Out of the Abyss (Inactive)

Game Master caster4life

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Dungeon racing rules and FAQ

59 xp each. I'm giving you half xp for the water weird in the pool you successfully stealthed past.

You notice a strange, familiar troubling of the waters in the pool as you move past. But you continue following Droki.

The dirty derro is easy to recognize: a pale face under a floppy hat fitted with two tentacle-like things that bob up and down in time with his brisk pace. He keeps muttering a repetitive series of phrases to himself at different volumes, failing to notice you. “Droki is late! They will be so angry! Stupid, stupid, stupid! Delays, blocks, procrastination, obstructions, pfah! No time, no rhyme, not mine! No! Time! Ghosts weren't home... someone else was there... couldn't deliver...”

Droki moves on further through the tunnels. He approaches a very strong-looking set of iron bars forming a locked gate in the wall. You hear two voices babbling in Undercommon. One is complaining about "the master" while the other is talking about a weird flute that he fished out of the Darklake one time. They don't seem to be paying any attention to each other. The babbling continues as you hear one of them unlocking the gate for Droki to enter.

What do you do? You can charge the gate before they close it behind Droki, or you can try to find another way through, or you can let Droki go about his business. Up to you.


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's eyes flick about, trying to spy another route in.

Perception: 1d20 + 4 ⇒ (9) + 4 = 13
Perception, dis: 1d20 + 4 ⇒ (4) + 4 = 8


Dungeon racing rules and FAQ

Galinndan's tired eyes see that the tunnel continues past the gate but he doesn't know whether or not it will lead into the same chamber.

Man, we have got to get you a long rest, Decimus.


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

Softly, Galinndan says:

"The tunnel continues on. Perhaps it leads past the door."

Oh. Yes.


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. I'd rather not alarm every person down here to our presence just yet.


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 makes to rush after Droki, but pulls up suddenly as his companions motion to wait. "He's getting away!" he murmurs urgently, his eyes fixed on the dwarf like a greyhound staring at a rabbit.


Dungeon racing rules and FAQ

Rule of two.

The derro slips through the door unhindered and it locks behind him with a click. You creep stealthily past the doorway in a hurry. You see down the passage that there is an offshoot tunnel to the right in about 75 feet. The passage itself seems to bend to the left. Perhaps it will meet back up with wherever Droki is going?

If someone decides to stealth up to the door to look in, stealth roll required:

The first thing you notice as you enter the room is a heavy, unpleasant musk in the air, coming from cages assembled from scrap iron on both sides of the chamber. A spiral path circles into the center of the room, marked off by small stone pylons.

Two derro stand by a large cauldron in front of a tent near the cave’s center. Both are talking while apparently ignoring each other. In the cages, three hulking brown bears appear to be resting.

You see a crack in the south wall, opposite from the door, that looks too small for a medium creature to pass through. You just catch a glimpse of Droki entering it!


Idril keeps a slow pace towards the back of the group, hoping not to trip anymore..


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 frowns as the group makes to sneak past the door. Once the party has passed it he shakes his head. "He was right there, in our reach. Now we have to battle our way into... wherever he's gone! More bloodshed and death. We could have snatched him and been done with it." He realises the moment has passed, however, and tries to shake it off. "So what's the plan now? Follow this passage, see where it leads?"


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

There were two guards there. We would have had to battle them anyways, and they likely would have called for others. I thought that not charging in would lead to less bloodshed.

Let's see if we can sneak in another way.


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 agree with Galenus. The moment...was not right. Let us try that left-leaning tunnel."

Galinndan begins moving towards the tunnel, more in hope than certainty.

Stealth: 1d20 + 5 ⇒ (5) + 5 = 10
Stealth, dis: 1d20 + 5 ⇒ (19) + 5 = 24


Dungeon racing rules and FAQ

The tunnel continues to bend along to the left until you think you're nearly on the opposite side of the iron bars. Then you find a passage that goes off to the left and one that continues straight ahead.

DC 14 perception:

A chanting droning noise comes from the passage to the left, as does a sickly greenish light.


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

Perception: 1d20 + 4 ⇒ (11) + 4 = 15

Perception, dis: 1d20 + 4 ⇒ (10) + 4 = 14

Softly, Galinndan moves, and softly he speaks.

