Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Million Dollar TTRPG Crowdfunders
Most Anticipated Tabletop RPGs Of The Year
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Fighting in Rushing Waters
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="MortalPlague" data-source="post: 5015032" data-attributes="member: 62721"><p>The enemies the PCs fight are either skeletons (who I'd rule suffer half the push effect of the river) or flying monsters. The only one who doesn't benefit here is the necromancer herself, and she can teleport back to her rocky perch if she needs to.</p><p></p><p></p><p></p><p>That seems like a very good suggestion. I think I'm going to use this.</p><p> </p><p></p><p></p><p>How about this: anyone gets a save to avoid going over the edge, letting them fall prone in the square before. If they get pushed further (remember, the river no longer pushes them), they get another save. Failure on the second save has them dangling over the edge, holding on by a hand. Then, they make a DC 15 Endurance or Athletics check each round to hang on. It would require an Athletics check to haul yourself back up, or a friend would have to help you up instead.</p><p></p><p>I do want the fall to have some lethality about it, but this offers a few chances for the PCs to save each other. I might also reduce the distance the cliff drops so that there's a chance for them to tie ropes together and drop them in time.</p><p> </p><p></p><p></p><p>This is a really neat idea. The way my map is setup right now doesn't work well for that, but I might change it up a little bit, narrow the battlefield, and see if I can work in some back and forth play.</p></blockquote><p></p>
[QUOTE="MortalPlague, post: 5015032, member: 62721"] The enemies the PCs fight are either skeletons (who I'd rule suffer half the push effect of the river) or flying monsters. The only one who doesn't benefit here is the necromancer herself, and she can teleport back to her rocky perch if she needs to. That seems like a very good suggestion. I think I'm going to use this. How about this: anyone gets a save to avoid going over the edge, letting them fall prone in the square before. If they get pushed further (remember, the river no longer pushes them), they get another save. Failure on the second save has them dangling over the edge, holding on by a hand. Then, they make a DC 15 Endurance or Athletics check each round to hang on. It would require an Athletics check to haul yourself back up, or a friend would have to help you up instead. I do want the fall to have some lethality about it, but this offers a few chances for the PCs to save each other. I might also reduce the distance the cliff drops so that there's a chance for them to tie ropes together and drop them in time. This is a really neat idea. The way my map is setup right now doesn't work well for that, but I might change it up a little bit, narrow the battlefield, and see if I can work in some back and forth play. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Fighting in Rushing Waters
Top