If you're trying to get out of the prison, then forcing or breaking the gate requires a DC 20 STR check. If you try to pick the lock, which will give you an element of surprise, that requires a DC 20 Dex check. Disadvantage if you don't have purpose made lock picks.
Need to figure out what can be done to help the lock-pickers. Very unlikely with disadvantage.
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)
After looking at Ferriman's filthy hands, Tozer is more than willing to join his efforts with someone other than the halfling. One more reason to leave this cell and jump into the water.
"These hands are far more accustomed to swinging a maul or throwing a javelin," muses the dwarf, "but, for now, let's see if they can help some of you with opening this cursed gate." Tozer then hands the metal shard to his cell mates and does all he can to help them pick the lock...
Dexterity check for Buppido: 13
Dexterity check for Prince Derendil: 19
Dexterity check for Eldeth: 15
Dexterity check for Jimjar: 21
Dexterity check for Ront: 10
Dexterity check for Sarith: 21
Dexterity check for Shuushar: 1
Dexterity check for Topsy:14
Dexterity check for Turvy: 13
Not quite what I meant. I wanted to you all to form pairs, and each pair would try once with Help to cancel out disadvantage. But since you just rolled NPC's, then I'll say Narstin helped Buppido, Beegred helped Prince Derendil, Tozer helped Eldeth and Valthana helped Jimjar.
Jimjar succeeds in opening the gate. (I should have had him wager someone!)
To plan your next steps, be aware that a bridge is difficult terrain for non-drow. 1 person on a bridge alone can manage just fine. If two people walk onto a bridge, then both roll Dexterity (Acrobatics) checks to not fall off, DC 10. For every added person, DC increases by 5.
We haven't really discussed where the jump from the upper level into the webs is supposed to take place. I was imagining something like the following, which would preclude the bulk of the group from using the flimsy drow bridges. Based on what we know of Velkynvelve, will the following plan work? (I'm asking the players and DM alike)
Exit cell, splitting into two groups
Group 1 crosses bridge to confront guards and, hopefully, procure weapons, armor, and a bar of soap for The Stinking Nameless One; group 2 heads directly north, down the stairs, and jumps over the railing into the webs below
Group 1, if possible cuts bridge in location A (to prevent any pursuit from drow who are to the south) or, if more suitable/feasible cuts the bridge in location B; group 1 then runs down the stairs and leaps into the webs, joining group 2
To plan your next steps, be aware that a bridge is difficult terrain for non-drow. 1 person on a bridge alone can manage just fine. If two people walk onto a bridge, then both roll Dexterity (Acrobatics) checks to not fall off, DC 10. For every added person, DC increases by 5.
Indeed. Narstin has no plans to go on that bridge :P. Probably better for whoever DOES go to do it one at a time. Possibly two if they're willing to take the risk and odn't want to be alone on the other side.
"You've earned your place in whatever fight comes our way, lad," says Tozer to Ferriman.
The dwarf watches the hulking quaggoth as it cautiously makes its way across the bridge. Tozer, after taking a deep breath and gripping the crossbow bolt in his right hand, attempts to duplicate Derendil's feat...
I'm not sure about the fantasy setting, but in real life rivers are scary stuff. If that water is swift, it might be 100 yards downstream that you make shore after swimming across. That's if you're a good swimmer; there's a good chance of drowning if you're not (or if you're shackled.) And that doesn't even take into account the jump itself. What's the height? 40 feet? Better hope it's deep enough, with no rocks just under the surface.
I'm giving Tozer Ferry's inspiration. And the suggestion that we do this one at a time. The door's closed; there's no need to rush this.
Kerrec has mentioned (in other situations) that you can roll the "advantage" if you want to save time. Just apply Tozer's DEX mod to a single roll, and hopefully it is high enough.
(The problem is that, until the tower door is open, people can't get off the bridge.)
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)
Kerrec has mentioned (in other situations) that you can roll the "advantage" if you want to save time. Just apply Tozer's DEX mod to a single roll, and hopefully it is high enough.
I pray I don't waste Ferriman's inspiration. Drum roll, please...
Dexterity check to spare Tozer from freefalling into Spiderworld: 12
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
Aw, I even put it in a separate post because it was contingent on Jimjar's actions.
Still, what's a little body waste between friends who are already enduring hell together. Right, guys? ;-)
Current Roles:
GM - Fata Morgana: The Ghosts of Saltmarsh
If you're trying to get out of the prison, then forcing or breaking the gate requires a DC 20 STR check. If you try to pick the lock, which will give you an element of surprise, that requires a DC 20 Dex check. Disadvantage if you don't have purpose made lock picks.
Can we assume that some of the NPC's will make an attempt to pick the lock? If so, can the DM make those dexterity checks?
Need to figure out what can be done to help the lock-pickers. Very unlikely with disadvantage.
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)
Unlikely indeed. I believe the odds with disadvantage are as follows:
Getting rid of the disadvantage makes an enormous difference...
Pair off. Disadvantage for improvised lock pick. Advantage for help. So straight roll. Each pair gets one attempt per long rest to pick the lock.
Not quite what I meant. I wanted to you all to form pairs, and each pair would try once with Help to cancel out disadvantage. But since you just rolled NPC's, then I'll say Narstin helped Buppido, Beegred helped Prince Derendil, Tozer helped Eldeth and Valthana helped Jimjar.
Jimjar succeeds in opening the gate. (I should have had him wager someone!)
My apologies for taking the wrong idea and running with it. Jimjar and Valthana for the win. Nice.
To plan your next steps, be aware that a bridge is difficult terrain for non-drow. 1 person on a bridge alone can manage just fine. If two people walk onto a bridge, then both roll Dexterity (Acrobatics) checks to not fall off, DC 10. For every added person, DC increases by 5.
We haven't really discussed where the jump from the upper level into the webs is supposed to take place. I was imagining something like the following, which would preclude the bulk of the group from using the flimsy drow bridges. Based on what we know of Velkynvelve, will the following plan work? (I'm asking the players and DM alike)
StinkingNameless One; group 2 heads directly north, down the stairs, and jumps over the railing into the webs belowI hope everyone has read this.
Indeed. Narstin has no plans to go on that bridge :P. Probably better for whoever DOES go to do it one at a time. Possibly two if they're willing to take the risk and odn't want to be alone on the other side.
Doh. Guess Tozer decided to jump early :P.
Can I retroactively cast guidance on tozer before he goes as a way to test if my magic works? :P
I'm not sure about the fantasy setting, but in real life rivers are scary stuff. If that water is swift, it might be 100 yards downstream that you make shore after swimming across. That's if you're a good swimmer; there's a good chance of drowning if you're not (or if you're shackled.) And that doesn't even take into account the jump itself. What's the height? 40 feet? Better hope it's deep enough, with no rocks just under the surface.
I think jumping should be a last resort, myself.
Current Roles:
GM - Fata Morgana: The Ghosts of Saltmarsh
Man down.
I'm giving Tozer Ferry's inspiration. And the suggestion that we do this one at a time. The door's closed; there's no need to rush this.
Current Roles:
GM - Fata Morgana: The Ghosts of Saltmarsh
Good call.
Kerrec has mentioned (in other situations) that you can roll the "advantage" if you want to save time. Just apply Tozer's DEX mod to a single roll, and hopefully it is high enough.
(The problem is that, until the tower door is open, people can't get off the bridge.)
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 pray I don't waste Ferriman's inspiration. Drum roll, please...