Out of the Abyss (Inactive)

Game Master caster4life

Current map
Audio
Party notes
Party loot
Character xp


851 to 900 of 4,093 << first < prev | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | 21 | 22 | 23 | next > last >>

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

Ah right, I thought we were onto a new day in travel terms.


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

Eddrikk chuckles at Kanzen getting smacked.

"Ah young love, such a beautiful thing," Eddrikk says when Galenus tells them to stop kissing.

Eddrikk will search for something to help while sleeping on rocks.
Survival: 1d20 + 3 ⇒ (18) + 3 = 21
Survival: 1d20 + 3 ⇒ (19) + 3 = 22


Dungeon racing rules and FAQ

I think we're traveling at a fast pace until the end of the day, which means no foraging today. That includes for non-food materials, though you might happen to stumble upon something.

The group continues along in the darkness and quiet with Kanzen and Cyrus leading the way. Then they hear clacking noises from a passageway the leaders just walked past. Two large creatures that look something like turtles with hooks for hands and bird's heads come dashing out of the passage on the right hand side and dart into one on the left hand side before anyone can react. How such large creatures slip through such small tunnels is quite the mystery. You hear whooping, hollering, and growling coming from where the strange creatures just fled.

Inits!:

HH: 1d20 ⇒ 8
TG: 1d20 + 1 ⇒ (15) + 1 = 16
Galenus: 1d20 + 2 ⇒ (6) + 2 = 8
Galinndan: 1d20 + 3 ⇒ (12) + 3 = 15
Galinndan adv: 1d20 + 3 ⇒ (17) + 3 = 20
Eddrikk: 1d20 + 2 ⇒ (12) + 2 = 14
Eddrikk adv: 1d20 + 2 ⇒ (10) + 2 = 12
Kanzen: 1d20 + 3 ⇒ (1) + 3 = 4
Irdril: 1d20 + 2 ⇒ (7) + 2 = 9
Cyrus: 1d20 + 3 ⇒ (16) + 3 = 19
Cyrus adv: 1d20 + 3 ⇒ (5) + 3 = 8
Tiberius: 1d20 + 0 ⇒ (4) + 0 = 4

Galinndan and Cyrus may act! The strange creatures are fleeing into the tunnel from the south while loud growling noises are coming from the tunnel to the north!

DC 13 Arcana:

The strange creatures are hook horrors, fairly tough monstrosities that seek food and survival like any beast.

Galinndan, Cyrus
TG
Galenus, Eddrikk, Irdril
HH
Kanzen, Tiberius


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)

My vision is marred by bias and a long festering anger towards the drow. I cannot rightfully judge him. His kind always harm their own. That aspect makes him little different in my eyes. He responds to Galinndan.

at the commotion caused by the creatures, Tiberius pauses. So... Can we all agree to ignore that and try to sneak on past without any trouble? he mutters to the group.


Just a heads up GM, Irdril will be constantly looking for specific materials for spells. I hadn't brought it up till now because I didn't figure she could find them in the tunnels etc. As of now she needs Petrified Eye of Newt, Tiny Tarts, a Feather, and a Bit of Fleece.

"Sneaking sounds great to me.."

Stealth: 1d20 + 2 ⇒ (2) + 2 = 4 apparently mostly naked tieflings are still loud though.


♂ | 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)

Stealth: 1d20 + 5 ⇒ (12) + 5 = 17

Cyrus nods and tries to find a place to hide.


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)

In the vanguard as we enter "The Hook Horror Lair"! Perfect time to roll a 1 for initiative! If I'm still up by my turn, I'm going to double dagger the crap outta these 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 have only ever seen them hunt my kind or humans, or direct their orc slaves to do likewise. I no longer doubt that they fight amongst themselves. But Kanzen risks much by travelling with us if that is the case."

*********

Arcana: 1d20 + 1 ⇒ (7) + 1 = 8

Galinndan puts a finger to his lips, and then motions with his hand, waving in towards the wall. He is clearly trying to be quiet himself.

Let them pass.

Stealth: 1d20 + 5 ⇒ (5) + 5 = 10


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

Arcana: 1d20 + 4 ⇒ (17) + 4 = 21

Stealth: 1d20 + 1 ⇒ (5) + 1 = 6

Galenus recognizes the sounds and sights of the creatures.

