Out of the Abyss (Inactive)

Game Master caster4life

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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 rest is fine; but maybe we can acquire an official pass or something, granting us access. Heck, doesn't even have to be from someone official.


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A goblin approaches you and walks alongside while whispering. "Hey you folks looking for some fun? Knockout tourney, drink, gambling. The works."

Jimjar's eyes bulge out of his sockets but he doesn't say anything.


♂ | 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)

"Let us fill ar bellies en rest ar heads! Never know when ell get another chance eh?" Cyrus cheers.


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 agree. Let's do some R&R. If you wanna go gambling, be my guest. I'll be in the in taking notes.


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Sounds like a quorum for sleeping again after a short day. Fine with me but you do have to pay for another "night" in the room. Not that Gracklstugh is exactly on a sun-oriented cycle.

You head back to your room, paying for another use of it, and try to fall asleep. It's a bit harder as the constant pounding and grinding of machinery is more noticeable when you're not dead tired. The facecloths make the air much easier to breathe and you all wake rested.

GM screen:

Con saves: 12d20 ⇒ (18, 19, 20, 20, 15, 1, 16, 15, 11, 12, 5, 20) = 172

No problems with Grackle-lung tonight, assuming everyone had a face cloth. Everyone benefits from a long rest and has their exhaustion level decreased by 1. Give me either a group stealth or a group insight check to see how well you lay low today.


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

Refreshed, Galinndan does his best to keep a low profile.

Stealth: 1d20 + 5 ⇒ (20) + 5 = 25
Stealth, dis: 1d20 + 5 ⇒ (8) + 5 = 13


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Exhaustion level reduced to 1 for Galinndan 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

Hurrah!


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

Where'd everyone go?

Back at the inn, Galenus spends his time to cast Find Familiar. He's not sure what he'll get, being in Gracklstugh. What kind of animals live here? As he summons it, a small critter climbs in through the window.

Of course it would be that, Gale is thinks to himself. Do I get a Raven who can talk? Do I get a hawk who can scout? No. I get a freaking trash panda.

And there it is. A raccoon.


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

I think 'e likes da way you smell, Eddrikk laughs at his fellow Dwarf, Wait, what's a coon doin down 'ere?


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The creature sidles up to Galenus, waddling along and sniffing. Then it curls up at his feet, very comfortable with the scent.

Let's keep working on that group check while you guys decide what you're doing today. There are a lot of plot hooks dangling just ahead of you whatever you end up doing, except for summoning racoons. XD


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 shrugs, Well, it is a heavily polluted city. Where else would you find them?

For wherever we're going today.
Stealth: 1d20 + 2 ⇒ (20) + 2 = 22


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

Stealth: 1d20 + 2 ⇒ (20) + 2 = 22
Stealth, dis: 1d20 + 2 ⇒ (3) + 2 = 5


Stealth: 1d20 + 2 ⇒ (6) + 2 = 8


♂ | 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 ⇒ (2) + 5 = 7

"Never laid eyes on one of dos. Can we eat it?" Cyrus asks.


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)

Stealth: 1d20 + 5 ⇒ (7) + 5 = 12


Dungeon racing rules and FAQ

As you try to move quietly through the city, you can't help but draw attention to yourselves. A guard yells "Halt!" to you and begins approaching. Just then, the rhythmic hammering of the city’s forges is drowned for a second by a thundering roar and the sound of crumbling rock. Duergar and visitors alike turn to look as a two-headed, gray-skinned giant bursts through a gate, howling madly and lashing out left and right, littering the plaza with rock and stone debris. As he bellows, one of his swings connects with a duergar soldier, whose broken body flies through the air and crashes near you with a sickening crunch. The soldiers who were approaching you begin rushing toward the rampaging giant.

Inits:

Galenus: 1d20 + 2 ⇒ (18) + 2 = 20
Galinndan: 1d20 + 3 ⇒ (16) + 3 = 19
Galinndan adv: 1d20 + 3 ⇒ (14) + 3 = 17
Eddrikk: 1d20 + 2 ⇒ (2) + 2 = 4
Eddrikk adv: 1d20 + 2 ⇒ (16) + 2 = 18
Kanzen: 1d20 + 3 ⇒ (17) + 3 = 20
Irdril: 1d20 + 2 ⇒ (13) + 2 = 15
Cyrus: 1d20 + 3 ⇒ (14) + 3 = 17
Cyrus adv: 1d20 + 3 ⇒ (4) + 3 = 7
???: 1d20 + 2 ⇒ (14) + 2 = 16

DC 12 insight:

The giant is crazed and terrified. The two heads are not normal and are not working together.

Irdril just barely gets nosed out by the stone giant. Everyone else, 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)

Insight: 1d20 ⇒ 14


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

Insight: 1d20 + 1 ⇒ (18) + 1 = 19

" 'E is mad wit terror! Fin away ta calm 'em down!"

Eddrikk shouts to any who would listen then moves in the path of the rampaging giant trying to draw its attention. Dodge action


Insight: 1d20 + 4 ⇒ (1) + 4 = 5


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 pulls a leather pouch from his belt and flings its contents directly in front of the charging giant. Hundreds of tiny metal balls skitter onto the ground, bouncing madly.

