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Don't Point a Loaded Beholder at a Player Character You're Not Willing to Disintegrate
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<blockquote data-quote="NotAYakk" data-source="post: 9403192" data-attributes="member: 72555"><p>1. I wouldn't make the bottom of the pit be "so far you just die". Make it "ouch" far down. Say 60' deep.</p><p></p><p>2. Stick something at the bottom of the pit <em>you do not want to fight</em>. Like a T-Rex. CR that is high enough that the encounter at the top is <em>smaller</em> than the encounter at the bottom of the pit. Scale this for the level of the party. The creature is shrouded in gloom, has cover (there are tunnels off of the pit), and is big enough that it can snap at creatures who are "half way down".</p><p></p><p>3. When tumbling down the edge to the bottom of the 60' pit, you'll take 6d4 (15) bludgeoning and 6d4 (15) acid damage. If you are able to take reactions (ie, not KO'd or Stunned), you can make a Strength Save; reduce both kinds of damage by the half of the save result, and you catch yourself Strength Save value above the bottom of the pit by grabbing some vines. You can instead choose to make a Dex save to slide down the side safely; this reduces the Bludgeoning damage by the full value of your save, but you end up at the bottom of the pit, and you take full acid damage.</p><p></p><p>4. Whenever you take damage you must roll a constitution save against the value of the damage done or lose your grip.</p><p></p><p>5. Some of the vines are acidic. You can figure out which one via a Int(Nature) (DC 10) knowledge action, or an Int(Investigation) (DC 15) experiment action, or a Wis(Perception) DC 20 spot check.</p><p></p><p>6. Every 10' you climb there is a 50% chance you have to get over a patch of acidic vines to continue; DC 15 dex save or 4d6 acid damage, on success half. If you know which vines are acidic, the DC is 10 and you take 2d6 on failure and no damage on a successful save.</p><p></p><p>7. Goblins are likely to shoot arrows at you as you climb. See #4 - this can knock you loose.</p><p></p><p>8. The T-Rex below is 20' tall with a 10' leap and a 10' reach. 1 turn after you fall it will emerge to see you (spot check against your "passive" stealth). If it has to leap, it attacks at disadvantage. If attacked by your allies, it may hide behind cover instead of snapping at the PC (make a wisdom save against damage done; on success, ignores the damage, on failure hides this turn, then next turn runs out and tries to eat PC).</p><p></p><p></p><p>---</p><p></p><p>Goals:</p><p></p><p>This could end with a "kill the monster at the bottom of the pit". Which is awesome.</p><p></p><p>This could end with "climb frantically as a monster bites at your feet and arrows shoot at you". Which is also kind of cool.</p><p></p><p>You could grab ahold of the acidic vines. You ask to figure out which are acidic and "waste" a turn. Then the T-Rex comes out and you are like @#$@#$@#$ and try to out run it. It either bites you (and chomp chomp maybe you are dead) or fails to (and you get a cool "run away as the monster bites at you" scene).</p><p></p><p>PCs above can help by attacking the TRex, or jumping down, or whatever. They can even throw goblins down, and those goblins can distract the TRex! Goblins consider the TRex to be "certain death".</p><p></p><p>There can be one part of the way down that is a hatch+steep slide that doesn't have acid damage and only does 1d4 bludgeoning (DC 10 dex save to avoid damage) that drops you in a pool. This is the preferred "kill someone" method, because they get to watch them run from the TRex. The acid vine pit is the viewing pit, with the acid vines there to discourage the TRex from trying to climb out. The slide does not have anything to grab onto however.</p><p></p><p>The 10' diameter slide landing pool is in the center of the 20' diameter pit. If you throw someone directly into it, you avoid the acid and falling damage is reduced to 3d4 (DC 10 dex save for half). This is a way to throw a goblin in (yeet style) that gives you a living goblin for the TRex to eat.</p></blockquote><p></p>
[QUOTE="NotAYakk, post: 9403192, member: 72555"] 1. I wouldn't make the bottom of the pit be "so far you just die". Make it "ouch" far down. Say 60' deep. 2. Stick something at the bottom of the pit [I]you do not want to fight[/I]. Like a T-Rex. CR that is high enough that the encounter at the top is [I]smaller[/I] than the encounter at the bottom of the pit. Scale this for the level of the party. The creature is shrouded in gloom, has cover (there are tunnels off of the pit), and is big enough that it can snap at creatures who are "half way down". 3. When tumbling down the edge to the bottom of the 60' pit, you'll take 6d4 (15) bludgeoning and 6d4 (15) acid damage. If you are able to take reactions (ie, not KO'd or Stunned), you can make a Strength Save; reduce both kinds of damage by the half of the save result, and you catch yourself Strength Save value above the bottom of the pit by grabbing some vines. You can instead choose to make a Dex save to slide down the side safely; this reduces the Bludgeoning damage by the full value of your save, but you end up at the bottom of the pit, and you take full acid damage. 4. Whenever you take damage you must roll a constitution save against the value of the damage done or lose your grip. 5. Some of the vines are acidic. You can figure out which one via a Int(Nature) (DC 10) knowledge action, or an Int(Investigation) (DC 15) experiment action, or a Wis(Perception) DC 20 spot check. 6. Every 10' you climb there is a 50% chance you have to get over a patch of acidic vines to continue; DC 15 dex save or 4d6 acid damage, on success half. If you know which vines are acidic, the DC is 10 and you take 2d6 on failure and no damage on a successful save. 7. Goblins are likely to shoot arrows at you as you climb. See #4 - this can knock you loose. 8. The T-Rex below is 20' tall with a 10' leap and a 10' reach. 1 turn after you fall it will emerge to see you (spot check against your "passive" stealth). If it has to leap, it attacks at disadvantage. If attacked by your allies, it may hide behind cover instead of snapping at the PC (make a wisdom save against damage done; on success, ignores the damage, on failure hides this turn, then next turn runs out and tries to eat PC). --- Goals: This could end with a "kill the monster at the bottom of the pit". Which is awesome. This could end with "climb frantically as a monster bites at your feet and arrows shoot at you". Which is also kind of cool. You could grab ahold of the acidic vines. You ask to figure out which are acidic and "waste" a turn. Then the T-Rex comes out and you are like @#$@#$@#$ and try to out run it. It either bites you (and chomp chomp maybe you are dead) or fails to (and you get a cool "run away as the monster bites at you" scene). PCs above can help by attacking the TRex, or jumping down, or whatever. They can even throw goblins down, and those goblins can distract the TRex! Goblins consider the TRex to be "certain death". There can be one part of the way down that is a hatch+steep slide that doesn't have acid damage and only does 1d4 bludgeoning (DC 10 dex save to avoid damage) that drops you in a pool. This is the preferred "kill someone" method, because they get to watch them run from the TRex. The acid vine pit is the viewing pit, with the acid vines there to discourage the TRex from trying to climb out. The slide does not have anything to grab onto however. The 10' diameter slide landing pool is in the center of the 20' diameter pit. If you throw someone directly into it, you avoid the acid and falling damage is reduced to 3d4 (DC 10 dex save for half). This is a way to throw a goblin in (yeet style) that gives you a living goblin for the TRex to eat. [/QUOTE]
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