Out of the Abyss (Inactive)

Game Master caster4life

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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)

As the party approaches the city proper, Kanzen keeps his hood up and his heritage hidden. He does this for two reasons: to avoid causing any distress or alarm to the residents of Blingdenstone; and to avoid bringing any negative attention to the group.

DM, if you'd like me to roll a Deception or Stealth check at any point to hide Kanzen's drow heritage let me know.


Dungeon racing rules and FAQ

Sounds like a disguise check! Anyone in the party proficient with a disguise kit? Anyone have a disguise kit? Proficiency allows proficiency modifier to be added to a disguise (charisma) check. Kit allows it to be done without disadvantage.

After filtering through the maze, you find the gate the forms one of the last lines of defense of Blingdenstone. Flanking the gate are two stone towers embedded in the cavern walls. Peering through shuttered windows in each tower are four deep gnomes, eight in all. These gnomes operate winches that open and close the gate. As you approach, the gate is opened. On the other side, you find a broad tunnel about 30 ft high. Spell gems shine in its walls 15 ft off the ground and 30 ft apart from each other. At the north end of the tunnel is a smaller door made of stone reinforced with adamantine. Fifteen-foot-high ledges in alcoves flank the door. The ledges are currently unguarded, and the stone door opens easily to reveal the caves of Inner Blingdenstone beyond.

You leave the dark tunnel behind and step into what looks like another world. These aren’t sinister drow caverns or harsh, bare stone, but a subterranean land of warm colors and welcoming smells. The deep gnomes you see going about their business glance up at you with suspicion, but you instinctively understand that you face no threat here. One of the guards escorting you abandons his severe frown to give a deep nod as he prompts you past the inner gate. “Welcome to Blingdenstone, travelers.”


Jimjar stretches as if he hasn't relaxed in a long time and yawns. "All right! This is more like it! Now to get me some real rootwine and find a game of dice." He mentions over his shoulder "You'll probably find Kazook Pickshine Trader's Grotto. It's that way! I'll find you later." He points as he walks off to enjoy his homecoming.


Zoltan is taken by the sight of the city. He expected the Underdark to be nothing but danger, except in Dwarven holds, but this was so different, so peaceful and colourful, and moreso than the gloomy holds of his ancestors. He walks, eyes wandering and smile beaming, like a child in a fair. His eyes are wet with tears as the tension of the past few days seems to wash off, rinsed by the laughters filling the streets.

"What a wonderful place!"


Indeed, We might actually get a decent rest here.. Let’s go find this Kazook..

There was no response when asked about crazies and demon lords?


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 keeps watchful for danger, unable to relax fully.

This is *still* in the Underdark. And the demon lords walk., he mindspeaks to the group.

Perception: 1d20 + 4 ⇒ (15) + 4 = 19


Dungeon racing rules and FAQ

Sorry. Forgot to respond to that earlier, Irdril. The guard replies earlier:

The guard harumphs. "We have to deal with wererat squatters, insane elementals, ghosts, and a plague of invading oozes. I'd say we're got enough to deal with in here without demon lords getting involved."

Later on your way to Trader's Grotto:

You move through the busy and productive tunnels toward the Trader's Grotto. Just as the tunnel you are passing through opens up into the grotto, you hear a bell clanging.

The deep gnomes around you all draw weapons and retreat as you see a guard stumble back, then rise up in the air. A strange shimmer around him reveals the surface of the gelatinous cube that has engulfed him.

GM screen:

Inits: CC GG G I K O Z E: 2d20 + 2d20 + 6d20 ⇒ (5, 2) + (8, 11) + (20, 14, 11, 15, 13, 6) = 105

You all won init. Map updated. Everybody, GO! There are deep gnomes on the map who are retreating, one caught in a cube, and three cubes that you can see now. I'll tell you what the black thing on the map is when you can see it IC.


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 rushes forward, intent on reaching the engulfed gnome. If I can make it; can't exactly tell what squares the thing is in - Galenus reaches into the cube and grabs the gnome, attempting to pull him free.

