How long does it take to climb 60 feet of rope? (DCC2)
Posted: Sat Aug 11, 2007 1:31 am
So the players have found the kolbod's secret corridor, killed the guards and then foolishly left the high ground. I can't imagine that the kolbods will do anything but post another guard, and maybe attach a bell to the rope and wait for the second climb (then cut the rope while the players are climbing).
I'm expecting the players to eventually try to "rush" with multiple ropes, but I really don't know how long it takes good climbers to go up rope. Nor do I know how much difference it will make if they pre-tie knots, or even try rope ladders.
At a guess maybe 10' per combat round, which makes it hard for them not to all have the ropes cut. But I don't really know.
I don't want to make it too hard for the players to get back up, but I don't want to make the kolbods too stupid to ignore their own dead, the imminent threat, and the obvious "trap" they can make either!
I'm expecting the players to eventually try to "rush" with multiple ropes, but I really don't know how long it takes good climbers to go up rope. Nor do I know how much difference it will make if they pre-tie knots, or even try rope ladders.
At a guess maybe 10' per combat round, which makes it hard for them not to all have the ropes cut. But I don't really know.
I don't want to make it too hard for the players to get back up, but I don't want to make the kolbods too stupid to ignore their own dead, the imminent threat, and the obvious "trap" they can make either!