foxtrot636 Posted December 14, 2023 Clone Share Posted December 14, 2023 Less than stellar on the climb attempt. And looking at the climbing kit I realize it's much less useful than I remembered, haha. For some reason I thought it gave advantage on climb checks, but it only keeps you from falling more than 25 feet, which in this gravity who knows how much fall damage that is, haha. I was looking for a way to get advantage, but I don't really see anything. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Guardian3404 Posted December 15, 2023 Clone Share Posted December 15, 2023 Don't have time to get a post in but I will roll an attempt for Gundin. Name xDiceName xDiceResult xDiceString xDiceRolls Acrobatics 1 +1 Acrobatics 9 1d20+1 8 Acrobatics 2 21 1d20+1 20 Link to comment Share on other sites More sharing options...
Guardian3404 Posted December 16, 2023 Clone Share Posted December 16, 2023 Now that we are all on the same ledge can we daisy chain ourselves together with the rope? With one string one up from and one in the back? Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Morph3us Posted December 16, 2023 Author Clone Share Posted December 16, 2023 @foxtrot636: I checked out of curiosity. If you fall 25' in normal gravity you reach just over 40 ft/s. In like 30% higher gravity you reach just over 46 ft/s. That's not quite as fast as fast as from falling 35' in normal gravity instead. So, it would only add +1d6. https://www.omnicalculator.com/physics/free-fall @Guardian3404: Looks like Gundin takes a little bit of damage too but then makes it on the second attempt. I think you only have the one rope but with 50' of it you can tie multiple people together with some slack in between each. Unrelated: My wife caught a stomach bug but is recovering fast. I don't think it will delay me from whenever I am next needed to post in-game. Name xDiceName xDiceResult xDiceString xDiceRolls Damage 5 2d6 4,1 Link to comment Share on other sites More sharing options...
Morph3us Posted December 20, 2023 Author Clone Share Posted December 20, 2023 One swift recovery later, I am back! I decided against the heavy gravity giving disadvantage after re-reading the climb rules. The reason is this ascent wouldn't be especially challenging in normal gravity: It's above the spray from the waves and the surface is plenty rough with options for handholds. Under normal gravity that means it wouldn't even need a check at all. You're right that the climber's kit doesn't give advantage to a solo climber or stop from falling far enough to hurt. But, when Bhalgurn gets up to the top, maybe he could use it to make the climb much safer for the others. That would mean tossing the harness part down, anchoring it up top, and helping belay them. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Guardian3404 Posted December 21, 2023 Clone Share Posted December 21, 2023 Glad to hear the swift recovery. Tis the season. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Morph3us Posted December 28, 2023 Author Clone Share Posted December 28, 2023 I'm assuming Gundin and Grommash wait for Bhalgurn's second attempt (which easily succeeds) so they can use the rope after him? Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
foxtrot636 Posted December 30, 2023 Clone Share Posted December 30, 2023 thats what i assumed too! lets go with that. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Morph3us Posted December 31, 2023 Author Clone Share Posted December 31, 2023 Ok! We don't have much in the way of NYE plans so I think I can update soon. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
foxtrot636 Posted January 2 Clone Share Posted January 2 (edited) I might have missed it. Was that 2d6 fall damage for Bhalgurn, Gundin, or both? just trying to update my sheet Edited January 2 by foxtrot636 (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Morph3us Posted January 2 Author Clone Share Posted January 2 Oops, rolling for Bhalgurn then Gundin: Name xDiceName xDiceResult xDiceString xDiceRolls Bhalgurn 6 2d6 1,5 roll 7 2d6 2,5 Link to comment Share on other sites More sharing options...
Morph3us Posted January 27 Author Clone Share Posted January 27 Quote "Do ya get the sense o' anythin' magical in the vicinity?" Bhalgurn asked Kutaeg and Grommash. "Not sure I believe in ghosts, but chairs don't rock themselves where I'm from..." Kutaeg's spells are on his sheet but I don't see Grommash's. @Guardian3404 did you pick them out for today? Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
foxtrot636 Posted January 30 Clone Share Posted January 30 @Guardian3404 let me know he got a bit busy and is having trouble finding a routine to check in on MW. Maybe we should NPC him until he sorts it out? For his spells, maybe the below, trying to pick stuff that work well based on artificer flavor, but whatever you think is good will work for @andersone81 and me. Battle Smith spells: (lvl3) heroism and shield, (lvl5) branding smite and warding bond. lvl 1 spells: Faerie Fire, catapult, detect magic, snare lvl 2 spells: Arcane lock, heat metal, rope trick, web Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Morph3us Posted January 30 Author Clone Share Posted January 30 Thanks for the heads up! No objection to any of the choices. At 7th level and with a +4 Int, I think he can only prepare 7/2+4=7 spells. You list 8 besides the Battle Smith ones. Am I missing something? Quote You prepare the list of artificer spells that are available for you to cast, choosing from the artificer spell list. When you do so, choose a number of artificer spells equal to your Intelligence modifier + half your artificer level, rounded down (minimum of one spell). Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
foxtrot636 Posted January 30 Clone Share Posted January 30 Nope, you're right! Can't math, haha. Let's take off rope trick? Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
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