ERKY looks into the pit, “Someone may be able to climb down and then climb up on the other side. Does someone have a rope?”
(I think Ragdor could have made the Perception check with Advantage as there are others looking too. That would be roll twice with bonus and take the higher roll.)
The distance you can jump is equal to your strength score so a creature with a strength score of 15 can jump 15 feet as long as they can travel at least 10 feet on foot before making the jump. If a character makes a standing jump, their jump distance is halved.
Attempting to jump over an obstacle requires a successful athletics check DC 10+. In addition, if you’re jumping onto difficult terrain, then you’ll need to make an acrobatics check of DC 10+ or land prone.
If you want to jump a certain height, you can jump a height equal to 3 + your strength modifier if you move at least 10 feet for a run up. If you make a standing high jump, the height is halved. Your DM might allow you to make an athletics check to see if you can jump higher than this. You can also use your arms to reach for a ledge to extend the height you can reach.
He will toss a rock across the pit to see if there is something he can't see that would block him.
But then suddenly, as if out of nowhere, a 2-foot-tall green humanoid with a barbed tail and horns appears at XANTH's feet. It has clawed fingers and toes.
( OOC - Wow, really never expect that spell to work and am always surprised when it does)
Ok Team - the great news is Any attack roll against an affected creature or object has advantage if the attacker can see it. - which is super handy, esp with a Rogue around.
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Maybe a secret door here somewheres
Maybe a secret passage here somewhere. starts inspecting the smaller room, I think it's the one Glynt's in. percep roll 13
RAGDOR does not detect anything.
ERKY looks into the pit, “Someone may be able to climb down and then climb up on the other side. Does someone have a rope?”
(I think Ragdor could have made the Perception check with Advantage as there are others looking too. That would be roll twice with bonus and take the higher roll.)
Xanth will help search the room with no luck.
"I have some rope. But I think I jump the pit."
Jumping
The distance you can jump is equal to your strength score so a creature with a strength score of 15 can jump 15 feet as long as they can travel at least 10 feet on foot before making the jump. If a character makes a standing jump, their jump distance is halved.
Attempting to jump over an obstacle requires a successful athletics check DC 10+. In addition, if you’re jumping onto difficult terrain, then you’ll need to make an acrobatics check of DC 10+ or land prone.
If you want to jump a certain height, you can jump a height equal to 3 + your strength modifier if you move at least 10 feet for a run up. If you make a standing high jump, the height is halved. Your DM might allow you to make an athletics check to see if you can jump higher than this. You can also use your arms to reach for a ledge to extend the height you can reach.
He will toss a rock across the pit to see if there is something he can't see that would block him.
Good idea, then maybe see if there's a hidden passage or something from that side?
XANTH does not notice that there would be anything blocking him from jumping over the pit.
Does XANTH jump over the pit?
Xanth will take one side of the rope in hand and with a running start leap the pit.
(Hopeful he will get some guidance first just in case.)
Athletics = 20 + 3 = 23
XANTH easily crosses the pit.
But then suddenly, as if out of nowhere, a 2-foot-tall green humanoid with a barbed tail and horns appears at XANTH's feet. It has clawed fingers and toes.
It attacks with one of its claws. ATT 7 DMG 5
(Map updated.)
It misses XANTH. (OOC-No surprise there.)
ROLL FOR INITIATIVE
SMALL GREEN THING Initiative 15
ERKY Initiative 9
Initiative 2-1=1
Initiative: 20
Xanth
INITIATIVE = 9
Portia: Also 9
After joining more my signature got out of hand so I am now a proud member of the extended signature club!! :)
(Glynt can react before the Small Green Thing. Go ahead with your First-Round actions. I updated the map to logical starting locations.)
Glynt, being too far away to use Thunderwave, will instead cast Faerie Fire on the thing that attacked Xanth (centred to avoid lighting him up too).
It needs to make a Dex Save against DC:12 (low level character Saves aren't hard to beat).
SMALL GREEN THING DEX Save 18
That didn't work!
DEX Save 16
The SMALL GREEN THING begins to glow in a hue of GLYNT's choice.
Not paying any atttention to its lovely new shade, the SMALL GREEN THING attacks XANTH again. ATT 15 DMG 5
And once again the SMALL GREEN THING misses XANTH.
It is everyone's turn all the way around to GLYNT again. Let's see if this SMALL GREEN THING lasts that long.
( OOC - Wow, really never expect that spell to work and am always surprised when it does)
Ok Team - the great news is Any attack roll against an affected creature or object has advantage if the attacker can see it. - which is super handy, esp with a Rogue around.