Out of the Abyss (Inactive)

Game Master caster4life

Current map
Audio
Party notes
Party loot
Character xp


251 to 300 of 4,093 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | next > last >>

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 a last ditch effort to free himself in response to Irdren's encouragement.

Dex: 1d20 + 1d6 + 3 ⇒ (7) + (4) + 3 = 14

Gaddammit


dragonborn(red) Sorcerer 3 (storm) HP: 21/21| AC: 13 | Saves: Str: +1, Dex: +2, Con: +4, Int: +1, Wis: +0, Cha:+5| Resist (fire)

sense motive: 1d20 + 3 ⇒ (1) + 3 = 4
too all in the slave pen,
a kind so willingly to betray their own... Despicable.

He grabs a shortsword and the metal bar he had hidden away.
Perhaps we can use this new distraction as a way to get better weaponry. Where did you manage to sneak these weapons from?

Strength to break chains w/inspiration: 1d20 + 3 + 1d6 ⇒ (14) + 3 + (5) = 22


Dungeon racing rules and FAQ

While Kanzen is foiled, the hulking Dragonborn in the corner smashes his way free from his chains.

You probably won't all be able to get out of your manacles yet. Irdril's inspiration has been used up now. Where to? What are you doing?


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

The two dwarves are headed for the guard tower to see what we can steal.


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 was kind of waiting for everyone to claim their weapons to see if I might get two, as I'd prefer to know that before rushing headlong into potential combat!

Using his shortsword, Kanzen tries to smash the manacles off his wrists.

Shortsword (restrained): 1d20 + 3 ⇒ (2) + 3 = 5

Growling in frustration, Kanzen rushes to the gate, looking about. "The guardhouse would have more arms and armour, and an escape route that doesn't involve spider's webs, but we'd likely face enemies. The quaggoth den is likely a dead end, a death trap. We may be able to dive down and avoid the webs completely. By myself, I'd try to dive in the pool. With all of us, we may be able to fight our way through the guard tower, but some of us may fall." Having delivered his assessment, he waits for bigger brains to lead the way.

EDIT ninja'd!
Kanzen nods at Galenus and follows the dwarves. Once they reach the bridge, he leads the way. Let me go first - the bridge doesn't hinder my speed.


Dungeon racing rules and FAQ

Galenus and Eddrikk move slowly along the catwalk. They enter the guard tower from one side and see two Drow guards with their crossbows out watching the flight of strange creatures outside the guard tower. Currently, their backs are turned.

Second slide on the current map link. What do you do now?


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 crouches, preparing to sneak across to attack the drow, but looks to Galinus and Eddrikk first. Shall I creep up on them, and you two cover me? Or do you have a better plan?


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

Let's take them out, Galenus thinks back to Kanzen. He brandishes his Dagger ready to charge.

Oh, in completely forgot to do my short rest recovery earlier. Can I roll for HP now?

HD: 1d6 ⇒ 4


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)

Looks like all three of us could charge across and get the jump on them in the surprise round. @GM do we need to do anything in particular to get surprise, and the sweet, sweet advantage it confers?


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 forgot to specify Galinndan's direction

Galinndan will follow the dwarves.

Better chances in numbers. Let us try for surprise. he thinks aloud.


Dungeon racing rules and FAQ

Stealth checks with advantage would be required. The droning and shrieking are very loud such that it would be hard for the Drow to hear you. And yes, anyone who wanted to go into the guard tower may attempt to do so.

The droning and shrieking grow louder and louder as you press into the guard tower. The guards are grimacing in agony.


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

Stealth: 1d20 + 5 ⇒ (18) + 5 = 23
Stealth: 1d20 + 5 ⇒ (6) + 5 = 11


Dungeon racing rules and FAQ

Galinndan:

Galinndan succeeds in sneaking up behind a Drow guard. You are currently right behind him. As you draw nearer and nearer, however, the shrieking and droning become problematic for you too.

Galinndan's Con save: 1d20 + 2 ⇒ (13) + 2 = 15

You manage to hold onto your senses.

Care to make an attack? Adv from surprise and disadv from manacles are balancing each other out.

Only Tiberius and Galenus have escaped their manacles so far, yes?


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

Yes!

Galinndan's hatred for the drow, blunted by the strange figure of Kanzen, comes roaring to the fore when he sees his favourite target: an unaware drow back.

Despite the weight of the manacles, he drives his shortsword forward, aiming to gut the guard.

Shortsword: 1d20 + 5 ⇒ (12) + 5 = 17

Damage, favoured enemy: humanoids: 1d6 + 3 + 2 ⇒ (2) + 3 + 2 = 7


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

Stealth, Adv: 1d20 + 1 ⇒ (19) + 1 = 201d20 + 1 ⇒ (5) + 1 = 6


Dungeon racing rules and FAQ

Galenus:

Galenus slips quietly over to the Drow guards, his noise muffled by the screaming beasts in the air. But as Galenus draws close to the catwalk, the droning noise becomes far too loud.

