Out of the Abyss (Inactive)

Game Master caster4life

Current map
Audio
Party notes
Party loot
Character xp


951 to 1,000 of 4,093 << first < prev | 15 | 16 | 17 | 18 | 19 | 20 | 21 | 22 | 23 | 24 | 25 | next > last >>

Irdril fires an eldritch blast at the gnoll on Gal and then as a bonus action slings a magic rock at it as well.

"I'll be over there short Tib.."

Attack: 1d20 + 5 ⇒ (12) + 5 = 17
Force Dam: 1d10 ⇒ 7

Magic Stone: 1d20 + 5 ⇒ (13) + 5 = 18
Dam: 1d6 + 3 ⇒ (1) + 3 = 4


Dungeon racing rules and FAQ

Given the tunnel and Galinndan's, Kanzen's, and Cyrus' positions, the gnolls have at least three-quarters-cover from Irdril's position, granting them a +5 to ac. There's just a LOT in the way of those ranged attacks there.

Irdril's attacks deflect off the stone corridors and don't land home on the gnolls. The gnoll in front attacks Galinndan furiously while the one behind gets tired of waiting to attack and draws his longbow, firing it past his comrade in the close quarters.

Galinndan has half-cover against this attack: +2 ac.

Both manage to land home solid blows!

11 damage to Galinndan.

GM Screen:

Tiberius stabilize: 1d20 ⇒ 20
Tiberius has two successes.
Spear: 1d20 + 4 ⇒ (10) + 4 = 14
Dam: 1d8 + 2 ⇒ (3) + 2 = 5
Longbow: 1d20 + 3 ⇒ (18) + 3 = 21
Dam: 1d8 + 1 ⇒ (5) + 1 = 6

All party up!

DC 14 Investigation:

You realize that the hunting gnolls probably left their packs somewhere while running through the corridors and probably also left a few members of their hunting party guarding their belongings.


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

Investigation: 1d20 + 1 ⇒ (9) + 1 = 10

They will die! Not I!

Infuriated by the pain, Galinndan refuses to back down and keeps slashing.

Shortsword: 1d20 + 5 ⇒ (16) + 5 = 21

Damage: 1d6 + 3 + 2 ⇒ (4) + 3 + 2 = 9

And this is the point where Buppido decides to run headlong into the swirling melee, laughing his head off as does so.

Using *all* of these. Mad caper vs the gnoll in front if it's still alive, mad charge vs the longbow guy, and spending inspiration to drive longbow guy mad once he's driven off.

Buppido's Antics (all can read):

1/minute: Buppido cuts a mad caper around you, laughing maniacally the whole time. Force a single attack roll against you to be made with disadvantage.
1/day: Buppido charges madly at an opponent, screaming his odd and completely confident war-cry. His reckless charge forces a creature no more than 2 sizes larger than him to use its reaction and all of its movement to move 10 feet out of the way. The creature chooses the direction in which they move.
Inspiration: Buppido’s madness can be contagious. Force one creature that can see, hear, and understand Buppido to make a DC 16 wisdom save or gain one level of madness.


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

Matching the excited yips with angry grunts, Eddrikk steps around the corpses littering the ground by his feet.

Attack: 1d20 + 5 ⇒ (19) + 5 = 24
Damage: 1d8 + 5 ⇒ (8) + 5 = 13

Eddrikk smiles a wicked smile as his club lands with vigorous thud.


Dungeon racing rules and FAQ

Eddrikk, there's no one in front of you for you to attack. Galinndan currently has a monopoly on gnolls standing in front of him. But you could grab the longbow and arrows of the gnoll you just killed (free action for one, standard for the other) then move. Or you could double moved to get into a different position if you wish.

Wis save: 1d20 ⇒ 14
Effect: 1d100 ⇒ 80

The gnoll in front of Galinndan still stands (but will make his next attack with disadvantage). The gnoll with the bow is forced back by Buppido's frenzied antics and moves around the corner. From there, strange slobbering and chewing noises are heard.


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

Investigation: 1d20 + 4 ⇒ (12) + 4 = 16

Their equipment can't be far from here, and I bet there's a few gnolls remaining guarding it! Come on, Eddrick, help me find it. Eldeth, Idril, care to join?

With that, Galenus prepared to move out.

Can we turn Eddrick's attack roll into a survival check to track where the gnolls' stash is located?


Dungeon racing rules and FAQ

A different action needs a different roll but he can use his actions for that, sure.


"YES!! YES!! LET GOOD OL' BUPPIDO HELP! HEEEHEEEHEEE! NEVER LOST, HAVE I!!!!!"

The derro runs around madly screaming, gibbering, laughing, crying, and dancing all at once.


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

Does that mean I can keep those rolls for my next Attack? lol

Eddrikk finding himself cut off from the fight attempts to circle around.


