Orubis looks around. "I think we could burn them. Make a big fire, yeah? It would draw a lot of attention though. With all the death on the way here, might not be a terrible idea."
Rodolfo says, "Hold on! How do we get up then if there's no webs? I mean I can make a single person climb up a wall, but there is no telling if there are safe spaces up there."
He continues, "But it's not impossible. We can try to burn the space clear and then make our way slowly up the wall using magic and ropes. I'm not against it."
Rodolfo casts spider climb on Skameros and says, "You have an hour - be careful and see if you can find a way to tie a rope somewhere so that we can climb up or be lifted up".
Electing to avoid contact with the webs as much as possible, Skameros is given the task of navigating the maze of web attachment points on the chasm wall and finding a suitable ledge or cave to climb to, within reach of the length of rope available.
This post has potentially manipulated dice roll results.
It seems that your party are not the first to make the climb, and there is evidence that others have taken basically the same kind of approach. Where there is no suitable ledge or cave, the party finds platforms made of scraps laid across large strands of webbing to make a suitable location to regroup.
As your party reaches a debris platform and regroups for the next stage of the climb, you all hear the unmistakable cry of creatures sounding a charge. A small group of creatures resembling Buppido and Shushar* make their way among the webs and take up nearby positions, using the large strands as cover. Those of you with keen eyes see each of these creatures sports a skull or decomposing head on one shoulder, making it appear each of them has two heads.
(Will roll initiative in the VTT. Map incoming.)
* for those of you that were not here in chapter 1, Buppido was a fellow Derro prisoner. Shushar was a fellow Kuo-Toa prisoner.
The initiative order is on the right. Thurnir is the first to act. Orubis is on deck.
This is a 2D map trying to represent combat in a 3D space. My underlying crappy artwork is just for show. You can move on any square, in any direction.
The red rings represent elevation.
Creatures in a smaller ring have cover:
1 ring = 1/2 cover.
2 rings = 3/4 cover.
3 rings = total cover.
Creatures in a larger ring have less cover:
1 ring = no cover.
2 rings = 1/2 cover
3 rings = 3/4 cover
Movement without anything to counteract the sticky-ness of the webs is difficult terrain.
If you use a dash action, you can roll a DC 15 survival check to try to pick the older less sticky strands and get your full movement (movement + dash).
Crossing an elevation ring towards the center takes half your movement (difficult terrain or not)
Crossing an elevation ring towards the outside has no penalty, unless you want to use the elevation to gain more movement. In this case, roll a DC 15 Acrobatics check:
On a fail, no extra movement and the creature is stuck in webs
On a success, gain an extra 10 feet of movement.
Melee combat and some spells (GM decides) have a 25% chance to break the webs. When a web breaks, the creature makes a DC 15 Acrobatics check:
On a success, they are moved one ring outward and land on their feet. If there are no more outward rings to move, then they automatically get stuck in webs.
On a failure, they are moved one ring outward and are stuck in webs.
Regardless of outcome, GM will try to maintain distance from other ranged combatants
(I hope I remembered all the mechanics, and that I explained them adequately. If you have question still, don't hesitate to ask!)
EDIT: Forgot one detail:
At the top of the round, starting at round 2, there's a 10% chance spiders join the battle. The spiders are not allied with either side (for this battle).
Beegred mutters out, "Some of those guys remind me of Bippuddle and Shashasharsha." Then he remembers that no one else in the party was in that Drow prison camp.
He will move forward slightly, to provide some cover for Roldofo. Seeing that Skameros is clearing his throat to give a speech, Beegred has his sword drawn and waves it menacingly to draw their attention. In Common: "You goons need to calm down, before you get more magic bolts up your backside. If you want to stay healthy with limbs intact, listen to the smart words of this bugbear."
(Hopefully that is a Help action to get them to listen to Skameros. If Beegred can also Dodge, that would be nice, but the Help action is more important.)
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)
This post has potentially manipulated dice roll results.
Beegred moves forward (to @E2... not specific, so I'm guessing) and speaks to the aggressors in Common. Beegred's words are lost on them as they don't speak that language. (I will allow the Dodge action since the Help couldn't work).
Rodolfo casts Magic Missile and holds the spell, waiting for a sign of aggression.
The pretty Derro Caster (@R8) attempts to move 30 feet (to @L10). You all observe that the creature doesn't stick to the webs, but seems to struggle to maintain balance...
This post has potentially manipulated dice roll results.
The Derro caster then begins to cast a spell... at which point Rodolfo's Magic Missiles trigger. The Derro Caster takes 9 force damage before launching a chaotic beam that narrowly misses Thurnir but strikes at Skameros and Rodolfo.
Skameros Investigation check: 2
Skameros comes to the conclusion that the webs are sticky.
