Of course I was just thinking based on the information provided - we had to come uphill to get to this room - and the rough cavern Kerrec originally was referencing as a place to break open the ceiling is below us - so if we did break that ceiling and then moved back up to here we should be out of the water totally as it should flow all downhill back to where we started this escapade.
However Skameros isn't smart enough to realize that
However Skameros isn't smart enough to realize that
To be fair, three of the four members of the party are at the low end of the smart scale... But we have to take a few liberties to keep them alive in the Underdark.
Rollback Post to RevisionRollBack
Beegred Thornpost - Lvl 8 Halfling Ranger - Out of the Abyss by Kerrec Drusk - Lvl 8 Half-Orc Life Cleric - The Long Road: Dragon Heist by Mingofaust (player & current DM) Hunferho Aelorothi - Lvl 5 Half-Elf Bard/Rogue - Baldur's Gate: Descent Into Avernus (by Pokepaladdy) DM - Frontier City of Nunkreet (ended)
Of course I was just thinking based on the information provided - we had to come uphill to get to this room - and the rough cavern Kerrec originally was referencing as a place to break open the ceiling is below us - so if we did break that ceiling and then moved back up to here we should be out of the water totally as it should flow all downhill back to where we started this escapade.
However Skameros isn't smart enough to realize that
But the source of the water is potentially higher than the fountain room. So if air has a place to escape (notice cracked alcove seeping water), then the water would fill the entire temple, even where you find yourselves now.
yes but it would have to fill up everything below us first before it even got to us in the temple room and last I checked the underdark was pretty vast
OK. Causing the wall/ceiling of the fountain room to burst is going to take some time. Since there is no magic way to help this along (I tried looking at all your prepared spells and I can't think of a way to apply them to the situation, but I'm open to any of your ideas.) Narstin will have to do it the old fashion way.
Narstin is proficient with Mason's tools. Using his dwarven intuition and skills, he will begin driving wedges into weak spots trying to open the fissure wider to let the water do it's thing faster. Narstin will roll masonry checks using either strength or intelligence as often as it takes to achieve a cumulative total of 50. Each roll of the dice is 1 hour of elapsed time.
All of you are planning to either climb out a tunnel pouring out water, or swim up once the whole place is flooded. If you want to make preparations for that situation, do so now before you have to start making Athletics checks (depends how you prepare).
If Narstin's last masonry roll to pass the 50 mark manages to go all the way beyond 60, then the opening will be climbable without needing to hold your breath for 2 rounds as air escapes the temple via the same tunnel while you climb.
Swimming or climbing are both considered traversing 'difficult' terrain. So you would move half your movement per combat turn, but we're not in combat. For this scenario (and these rules apply only to this scenario):
Straight climbing/swimming without athletic checks, you move your walking speed every 30 seconds.
Climbing/swimming with athletic checks, you move your walking speed every 60 seconds on a fail, 30 seconds with a success. You make no progress if you fail by 5 or more.
Climbing/swimming with medium or heavy armor or shields automatically triggers an athletics check.
If using rope to give help to someone else that climbs, the character providing the help (has to go first, obviously) loses 30 seconds of air for the extra effort per help action.
The target distance to reach air is 125 feet.
Each character can hold their breath for 1 + CON MOD minutes. Once out of breath, you have CON MOD rounds to get to air or you drop to zero HP and start dying. See suffocation. Rodolfo is intelligent enough to know this will be challenging for him and should get creative.
Per the grappling rules, carrying or dragging someone doubles your movement cost.
Also, Skameros is hauling a lot. He may be strong, but the stuff still takes up space. The opening will not be so large that dragging all of it up will be easy. Moving on with all that stuff will trigger athletics checks of your own.
But.. how is the spell-based preparation meant? I have some options that last an hour.. would Rodolfo be able to use any of this in such a way as to be ready when the hole opens and also not have it run out 6 seconds later?
Also, would he be able to take a short rest when Narstin begins his work?
Whatever spell you cast 'now' lasts 1 hour. But Narstin will have to make masonry rolls to break the wall, each roll takes an hour of time. He has to reach a cumulative total of 50 before the wall breaks, so it could take several hours.
You have hours to prepare. And it's perfectly reasonable that you would hold whatever spells you want until the wall does break/water becomes a threat.
Ok, I'll describe what Rodolfo would like to do and you tell me if that works.
First of all a short rest to regain 2 spells slots of first level.
