Out of the Abyss (Inactive)

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Dungeon racing rules and FAQ

Galenus:

Gotcha. I won't let you die from this, since it was my bad. But I also didn't want to redo all of that since you did kill one of them and this was intended to be a quick little fight.


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

DM:
It's all good! Let's roll with the punches. :)


"What a nasty looking insect!!"

Casting Vicious Mockery on the remaining one.

Psychic Dam: 1d4 ⇒ 3 plus disadvantage on next attack.

DC 13 Wisdom negates.


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

Death Save: 1d20 ⇒ 1

That's two failures. Why do my dwarf PCs never make it past level 1? :)


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)

Tiberius moves up to attack one of the spider creatures.

attack: 1d20 + 5 ⇒ (1) + 5 = 6
attack disadvantage: 1d20 + 5 ⇒ (4) + 5 = 9 for light level?

But the darkness causes his blade to go wide, he settles down, hefting his shield up.


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 falls swiftly, his wounds barely begun to heal from the previous fight.

Death Save: 1d20 ⇒ 17

One pass


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)

Fear courses through Kanzen's body, as he knows one strike from the creature could finish him, but he grits his teeth. I was willing to die for my beliefs. Now I have to prove them with my actions. He leaps over Galenus and stabs with his blade.

Dagger: 1d20 + 5 ⇒ (16) + 5 = 21
Piercing: 1d4 + 2 ⇒ (2) + 2 = 4


Dungeon racing rules and FAQ

Kanzen, just fyi, you have disadvantage on the attack roll because you're still restrained. Galenus may be considered stable because it was my misunderstanding that caused him to be downed.

Kanzen disad: 1d20 + 5 ⇒ (16) + 5 = 21

Wis save: 1d20 - 2 ⇒ (6) - 2 = 4

Confused by Irdril's attack upon its small mind, the creature is unprepared for Kanzen's leaping assault, which cuts it down. The many-legged body twitches and writhes for a moment before going still.

Galinndan is still working on his saves.

In this little cave:

You search back in this small cave and find a battleaxe (-1 damage rolls) and suit of studded leather armor (-1 AC), both damaged by rust. In addition, you find 14 gp the beasts did not touch.

150 xp split between all those involved in the fight (150/6=25). Anyone who wishes to may make attack rolls or have someone else make attack rolls against their manacles. AC 19 with 15 hp. The collars have 12 hp but are a little riskier to swing a weapon at. Eventually, you'll want both off but getting the manacles off will remove the restrained condition. But beware! Every attack roll made against the manacles causes noise and who knows what that will bring in the Underdark!? (2% chance of random encounter for each attack roll).


Stool alerts those around him

It's ok. The Drow got the last one...


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

Death Save: 1d20 ⇒ 17

Two successes


Irdril moves to attend to the fallen.

Medicine on Gal: 1d20 + 2 ⇒ (17) + 2 = 19

Afterwards.

"Maybe one of you stout lads try to break them off? Hitting it with that sword might be to loud."


Dungeon racing rules and FAQ

Just fyi, each character can only roll once to escape bonds (or help another escape bonds) per short rest. The roll represents your overall ability, not just a single tug to escape. Attack rolls may be made as often as desired but have their own downside...


I thought it was 1/day not 1/short rest. I'll give it another try.

Dex: 1d20 + 2 ⇒ (12) + 2 = 14 manacled forever it seems..


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

Hurray for being stable! Now just to lay here and take a much needed nap...


Dungeon racing rules and FAQ

Yes sorry I misspoke. Allow me to quote directly: " A character who fails a check to break a collar, break a set of manacles, or escape from a set of manacles can’t attempt checks of that kind again until he or she finishes a long rest. A character can still use the Help action to aid another character, however."


The quaggoth nods gravely toward Kanzen.

A noble finish, my fellow elf-kin. Let us forget the hatred between our peoples and united in our deeper ancestry.

Kanzen gets Derendil's NPC card!

Derendil's NPC card for Kanzen's use:

Derendil: 1/minute: Derendil’s bulk and strength make it difficult to maneuver around him. When activating this ability, Derendil makes a creature of your choice treat the ground within 15 feet of you as difficult terrain for 1 minute.
1/day: Derendil’s brute strength can shove creatures around the battlefield. Push one enemy no more than one size larger than Derendil and within 10 feet of you 10 feet in any direction. If this would move an enemy into something harmful (e.g. off a cliff, into a trap), they may make a DC 12 dexterity or strength saving throw to avoid being pushed.
Expend your inspiration: When angered, Derendil can unleash devastating attacks with his huge hairy fists. When a creature damages you with a melee attack, Derendil deals half that damage to the creature.


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 looks up at Derendil from where he crouches with his dagger still. Though still unsure about the quaggoth - Is he really an elf, or just crazy? - the genuine nature of the hulking creature's thoughts touches the friendless Kanzen deeply. He stands and offers Derendil his hand. You honour me greatly. I will stand beside you. Words fail him, and he simply shakes the quaggoth's hand.