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

Eddrick, does that mean you don't want to join me to find the last of the gnolls?


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

Should we not kill these last two first?


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)

Whew, lots happening since I last checked in - including Buppido!

GM, is there a longbow and arrows I can grab from somewhere? Over where Eddrikk is perhaps?


Dungeon racing rules and FAQ

Yes everywhere a gnoll has died.


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)

Awesome.

Unable to affect Galinndan's battle with the gnoll, Kanzen dashes over to the fallen gnolls near Eddrikk and grabs a bow and some arrows, then dashes back to his position.

Not sure about action economy here GM. If Eddrikk moves I should be able to move two squares, grab stuff, then move back. If I need to use action surge to do it, I will.


Dungeon racing rules and FAQ

Eddrikk's moving to circle so you can do it. Takes an action to pick up both.


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, sweet :) So I'll use action surge to fire an arrow then, at +5 to the gnoll's AC I think?

Having snatched a bow, Kanzen rushes back, nocks an arrow, and fires at the gnoll.

Longbow: 1d20 + 5 ⇒ (3) + 5 = 8

That's more like it...


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 kind if figured the rest of the team had those last two covered.

Galenus will move around the corner to see if there are more gnolls.


Idril gives Gal bardic inspiration as a bonus action and then moves to assist Tiberius in stabilizing.

Medicine: 1d20 + 2 ⇒ (12) + 2 = 14


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)

Tiberius will move around the tunnel with his small bit of glow shroom to cut off any retreat. move and dash action


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

Trying to avoid cutting Buppido by accident, Galinndan keeps slashing at the sole gnoll still in front of him.

Shortsword: 1d20 + 5 ⇒ (19) + 5 = 24

Damage: 1d6 + 3 + 2 ⇒ (6) + 3 + 2 = 11


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)

Nice rolling Galinndan, well timed too :)


Dungeon racing rules and FAQ

Galinndan slices deep into the gnoll in front of him, who falls. Half a second later, an arrows strikes the rock right next to Galinndan's head. He looks behind him to see Kanzen holding a bow he's just fired.

Cyrus stays behind Galinndan, not wishing to put himself on the front lines. Galenus doesn't notice any signs of new gnolls from his current position.

Tiberius and Galinndan only hear the continued slobbering noises.

All party up!

Eddrikk, do you have trouble moving yourself on the map? You should be able to do it on most smartphones.


Male CG Wood Elf Ranger (Revised) 4 | HP: 15/36 | AC: 16 (current 15) | Ins +4, Inv +1, Per +4, Stl +5, Srv +4 | Saves: S2*, D6*, C2, I1, W2, C-1 | Init: +4 | PP 14 | Speed 35ft | Inspiration: No | HD: 4/4, 1d10+2 | Spells: 1st 1/3 | Status: Madness 1, Petrified

Cheers Kanzen!

Galinndan hears the slobbering and his fury is not abating. He charges forward and hunts the source, ready to strike.

Shortsword: 1d20 + 5 ⇒ (14) + 5 = 19

Damage: 1d6 + 3 + 2 ⇒ (2) + 3 + 2 = 7


Dungeon racing rules and FAQ

Galinndan:

You find the gnoll hunched over an accumulation of dirt. He is greedily gobbling it up with both hands. When you appear, he snarls at you to warn you away from his precious meal. When you strike him, he howls in rage and grabs his own spear back up.

Anyone who gets into position to see the gnoll up there can see Galinndan's spoiler.


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
caster4life wrote:
Eddrikk, do you have trouble moving yourself on the map? You should be able to do it on most smartphones.

I've always had trouble with it until I downloaded the Google Slides app. Now it's no issue.

Galenus moves up behind Tiberius. Double move.


Dungeon racing rules and FAQ

Yes the Google slides app helps a ton and is free.


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

Attack: 1d20 + 5 ⇒ (9) + 5 = 14
Attack: 1d8 + 5 ⇒ (5) + 5 = 10

In a continued attempt to rid the caves of these vile creatures Eddrikk attacks the new found Gnoll.


Dungeon racing rules and FAQ

Sorry, Eddrikk. I kept meaning to answer your question. As you intuited, I need that new attack and damage roll you made since there was some time in between. If it were the same round, we'd keep it.


I missed it, how did Tib get back on his feet?


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)

Chasing after the last gnoll, Kanzen drops his bow (I'll grab it once this guy's done) and draws his daggers again. He charges in at the dog-like creature, slashing away.

Dagger: 1d20 + 5 ⇒ (5) + 5 = 10
Dagger: 1d20 + 5 ⇒ (3) + 5 = 8

Won't bother with damage rolls then!


Dungeon racing rules and FAQ

Tiberius got up because he got a Nat 20 on a death save, which made him conscious at 1. I didn't clarify that. Oops.