These are Hook Horrors! Yeah, I know, vicious name. But really, they're just like big animals - dangerous if you mess with them. Like a bear. I wonder what they're running from?

Figured I'd say that all aloud considering that stealth 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)

So I got a hook horror all the way up in my face... I don't think a stealth roll's gonna cut it for me :/


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:
So I got a hook horror all the way up in my face... I don't think a stealth roll's gonna cut it for me :/

One of us is misreading something. I thought they fled to our left before we could react. Am I missing something somewhere?


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 we're good. At least until their pursuers show up.

caster4life wrote:
The group continues along in the darkness and quiet with Kanzen and Cyrus leading the way. Then they hear clacking noises from a passageway the leaders just walked past. Two large creatures that look something like turtles with hooks for hands and bird's heads come dashing out of the passage on the right hand side and dart into one on the left hand side before anyone can react. How such large creatures slip through such small tunnels is quite the mystery. You hear whooping, hollering, and growling coming from where the strange creatures just fled.


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)

My mistake. I was going off the map. Looks bad if one ignores the bold text above :)


Dungeon racing rules and FAQ

Ok so Cyrus and Galinndan attempt stealth checks.

As Galinndan and Cyrus attempt to slink into the shadows, some large hairy brutes with spears and longbows come whooping and hollering into the passage, chasing the hook horrors.

GM Screen:

G attack HH: 1d20 + 4 ⇒ (18) + 4 = 22
Dam: 1d8 + 2 ⇒ (1) + 2 = 3
Whom?: 1d3 ⇒ 1
G attack K: 1d20 + 4 ⇒ (19) + 4 = 23
G attack K disad: 1d20 + 4 ⇒ (10) + 4 = 14
Dam: 1d6 + 2 ⇒ (2) + 2 = 4

One of them stabs at the back of one of the fleeing horrors and barely manages to draw some greenish-blue blood from it. The other is startle upon seeing you all and flails his spear wildly at Kanzen, somehow barely managing to strike him (4 damage). He grins wildly and calls back to two others of his kind that are coming from the passage.

Gnoll:

"More food and sport! The lord will be pleased!"

Went: Galinndan, Cyrus
Went: Team Gnoll
Up: Galenus, Eddrikk, Irdril
Yet to go: Hook Horrors
Yet to go: Kanzen, Tiberius


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 it looks bad again! Here's hoping the hook horrors are a bunch of lily-livered cowards and keep running!


Dungeon racing rules and FAQ

DC 12 Insight:

These furry antagonists seem to be hunting the hook horrors, who only seem interested in surviving.

DC 14 History:

These furry humanoids are gnolls, a race known to love Bloodsport.


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)

Wis(Insight): 1d20 ⇒ 3
Int(History): 1d20 - 1 ⇒ (5) - 1 = 4

Woo!


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

Insight: 1d20 + 1 ⇒ (4) + 1 = 5
History: 1d20 - 1 ⇒ (9) - 1 = 8

Eddrikk steps up and swings his grim greatclub at the gnarly gnoll.

Attack: 1d20 + 5 ⇒ (6) + 5 = 11


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

Insight: 1d20 + 4 ⇒ (8) + 4 = 12
History: 1d20 + 1 ⇒ (6) + 1 = 7

The hook horrors only wish to survive. But these creatures thirst for killing. Show them no mercy.


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 castd his Mold Earth spell to try to excavate some dirt beneath that gnoll standing next to him.

His hopes is to drop the gnoll prone so his allies can gain advantage.

Insigt: 1d20 - 1 ⇒ (9) - 1 = 8

History: 1d20 + 4 ⇒ (5) + 4 = 9


Dungeon racing rules and FAQ

Dex: 1d20 + 1 ⇒ (8) + 1 = 9

The gnoll falls prone as the loose earth beneath him shifts.

Eddrikk adv: 1d20 + 5 ⇒ (10) + 5 = 15
dam: 1d8 + 3 ⇒ (8) + 3 = 11

The prone gnoll is much easier for Eddrikk to strike, drawing a yelp of pain from the badly-wounded foe.

When allies' actions occur simultaneously in the initiative order, I resolve them in the most obviously favorable order. Irdril still up.