Rodolfo abandons his other plans and sets up behind Beegred.
"Webs are sticky..."
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
Orubis looks around. "I think we could burn them. Make a big fire, yeah? It would draw a lot of attention though. With all the death on the way here, might not be a terrible idea."
Paladin - warforged - orange
Rodolfo says, "Hold on! How do we get up then if there's no webs? I mean I can make a single person climb up a wall, but there is no telling if there are safe spaces up there."
He continues, "But it's not impossible. We can try to burn the space clear and then make our way slowly up the wall using magic and ropes. I'm not against it."
Rodolfo casts spider climb on Skameros and says, "You have an hour - be careful and see if you can find a way to tie a rope somewhere so that we can climb up or be lifted up".
Skameros nods at Rodolfo
"Skameros is sticky!" and he will start climbing up the wall looking for a suitable place to help the rest of the party up to.
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
Electing to avoid contact with the webs as much as possible, Skameros is given the task of navigating the maze of web attachment points on the chasm wall and finding a suitable ledge or cave to climb to, within reach of the length of rope available.
Skameros Survival check: 19
It seems that your party are not the first to make the climb, and there is evidence that others have taken basically the same kind of approach. Where there is no suitable ledge or cave, the party finds platforms made of scraps laid across large strands of webbing to make a suitable location to regroup.
Group check vs. Encounter DC 18:
As your party reaches a debris platform and regroups for the next stage of the climb, you all hear the unmistakable cry of creatures sounding a charge. A small group of creatures resembling Buppido and Shushar* make their way among the webs and take up nearby positions, using the large strands as cover. Those of you with keen eyes see each of these creatures sports a skull or decomposing head on one shoulder, making it appear each of them has two heads.
(Will roll initiative in the VTT. Map incoming.)
* for those of you that were not here in chapter 1, Buppido was a fellow Derro prisoner. Shushar was a fellow Kuo-Toa prisoner.
The initiative order is on the right. Thurnir is the first to act. Orubis is on deck.
This is a 2D map trying to represent combat in a 3D space. My underlying crappy artwork is just for show. You can move on any square, in any direction.
The red rings represent elevation.
Movement without anything to counteract the sticky-ness of the webs is difficult terrain.
Melee combat and some spells (GM decides) have a 25% chance to break the webs. When a web breaks, the creature makes a DC 15 Acrobatics check:
(I hope I remembered all the mechanics, and that I explained them adequately. If you have question still, don't hesitate to ask!)
EDIT: Forgot one detail:
At the top of the round, starting at round 2, there's a 10% chance spiders join the battle. The spiders are not allied with either side (for this battle).
(Cool map! Sorry for my slow post)
thurnir says a prayer and Casts bless on himself, bigreed and Skameros. He then moves to F6 or as close he can get towards the south east.
Orubis moves to D5, taking the dodge action
(Would the spiders en route be monsters or beasts?)
Paladin - warforged - orange
Thurnir struggles as he tries to run and climb along the strands of webbing. He manages to move 10 feet (@E5).
Orubis also struggles and moves 10 feet (@C5). (You know that 'regular' giant spiders are beasts)
(Beegred and Rodolfo's turns)
Rodolfo will shoot some magic missile at one of the casters (same one as Beegred if he shoots a one, but if not then the Pretty one) for 9
Beegred mutters out, "Some of those guys remind me of Bippuddle and Shashasharsha." Then he remembers that no one else in the party was in that Drow prison camp.
He will move forward slightly, to provide some cover for Roldofo.
Seeing that Skameros is clearing his throat to give a speech, Beegred has his sword drawn and waves it menacingly to draw their attention.
In Common: "You goons need to calm down, before you get more magic bolts up your backside. If you want to stay healthy with limbs intact, listen to the smart words of this bugbear."
(Hopefully that is a Help action to get them to listen to Skameros. If Beegred can also Dodge, that would be nice, but the Help action is more important.)
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)
Rodolfo sees the starting of interaction and just holds the magic missile (Ready Action) for now, to be triggered by anyone attacking us.
Beegred moves forward (to @E2... not specific, so I'm guessing) and speaks to the aggressors in Common. Beegred's words are lost on them as they don't speak that language. (I will allow the Dodge action since the Help couldn't work).
Rodolfo casts Magic Missile and holds the spell, waiting for a sign of aggression.
The pretty Derro Caster (@R8) attempts to move 30 feet (to @L10). You all observe that the creature doesn't stick to the webs, but seems to struggle to maintain balance...
Dexterity Saving Throw: 3
The Derro caster then begins to cast a spell... at which point Rodolfo's Magic Missiles trigger. The Derro Caster takes 9 force damage before launching a chaotic beam that narrowly misses Thurnir but strikes at Skameros and Rodolfo.
DC 12 DEX Saving Throws: