I almost forgot: To be clear,
@KahlessNestor &
@Neurotic I went with "Option 1" from above.
Myrral caught the gargoyle (which broke free) and Dellrak broke out of the net 45 feet up (fifteen above the road). Dellrak can try to catch the ledge of the road with a dc14 strength save. (He falls 15 feet and lands hard, prone, hanging off the ledge, with 4 damage). If he fails, he falls 45 feet (the overgrowth breaks most of his fall, which is why he doesn't break anything vital) and he takes 17 damage and will be prone on the ground on the eastern side of the road.
Oh! And
@gargoyleking Harb found an easy way up, but he's still got a 30-foot climb. I'm gonna say it's so easy to climb, that no roll is needed. Just half-move climb for 30-feet. On the other hand, if you want to do a cool wall-run to speed up the climb, you can make a dc16 athletics check (fine, fine, acrobatics will do, though I think it's more an athletics thing - the crossover is there) to run up it Jackie Chan-style (or parkour if you prefer) to get up in a single move. BUT if you fail, you'll slide back down to 20 feet up and have to climb from there. If you flub it, you'll fall from 20 feet up (taking 8 damage). Is it worth the risk? You decide!