I say let him punch through and swim for it - not sure we can take on more of those puddings in our condition
Agreed.
That's why Beegred was asking the gelatinous cube if one fewer screaming pudding made enough of a difference that the cube would be willing to hold the others back.
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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)
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.
Ok, lets get this dungeon over with! Quoted above as a reminder.
For the 2 rounds in the fissure, do we have to account for Jimjar as well? If we do, I forget if he has armor.
I'd suggest for Narstin that he cast Guidance on himself. He'd only be able to cast it during the 2 rounds with air, but he could use it anytime in the next minute (after seeing the d20 rolls).
Now that we are in the midst of swimming, was the DC of the climb/swim checks posted? I don't see it.
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)
The mechanics of this 'encounter' You get to do one thing per round. If you had cast Expeditious Retreat, I'd have given you an extra movement per round. But Longstrider just grants +10 ft to your walking speed.
Would Rodolfo have told the group about his plans to cast Longstrider?
The spell lasts an hour. Narstin could have mentioned when he thought he was almost done breaking through. Whether it took him another 5 minutes or 45 minutes to finish the digging, Rodolfo could have cast the spell before the water poured in.
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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)
Sure, that's not a problem. If the spell lasts an hour, I'm fine with him casting it before the 'rounds' start.
For this encounter, there's nothing but movement (climbing/swimming), casting spells and otherwise helping each other reach 125ft. You can only more more than your movement speed per 'turn' by magical means (or race/class abilities).
** And I tried to explain above. It all makes sense in my head, so it's hard to know when some of you are not understanding what I'm trying to explain.
I was taken aback by the new things. What came as a surprise was the tunnel being narrow, the "one thing only" part and acting in posting order.
I guess we should have considered the climbing order beforehand and prepared accordingly. I kept imagining it being a ceiling/floor of a larger underwater area that we were about to catastrophically destabilize, but a well/chute type thing did not come to mind.
well....the way I figure is Skameros (I think - maybe not with Longstrider) has the greatest movement (30 ft) and also +6 to his athletics - he can also hold his breath for 4 minutes - so if he can get to the top first he can try helping the rest of the party somehow if needed....
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)
Single file all the way. The DC is only 11 for the whole way. That's the DC that shows up in the module for the other checks, so that's what I'm going to use.
I think smart use of the Rope Trick will make this encounter pretty trivial. The only thing that should mess things up are bad rolls (poor Skameros). But how you all react to any bad rolls will make this worth doing in the first place.
Also, look at your traits, bonds, etc... to see if you can get some inspiration?
Oh hey, speaking of inspiration, would I have one for going with the overly complicated plan (for my flaw of overlooking obvious solutions in favor of complicated ones)? Since I could apparently use one right now :P
Also, what would happen if I were to cast Destroy Water while under water? Does the fissure/temple/whatever count as an open container to do that? Then dstroy 10 gallons of water around myself. Would I be able to suck in a breath before the rest around me rushed in? :D
Hey now - even with disadvantage I still rolled a 21 :P if 11 is all that's needed to pass then I just have to roll 5 or higher - I'll take those odds
The good news is that Skameros will always be moving. If a 1 is rolled, that becomes a 7 (within 5 of the DC).
Bad news: disadvantage almost doubles your chance of not making the DC. (20% -> 36%)
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)
Oh hey, speaking of inspiration, would I have one for going with the overly complicated plan (for my flaw of overlooking obvious solutions in favor of complicated ones)? Since I could apparently use one right now :P
Also, what would happen if I were to cast Destroy Water while under water? Does the fissure/temple/whatever count as an open container to do that? Then dstroy 10 gallons of water around myself. Would I be able to suck in a breath before the rest around me rushed in? :D
Absolutely on the destroy water. It would give you enough time to catch a breath.
Yes, making an exit out of the temple by cracking it open so water would make a passage you could climb/swim out of once the temple is submerged would be considered a pretty complex plan. Inspiration granted.
To be honest, every one of your traits/ideals, bonds and flaws would have fit the situation.
I say let him punch through and swim for it - not sure we can take on more of those puddings in our condition
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
Agreed.
That's why Beegred was asking the gelatinous cube if one fewer screaming pudding made enough of a difference that the cube would be willing to hold the others back.
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)
Ok, lets get this dungeon over with! Quoted above as a reminder.
