Does tremorsense see through Pass without Trace?

Scenario: The PCs have Pass without Trace active when they walk through a tunnel where an Umber Hulk has been waiting behind the wall in ambush for prey, using its tremorsense.

Question: Does the Umber Hulk detect the PCs in spite of Pass without Trace because they are in contact with the floor?

Pass without Trace:

A veil of shadows and silence radiates from you, masking you and your companions from detection. For the duration, each creature you choose within 30 feet of you (including you) has a +10 bonus to Dexterity (Stealth) checks.

Tremorsense:

A monster with tremorsense can detect and pinpoint the origin of vibrations within a specific radius, provided that the monster and the source of the vibrations are in contact with the same ground or substance.

Tetris block rigidbodies pass through one another with Transform.Translate [duplicate]

I am trying to build a Tetris 3D game in Unity but i am stuck at getting the different blocks to interact (to detect each other, to sit one on top of the other rather than going through each other). I have set the ground with a box collider and the spwaned blocks come in with rigidbodies.

This works for them to nicely settle on the ground but when I try to sit a block on top of another block they both have rigidbodies and the collision detection doesn’t work and they end up overlapping. The problem is if I remove the rigidbody of the already settled block then it will go through the ground.

Any idea how to get 2 spawned objects to detect each other?

using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.UIElements;  public class moveBlock : MonoBehaviour {         public static float speed = 2;     public GameObject[] blocks;     public static List<GameObject> blocksSpawned = new List<GameObject>();     public static List<Rigidbody> blocksRBSpawned = new List<Rigidbody>();     public static bool triggerPlatform = true;     Rigidbody rb;      void Update()     {         Vector3 input = new Vector3(Input.GetAxisRaw("Horizontal"), 0, Input.GetAxisRaw("Vertical"));         Vector3 direction = input.normalized;         Vector3 velocity = direction * speed;         Vector3 moveAmount = velocity * Time.deltaTime;          if (triggerPlatform)         {             blocksSpawned.Add((GameObject)Instantiate(blocks[Random.Range(0, 7)], new Vector3(0, 6, 0), Quaternion.Euler(Vector3.right)));             rb = blocksSpawned[blocksSpawned.Count - 1].GetComponent<Rigidbody>();             blocksRBSpawned.Add(rb);             triggerPlatform = false;         }         /*if (!triggerPlatform)         {             Destroy(blocksRBSpawned[blocksRBSpawned.Count - 1]);         }*/         if (blocksSpawned[blocksSpawned.Count - 1] != null)         {             blocksSpawned[blocksSpawned.Count - 1].transform.Translate(Vector3.down * Time.deltaTime*speed, Space.World);             blocksSpawned[blocksSpawned.Count - 1].transform.Translate(moveAmount);         }     } }  using System.Collections; using System.Collections.Generic; using UnityEngine;  public class trigger : MonoBehaviour {         private void OnTriggerEnter(Collider other)     {         moveBlock.triggerPlatform = true;     } } 

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How many turns does it take for an unseen servant to pass a healing potion in combat?

Unseen servant reads:

Once on each of your turns as a bonus action, you can mentally command the servant to move up to 15 feet and interact with an object. The servant can perform simple tasks that a human servant could do, such as fetching things, cleaning, mending, folding clothes, lighting fires, serving food, and pouring wine. Once you give the command, the servant performs the task to the best of its ability until it completes the task, then waits for your next command.

Assume I used my bonus action to command it to give the healing potion in my pocket to another character, and that it is within reach when I do. It would take a player one turn to complete the task. A free item interaction to draw the potion, then movement, followed by an action to safely pass it over. But the unseen servant seems to be solely capable of movement then a single item interaction.

How many turns would it take for it to perform this task? And if two or more are necessary what is the order of operations? Can it move after interacting with an object?

Datfortress’s programs are always visible in their cells, or triggered only when Netrunner pass by their cell?

In all the samples of Netmap, we can see data fortress with walls, gates, CPUs, memories, and also programs in a determined cell.

