Out of the Abyss (Inactive)

Game Master caster4life

Current map
Audio
Party notes
Party loot
Character xp


1,951 to 2,000 of 4,093 << first < prev | 35 | 36 | 37 | 38 | 39 | 40 | 41 | 42 | 43 | 44 | 45 | next > last >>

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

I completely agree Caster. To be clear, unless I specifically have said otherwise before the time, Galinndan shares all information by default with the party.

East Pier:

"Let us investigate it."

He approaches, trying to be quiet.

Stealth: 1d20 + 5 ⇒ (20) + 5 = 25
Stealth, dis: 1d20 + 5 ⇒ (16) + 5 = 21


Dungeon racing rules and FAQ

Galinndan moves the bars out of the way and begins creeping down the tunnel.

The tunnel continues as far as your darkvision can see from the dock. How far do you want to 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)

Bazaar:
Kanzen makes his way around the marketplace, ostensibly checking out the wares of the merchants, but keeping an eye out for their quarry.

Persuasion check to find out any info about Droki, Perception if needed. If Persuasion's not right, replace it with what would be used. Also, I'll buy some more ball bearings if the price isn't inflated.

Persuasion: 1d20 + 4 ⇒ (8) + 4 = 12
Perception: 1d20 + 2 ⇒ (7) + 2 = 9


Dungeon racing rules and FAQ

Bazaar:

Sure! Normal price ball bearings. Probably fair to say you had time to pick yours up, btw. I assume people don't leave gear on the field unless they really would have to.

Most merchants scoff at Kanzen's description and inquiry. "Ach shurr we've seen 'im. Good fer nothin'. I can't tell ya more than that he scuttles about."

DC 13 insight Bazaar:

One of the merchants looks a little uncomfortable with the Droki question.


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)

Bazaar:
Worth a crack I guess :)

Insight: 1d20 ⇒ 8


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

Bazaar:
Insight: 1d20 + 1 ⇒ (13) + 1 = 14

Oy! Why the sour look? Just what do you know? Galenus presses on the merchant who looks uncomfortable.


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)

Spoiler:
Kanzen leans in towards the merchant slyly. "There may be something in it for you if you have any information we could use."

Persuasion/Intimidation: 1d20 + 4 ⇒ (7) + 4 = 11

Hmmm...


Dungeon racing rules and FAQ

Bazaar:

The merchant shakes his head angrily but is also clearly flustered. "I don't owe ya anything! Le' me alone or I'll call the guard!"


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)

Bazaar:
Kanzen leans in closer to the merchant, his face twisted into the well-known expression of drow cruelty. "Call the guard," he hisses. "We're on business for the city. If we tell the guard you're withholding information that we want, you'll disappear quicker than a meat pie in a room full of bugbears. So tell me: what do you know of this derro?"

Here's another roll in case it helps.

Intimidate: 1d20 + 4 ⇒ (13) + 4 = 17


Docks:

"Galinndan wait! Should we get the others? We have no idea what's down there?"


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

Bazaar:
Galenus watches on as Kanzen drills dowm on the merchant, hoping he weakens the dwarf's defenses. He has a smug look upon his face, knowing Kanzen will succeed.


♂ | 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)

Docks:
"We'd at leastd know if there be something to investigate before dragging everyone back here no?" Cyrus asks.


1 person marked this as a favorite.
HP 17/18 | AC 16 | Saving Throws: D 10, W 11, P 10, B 13, S 12

Mmmm.... meat pie... Eddrikk moves in to hhe side of the merchant, Me ma made a great meat pie, siad da secret were mushroom oil, look we be stuck down 'ere an donah wanna be. You can 'elp us, 'ell whatcha know, an we can move on like ye never saw us... Whatdaya say?
Persuasion: 1d20 - 1 ⇒ (12) - 1 = 11

If the group asks about his ma's meat pie:
Nah she couldnah cook fer s$%~e, but guess it kept me da around...


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

Docks:

"A compromise. A quick look."

Galinndan steals inside quietly to look.

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

Survival vs humanoids: 1d20 + 4 ⇒ (15) + 4 = 19


Dungeon racing rules and FAQ

Galinndan:

You creep 100 feet down the pipe and encounters a rough wooden hatch in the floor of the pipe.

