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(OOC) Fitz's Folly (ToA PBP)

Just a note: The net attack on Dellrak should be at Disadvantage. He has Protection from Evil up on himself.

Right! I took a moment to see if somehow monsters get disadvantage with nets (the way PCs usually do) and it seems that generally, they don't. (For the most part, the monster does what the monster does, and equipment is very nearly just fluff, unless the DM wants otherwise.)

But I forgot the protection spell. Well, he's 'scooped' anyway!
 

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Ooooh. I posted the above before reading the IC thread. So! Two choices for @KahlessNestor and @Neurotic to discuss:

1) Myrral could have caught the gargoyle when it was only fifteen feet above the road (before it got to the full 30 feet), then Dellrak will fall out 45 feet up. Dellrak can roll a dc14 strength save to catch the edge of the road (taking 1d6 damage) or fall all the way down (taking 4d6 damage). OR:
2) Myrral can be too late to catch the gargoyle in his net, but can catch Dellrak with it as the dwarf falls from 30 feet above the road. Myrral can roll a dc12 strength save. Dellrak will take no damage on a success, or 3d6 damage if Myrral fails (in which case, Dellrak can roll a dc16 dex save to take half damage.)

No matter what else happens if you chose option 2, Dellrak winds up on the road, in Myrral's net. In option 1, the gargoyle winds up in Myrall's net.
 

I'm fine either way. With str 10, dc 12 is worse than half (60% to be exact) to succeed.

My thinking would be to capture a gargoyle which will try to slow down its own fall and thus save Dellrack too.

But if Myrral sees Dellrack falling, catching him would be a priority. It all comes down to e act order of events
 




I almost forgot: To be clear, @KahlessNestor & @Neurotic I went with "Option 1" from above.

Myrral caught the gargoyle (which broke free) and Dellrak broke out of the net 45 feet up (fifteen above the road). Dellrak can try to catch the ledge of the road with a dc14 strength save. (He falls 15 feet and lands hard, prone, hanging off the ledge, with 4 damage). If he fails, he falls 45 feet (the overgrowth breaks most of his fall, which is why he doesn't break anything vital) and he takes 17 damage and will be prone on the ground on the eastern side of the road.

Oh! And @gargoyleking Harb found an easy way up, but he's still got a 30-foot climb. I'm gonna say it's so easy to climb, that no roll is needed. Just half-move climb for 30-feet. On the other hand, if you want to do a cool wall-run to speed up the climb, you can make a dc16 athletics check (fine, fine, acrobatics will do, though I think it's more an athletics thing - the crossover is there) to run up it Jackie Chan-style (or parkour if you prefer) to get up in a single move. BUT if you fail, you'll slide back down to 20 feet up and have to climb from there. If you flub it, you'll fall from 20 feet up (taking 8 damage). Is it worth the risk? You decide!
 


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