Tarn Copperlocks |
3 people marked this as a favorite. |
Poor Tarn! He goes to start a fire and gets told to stop. He gets told to go down and gets told to come back up. What is this poor group leader to do with so many different instructions coming at him!
Tarn Copperlocks |
2 people marked this as a favorite. |
Understood. Came across that way to me
DM Jubal |
Long Jump
When you make a long jump, you cover a number of feet up to your Strength score if you move at least 10 feet on foot immediately before the jump. When you make a standing long jump, you can leap only half that distance. Either way, each foot you clear on the jump costs a foot of movement.
This rule assumes that the height of your jump doesn't matter, such as a jump across a stream or chasm. At your DM's option, you must succeed on a DC 10 Strength (Athletics) check to clear a low obstacle (no taller than a quarter of the jump's distance), such as a hedge or low wall. Otherwise, you hit it.
When you land in difficult terrain, you must succeed on a DC 10 Dexterity (Acrobatics) check to land on your feet. Otherwise, you land prone.
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So, to cross the 7 foot gap, a standing long jump Strength (Athletics) is DC 14 and DC 7 with a running long jump.
DM Jubal |
@Players
I think I need to clarify something, but maybe not. While I want consensus to decide which direction you go, in order to move the whole team forward, each player has complete control over their character. Meaning, if you want your character to open a door or walk across a damaged floor, I will will post what happens.
Maybe I'm overthinking that players-characters are not acting, because they think that they cannot open doors that they passed due to the consensus of the party said to pass them. Does that make sense?
Just checking
cheers
DM Jubal |
The disk is immobile while you are within 20 feet of it. If you move more than 20 feet away from it, the disk follows you so that it remains within 20 feet of you. It can move across uneven terrain, up or down stairs, slopes and the like, but it can’t cross an elevation change of 10 feet or more. For example, the disk can’t move across a 10-foot-deep pit, nor could it leave such a pit if it was created at the bottom.
If you move more than 100 feet from the disk (typically because it can’t move around an obstacle to follow you), the spell ends.
Relevant points: "it can’t cross an elevation change of 10 feet or more. For example, the disk can’t move across a 10-foot-deep pit, nor could it leave such a pit if it was created at the bottom."
Blacklock |
If disc was placed at the bottom, and there was only 7 feet to reach, maybe that would make the DC lower. For example, a 6 ft tall character can reach 9 ft up with hands. The effort to pull self up from the disc would be DM call.
Or like, rope and stuff (Blacklock doesn't have any of course).
edit: or Blacklock stands on the disc, and the others walk across his upstretched hands, lol.
Badger the Rover |
Badger hears a door open in the room that the staircase in the north wing descends into. Yes, he hears Kwin enter the room below.
This was awhile back. Did this mean I heard something in the north as well as Kwin or that I should have understood this noise as Kwin?
Also now that we went down stairs. Which stairs on the map are the down stairs to the cellar.
DM Jubal |
DM Jubal wrote:Badger hears a door open in the room that the staircase in the north wing descends into. Yes, he hears Kwin enter the room below.
This was awhile back. Did this mean I heard something in the north as well as Kwin or that I should have understood this noise as Kwin?
Also now that we went down stairs. Which stairs on the map are the down stairs to the cellar.
Yes, I edited the post to add that last sentence to try to answer your question. You only heard Kwin.
The stairs down are along the east wall of the room in the north wing with a cask (circle) and window in it. The stairs going up are in the first room opened in the north wing along the north west corner with two windows, sink, fireplace, cabinet.
clearer?
Tarn Copperlocks |
Indeed I am. Having a great time with the game. Fell abit behind on everything. Had some fairly painful gum problems, but mouth has finally stopped hurting. Sorry for being less than mindful, but will try to do better.
DM Jubal |
Indeed I am. Having a great time with the game. Fell abit behind on everything. Had some fairly painful gum problems, but mouth has finally stopped hurting. Sorry for being less than mindful, but will try to do better.
Hopefully your opinion hasn't instantly changed. Glad you were having a great time!
Tarn Copperlocks |
Checked discussion before gameplay. Was very confused. Checked gameplay. Still having fun. :)
Argyri Katrakis |
Yikes! It seems like archers may be just as lethal as weasels!
Jubal, is there a way for me to close to melee this round? (I don't think so, as I don't think charging is a thing in 5e...but I'm still a novice at it, and tend to think in PF1e terms.)
If I can close and attack, I will. Otherwise, I guess I'll go halfway and Dodge (which is a very cool ability in 5e!)
Either way, I'll post soon.
Thanks!
DM Jubal |
Meta gaming, your character wouldn't know in the wine cellar. You would learn as you start moving, which is super hard to communicate in PbP.
The short answer is yes. You can get to melee with a Dash Action and total move of 60 feet.
Shorter legs with a Move of 25 ft would not reach melee.
thanks
Argyri Katrakis |
Sorry, I want to make sure I understand, is that
a) I can move + dash, and get to melee range (but not have time to attack), or
b) I can dash and attack this turn?
DM Jubal |
Sorry, I want to make sure I understand, is that
a) I can move + dash, and get to melee range (but not have time to attack), or
b) I can dash and attack this turn?
"a) I can move + dash, and get to melee range (but not have time to attack), "
Unless you have a way to Dash and Attack. Both take actions. I think Rogues can Dash with a bonus action, but at 2nd level if I remember correctly.
Argyri Katrakis |
Yep. Gotta level up first. THanks!
Argyri Katrakis |
No dash. Move + Dodge.
Kwin Avassar |
Well, I'm still having fun! And Blacklock and Tarn are sure making me feel important!
Tarn, I hope you don't mind... I am guessing our survival chances are a smidge better boosting the other three rather than bringing you back up.
Kwin Avassar |
Tarn, I have a Healing Kit that will auto-stabilize you if my turn happens before yours... (edit: and I think it does...we both nat 1'ed our init rolls lol)
I think I have Tarn covered with my spare the dying cantrip. You now have Fharlanghn's blessings upon your weary traveler's feet, so you can go ahead and use them to stomp the ever livid *&%%#@!!! out of these guys! :) If you want, that is.
Tarn Copperlocks |
Was quite concerned after rolling the nat 1 on the death save. Thanks for saving Tarn! (To the both of you)
Kwin Avassar |
I am so sorry! I thought spare the dying was a bonus action. I must have got it confused with healing word. I'll go with spare the dying and bring on the bless if I survive a round. I don't have enough spell slots to do healing word and bless.