The quaggoth nods and warmly shakes Kanzen's hand. But he is soon interrupted by the female deep gnome.


What's the plan here? We bustin' the manacles or moving along? Those blasted Drow have got to be right behind us!! She gestures with great animation to express her fears of being recaptured.


I think another NPC card could help move us forward.

The kuo-toa begins looking around him and picking certain fungi off the walls. He does something with them for a few minutes then applies them to the unconscious party members.

Galenus regains 1 hp. Galinndan regains 2.

Shuushar turns to Cyrus.

I have seen how you act. You understand that fighting is not the only way. You avoid a fight when you can. I've seen you help your friends instead of striking down your foes when you must intervene.

Cyrus gets Shuushar's NPC card!

Shuushar NPC card:

Shuushar: 1/minute: Having wandered alone through the Underdark, Shuushar has become adept at navigating its twists and turns. Make a survival check to navigate or forage with advantage.
3/day: Shuushar’s knowledge of the medicinal fungi of the Underdark allow him to aid those around him. Over the course of 10 minutes, Shuushar creates a poultice of fungi and applies it to the wounds of a creature, healing them for 1/5 of their max hp (rounded down).
Inspiration: A speaker of peace, Shuushar can persuade even the most obstinate to listen to him, at least temporarily. A single creature that can understand Shuushar (only speaks Undercommon) will not move or take hostile actions for 1 round as long as no hostile actions are taken toward that creature.


♂ | 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 shrugs at Shuushar unsure of what to make of the strange creature. "Can't we be moving new? A'fore we get the worst kind o' guests." The goblin relays with haste.


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 awakes with a start. Gah! What happened? Whatdya mean I was bit? That mandible missed me by a mile! What? Damn. Must've been dreaming it.

He rubs his head.

Well, at least we got a good haul. Ok, well, a meager haul. Whatever others don't take, Galenus will carry for now. Armor, weapons, gold, food. As he's gathering stuff up, he'll see if there's any old clothing left on those bones - if so, he'll grab some.

Thanks for the medicine, Shuushar. Yes, Cyrus, let's get going. Sorry for the hold up.

Old Clothes:
If there's any old clothes, Galenus wants to wrap some up around that pipe that Tiberius has to try and make a torch.


Dungeon racing rules and FAQ

Survival check to craft a torch out of the moldy old clothes and another to somehow set it on fire.


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

Hey, Tiberius. I found some rags. I bet if we wrap it around that pipe you found, we could make a torch. What do you say?

Assuming Tiberius gives Galenus a chance, he'll fumble with trying to make a torch.

Survival: 1d20 - 1 ⇒ (10) - 1 = 9


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)

Well, I suppose it is worth a shot, and would help me greatly.

He moves to help with the makeshift torch.

survival: 1d20 ⇒ 15

If it counts as aiding another, with advantage?
survival: 1d20 ⇒ 3

whether or not the torch is lit, Tiberius moves to the two fallen members, and grants them both healing.

Blessed Bahamut, aid me in caring for those that were wounded.

Both our unconscious members are now awake, with 1 hp each. Tiberius has 1/5 hit points worth a of healing left.


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 wakes up, with Tiberius looming near him.

My thanks.

He rolls onto his feet, dagger in hand.

What is the situation?

While looking around.

Perception: 1d20 + 4 ⇒ (19) + 4 = 23


Dungeon racing rules and FAQ

Galenus and Galinndan are now at 2 and 3 hp respectively, btw.

With Galenus making it only a little harder, Tiberius manages to make a torch from the moldy rags. He suddenly feels much more comfortable, now that he can see around him at all.

Galinndan wakes and takes in the situation around him, the torch also aiding his vision. He sees his allies passing weapons around and preparing to move forward.

Even characters with darkvision see in total darkness as if it were low-light, which imposes disadvantage on perception checks.


Shuushar nods at Cyrus' words. Yes we should resume moving. More quickly, if possible. Is everyone ready to go further? He glances around at the elf getting to his feet and the passing around of weapons.


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 holds his hands up at chest height, palms out, as Galinndan rolls to his feet, dagger at the ready. "Peace, friend. The enemy is defeated, we're all alive... for now. But we need to get moving."


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 swiftly eases out of a combat stance.

Peace indeed. Let us keep moving. I would find somewhere safer to remove these infernal bindings.


Dungeon racing rules and FAQ

You move through the dark tunnels, moving towards the kuo-toa's home.

Passive perception 14:

You notice a small burrow with the entrance covered by fungi so as to make it almost invisible. Its inhabitant seems to have died or abandoned it long ago but the inside looks dry and large enough to fit a dozen people if they huddled together and lay in something of a heap.


Irdril follows as qucikly as her shackled self can.


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 stops in his tracks and thinks out loud:

Halt. I see a burrow off to the side. Covered by fungi, difficult to spot. It's owner dead or long gone. A dozen could fit inside, if huddled together in a heap. We could rest in there in some measure of safety.


