For the people trying to jump over the slick stairs (to avoid the DEX save to fall prone), will they have to make an Athletics or Acrobatics check? Or is a 10 ft. long jump considered safe enough to do without a roll?
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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)
Long Jump. When you make a long jump, you cover a number of feet up to your Strength score if you move at least 10 feet on foot immediately before the jump. When you make a standing long jump, you can leap only half that distance. Either way, each foot you clear on the jump costs a foot of movement.
This rule assumes that the height of your jump doesn't matter, such as a jump across a stream or chasm. At your DM's option, you must succeed on a DC 10 Strength (Athletics) check to clear a low obstacle (no taller than a quarter of the jump's distance), such as a hedge or low wall. Otherwise, you hit it.
When you land in difficult terrain, you must succeed on a DC 10 Dexterity (Acrobatics) check to land on your feet. Otherwise, you land prone.
From my understanding, as long as you get a running start (10 ft), you automatically jump your STR in distance in feet. There's no test.
If your jump requires to clear a certain height, the player rolls Athletics at the DM's discretion
If you land in difficult terrain at the end of your jump, the player rolls Acrobatics.
If you're trying to clear a trap or such that does damage per feet crossed or is considered difficult terrain (grease IS difficult terrain), then jumping is worth it even if you don't clear the entire area. Either you'll take less damage or use less movement crossing it.
So if you jump as far as you can to clear the first 5 feet of the grease area, but land in the next 5 feet, you'll have to roll Acrobatics. The above says DC10... BUT!
I think I set the DC for the poop/Grease at 13? If you fail that check, you fall prone. I think it's safer and fairer to just roll ONE acrobatics check at DC 13 to determine if you're prone or not instead of rolling once for the jump (DC 10) and then rolling again for the grease (DC 13).
Xilyrah posted Buppido's move, but never said if she wants Xilyrah to move up as written in the official thread and block the stairs or do something else?
Xilyrah posted Buppido's move, but never said if she wants Xilyrah to move up as written in the official thread and block the stairs or do something else?
Sorry. I thought we were still waiting on Valthana to act before Xilyrah makes a move. Am I mistaken or is there an issue with where I had Xilyrah go?
If it's not too late, can i edit Narstin's move to end with 10 feet space to get a running start for jumping over the difficult terrain next round (instead of simply moving as far down the steps as possible, assuming I have the movement to get closer)
Xilyrah posted Buppido's move, but never said if she wants Xilyrah to move up as written in the official thread and block the stairs or do something else?
Sorry. I thought we were still waiting on Valthana to act before Xilyrah makes a move. Am I mistaken or is there an issue with where I had Xilyrah go?
Xilyrah seeing her companions fall mutters to herself, Upon the Traveler, I will not be one of them. I have unfinished business. Threading her way through the group she makes for the stairs, pinning herself against the eastern-most edge and descending as quickly as she can, stopping to catch her breath just short of the platform (O4).
In the position you start from, you have to pass thru your allies first, which costs 10 feet of movement for one 5 foot square. Then you're free to move down the stairs, but you only have 20 feet of movement left. That will get you to N5. O5 is currently occupied by Eldeth. If you stand side by side with Eldeth, you block the stairs for everyone else. Which is why I'm asking if you're OK with this.
Also, from N5 you can see the quaggoth down below, and you do still have an action to use.
If it's not too late, can i edit Narstin's move to end with 10 feet space to get a running start for jumping over the difficult terrain next round (instead of simply moving as far down the steps as possible, assuming I have the movement to get closer)
I have nothing against modifying your move if I haven't gotten to it yet.
Xilyrah posted Buppido's move, but never said if she wants Xilyrah to move up as written in the official thread and block the stairs or do something else?
Sorry. I thought we were still waiting on Valthana to act before Xilyrah makes a move. Am I mistaken or is there an issue with where I had Xilyrah go?
Xilyrah seeing her companions fall mutters to herself, Upon the Traveler, I will not be one of them. I have unfinished business. Threading her way through the group she makes for the stairs, pinning herself against the eastern-most edge and descending as quickly as she can, stopping to catch her breath just short of the platform (O4).
In the position you start from, you have to pass thru your allies first, which costs 10 feet of movement for one 5 foot square. Then you're free to move down the stairs, but you only have 20 feet of movement left. That will get you to N5. O5 is currently occupied by Eldeth. If you stand side by side with Eldeth, you block the stairs for everyone else. Which is why I'm asking if you're OK with this.
Also, from N5 you can see the quaggoth down below, and you do still have an action to use.
Our group got real lucky with the spider save vs. Drow poison. It failed by 5, so it is unconscious until someone damages it.
Most of the group should hustle off the stairs and into the water. When only a few are left, Tozer should take a swing at the spider (advantage, plus melee attack is a critical), followed by some crossbow bolts to finish it off.
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)
Our group got real lucky with the spider save vs. Drow poison. It failed by 5, so it is unconscious until someone damages it.
Most of the group should hustle off the stairs and into the water. When only a few are left, Tozer should take a swing at the spider (advantage, plus melee attack is a critical), followed by some crossbow bolts to finish it off.