Now I wonder, when the netrunner enters in the subgrid and starts to attack the fortress, does he see the program in a far cell (if visibility is not blocked by an obstacle and withing 20 spaces)? Or the map that the netrunner sees, doesn’t show the location of programs and will be the referee to decide when a program appear in that determined cell, probably triggered by the netrunner or other programs passing by that cell?

Also, not all programs have "endurance", and they should be deactivated at the end of their action at the end of the turn, so how is possible that Datafortress has all its programs always activated?

So this makes me think that programs are "preassigned" to a cell, but they are like in a sleeping mode, and only after triggering they appear doing their action. Can somebody explain how you did in your netrunner mini-games?

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How to pass POST data from Contact Form 7 to another subpage after submitting the form

I would like to pass data from Contact Form 7 to another subpage after submitting the form. I would like to use the POST method for this

  • I can get to this data with the wpcf7_before_send_mail filter as follows:
function cf7_data() {     $  submission = WPCF7_Submission::get_instance();     $  data = $  submission->get_posted_data();      // Here I have a variable containing a field from the contact form     $  subject = $  data['your-name'];      // I don't know what to do next } add_action('wpcf7_before_send_mail', 'cf7_data'); 
  • I can make redirect after submit form as follows:
document.addEventListener( 'wpcf7mailsent', function( event ) {     location = 'https://samewebsite/subpage'; }, false ); 

but I can’t figure out how I can pass and read the $ subject variable on the subpage after the redirection

Does the Mage Hand cantrip pass through solid surfaces?

Last session, my Arcane Trickster was faced with some murky water and we needed to know how deep the bottom was. I decided to use mage hand to try to locate the bottom of the water without putting my own hand in there, but then we were stuck with the question: would my mage hand just float straight through the bottom?

Another way of wording this question would be “does mage hand go through walls”?

The spell says:

A spectral, floating hand appears at a point you choose within range.

But exactly what the hand is is not described any further. Does spectral mean “float through walls” like an incorporeal ghost, or is it spectral only in the sense that it’s not a creature or an object? Either way, if the caster sent the hand through a wall or the floor, would it go through or just bump up against the wall?

Are there any magic items in 5e that will cast Pass Without Trace?

I’ve been looking for a way for my Assassin Rogue 12/War Domain Cleric 2 character to be able to cast Pass Without Trace, so they can more easily not abandon the party and still get surprise. Getting that surprise round is the goal, so if you have another way we can do it, that’d be great. Our party does not have a druid or thief rogue, so unfortunately we cannot use the Staff of the Woodlands, which would otherwise be perfect because, well:

You can also use an action to cast the Pass without Trace spell from the staff without using any Charges.

Anyways, Does anyone know of a similar magic item that will allow us to cast pass without trace? Or an alternative way to gain surprise on our enemies other than stealthing into each room?

How are ghostly warders permitted to pass in and out of their maga’s home aegis?


Background

We have a magi with a ghostly warder founding a new covenant. One of the first orders of business is to cast aegis of hearth (AM5 p.161). Since the ghostly warder has a might score, our understanding is that they would be excluded unless they were given a token or part of the casting.

What is the mechanism for permitting a warder?

The two options that were apparent to us, but involved a follow up question were:

  • Are they given a token? If so, how can they even carry a token?
  • Are they part of the casting? If so, how can they participate in the casting of a spell?

Can objects with a spell effect pass through Leomund’s Tiny Hut?

So here’s the situation: I’m chilling inside a tiny hut I cast earlier, and some of the other party members are right outside. No one is in danger, and then someone does something to cause an attack by a bunch of mimics that look like trees. I open up my handy bag of caltrops, toss them into the air, and cast animate objects. My spikies of death whirl out of the hut and I laugh at the ensuing mayhem as I start to spray sawdust all over in a festive manner from my protective bubble.

Here my problem: I know that my equipment can pass through the tiny hut’s walls, but I also know spells can’t. This leads to my question:

Can my equipment that has a spell acting on it pass through the tiny hut‘s walls?

I’m not 100% sure I should have been allowed to do that.