I guess you could probably push off enough to get over to where he is now since he's only 5' from the hole. If you just want to do that instead of holding your action, make an attack roll; if it hits you are able to land on him, he'll take half the falling damage plus the attack damage and you'll take the other half and then you move to an adjacent square of your choice (plus any additional movement you want to take). If the attack misses you end up prone in a random adjacent square next to him and take the full fall damage but have your full movement left.
Jarl leaps through the hole, attempting to pounce on Brix. Attack: 20 (using the +5 based on the attack section, so adjust if you see fit for the circumstance).
Claw attack damage: 5 slashing. (Fall damage was 26)
If attack hits, and Brix fails the DC strength save, bonus action bite attack: 10 to hit, 12 piercing damage.
Jarl then scrambles around to V11, the other side of Brix.
This post has potentially manipulated dice roll results.
Jarlcat aims his pounce with precision, but Brix just barely manages to step out of the way, aided by the magic in his cloak (Brix sure was built to be a tank). The druid's feline form rolls harmlessly next to the goblin.
Rolling for random position from the six possible for a large creature (1-6 going clockwise from bottom left): 2
As it happens, the direction the crag cat manages to roll is right into the pool of water to the northwest of Brix.
Mechanically it doesn't really matter that you ended up in the water and prone, since you have your full movement left, so you can just stand up and be where you want.
Not being the sharpest tool in the box normally, and stricken with a curse that seems to make reasoning and deduction that little bit harder, it takes a few seconds extra for Balian to put two and two together (getting an answer close to four).
"Jarl, stop! The aboleth's got him, we need to tie him up or cast a spell on him.... or something!"
This post has potentially manipulated dice roll results.
Celric, just keep in mind that if any of Squiggles, Shale and Flynt don't dash or jump you will only be able to go as far as they do, rendering dash unavailable. Due to this unusual circumstance I'll bend the rule on held actions though, and let you just hold your whole turn until Squiggles' turn if you want.
Brix, if Brix is still in there, does not appear to react to the voice of his half-elf friend. Instead he pokes at him twice with his rapier.
Attack 1: 20 Damage: 7
Attack 2: 11 Damage: 8
Whoops, forgot you dodged. Die 2: 22
The thief, having observed Brix fight many times is able to anticipate his moves and dodge both thrusts of his pointy metal stick.
Squiggles will dash to get down the 60 feet unless he can descend 30, drop, and use an action. If he can do the latter he will cast Enlarge/Reduce on Brix.
"Are we sure that's still Brix? He was feisty, but I can't recall him attacking us before."
Since climbing movement works like difficult terrain, you can make it 25 ft down if you dash or (we'll say) 15 if you want another action afterwards. Since you're starting 50' up you'd either be 25' up or 35. If you want to get within the 30' range for enlarge/reduce this round you could descend 15, drop 35 (taking 3d6 damage and possibly landing prone), then cast from an adjacent square. If you want to cast and guarantee you don't end your turn prone you could drop from a little higher to save enough movement to stand at the end of your turn.
This post has potentially manipulated dice roll results.
Squiggles, I take it you're casting reduce after you hit the ground? (btw, doesn't end up mattering in this case, but avoiding landing prone is acrobatics).
Brix CON save: 22
Despite his barbarian fortitude, Brix is unable to reduce Squiggles' powerful magic and is transformed into an even smaller creature! (He is now officially "tiny")
Shale, are you dashing (I mean, I'm sure you're quite dashing indeed but you know what I mean) or do you have another action you wanted to take instead? Dash gets you to 25' up; regular move to 40'.
Brix is pretty well surrounded now by Balian and Jarl, who are on their feet, and Squiggles and Shale who are prone. Flynt and Celric are on the rope, 30' and 35' up respectively. Balian and Shale are up again. Squigz, where do you want Fluffy?
OOC - I had, in a PM with Esker, been considering disarming Brix, but at the moment, what sort of size are we talking here for 'tiny'? Could I simply pick him up between thumb and forefinger and pluck the sword/toothpick from his grasp? I'd imagine tying him up is our best option, unless we got him down to 0hp and stabilised him (not sure whether he is considered a PC of NPC at this point).