Spilling ball bearings in a square directly in front of the giant. If he moves into it, it's a DC 10 Dex save or fall prone. If I have to move forward to do that, I will, then shift back to where I currently am.


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 ⇒ (17) + 4 = 21

Insight, dis: 1d20 + 4 ⇒ (20) + 4 = 24

"Two heads are abnormal and these ones are terrified! Escape its path!"

Galinndan readies himself to assist or push others out of the way of the giants' rampage.


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

Insight: 1d20 - 1 ⇒ (12) - 1 = 11

That thing is causing a massive amount of damage! We have to stop it!

Galenus pours through his notes, and then says, I got it!

He pulls out his crystal and uses it to focus the light onto the two-headed giant, while saying some enchanted words.

Casting Reduce on the giant. DC 12 Con Save.

Reduce:
The target's size is halved in all dimensions, and its weight is reduced to one-eighth of normal. This reduction decreases its size by one category-from Medium to Small, for example. Until the spell ends, the target also has disadvantage on Strength checks and Strength saving throws. The target's weapons also shrink to match its new size. While these weapons are reduced, the target's attacks with them deal ld4 less damage (this can't reduce the damage below 1).


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GM screen:

Con: 1d20 + 8 ⇒ (1) + 8 = 9

Remarkably, Galenus' spell manages to affect the giant! The huge stone man shrinks down until he is only about the size of an ogre. His apparent confusion only multiplies!

Didn't think that would work but that's cool that it did! Cyrus still to go.


♂ | 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)

Insight: 1d20 + 2 ⇒ (8) + 2 = 10

"How de hell am I spose ta do that?" Cyrus asks.

Is there anything to tie a rope off of, maybe make a trip line?


Male CG Drow Fighter 2/Paladin 2
Usables Remaining:
Action Surge* 0/1 | Divine Sense 3/3 | Faerie Fire 1/1 | Lay on Hands 10/10 | Second Wind* 1/1 | Spell Slots 0/2 | HD: 4d10
HP: 27/32 | AC: 17 | Acr +5, Ath +3, Perc +2, Pers +4, Stl +5 | Saves: Str +3*, Dex +3, Con +3*, Int -1, Wis +0, Cha +2 | Init: +3 | Passive Perception 12 | Speed 30ft (swim, climb) | Inspiration: Y | Hit Dice: 4d10 | Active conditions: Madness (2)

I've already thrown ball bearings in front of him, so that if he tries to move forward he may fall prone. It is only a DC 10 Dex save though.


Dungeon racing rules and FAQ

There are buildings. Cyrus, I'm going to say you delayed your round 1 action but can take it now, since you were checking in with a question.

GM screen:

Dex: 1d20 ⇒ 12
Hit Eddrikk with disad: 1d20 + 9 ⇒ (1) + 9 = 10
Hit Eddrikk with disad: 1d20 + 9 ⇒ (16) + 9 = 25

The giant steps forward and swings at Eddrikk but the dwarf was ready for the blow and sidesteps the still-massive club. The Duergar guards rush forward, striking at the crazed monster before he can do more harm, landing a few solid blows.

They do 10 damage to him per round. 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

Galenus sees Cyrus readying his rope looking for a place to tie it off. He runs over to him to offer help.

Spending my round moving, grabbing rope, and headed to one side of the Street to tie it off where Cyrus directs.


Irdril fires her duo of Eldritch Blast/Magic Stone at the creature.

Blast: 1d20 + 5 ⇒ (20) + 5 = 25
Force Dam: 1d10 + 3 ⇒ (7) + 3 = 10
Crit: 1d10 ⇒ 8

Stone: 1d20 + 5 ⇒ (10) + 5 = 15
Bludgeon Dam: 1d6 + 3 ⇒ (5) + 3 = 8


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Irdril's force blasts powerfully into the stone giant but her small stone can't get past his thick, rocky skin! His second head howls in pain and rage while his first head whimpers in confusion.


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 launches an arrow at the maddened creature.

Bow: 1d20 + 5 ⇒ (3) + 5 = 8

Damage: 1d8 ⇒ 6


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

Eddrikk continues to bob and weave to distract the giant.
Dodge action


♂ | 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)

Athletics?: 1d20 + 1 ⇒ (11) + 1 = 12
Bonus: Disengage

With Galenus help Cyrus attempts to ensnare the giant.


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

Athletics team work?: 1d20 + 5 ⇒ (18) + 5 = 23

There! No, there! Cyrus commands Galenus, showing him where to work the ropes for the most effect.

Don't you worry none, friend, I get what your saying, Galenus responds, wrapping the rope here and tying a knot there.

With a final effort, Cyrus has directed them to create a snare that uses their own strength with the reinforcement of the buildings to capture the giant.


Dungeon racing rules and FAQ

I'm going to treat this like a paired trip attempt. If either of you beat his athletics check, he's tripped. Because he's reduced, he has disadvantage on athletics checks (to avoid being tripped, grappled, etc).

