Out of the Abyss (Inactive)

Game Master caster4life

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Dungeon racing rules and FAQ

You're good, Galenus. Firebolt has tons of range and you could fire before moving.


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)

Sorry DM, I'll admit I was a bit confused about what was going on there. I think I'm on to it now.

Kanzen takes a deep breath, wincing from the damage wrought on him by the ooze, then grits his teeth as adrenaline courses through his veins. Second wind for 1d10 + 2 ⇒ (5) + 2 = 7 hp. He takes up a defensive stance, hoping to avoid any more of the thing's blows until the party's gelatinous ally can help out. Dodge action. Just blocking it from Galinndan and trying not to die!


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

Carefully Eddrikk moves down one of the adjacent hallways.


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

Eddrikk is underneath a black tile if someone could retrieve him and place him at the edge that would be lovely


Glabbagool screeches into Eddrikk's mind "I think there might be more down the other halls!"

You sure you want to do that?


♂ | HP: 45/45 | AC: 17 | Acr +7, Ath +2, Nat +3, Per +5, Ste +7, Sur +5|Saves: S2*, D7*, C2, I0, W2, Ch0 | Init +4 | PP: 15 | Spd: 35' | Insp: No | HD: 5/5 | Spell DC: 13 | Spells: (4/4) | Status: Madness (Lvl 2)

Attack: 1d20 + 6 ⇒ (2) + 6 = 8
Damage: 1d6 + 4 ⇒ (3) + 4 = 7
CS: 1d8 ⇒ 6

Cyrus continues to fire down range.


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

Eddrikk holds at Glabbagool's advice


Dungeon racing rules and FAQ

Cyrus fires at the black ooze but his aim goes wide because Glabbagool makes it a little harder to hit the black pudding. Meanwhile, Eddrikk wisely decides against awakening another ooze.

GM screen:

Attack disad: 2d20 ⇒ (20, 12) = 32
Attack: 1d20 ⇒ 1
Dam: 1d6 + 3 + 4d8 ⇒ (2) + 3 + (4, 5, 2, 6) = 22

Glabbagool tries to hit the black pudding but then realizes that his acid won't let him hurt another ooze at all. So he flattens himself as low as he can to allow the others to fire without letting the ooze move past.

The black pudding strikes out at Kanzen and, despite the elf's dodgy skill, strikes him unconscious!

My black puddings have rolled very lucky. Party, GO!


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

Death save: 1d20 ⇒ 6

Not the 20 you suggested, caster...


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

In desperation, Galinndan draws one of his potions of healing and pours it down the throat of Kanzen, then tries to drag him back.

Kanzen HP Gained: 2d4 + 2 ⇒ (1, 3) + 2 = 6

And if he can drag...:

Athletics: 1d20 + 0 ⇒ (4) + 0 = 4


Incoming long rest after this lol..

Irdril uses her last heal on Kanzen and again fires at the ooze..

Heal: 1d4 + 3 ⇒ (2) + 3 = 5

Attack: 1d20 + 5 ⇒ (8) + 5 = 13
Force: 1d10 + 3 ⇒ (8) + 3 = 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 moves to toss another fire bomb, thankful the gelatinous thing has squished against the wall.

Firebolt: 1d20 + 4 ⇒ (4) + 4 = 8
Damage: 1d10 ⇒ 9


The magic users deal with the problem, sending fire and force crashing into the black pudding, which shudders and falls apart.

184 xp each.

You pause and catch your breath. It's now that you realize that slow trickling of water you hadn't really noticed has been adding up. Water is flowing in through cracks in the ceiling. Glabbagool calls out in your brains "The stuff is down the way those pointy guys are going. I think they can probably get it without waking up more mean guys."


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 to help Kanzen up.

We have little time to waste.


"Let's hurry then.."

Irdril moves up quickly to try and grab the "stuff" and get out..


Dungeon racing rules and FAQ

This room contains a stone fountain with a raised edge. The basin contains shallow, brackish water. At the center of the pool, the rubble of a broken statue rest atop a pedestal. All that remains recognizable are a pair of clawed stone feet clutching the pedestal’s top. Carved into the walls are seven niches. Water seeps into one niche through a crack in the wall. The two niches that flank it are empty. Strange, formless sculptures occupy the four remaining niches.