"Clanking and green light to my left."


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♂ | 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)

Perception: 1d20 + 4 ⇒ (1) + 4 = 5

Cyrus scoffs. "I think you've been down here too long."


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

Perception: 1d20 + 3 ⇒ (13) + 3 = 16
"Nah I 'ear it too, we should check it out, and by we I mean you or one da elves."


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

Eddrick is right,[b] Galenus says. [b]Send in a scout. We'll be here as backup.


Dungeon racing rules and FAQ

Who would like to scout?


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 waits a moment for Galinndan or Cyrus to volunteer, then steps forth. "I'll go take a look," he says, trying not to sound too eager.

He sheathes his swords and unslings his bow, an arrow loosely nocked as he creeps down the corridor.

Stealth: 1d20 + 5 ⇒ (14) + 5 = 19


♂ | 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)

"Den I'm da one whose gone mad." Cyrus grumbles. Following after Kanzen keeping a safe distance.

Stealth: 1d20 + 5 ⇒ (10) + 5 = 15


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 nods, his eyes weary, and follows.

Stealth: 1d20 + 5 ⇒ (16) + 5 = 21

Stealth dis: 1d20 + 5 ⇒ (8) + 5 = 13


Dungeon racing rules and FAQ

Scouts:

Kanzen nature: 1d20 - 1 ⇒ (5) - 1 = 4

Kanzen creeps forward through the tunnel. He can hear a chanting coming from around the corner saying "Demogorgon! Demogorgon!" He can just make out a cage up ahead containing a pacing dark shape and a humanoid figure standing near it. Suddenly, a mushroom about 2 feet tall begins convulsing and screaming and shrieking! At the same time, Kanzen steps forward onto a section of the floor that is trapped! Kanzen falls into a hidden pit!

Fall damage: 1d6 ⇒ 6

But things get worse! He splashes into something odd at the bottom of the pit that immediately begins burning his skin. It's a green slime!

Acid damage: 1d10 ⇒ 2

K nat to know more about a green slime or the shrieking mushroom or both.

With all the noise, the chanting stops and bustling preparations can be heard!

Everyone else:

Now that you have time to breathe and look around a little, you note that these twisting caverns are lit dimly by glowing fungi. You've seen this odd glow before. You also notice two particularly odd types of fungi scattered here and there.

Nature check for the fungi. Arcana check for the glow.

But soon you hear shrieking coming from the tunnel the scouts stealthed into! It sounds like somebody's murdering a very loud piglet or something horrible like that!!!

GM screen:

Galenus: 1d20 + 2 ⇒ (9) + 2 = 11
Galinndan: 1d20 + 3 ⇒ (11) + 3 = 14
Galinndan adv: 1d20 + 3 ⇒ (4) + 3 = 7
Eddrikk: 1d20 + 2 ⇒ (18) + 2 = 20
Eddrikk adv: 1d20 + 2 ⇒ (19) + 2 = 21
Kanzen: 1d20 + 3 ⇒ (17) + 3 = 20
Irdril: 1d20 + 2 ⇒ (9) + 2 = 11
Cyrus: 1d20 + 3 ⇒ (17) + 3 = 20
Cyrus adv: 1d20 + 3 ⇒ (13) + 3 = 16
???: 1d20 + 0 ⇒ (18) + 0 = 18

Map updated.
Eddrikk, Kanzen, and Cyrus may go! Non-scouts, we'll say it takes 20 ft of movement for you to get onto the very southwest edge of the map, near where Galinndan and Cyrus are. It's another big map. XD


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

Eddrikk moves to the edge of the pit, and lowers a portion of his glove to assist the dark elf.


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)

Scouts:
Godammit I knew I should have rolled Perception... Not that it would have likely helped! What are the walls of the pit like? Would Kanzen have any idea what the DC might be to climb out?


Dungeon racing rules and FAQ

Your passive perception was used but it wasn't high enough. You're also not quite enough of a naturalist to recognize mushrooms... DC 15 athletics check to climb out of the pit. DC 8 to be pulled up by the glaive but both you and Eddrikk have to roll.


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 leaps up desperately, arm stretched out towards Eddrikk's glaive.

Athletics: 1d20 + 3 ⇒ (2) + 3 = 5

Chicken and cheese...