GM screen:

Athletics: 1d20 + 6 ⇒ (13) + 6 = 19
Athletics: 1d20 + 6 ⇒ (8) + 6 = 14

Kanzen still to go.


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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)

Not sure of the creature's intentions or state of mind, and thus not sure he should attempt to injure it, Kanzen leaps forward, attempting to climb on the two-headed giant's back.

My rationale is that if I climb on it, it might be tempted to focus all of its attacks on me, which it will have disadvantage on per the "Climb onto a bigger creature" rules (DMG p 271). Then it won't hurt anyone else, and hopefully me either. Contested check.

Acrobatics: 1d20 + 5 ⇒ (5) + 5 = 10

Bugger. Here's hoping he rolls crap too :)


Dungeon racing rules and FAQ

Interesting! I've never used those rules! I'll say you have advantage on the check since he's prone, which seems reasonable.

Kanzen adv: 1d20 + 5 ⇒ (19) + 5 = 24
Giant acro: 1d20 + 2 ⇒ (18) + 2 = 20

Kanzen climbs up onto the giant's back. In confusion and anger, it doesn't try to get up yet but flails at him and Eddrikk.

GM screen:

Attack E: 1d20 + 9 ⇒ (12) + 9 = 21
Attack E: 1d20 + 9 ⇒ (2) + 9 = 11
Attack K: 1d20 + 9 ⇒ (3) + 9 = 12
Attack K: 1d20 + 9 ⇒ (12) + 9 = 21

It doesn't manage to land a blow on either one of them! The guards keep hacking at its thick skin, making a little progress. Both heads roar in pain!

Everyone, GO! The giant's going to use half his movement to get up this round, unless something stops him from having any 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)

Neither have I! I was just at a complete loss with what to do. Not even sure being on his back will accomplish anything, but it's better than standing around doing nothing!

Kanzen starts beating on the giant's heads with his sword hilt, attempting to knock it out rather than cause it serious damage.

Shortsword: 1d20 + 5 ⇒ (13) + 5 = 18
Dmg: 1d6 + 3 ⇒ (5) + 3 = 8

My intention is to do nonlethal damage. I know it doesn't really matter except for the killing blow, but anyhoo...


Irdril casts Hideous Laughter at the creature. DC 13 wisdom to save.

"They say two heads are better than one! Wait, who says that?"


Dungeon racing rules and FAQ

Kanzen, adv on the melee attack because he's prone. 18 hits but you might crit.

GM screen:

Wis save: 1d20 + 4 ⇒ (16) + 4 = 20

The giant, who is being attacked and driven mad, doesn't get the joke.


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)

Shortsword adv: 1d20 + 5 ⇒ (3) + 5 = 8

Worth a crack :)


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

Once the giant is tripped, Galenus follows Cyrus' lead in tying it up.


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

Eddrikk jumps in to hold the giant down.
Athletics (grapple): 1d20 + 5 ⇒ (14) + 5 = 19


Dungeon racing rules and FAQ

Yeah I'd say that to tie him up you need a successful grapple then three opposed checks to get him tied given he's so big and strong.

GM screen:

Athletics: 1d20 + 6 ⇒ (15) + 6 = 21
Athletics disadv: 1d20 + 6 ⇒ (12) + 6 = 18

Eddrikk goes to grab the massive opponent and, thanks to Galenus' spell, manages to get a hold of him and keep him down!

RAW, someone can't stand up from prone while grappled as they have a 0 ft move speed when grappled. This is a very odd strategy you guys are employing but it's working great.


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 to help the others pin down the giant.

Advantage on check to someone who wants/needs it. Also, I love the knockdown strategy!


♂ | 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)

Athletics: 1d20 + 1 ⇒ (3) + 1 = 4
Athletics, Adv?: 1d20 + 1 ⇒ (17) + 1 = 18

Cyrus moves in with the rope trying to hog tie the two-headed giant.

We're gonna have a problem with the reduce wears off but this is more entertaining than just stabbing him so here we 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 hangs on to the giant, doing his best to assist his companions in restraining the maddened creature.

I'll also give advantage to anyone who needs it.


Dungeon racing rules and FAQ

GM screen:

Athletics with disad +6: 2d20 ⇒ (11, 3) = 14
Athletics with disad +6: 2d20 ⇒ (16, 12) = 28
Eddrikk Ath: 2d20 ⇒ (2, 2) = 4

Cyrus manages to loop some rope over the giant, who then roars in anger and breaks Eddrikk's grip with a heave of his mighty arms. But the rope keeps him from standing up just yet. The guards keep slashing at him.

I'll say the guards are doing 15 damage a round instead of 10 since you guys grant them advantage for prone. 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

Galenus keeps ahold of the rope with both hands, doing his best to help Cyrus entangle the giant so they can subdue him without further harm and without the giant harming any one or any thing else.

Damn this bugger ain't going down easy, is he?

I'm just staying out of the way and keeping concentration.


Irdril fires another eldritch blast at the giant in hopes of knocking it unconscious.

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

Force: 1d10 + 3 ⇒ (1) + 3 = 4
Crit: 1d10 ⇒ 8

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