Galenus Con: 1d20 + 3 ⇒ (3) + 3 = 6

Galenus falls unconscious behind the Drow while Galinndan's blade slides through the chain mail of one of the guards, drawing a cry of pain.

Anyone else want to stealth/attack/anything else? I'll resolve as if it all happened simultaneously.


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

*Thunk*


Idril follows the group towards the guard tower.

Any idea what the flying things are? Check possibly?

Irdril fires her crossbow at the one Galinndan attacks.

Attack: 1d20 + 4 ⇒ (19) + 4 = 23
Dis: 1d20 + 4 ⇒ (13) + 4 = 17

Dam: 1d6 + 2 ⇒ (4) + 2 = 6


Dungeon racing rules and FAQ

Galenus is the only one who fell unconscious. Galinndan managed to shrug it off and make his attack.


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

stealth: 1d20 + 2 ⇒ (8) + 2 = 10
stealth: 1d20 + 2 ⇒ (7) + 2 = 9

Attempting to be stealth Eddrikk moves up and tries to throw the other drow out the window.

Athletics: 1d20 + 5 ⇒ (19) + 5 = 24

even if I fail the stealth check I have advantage from Natural Explorer since he hasn't acted


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 creeps forward next to Galinndan, marvelling that he is stalking drow beside a surface elf.

Stealth: 1d20 + 5 ⇒ (4) + 5 = 9
Stealth: 1d20 + 5 ⇒ (13) + 5 = 18


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)

Assuming advantage, ignore second attack roll if not...

Unless he falls to whatever made Galenus drop: In unison with Galinndan, Kanzen slides his shortsword into the other drow guard.

Shortsword: 1d20 + 5 ⇒ (20) + 5 = 25
Shortsword: 1d20 + 5 ⇒ (19) + 5 = 24

Ooh, crit!
Dmg: 2d6 + 3 ⇒ (6, 2) + 3 = 11


Dungeon racing rules and FAQ

Con Eddrik: 1d20 + 3 ⇒ (13) + 3 = 16
Con Kanzen: 1d20 + 3 ⇒ (2) + 3 = 5

Kanzen, your adv is cancelled by the disadvantage from manacles.

Ath Drow: 1d20 + 4 ⇒ (4) + 4 = 8

Kanzen falls to the floor, his mind overcome by the droning. Eddrikk shakes it off and shoves a Drow warrior off the catwalk. The guard's screams are drowned out by the horrible caucophony of the creature's battling overhead.

But Eddrikk's less than stealthy assault alerts the remaining Drow guard.

Init Drow: 1d20 + 2 ⇒ (12) + 2 = 14

On phone and need to go. You may roll your own init or I will in the morning. Normally, I will be on my computer and roll all inits.


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)
caster4life wrote:

Kanzen, your adv is cancelled by the disadvantage from manacles.

Yeah I did notice that after the hour to edit my post had expired. Didn't figure it mattered, as the first roll was the 20. In the end, it didn't matter at all as I'm prone and unable to act!

Init: 1d20 + 3 ⇒ (16) + 3 = 19


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

CRY HAVOC!!

Init: 1d20 + 2 ⇒ (18) + 2 = 20 <--
Init: 1d20 + 2 ⇒ (15) + 2 = 17

Undercommon:
You're next!

Having surprising success the first time Eddtikk continues to press the current advantage.

Athletics: 1d20 + 5 ⇒ (18) + 5 = 23
Athletics: 1d20 + 5 ⇒ (4) + 5 = 9 <--


♂ | 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)

Init: 1d20 + 3 ⇒ (3) + 3 = 6
Init: 1d20 + 3 ⇒ (1) + 3 = 4

Seeing the others push for their escape Cyrus follows behind the group while tying to keep out of sight.

Bonus Action Hide
Stealth: 1d20 + 5 ⇒ (10) + 5 = 15
Stealth: 1d20 + 5 ⇒ (14) + 5 = 19


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

Initiative: 1d20 + 3 ⇒ (4) + 3 = 7
Initiative: 1d20 + 3 ⇒ (6) + 3 = 9

Natural explorer gives advantage in initiative. I'm unsure if the disadvantage from manacles applies here.

Galinndan abandons stealth for an all-out assault.

Attack: 1d20 + 5 ⇒ (12) + 5 = 17
Attack: 1d20 + 5 ⇒ (13) + 5 = 18

Attack: 1d20 + 5 ⇒ (6) + 5 = 11
Attack: 1d20 + 5 ⇒ (13) + 5 = 18

Damage: 1d6 + 3 + 2 ⇒ (3) + 3 + 2 = 8


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)

Pretty sure restrained doesn't affect initiative; it gives disadvantage on Dex saves, but not Dex checks.


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

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

Init: 1d20 + 2 ⇒ (5) + 2 = 7

Zzzzzz...


Dungeon racing rules and FAQ

So the restrained condition doesn't affect ability checks, such as initiative or athletics (skill checks being a subset of ability checks). Attack rolls don't equal ability checks. Thanks for intuiting that you should go ahead an post your actions so I can resolve them during the initiative order.