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

Athletics: 1d20 + 5 ⇒ (7) + 5 = 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

Nature: 1d20 + 4 ⇒ (10) + 4 = 14
Arcana: 1d20 + 4 ⇒ (17) + 4 = 21

Galenus picks at the muchrooms, examining them. What do you think they are, Eldeth?

'Ell if I know. This far down ain't my territory. I'm jus a soldier in the dwarven armies. he replies.

Lot good you are, then, Galenus replies with a wry smile.


Irdril inspects the fungi with Gale.

Nature: 1d20 + 2 ⇒ (5) + 2 = 7
Arcana: 1d20 + 4 ⇒ (20) + 4 = 24

"I believe I have seen this type of glow before..."

She trails off as the screaming noise alerts her..

"Well I guess it will have to wait, it sounds like the scouts were made. Let's Go!"

She moves in the direction of the noise.


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 draws his bow and aims it at the entrance, ready to shoot as soon as a foe appears!

Shot:

Shot: 1d20 + 5 ⇒ (3) + 5 = 8

Damage: 1d8 + 3 ⇒ (6) + 3 = 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

Galenus, distracted by the fungus, runs after Idril to help his companions.


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Dungeon racing rules and FAQ

Still Cyrus' turn. He isn't overdo yet so I won't bot just now.

Irdril has no idea what's up with the mushrooms but she recognizes the glow as something she overheard the drow talking about, faerzness.

Faerzness:

Areas suffused with faerzress are always filled with dim light.

A creature in an area suffused with faerzress has advantage on saving throws against any divination spells. If a divination spell doesn’t allow a saving throw, the caster must succeed on a DC 15 Constitution saving throw to cast the spell. Failing this save means the spell is wasted and has no effect.

Any creature attempting to teleport into, within, or out of a faerzress-suffused area must succeed on a DC 15 Constitution saving throw. On a failed save, the creature takes 1d10 force damage and the teleportation attempt fails. Even if the save succeeds, the teleportation attempt can suffer a mishap as if the destination was known only by description, regardless of how familiar the destination actually is. See the table in the teleport spell for more information.

Areas suffused with faerzress have become tainted by the chaos of the demon lords. When a spell is cast in a faerzress-suffused area, the caster rolls a d20. On a roll of 1, the spell has an additional effect, determined by rolling on the Wild Magic Surge table in chapter 3, “Classes,” of the Player’s Handbook.

Galenus looks at the mushrooms and thinks that they would have an effect he's kind of familiar with! But he's not sure what just this moment... Then more important things start happening!

Help me remember to roll for faerzness! Wild magic is usually helpful to the caster and almost always hilarious. There's a LOT of faerzness in these tunnels.


♂ | 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 moves toward the pit and lowers his rope.

"Someone else is gonna need ta pull him up" Cyrus grunts.


Dungeon racing rules and FAQ

A lot of clatter is heard as the chanting ceases. Dark humanoid figures can be barely seen hopping down from a platform. One unlatches the cage and a dark shape begins sprinting toward you, growling and slobbering. A big hulking shape can be seen approaching from the back.

DC 12 arcana:

The medium shape sprinting toward you is a death dog.

DC 14 Nature:

The big shape in the back is an ettin.

The acid continues to tear at Kanzen's skin, dealing him another

1d10 ⇒ 1 damage!

EVERYONE, GO!!!


Arcana: 1d20 + 4 ⇒ (11) + 4 = 15
Nature: 1d20 + 2 ⇒ (9) + 2 = 11

"I can't help but think we did poorly here.."

Irdril keeps moving to catch up with the party.

If she can still act once she reaches them let me know.


Dungeon racing rules and FAQ

Depends on whether you want to get onto the map with 10 ft of movement left (action remaining) or 40 ft (action spent dashing).


Ill just move onto the map with an action still.

Irdril moves up and fires a blast at the death dog.

Attack: 1d20 + 5 ⇒ (15) + 5 = 20
Dam: 1d10 + 3 ⇒ (5) + 3 = 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

When it's my turn, I'll double move to get as close to my allies as I can.


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

Eddrikk continues to try to pull his companion from the pi.
Athletics: 1d20 + 5 ⇒ (10) + 5 = 15


Dungeon racing rules and FAQ

Irdril's blast smashes into the canid. It snarls in pain but keeps coming!

