Out of the Abyss (Inactive)

Game Master caster4life

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

Animal Handling: 1d20 + 3 ⇒ (9) + 3 = 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

Perc, dis: 1d20 - 1 ⇒ (10) - 1 = 91d20 - 1 ⇒ (7) - 1 = 6

Galenus is still oblivious to the danger Kanzen is in.

Animal Handling, dis: 1d20 - 1 ⇒ (10) - 1 = 91d20 - 1 ⇒ (8) - 1 = 7

He is unable to move past the giant rat without disturbing it.

con: 1d20 + 3 ⇒ (14) + 3 = 171d20 + 3 ⇒ (13) + 3 = 16

But he still trudges on.


♂ | 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)

Animal Handling: 1d20 + 2 ⇒ (10) + 2 = 12
Perception: 1d20 + 4 ⇒ (6) + 4 = 10 Disadvantage: 1d20 + 4 ⇒ (16) + 4 = 20
Con: 1d20 + 2 ⇒ (20) + 2 = 22

Cyrus skirts past the rat with a hiss and a growl to scare it off. Bonus: Disengage, just in case.


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I did not expect this perception with disadvantage to be so hard... The dice are making things more interesting I guess.


♂ | 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)

Maybe this is what they call tunnel vision...


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*sting* Man, I'm tempted to give out inspiration for jokes that amuse me. There have been a fair number from quite a few different players... Well I'm not going to crack yet! This is a very serious survival horror campaign! But seriously, I do appreciate the jokes interspersed with the endless problems I put you guys through.


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)

Animal handling: 1d20 + 2 ⇒ (12) + 2 = 14
Animal handling disad: 1d20 + 2 ⇒ (8) + 2 = 10


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Irdril Animal Handling: 1d20 + 3 ⇒ (7) + 3 = 10

That's four successes so there's no need for me to roll any more.

Despite Galenus harshly tromping through the rat's territory, some of the others manage to calm the large rodent and slip past without difficulty.

Kanzen, I'm assuming you're using inspiration to cancel out your disadvantage as you've intended to do so for a little while. Edit: Ah, I see, Kanzen.

Con Kanzen: 1d20 + 1 ⇒ (11) + 1 = 12

Con Irdril: 1d20 + 1 ⇒ (8) + 1 = 9

Con Drow 1: 1d20 ⇒ 18
Con Drow 1 disad: 1d20 ⇒ 20
Con Drow 2: 1d20 ⇒ 20
Con Drow 2 disad: 1d20 ⇒ 10

AH Drow 1: 1d20 + 1 ⇒ (20) + 1 = 21
AH Drow 1 disad: 1d20 + 1 ⇒ (4) + 1 = 5
AH Drow 2: 1d20 + 1 ⇒ (2) + 1 = 3
AH Drow 2 disad: 1d20 + 1 ⇒ (13) + 1 = 14

The drow pursuers manage to keep dragging themselves forward but, when they encounter the giant rat, their frustration comes to the surface and they can't help cursing loudly. Angered and frightened, the large territorial rodent attacks! The last dregs of the Drow pursuit now tangled up with some feisty fur, you catch your breath and continue along.

FYI: Drow Pursuit mechanics:

The Drow pursuit level is now 4. When it gets up to 5, you encounter scouts. Traveling slowly increases the pursuit level, traveling fast decreases it. Covering your tracks decreases it while fighting a random encounter increases it. Those are the main things but there are certain other things that can affect the pursuit level and they mainly work according to common sense. If you get the pursuit level down to 0, then the Drow have lost your trail and the pursuit level can only be increased by something that allows them to find it again, say you guys being recognized by Drow somewhere.

Kanzen (2) and Galenus (1) have some levels of exhaustion. Finishing a long rest including food and drink can reduce exhaustion by 1 level. Right now, you cannot travel fast given Kanzen's two levels of exhaustion. How do you proceed and what do 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)

Unfortunately I used it up trying to stay out of the hole. Rolled a 1 :/ Here's my disadvantage roll:

Con disad: 1d20 + 1 ⇒ (12) + 1 = 13

Woo!


Sorry, busy weekend.

Irdril will administer healing to the two most injured of the party. Galenus and Eddrick?

