Orchrist
Villager
Hi all!
In a homebrew campaign are the 4 PC's going to climb a steep, VERY high mountain. They will climb in two groups of three persons tied together with 30 feet rope as I understand is normal for climbing, each group lead by a NPC familiar with the mountain.
I have read everything I can find on the subject but felt I needed to add some rules and would love your comments and suggestions
First of would I like to introduce some problems, in particular since one likely is going to climb in full plate (or lose a ton of AC). I consider that rolling 5 or better on a 1d100 would mean no bigger issues for the individual PC/NPC during the entire climb, but rolling less would mean falling and dangling in the rope and taking 1d6 bludgeoning damage, causing the remaining two climbers to make a STR check to see if they can hold the fallen. If not they all will fall/tumble down say 200 meter and need a CON save (15) to avoid dying (with death saves). The other team can climb down and help them but this event will set them all back some hours, risking getting caught on the mountain side by nightfall.
Secondly will they be attacked, likely by a swarm of goblins or similar. I consider running this as a platform game with a lot of rock shelves to stand on, jump between and climb/jump up/down to, still limited by the 30 feet rope unless they cut or untie it (I'll mount string to the bases of the minis). This is where things get a bit hairy and homebrewed:
Climbing up/down/sideways; just use RAW.
Jumping to a platform in same level: DC10 DEX (acrobatics) save for a good landing, or they will fall. Not prone, but down. Because ice and snow everywhere.
Jumping up is according to RAW; 3 + STR mod if 10 feet movement first, half if standing. If arms are used to heave oneself up can 1½ the persons height be added (my addition: only empty handed)
Jumping down to a platform: For a good landing roll 1d20 >= 20 - (DEX mod. + size of platform [1-3 sq.]). Add further 1 for each 5 feet the PC is jumping sideways too.
Moving/fighting on a platform: Roll 1d20 for each 5 feet moved due to rocks, ice and snow. They fall if rolling 1.
Falling while tied together means that the next one in the rope (or both, if the middle person falls) can't fight, until the fallen PC is climbing or standing again (next round).
If/when landing on a shelf during a fall roll DEX check (15) to not fall further.
If two persons are falling will all three fall, unless the remaining person standing is one of the local guides.
Would this work? I'd hate to mess up the next session by forgetting to take something into consideration.
In a homebrew campaign are the 4 PC's going to climb a steep, VERY high mountain. They will climb in two groups of three persons tied together with 30 feet rope as I understand is normal for climbing, each group lead by a NPC familiar with the mountain.
I have read everything I can find on the subject but felt I needed to add some rules and would love your comments and suggestions

First of would I like to introduce some problems, in particular since one likely is going to climb in full plate (or lose a ton of AC). I consider that rolling 5 or better on a 1d100 would mean no bigger issues for the individual PC/NPC during the entire climb, but rolling less would mean falling and dangling in the rope and taking 1d6 bludgeoning damage, causing the remaining two climbers to make a STR check to see if they can hold the fallen. If not they all will fall/tumble down say 200 meter and need a CON save (15) to avoid dying (with death saves). The other team can climb down and help them but this event will set them all back some hours, risking getting caught on the mountain side by nightfall.
Secondly will they be attacked, likely by a swarm of goblins or similar. I consider running this as a platform game with a lot of rock shelves to stand on, jump between and climb/jump up/down to, still limited by the 30 feet rope unless they cut or untie it (I'll mount string to the bases of the minis). This is where things get a bit hairy and homebrewed:
Climbing up/down/sideways; just use RAW.
Jumping to a platform in same level: DC10 DEX (acrobatics) save for a good landing, or they will fall. Not prone, but down. Because ice and snow everywhere.
Jumping up is according to RAW; 3 + STR mod if 10 feet movement first, half if standing. If arms are used to heave oneself up can 1½ the persons height be added (my addition: only empty handed)
Jumping down to a platform: For a good landing roll 1d20 >= 20 - (DEX mod. + size of platform [1-3 sq.]). Add further 1 for each 5 feet the PC is jumping sideways too.
Moving/fighting on a platform: Roll 1d20 for each 5 feet moved due to rocks, ice and snow. They fall if rolling 1.
Falling while tied together means that the next one in the rope (or both, if the middle person falls) can't fight, until the fallen PC is climbing or standing again (next round).
If/when landing on a shelf during a fall roll DEX check (15) to not fall further.
If two persons are falling will all three fall, unless the remaining person standing is one of the local guides.
Would this work? I'd hate to mess up the next session by forgetting to take something into consideration.
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