Hidden beneath the dark waters of the fountain are 112 sp, 41 gp, three green-gold bracelets worth 25 gp each, a drow +1 dagger (the hilt has a spider design), a potion of greater healing, and a vial containing oil of slipperiness.

Where are you going to go to get out? The major point here is that this temple is filling with water and you don't know where to go? I'll mark areas on the map you haven't been yet. I've revealed the statue room so there's just one place you haven't gone 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 accepts Galinndan's helping hand and gets to his feet. He looks down at his studded leather armour, and the sizeable holes that have been burnt into the chest section by the ooze's acidic attacks. Lacking any shirt, his ebon skin is visible through the holes. He gazes thoughtfully at the still-blistered and bleeding wounds there, and the criss-cross of faint, silvery scars all over him, remnants of the many wounds he has taken since the escape from the drow prison. Magical healing has nearly eliminated those old wounds, but the barely-visible scars still remain.

Shaking his head and looking around, he sees Irdril moving into the chamber. He follows her, standing near the entrance and keeping watch as she moves around the chamber then fishes the treasures from the water. As she makes to exit the room, he gives her a nod, almost a bow. "You've saved me more than once since we escaped my evil kin. I owe you my life. If you ever need my assistance, during this ill-fated journey, or, gods willing, after we reach safety, you've only to ask and I will be there. By Eilistraee, I give my word." Again, he bows his head.

Kanzen is still rather wounded, so he'll follow the group, sticking to the middle or the rear rather than being at the front.


"No worries Kanzen.. We have to look out for one another after all. Let's get moving."

Moving back to the group.

"I found a healing potion for whoever is wounded most.. Also there was a magic dagger for someone! Let's try that other tunnel!"

Not the one with ooze traps.. We also have 2 doses of the ointment for heals as well.


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 seems to pay more attention to the trove of treasures they just discovered than anything else; his mind automatically calculating value.

But as the waters continue to rise, he realizes the urgency of the situation.

We need to find a way out of this place. It's obviously water tight or it wouldn't be filling up. I'm going to check out the main tunnel and report back.

Galenus heads back to the "entrance" when they were first diverted into this area. Is the water rising there, too? Or is it leaking out through a gap?


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

East then, swiftly!


Dungeon racing rules and FAQ

Galenus rushes back to the entrance to find it still caved in and water rising everywhere. Galinndan heads east and finds a 10 ft high chamber with cracks in the ceiling and water pouring through quickly.


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

Water is still rising over here! Galenus calls out. Can't go this way! What do you see over there?


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 chamber with cracks in the ceiling!"

Is the map updated? I did intend to go east.


Dungeon racing rules and FAQ

Map updated now.

The water keeps rising. It reaches shin level. The air also begins growing staler.


♂ | 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 sniffs and tastes the water flowing into the cavern.

Is this nasty dark lake water or is it a fresh source?


Can we move the icons to where people are searching? I have no clue where we've been and haven't..


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

"Cave in da ceilin' and 'ope fer da best?" Eddrikk asks with a shrug.


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

Think that'll work? What if we have to swim out? Can you even swim in that armor?


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

"I'd 'ave ditch er but drownin swimmin is preferable to drownin standin 'round," Eddrikk replies looking around the area for other options.

Perception: 1d20 + 3 ⇒ (17) + 3 = 20


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

Fair enough.

Hey DM, based on the current flow into the chamber, how much time do we have?

Hey there, Glabagool, are you able to squeeze through tight spaces? Any chance you could squeeze up through these cracks and see what's on the other side?


Cyrus tastes relatively fresh water, though it certainly has a very high mineral content. Eddrikk can tell that the ceiling looks like it is rather precarious. Glabbagool responds to Galenus "No it's too bad but unlike those mean guys, I can't fit into tiny spaces..."

Galenus estimates you have about an hour before the current flow rate puts the water level at ceiling height.


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 tries desperately to work out where the weak points in the stone are, and how best to break through them.

