| GM Blood |
You two fall 40' down into a pit filled with spikes, each on you land on a spike, but Justin lands on one that pierces him through the side, leaving a nasty wound Critical
Justin, you take 28 points of damage from the fall
Kilthan you take 9 points of damage from the fall from a spike, none from the actual fall.
Kilthan, to you it looked like you fell 20', then appeared somewhere else, maybe by teleport? You are in a dark unlit room 10'x10' with smooth walls and no door with a 20' ceiling.
However, Justin you know you both really fell 40' and there is an illusion of a floor of the pit 20' down (Which looks like a ceiling to Kilthan right now). Justin can see above your party members looking down confused on where you might be, however you cannot hear them. Call out as you may they do not hear you either.
| Kilthan Hammerstone |
Kilthan says, "Justin, are you ok? I landed on a spike, and I know you're not protected from falling." He waits a moment to see if any dim light triggers his lowlight vision while waiting for Justin to reply.
Kilthan says, "Did you see what happened? We hit the floor and then got sent to this dark room with the spikes somehow? Can you make a light? I stopped carrying a torch after all the ladies with their magic, but that's not helpful here."
| Justin D'Rite aka Sluuth |
Justin pulls out his ever burning torch.
"I am hurt but mostly ok."
Justin begins drinking healing potions to quench his thirst.
clwx5: 5d8 + 5 ⇒ (1, 1, 2, 1, 3) + 5 = 13
61/76 hp
| GM Blood |
Justin you look up and see Skorhald begin to climb down, then suddenly fall next to you Skorhald take 29 damage total from falling and 2 spikes
Skorhlad, you look up and see you are in a 10'x10' room with a 20' high ceiling. Kilthan and Justin are here, slightly injured but otherwise no worse for wear.
Justin explains to you the floor of the pit/ceiling is an illusion and that no noise passes between the top of the pit and at the bottom where you are.
| Kilthan Hammerstone |
Kilthan says, "An illusion?", and commands the rope of climbing to snake itself straight up to the real ceiling.
| Kilthan Hammerstone |
Jagdbach snarls as he lands, then stands and rushes over to Kilthan and rubs against his leg. He then snarls again and rushes to the side and begins hastily scaling the wall.
Does having a climb speed let Jagdbach "run" up the wall?
| Skorhald Warsong |
"Yeeaargh!!! Damnation! Oooch!..." Looking around he follow up, "Ye be here? We couldn't see ye from the top!"
Upon listening while he tries to recover from his wounds, the dwarf says with squinted eyes. "If it be an illusion, what cut my rope?"
Using cure light wounds wand on self first then others as needed
CLW: 1d8 + 1 ⇒ (8) + 1 = 9
CLW: 1d8 + 1 ⇒ (2) + 1 = 3
CLW: 1d8 + 1 ⇒ (5) + 1 = 6
CLW: 1d8 + 1 ⇒ (2) + 1 = 3
CLW: 1d8 + 1 ⇒ (5) + 1 = 6
| GM Blood |
Skorhald, it look like you have most of the rope left, must have been cut almost at where the grappling hook was connected to.
FYI, the rope will extend up to 30' at the end of their round. Remember climbing is 1/4 movement so you may want to start climbing up it already (With the rope of climbing knotted it will still have enough length and make the DC -5, which should be an auto success even with a 1)
| Skorhald Warsong |
Also if you want to use all those charges that will take you out of the action for 5 rounds before being able to do anything else.
I'll skip the charges after the first one then, if that is OK. Once the rope is available to climb, Skorhald wouldn't sit around with minor healing.
| Kilthan Hammerstone |
Kilthan will start climbing immediately (as the rope extends) -- but GM - did you rule about Jadgbach's ability to double-move or "run" up with a climb speed?
| Skorhald Warsong |
After healing a bit and examining the rope further, the dwarf says "This looks cut... we should get up there!"
With that he gets in line to climb the rope and work his way back out of the pit.
| GM Blood |
Kilthan it doesn't say for Pathfinder, but in 3.5 it there was a section about movement that specifically stated a creature cannot run when climbing even with a climb speed.
Ok looking up the trap and I see it is actually 60 feet deep, not 40 and the walls are smooth and greased making it impossible to climb.
so everyone take an extra 2d6 ⇒ (5, 2) = 7 damage and the rope of climb can be used to climb but cannot be knotted. making the climb DC 15 (Would normally be 5 if knotted. Since we are in combat right now, you cannot "take 10"). A Climb check needs to be made for every move at DC 15 which is 1/4 speed (5') or you can do an accelerated climb to move double (10') at DC 20.
Sorry about the mix-up.
| Kilthan Hammerstone |
I refuse the extra falling damage. (Rings of feather fall are suddenly useful..)
So, round 1 -> move action -> Accelerated Climb (15') ; Standard action -> Accelerated Climb (15')
Climb (vs. DC 20): 1d20 + 11 ⇒ (20) + 11 = 31
Climb (vs. DC 20): 1d20 + 11 ⇒ (9) + 11 = 20
And Round 2 -> move action -> Accelerated Climb (15') ; Standard action -> Accelerated Climb (15')
Climb (vs. DC 20): 1d20 + 11 ⇒ (20) + 11 = 31
Climb (vs. DC 20): 1d20 + 11 ⇒ (15) + 11 = 26
But Jagdbach can't climb the greased walls, even with his climb speed?
| Kilthan Hammerstone |
Also, the rules for climb with a speed are in the PRD -- and you're right, no run.
A creature with a climb speed has a +8 racial bonus on all Climb checks. The creature must make a Climb check to climb any wall or slope with a DC higher than 0, but it can always choose to take 10, even if rushed or threatened while climbing. If a creature with a climb speed chooses an accelerated climb (see above), it moves at double its climb speed (or at its land speed, whichever is slower) and makes a single Climb check at a –5 penalty. Such a creature retains its Dexterity bonus to Armor Class (if any) while climbing, and opponents get no special bonus to their attacks against it. It cannot, however, use the run action while climbing.
So the big advatages are "always take 10", "retain dex to ac" and "no bonus to attacking you" --- which, all told, don't suck.
What are the walls made out of, incidentally? I just ask because someone also has a burrow speed. ;)
| GM Blood |
Also, the rules for climb with a speed are in the PRD -- and you're right, no run.
PRD (Climb) wrote:A creature with a climb speed has a +8 racial bonus on all Climb checks. The creature must make a Climb check to climb any wall or slope with a DC higher than 0, but it can always choose to take 10, even if rushed or threatened while climbing. If a creature with a climb speed chooses an accelerated climb (see above), it moves at double its climb speed (or at its land speed, whichever is slower) and makes a single Climb check at a –5 penalty. Such a creature retains its Dexterity bonus to Armor Class (if any) while climbing, and opponents get no special bonus to their attacks against it. It cannot, however, use the run action while climbing.
So the big advatages are "always take 10", "retain dex to ac" and "no bonus to attacking you" --- which, all told, don't suck.
What are the walls made out of, incidentally? I just ask because someone also has a burrow speed. ;)
That and you get to climb at your climb speed which is pretty quick!
It doesn't specifically state what the walls are made of, but it should be some sort of stone if it is smooth and greased.
| Kilthan Hammerstone |
So I can see what's happening, then?