Out of the Abyss (Inactive)

Game Master caster4life

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Dungeon racing rules and FAQ

Ok here's our init order since it's gotten a little confused:
Already gone round 1: Galinndan, Kanzen
Readied action round 1: Irdril, Cyrus
No action round 1: Eddrikk, Galenus
Going right now for round 1: Duergar
Has already rolled his round 2 actions: Galinndan

The duergar snarls in pain at the two elves and snatches a red vial from his apron which he tries to throw on Galinndan. The vial misses badly and sets a section of the wooden floor ablaze. At the same time, three invisible Duergar materialize and strike at the elves! Two land solid blows on Kanzen (15 dam) while the third misses Galinndan. The duergar grunt to each other.

Dwarvish:

"Good thing these fellows tripped the alarm on the way in. Otherwise they would have caught us offguard."

GM screen:

AF: 2d20 ⇒ (7, 10) = 17
Attacks: 6d20 ⇒ (16, 8, 13, 17, 5, 6) = 65
Dam: 2d8 + 4 ⇒ (8, 3) + 4 = 15

At the beginning of the duergar turn every round, the fire will have a 30% chance to spread to an adjacent square. Anyone in that square takes 1d4 fire damage. If 6 or more squares are on fire, the smoke will start being a problem too. Everyone, GO! Galinndan, you can keep the attacks you already rolled.


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

When it became clear that diplomacy was out the window Eddrikk joins the fray.
Cast Hunters mark on the closest one and step up where he can reach two of them

Attack bottom Duergar: 1d20 + 5 ⇒ (1) + 5 = 6

Horde breaker Attack middle Duergar: 1d20 + 5 ⇒ (15) + 5 = 20
Damage: 1d10 + 5 ⇒ (1) + 5 = 6


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

Guys, we tripped the alarm. Must've been Kanzen that did it, Galenus says, with a hint of humor on his face.

Galenus holds back waiting to see how his companions fair.


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)

"A little help here, if you wouldn't mind!" Kanzen calls out to his non-reactive companions as he takes multiple blows from the suddenly appearing duergar. Moving like a snake, Kanzen rolls away from the three attackers, then circles behind what appears to be the leader, bloodied blades thrusting forward once more.

Action: disengage; move; action surge and bonus action: two attacks on the originally visible duergar alchemist or whatever.

Shortsword: 1d20 + 5 ⇒ (9) + 5 = 14
Dmg: 1d6 + 3 ⇒ (3) + 3 = 6
Shortsword: 1d20 + 5 ⇒ (13) + 5 = 18
Dmg: 1d6 + 3 ⇒ (5) + 3 = 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)

Readied Action: 1d20 + 5 ⇒ (4) + 5 = 9
Shortbow: 1d20 + 5 ⇒ (20) + 5 = 25

Damage: 2d6 + 5 ⇒ (2, 3) + 5 = 10
Colossus Slayer: 2d8 ⇒ (5, 3) = 8

Cyurs takes aim at the flame throwing Duergar as "negotiations" fail.

"Piss de alarm, we gotta fire ta put out!" he grumbles.


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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

Sorry, long day yesterday. I read the dwarf spoiler and skipped the rest, intending to come back but never got the chance. Or looking at what I wrote, maybe I just misread it. I don't know. Long f!~&ing day.

My Halloween night: Mother in law is disabled and rides one of those heavy motorized scooters around, because she can walk more than 50 feet or so.

For some unknown reason she decided to put it in neutral half way up a hill and was shocked (SHOCKED!) that is went rolling back down the hill. Since it's a three wheel, it easily turned and flipped over throwing her off. She was ok, but not 20 seconds earlier she was holding my 11 month old daughter while riding it, and I took her away because I'm uncomfortable with her driving that thing while holding my kids.

Seriously, she was absolutely surprised that it rolled down the hill while in neutral. Like, how the f+%~ do you not know that? And even more surprised that I refused to let her hold my daughter while she drove around on that damn thing after that.

It was arguments all night after that. "Sorry, but no. You've repeatedly shown a lack of judgement driving that thing around. I'm not risking my kids lives on that." "Oh, it'll be fine. Trust me."

Anyways...

Galenus pulls out a handaxe and launches it at the Duergar with the vials.

Handaxe Attack: 1d20 + 5 ⇒ (19) + 5 = 24
Damage: 1d6 + 3 ⇒ (5) + 3 = 8

Then he rushes in.