Tiberius: 1d20 + 0 ⇒ (11) + 0 = 11
Irdril: 1d20 + 2 ⇒ (13) + 2 = 15

Wasn't able to check his actual athletics/acrobatics last night on the phone but figured (correctly) it wouldn't matter. Eddrikk is a shoving machine. Now I have it right.

Drow Acrobatics: 1d20 + 2 ⇒ (7) + 2 = 9

Eddrikk surges forward in anger, shoving the fearful Drow off the catwalk, he falls down, down, down to the floor of the cavern. You're sure there would be a sickening thump if you could hear it over all this noise.

Anyone who is conscious may act in this round if they haven't already. We're not exactly outside of combat.


Irdril fired a bolt above.. Not sure if you missed that.

Irdril reloads the crossbow and fires again at the same one..

Attack: 1d20 + 4 ⇒ (1) + 4 = 5
Dis: 1d20 + 4 ⇒ (1) + 4 = 5

but the manacles are really hindering her..


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)
Quote:
Anyone who is conscious may act in this round if they haven't already. We're not exactly outside of combat.

Ah, so those of us who are out are out for a while... bummer!


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
Kanzen Millithor wrote:
Quote:
Anyone who is conscious may act in this round if they haven't already. We're not exactly outside of combat.
Ah, so those of us who are out are out for a while... bummer!

Naw. We're just delegating combat responsibility to the others in the team while we take a break from the stresses of escape. :)


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)

Exactly, no need to micromanage everything :)


Dungeon racing rules and FAQ

Thanks, Irdril. I did miss that. You would have finished him off. I guess Eddrikk stood over his corpse and flexed very successfully then. I'll give Tiberius a few hours to act then move us along later today.


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

With the immediate threat handled Eddrikk sets to work looking for keys, and anything else that may be of use.


Dungeon racing rules and FAQ

You find a key to the slave pen only. This low-level guard didn't get much. He did, however, have a hand crossbow with 20 bolts, a shortsword, a chain shirt, and 10 gp.

You can loot all that but the chain shirt with an action. The chain shirt will follow the normal doffing rules. 1 minute for medium armor.


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)

Zzzzzzzz!


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 is still lying around like a free loafer.


1 person marked this as a favorite.
Dungeon racing rules and FAQ

"Free loafer"? XD Is that a combination of loafer and free loader? Sounds like a pretty easy deal.

From the catwalk leading west, you hear a female voice shout.

Undercommon:

They are escaping! Get them!

A female Drow, Shoor, and two Drow guards rush across the catwalk towards the prisoners.

Map updated. All those conscious may act. I'll assume Eddrikk looted the easily-obtained items.


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

Seeing the approaching drow, Galinndan makes a snap decision.

I will circle around the pillar and stop the drow sneaking around us that way. Wake the others if you can or help fight.

He rushes behind the pillar and comes back at the front drow from their left side, slashing wildly.

Attack: 1d20 + 5 ⇒ (9) + 5 = 14
Attack, Disadvantage: 1d20 + 5 ⇒ (10) + 5 = 15

Attack: 1d20 + 5 ⇒ (18) + 5 = 23
Attack, Disadvantage: 1d20 + 5 ⇒ (6) + 5 = 11

Damage in case the first attack landed: 1d6 + 3 + 2 ⇒ (4) + 3 + 2 = 9


Irdril looks at the female drow with a frown, then at their downed friends..

"What happened to the dam distraction.."

She kicks the downed party memeber next to her, hoping to revive him. Not sure which one it is.


Dungeon racing rules and FAQ

Galinndan, please revise your movement. I should clarify that the black circle on the map is the wall. The brown squares are tables. You are currently standing squarely in the wall.

Irdril kicks Kanzen in the ribs (unarmed dam = 1+str (min 0)), shaking him from his unconsciousness.


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

Ah okay, I get that now. In that case, he will move 5ft south and aim to keep the drow away from his unconscious companions. Same attacks, just against the front right drow.


Dungeon racing rules and FAQ

Thanks!

Slashing the best he can with both shortswords, Galinndan barely manages to cut one of the Drow soldiers who curses in Undercommon. Looking over their heads, you see on the far end of the catwalk a Drow priestess with several guards. She is shouting orders while they fire crossbows at the flying marauders. It seems these four right in front of you were sent to deal with the escape attempt.


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 shakes his head groggily, then snaps awake, grabbing his weapons and springing to his feet.

Thanks Irdren! Not sure if I can do these things this round, so DM just tell me when I'm back in the game :)


Dungeon racing rules and FAQ

You can make a play. The whole team is on the same init right now as these Drow came in at the end of a round. When the whole team is acting simultaneously, I allow things to happen in a favorable order. You've spent half your movement jumping to your feet.


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)

Awesome! Does moving through Galenus's square cost any more than regular movement, given that he's down?


Dungeon racing rules and FAQ

I don't know any clarification upon the "moving through a non-hostile creature's space costs 2x movement" rule that makes me think it wouldn't count as difficult terrain when he's unconscious. Let me know if anyone knows of something.

1 to 50 of 4,093 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / Out of the Abyss All Messageboards

Want to post a reply? Sign in.