Out of the Abyss (Inactive)

Game Master caster4life

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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)

Lockpicking rules in 5e are notoriously vague, and no one (I'm looking at you, Crawford) seems to want to clarify them. It does state in one place that to pick a locked door you must have thieves' tools and be proficient in their use, but in other places it only mentions that proficiency allows you to add your prof bonus, which seems to imply that you can try without proficiency. Another case of DM's call, I'd say :)


Dungeon racing rules and FAQ

I rule that you can make a flat dex check with the tools without proficiency. Proficiency allows you to add your bonus. No tools means no check. Improvised tools means check with disadvantage.

Tiberius and Kanzen both examine the holy symbol. They have to scrape some dirt and grime off of it to get a good look as apparently the gnolls didn't care much about it. A lithe, female figure dances on the symbol holding a bastard sword before the full moon.

DC 15 Religion or Kanzen:

This is a holy symbol of Eilistraee, a good goddess of the Drow.


Religion: 1d20 + 4 ⇒ (20) + 4 = 24

Finally noticing the symbol, Irdril galnes at it and immediately knows..

"That is the holy symbol of Eilistraee! Drow goddess that is not evil.."

No fleec in the haul Gm?


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No fleece this time but keep an eye out! ;)


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, as a treasure hunter, give the lock picks a shot.

Usually I got a guy for this, but why not, huh?

Open that lock!: 1d20 + 1 ⇒ (9) + 1 = 10


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Galenus fiddles with the lock for a while but can't seem to get the angle right, even after several minutes of trying.


Gal still has Inspiration lingering and a high dex.. Just saying :0


Dungeon racing rules and FAQ

Note that inspiration lasts one minute but it might conceivably have been one minute so let's go with it.


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's eyes are sad as he contemplates the symbol. "Yes, this is the symbol of my goddess. How this came to be in the possession of gnolls... well, it doesn't bode well for its former owner." He stares at the symbol for a long moment more, then closes his fingers around it gently and looks at Tiberius. "I will keep this, if you don't mind."

Moving down beside Galenus, Kanzen examines the thieves' tools. "I have used these before, though I've not made a practice of it. Mind if I try?"

Why not?

Disable Device: 1d20 + 3 ⇒ (6) + 3 = 9

Though his fingers are nimble and dextrous, Kanzen doesn't have the patience to work his way through the tumblers carefully. He snorts and looks up at Galinndan. "Care to try?"

I'll grab a backpack, and another quiver of arrows, seeing there are plenty left. GM, is it worth taking things like the mason's tools to sell later on?


Unless it's been changed Bardic Inspiration lasts 10 min.


Dungeon racing rules and FAQ

You guys aren't exactly overly encumbered so taking the mason's tools is fine. It might be a long while before you have a market for them.

Ah yes. You're right, Irdril. My mistake.

Unclear on the consensus here regarding rest or not so let's say that you go ahead and rest. Technically, there are no Drow pursuit penalties for taking a short adventuring day. If it gets to be a problem, I'll balance it out somehow. ;)

You settle into the gnoll's camp, needing to recover after that strenuous encounter with the feral attackers. You take turns keeping watch and those who are not on watch quickly fall asleep.

GM Screen:

?: 1d20 ⇒ 9
Whom: 1d7 ⇒ 4
Whom: 1d7 ⇒ 2
Eddrikk wis: 1d20 + 2 ⇒ (17) + 2 = 19

Galinndan:

While you are keeping watch, you hear a very quiet shuffling noise from the tunnel to the northeast. You peer carefully around the corner and see one of the hook horrors moving carefully towards you on its rear feet and hooks. It makes eye contact with you, sniffs several times, cocks its head, then slowly backs away around the corner in the tunnel and out of sight.

Eddrikk:

You are walking through the woods near your homeland when you hear snarls and growls. Gnolls behind you! You run as fast as you can but they bear down on you and tear at your flesh. They gnaw and rip and the pain and horror sear through you but you don't die for a long... long time. You wake with a sharp intake of breath... but it was just a dream. You shake it off with no ill effects.

DC 10 History combined with DC 10 investigation:

After a night's reflection, you realize that it is fairly unusual for gnolls to be in the Underdark. They would typically be found in the forests of the surface world. Judging by the filthy state of these gnolls and their belongings, they've been in the Underdark for quite a while for no reason other than mad bloodlust.

The gnolls have some very nasty-looking bedrolls you can attempt to use. Otherwise, still no sleeping gear so DC 8 con saves to benefit from this long rest. 1 level of exhaustion if you fail.

You wake in the morning and prepare to move along.