Heals Gal: 1d4 + 3 ⇒ (4) + 3 = 7
Heals Ed: 1d4 + 3 ⇒ (1) + 3 = 4

"Well that was terrifying. Let's try to keep moving fast."

Not sure his name, but can the Quaggoth carry Kanzen? Also I thought the bardic inps roll kept Kanzen to one level of exhaustion?


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)

This is why I love bards.


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

Whew. That was exhausting. Been a while since I've ran that much. Thank you, Idril.

Let's move at a normal pace. Galenus will continue to cast Mold Earth to try and cover tracks - which I think grants Eddrick advantage to his survival roll.


Dungeon racing rules and FAQ

I believe Kanzen used bardic inspiration to avoid a third level of exhaustion. I'll check later.

Derendil bends his huge, shaggy shoulders and lifts Kanzen onto his back. Let me help you for a while, my fine friend.

Yes on advantage for Eddrik's survival attempt.


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 think I have a new best friend!

A gasping Kanzen protests weakly, but can't really resist the huge quaggoth's strength. Thank you, Derendil. I am... nearly spent. He glances behind as Derendil begins running once more.

Perception: 1d20 + 2 ⇒ (1) + 2 = 3
Perception disad: 1d20 + 2 ⇒ (4) + 2 = 6


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

Poor chap is so tired he can't even see straight!


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 breaks his silence.

"Well done on no one falling into the clutches of the drow. We should move more slowly, Galenus removing our tracks as we go. Not all of us can run again for a time."


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

Near out of breath, Eddrikk looks around to see if everyone made it as he slows to a walk. Best ta keep movin', the rat 'ill only hold 'em for so long.

Cover Tracks
Survival: 1d20 + 3 ⇒ (2) + 3 = 5
Survival: 1d20 + 3 ⇒ (20) + 3 = 23

Forage
Survival: 1d20 + 3 ⇒ (15) + 3 = 18


Dungeon racing rules and FAQ

Somewhat unclear to me what pace you guys want to move at so I'm going to assume a normal pace.

Working with Galenus as they guard the rear, the party moves forward at a moderate pace while the Dwarves make the ground behind them look as if they had never passed that way.

Drow pursuit level decreased to 3.

Surveying the strange fungi around him, Eddrikk sniffs several and, disliking their pungent odor, chooses out one that smells more like bread instead. It is shaped like a barrel but he plucks the large, moist fungus. Eddrikk also finds another luminescent mushroom for Tiberius.

Pounds of food: 1d6 + 4 ⇒ (5) + 4 = 9
Gallons of water: 1d4 + 4 ⇒ (2) + 4 = 6

This should be added to group loot as well so people can decide how to ration it out. Currently, there's not quite enough water for everyone for today. Generally, we'll assume the NPCs forage the same amount that they eat.

You plod along through the Underdark, exhausted but unsure where you should rest.

You can rest in the middle of a corridor no problem. If you're looking for some type of shelter, let me know what kind of thing you're looking for and attempt a check of reasonable type.


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 also does his best to add to group supplies, and to seek shelter.

Survival to gather more water, and food if possible: 1d20 + 5 ⇒ (12) + 5 = 17

This ranger ability is handy: Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.

Survival to find shelter: 1d20 + 5 ⇒ (11) + 5 = 16


Dungeon racing rules and FAQ

Galinndan is able to find a small rivulet running down a crack in the wall. Sniffing it, the elf's skills of woodcraft determine that it is safe to drink. He drinks from it and motions for one of his comrades to do the same before moving on.

Equivalent of 2 gallons of water acquired and drunk.

Galinndan searches for an appropriate place to rest and finds a small cave that goes back into the wall of a passage a ways. It is not very concealed but their presence may fail to attract the notice of a passing creature and they would at least be able to have only one opening to watch.


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

Pointing out the cave, Galinndan speaks:

"How about here to rest for a time? It is a risk, but it is a worse risk to keep going until we collapse of fatigue. We can try to conceal it, or simply keep watch and hope."


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

Are we in excess of food and water, or right at the exact amount needed? How much do we need total per day, again?

If the soil conditions allow, Galenus will mold the earth around the entrance to block or at least conceal the entrance to the cave.


Dungeon racing rules and FAQ

Given the party size, 7 pounds of food and 7 gallons of water required per day.