Bazaar:

The strange bad-cop/good-cop routine of Kanzen and Eddrikk seems to work on the merchant, especially Kanzen's bad cop. "Look I dunno much, ok!? I just saw him make a delivery once. Handed a parcel to a fella in an alley. The fella was caught and executed for bein' a ghost a little while later. But don't tell anyone I told ya I saw nothin!" He looks pretty nervous about it.

DC 13 history for those at Bazaar:

The Gray Ghosts are the only thieves' guild in Gracklstugh and all of the Deep Kingdom.


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)

History: 1d20 - 1 ⇒ (10) - 1 = 9


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

Bazaar:
History: 1d20 + 4 ⇒ (11) + 4 = 15

The ghosts, eh? You mean the Grey Ghosts, the thieves guild. Ya, I heard of them.


Docks:

"Ok let's go."

Stealth: 1d20 + 2 ⇒ (4) + 2 = 6

Why are you rolling dis Gal? We had a nights rest.


Dungeon racing rules and FAQ

Gal had three levels of exhaustion to rest off. A long rest gets rid of one of those.

Bazaar:

The merchant nods to confirm Galenus' recall and shudders. "I don' mess wi' them. My name stays out o' it, clear?"

Docks:

Irdril comes up behind Galinndan somewhat loudly and finds the hatch he discovered.

Feel free to read his spoiler now.


Docks:

"A secret passage it seems. Shall we inspect further?"


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

Docks:

"I am tempted, but let us return for the others."


♂ | 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)

Docks:
"I'm want n' make sure there's notin else to find first." Cyrus says before trotting off to search the pier and it's waters.

Perception: 1d20 + 5 ⇒ (12) + 5 = 17
Survival: 1d20 + 5 ⇒ (12) + 5 = 17


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

Bazaar:
Galenus pulls away from the merchant and whispers to his allies, I think we should report this back to the others. Looking out for there ghosts will increase our chances of finding the Derro.

Sorry I missed yesterday. I had intended to post, but got caught up with stuff around the house, then fell asleep a but early.

Is there a location where the Derro normally hang out or live? Maybe we can search that area next since the bazaar doesn't seem to be yielding much.


Dungeon racing rules and FAQ

Docks:

Cyrus finds a single footprint leading out of the tunnel in the muck.

The derro are mostly confined to hovels built along the walls of Laduguer’s Furrow in the West Cleft District and East Cleft District.


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

Bazaar:
Since no one else posted yesterday, I'll just make the call to head to the docks and report our info to the rest of the team.


Dungeon racing rules and FAQ

The group from the Bazaar heads out to the east pier. There they see Cyrus searching around the pier while Irdril and Galinndan climb out of the dirty pipe.


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

Upon seeing his allies, Galinndan approaches them and quietly notes:

"That pipe leads to a secret hatch 100 feet in. I believe this is something that we should all investigate straight away."


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

Well den lets get a move on. Although I sure we'll be runnin in ta guards accusing us of 'loafin bout' while in it...


Dungeon racing rules and FAQ

I'll take that as a quorum of two players.

You head into the dark, spiraling tunnel for 100 ft until reaching the trapdoor. Galinndan opens it quietly and you see an iron ladder leading 60 ft down through a vertical stone shaft to another trapdoor, well below the waterline of the Darklake.

What now?


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

Oh, we're going down. Secret tunnels? Sneaky Derro definitely live down here.

Galenus starts climbing down, being one of those who do not need light to see down. He heads down to the hatch and prepares to open it (assuming others are following).


2 people marked this as a favorite.
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)

Before entering the tunnel...

After Galinndan relates what he's foubd, Kanzen responds in kind. "It seems this derro we're searching for has connections to the thieves' guild here in Gracklstugh... the Gray Ghosts you said?" he confirms with Galenus. "If they've managed to establish themselves in a brutal place like this, they must be reasonably powerful. We should take care."

In the tunnel...

Kanzen follows Galenus into the shaft, moving as quietly as he can. Galenus! Try to keep it down to a dull roar! he projects to the noisy dwarf.

Stealth: 1d20 + 5 ⇒ (10) + 5 = 15


Irdril follows along, hoping to stay in the middle of the pack..

"What was discovered, if anything, in the Bazaar?"


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)

Irdril, I meant to address the whole group with the above post, not just Galinndan. I may not have made that clear...


♂ | 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 ⇒ (11) + 5 = 16

Cyrus follows close behind the lead moving as quietly as possible.


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

Eddrikk falls in as the back.