"This way, now! We are getting close to the Darklake! From there we can swim comfortably..." The fish man pauses and looks around at the lot of you "Err... maybe we can build a raft of some kind to travel the rest of the way to my people. Perhaps a wise idea in any case. Swimming in the Darklake poses its risks."


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

Con: 1d20 + 3 ⇒ (18) + 3 = 21

With a sharp breath Eddrikk wakes to his heart pounding... It twas justa dream, the gnolls are dead, he thought after taking a moment to orient himself. "Even in me sleep dey comin after me! Losy beasts!" Despite the unpleasant dream Eddrikk is feeling better.

History: 1d20 - 1 ⇒ (10) - 1 = 9


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)

Con save: 1d20 + 1 ⇒ (20) + 1 = 21

Critical hi...! Oh, damn. But no exhaustion, woo!

Kanzen rests easily, playing gentleman's dice (no cash) with Jimjar for a little while, until the funny little creature gets tired of "gambling" without coin. He otherwise sits and meditates on Eilistraee's holy symbol, considering the teachings of his goddess, and the experiences he has had so far with this misfit group of penniless escapees. Despite the nearly constant bloodshed and horror, the personalities and behaviours of his companions fills him with hope for the world outside drow society. Life really is how the goddess says it can be... Once you leave Lloth and her evil worshippers behind. If we have, he thinks, a shiver running up his spine.

After everyone wakes, Kanzen is once more keen and enthusiastic in his preparation duties, and ready to leave as quickly as possible. The thought of reaching a less, well, evil place than Menzoberranzan has him very excited.

Edit: Oh, may as well try on the Int checks...

History: 1d20 - 1 ⇒ (13) - 1 = 12
Investigation: 1d20 - 1 ⇒ (4) - 1 = 3


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 face is half intrigued, half disgusted, and half... agitated. certainly, I do not want it.

HD healin?: 1d10 ⇒ 7

Tiberius also tends to the wounded,

Galinndad, here. This should help. he let's the last of his positive energy for the day flow into Gal and mend his wounds. you gain 6 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)

HD: 2d10 ⇒ (5, 6) = 11


♂ | 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)

Constitution: 1d20 + 2 ⇒ (8) + 2 = 10
History: 1d20 ⇒ 15
Investigation: 1d20 ⇒ 3

Cyrus joins some others in a game of dice betting his only gold piece back and forth until he gets bored with the games and goes to sleep.


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

History: 1d20 + 4 ⇒ (9) + 4 = 13
Investigation: 1d20 + 4 ⇒ (18) + 4 = 22

Galenus wakes up with a stretch and a yawn. As he starts cleaning up camp, he says to whomever is around, I've been thinking. These gnolls - they ain't one for being underground. And judging by the state of their equipment, I'm betting they've been underground for some time. Might explain why they went mad - you surface folk don't do so well staying down here that long.

Hey, I know we're wanting to move on, but do you all mind if I write up some notes real quick? It'll help with our trek.

I'd like to scribe my two spells from leveling up, as well as prepare a new spell for the day.

Con: 1d20 + 3 ⇒ (20) + 3 = 23


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 Tiberius.

Galinndan gives the lockpicks a try.

Disable Device: 1d20 + 3 + 1d6 ⇒ (9) + 3 + (3) = 15

He later indulges in a few short rounds of gambling, with what meagre coin he has, to break even in an attempt at fun.

History: 1d10 + 1 ⇒ (4) + 1 = 5

Investigation: 1d10 + 1 ⇒ (10) + 1 = 11

Constitution: 1d10 + 2 ⇒ (2) + 2 = 4

HD Healing: 2d10 + 4 ⇒ (3, 1) + 4 = 8

Galinndan clearly has not slept well.

"A hook horror was sniffing around and left. I did not mind that so much, but the ground and the stink of gnoll did not make for a good rest."


Con: 1d20 + 1 ⇒ (19) + 1 = 20

Irdril sleeps surprisingly well and is ready to go.. She offers to clean peoples armor etc with prestidigitation before heading out..

If anyone is still down hp after rest let me know.


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 gladly accept Irdril's offer.

"I vaguely remember what it was like to feel clean.", he notes, with a hint of a smile, "Thank you."


Dungeon racing rules and FAQ

Just so you guys know, you don't roll HD on a long rest. You automatically get all your HP/spells, etc back if you've benefited from the rest, which Galinndan has not on the hard ground. You also get back half (rounded up, I think) of your total hit die if you spent them recovering during a short rest.

Galinndan's inspiration on lockpicking: 1d6 ⇒ 6

Galinndan opens the small lockbox and finds two dark, deep red stones inside as well as a transparent, gold-colored gem.