Will willing take any damage to do this.

Strength?: 1d20 + 3 ⇒ (19) + 3 = 22


Irdril blasts the cube that has the gnome..

Attack: 1d20 + 5 ⇒ (13) + 5 = 18
Force Dam: 1d10 + 3 ⇒ (7) + 3 = 10

and then flings a magic stone at it as well..

Attack: 1d20 + 5 ⇒ (20) + 5 = 25 crit!
Bludg Dam: 2d6 + 3 ⇒ (3, 5) + 3 = 11


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 charges immediately, slashing at the nearest gelatinous cube that isn't friendly.

+2 short sword: 1d20 + 4 + 2 + 2 ⇒ (7) + 4 + 2 + 2 = 15

Damage: 1d6 + 4 + 2 ⇒ (6) + 4 + 2 = 12

Silvered Short sword: 1d20 + 4 + 2 ⇒ (4) + 4 + 2 = 10

Damage: 1d6 + 4 ⇒ (4) + 4 = 8


Dungeon racing rules and FAQ

Galenus you can keep that roll but if you look at the map the gnome is more than 25 ft away from you so you can't reach him in time and still have an action left.


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'll just double move and do that action next round.


Zoltan looks around him to find an objet he could use to pull the gnome out of the cube.

Perception: 1d20 + 3 ⇒ (17) + 3 = 20

If he finds something, he'll move near enough and try to use it, but that may take more than this turn's worth of actions.


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

Kanzen charges forward beside Galinndan, short swords gleaming.

SS+1: 1d20 + 6 ⇒ (18) + 6 = 24
Dmg: 1d6 + 3 ⇒ (4) + 3 = 7
SS: 1d20 + 5 ⇒ (9) + 5 = 14
Dmg: 1d6 + 3 ⇒ (1) + 3 = 4


Dungeon racing rules and FAQ

Zoltan doesn't see any particularly helpful looking poles or nets. It seems Galenus has the only workable idea.

Somehow my gelatinous cubes came off the map. Added back on.


♂ | 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 ⇒ (10) + 6 = 16
Damage: 1d6 + 4 ⇒ (6) + 4 = 10
CS: 1d8 ⇒ 3

Cyrus fires a parting shot at the nearest wounded ooze as he backs away.


caster4life wrote:

Zoltan doesn't see any particularly helpful looking poles or nets. It seems Galenus has the only workable idea.

Somehow my gelatinous cubes came off the map. Added back on.

Does Zoltan still have some actions left for this round? I'm pretty sure Perception is an action, but I would move a bit closer if I could.

"We need to pull that fellow free!" he shouts.


Dungeon racing rules and FAQ

I don't believe perception is an action so you're still free to act. Odak still to go. I'll bot him later today if he hasn't had a chance to act by then.


Zoltan rushes to Galenus’s side and hits the cube with his hammer.

Warhammer: 1d20 + 5 ⇒ (17) + 5 = 221d8 + 3 ⇒ (2) + 3 = 5


Dungeon racing rules and FAQ

Odak fires a bolt that singes one of the oozes while Zoltan strikes it with his axe. Cyrus fires at the closest cube while Kanzen charges forward and attacks the cube holding the deep gnome. Galenus also attacks the nearest cube while Irdril attacks that one with the deep gnome.

odak firebolt cube: 1d20 + 1d10 ⇒ (19) + (4) = 23

The cubes move forward, sliding over the organic prey they would like to digest.

Dex saves for Galinndan, Zoltan, Galenus, and Kanzen!: 4d20 ⇒ (20, 17, 16, 9) = 62

All of the canny adventurers manage to dodge out of the way! But the deep gnome continues to wriggle and struggle, the acid wearing away at him.

Deep gnome str: 1d20 ⇒ 3
Acid dam: 6d6 ⇒ (4, 3, 4, 3, 5, 1) = 20

Party, GO! The passageway goes a fair distance back so you can head off the map that way if you like but simply keep track of how many ft off the map you've moved.