Will draw my other axe next round.

What's the floor like? Is it a dirt floor? Would I be able to use my Mold Earth to help smother the fire?


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

Nice venting with the hand axe! But in all seriousness, that sucks when people get upset because you're looking out for your kids. Particularly the out-laws. They should know better.


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Irdril heals Kanzen as a bonus action and then pulls out her waterskin to try and extinguish the flames.

I assume she could not pull it out and pour it in the same round. If she can that's what she does.

Heals: 1d4 + 3 ⇒ (1) + 3 = 4


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Dungeon racing rules and FAQ

Yes, Irdril! You can do that. You can interact with one object per round for free (e.g. draw a waterskin). Cyrus, why did you roll that attack with advantage? Since it's readied to trigger off of the opponent's action, I don't think it counts as attacking a creature who hasn't acted yet in combat.

Irdril extinguishes the flames on the wooden floor planks while the others dispatch the alchemist with heavy blows and redirect the rest of their assault on the duergar warriors. Galenus throws an impressive axe as if something has been frustrating him. Maybe these duergar have been reckless with the safety of others? The remaining duergar reel in pain then continue their assault.

GM screen:

Attacks: 3d20 ⇒ (10, 5, 8) = 23
Dam: 3d8 ⇒ (1, 7, 4) = 12

They swing their warpicks at Kanzen and Galinndan but can't manage to strike the agile combatants!

Everyone, GO!


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

Eddrikk continues to his assault.
Attack: 1d20 + 5 ⇒ (15) + 5 = 20
Damage: 1d10 + 5 ⇒ (4) + 5 = 9

HB Attack: 1d20 + 5 ⇒ (9) + 5 = 14
Damage: 1d10 + 5 ⇒ (6) + 5 = 11


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 draws his axe and swings at the potion dwarf.

Attack: 1d20 + 5 ⇒ (14) + 5 = 19
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)

It doesn't say advantage. They are two separate attacks. One ready action and one on the following round, because "Everyone, GO!" from yesterday.


Dungeon racing rules and FAQ

Ah gotcha. Thanks for the clarification, Cyrus. I will add that to the damage dealt to the Duergar thus far. Galenus, the alchemist is dead already.

Cyrus' impressive bow-work helps end another Duergar while Galenus and Eddrikk finish one off. The remaining duergar looks at you with angry defiance in his grey eyes.

Cyrus, Irdril, Kanzen, and Galinndan may yet go.


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 barely seemed to have noticed the flames or their extinguishing, focused as he is on slaying his opponent.

Short Sword: 1d20 + 6 ⇒ (6) + 6 = 12

Damage: 1d6 + 6 ⇒ (6) + 6 = 12

Dagger: 1d20 + 5 ⇒ (9) + 5 = 14

Damage: 1d4 + 5 ⇒ (4) + 5 = 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)

Kanzen rushes forward to assist Galinndan.

Shortsword: 1d20 + 5 ⇒ (8) + 5 = 13
Dmg: 1d6 + 3 ⇒ (6) + 3 = 9
Shortsword: 1d20 + 5 ⇒ (1) + 5 = 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)

Shortbow: 1d20 + 5 ⇒ (15) + 5 = 20
Damage: 1d6 + 5 ⇒ (1) + 5 = 6
Colossus Slayer: 1d8 ⇒ 6

Cyrus moves into position for another shot.


Irdril fires some magic at any remaining..

Blast: 1d20 + 5 ⇒ (9) + 5 = 14
Force: 1d10 + 3 ⇒ (6) + 3 = 9

Bonus Rocks: 1d20 + 5 ⇒ (20) + 5 = 25
Dam: 2d6 + 3 ⇒ (6, 2) + 3 = 11


Dungeon racing rules and FAQ

Cyrus and Irdril land some effective shots on the duergar while the paired elven warriors can't seem to achieve successful strikes with their blades. The duergar growls in pain and strikes back, spitefully attacking Kanzen as he is the most wounded.

GM screen:

All: 1d20 + 4 + 1d8 + 2 ⇒ (12) + 4 + (8) + 2 = 26

His war pick lands in Kanzen's shoulder, drawing a small gout of blood. He chuckles slightly to himself, apparently pleased to see that he's dealing some pain on his way out.