DC 12 investigation:

The red stones are bloodstones worth 50 gp each. The orange stone is a tourmaline worth 100 gp.

GM screen:

?: 1d20 ⇒ 4

Want to do anything as you walk? Did someone subtract from the food and water supply for the day that just ended? Travel pace?


The deep gnome enjoys the gambling quite a bit for a while. When it's time to move on, he packs up the dice, hops up, and strides along with a jaunty spring in his step.


Invest: 1d20 + 4 ⇒ (9) + 4 = 13

The red stones are bloodstones and the orange is a tourmaline, worth 50 and 100 respectively..

Im good with fast pace


Dungeon racing rules and FAQ

Other votes on travel pace? General note that doesn't matter right now, you can take a short rest while walking along at a normal or slow pace but not at a fast pace.


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 believe that earlier "yesterday" Gallindan said he wanted a normal pace. So my vote is for normal.


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 feels some quiet satisfaction that the deep gnome is happier.

Galinndan advises normal speed because the local area is pretty barren and foraging will be tricky.


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)

Character-wise, Kanzen is pushing for fast paced travel simply due to eagerness, but I have no real preference, happy to go normal speed.


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)

Let us quickly be on our way, remember, try to form a shield wall when we can, it should give us the advantage in fights.

I forget, do spears have reach in 5e? Also, fast pace.


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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

Spears don't have reach in 5th edition. They have the thrown and versatile (1d8) properties. The latter doing that much damage if the weapon is wielded two-handed.

Also, this is my 5,000th post on this forum. :)


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

A 5e spear is more akin to PF's short spear. If you want reach with a spear, it's called a pike in 5e. Slight weapon changes does make it a bit confusing. :)


Dungeon racing rules and FAQ

Congrats, Galinndan!

GM screen:

?: 1d3 ⇒ 3
??: 2d20 ⇒ (18, 6) = 24

Anyone care to forage, scout, or partake in other activities?

You pass through a narrow chamber with a roof supported by some thin columns of tougher rock while the rest has eroded away over time.

Proficiency with mason's tools:

Looking at the area, you think that you could undermine the pillars to collapse this section behind you. Doing so without getting hit by the falling debris yourself would require a DC 10 dex check with mason's tools. Proficiency bonus added. Failure would result in 6d6 bludgeoning damage, DC 14 dexterity save for half.


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 keeps his eyes peeled for sustenance and secure places to sleep.

Galinndan looks for food and water: 1d20 + 4 ⇒ (5) + 4 = 9

Galinndan looks for shelter: 1d20 + 4 ⇒ (2) + 4 = 6


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

Eddrikk stops while passing through the camber, " 'old up, I think I aughta be able ta collapse these pillars and block the way, only problem is we wouldn't be able ta back track," then paces out some distances.


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 at Eddrikk and then nods.

"It is a good idea. I say we do it. We make the drow pay in blood for hunting us.", with just a hint of cold rage leaking into his voice.


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 nods as well. "I have nothing to go back for. Bring it down."


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

Let's do this!


Dungeon racing rules and FAQ

Eddrikk's last post indicates he wants to do this and the rest of the party seems in agreement so let's do it!

Eddrikk chips away with his tools for a while and motions for all of you to move through the cavern. Then he gives a solid *WHACK* at a critical part of one of the undermined columns.

Eddrikk's attempt with mason's tools: 1d20 + 4 ⇒ (2) + 4 = 6

Unfortunately, he seems to have whacked too hard! The chamber starts collapsing too soon! He dives out of it while rocks fall.

Dex save: 1d20 + 4 ⇒ (6) + 4 = 10
Bludgeoning damage: 6d6 ⇒ (1, 5, 1, 3, 5, 1) = 16

The crushing debris hits him hard on the shoulder as it falls but he picks himself up as the dust settles.

Drow pursuit level decreased by 1! 50 xp for Eddrikk for a rough success but a success nonetheless.

You resume moving along through the tunnels.

Allowing some time for actions of stealth, foraging, scavenging, healing, resting, etc.


The orc chuckles at Eddrikk as he comes diving out of the collapsed cavern. "Me think dwarves better with stones. Dwarves love stones!" He chuckles some more but seems to have relaxed a little, not minding the reprieve from Drow pursuit.


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 moves in as swiftly as his weary body will allow to ensure that Eddrick is able to escape.

"Well done.", he says with sincerity.


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

"S%%&!" the Dwarf exclaimed. Eddrikk knew he'd messed up as soon a he struck the chisel to bring down the pillars, he was out of practice. Attempting to somersault out of the way and caught a large chuck of debris to the face.

