Ok, so there is no where to attach a rope to. And there is no way to avoid getting wet (was thinking of swinging into a tunnel if it wasn't half flooded. )
Do chains go into water or stop above it?
This is a good place to ask questions.These are great!
The drop shaft is just a big, round opening in the floor with no railings around it. The chains that dangle from the ceiling are mounting on sturdy iron rings that are solidly mounted to the stone tunnel above.
The "Dead Zone" is at the bottom of the drop zone, so presumably Tilma has been down there before. At the bottom of the drop shaft is a fairly large pool, but there are other older tunnels that branch off from it. Despite the water source, there was no life to be found in any of these tunnels. The map only shows this as an outflow vent and doesn't map the space below any further.
Don't worry about the perception checks, this information is all self-evident stuff that your characters have no chance of missing.
I just want to add that it's okay to include a skill check in your post if you feel it's appropriate. If the roll/s are unwarranted or unnecessary then we just ignore them and move on. Play-by-post tends to run smoother that way.
Ok, so there is no where to attach a rope to. And there is no way to avoid getting wet (was thinking of swinging into a tunnel if it wasn't half flooded. )
I think I saw a Climber's Kit in someone's inventory.
While they haven't been formally inspected, from casual observation, do the chains appear to be in good shape? Having been exposed/submerged in water for nearly their entire existence tends to wear away at their fortitude.
Good work everyone. Jasera can safely handle Berry's weight, so dropping him down the hole will negate the need to roll the skill check. The climber's kit can be anchored to an iron ring that supports one of the chains and should negate any danger from falling, so even if you descend ungracefully you'll be safe. You can leave the grapple in place from the climber's kit so you can make it up the shaft fairly easily in the future, if you wish.
I think we'll call this challenge sufficiently solved through a combination of well-preparedness and clever thinking!
Good work everyone. Jasera can safely handle Berry's weight, so dropping him down the hole will negate the need to roll the skill check. The climber's kit can be anchored to an iron ring that supports one of the chains and should negate any danger from falling, so even if you descend ungracefully you'll be safe. You can leave the grapple in place from the climber's kit so you can make it up the shaft fairly easily in the future, if you wish.
I think we'll call this challenge sufficiently solved through a combination of well-preparedness and clever thinking!
Okay party, your characters have performed the actions they set forth to do. I did end up rolling the athletics checks for Tilma and Jasera, but there was no real risk for failure because of the climbing kit. I did it mostly just for effect.
Yes, those are some unfortunate rolls. Sometimes those make for the most memorable moments, but sometimes no. Don't forget that you have Inspiration.
lenpelletier says:
Everyone is awarded INSPIRATION! Inspiration is a mechanic that DMs can use to reward great roleplaying. A character with inspiration can reroll any d20 once. Miss a hit? Try again. Roll poorly on that skill check? Try again! Once you have used your inspiration, it's gone until you get it again. You either have inspiration or you don’t—you can’t stockpile multiple "inspirations" for later use. It would normally expire by the end of the "session" if we were playing at a real-life table, but we'll make it expire at the end of the chapter.
Let me know if I calculated the roll correctly. Even if it fails, that's fine- I just want to know I understood the bonuses and included all those which could be included.
Jasera's Wisdom bonus is +3, but you're correct to include the proficiency bonus as she is proficient in the Survival skill. Your 5e character sheets have already calculated the correct bonuses for all your skill checks.
Hey, I thought I'd write a bit about darkvision in fifth edition! Contrary to how some DMs run it, darkvision does not mean you can just see perfectly in the dark. Here's exactly what darkvision is:
Quote:
DARKVISION
You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
So characters with darkvision can see in total darkness, but not well. Darkvision lets a character see in pitch black darkness as well as normal characters see in dim light (think: the soft light of twilight and dawn) which means they have disadvantage to wisdom (perception) checks and have a -5 penalty to your passive perception. You also cannot see colors.
So, if you want to have normal vision in the dark and have a good chance at spotting hidden things with no penalties, you will still want to have a source of light like a lantern, torch, or spell. However, If you're trying to be sneaky, you might still choose to rely solely on darkvision, even if it means you're not seeing as well.
Honestly, the rules about light in 5e are a bit messy and not particularly well explained in the PHB. Some DMs skip it altogether. I think they add something fun to the game, and I'll try to use them without making it onerous on you.
Lol, I don't know why, I presumed that we were already using lanterns, since we have them. I'll mention it in my next post.
I'll light it up then so if anyone wants to stop me from doing it can do it in their post