Could Zoltan try to reach inside the cube to grab the gnome to pull him out?


Irdril continues to attack the one with the gnome..

Attack: 1d20 + 5 ⇒ (13) + 5 = 18
Force Dam: 1d10 + 3 ⇒ (3) + 3 = 6

Stone: 1d20 + 5 ⇒ (11) + 5 = 16
Dam: 1d6 + 3 ⇒ (5) + 3 = 8

She then moves back 15'


Dungeon racing rules and FAQ

Galenus was going to this round using the strength check he already made so it might be redundant.


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

Can confirm. I am trying to pull the little guy out of the cube.


Dungeon racing rules and FAQ

Acid dam to Galenus: 3d6 ⇒ (3, 3, 4) = 10

Galenus suffers acid burns to his arms for it but manages to get the deep gnome free, who then nods in thanks and takes off to get clear of the cubes.


"Ahah! Nice move! Now we run or make a stand, yes?" says Zoltan, amazed by Galenus's prowess.

As he talks, he tries to get the cube to back off with a back-handed blow of his hammer.

Warhammer: 1d20 + 5 ⇒ (10) + 5 = 151d8 + 3 ⇒ (2) + 3 = 5


Cyrus, Galinndan, Kanzen, and Odak still go.

"LEAVE MY FRIENDS ALONE!" screams your gelatinous cube friend telepathically, as he slides forward and top speed and tries to distract one of the hostile gelatinous cubes.


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)

Spurred on by Glabbaga... Blaggaboo... Glabb's heroic charge, Kanzen roars out to his mistress. "Eilistraee, lend me your moonlight!" he calls, and both his weapons and his eyes glow with the light of a moon that the drow has never seen. He pokes and stabs, eventually finding a good angle to deliver a flurry of blows into one of the gelatinous cubes. Once the attacks are delivered, the glow fades from the blades.

Using smite on the crit! Targeting the one that's most wounded (if either is).

SS +1: 1d20 + 6 ⇒ (1) + 6 = 7

SS: 1d20 + 5 ⇒ (20) + 5 = 25
Crit dmg: 2d6 + 2d8 + 3 ⇒ (2, 6) + (5, 6) + 3 = 22


Dungeon racing rules and FAQ

Interestingly enough, that nat 1 was still high enough to hit if not for being an auto-miss.

Kanzen misses once then deals a mighty, radiant blow to the cube! But it still maintains a roughly coherent shape.


♂ | 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 ⇒ (18) + 6 = 24
Damage: 1d6 + 4 ⇒ (5) + 4 = 9
CS: 1d8 ⇒ 8

Cyrus fires his bow at another Cube always keeping a safe distance from the enemy.


Dungeon racing rules and FAQ

Skipping Odak and Galinndan since it's been a while.

Significant damage is dealt to the cubes but none of them have been destroyed. One cube is blocked by Glabaggool and lashes out at him. Another slides hungrily toward Galinndan and Galenus while the third one slides toward Kanzen.

Dex saves Gale, Gali, K: 3d20 ⇒ (8, 14, 16) = 38

The deft warriors with elf blood roll out of the way of the cubes and spring to their feet, ready to continue fighting. But Galenus can't move quickly enough and is caught by one of the cubes!

Acid damage to Galenus: 3d6 ⇒ (2, 1, 4) = 7

Galenus is now restrained and can't breathe. There will be recurring acid damage. Party GO!


”GALENUS!!!” shouts Zoltan and he reaches to pull his hero out of the cube.

Strength: 1d20 + 3 ⇒ (1) + 3 = 4 Hehe...


Dungeon racing rules and FAQ

Zoltan, you have to be adjacent to someone to try to pull them out. If you check the map, you'll see you can't get adjacent to Galenus.


