Out of the Abyss (Inactive)

Game Master caster4life

Current map
Audio
Party notes
Party loot
Character xp


1,101 to 1,150 of 4,093 << first < prev | 18 | 19 | 20 | 21 | 22 | 23 | 24 | 25 | 26 | 27 | 28 | next > last >>

Irdril heals Eddrikk as a bonus action and then hits an injured shroom with an eldritch blast..

Heals: 1d4 + 3 ⇒ (3) + 3 = 6

Attack: 1d20 + 5 ⇒ (12) + 5 = 17
Force Dam: 1d10 ⇒ 6

Nature to ID?: 1d20 + 2 ⇒ (20) + 2 = 22

"Sneaky bastards aren't they!"


Dungeon racing rules and FAQ

Eddrik rises and, conscious and ready to strike.

Eddrikk, you can take your turn.

Irdril recognizes these as violet fungi. They are very slow and easy to strike and have trouble seizing prey but are a bit tough as they have no vital organs.


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

Attack: 1d20 + 5 ⇒ (19) + 5 = 24
Damage: 1d10 + 3 ⇒ (4) + 3 = 7
Raising to his feet, Eddrikk strikes at the monstrous mushroom.


Dungeon racing rules and FAQ

Eddrikk deals a solid blow to the moshroom but it doesn't fall.

I added numbers to the mushrooms so you guys can denote which one you're hitting. I'll bot Galinndan as soon as we're waiting on him since he let me know that he's occupied this weekend.


♂ | 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 ⇒ (1) + 5 = 6
Attack: 1d20 + 5 ⇒ (7) + 5 = 12

Being surrounded Cyrus wields two blades and swipes at the nearest fungus-man thing.


Dungeon racing rules and FAQ

Cyrus lands both blows.

Tiberius and Galinndan lay into the foes with gusto.

party attacks: 3d20 ⇒ (19, 9, 18) = 46
Dam: 1d8 + 5 + 2d6 + 6 ⇒ (6) + 5 + (3, 6) + 6 = 26

Shroom attacks: 6d20 ⇒ (2, 8, 19, 12, 19, 8) = 68
Dam to Gale: 1d8 ⇒ 2
Dam k: 1d8 ⇒ 2

In the tight quarters, the mushrooms manage to land blows on Galenus and Kanzen.

Party go!!!


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 grunts from the blow, but responds furiously with his daggers.

Striking at shroom no. 2 again.

Dagger: 1d20 + 5 ⇒ (7) + 5 = 12
Dagger: 1d20 + 5 ⇒ (3) + 5 = 8
Dmg: 1d4 + 3 ⇒ (2) + 3 = 5
Dmg: 1d4 + 3 ⇒ (2) + 3 = 5

Alrighty, that's 21 dmg so far... If this thing's still up, is it looking bloodied GM?

Oh, is Eddrikk hitting no. 2 as well, or no. 1?


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

1d2 ⇒ 1
Eddrikk attacked No. 1

Attack: 1d20 + 5 ⇒ (10) + 5 = 15
Damage: 1d10 + 3 ⇒ (4) + 3 = 7


Dungeon racing rules and FAQ

Kanzen's mushroom falls, slashed to pieces.


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

Ugh! What are these things?!

Axe attack!: 1d20 + 5 ⇒ (18) + 5 = 23
Damage: 1d8 + 3 ⇒ (3) + 3 = 6


♂ | 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 ⇒ (5) + 5 = 10
Attack: 1d20 + 5 ⇒ (7) + 5 = 12

Damage: 1d6 + 3 ⇒ (2) + 3 = 5
Damage: 1d4 ⇒ 3

Cyrus continues to cut into the mushrooms.


Irdril fires some blasts at one of the damaged shrooms..

Blast: 1d20 + 5 ⇒ (7) + 5 = 12
Force Dam: 1d10 ⇒ 2

Stone: 1d20 + 5 ⇒ (2) + 5 = 7
Dam: 1d6 + 3 ⇒ (4) + 3 = 7


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 lashes out with short sword and dagger, eager to bring down this menace before moving onto the next one.

Shortsword: 1d20 + 5 ⇒ (12) + 5 = 17

Damage: 1d6 + 3 ⇒ (6) + 3 = 9

Dagger: 1d20 + 5 ⇒ (5) + 5 = 10

Damage: 1d4 + 3 ⇒ (4) + 3 = 7


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 tires of this place and these fungal frustrations and summons his inner flame. Releasing a gout of dragon fire on the frenzied flora.

damage: 2d6 + 2 ⇒ (5, 6) + 2 = 13 DC 12 for half if these things can move.