I missed this. Sorry. (Fighting through a nasty flu right now and my brain is mush)
I still held Buppido back a bit, trying to stay in character. Based on Kerrec’s narrative he clearly thinks he’s one of the derro Blues Brothers (he’s on a mission from god).
Our group got real lucky with the spider save vs. Drow poison. It failed by 5, so it is unconscious until someone damages it.
Most of the group should hustle off the stairs and into the water. When only a few are left, Tozer should take a swing at the spider (advantage, plus melee attack is a critical), followed by some crossbow bolts to finish it off.
I missed this. Sorry. (Fighting through a nasty flu right now and my brain is mush)
I still held Buppido back a bit, trying to stay in character. Based on Kerrec’s narrative he clearly thinks he’s one of the derro Blues Brothers (he’s on a mission from god).
Did you edit your post to remove the attack?
Also, Buppido is evil. He will think of himself before others. Only reason he wouldn't jump is if he thinks it would be safer up here given the circumstances and wait for others to go first and face what may be down below. So as the circumstances change, he will go where he feels it is safer.
Our group got real lucky with the spider save vs. Drow poison. It failed by 5, so it is unconscious until someone damages it.
Most of the group should hustle off the stairs and into the water. When only a few are left, Tozer should take a swing at the spider (advantage, plus melee attack is a critical), followed by some crossbow bolts to finish it off.
I missed this. Sorry. (Fighting through a nasty flu right now and my brain is mush)
I still held Buppido back a bit, trying to stay in character. Based on Kerrec’s narrative he clearly thinks he’s one of the derro Blues Brothers (he’s on a mission from god).
Did you edit your post to remove the attack?
Also, Buppido is evil. He will think of himself before others. Only reason he wouldn't jump is if he thinks it would be safer up here given the circumstances and wait for others to go first and face what may be down below. So as the circumstances change, he will go where he feels it is safer.
I did. Since the attack hadn't been officially logged (yet) and I'd missed the post in this thread regarding the spider being unconscious (until attacked) I updated my post.
And I'm playing Buppido with the awareness that he's evil, but he was described as "surprisingly gregarious and talkative, demonstrating a keen mind and a disarming manner," so the perceived altruism is more about creating a multi-faceted character with an agenda. I'm just trying to add some dimension to him and possibly create more chaos ultimately by throwing everyone off guard.
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‘The hardest thing in this world is to live in it.’ - Buffy Summers
I did. Since the attack hadn't been officially logged (yet) and I'd missed the post in this thread regarding the spider being unconscious (until attacked) I updated my post.
And I'm playing Buppido with the awareness that he's evil, but he was described as "surprisingly gregarious and talkative, demonstrating a keen mind and a disarming manner," so the perceived altruism is more about creating a multi-faceted character with an agenda. I'm just trying to add some dimension to him and possibly create more chaos ultimately by throwing everyone off guard.
Withholding your attack is a smart play, but it's metagaming. Your character has no reason to know the spider is unconscious. Even if aware the bolt hit, there's no way she would know the spider failed to resist the poison by that much.
It's not like a spider rolls on it's back or falls prone. It would maybe lower its torso a bit onto the webs, if that. If you all insist there should be some way to tell, then someone in the group can roll a DC 20 (Hard) Nature check with Help (here in OOC is fine).
Do you all want to continue with posts #576 to #578 as is, or edit them?
As for Buppido, hanging back works because jumping into the unknown is riskier than staying behind, given the current circumstances.
One more thing. Xilyrah has to back up 10 feet to get a running jump at the slick stairs. However, Xilyrah only has 8 STR, so she can't clear the 10 feet. She will have to roll a dex saving throw either way. Given you have to back up 10 feet anyway, there's not much to gain by jumping. If I've figured it out correctly, she'll have to use a Dash action to jump off the platform regardless.
However, if you want to do the jump because she thinks she can make it to avoid stepping in feces, then that makes sense from a roleplay perspective.
For the people trying to jump over the slick stairs (to avoid the DEX save to fall prone), will they have to make an Athletics or Acrobatics check? Or is a 10 ft. long jump considered safe enough to do without a roll?
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)
From the Players Handbook:
Your Strength determines how far you can jump.
Long Jump. When you make a long jump, you cover a number of feet up to your Strength score if you move at least 10 feet on foot immediately before the jump. When you make a standing long jump, you can leap only half that distance. Either way, each foot you clear on the jump costs a foot of movement.
This rule assumes that the height of your jump doesn't matter, such as a jump across a stream or chasm. At your DM's option, you must succeed on a DC 10 Strength (Athletics) check to clear a low obstacle (no taller than a quarter of the jump's distance), such as a hedge or low wall. Otherwise, you hit it.
When you land in difficult terrain, you must succeed on a DC 10 Dexterity (Acrobatics) check to land on your feet. Otherwise, you land prone.
From my understanding, as long as you get a running start (10 ft), you automatically jump your STR in distance in feet. There's no test.
