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So, I typed out an edit that was really long, and then lost all of it. So I'll just do another post.
First off, the DC for breaking free/escaping chains is 20, not 25.
Second, there is no light inside the Cairn, and all the enemies have darkvision. A character with Darkvision can see for 60ft, but the chains obscure everything heavily, resulting in that 50% miss chance. Light/Fire spells must succeed a DC20 concentration check or fail, and the light produced has it's range halved. The Light cantrip has a modified range of 10ft of good light, 10 ft of low-light. Humans can see 10 ft clearly, 10 more feet blurrily, and nothing after that. Low-light vision would grant an additional 10ft (the low light area would be doubled I believe).
The mechanics of the climb are as follows:
1) DC10->climb up at 1/4 speed.
2) DC15->Climb up at 1/2 speed.
3) DC10->Keep from falling after taking damage.
4) DC20->Catch yourself while falling.
If you fail climb checks 1 or 2 by 5 or more, you fall 1d6 x10ft.
If you fail climb check 3, you fall 1d6 x10ft.
If you fail climb check 4 at any point, You stop after the designated distance because you are caught by the hooks and spikes on the chains, but take double fall damage. Fall damage is 1d6 per 10ft of fall normally. A failed check number 4 is 2d6 per 10ft of fall distance.
The reading does not say that you must disentangle yourself though, so you are free to try climbing again next round.