Dungeon racing rules and FAQ

GM screen:

Surge: 4d20 ⇒ (9, 16, 16, 5) = 46
Dex: 2d20 ⇒ (7, 15) = 22


Between the hacking blades and Tiberius' fire, the remaining mushrooms are destroyed and burnt.

43 xp each. Drow pursuit level increased by 1.

Shuushar points to the flowing stream just past the battle. "This will lead us to the Darklake. Can you swim? Or can we build a raft?"


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

"Those mushrooms were sneaky but at least they did not hit hard or fast. As for water, I am not especially talented or poor at swimming, but that I imagine would be insufficient for this Darklake. I say we fashion a raft."

Galinndan looks around for anything to comprise a raft.

Survival: 1d20 + 4 ⇒ (11) + 4 = 15


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 the raft. The Darklake is big, and I don't know how far we'll be traveling. There's a lot of us here, and any of us could be picked off by the creatures in the depths. We may even need a couple of rafts to ferry us all.


Dungeon racing rules and FAQ

Here's how raft-building will work: DC 12 group survival check to forage for materials for one hour. You can try again but that will take another hour and every three hours will increase drow pursuit level. Without any sort of carpenter's tools, a DC 12 group int check with disadvantage to spend an hour building the raft. Every three hours increases the pursuit level by 1.

Group checks: Everyone makes the check. If at least half succeed, the group succeeds. Go ahead and make 6 rolls for each check so we can see how quickly you guys succeed. Good RP of a check, ideas, or otherwise may grant bonuses to an individual's rolls. You may also have ways to increase it. E.g. guidance or bardic inspiration on key rolls as Irdril sees someone almost succeed.

You begin moving through the tunnels near you, being careful to stay close enough to each other but spreading out a bit to search for suitable materials.


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

Oh... they do'nah 'it 'ard he says... an what the hell were dey.... Irdril, thanks fer da healing love, ya saved my bacon. What about usin' der corpses as part of the raft?


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

Survival +1: 6d20 ⇒ (19, 16, 16, 17, 14, 15) = 97

We may die down here, but it won't be through my own lack of effort. :)


Surv +1: 6d20 ⇒ (2, 10, 4, 14, 3, 8) = 41

Whelp.. She’s no carpenter.


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 casts his sharp eyes around, seeking choice materials. Or any.

I already made one, so I'll add five here for scrounging up materials.

Survival +4: 5d20 ⇒ (18, 2, 15, 1, 1) = 37

And six rolls for assembly

Survival +4: 6d20 ⇒ (1, 14, 6, 2, 3, 20) = 46


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)

Survival: 6d20 ⇒ (12, 16, 10, 6, 7, 1) = 52
Int -1: 6d20 ⇒ (8, 14, 18, 1, 4, 14) = 59


1 person marked this as a favorite.
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 starts searching for materials while they’re walking. This piece ain’t no good, nor that piece. Ah! Here’s something that might work! He goes on like this for a while. He even occasionally uses his Mage Hand cantrip to get hard-to-reach pieces.

He looks around and sees some of the others have trouble finding material, and then a though dons on him. Hey, we’re in the underdark. You can’t go looking for driftwood, you ain’t going to find any. Rafts and boats aren’t made of wood down here, they’re made of fungus. Zurkhwood, to be exact. Start looking for some strong Zurkhwood, giant bones from large creatures, or shells from a hook horror – damn, we should’ve looked back in those tunnels - or something like that.

It’s not until after they’ve found the materials that a new idea dons on him. He should’ve thought of this earlier. While they’re trying to build the raft, Galenus will start casting mending to help fuse pieces together to make for a sturdier connection.

Will that help negate some of the disadvantage?

Six rolls for building, +1: 6d20 ⇒ (10, 8, 5, 15, 5, 3) = 46


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

Survival +3: 6d20 ⇒ (17, 18, 3, 2, 7, 6) = 53
Int -1: 6d20 ⇒ (9, 17, 13, 20, 19, 13) = 91

Eddrikk throws himself into finding material to build a raft, unfortunately the repeated blows to the head began to slow his progress to the point where he sits down for a brief period.
Once assembly begins he found his second wind and is hoping once finished he can nap.


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

More building raft rolls, +2!: 6d20 ⇒ (4, 2, 14, 17, 7, 17) = 61

I've got a spreadsheet going to keep track of all these rolls. With Eddrick stepping in, we have enough passing rolls for material gathering in the first hour.

However, for building materials and disadvantage, we've already failed the first hour of building. The second and third hours have potential if all three players (Idril, Tiberius, and Cyrus) all pass. Hard to do with disadvantage.