10 damage to Kanzen. Everyone, 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)

Out of town and on my phone, so can't update ny stat line, but I'm down to 4 hp, which came from Irdril and are the only reason I'm still standing. Thanks Irdril!

Kanzen falls back under the weight of the duergar's blow, holding his blades up in a defensive position, trying not to let on that his vision is swimming.

Disengage and retreat 10 feet. Again, as I'm on the phone I won't try to mess with the map.


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 brings his axe down on the last deurgar.

Attack!: 1d20 + 5 ⇒ (17) + 5 = 22
Damage: 1d8 + 3 ⇒ (2) + 3 = 5


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 covers his friend's withdrawal with a pair of flashing blades.

Friend? Yes.

Short Sword: 1d20 + 6 ⇒ (2) + 6 = 8

Damage: 1d6 + 6 ⇒ (6) + 6 = 12

Dagger: 1d20 + 5 ⇒ (16) + 5 = 21

Damage: 1d4 + 5 ⇒ (2) + 5 = 7


Irdril heals Kanzen another time before firing another blast at the grey dwarf..

Heals: 1d4 + 3 ⇒ (4) + 3 = 7

Attack: 1d20 + 5 ⇒ (6) + 5 = 11
Dam: 1d10 + 3 ⇒ (3) + 3 = 6


Dungeon racing rules and FAQ

Many blows are landed and then Galinndan finishes off the Duergar. You catch your breath in silence as you look around this strange place.

133 xp each. I'm going to award Irdril 90 bonus xp for putting out the fire.

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.

The lower level is 10 feet below the laboratory and contains two bunk beds and two small chests, all made of zurkhwood. The door is barred on this side and has closed peepholes at dwarf’s-eye height. Opening the peepholes allows one to see into the room beyond. The bar is easily lifted from this side, but breaking down the door requires a successful DC 20 Strength check.

Cool Alchemist's Treasure in chests and desk:

#: 1d6 + 2 ⇒ (6) + 2 = 8 flasks of acid
#: 1d6 + 2 ⇒ (5) + 2 = 7 vials of alchemist's fire
Alchemical recipes scrawled in Dwarvish (arcana check and Dwarvish)
Two potions of healing
One potion of greater healing
One potion of fire breath
One potion of psychic resistance
A mithral medallion of Laduguer worth 125 gp.

Hint: There's something else to find in here but I don't want us to take a long time to find it. Everyone should pick something in this room to check out and we'll see whether or not you find it. Then we'll move one. IC, you don't know there's something so you probably wouldn't search for a very long time anyway. If, however, you want to try to ransack the lab for extra alchemical goodies, then I'll automatically roll for you all to find the thing since you'll be in here for an hour scavenging.


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 searches the room.

Perception: 1d20 + 4 ⇒ (2) + 4 = 6

Perception, dis: 1d20 + 4 ⇒ (11) + 4 = 15


Dungeon racing rules and FAQ

Galinndan, you're not going to find anything hidden with a 6, but please be more specific in the future. There are the chests you opened, the beds, the desk, the oven, shelves of alchemical materials, etc.


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

Eddrikk will search the beds/sleeping quarters

Perc: 1d20 + 3 ⇒ (9) + 3 = 12


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 will search the shelf of alchemical stuff.

Perc: 1d20 - 1 ⇒ (17) - 1 = 16

Ya know, it's a shame we had to kill that guy. Based on this collection, he seemed like one cool alchemist.


♂ | 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)

Cyrus focuses his mind inward while the others search around the room.

Spend 1 minute for Primeval Awareness.


Dungeon racing rules and FAQ

So Cyrus is detecting humanoids within a mile? That's going to be a little crazy... Overwhelming input. I'll read up on it and get back to you with how much you're able to figure out.

Eddrikk doesn't find anything but Galenus determines that, if they took an hour here, they could probably assemble some more alchemical items.


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 addresses his companions. "I think it's safe to say we're in enemy territory here. Waiting for enemies to land the first blow could mean our deaths. I for one feel we need to be on the front foot, and looking for reasons not to engage rather than waiting and reacting to being attacked. If anyone disagrees, you should speak up."

He then looks inside the stone oven.


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 wipes his blades on handy cloth.

"My thinking is similar to Kanzen's on this matter. He who strikes first often gets to strike last."


Irdril will help search the bed areas as well.