Male NG Mtn Dwarf Sorcerer 4 | HP: 34/34 | AC: 16/18 | HD: 4d6| Status: Normal | Spell DC: 12 | Spells: 1 (4/4), 2 (2/3) | SP: 4/4 | Athl +5, Ins +3, Int +4, Srv +3 Saves: S3, D0, C5*, I-1, W1, Ch4* | Init +0 | PP: 16 | Spd: 25' | Insp: No

Odak has learned from his wanderings in the underdark not to run at the creatures that want to eat you. Instead, he shoots another bolt of green fire at the closest of the cubes as his skin hardens and turns to stone.

Fire Bolt: 1d20 + 5 ⇒ (3) + 5 = 8
Fire dam: 1d10 ⇒ 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

If Galenus can get himself out....

Galenus struggles to break free, the acidic digestion of the cube burning into his skin.

Strength: 1d20 + 3 ⇒ (11) + 3 = 14

If he can't break himself free...

Mmmhgsmmntheoouhmmmmm!!!


Dungeon racing rules and FAQ

Galenus breaks out of the cube!

That takes an action so you still have your movement.


♂ | 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 ⇒ (8) + 6 = 14
Damage: 1d6 + 4 ⇒ (6) + 4 = 10
CS: 1d8 ⇒ 3

Cyrus continues to plunge arrows into the cubes.


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

Time to get the heck out of here!

Galenus moves full speed away from the cube, to not get eaten again.


"Run!"

She heals Gale as a bonus action before moving away from the cubes..

Heal: 1d4 + 3 ⇒ (4) + 3 = 7


Dungeon racing rules and FAQ

Go ahead and move yourselves on the map. If you move off the map, just put a little text box saying how far off the map you've moved, e.g. "25 ft". Kanzen and Galinndan 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 tears at the cube threatening Galenus.

"FACE ME!", he yells at the faceless thing, himself quite enraged.

+2 short sword: 1d20 + 4 + 2 + 2 ⇒ (17) + 4 + 2 + 2 = 25

Damage: 1d6 + 4 + 2 ⇒ (3) + 4 + 2 = 9

Silvered Short sword: 1d20 + 4 + 2 ⇒ (2) + 4 + 2 = 8

Damage: 1d6 + 4 ⇒ (2) + 4 = 6


Unable to reach Galenus, Zoltan does the next best thing and smashes at the cube nearest him.

Warhammer: 1d20 + 5 ⇒ (1) + 5 = 61d8 + 3 ⇒ (2) + 3 = 5 Too funny!


Dungeon racing rules and FAQ

Galenus, you still need to move yourself on the map to reflect your actions. Kanzen still needs to go. Do you need me to move you, G? Will do so and skip Kanzen tomorrow if I don't get a response.


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

Done!


Dungeon racing rules and FAQ

Skipping Kanzen.

GM screen:

2d20 ⇒ (10, 16) = 26
Dam: 3d6 ⇒ (1, 3, 5) = 9

The cube blocked and harassed by Glabagool lashes out at Zoltan but doesn't manage to bathe him in acid as the dwarf dodges. The cube that has Galinndan cornered scoops him up to begin digestion (9 acid damage and restrained, str check to escape). The other cube chases Kanzen but the elf keeps dodging while attacking.

Party GO!


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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

From a safer distance, Galenus quickly prepares another fire bomb and tosses it at the cube who tried to eat him.

Firebolt: 1d20 + 4 ⇒ (19) + 4 = 23
Fire Damage: 1d8 ⇒ 3


♂ | 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 ⇒ (8) + 6 = 14
Damage: 1d6 + 4 ⇒ (6) + 4 = 10
CS: 1d8 ⇒ 8

Cyrus fires upon the cube currently making a snack of Galinndan.


Dungeon racing rules and FAQ

I like the firebolt as an improvised arcane explosive device. Fits perfectly.

Galenus' fire and Cyrus' arrow combine to finally tear that cube apart. But the two remaining seem to be very hungry still...


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

Furious, Galinndan struggles against a viscous fate.

Strength: 1d20 + 0 ⇒ (8) + 0 = 8


Dungeon racing rules and FAQ

Galinndan, the cube holding you just got destroyed and you were freed. Re-take your turn.

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