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)

Int -1 disad: 6d20 ⇒ (16, 8, 4, 20, 18, 16) = 82

Kanzen sets to helping with assembling a raft of some kind from the materials the party has gathered, but quickly realises he has no idea what he's doing. Construction is not one of his skills. He desperately tries to watch what Galenus is doing and copy, though many times he discovers that he is working in a completely different context to the dwarf, and so the copying works against him rather than for him.

Grumbling to himself, he begins watching Eddrikk instead, who seems to be doing a great job, and is working on a section similar to Kanzen.

Well, my two poor rolls this time around match up perfectly with my good rolls the first time around. Only my last roll of 6 has any chance of being a success. I do have some candidates for inspiration if they line up with others...


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

Apologies, I mistook the second set of rolls. That should be Int +1

Int +1, dis: 6d20 ⇒ (3, 12, 10, 18, 19, 11) = 73


♂ | 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)

Survival+4: 6d20 ⇒ (14, 6, 14, 10, 6, 19) = 69
Craft+2: 6d20 ⇒ (16, 7, 16, 19, 17, 19) = 94
disad. Craft+2: 6d20 ⇒ (7, 2, 16, 15, 14, 19) = 73

Cyrus puts his best effort into getting his crew on the water.


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

Idril, can you grant Cryus a Bardic Inspiration?

1d6 ⇒ 4

Yes! That would do it! Even with disadvantage, Cyrus would get a 13, giving us our fourth success! Cyrus would save the day!

That would give us an hour for finding material, followed by an hour to build the raft and get going by water. If that's ok with everyone, I'd also like to spend ten minutes casting a ritual spell.

GM - if you want Cyrus to be the one to roll and don't want to count mine, that's fine. We just need a 3+ to succeed. :)


Dungeon racing rules and FAQ

I'd rather have Irdril choose whether or not to grant the inspiration then have her or the target roll it, to maintain agency. I think I'm missing the GM inspiration rolls a few of you made that are granting success in the first hour. I see results in the spreadsheet but can't single out the rolls here.

You toil for about an hour and drag together materials that look like they could form a raft. Making that raft collaboratively and quickly, however, may prove difficult.


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)

If using inspiration for raft-building, that just cancels the second roll for disad, right? So no new rolls required, yeah?


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

Looking promising!


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:
I'd rather have Irdril choose whether or not to grant the inspiration then have her or the target roll it, to maintain agency.

That's fair!

Quote:
I think I'm missing the GM inspiration rolls a few of you made that are granting success in the first hour. I see results in the spreadsheet but can't single out the rolls here.

I just took the better of the two rolls for the first hour only. For all rolls, I've been taking each set of two as normal and disadvantage (so we could get a full hours' worth of rolls complete, for the first three hours); except where people have specifically called out a set of rolls to be their disadvantage roll. If, for example, Eddrick came back and rolled six more and specifically called them out as his disadvantage rolls, I'd have to update the spreadsheet numbers for all six hours. If he didn't call them out, I'd use them as pairs for the final three hours.

Here are the three with inspiration:

My Rolls: 10 & 8, 5 & 15, 5 & 3, 4 & 2, 14 & 17, 7 & 17. Then add 3, two for int and one for the +1 you gave me.

Kanzen Rolls: 8 & 16, 14 & 8, 4 & 18, 20 & 1, 18 & 4, 16 & 14. -1 for each.

Eddrick: 9 & 17, 13 & 20, 19 & 13. Net 0 added from his -1 and your +1.

For Cyrus, I only looked at the first roll with disadvantage: 7. Add 2 for proficiency to get 9. And then add 3+ fr Bardic Inspiration to get a minimum of 12.

Of course, we still have two more people to roll. So even if this doesn't work, there's still a chance. :)

We've also got a strong shot on hour 6, as we already have three passing rolls there. With three more people to roll, there's a chance.


Yes as Kanzen says inspiration grants advantage but isn't called out as doing so differently from other advantage sources so it cancels the disadvantage. So with or without inspiration, Kanzen's hour 1 roll would total 7. Eddrikk's hour 1 is 9. I will allow you to use mending to add 1 to one person's roll each hour.

You all pitch in together but find the collaborative raft-making process quite difficult. In a hushed whisper, Shuushr irges you on "If we complete this, we can float away from our pursuers. If not, they may overtake us!"


The small myconid looks at the dead fungi with disgust. We always have to watch out for these wild, mindless things. He pitches into helping with the raft with eagerness, carrying small pieces of zurkwood in his pseudopods.


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
Shuushar the Awakened--NPC wrote:
Yes as Kanzen says inspiration grants advantage but isn't called out as doing so differently from other advantage sources so it cancels the disadvantage. So with or without inspiration, Kanzen's hour 1 roll would total 7. Eddrikk's hour 1 is 9. I will allow you to use mending to add 1 to one person's roll each hour.