Perc: 1d20 + 3 ⇒ (11) + 3 = 14


Dungeon racing rules and FAQ

Ok Cyrus. You can sense all humanoids within 5 miles and their approximate direction and distance, on the scale of miles.

Cyrus determines that there are thousands of humanoids within 5 miles, 4 miles, 3 miles, 2 miles, and 1 mile. Most of them are above you. There are a lot of groups.

Cyrus wis to sort out any more detailed info: 1d20 + 3 ⇒ (10) + 3 = 13

Cyrus can tell that there are no humanoids within 100 ft.

None of the investigators find anything more of note! The group ponders whether to stay and collect alchemical ingredients or to move through the door.


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

Welp let get a move on, we're burnin' daylight.... er whatever.... Eddrikk heads for the door, and will move through it unless stopped.


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 will gather up all the supplies from the alchemist, and follow along.

Going to be a busy day today and possibly tomorrow. May not get another chance to post.


Dungeon racing rules and FAQ

Let me clarify. You can spend 1 hour here to try to assemble more alchemist's fire and stuff, or continue along. If you read the recipe written in dwarvish, you might also make more stuff.

Eddrikk opens the door and finds a T in the tunnel where he can head left or right. To the left he sees a room with crates and many fungi growing in a pit as well as a large copper tank likely holding some liquid. There's a strong smell of decay coming from that room! To the right is another door.


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

"Let us try the door which reeks less."


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

Aye good call Eddrikk opens the door to the right.


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 fine with moving along so long as I can keep the recipe and try to make something later (with a proper alchemical set, of course.

Meanwhile, I'll add the items to my character sheet; anyone else can grab whatever they want now or at some time in the future. I'm just adding them to my sheet in order to keep track of them. I don't want to horde them if others want the items, too.

Arcana: 1d20 + 4 ⇒ (5) + 4 = 9

Ouch. Does that mean I find the scribbles of the alchemist worthless, or that I recognize their value and am unable to translate it at this point (maybe roll again at level 4)?


Dungeon racing rules and FAQ

Galenus thinks the scrap of paper might be worth preserving... but he's not that sure about it...

You need to have the recipe to assemble the stuff.

The door opens and you can turn right or go straight. Going straight soon yields an opening where you can turn left or continue forward.

Quite a maze down here... lots of crazy stuff...


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

Keep to the right


Dungeon racing rules and FAQ

Foul water from the Darklake spills into this cave, forming a pool. The ceiling in this cave is 80 feet high. The chamber splits into two paths surrounding the large pool, filled by water trickling from stalactites along the ceiling. The western path forms a ramp above the pool’s surface, while the eastern path runs level with the water and continues into a tunnel opening. The water turns darker toward the center of the pool, where it transforms from a gentle swirl into a churning vortex.

You see a derro sneaking along the easter path wearing an odd hat from which tentacles flap. It's Droki!

Want to bum rush him, try to sneakily follow, etc? Map updated.


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 begins to trail the derro, whether to follow or ambush later.

Stealth: 1d20 + 5 ⇒ (4) + 5 = 9
Stealth, dis: 1d20 + 5 ⇒ (1) + 5 = 6


Dungeon racing rules and FAQ

Alright! Group stealth check if you want to sneak up on Droki! We need three successes. Galinndan's was a failure. Poor, tired guy.


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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)

Stealth: 1d20 + 5 ⇒ (18) + 5 = 23

Kanzen notices Galinndan about to totter into a discarded bucket and grabs his elbow, steering him around it before the elf can kick it noisily.

One for one!


Irdril moves along as quite as possible.

Stealth: 1d20 + 2 ⇒ (1) + 2 = 3 and apparently trips over her own feet..


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

Sorry for not being able to post. Back to a somewhat normal schedule. Is the recipe needed only for furture alchemical items, or for all the ones listed in the spoiler?

Galenus tries to keep up, paying more attention to deciphering the notes than walking.

Stealth: 1d20 + 1 ⇒ (18) + 1 = 19

But when push comes to shove and the time for action is needed, here's there in full attention. He does his best to stay quiet so they can quickly catch the Derro.


Dungeon racing rules and FAQ

You already have those. The recipe would be needed to make more. 2 successes and 2 failures!


Dungeon racing rules and FAQ

Cyrus and Eddrikk still to go! If either of them beats the DC, this is a success!


♂ | 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 trots along with the others keeping as quiet as he can manage.

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