[[ wait!! Don't mean to second guess ... but since they are using a rope to get across ... shouldn't they have a =much= better chance to =not= 'fall to their deaths' than that? ]]
Two chances, a Dex Check to not slip and then another to not fall, both with Advantage. You don't get much better than that. And no one said it was to their deaths.
[[ <heh heh heh> OK ... a bit of hyperbole on my part <wink>
So my problem, though not necessarily your problem, is with the description of the 'obstacle'. The 'obstacle', as presented makes more sense as a 'trap' than as a 'security measure'. The initial 'problem' that 'caught' Luminmorn seems reasonable. The 'circumvention' seems a bit ... 'overboard'. But that is just me. Now having said that, we get into the difference between 'live' play and message based games <g> If I was running this at a con, once the rope was strung, I would just let folks move across. But this =isn't= a F2F game and I am not the GM, so no harm no foul <wink>
Just thought that I would present my opinion <g> We can move on now <weg> ]]
I added the extra check. According to the module if you miss the DC10 check to move across you fall. No chance to grab a ledge. I added the extra check due to the rope, and made it a check with Advantage. I thought it was fair.
The cleric of Lathander gave the bonds one last tug to make sure she hadn't left to much give and then sat back on her haunches, rubbed her hands together and got to her feet in one long smooth motion.
Then after giving the unchecked door one long glance, she readied her bow and set out after her friends.
[[ First off ... I don't mean to second guess you, the GM is 'god' and I think you have been doing a great job <g> ... =but= ... since we set this up at a place to 'get acquainted' with the new edition, it seems to me that the situation is a bit 'harsh'.
The initial 'trap' seemed quite reasonable. But once we had 'found' it and had worked out a suitable way to deal with the challenge, =I= find it ... unreasonable ... to have to roll lots of dice to walk across a ledge with the assistance of a rope. Now that isn't to say your view isn't wrong based on what you have read in the mod (I have not seen that). Just an observation on my part based on what the players have seen <wink> ]]
Generally I wold agree with you. However the module specifically calls for two rolls to cross. Also, keep in mind that Balthazar could not use the rope as he was the last one on his side (Ryssa has not shown up yet) and he was holding the rope for Luminmorn. He had to drop it to cross, or have only Bern holding it on the other side which might help stop him from plummeting if he fell but wouldn't really help him to cross the ledge. I let him roll with Advantage anyway.
"Tymora's purse! Is there oil on the floor? Or a trip wire I didn't spot?"
The halfling moves to the ledge, spreads his legs to gain optimal balance, grabs Balthazar's arm, clenches his teeth and will tries to pull the wizard up.
Push, Drag, or Lift: You can push, drag, or lift a weight in pounds up to twice your carrying capacity (or 30 times your strength score). While pushing or dragging weight in excess of your carrying capacity, your speed drops to 5 feet.
"Here, grab the rope", he said as he took a step forward and let a bit of slack so that the rope sagged down to where Balthazar could reach it, then braced himself to take the weight.
(The check to cross, DC10, is normal. There is no one left to hold the rope on the side Ryssa is crossing from to give her advantage. If she falls, the check to not tumble to the bottom of the pit, DC15, would be with advantage if she is holding onto one end of the rope and Bern (or someone else on that side) is holding onto the other end.)
With everyone finally safely across the pit trap, Lingo opens the door to follow the fleeting mage. He now has a bit of a head start on you, but perhaps he went this way to do or retrieve something?
The door open to reveal a crypt. It is 20 feet wide by 30 feet long. Three large stone sarcophagi stand within this dusty crypt, and propped up against each sarcophagus is a human skeleton clad in bits of rusty mail. False columns along the walls are carved in the image of spreading oak trees. The double doors behind you are sheathed in tarnished copper plate.
You can see two other exist from this room. One in the northeast corner and one in the northwest corner. There are footprints in the dust that lead the northeast door and then from there to the northwest door.
He stepped through the door once Lingo had it open. He looked around. "Two doors from here. One is a bit of a backtrack, the other seems to 'go forward'. "Anyone got a preference?"
"Any way to tell which one is more recently used? If not I suggest forward, but that is just a guess." The dragonborn Paladin steps into the room as well.
She followed the two warriors into the next room and looked from one sarcophagus and warrior skeleton to the next and frowned, then looked down at the dusty floor, her eyes following the tracks to the northeast and, apparently, to the northwest door.
"Do you think he got something from the northeast door and then exited through that one?"
The dust indicators are pretty clear. Seemingly the person who made the tracks was in a hurry. He went to the northeast door and then from there to the northwest door.
Bern, having a bit more skill in tracking, can tell two things. First, the tracks leading away from the northeast door to the northwest door are separate. Meaning the person must have entered beyond the northeast door and then exited later.
Second, he can see two sets of tracks heading for the northeast door from where you are standing now, but only one set leaving to go to the northwest door.
"So it looks like our quarry picked up an ally there", he said pointing to the NW door, "and the two went that way", he said pointing NE. "And they likely have had time to set up a 'response' to our presence. So do we head into the response ... or do we let them 'stew' a bit and check out that door", he said pointing back to the NW door.
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