TIGHTROPE

Encounter-specific Details, Actions and Tactics

Encounter Details:
In this encounter, a character must cross the chasm to retrieve a piece of crystal, then bring it back to the party. As they do so, the Skeletal Archers and Spectral Clawing hazards both appear and attack the character crossing. This can cause the character to fall, as the tightrope counts as a narrow surface, forcing Reflex saving throws when being attacked.

The Skeletal Archers can be destroyed as if they were normal creatures, reducing the number of incoming attacks, but many other actions can be taken to reduce the risk to the person crossing. Players should be encouraged to use a variety of tools creatively - I have codified rules for handling displacement effects, skills to suppress the ritual that animates these spirits, attempting to be diplomatic or draw their ire, casting spells that could calm the howling mass of spirits that make up the Spectral Clawing hazard, and usage of flight, but any additional ideas players have should be adjudicated fairly in a way that rewards creative thinking.

The Chasm:
The chasm is 50 ft deep, causing someone who falls to take 25 bludgeoning damage. The bottom half of the chasm is in total darkness, with the upper half being in dim light.

If a player falls into the chasm and attempts to Climb back up, instead of having them make a Climb check for every action they spend, ask them to declare how many actions they are spending on climbing and have them make 1 climb check (DC 20 Athletics). Apply the effects of their result two times if they spent two actions, three times if they spent three actions, etc. This is to cut down on unnecessary bookkeeping.

Handling Trivializing Actions:
If a creature is Flying across the chasm, they do not have to make Balance checks. However, if they fail their saving throw against the Spectral Clawing's Surprise Appearance or their Acrobatics check against the Clawing's regular routine, they lose 10ft of altitude. This also applies to any attacks the Skeletal Archers land on a flying target. Note that when Flying, moving upwards is treated as difficult terrain, and that every second diagonal (including diagonals made from ascending while moving along a different axis) counts as 10ft instead of 5ft.

If a creature attempts to traverse the chasm in a single action/activity via jumping, the Spectral Clawing's Surprise Appearance will try to disrupt this action. If the action is not disrupted, then this action would allow them to reach the far side (and potentially allow them to get back), however the two hazards would remain active and focused on the creature taking these actions until they had made it back to the main section of the room.

If a creature attempts to traverse the chasm via teleportation, they are able to do so. The hazards would still activate, and attempt to impair the target's return to the main section of the room, but their action would not be impaired.

Note: Remember the Grab an Edge reaction for this encounter, it has the potential to be very important!


Room Description/Flavor Text

The room you next emerge into is dotted with rocks, with a deep chasm off to your right. The path into the next room lies ahead, but is blocked by a large crystal, humming with energy. Across the chasm sits a platform with a crystalline outcropping, with two ghostly blue, incorporeal platforms flanking a tightrope across the chasm.

When the hazards activate: The platforms begin to shake as 4 skeletal archers rise from the leftmost one... and a jumbled, gibbering mass of spectral limbs and mouths appears from the other, shrieking. Everyone roll initiative (resolve the effects of Surprise Appearance).


Recall Knowledge DCs

Platforms (pre-initiative):
DC 19 Religion to notice lingering spiritual energy in the platform on the right, seeemingly bound against its will
DC 21 Perception to notice bones suspended in the left-hand platform, despite it being seemingly incorporeal

Crystal outcropping:
DC 23 Arcana, Crafting, Religion, Occultism, Nature to recognize the crystal as resonating with the same energy as the large crystal barring your way. A chunk of it could easily be used to overload the door and shatter it.

Skeletal Archers:
DC 19 Religion
DC 21 Perception
Allows realization that the skeletons seem... ever so slightly reluctant to attack

Spectral Clawing
DC 19 Religion
DC 21 Perception
This is a mass of souls, jammed together and driven to a completely feral state. Calming this thing down in any way would require more than words alone.

Statblocks

Skeletal Archers stats
Spectral Clawing stats

Maps (GM and player versions)

The Skeletal Archers appear on tiles 1-4, with the Spectral Clawing appearing on tile 5, taking up the entire platform.

Tightrope map (GM version)
Tightrope map (player version)