When I read that a gelatinous cube "heads off to the west", I am imaging Frodo and the elves in a boat sailing in a boat to the Undying Lands, but screaming in terror as a blob starts attacking them.
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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)
Since he's at the back of the party anyway Skameros will take a look at the strange hallways sloping up
Remember, the scale of the map is not 5 feet (other than for battles). Moving away 2+ squares would effectively mean going off on your own. And would make my life very complicated trying to keep track of time and where you all are.
I realize that it isn't Narstin's speciality ("I'm a doctor, not an architect!"), but would the dwarf have any suggestions on either repairing the leak here, or if some other part of the complex has a ceiling that looks weakened but isn't leaking water?
Or any idea on how deep the water overhead is? If it is a lake, that would be bad. If it was a swimming pool, then it might empty out before filling up these rooms and drowning the party.
Would Beegred have any insight for their situation, since underground lakes would be part of his favored terrain in the Underdark? (That is a real stretch, but I figured I should ask anyways.)
If Narstin doesn't notice a miracle to save us, then the party should follow Skameros into that other chamber. Maybe it has a staircase up.
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)
A team of dwarves with tools and materials could probably shore up the ceiling and stop the water. But that is not Narstin's specialty and has neither the tools, the people or the materials.
How much water is above is unknown. The party will have to assume this complex has the potential to be completely underwater in time.
If you're going to continue to explore, pick one of the 4 hallways.
If you're going to continue to explore, pick one of the 4 hallways.
Chose the northern most hallway (M3), and if that isn't useful, work to the south (row 4, then 5, then 6).
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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)
I have slightly re-imagined the map to have elevation changes, or else the water becomes a big problem real fast. It caused some logic issues when I ran it with my offline group, so this elevation adaptation is a fix and not part of the module.
That being said, a creature is usually able to jump their strength score in feet without issues given a 10 foot running start, as long as they don't have to clear hurdles at the same time. However, seeing as this 5 foot square flagstone is on an incline and you are going up, you would not only have to clear the 5 feet, you also have to jump high enough to land at the top. I'm not going to get into the trigonometry math and the argument that you should or shouldn't be able to do this automatically.
All the saves for this trap (if you trigger it), is DC 11. So I'm ruling to jump over this requires a DC 11 athletics check. And you can help each other for advantage, or find other ingenious solutions. If your solution is too elaborate, then 15 minutes of time goes by.
This post has potentially manipulated dice roll results.
My suggestion is to have Skameros toss (Help) Beegred past the trap. Then he can toss back the end of a rope. Everyone else jumps, holding onto the rope, as Beegred pulls on the rope (Help-ing everyone else). The rope, besides assisting a stable jump, will keep the person from falling too far if the jump fails.
If this is agreeable to everyone else, then this is Beegred's Athletics check (in a spoiler in case people don't agree):
19
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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)
If we back in to the room we're standing in can we let Glabbagool past us without um touching it? I'll even give him another myconid orb
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 can certainly try to persuade him.
When I read that a gelatinous cube "heads off to the west", I am imaging Frodo and the elves in a boat sailing in a boat to the Undying Lands, but screaming in terror as a blob starts attacking them.
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)
Actually, the other west. East.
yeah that's what I meant east - I dunno what map I was looking at hehe
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'm the one that made the mistake. :)
Are we moving 'upstream' then?
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
Yes, the elevation in the temple rises, so you're not in a foot of water anymore. For now.
Excellent
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
No, it is much too massive for Mending to fix.
Remember, the scale of the map is not 5 feet (other than for battles). Moving away 2+ squares would effectively mean going off on your own. And would make my life very complicated trying to keep track of time and where you all are.
Oh then nevermind - we drown together!
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 realize that it isn't Narstin's speciality ("I'm a doctor, not an architect!"), but would the dwarf have any suggestions on either repairing the leak here, or if some other part of the complex has a ceiling that looks weakened but isn't leaking water?
Or any idea on how deep the water overhead is? If it is a lake, that would be bad. If it was a swimming pool, then it might empty out before filling up these rooms and drowning the party.
Would Beegred have any insight for their situation, since underground lakes would be part of his favored terrain in the Underdark? (That is a real stretch, but I figured I should ask anyways.)
If Narstin doesn't notice a miracle to save us, then the party should follow Skameros into that other chamber. Maybe it has a staircase up.
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)
A team of dwarves with tools and materials could probably shore up the ceiling and stop the water. But that is not Narstin's specialty and has neither the tools, the people or the materials.
How much water is above is unknown. The party will have to assume this complex has the potential to be completely underwater in time.
If you're going to continue to explore, pick one of the 4 hallways.
hence the time limits.....besides it might be harder for the drow to chase us through tunnels filled with water
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
Chose the northern most hallway (M3), and if that isn't useful, work to the south (row 4, then 5, then 6).
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)
Can we get around/over the plate without standing on it? I guess Skameros could toss people over it to help them avoid it
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 have slightly re-imagined the map to have elevation changes, or else the water becomes a big problem real fast. It caused some logic issues when I ran it with my offline group, so this elevation adaptation is a fix and not part of the module.
That being said, a creature is usually able to jump their strength score in feet without issues given a 10 foot running start, as long as they don't have to clear hurdles at the same time. However, seeing as this 5 foot square flagstone is on an incline and you are going up, you would not only have to clear the 5 feet, you also have to jump high enough to land at the top. I'm not going to get into the trigonometry math and the argument that you should or shouldn't be able to do this automatically.
All the saves for this trap (if you trigger it), is DC 11. So I'm ruling to jump over this requires a DC 11 athletics check. And you can help each other for advantage, or find other ingenious solutions. If your solution is too elaborate, then 15 minutes of time goes by.
Let me know if you just want to jump or do something else. I can roll the Athletic checks in the main thread.
My suggestion is to have Skameros toss (Help) Beegred past the trap. Then he can toss back the end of a rope. Everyone else jumps, holding onto the rope, as Beegred pulls on the rope (Help-ing everyone else). The rope, besides assisting a stable jump, will keep the person from falling too far if the jump fails.
If this is agreeable to everyone else, then this is Beegred's Athletics check (in a spoiler in case people don't agree):
19
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)
Well if each square is 10 feet - and the trigger plate is only 5 feet we should just be able to walk around it?
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