Aw crap. You're totally right. I screwed that up. Ok, I'll update the ahhets to make it first roll only.


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

Could I make some stone tools with the mason's tools?


Irdril helsp in any way she can, more than likely that's not much though.

Craft?: 6d20 ⇒ (5, 13, 1, 9, 2, 17) = 47
Dis: 6d20 ⇒ (2, 10, 15, 5, 15, 10) = 57 Not sure what I add to those if anything.

Irdril will provide Inspiration as needed, up to 3 times.


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

Add your Int score, Idril. Mind if I take one of those Bardic Inspirations?

Bardic Inspiration: 1d6 ⇒ 6

Adding that to our second hour will give us four successes. That would make it so we only increase our pursuit level by 1. One hour to find matierals plus two hours to build the raft.

I've been active here for this week, so I don't want to step on anyone's toes. If everyone is good with that, and the GM is good with it, we can be successful! :)


With disadvantage she gets 2 12's out of those rolls then. Not sure if that helps. Feel free to use the inspiration as you see fit. She has 2 left now.


Dungeon racing rules and FAQ

You manage to get a large raft together that can hold all of you made of pieces of zurkhwood lashed together with long, tough, fibrous fungi. It is shaky and slow but seems to hold together. You paddle along the subterranean river under Shuushar's direction. It gets dark. Extremely dark. You wind through small passages with the barely-flowing water opening into caverns with rivers branching out of them. Shuushar leads you down a left fork then you open into a cavern full of columns. You maneuver the boat carefully around them and Shuushar leads you down a right fork.

Congratulations! You're now navigating the series of rivers, channels, and other bodies of water known as the Darklake! That means we've finished chapter 2 and are now in 3. 50 bonus xp for everybody.

You may attempt to fish or otherwise forage as we travel along. You can also take a short rest while someone else takes a turn paddling.

GM Screen:

Encounter?: 1d20 ⇒ 7

Things are quiet for the first four hours or so.


The dwarf maiden sits uneasily on the boat, a look of distaste on her face. "Never was much for swimming..."


Shuushar pipes up in Undercommon "What did she say?"

Also provide some RP as to what your character is doing right now.


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

Having had to help assemble the raft, Galinndan considers resting.

But there is fishing to be attempted. I have a spear after all.

Survival: 1d20 + 4 ⇒ (5) + 4 = 9

Survival, disadvantage: 1d20 + 4 ⇒ (8) + 4 = 12

When Shuusher asks, he replies in undercommon without taking his eyes from the water.

"She is not a keen swimmer."


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

Building the raft was challenging for Galenus. He was not used to working with "wood" and other such materials. Leave that to others. But with Cyrus' guidance and a bit of his own tricks (mending), he felt useful.

Now, they were finally ready to head out onto the Darklake.

It's been a while since I've seen the Darklake, he said. But there's a lot of communities attached to it. The deep dwarves are there, somewhere. We should go see them, maybe get a proper room in an inn and a bath. The Kua-tao will be nice, but you just can't get a proper bath with them.

Before they head out, Galenus asks for a pause. I'd like to set up a ritual and bring an extra set of eyes for us while we're on the lake. I think it'll be useful. With that, he pulls out the small heads brazier they recovered from the gnolls and starts burning the charcoal, incense, and herbs - taking the ashes from some to draw while guiding the smoke from others to create symbols in the air. As he works, celestial light starts to form a shape of a small fish. When the quipper is fully formed, he releases it into the waters.

He'll be able to keep a watch in the waters for us, letting us know if there's any dangers. And as a bonus, I can occasionally see through his eyes or hear what he hears as well. But doing so will leave me deaf and blind up here, so I'll need you guys to protect me while I do that.

When Eldeth complains about swimming, Galenus attempts to reassure her, Hey, this is the best way - the drow can't track us on the waters.


Irdril will attempt to catch somthing as well..

Surv: 1d20 + 1 ⇒ (1) + 1 = 2 but unfortunately she drops her makeshift fishing pole in the water after just a few minutes of trying.

"Dammit.. It took me an hour to make that.."

She takes a break to pout over her lost tackle..


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)

I've never seen the darklake. Several things I have seen in my time as a slave to the drow, but not the lake we are heading too. Tiberius says as he attempts to use his spear to skewer any fish or other creatures in the river, wanting to at least attempt to help gather sustenance.

survival: 1d20 ⇒ 5


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

I would like to take a short rest if possible

Eddrikk, laying on his back, looks up to the ceiling, where the sky should be;where the sun should be; where the moon and stars should be. By Moradain's trouser beard I want out of this place, he irreverently, but shortly, said invoking the name of the chief dwarven deity.

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.