Irdril moves up behind Eddrikk.


♂ | 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)

Lacking a clear path to the enemy this time Cyrus changes his tactics and waits to ambush any further Gnoll incursion.

Hide: 1d20 + 5 ⇒ (1) + 5 = 6
Ready Action Attack a bad guy


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)

Oh, I completely read over that actually, I saw the gnoll roll, but one attack was a 12, which misses Tibs. Unless I too damage before that, which may have been true. (I admittedly only skimmed over the posts so I could catch up and actually do something, apologies)


Dungeon racing rules and FAQ

You're right about the attack Tiberius. Can you update your status line? I think your hp should be 11/21 and AC 12.

The gnoll with dirt all over his face nimbly dodges and deflects Kanzen and Eddrikk's blows and, enraged, stabs at the one who hurt him.

Attack Galinndan: 1d20 + 4 ⇒ (17) + 4 = 21
Dam: 1d8 + 2 ⇒ (1) + 2 = 3

All party 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)

Kanzen, seeing Galinndan close to falling, gives his all to take down the gnoll now.

Dagger: 1d20 + 5 ⇒ (4) + 5 = 9
Dagger: 1d20 + 5 ⇒ (20) + 5 = 25

Dmg: 2d4 + 3 ⇒ (2, 4) + 3 = 9

Ha by "gives his all" I meant I was going to use action surge, but with the crit hopefully that won't be required!


Dungeon racing rules and FAQ

He's still up. Want to surge? This particular gnoll has only taken 16 damage counting your crit. They have 22 hp.


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)

Okey doke. Hmmm this is where two weapon fighting sucks - doesn't stack with action surge. I'd need to hit and roll a 3 to drop him... Still, even 4 damage will pretty much let anyone else drop him for sure with one hit. Let's do it.

Dagger: 1d20 + 5 ⇒ (13) + 5 = 18

Dmg: 1d4 + 3 ⇒ (4) + 3 = 7

Woo!

Kanzen slashes desperately at the gnoll in a final burst of energy, striking home with fury.


Dungeon racing rules and FAQ

The gnoll drops from its three wounds. You catch your breath in this dark network of tunnels, breathing hard.

Combat is over, for now. What would you like to 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)

Kanzen looks at Galinndan. You need healing, friend, he communicates to the surface elf. There may be more enemies around. He then moves back down the tunnel to where he dropped the longbow and quiver of arrows, slinging both over his shoulder.


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)

Will do, Tibs has chainmail so its actually an 18! (I thought chainmail was 14 base just checked and was pleasantly surprised! again sorry for the absence.

Tiberius comes around the corner meeting up with the group, catching his breath. Well, that went rather well, all things considered.

he takes a moment to heal the worse of his wounds. his hand glowing faintly as he does. Lay on hands 4 hp worth.

how fares everyone? That was a tough battle.


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 nods to Kanzen without speaking and silently accepts Tiberius' aid as he retrieves his dagger.

He gathers himself, then communicates:

I am still wounded but I can fight. Have the others found the gnoll's equipment?

He begins to search the bodies of the fallen creatures, especially seeking blades.

Perception: 1d20 + 2 ⇒ (18) + 2 = 20


Dungeon racing rules and FAQ

Found on each gnoll is a spear, a longbow, 20 arrows, hide armor, and a shield. The pack lord had a glaive, chain shirt, longbow, and 20 arrows. This equipment looks usable but is not of the quality that would be sold.


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

Loot the bodies
Well dat was a good time... ha ha the tattooed dwarf laughed as he began searching the bodies of the fallen and gathering their weaponry.
Did someone says something about findin der stash?


"I am uninjured, but I'm also out of heals until we can get a short break.. I will take one of them nasty ass hide armors if no one minds."

If so she promptly cleans it up with a prestidigitation spell..

Is it possible these guys any fleece on them?


Dungeon racing rules and FAQ

They don't but one of them does have a small felt feathered hat.


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

One of them seriously has a hat with a feather in it?! That's awesome!

Whew! That was a challenge! Galenus says, finally catching up to the rest of the group. But I don't know how long we should stay - those hook horrors could come back at any time.

Watching Idril clean up the hide armor, Galenus requests, Hey Idril, do you think you could clean up the rest of them, too? Or at least enough for some of us to wear.


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 looks greatly worse for wear.

"We should leave soon. The noise and smell of blood both carry."


Dungeon racing rules and FAQ

Are you continuing along to try to get through this place or exploring the tunnels? Also, is anyone scouting stealthily and if so how far ahead?

951 to 1,000 of 4,093 << first < prev | 15 | 16 | 17 | 18 | 19 | 20 | 21 | 22 | 23 | 24 | 25 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / Out of the Abyss All Messageboards

Want to post a reply? Sign in.