This post has potentially manipulated dice roll results.
As the party continues onward, unconscious dwarf in tow, there are loud rumbling sounds from the north and west. Not one, but two avalanches are approaching!
As the party continues onward, unconscious dwarf in tow, there are loud rumbling sounds from the north and west. Not one, but two avalanches are approaching!
Spark takes the Dash action and runs 30 feet south and 40 feet east (50 feet total distance). "If anyone has a way to save the dwarf, this is a good time to use it!"
Avalanche #1 is 150 feet to the north of the party, and avalanche #2 is 80 feet to the west. Both are 200 feet wide, so the nearest safe spot is 100 feet south and 100 feet east of the party's starting location. Most of us are likely to survive being hit by 1 avalanche, but the dwarf is not.
Whistler glanced at Aeron carrying the dwarf, and for the first time in several years, cursed his age. Shaking his head in frustration, he ran after Spark, taking a slightly different path.
MOVE + ACTION: Straight along the diagonal to the spot 100 feet south and 100 feet east of our location. The total distance straight to this spot is ~141 feet; Whistler will Dash to clear 60 feet of the distance (winding up ~42 feet south and ~42 feet east.)
Avalanche #1 moves 45 feet south (now 105 feet north of the party's original location, and avalanche #2 moves 45 feet east (now 35 feet to the west of our original location).
This post has potentially manipulated dice roll results.
Nebb nervously starts to dig through his pack. “Where is it, where is it”. He pulls out a section of rope and cuts it in half (25ft). This time there’s no flashy hand or finger movements. You see him simply close his eyes for a moment and appear to mutter to himself. The rope stands on end leading to a round portal of some sort seemingly out of thin air.
Nebb looks at Aeron and says “if you can make it up, there should be enough room for all of us” and then climbs up the rope and through the portal
casts: Rope Trick
Atheletics check for climbing the rope: 22
Rope Trick: You touch a length of rope that is up to 60 feet long. One end of the rope then rises into the air until the whole rope hangs perpendicular to the ground. At the upper end of the rope, an invisible entrance opens to an extradimensional space that lasts until the spell ends.
The extradimensional space can be reached by climbing to the top of the rope. The space can hold as many as eight Medium or smaller creatures. The rope can be pulled into the space, making the rope disappear from view outside the space.
Attacks and spells can't cross through the entrance into or out of the extradimensional space, but those inside can see out of it as if through a 3-foot-by-5- foot window centered on the rope.
Anything inside the extradimensional space drops out when the spell ends.
Nebb nervously starts to dig through his pack. “Where is it, where is it”. He pulls out a section of rope and cuts it in half (25ft). This time there’s no flashy hand or finger movements. You see him simply close his eyes for a moment and appear to mutter to himself. The rope stands on end leading to a round portal of some sort seemingly out of thin air.
Nebb looks at Aeron and says “if you can make it up, there should be enough room for all of us” and then climbs up the rope and through the portal
casts: Rope Trick
Atheletics check for climbing the rope: 11
Rope Trick: You touch a length of rope that is up to 60 feet long. One end of the rope then rises into the air until the whole rope hangs perpendicular to the ground. At the upper end of the rope, an invisible entrance opens to an extradimensional space that lasts until the spell ends.
The extradimensional space can be reached by climbing to the top of the rope. The space can hold as many as eight Medium or smaller creatures. The rope can be pulled into the space, making the rope disappear from view outside the space.
Attacks and spells can't cross through the entrance into or out of the extradimensional space, but those inside can see out of it as if through a 3-foot-by-5- foot window centered on the rope.
Anything inside the extradimensional space drops out when the spell ends.
An interesting idea. However, according to the rules for climbing, it takes 2 feet of movement to climb 1 foot if you don't have a climbing speed. Unless Nebb has either a climbing speed or at least 50 feet of running speed, the turn as written is impossible. Do you want to change the length of the rope? (Also, it would normally take at least an action to cut the rope, but it is reasonable that, if Nebb prepared this spell, he might have already cut some rope to use with it.)
I see, I was unaware of the 2:1 climb rule. Can I shorten the piece of rope to 10ft? that would require 20ft of run speed which would be well within my characters ability. Thank you for the insight.
I see, I was unaware of the 2:1 climb rule. Can I shorten the piece of rope to 10ft? that would require 20ft of run speed which would be well within my characters ability. Thank you for the insight.
The current situation (all positions relative to the starting location):
Spark is 30 feet south and 40 feet east. Whistler is 42 feet south and 42 feet east. Nebb is in an extradimensional space whose entrance is at the end of a rope, 10 feet above the ground. Aeron is 60 feet east, and is carrying the dwarf. Jeannette is at the starting location.
Avalanche #1 is 105 feet north. Avalanche #2 is 35 feet west.
*How far away is the edge of the avalanche's effects from where aeron is?*
Avalanche #1, moving south, is 105 feet from Aeron. If Aeron moves 40 more feet east, he will be clear of it.
Avalanche #2, moving east, is 95 feet from Aeron. He will need to move 100 feet south (or north, if he can get away from Avalanche #1) to be clear of it.
Rolling for two threats: 11 4 1, 15 4 2
Rerolling distances (since these are at advantage): 7 6
As the party continues onward, unconscious dwarf in tow, there are loud rumbling sounds from the north and west. Not one, but two avalanches are approaching!