Jarl:
I guess you could probably push off enough to get over to where he is now since he's only 5' from the hole. If you just want to do that instead of holding your action, make an attack roll; if it hits you are able to land on him, he'll take half the falling damage plus the attack damage and you'll take the other half and then you move to an adjacent square of your choice (plus any additional movement you want to take). If the attack misses you end up prone in a random adjacent square next to him and take the full fall damage but have your full movement left.
"Darvin" | Changeling | Hexblade 1 / Swords Bard 6 | Descent Into Avernus (AC 19; PP 14; 52/52 HP)
Anton Chergoba | Human | Battlemaster 4 | Lost Mines of Phandelver (AC 20; PP 14; 36/36 HP)
Great, let’s give that a shot, then.
Jarl leaps through the hole, attempting to pounce on Brix. Attack: 20 (using the +5 based on the attack section, so adjust if you see fit for the circumstance).
Claw attack damage: 5 slashing. (Fall damage was 26)
If attack hits, and Brix fails the DC strength save, bonus action bite attack: 10 to hit, 12 piercing damage.
Jarl then scrambles around to V11, the other side of Brix.
Birgit | Shifter | Sorcerer | Dragonlords
Shayone | Hobgoblin | Sorcerer | Netherdeep
Jarlcat aims his pounce with precision, but Brix just barely manages to step out of the way, aided by the magic in his cloak (Brix sure was built to be a tank). The druid's feline form rolls harmlessly next to the goblin.
Rolling for random position from the six possible for a large creature (1-6 going clockwise from bottom left): 2
As it happens, the direction the crag cat manages to roll is right into the pool of water to the northwest of Brix.
Mechanically it doesn't really matter that you ended up in the water and prone, since you have your full movement left, so you can just stand up and be where you want.
"Darvin" | Changeling | Hexblade 1 / Swords Bard 6 | Descent Into Avernus (AC 19; PP 14; 52/52 HP)
Anton Chergoba | Human | Battlemaster 4 | Lost Mines of Phandelver (AC 20; PP 14; 36/36 HP)
Celric is up next, then Brix.
"Darvin" | Changeling | Hexblade 1 / Swords Bard 6 | Descent Into Avernus (AC 19; PP 14; 52/52 HP)
Anton Chergoba | Human | Battlemaster 4 | Lost Mines of Phandelver (AC 20; PP 14; 36/36 HP)
Balian
Not being the sharpest tool in the box normally, and stricken with a curse that seems to make reasoning and deduction that little bit harder, it takes a few seconds extra for Balian to put two and two together (getting an answer close to four).
"Jarl, stop! The aboleth's got him, we need to tie him up or cast a spell on him.... or something!"
"Whoa! Bad kitty! That's our friend down there," Shale shouts down to Jarlcat. "If something has his mind I can maybe fix him!"
Celric will move his full speed down the rope using dash trying to get down as quickly as possible
Gash - Lvl14 Goblin Wizard - The High Court of the Aasimar Queen
Celric, just keep in mind that if any of Squiggles, Shale and Flynt don't dash or jump you will only be able to go as far as they do, rendering dash unavailable. Due to this unusual circumstance I'll bend the rule on held actions though, and let you just hold your whole turn until Squiggles' turn if you want.
Brix, if Brix is still in there, does not appear to react to the voice of his half-elf friend. Instead he pokes at him twice with his rapier.
Attack 1: 20 Damage: 7
Attack 2: 11 Damage: 8
Whoops, forgot you dodged. Die 2: 22
The thief, having observed Brix fight many times is able to anticipate his moves and dodge both thrusts of his pointy metal stick.
