Alaxk Knight of Galt
First Post
Checking the DMG's advice on falling distance (page 44). It has a table listing what heights would be appropriate for groups at a certain level, depending on how dangerous you want the fall to be. For 10th level characters, a 70' fall would be considered "deadly", which is to say, be appropriate in an encounter in which you are expecting to see someone die. This is comparable to the 100' drop you have, as your 10d6 is pretty close to the 7d10 the system assumes.
Thus, a 100' drop with monsters who are specifically designed to be easily capable of driving PCs off the roof... means you stacked the deck to try and kill the PCs, without accounting for the height in the challenge of the encounter. It sounds like this was accidental, but yeah, the encounter design here could use a lot of work.
The fall could have been a thousand foot drop for what it's worth. It was basically instant death / removal from combat if tossed in it. Furthermore, it works well with the incubi (incubuses) since they can fly (thus the battle is on their terms). The party should have realized "this is bad" and acted accordingly (parley, surrender, retreat, bribery). Instead they showed a shocking display of overconfidence and got whipped because of it. Defeat, death, and learning should come from this, not an apology from the DM.
The party make-up is also insane. 4 Strikers (Avenger, Monk, Ranger, and a Sorcerer) means that the party needs to prepare for things like providing their own healing surges and generating additional saves. The regenerating character in the first fight should have been smart, not heroic. Getting up at low health and not tending to your own wounds first is going to get you killed, especially if you don't have a leader to tend your wounds or a defender to protect you.
The PC who died twice did so because of her own actions and the actions of the party as a whole.