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

"Aye, this looks fine but we ought ta keep it short, I da-nah wanna get caught again."


♂ | 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)

Us Rangers find 2x the normal amount of food btw.

"Anyone got a clue ta where we're headed then?" Cyrus asks.


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 believe Shuushar mentioned his home city as a destination."


Good point. Rangers can double the amount found. Let's track it in party loot. Anyone want easy inspiration?

Assuming your conversing in Common.

Shuushar heads to a nice corner and lays his weary bones down to rest.

????: 1d20 ⇒ 4

You manage to snag a night's sleep without incident and decide to continue on your way with Shuushar leading.

Marching order? Travel pace? Those with exhaustion may reduce it one level.

You come to a split tunnel. You hear water gurgling from the left fork, which leads down. The right fork leads on without ascending or descending. Shuushar turns to you. "We can go left or right here. Right leads more directly to my town. Left takes 1 day longer and requires crossing a small stream."


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 cocks his head. Why would we choose the longer path? Is the right hand one more dangerous? If the left take a day longer, how long does the right take?

Also, I'm assuming that Irdril saved me from a level of exhaustion, which meant I was on (2) before the rest, so I'm now on exhaustion (1). Let me know if I have that wrong and need to be on level (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

Now that they'll finally laying down for a rest, Galenus starts work. Starting with the leather Armor and the axe, he casts Mending until they're repaired. Then he does the same with everyone's clothing and footwear.

He requests that someone tear a section of their Shift (clothing, not work ;) ), so he could have something to wear - at least something to make a kilt or skirt out of so he can cover up.

I think it's about time we discuss what we're capable of. We're away from the drow for now and a bit hidden, I think. For myself, I'm primarily a treasure hunter, and everything I can do is focused around that. I command a bit of magic, and with it I can grab things at a distance, move the earth a bit to create holes or cover up our tracks like we did, and I can fix most items that are ripped, torn, cracked, and the like. I can jump really far or high if needed, or change how I look for a short period of time. I can even see where magic is. I used to have a collection of notes that would let me do some other things, but the damn drow took it when I got captured. I'll have to start from scratch - ain't the first time.

I'm also good with a hammer or axe and can handle myself in a fight.

I'm decently in shape, I know a bit about history and magical things, and I can play the violin. I can also brew a decent beer given enough time - you can thank my dad for that.

What about the rest of ya?


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)

Earlier...

Kanzen shrugs in response to Galenus's question. "I am a drow. I was raised to connive, to deceive, to hunt, and to kill. Thinking is not my strong suit. I am a weapon. Although, it seems at the moment, a not-so-useful one. But I swear, I will demonstrate my worth to you all before this is over. Even if it means my death, should Eilistraee demand it." He lapses quickly back into silence, realising how shallow, empty, and horrible his life has been thus far. Play music? What use have drow for the wonder of music? It gains no power for one's house. His father taught him to brew beer? My father was sacrificed to Lloth when I was a child. For all I know, he was as evil as the rest of them.


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

For the observant, Galinndan starts to look a little uncomfortable as Kanzen speaks.

"I can sing a little. But I got focused on navigating the forests of my home. With twin blades, I can slay elf or man swiftly. And I can survive where few others can."

He lapses back into quiet, guarded thought.

Am I so different from that drow? I have focused on hunting them so much, what else do I have?


The fish-like man shrugs his scaly shoulders at Kanzen's question. "We are in a strange situation. I thought it best for us all to have a choice."


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

"I'm a mercenary. I can hunt, track, and kill things. I am also a bit o' a survivalist but prefer ta use me skills ta accumulate coin"


♂ | 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 can fight and I know me way roud a boat, once i get these damnable things off me arms that is." Cyrus says.


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 forgot to do our checks for the day! Let's all help each other, so everyone still in chains gets advantage to get out.


Irdrill will try her best to get some sleep and somehow manages..

I have some minor arcane skills with a small amount of healing. My voice can be very uplifting in stressful situations as we’ve seen.. Otherwise im soso with weapons..


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 will aid any who need it.

Dex: 1d20 + 3 ⇒ (3) + 3 = 6

Dex adv. : 1d20 + 3 ⇒ (19) + 3 = 22


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 joins in, both aiding others and gratefully receiving assistance.