Stealth: 1d20 + 2 ⇒ (4) + 2 = 6
Stealth, Dis: 1d20 + 2 ⇒ (6) + 2 = 8


Dungeon racing rules and FAQ

Galenus opens the door, revealing an area of stone cavern that is surprisingly clean and orderly, split into two levels connected by a ramp made from zurkhwood planks. The upper level contains a fully furnished laboratory, while the lower level has two bunk beds. The wall of the lower level is set with a closed door. The laboratory contains a work table, a desk, a case of shelves lined with vials, and a dome-shaped oven. All furnishings are made of zurkhwood except the oven, which is made of stone.

GM screen:

Inits: 8d20 + 1d20 ⇒ (7, 11, 8, 9, 9, 2, 13, 2) + (2) = 63

You surprise a duergar wearing an apron full of poisons and vials of strange liquids. He turns on you with a curse but you react faster!

Everyone beat his 2 init though Galenus only got a 3. Sorry no map right now bc on phone. 10 ft of movement from the hatch to the second level where he is, 10 ft from the hatch.


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 charges forward, blades leading the way. A bit confused by that short description of distances, but I'm assuming I'm within range to move and attack. If not, I'll use action surge to reach him.

Shortsword: 1d20 + 5 ⇒ (16) + 5 = 21
Dmg: 1d6 + 3 ⇒ (5) + 3 = 8
Shortsword: 1d20 + 5 ⇒ (13) + 5 = 18
Dmg: 1d6 + 3 ⇒ (5) + 3 = 8

Well, that was some good rolling!


"We could have tried to talk first.."

She holds her action.

Not sure what that's called in 5th ed.. Readied action?


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)

Yeah I'm normally way up for talking first, but the DM did write that he "turned on us", straight into initiative, and we reacted first... Sounded like shots fired to me! Then again, it depends where I am in the initiative order I guess... If someone tries to talk to him and rolls an excellent Persuasion roll, I might hold off on attacking... That sound possible DM? Or should I just stick with what I've posted?


Dungeon racing rules and FAQ

You can hold off with it if you want. But that's the init that we'll run with if anything should happen to break out. ;) Map's up now. You guys are essentially down through the hatch for ease of viewing and to avoid party splitting. There's a slope down to the level with the beds. He's reaching into his apron and it's up to you whether or not you want to do something before he can do that.


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

"A thieves guild? We can expect traps."

******

Galinndan launches himself at the duergar.

Short Sword: 1d20 + 6 ⇒ (9) + 6 = 15

Damage: 1d6 + 3 + 2 + 1 ⇒ (2) + 3 + 2 + 1 = 8

Dagger: 1d20 + 5 ⇒ (1) + 5 = 6

Damage: 1d4 + 3 + 2 ⇒ (4) + 3 + 2 = 9


1 person marked this as a favorite.
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 my surface brother Galinndan is attacking too I'm happy to commit to my attacks. Which has nothing to do with my sweet rolls. Nothing at all.


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'm here. Just waiting my turn in init.


Dungeon racing rules and FAQ

Everyone is up, actually. Sorry if I worded that odd.


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 that he's not the Derro they're looking for, being the wrong race and all, and calls out.

Wait! Stop! We're not here for you. Give us information, and we leave.

Persuasion?: 1d20 ⇒ 8


Dungeon racing rules and FAQ

The Duergar curses at you but replies "Sure thing, laddie! Drop your weapons!"

DC 14 insight:

He seems to still want to fight you. He also seems a little more confident than you'd expect.


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 ⇒ 17

DM:
I'll continue attacking! Spoilering this so as not to give the game away to anyone else :)


♂ | 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)

"I ain't gonna be droppin' nothin'." Cyrus deadpans.

Ready to fire if combat continues.


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 ⇒ (16) + 4 = 20

"Liar.",Galinndan says as he continues his assault.

Short Sword: 1d20 + 6 ⇒ (19) + 6 = 25

Damage: 1d6 + 3 + 2 + 1 ⇒ (4) + 3 + 2 + 1 = 10

Dagger: 1d20 + 5 ⇒ (19) + 5 = 24

Damage: 1d4 + 3 + 2 ⇒ (4) + 3 + 2 = 9


With the elves seemingly under some sort of bloodlust spell Irdril watches with a bit of an annoyed look on her face.

1,951 to 2,000 of 4,093 << first < prev | 35 | 36 | 37 | 38 | 39 | 40 | 41 | 42 | 43 | 44 | 45 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / Out of the Abyss All Messageboards

Want to post a reply? Sign in.