Spark's initiative: 6
Aeron's initiative: 8
I play a miriad of characters at the lord's rest inn
Two things are infinite: The universe, and human stupidity; and I'm not so sure about the universe.
Scifi horror is quite the trip :) Comics and a story
#FreeDND
Jeannette's initiative: 6
Nebb's initiative: 16
Whistler's Initiative: 17
Sterling - V. Human Bard 3 (College of Art) - [Pic] - [Traits] - in Bards: Dragon Heist (w/ Mansion) - Jasper's [Pic] - Sterling's [Sigil]
Tooltips Post (2024 PHB updates) - incl. General Rules
>> New FOW threat & treasure tables: fow-advanced-threat-tables.pdf fow-advanced-treasure-table.pdf
Initiative order:
21: Spark
20: Whistler
20: Avalanche #1
20: Avalanche #2
13: Nebb
8: Aeron
6: Jeannette
Spark takes the Dash action and runs 30 feet south and 40 feet east (50 feet total distance). "If anyone has a way to save the dwarf, this is a good time to use it!"
Avalanche #1 is 150 feet to the north of the party, and avalanche #2 is 80 feet to the west. Both are 200 feet wide, so the nearest safe spot is 100 feet south and 100 feet east of the party's starting location. Most of us are likely to survive being hit by 1 avalanche, but the dwarf is not.
It is Whistler's turn.
Whistler glanced at Aeron carrying the dwarf, and for the first time in several years, cursed his age. Shaking his head in frustration, he ran after Spark, taking a slightly different path.
Sterling - V. Human Bard 3 (College of Art) - [Pic] - [Traits] - in Bards: Dragon Heist (w/ Mansion) - Jasper's [Pic] - Sterling's [Sigil]
Tooltips Post (2024 PHB updates) - incl. General Rules
>> New FOW threat & treasure tables: fow-advanced-threat-tables.pdf fow-advanced-treasure-table.pdf
Avalanche #1 moves 45 feet south (now 105 feet north of the party's original location, and avalanche #2 moves 45 feet east (now 35 feet to the west of our original location).
It is Nebb's turn.
Nebb nervously starts to dig through his pack. “Where is it, where is it”. He pulls out a section of rope and cuts it in half (25ft). This time there’s no flashy hand or finger movements. You see him simply close his eyes for a moment and appear to mutter to himself. The rope stands on end leading to a round portal of some sort seemingly out of thin air.
Nebb looks at Aeron and says “if you can make it up, there should be enough room for all of us” and then climbs up the rope and through the portal
casts: Rope Trick
Atheletics check for climbing the rope: 22
Rope Trick: You touch a length of rope that is up to 60 feet long. One end of the rope then rises into the air until the whole rope hangs perpendicular to the ground. At the upper end of the rope, an invisible entrance opens to an extradimensional space that lasts until the spell ends.
The extradimensional space can be reached by climbing to the top of the rope. The space can hold as many as eight Medium or smaller creatures. The rope can be pulled into the space, making the rope disappear from view outside the space.
Attacks and spells can't cross through the entrance into or out of the extradimensional space, but those inside can see out of it as if through a 3-foot-by-5- foot window centered on the rope.
Anything inside the extradimensional space drops out when the spell ends.
An interesting idea. However, according to the rules for climbing, it takes 2 feet of movement to climb 1 foot if you don't have a climbing speed. Unless Nebb has either a climbing speed or at least 50 feet of running speed, the turn as written is impossible. Do you want to change the length of the rope? (Also, it would normally take at least an action to cut the rope, but it is reasonable that, if Nebb prepared this spell, he might have already cut some rope to use with it.)
I see, I was unaware of the 2:1 climb rule. Can I shorten the piece of rope to 10ft? that would require 20ft of run speed which would be well within my characters ability. Thank you for the insight.
Yes, that would be fine.
*Aeron's turn right?*
Aeron curses to himself, hefting the dwarf over one shoulder, and moving 60ft to the east to try and escape the avalanche
I play a miriad of characters at the lord's rest inn
Two things are infinite: The universe, and human stupidity; and I'm not so sure about the universe.
Scifi horror is quite the trip :) Comics and a story
#FreeDND
The current situation (all positions relative to the starting location):
Spark is 30 feet south and 40 feet east.
Whistler is 42 feet south and 42 feet east.
Nebb is in an extradimensional space whose entrance is at the end of a rope, 10 feet above the ground.
Aeron is 60 feet east, and is carrying the dwarf.
Jeannette is at the starting location.
Avalanche #1 is 105 feet north.
Avalanche #2 is 35 feet west.
It is Jeannette's turn.
*How far away is the edge of the avalanche's effects from where aeron is?*
I play a miriad of characters at the lord's rest inn
Two things are infinite: The universe, and human stupidity; and I'm not so sure about the universe.
Scifi horror is quite the trip :) Comics and a story
#FreeDND
Avalanche #1
Avalanche #1, moving south, is 105 feet from Aeron. If Aeron moves 40 more feet east, he will be clear of it.
Avalanche #2, moving east, is 95 feet from Aeron. He will need to move 100 feet south (or north, if he can get away from Avalanche #1) to be clear of it.
Jeannette takes the Dash action and runs 60 feet east?
Spark takes the Dash action, running another 30 feet south and 40 feet east (total distance: 50 feet).
It is Whistler's turn.