Nature: 1d20 + 3 ⇒ (10) + 3 = 13


Any checks that might present an alternate solution?

Investigate Perhaps!: 1d20 + 4 ⇒ (12) + 4 = 16
Advantage via Magic Item: 1d20 + 4 ⇒ (6) + 4 = 10


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 begins scanning the hallways for any signs of hidden doors or exits. DM let me know if you want me to do a series of rolls over time - not sure how long checking the area will take.

Perception: 1d20 + 2 ⇒ (10) + 2 = 12


♂ | 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)

"De water is fresh arr way out might be at de source." Cyrus suggests.


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

Seems like the direction we should go. Better than drowning here, eh?

Galenus helps the process along by trying to remove strategic stones from the cracking ceiling.


"I can try to blast it open, but who knows what that may do.. Are we sure there's no other way?"

Irdril makes a pass back through looking one last time..

Perc: 1d20 + 3 ⇒ (6) + 3 = 9


Dungeon racing rules and FAQ

Back from my Asia trip.

While Galinndan considers the ceiling's structure, Irdril and Kanzen fail to find any alternate routes. Galenus begins chipping away at the ceiling and the rate of flow into the cavern greatly increases. Gushing through the new opening several inches across, the water rises above Cyrus' head but he has no difficulty swimming.

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

Welcome back! How much room do I have to work? If I Enlarged myself, would I be able to break through faster to get everyone out? If yes, then I'll expend a casting and do so.


Dungeon racing rules and FAQ

Thanks!

Galenus grows up to a massive size and begins smashing quickly through the ceiling. It's much easier now that he can reach it easily. Water flows down rapidly through the ceiling. Soon, you are all swimming just to stay afloat Swimming up through the whole is your only hope!

Athletics checks from everyone unless you have another way to swim! Adv on the check for anyone with a swim speed.


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

Without the raw strength to assist much with the smashing, Galinndan does his best to stay afloat, while keeping an eye out for anyone who is really struggling.

Unfortunately, he rapidly realises that person is himself.

Athletics: 1d20 + 0 ⇒ (3) + 0 = 3

Perception: 1d20 + 4 ⇒ (10) + 4 = 14

Welcome back!


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 use his immense size to help anyone struggling up through the hole, by physically grabbing them and letting them use his hands and arms as a platform to climb/swim up the hole. Once on the other side, well, that's up to them.

Once everyone has gone through, he will go up. If he can fit with his size, he will keep his size large, otherwise he'll dismiss the spell and shrink back down.

Everyone, feel free to use Galenus to help you climb up!


Dungeon racing rules and FAQ

Yes adv on athletics due to help from Galenus. But after 1 round, you guys need to start holding your breath. So Galenus will have to hold his breath for a good while if he goes last.


♂ | 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 ⇒ (12) + 1 = 13
Athletics: 1d20 + 1 ⇒ (13) + 1 = 14

Cyrus fights against the rushing water waiting for the room to fill so he can make his escape.


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

Athletics, advantage: 1d20 + 0 ⇒ (10) + 0 = 10

Seizing Galenus' leg, Galinndan climbs the now-huge dwarf.


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 can hold his breath for four minutes before he needs to start making checks.


Wow I totally forgot how long characters could hold their breath. I thought it was number of rounds equal to con score before making check. But since we're talking at least two minutes each here, no worries.

The massive dwarf helps the rest of the party members up through the hole in the ceiling. The flow decreases as the oozing temple fills with water and you are soon able to swim to the surface of the water. Soaked and shivering but unhurt, Stool informs you "This way toward Neverlight Grove. Home! Home! I'm almost home!"

Stool leads you along for several more days until you reach a small tunnel that you can all pass through, though Kanzen, Galinndan, and Irdril have to duck. It seems to have been formed by an underground stream that dried up and is now dimly lit by fungi.


Welcome back! Glad I didn't have to use my awesome +0 athletics score..

Irdril follows along quietly after nearly freezing the death..


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

No wonder I've never heard of this place; this has got to be the most convoluted defense system.


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

Gasping for breath and glad of it, Galinndan then calms.

"Aye Galenus. That was more hazardous than most foes we've faced!"

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