Laying on the floor half laughing, "Datsa gonna leave a mark... Yeah I haven't done dat in a good while."


Dungeon racing rules and FAQ

Inspiration to Eddrikk for being a good sport and RPing my low rolls.


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 hangs back with Eddrick after the collapse.

Pretty impressive, friend. Don't think I could've done that. When we stop for a rest, I'll whip you up a little something that'll make them bruises feel a bit better.


Dungeon racing rules and FAQ

GM Screen:

Fungi: 1d6 ⇒ 5
#: 1d4 + 4 ⇒ (2) + 4 = 6
Attack Gale: 1d20 + 2 ⇒ (1) + 2 = 3
Attack Gale adv: 1d20 + 2 ⇒ (5) + 2 = 7
Attack Gali: 1d20 + 2 ⇒ (1) + 2 = 3
Attack Gali adv: 1d20 + 2 ⇒ (12) + 2 = 14
Attack K: 1d20 + 2 ⇒ (8) + 2 = 10
Attack K adv: 1d20 + 2 ⇒ (8) + 2 = 10
Attack Cyrus: 1d20 + 2 ⇒ (17) + 2 = 19
Attack Cyrus adv: 1d20 + 2 ⇒ (17) + 2 = 19
Attack Eddrikk: 1d20 + 2 ⇒ (8) + 2 = 10
Attack Eddrikk adv: 1d20 + 2 ⇒ (20) + 2 = 22
Dam Cyrus: 1d8 ⇒ 4
Dam Eddrikk: 2d8 ⇒ (8, 8) = 16

You journey through the tunnels and passageways until you reach a small stream. The moisture seems to have fostered the growth of a patch of fungi. The area glows with a dim light but not from any phosphorescent fungi... You are unsure where the light comes from... But there is something strange about these fungi. One of them just moved! And several others lean toward you to touch you! You are so surprised that they should have less trouble making contact but the creatures are slow. Galinndan's new armor just barely protects him while Galenus and Kanzen dodge the slow-moving attackers with ease. Cyrus is touched lightly by one of the fungi, which drains some of his life force (4 necrotic damage) while another mushroom gets a good hold on poor, exhausted Eddrikk and knocks him unconscious, greedily slurping for life juices! (16 necrotic! Eddrikk is at zero!)

Inits!:

Galenus: 1d20 + 2 ⇒ (12) + 2 = 14
Galinndan: 1d20 + 3 ⇒ (13) + 3 = 16
Galinndan adv: 1d20 + 3 ⇒ (2) + 3 = 5
Eddrikk: 1d20 + 2 ⇒ (6) + 2 = 8
Eddrikk adv: 1d20 + 2 ⇒ (10) + 2 = 12
Kanzen: 1d20 + 3 ⇒ (11) + 3 = 14
Irdril: 1d20 + 2 ⇒ (19) + 2 = 21
Cyrus: 1d20 + 3 ⇒ (17) + 3 = 20
Cyrus adv: 1d20 + 3 ⇒ (20) + 3 = 23
Tiberius: 1d20 + 0 ⇒ (10) + 0 = 10
Fungi: 1d20 - 5 ⇒ (15) - 5 = 10

Thankfully, you all react much more quickly than these slow-moving shrooms.

Everyone, GO!!!


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

Holy hell! Galenus exclaims as he dances out of the way. Grabbing his axe in both hands, he slams it down on the thing in front of him.

Attack: 1d20 + 5 ⇒ (9) + 5 = 14
Damage: 1d10 + 3 ⇒ (4) + 3 = 7


Dungeon racing rules and FAQ

Galenus strikes the strange mushroom hard. It seems seriously damaged but not quite on death's door.


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

Death Save: 1d20 ⇒ 16


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)

How many of these things are there...?

Though he has patrolled many times in the Underdark around Menzoberranzan, Kanzen has never seen these fungus creatures before. Cursing softly under his breath, he slashes and stabs with his daggers at the one that attacked him.

Dagger: 1d20 + 5 ⇒ (14) + 5 = 19
Dagger: 1d20 + 5 ⇒ (5) + 5 = 10

Dmg: 1d4 + 3 ⇒ (2) + 3 = 5


Dungeon racing rules and FAQ

Kanzen, there are six and both of those hit! These guys are easy to hit.


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:
Kanzen, there are six and both of those hit! These guys are easy to hit.

Oh, I meant to delete that first line after I remembered to look at the map, sorry. Also, awesome!

Dmg: 1d4 + 3 ⇒ (3) + 3 = 6

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