Kanzen, Galinndan, Cyrus still to 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's waiting to shoot at the first foe who comes into view.


♂ | 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 need to know if Kanzen get out of the hole before deciding.


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 winces as the slime's acid burns his flesh, and he mentally calls out to Eilistraee for aid as he leaps for Eddrikk's proffered glaive once more.

Athletics: 1d20 + 3 ⇒ (19) + 3 = 22


♂ | 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)

K. Arcane: 1d20 + 0 ⇒ (18) + 0 = 18
K. Nature: 1d20 + 4 ⇒ (10) + 4 = 14

Shortbow: 1d20 + 5 ⇒ (11) + 5 = 16
Damage: 1d6 + 3 ⇒ (4) + 3 = 7
Colossus Slayer: 1d8 ⇒ 3

With Kanzen free of his slimy pit, Cyrus takes up his bow and fires at the hound.


Dungeon racing rules and FAQ

Galinndan, the hound is in view.

Kanzen clambers up out of the hole thanks to Eddrikk's glaive. Galinndan fires at the hound as well

Attack: 1d20 + 5 ⇒ (8) + 5 = 13
Dam: 1d8 + 3 ⇒ (2) + 3 = 5

He and Cyrus land shafts that pierce the creature's shoulders but it keeps coming, slobbering ferociously. It bites Kanzen twice for 14 damage! He feels a poison or disease seeping into his wounds but manages to shake it off. The great lumbering shape rushes forward while the derro move forward, chattering in undercommon, and fire their crossbows. A derro in the back fires a blast of force at Cyrus! But at this range, accuracy is poor. Cyrus is hit by one bolt for 7 damage but the other four bolts and the blast of force all miss.

Everyone, GO!

GM screen:

Attacks Kanzen: 2d20 ⇒ (12, 19) = 31
Dam: 2d6 + 4 ⇒ (5, 5) + 4 = 14
Saves K: 2d20 ⇒ (14, 20) = 34
Crossbow E: 2d20 ⇒ (18, 5) = 23
Crossbow E: 2d20 ⇒ (2, 4) = 6
Crossbow K: 2d20 ⇒ (2, 3) = 5
Crossbow C: 2d20 ⇒ (9, 19) = 28
Crossbow C: 2d20 ⇒ (13, 15) = 28
EB C: 1d20 ⇒ 7
Dam C: 1d8 + 2 ⇒ (5) + 2 = 7


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)

Seeing as Eddrikk pulled me up I thought maybe I might have appeared next to him, perhaps a bit more out of harm's way... You trying to kill me caster?! Anyhow, I'm down to 2 hp.

Kanzen grunts in pain and shock as the hound mauls him, and somehow manages to break its grip on him by beating it across the nose. Desperately, barely able to see through the haze of pain, he throws himself acrobatically backwards, and instinctively goes into a series of rolls and twists, retreating from the monstrosity.

On the phone, soI won't attempt to alter the map, but if someone could shift me to directly north and beside Galinndan I'd be grateful :) Disengage, move... pretty sure I've used second wind already this rest...?


Dungeon racing rules and FAQ

Yeah I guess that was a pretty arbitrary place to put you. I wasn't really planning to pick on anybody in particular. You guys can assume that you had a short rest after the Duergar fight as exploring tunnels isn't that strenuous. Feel free to retroactively roll HD.


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)

All good caster, Kanzen's a bit of a dope, so I can see it happening. Also, if Kanzen didn't go there, Cyrus cops all the attacks... I'll happily burn that second wind though!

Second wind: 1d10 + 3 ⇒ (9) + 3 = 12

Sweet. Back at 14.


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 move forward 20 feet.


Irdril heals Kanzen and attempts to blast the hound again.

Heals: 1d4 + 3 ⇒ (3) + 3 = 6

Attack: 1d20 + 5 ⇒ (16) + 5 = 21
Dam: 1d10 + 3 ⇒ (3) + 3 = 6


Dungeon racing rules and FAQ

Galenus, you're already on the map and have a 25 ft move speed. You can't reach the hound to hit him this turn but you can reach the hound this turn.

Irdril barely manages to weave her magic past Cyrus and hits the death dog.

Cyrus, Eddrikk, Galinndan, and Galenus still to go.

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