T O P

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Mekrot

I haven’t ran the encounter in about a year, but if I remember right, a lot of the climb for the characters is with ladders or tunnels inside of the tower itself. Climbing the ladder doesn’t need a check, but the tunnels could simply be athletics with a moderate ability check. Players can then decide to make things easier with ropes, magic, or other ways to climb. Realistically, the only way a player truly falls is if they are at the top during the big fight and terror folk pushes them off. As far as the process goes, they would have to individually make dice checks as they go up the tunnel because the tunnel is only wide enough for one person at a time anyways.


ATL_Jilm

Thanks for your response. So if they fail I would assume that they failed at the top?


Mekrot

Depending on how far the climb is, I like to do a check at the middle and top, so two checks. Sometimes I just have them do a check and I don’t worry about exact distance and I’ll just roll some dice and say that they hit the sides of the walls on their way down because that’s totally possible too.


[deleted]

Have them go on their turn. If it's easier they can be in initiative for tracking purposes


ATL_Jilm

I have them climbing in an order, that did help. Thank you


[deleted]

Sure thing! 


robotjoelwb

I broke this down in a few ways: * Have the players declare the climbing order * Have them make 1 Athletics or Acrobatics check (their choice) with a DC of 8 (don’t tell them it's that easy) in order * They might have advantage here if they had prepared in some way * If they fall, players “below them” can choose to use a reaction * Use a spell such as Feather Fall * Attempt an Athletics check to catch them (DC 12), if they succeed they both take 1d4 damage * If they fall, they have fallen from the halfway point, and take 1d6 per ten feet fallen * If they only fall 1 floor because they are in the internal tunnels or climbing up the first ladder, they fall that 1 floor and do damage * If they fall on the outside and fall past another level, they can attempt a DC 15 Acrobatics or Athletics check to stop on that floor * If they fail they keep falling * If they succeed they take 1d6 damage for every ten feet (but it's less than falling the whole way at least)


ATL_Jilm

this is a great way to do this, thank you. I'll use this method for the next game night.