For the 2 rounds in the fissure, do we have to account for Jimjar as well? If we do, I forget if he has armor.
I'd suggest for Narstin that he cast Guidance on himself. He'd only be able to cast it during the 2 rounds with air, but he could use it anytime in the next minute (after seeing the d20 rolls).
Now that we are in the midst of swimming, was the DC of the climb/swim checks posted? I don't see it.
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)
Right, forgot Jimjar. Yes, Jimjar too.
Seeing as Jimjar's armor is mostly wrecked already, I'd suggest he got rid of it.
Wait, why can't Rodolfo move and cast in the same round?
The mechanics of this 'encounter' You get to do one thing per round. If you had cast Expeditious Retreat, I'd have given you an extra movement per round. But Longstrider just grants +10 ft to your walking speed.
Any other special rules while we're here? Sucks to be planning and then new rules appearing halfway through.
Would Rodolfo have told the group about his plans to cast Longstrider?
The spell lasts an hour. Narstin could have mentioned when he thought he was almost done breaking through. Whether it took him another 5 minutes or 45 minutes to finish the digging, Rodolfo could have cast the spell before the water poured in.
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)
Sure, that's not a problem. If the spell lasts an hour, I'm fine with him casting it before the 'rounds' start.
For this encounter, there's nothing but movement (climbing/swimming), casting spells and otherwise helping each other reach 125ft. You can only more more than your movement speed per 'turn' by magical means (or race/class abilities).
** And I tried to explain above. It all makes sense in my head, so it's hard to know when some of you are not understanding what I'm trying to explain.
*** Edited the in character thread.
I actually explained the plan in post #2219.
I was taken aback by the new things. What came as a surprise was the tunnel being narrow, the "one thing only" part and acting in posting order.
I guess we should have considered the climbing order beforehand and prepared accordingly. I kept imagining it being a ceiling/floor of a larger underwater area that we were about to catastrophically destabilize, but a well/chute type thing did not come to mind.
Lets see how things go though.
well....the way I figure is Skameros (I think - maybe not with Longstrider) has the greatest movement (30 ft) and also +6 to his athletics - he can also hold his breath for 4 minutes - so if he can get to the top first he can try helping the rest of the party somehow if needed....
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
Ok, so I may not have elaborated that the tunnel would be single file... which is rather important for planning the order.
BUT, I feel I pretty much did explain the rest based on the comments made at the time. See Here.
For post 2529, Jimjar should go next (no armor, can travel 20' without ability check).
Then the question is, how well Narstin can roll Athletics. As long as he is within 5 of the DC, he is limited to 15' (half of his movement) anyways.
Is the entire 125' to be traveled considered single file? Or just the 2 turns with free air, when they are climbing instead of swimming?
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)
Single file all the way. The DC is only 11 for the whole way. That's the DC that shows up in the module for the other checks, so that's what I'm going to use.
I think smart use of the Rope Trick will make this encounter pretty trivial. The only thing that should mess things up are bad rolls (poor Skameros). But how you all react to any bad rolls will make this worth doing in the first place.
Also, look at your traits, bonds, etc... to see if you can get some inspiration?
Oh hey, speaking of inspiration, would I have one for going with the overly complicated plan (for my flaw of overlooking obvious solutions in favor of complicated ones)? Since I could apparently use one right now :P
Also, what would happen if I were to cast Destroy Water while under water? Does the fissure/temple/whatever count as an open container to do that? Then dstroy 10 gallons of water around myself. Would I be able to suck in a breath before the rest around me rushed in? :D
Hey now - even with disadvantage I still rolled a 21 :P if 11 is all that's needed to pass then I just have to roll 5 or higher - I'll take those odds
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
The good news is that Skameros will always be moving. If a 1 is rolled, that becomes a 7 (within 5 of the DC).
Bad news: disadvantage almost doubles your chance of not making the DC. (20% -> 36%)
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)
Absolutely on the destroy water. It would give you enough time to catch a breath.
Yes, making an exit out of the temple by cracking it open so water would make a passage you could climb/swim out of once the temple is submerged would be considered a pretty complex plan. Inspiration granted.
To be honest, every one of your traits/ideals, bonds and flaws would have fit the situation.
Cool. Not going to actually *use* the inspiration for that first round since I could only move another 5 feet anyway, but might be useful later.