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 Kanzen walks through the tunnels with the rest of the escapees, he struggles to keep his personal thoughts from transmitting to the rest of the group. After hiding for so long among his evil kin, and his failed attempt to escape their world and seek out something pure, he has found freedom with a random, ragtag group of former slaves. Bewildered by both the sudden realisation of his dreams, and the worrisome predicament they all find themselves in, he holds firmly to the belief that freedom with nothing, even if it means death, is better than living a lie among those he despises.

And sweet Eilistraee, these shackles are the worst!

EDIT: As Galinndan calls halt, Kanzen looks at the burrow. Burrows tend to be... burrowed by something. If we rest here, we should keep a keen watch in case whatever lived, or lives, here comes back.


Rest sounds good.


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

Agreed on a need for watches. But I doubt we will find a better place to rest any time soon.


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 transmit to the entire group. So if Galinndan and I keep watch in two four-hour shifts and rest while the other keeps guard, you can all rest solidly. Then we can be on our way as soon as possible. Any objections?


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 thinks openly:

I am willing to take first watch.

Keeping another thought to himself:

The drow surely must be in the same position as us. But he is drow. This...is confusing.


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 nods at the surface elf, one of a race that he has always been told were the murderous nemeses of his people. Picking up on Galinndan's vibe, he thinks to himself, He doesn't trust me. How could he? Not even a drow trusts another drow. But there is only one way to prove that I am not like my kin, and it won't happen in a hurry. Outwardly, Good. Wake me when you need rest. He makes to enter his trance, taking up as little room as possible, his back to the wall of the burrow.


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 trundles along with the rest of them. While he isn't bound by shackles, his bare feet are sore from walking along the rocky caves. Still, he's able to keep up without much complaint. He periodically casters his mold earth spell to try to hide their tracks whenever they walk across ground that's capable of leaving tracks.

Survival: 1d20 - 1 ⇒ (10) - 1 = 9

Upon the rest, he goes around to whoever is still shackled and offers to help them break the chains.

Since we're stopped, we should all give a help action to grant advantage to breaking or eacaping the chains. Also, I would really appreciate someone killing something so we can make some clothing. :)

Strength, Adv?: 1d20 + 3 ⇒ (19) + 3 = 221d20 + 3 ⇒ (11) + 3 = 14


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 we get through Galinndan's watch without incident, I'd appreciate Galenus's help! If that's possible...

Dex check: 1d20 + 3 ⇒ (16) + 3 = 19
Dex check: 1d20 + 3 ⇒ (12) + 3 = 15

Sigh. So close again... These things suck!


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

Good idea!

Before he rests, Galinndan will exchange aid with the others, starting with Galenus.

Dex to escape manacles: 1d20 + 3 ⇒ (11) + 3 = 14
Dex to escape manacles, advantage: 1d20 + 3 ⇒ (14) + 3 = 17


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

FYI, I broke through my own shackles before we left the prison. That roll was to break someone else's.


So are we considering this a long rest then?


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

I agree wer needin ta move quickly but wer also needin to gather food an water, as we go.


Dungeon racing rules and FAQ

???: 1d20 ⇒ 3

Looks like yes, you guys did get a long rest.

As the group piles together to rest, Galinndan watches out through the opening of the burrow, his keen eyes peeled to detect any danger. He does not see anything and calls upon the next to keep watch. The group manages to snatch a few hours of sleep.

Just to remember, if you fail to escape your bonds, you cannot attempt to do so again until after a long rest. Attacking your bonds to destroy them you can do as much as you want but it might be loud. What are you doing now? How fast will you be traveling? The torch has been consumed but some fungi do glow in the dark and could be foraged for (DC 18 survival).


Whoo! Spells and Bardic Inspiration back!

After the rest..

"I have a small amount of healing now if anyone is still gravely injured."

She again tries to get out of her manacles..

1d20 ⇒ 5 to no avail. Why is everyone rolling advantage to get out?


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

Using the Help Action to grant advantage. Hey DM, can my strength roll be to break Irdril's bonds?

Speaking of which, which NPCs are still shackled? Can I make a roll to help Edrith?


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)

Before the long rest, Tiberius will grant Galinndan his last point of healing (1 hp regained) After, Tiberius will offer aid to anyone trying to escape their bonds.

Can someone help me gather some of this fungi? I need it to be see to be of any real use in these tunnels.


Galenus, the Drow put new shackles on you while you were unconscious so your most recent successful strength check was to escape your own bonds. This past one was not successful. All of the NPCs besides Topsy are still shackled so yes, absolutely on helping Eldeth.

Irdril, since you've been asking for help with your shackles, I think it's safe to assume someone tried to help your dex check, granting you advantage.

Irdril Advantage: 1d20 + 2 ⇒ (8) + 2 = 10Bummer.

The dwarf maiden crawls out of the strange little burrow and stretches. Gor but wasn't that a cramped, smelly little hole. Let's get these blasted manacles off! I could use some food and drink too, while we're at it.

I have one vote to move along and some implicit votes to work on stuff here before moving. Some things can be done while moving with more or less success.

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