Then when Narstin is about to finish his work, cast Longstrider on himself, Narstin and Jimjar (I believe those are all the slowest people?).
He will then position himself in a way as best as he can ascertain to be a straight shot up and hold 50ft of rope and Rope Trick. He'll reach into the pouring water and finish the spell, then start climbing up the rope.
He will of course explain all of this to everyone.
I'll do a bit of math here.. difficult terrain, half movement means either 15 or 17.5 (depending on rounding) feet per 30 seconds for 4 times. So that's either 60 or 70 feet, either of which puts him into the Rope Trick space. If I understand correctly then it's an extradimensional space that has air? Having a breather there he can hopefully swim the rest of the 65 feet to the surface. Should work even if we lose 2 rounds of air in the beginning.
I'm sorry I mentioned Difficult Terrain. Just ignore it.
Just stick with this:
Straight climbing/swimming without athletic checks, you move your walking speed every 30 seconds.
Climbing/swimming with athletic checks, you move your walking speed every 60 seconds on a fail, 30 seconds with a success. You make no progress if you fail by 5 or more.
Climbing/swimming with medium or heavy armor or shields automatically triggers an athletics check.
If using rope to give help to someone else that climbs, the character providing the help (has to go first, obviously) loses 30 seconds of air for the extra effort per help action.
The resource you're managing is time and distance traveled.
I understand what you want to accomplish with Longstrider. Good stuff.
I don't understand what you hope to achieve with rope trick... unless you want to step into the pocket to take a breath part way?
Never mind. Didn't read to comprehend. You answered, and it's very clever.
Straight climbing/swimming without athletic checks, you move your walking speed every 30 seconds.
Climbing/swimming with athletic checks, you move your walking speed every 60 seconds on a fail, 30 seconds with a success. You make no progress if you fail by 5 or more.
That seems slow, compared to what is written in the Player's Handbook. Under "Special Types of Movement", it lists swimming as requiring an extra 1' per 1' moved. If it is difficult terrain, then add an additional 1'. That would be your walking speed every 12 or 18 seconds, not every 30 seconds.
(If this situation is different from the standard rules, then that is how it is. I just want to check if things are harsher than they should be. Beegred is not going to leave his nice armor behind, which is going to mean failed checks about half the time.)
Rollback Post to RevisionRollBack
Beegred Thornpost - Lvl 8 Halfling Ranger - Out of the Abyss by Kerrec Drusk - Lvl 8 Half-Orc Life Cleric - The Long Road: Dragon Heist by Mingofaust (player & current DM) Hunferho Aelorothi - Lvl 5 Half-Elf Bard/Rogue - Baldur's Gate: Descent Into Avernus (by Pokepaladdy) DM - Frontier City of Nunkreet (ended)
I did specify: For this scenario (and these rules apply only to this scenario)
It's a unique non-combat situation with custom rules. The variables are:
Climbing/swimming with medium/heavy armor and/or a slung shield requires Athletics checks.
If DM determines you're hauling too much equipment, you make an Athletic check. Possibly with disadvantage based on how much.
Climbing/swimming your walking distance in the resulting water filled or water flowing passage requires 30 seconds, assuming you're not making athletic checks.
Climbing/swimming while rolling athletic checks results in 60 seconds to move your walking speed on a fail, or no progress (60 seconds expires) on a fail of 5 or more.
Helping someone else, with a rope (or not for that matter) expends 30 seconds of your air.
You have 1 minute + CON mod (minutes) of air before you start choking.
Once you're choking, you have CON mod turns to reach air before you drop to zero HP and start dying.
You have to climb/swim 125 feet to reach air and end this 'encounter'.
I don't know how much rope you all have, but climbing with your gear or not is going to have to be a decision you all make before things start happening.
Edit: I wouldn't penalize you all for pulling the end of a rope along with you as you climb (rope weight is ignored).
This post has potentially manipulated dice roll results.
I've also got 4 minutes :).
Will it be possible for narstin to cast a single spell once he breaks the wall? Or too late at that point with the rush of falling wall and water?
Masonry rolls (With strength. Rolling the first 3 then will added to continue adding as needed)
1. 20 2. 7 3. 8 4. 12 5. 7
(Well, you guys have plenty of prep time :P)
6: 5
(Edit: Huh. I coulda sword roll 5 says it was a 9 when i posted it. Then added the sixth to get over 50 and 5 shows a 15 now, but no dice manipulation warning and no rolls were added before existing ones...)
(Edit again: Aaaand it's back to the 9. Gogo dndbeyond...)
