happens to modify it, which is Wizards being nice to Dwarves.


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 flees, but not all out just yet. He wants to make sure that his allies are making it out successfully.

Five dash actions for Galinndan, at 70ft each, ignoring difficult terrain.


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:
...which is Wizards being nice to Dwarves.

Ha, thanks wizards, on behalf of us all :)

Kanzen runs, but stays near the rear of the pack with Derendil, helping the big creature keep the drow at bay.

That will be seven dashes for Kanzen, though he'll stay at the back if he can. If someone becomes exhausted very quickly, perhaps Derendil can carry them...?


♂ | 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)

Cyrus spots an opportunity to make ground on the pursuers and makes a break for it.

Q the Benny Hill.

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