My notifications appeared, but I am not getting any more. It looks like they're pretty stop and go, so everyone keep that in mind.
As VELIDA heads out for the Challenge area, you make your way to a beach, where several wooden platforms are seen. You see Von standing beside an empty podium. The tribe stands on the red mat.
"First thing's first, I will take the immunity necklace back," Von says as Seth walks toward him, turning for Von to remove the necklace. Von places it back on the podium. "Once again Immunity is up for grabs."
Challenge Explanation:
For this challenge no spells or non-passive features will be available to you. You will be unable to interact with your opponents at all. Your ability to win this challenge will depend on how much you want to risk and your roll of the dice.
To win this challenge, you must successfully place 10 blocks on top of each other on your platform that is maintaining its balance by your other hand. See picture below.
As an action you can make up to 3 sleight of hand checks. On each success, you place a block on your platform. The DC increases in difficulty for each block you already have on your platform. The DC also increases if it is your 2nd and increases again if it is your 3rd sleight of hand check in the same turn. So essentially, the higher your tower and the faster you attempt these blocks, the more difficult it will be to maintain your balance.
If you fail your sleight of hand check, as a reaction, you can make a dexterity saving throw. If you succeed, then your blocks remain on your platform and you can potentially continue to make your sleight of hand checks if you haven't already made 3 attempts that turn. If you fail your dexterity saving throw, then all of your blocks fall off and you will have to restart from 0. Additionally, if you fail your sleight of hand check by a large enough margin all of your blocks will fall off and you will not get a chance to spend a reaction to save your blocks. Also, remember, you only get 1 reaction per turn, so even though you can attempt up to 3 blocks per turn, you still only get one chance to make a dexterity saving throw.
If you have any questions, you can ask them here or PM them to me. Otherwise, if you understand these rules, please roll initiative as well as an initiative tiebreaker (both rolls gain your initiative bonus).
Just to clarify, does your turn end when you spend your reaction, or can you keep going with the remaining sleight of hand checks available on your turn afterwards?
Just to clarify, does your turn end when you spend your reaction, or can you keep going with the remaining sleight of hand checks available on your turn afterwards?
You can choose to continue your turn and make additional sleight of hand checks if you wish and have not made a total of 3 checks, but also keep in mind, you get 1 reaction per turn and should you fail a subsequent sleight of hand check, your entire tower will fall down.
LeShanna's ready to go.
OOC: Side note, is anyone else not getting forum notifications?
https://www.dndbeyond.com/forums/d-d-beyond-general/bugs-support/43836-notifications-broken
Seems like you aren't alone. Mine weren't working either, but I normally keep this tab open and refresh it as the day goes on.
Published Subclasses
Khan is ready as well.
Ready
(notifications page in My Account works)
Extended Signature! Yay! https://www.dndbeyond.com/forums/off-topic/adohands-kitchen/3153-extended-signature-thread?page=2#c21
Haven’t used this account in forever. Still a big fan of crawling claws.
Torinn is ready.
My notifications are working now.
Seth is ready.
My notifications appeared, but I am not getting any more. It looks like they're pretty stop and go, so everyone keep that in mind.
As VELIDA heads out for the Challenge area, you make your way to a beach, where several wooden platforms are seen. You see Von standing beside an empty podium. The tribe stands on the red mat.
"First thing's first, I will take the immunity necklace back," Von says as Seth walks toward him, turning for Von to remove the necklace. Von places it back on the podium. "Once again Immunity is up for grabs."
Challenge Explanation:
For this challenge no spells or non-passive features will be available to you. You will be unable to interact with your opponents at all. Your ability to win this challenge will depend on how much you want to risk and your roll of the dice.
To win this challenge, you must successfully place 10 blocks on top of each other on your platform that is maintaining its balance by your other hand. See picture below.
As an action you can make up to 3 sleight of hand checks. On each success, you place a block on your platform. The DC increases in difficulty for each block you already have on your platform. The DC also increases if it is your 2nd and increases again if it is your 3rd sleight of hand check in the same turn. So essentially, the higher your tower and the faster you attempt these blocks, the more difficult it will be to maintain your balance.
If you fail your sleight of hand check, as a reaction, you can make a dexterity saving throw. If you succeed, then your blocks remain on your platform and you can potentially continue to make your sleight of hand checks if you haven't already made 3 attempts that turn. If you fail your dexterity saving throw, then all of your blocks fall off and you will have to restart from 0. Additionally, if you fail your sleight of hand check by a large enough margin all of your blocks will fall off and you will not get a chance to spend a reaction to save your blocks. Also, remember, you only get 1 reaction per turn, so even though you can attempt up to 3 blocks per turn, you still only get one chance to make a dexterity saving throw.
If you have any questions, you can ask them here or PM them to me. Otherwise, if you understand these rules, please roll initiative as well as an initiative tiebreaker (both rolls gain your initiative bonus).
Initiative - Round 1:
Khan: 25 Tiebreaker: 16
Kurot: 3 Tiebreaker: 15
LeShanna: 13 Tiebreaker: 23
Niver:
Seth: 15 Tiebreaker: 19
Stonetree: 16 Tiebreaker: 6
Torinn: 10 Tiebreaker: 21
Toxic: 23 Tiebreaker: 24
Xan: 23 Tiebreaker: 10
Published Subclasses
Initiative: 13
Tiebreaker: 23
16, 17
Toxic smirks. This should be fun.
Extended Signature! Yay! https://www.dndbeyond.com/forums/off-topic/adohands-kitchen/3153-extended-signature-thread?page=2#c21
Haven’t used this account in forever. Still a big fan of crawling claws.
15 - Tiebreaker: 6
18, 12
Torinn sighs.... "When can we have a who can look the most like a fish challenge...."
6
T: 17
We've so far had 4 natural 20 rolls for initiative lol kind of crazy.
Published Subclasses
Initiative: 16.
Tiebreaker: 6.
Just to clarify, does your turn end when you spend your reaction, or can you keep going with the remaining sleight of hand checks available on your turn afterwards?
You can choose to continue your turn and make additional sleight of hand checks if you wish and have not made a total of 3 checks, but also keep in mind, you get 1 reaction per turn and should you fail a subsequent sleight of hand check, your entire tower will fall down.
Published Subclasses
Initiative: 15
Tiebreaker:19
Niver initiative 19
Tiebreaker 12
PC: Fitzroy Hammerstone - The Mad Empiricist of Corinth
DM:
Popular Stream Character Sheets
Initiative - Round 1:
Progress - Round 1:
Published Subclasses
Khan will make the first sleight of hand check:
1: 18
Then a 2nd: 24
LOL okay, well if that requires a dexterity save - here it is: 19
Whether that fails or succeeds, Khan will attempt her third one: 18