"Darvin" | Changeling | Hexblade 1 / Swords Bard 6 | Descent Into Avernus (AC 19; PP 14; 52/52 HP)
Anton Chergoba | Human | Battlemaster 4 | Lost Mines of Phandelver (AC 20; PP 14; 36/36 HP)
Flynt, then Squiggles, then Shale's (and Celric's?) held turn(s), followed by Fluffy, then back to Balian, Shale, Jarl, Celric
"Darvin" | Changeling | Hexblade 1 / Swords Bard 6 | Descent Into Avernus (AC 19; PP 14; 52/52 HP)
Anton Chergoba | Human | Battlemaster 4 | Lost Mines of Phandelver (AC 20; PP 14; 36/36 HP)
((OOC: yeah i figured that might be the case))
Gash - Lvl14 Goblin Wizard - The High Court of the Aasimar Queen
Squiggles will dash to get down the 60 feet unless he can descend 30, drop, and use an action. If he can do the latter he will cast Enlarge/Reduce on Brix.
"Are we sure that's still Brix? He was feisty, but I can't recall him attacking us before."
Since climbing movement works like difficult terrain, you can make it 25 ft down if you dash or (we'll say) 15 if you want another action afterwards. Since you're starting 50' up you'd either be 25' up or 35. If you want to get within the 30' range for enlarge/reduce this round you could descend 15, drop 35 (taking 3d6 damage and possibly landing prone), then cast from an adjacent square. If you want to cast and guarantee you don't end your turn prone you could drop from a little higher to save enough movement to stand at the end of your turn.
"Darvin" | Changeling | Hexblade 1 / Swords Bard 6 | Descent Into Avernus (AC 19; PP 14; 52/52 HP)
Anton Chergoba | Human | Battlemaster 4 | Lost Mines of Phandelver (AC 20; PP 14; 36/36 HP)
Squiggles descends 15 feet and let's go.
Athletics: check to avoid prone 9
Damage: 10
Flynt is going to dash down the rope.
I have an intelligence of six, I know what I'm doing.
Squiggles, I take it you're casting reduce after you hit the ground? (btw, doesn't end up mattering in this case, but avoiding landing prone is acrobatics).
Brix CON save: 22
Despite his barbarian fortitude, Brix is unable to reduce Squiggles' powerful magic and is transformed into an even smaller creature! (He is now officially "tiny")
Shale, are you dashing (I mean, I'm sure you're quite dashing indeed but you know what I mean) or do you have another action you wanted to take instead? Dash gets you to 25' up; regular move to 40'.
"Darvin" | Changeling | Hexblade 1 / Swords Bard 6 | Descent Into Avernus (AC 19; PP 14; 52/52 HP)
Anton Chergoba | Human | Battlemaster 4 | Lost Mines of Phandelver (AC 20; PP 14; 36/36 HP)
(Lol... Can I still drop after I dash? Either way I will dash though.)
Acrobatics 10
Damage 11
OoC: Yep, wasn't sure if I could still cast it this turn after landing on my face lol
Shale: Yep, letting go of a rope is free.
Squiggles: Yeah, being prone only affects spells if they have attack rolls.
"Darvin" | Changeling | Hexblade 1 / Swords Bard 6 | Descent Into Avernus (AC 19; PP 14; 52/52 HP)
Anton Chergoba | Human | Battlemaster 4 | Lost Mines of Phandelver (AC 20; PP 14; 36/36 HP)
Brix is pretty well surrounded now by Balian and Jarl, who are on their feet, and Squiggles and Shale who are prone. Flynt and Celric are on the rope, 30' and 35' up respectively. Balian and Shale are up again. Squigz, where do you want Fluffy?
"Darvin" | Changeling | Hexblade 1 / Swords Bard 6 | Descent Into Avernus (AC 19; PP 14; 52/52 HP)
Anton Chergoba | Human | Battlemaster 4 | Lost Mines of Phandelver (AC 20; PP 14; 36/36 HP)
OOC - I had, in a PM with Esker, been considering disarming Brix, but at the moment, what sort of size are we talking here for 'tiny'? Could I simply pick him up between thumb and forefinger and pluck the sword/toothpick from his grasp? I'd imagine tying him up is our best option, unless we got him down to 0hp and stabilised him (not sure whether he is considered a PC of NPC at this point).