If you're trying to clear a trap or such that does damage per feet crossed or is considered difficult terrain (grease IS difficult terrain), then jumping is worth it even if you don't clear the entire area. Either you'll take less damage or use less movement crossing it.
So if you jump as far as you can to clear the first 5 feet of the grease area, but land in the next 5 feet, you'll have to roll Acrobatics. The above says DC10... BUT!
I think I set the DC for the poop/Grease at 13? If you fail that check, you fall prone. I think it's safer and fairer to just roll ONE acrobatics check at DC 13 to determine if you're prone or not instead of rolling once for the jump (DC 10) and then rolling again for the grease (DC 13).
Xilyrah posted Buppido's move, but never said if she wants Xilyrah to move up as written in the official thread and block the stairs or do something else?
Sorry. I thought we were still waiting on Valthana to act before Xilyrah makes a move. Am I mistaken or is there an issue with where I had Xilyrah go?
‘The hardest thing in this world is to live in it.’ - Buffy Summers
If it's not too late, can i edit Narstin's move to end with 10 feet space to get a running start for jumping over the difficult terrain next round (instead of simply moving as far down the steps as possible, assuming I have the movement to get closer)
In post #558:
In the position you start from, you have to pass thru your allies first, which costs 10 feet of movement for one 5 foot square. Then you're free to move down the stairs, but you only have 20 feet of movement left. That will get you to N5. O5 is currently occupied by Eldeth. If you stand side by side with Eldeth, you block the stairs for everyone else. Which is why I'm asking if you're OK with this.
Also, from N5 you can see the quaggoth down below, and you do still have an action to use.
I have nothing against modifying your move if I haven't gotten to it yet.
Cool, I'll go edit
Ahhhh. Okay. I'll go back and adjust. Thanks.
Addendum: Post #558 has been updated.
‘The hardest thing in this world is to live in it.’ - Buffy Summers
Tozer has no bladed weapon; so he can't assist Beegred.
@ Kerrec
Would Tozer be able to pick up Derendil and jump off the landing in one turn?
Our group got real lucky with the spider save vs. Drow poison. It failed by 5, so it is unconscious until someone damages it.
Most of the group should hustle off the stairs and into the water. When only a few are left, Tozer should take a swing at the spider (advantage, plus melee attack is a critical), followed by some crossbow bolts to finish it off.
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)
carrying someone doubles your movement (same size category).
Swimming may be another matter, especially if you're already wearing armor.
That being said, a controlled fall into water (feet or head first) won't do damage, but if you flop...
Jumping with an unconscious ally and landing properly is going to require some kind of check.
Feels weird leaving Derendil behind. He's played a big role in making this escape a reality...
Perhaps Valthana can carry Derendil?
‘The hardest thing in this world is to live in it.’ - Buffy Summers
I missed this. Sorry. (Fighting through a nasty flu right now and my brain is mush)
I still held Buppido back a bit, trying to stay in character. Based on Kerrec’s narrative he clearly thinks he’s one of the derro Blues Brothers (he’s on a mission from god).
‘The hardest thing in this world is to live in it.’ - Buffy Summers
Yep, Tozer will stand by with Eldeth (who is last). Hopefully, with advantage he can make another dent in the spider.
Did you edit your post to remove the attack?
Also, Buppido is evil. He will think of himself before others. Only reason he wouldn't jump is if he thinks it would be safer up here given the circumstances and wait for others to go first and face what may be down below. So as the circumstances change, he will go where he feels it is safer.
I did. Since the attack hadn't been officially logged (yet) and I'd missed the post in this thread regarding the spider being unconscious (until attacked) I updated my post.
And I'm playing Buppido with the awareness that he's evil, but he was described as "surprisingly gregarious and talkative, demonstrating a keen mind and a disarming manner," so the perceived altruism is more about creating a multi-faceted character with an agenda. I'm just trying to add some dimension to him and possibly create more chaos ultimately by throwing everyone off guard.
‘The hardest thing in this world is to live in it.’ - Buffy Summers
Withholding your attack is a smart play, but it's metagaming. Your character has no reason to know the spider is unconscious. Even if aware the bolt hit, there's no way she would know the spider failed to resist the poison by that much.
It's not like a spider rolls on it's back or falls prone. It would maybe lower its torso a bit onto the webs, if that. If you all insist there should be some way to tell, then someone in the group can roll a DC 20 (Hard) Nature check with Help (here in OOC is fine).
Do you all want to continue with posts #576 to #578 as is, or edit them?
As for Buppido, hanging back works because jumping into the unknown is riskier than staying behind, given the current circumstances.
One more thing. Xilyrah has to back up 10 feet to get a running jump at the slick stairs. However, Xilyrah only has 8 STR, so she can't clear the 10 feet. She will have to roll a dex saving throw either way. Given you have to back up 10 feet anyway, there's not much to gain by jumping. If I've figured it out correctly, she'll have to use a Dash action to jump off the platform regardless.
However, if you want to do the jump because she thinks she can make it to avoid stepping in feces, then that makes sense from a roleplay perspective.