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 to know! And nice work so far, Team Dwarf!


Insight: 1d20 + 3 ⇒ (17) + 3 = 20
History: 1d20 + 2 ⇒ (18) + 2 = 20

Irdril grants Kanzen bardic inspiration(1d6) as a bonus action and then fires an Eldritch Blast at the wounded Gnoll..

"My new master wishes for you to have something!"

Attack: 1d20 + 5 ⇒ (14) + 5 = 19
Dam: 1d10 ⇒ 1

but apparently she hasn't quite master the damaging side of her new attack..


Dungeon racing rules and FAQ

Not that it matters much given that unfortunate damage roll but you do have disadvantage on ranged attack rolls against a prone target. Next time.

Attack: 1d20 + 6 ⇒ (20) + 6 = 26
Dam: 4d6 + 4 ⇒ (4, 4, 3, 5) + 4 = 20

The hook horro turns on the gnoll who just wounded it and strikes it a terrible blow through the abdomen with a hooked talon. It then turns and flees through the tunnel after its partner.

Gnoll AoO: 1d20 + 4 ⇒ (4) + 4 = 8
Dam: 1d8 + 2 ⇒ (8) + 2 = 10

The nearly-dead gnoll jabs feebly at the hook horrors but misses wildly.

Irdril:

You are familiar enough with gnolls to realize that, when excited to rampage, they can make extra attacks. When a gnoll brings a creature to zero HP, it can move up to half its speed and make a bite attack as a bonus action. Also, a gnoll pack Lord can cause a gnoll within 30 ft of it to make a melee attack as a bonus action (recharge 5-6).

Tiberius, Kanzen, Galinndan, and Cyrus up.


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

Is there room for Galinndan to move past Galenus? Or swap with Galenus?


Dungeon racing rules and FAQ

You can move through an ally's square at the cost of 2 ft of movement per foot moved. You can't end your turn in an ally's square. You can ready to move forward and dual-wield on an opponent once Galenus moves out of the way, if he's willing to do that. Either way, one of you takes an AoO or two, unless Galenus disengages. Daggers can be thrown, fyi.


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

Gotcha.

Galenus lines up his dagger to throw at the gnoll between Galenus and Cyrus - and lets it fly.

Dagger: 1d20 + 5 ⇒ (6) + 5 = 11

Damage: 1d4 + 3 + 2 ⇒ (1) + 3 + 2 = 6

Galenus, if you withdraw, I can step in.


♂ | 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)

Attack: 1d20 + 5 ⇒ (11) + 5 = 16
Damage: 1d4 + 5 ⇒ (3) + 5 = 8
Bonus: Disengage then move.

Cyrus takes a swipe at the Gnoll and runs to cover.


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, I can withdraw next round.

Galenus will take the withdraw action so Galinndan can step in.


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

Gnoll took 2 more damage from favored enemy


Dungeon racing rules and FAQ

Your favored enemy is humanoids? I didn't see that listed on your profile.


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)

Damn, I'm in a bad spot. Hold here, and only one more gnoll can get out of the tunnel to the north, but I'm almost fully surrounded. Or withdraw to where Cyrus is, then take on two at a time by myself at the tunnel entrance... Hmmm. Think I'll withdraw. Otherwise I'll be down in two rounds at most.

Having taken a blow from a gnoll's spear, Kanzen sees he is swiftly about to be overrun and surrounded. Deflecting multiple blows with his two daggers, he manages to retreat out of the centre of the fighting.

Disengage and move. Saving up that bardic inspiration for next round, Irdril :)


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)

Since no one got out of the way, Tiberius uses his action to dodge, since he cannot reach any of the enemies to make an attack

Let me move to the front!


Dungeon racing rules and FAQ

Cyrus' blow finishes off the gnoll that was struck by the hook horror!

Tiberius, I moved you to the front to take up the space freed up by that gnoll. Does anyone else want to move or change their action given that Cyrus freed up some space?


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)

Tempting, but I'd still be sandwiched between three enemies if I stayed in there. Kanzen's not even wearing a shirt! Gonna wait till the gnolls deploy properly, then attack them from a flanking position.