Dex: 1d20 + 3 ⇒ (4) + 3 = 7
Dex adv: 1d20 + 3 ⇒ (5) + 3 = 8

#@*$!


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

Strength: 1d20 + 3 ⇒ (6) + 3 = 9
Strength: 1d20 + 3 ⇒ (4) + 3 = 7


Any consensus on whether to head left or right? It sounds like right but I'd like to hear another opinion or two before moving us.

Galinndan finally manages to free himself from his hated manacles. Others try to do the same, all but the orc accepting aid.

NPC attempts:

Ront: 1d20 + 2 ⇒ (16) + 2 = 18
Jimjar: 1d20 + 2 ⇒ (11) + 2 = 13
Jimjar adv: 1d20 + 2 ⇒ (2) + 2 = 4
Buppido: 1d20 + 2 ⇒ (11) + 2 = 13
Buppido adv: 1d20 + 2 ⇒ (16) + 2 = 18
Turvy: 1d20 + 2 ⇒ (5) + 2 = 7
Turvy adv: 1d20 + 2 ⇒ (7) + 2 = 9
Eldeth: 1d20 + 2 ⇒ (17) + 2 = 19
Eldeth adv: 1d20 + 2 ⇒ (14) + 2 = 16
Stool: 1d20 + 1 ⇒ (9) + 1 = 10
Stool adv: 1d20 + 1 ⇒ (9) + 1 = 10
Shuushar: 1d20 + 2 ⇒ (11) + 2 = 13
Shuushar adv: 1d20 + 2 ⇒ (18) + 2 = 20

With a serene look on his face, the kuo-toa slowly breaks off his manacles with Kanzen's help.

Technically, Kanzen, your one level of exhaustion would cancel out the advantage but it didn't matter today. PCs free: Tiberius, Galenus, Galinndan. NPCs free: Topsy, Shuushar.


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

For once, Galinndan's face breaks into a grin. He finally slips his hands free of the manacles, and begins to rub his chafed wrists.

His mind turning to other matters, he queries Shuushar:

"Are there any other considerations on the direction? For example, does the right fork have sufficient water supplies to keep our group going?"


Shuushar shrugs at Galinndan. "It is somewhat difficult to forage along the right fork. There is more life along the left fork. Whenever I have traveled this way, I brought most of my supplies 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

"I see. In that case, I advocate the left fork. We need to maintain sufficient supplies to keep up our strength."


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 Galinndan.


Dungeon racing rules and FAQ

I'll take the two as consensus here.

The group heads to the left and manages to cross the shallow stream, keeping their few weapons well above the water.

Drow pursuit level decreased to 2.

GM screen:

????: 1d20 ⇒ 5
????: 1d20 ⇒ 2
????: 1d20 ⇒ 15
????: 1d20 ⇒ 6
????: 2d4 ⇒ (4, 2) = 6

You proceed along through the Underdark, traveling at a moderate pace and covering your tracks as you go, though the river probably greatly aided your efforts to hide your tracks.

After another hour or so, you come across a deep gorge that looks to be about 600 feet to the bottom. The sides are rough enough that you could climb down one side then back up the other but it would take a lot of time. The narrowest part of the gorge is a tempting 15 feet across.

Running long jump distance is 3+your strength score. To jump farther than that, you'll need an athletics check with a DC = 10 + 1 for every additional foot you need beyond your long jump distance.


♂ | 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 looks at the gap and snorts. "Not gonna happen."


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

"Does anyone have rope?"


Dungeon racing rules and FAQ

Just fyi, if you manage to cross without climbing down, you will decrease the pursuit level by 1 as the Drow would be slowed down behind you. If you climb all the way down and then up, the pursuit level will stay the same. If you backtrack and head a different way, the pursuit level will increase by 1 as you lose precious time.


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 someone has rope, Galenus will leap across.

If someone doesn't, Galenus will say, I can make two people jump far, if there's two of ya that don't think you can make it. I know I can, so I don't need it for me. If there's more than two, then we may have to carry some across.

Tiberius can probably carry stool. Cyrus, would you be willing to hang on to someone? Heck, I can probably make myself jump further and just go back and forth, carrying half of ya one at a time.


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 shakes his head.

"I am nimble but leaping that gap requires power of limb that I do not possess."

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