Climbing Into A Ravine

ender_wiggin said:
No urgency; they'll probably want to get down to examine a corpse at the bottom (dead from falling). It's not much of a motive, but I figure it's enough. They're actually looking for some people who disappeared a week ago.


From the top can they tell the corpse died from falling? Might be a deterrent. So, how long is the ravine? Does it eventually taper down to a manageable height/grade?
 

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They can't tell manner of death from 150 feet up, but they may come to some obvious conclusions. I doubt they will be deterred.

Anyway, if they walk along the ravine long enough, it will taper down, so I guess there's the alternate solution.
 

I wouldn't coddle them. 1st level is the time to learn of the lethality level of the game you are playing. I would keep the potentially lethal straight cliff, but explicitly state the consequences of a failed Climb check. ("Remember, if you miss the DC, you lose hold of the rope and begin falling")

This should prod them into thinking of easier ways to scale down the cliff. Numerous suggestions have already been given above. If they choose to tempt death, that is their own choice. The obstacle should get them thinking imaginatively, which is sort of the point of the whole game to begin with.

That said, I wouldn't box yourself in with the cliff as the only route to "adventure completion" (or motivation completion). Sometimes the character group quits and it's better that your game keeps going.

-=-=-

Off-Topic
This reminds of playing 1st level, which I think is more enjoyable compared to the higher levels. I know experienced players often grouse of having to face low level challenges again. But your example is exactly the type of thing I see "experienced" players trip up on frequently enough. Actual experienced groups will be flying through these types of challenges without a problem moving on to deadlier things quickly. For those who are new, these difficulties present the fundamental learning process of the game. (i.e. "think first", "don't split the party", "check then doublecheck", etc.) So yeah. I wouldn't hold back at the beginning, but do give newbies fair warning before they do something risky. It's far easier losing a character at 1st level than at 5 or 10 when the DM decides to let the real danger kick in.

- From the "Best level for a TPK?: 1st" playbook.
 
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Remember to allow for spellcaster intervention. Even first-level spells can sidestep this kind of puzzle if used correctly.

For instance, if they have access to animate rope they needn't descend the ravine at all. They can just animate the last 50' section of the rope, lower that end near the body, and command it to "loop and knot." Then they can haul the body up without exposing themselves on the cliffside.

If they're close enough to the bottom, mage hand and unseen servant could also tie the body to the rope. Feather fall can send one party member down safely to investigate, and a rope around his waist can retrieve him quickly if he encounters trouble.
 

I think I'd like you as my DM, but I could be wrong :p

Maybe the easiest solution is to make it a 'A slope too steep to walk up' so DC=0

They only fall if they roll a 1. You can't be nicer than that.
 

Uh, this seems like a no-brainer. Just belay down. Any character who is a mountaineer could teach the others how it is done in an afternoon. Belaying techniques were commonly used to descend mountains during the middle ages. Getting up is the tricky part.
 


Lower the height of the ravine. 150 feet is guaranteed lethal to a first level character if they fall. Drop the height to about 60 feet instead. If they fall right from the top, it is probably, but not guaranteed to be lethal. If they fall from part-way down, they have a decent chance of surviving.

If you really want the fear of a 150 feet fall, have it so that a large amount of damp leaves have piled up near where the party climbs down, but because of the shadows in the ravine, they cannot tell that is the case. Mention the falling rules to them. If someone falls, they end up falling into the pile of leaves which you have conveniently house-ruled to make the damage non-lethal - but you don't tell them that until other party members arrive on scene and discover that their comrade is only unconscious.

By the way, once they are down there, they are going to need to find a way back up. If they don't have rope to reach the bottom - and a way to secure it at the top, there isn't much they will be able to do other than climb. Climbing is 1/4 speed, each climb action requires a climb check, so it will take 20 checks for someone with a 30ft. speed to reach the top of a 150 foot ravine. Not good odds for anything over a DC 0.
 

Climbing down shouldn't be a problem. Yes, falling will probably kill them, but if they are smart, they can belay themselves, sink pitons to anchor the rope, etc. Also, I don't think there is anything about not being able to take 10 or 20 on a climb chek as long as they can concentrate. So, if they are unharrased and have 40 minutes they can take 20 and make it down no problem. If they tie off a rope and brace against the wall, they can take 10 and make it down in 2 minutes.

And am I the only one who buys rope in 250' lengths? or understands splicing?
 
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cmanos, taking 20 represents trying and failing multiple times, until you finally get it right. You can only do that on a task which has no penalty for failure-- and "falling to one's death in a ravine" does count as a penalty for failure. :)

If you're not rushed or distracted you can take 10 on a Climb check, but you can't take 20.
 

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