Dungeon racing rules and FAQ

You know by now the hook horrors are unlikely to attack you here, FYI. Oh and Tiberius, you can make an attack as you could get into position with only 30 ft of movement.


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)

Okay, you sold me :) I'll tuck in next to Tiberius and attack the gnoll.

Kanzen moves into the gap, putting his back to the rock wall, and lashing out with his daggers at the gnoll right in front of him, trusting that the hook horror is too concerned with fleeing danger to attack him.

Dagger: 1d20 + 5 ⇒ (11) + 5 = 16
Dmg: 1d4 + 3 ⇒ (1) + 3 = 4
Dagger: 1d20 + 5 ⇒ (15) + 5 = 20
Dmg: 1d4 + 3 ⇒ (3) + 3 = 6

Hot damn it's nice to have those manacles off and not be exhausted!


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

It was, we will leave it off for this combat, I also fixed my profile to include racial and class abilities which I had left off. I have a question for you but I will post that over in discussion.


Dungeon racing rules and FAQ

I'm fine with the +2 dam. I just missed it before.


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

I think I formatted things in a weird way, hopefully it is clearer now


Dungeon racing rules and FAQ

Sorry Kanzen. I wasn't trying to railroad you there. I just wanted to make sure that the information your teammates were sharing was clear to you.

Kanzen finishes off the gnoll in front of him with deft strokes of his twin blades! The two gnolls behind them move up, snarling, to avenge their fallen comrades!

Attack Eddrikk: 1d20 + 4 ⇒ (18) + 4 = 22
Dam: 1d8 + 2 ⇒ (6) + 2 = 8
Attack Kanzen: 1d20 + 4 ⇒ (16) + 4 = 20
Dam: 1d8 + 2 ⇒ (3) + 2 = 5

All party up. The hook horrors have run from the fight and won't be participating unless they are pursued.

Cyrus:

You hear more gnolls coming from a nearby passage (marked on map). They don't seem to have noticed you yet.


Irdril heals Kanzen as a bonus action and then blasts the gnoll on him..

Heals: 1d4 + 3 ⇒ (4) + 3 = 7

"Take this you nasty ass gnoll!!"

Attack: 1d20 + 5 ⇒ (20) + 5 = 25
Force Dam: 1d10 ⇒ 2
Crit!: 1d10 ⇒ 1

Man what the hell moto, that's 4 out of a possible 30 damage so far.. Also don't forget you have bardic inspiration Kanzen.

She moves back a little to provide more room as well. 5' back..


Dungeon racing rules and FAQ

A very small dart of force erupts from Irdril and hits the gnoll right in the eye. Kanzen sees the display and hears Irdril's encouragement. The combination makes him feel much better and able to keep on 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

Just in case it was missed, my action is still to withdraw so Galinndan can move in.


Dungeon racing rules and FAQ

Thanks, Galenus. I moved you.


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 swaps places with Galenus. His dagger thrown, he has but his shortsword.

And that will be sufficient., he thinks to himself as he slashes at the gnoll's face.

Shortsword: 1d20 + 5 ⇒ (19) + 5 = 24

Damage: 1d6 + 3 + 2 ⇒ (4) + 3 + 2 = 9


1 person marked this as a favorite.
♂ | 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)

Dagger: 1d20 + 5 ⇒ (13) + 5 = 18
Damage: 1d4 + 5 ⇒ (2) + 5 = 7

Cyrus continues his hit and run tactics against the 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)

Thanks for the healing and buffs Irdril!

Kanzen continues slashing at the gnolls, aiming for wrists, ankles, knees, and neck.

Dagger: 1d20 + 5 ⇒ (6) + 5 = 11
Dagger: 1d20 + 5 ⇒ (17) + 5 = 22
Dmg: 1d4 + 3 ⇒ (4) + 3 = 7


Dungeon racing rules and FAQ

Since it wasn't specified, I'll assume K and C are hitting the guy on the left and G and I the one on the right.

Cyrus dances in and out while Kanzen slashes furiously, landing one blow.
Galinndan also lands a nasty slash.

Tiberius and Eddrikk 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)

In general, I'll always aim for the most wounded one in reach, unless I specify differently. All about the takedown ;)

1 to 50 of 4,093 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / Out of the Abyss All Messageboards

Want to post a reply? Sign in.