Of course I was just thinking based on the information provided - we had to come uphill to get to this room - and the rough cavern Kerrec originally was referencing as a place to break open the ceiling is below us - so if we did break that ceiling and then moved back up to here we should be out of the water totally as it should flow all downhill back to where we started this escapade.
However Skameros isn't smart enough to realize that
Skameros - Bugbear Barbarian - Out of the Abyss - By Kerrec
Follow your Arrow where it Points - Tabaxi Monk - Baldur's Gate: Descent Into Avernus (by Pokepaladdy)
Citron Pumpkinfoam - Fairy Monk - Project Point: Team Longsword
To be fair, three of the four members of the party are at the low end of the smart scale... But we have to take a few liberties to keep them alive in the Underdark.
Beegred Thornpost - Lvl 8 Halfling Ranger - Out of the Abyss by Kerrec
Drusk - Lvl 8 Half-Orc Life Cleric - The Long Road: Dragon Heist by Mingofaust (player & current DM)
Hunferho Aelorothi - Lvl 5 Half-Elf Bard/Rogue - Baldur's Gate: Descent Into Avernus (by Pokepaladdy)
DM - Frontier City of Nunkreet (ended)
But the source of the water is potentially higher than the fountain room. So if air has a place to escape (notice cracked alcove seeping water), then the water would fill the entire temple, even where you find yourselves now.
yes but it would have to fill up everything below us first before it even got to us in the temple room and last I checked the underdark was pretty vast
Skameros - Bugbear Barbarian - Out of the Abyss - By Kerrec
Follow your Arrow where it Points - Tabaxi Monk - Baldur's Gate: Descent Into Avernus (by Pokepaladdy)
Citron Pumpkinfoam - Fairy Monk - Project Point: Team Longsword
You may recall, when you were lower down, that the water was pooling around your feet and knees (for some). It wasn't going anywhere 'deeper'.
Yah, I totally misread where you were talking about in the DM :P. Oh well, we'll see how it goes from here! :D
OK. Causing the wall/ceiling of the fountain room to burst is going to take some time. Since there is no magic way to help this along (I tried looking at all your prepared spells and I can't think of a way to apply them to the situation, but I'm open to any of your ideas.) Narstin will have to do it the old fashion way.
Narstin is proficient with Mason's tools. Using his dwarven intuition and skills, he will begin driving wedges into weak spots trying to open the fissure wider to let the water do it's thing faster. Narstin will roll masonry checks using either strength or intelligence as often as it takes to achieve a cumulative total of 50. Each roll of the dice is 1 hour of elapsed time.
All of you are planning to either climb out a tunnel pouring out water, or swim up once the whole place is flooded. If you want to make preparations for that situation, do so now before you have to start making Athletics checks (depends how you prepare).
If Narstin's last masonry roll to pass the 50 mark manages to go all the way beyond 60, then the opening will be climbable without needing to hold your breath for 2 rounds as air escapes the temple via the same tunnel while you climb.
Swimming or climbing are both considered traversing 'difficult' terrain. So you would move half your movement per combat turn, but we're not in combat. For this scenario (and these rules apply only to this scenario):
The target distance to reach air is 125 feet.
Each character can hold their breath for 1 + CON MOD minutes. Once out of breath, you have CON MOD rounds to get to air or you drop to zero HP and start dying. See suffocation. Rodolfo is intelligent enough to know this will be challenging for him and should get creative.
Oh wow - SKameros can hold it for 4 minutes! hehe perhaps we should tie Rodolfo to Skameros....plus he has +6 to Athletics
Skameros - Bugbear Barbarian - Out of the Abyss - By Kerrec
Follow your Arrow where it Points - Tabaxi Monk - Baldur's Gate: Descent Into Avernus (by Pokepaladdy)
Citron Pumpkinfoam - Fairy Monk - Project Point: Team Longsword
Per the grappling rules, carrying or dragging someone doubles your movement cost.
Also, Skameros is hauling a lot. He may be strong, but the stuff still takes up space. The opening will not be so large that dragging all of it up will be easy. Moving on with all that stuff will trigger athletics checks of your own.
I'm just offering suggestions - Skameros can hold his breath with fails for 4 rounds which still gets him 120 feet if I understand the mechanics
Skameros - Bugbear Barbarian - Out of the Abyss - By Kerrec
Follow your Arrow where it Points - Tabaxi Monk - Baldur's Gate: Descent Into Avernus (by Pokepaladdy)
Citron Pumpkinfoam - Fairy Monk - Project Point: Team Longsword
Rodolfo can hold his breath for 2 minutes.
But.. how is the spell-based preparation meant? I have some options that last an hour.. would Rodolfo be able to use any of this in such a way as to be ready when the hole opens and also not have it run out 6 seconds later?
Also, would he be able to take a short rest when Narstin begins his work?
"But.. how is the spell-based preparation meant?"
I don't understand what is meant by the above.
Whatever spell you cast 'now' lasts 1 hour. But Narstin will have to make masonry rolls to break the wall, each roll takes an hour of time. He has to reach a cumulative total of 50 before the wall breaks, so it could take several hours.
You have hours to prepare. And it's perfectly reasonable that you would hold whatever spells you want until the wall does break/water becomes a threat.
Ok, I'll describe what Rodolfo would like to do and you tell me if that works.
First of all a short rest to regain 2 spells slots of first level.
Then when Narstin is about to finish his work, cast Longstrider on himself, Narstin and Jimjar (I believe those are all the slowest people?).
He will then position himself in a way as best as he can ascertain to be a straight shot up and hold 50ft of rope and Rope Trick. He'll reach into the pouring water and finish the spell, then start climbing up the rope.
He will of course explain all of this to everyone.
I'll do a bit of math here.. difficult terrain, half movement means either 15 or 17.5 (depending on rounding) feet per 30 seconds for 4 times. So that's either 60 or 70 feet, either of which puts him into the Rope Trick space. If I understand correctly then it's an extradimensional space that has air? Having a breather there he can hopefully swim the rest of the 65 feet to the surface. Should work even if we lose 2 rounds of air in the beginning.
I'm sorry I mentioned Difficult Terrain. Just ignore it.
Just stick with this:
The resource you're managing is time and distance traveled.
I understand what you want to accomplish with Longstrider. Good stuff.
I don't understand what you hope to achieve with rope trick... unless you want to step into the pocket to take a breath part way?Never mind. Didn't read to comprehend. You answered, and it's very clever.
That seems slow, compared to what is written in the Player's Handbook. Under "Special Types of Movement", it lists swimming as requiring an extra 1' per 1' moved. If it is difficult terrain, then add an additional 1'. That would be your walking speed every 12 or 18 seconds, not every 30 seconds.
(If this situation is different from the standard rules, then that is how it is. I just want to check if things are harsher than they should be. Beegred is not going to leave his nice armor behind, which is going to mean failed checks about half the time.)
Beegred Thornpost - Lvl 8 Halfling Ranger - Out of the Abyss by Kerrec
Drusk - Lvl 8 Half-Orc Life Cleric - The Long Road: Dragon Heist by Mingofaust (player & current DM)
Hunferho Aelorothi - Lvl 5 Half-Elf Bard/Rogue - Baldur's Gate: Descent Into Avernus (by Pokepaladdy)
DM - Frontier City of Nunkreet (ended)
I did specify: For this scenario (and these rules apply only to this scenario)
It's a unique non-combat situation with custom rules. The variables are:
I don't know how much rope you all have, but climbing with your gear or not is going to have to be a decision you all make before things start happening.
Edit: I wouldn't penalize you all for pulling the end of a rope along with you as you climb (rope weight is ignored).
Glabagool is gonna be the death of us :P
Skameros - Bugbear Barbarian - Out of the Abyss - By Kerrec
Follow your Arrow where it Points - Tabaxi Monk - Baldur's Gate: Descent Into Avernus (by Pokepaladdy)
Citron Pumpkinfoam - Fairy Monk - Project Point: Team Longsword
I've also got 4 minutes :).
Will it be possible for narstin to cast a single spell once he breaks the wall? Or too late at that point with the rush of falling wall and water?
Masonry rolls (With strength. Rolling the first 3 then will added to continue adding as needed)
1. 20
2. 7
3. 8
4. 12
5. 7
(Well, you guys have plenty of prep time :P)
6: 5
(Edit: Huh. I coulda sword roll 5 says it was a 9 when i posted it. Then added the sixth to get over 50 and 5 shows a 15 now, but no dice manipulation warning and no rolls were added before existing ones...)
(Edit again: Aaaand it's back to the 9. Gogo dndbeyond...)
On the plus side, last roll got up over 60
Seeing as you rolled over 60, then you get 2 rounds of climbing time with air before needing to hold your breath. So you can cast spells.