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Razor Rope Bridge

st tier (
Challenge
DC
Area
(less than 1 hour)

A chasm ahead can only be traversed via a narrow bridge made from thin ropes of questionable integrity. When the adventurers are halfway across the bridge, the ropes snap if a Medium or larger creature (or a Small creature wearing heavy armor) steps on them.

Fly Away. The use of fly or similar magic (except levitate ) triggers a critical success for that adventurer.

Trap. This trap can be detected by a passive Investigation of 14 to notice the glint of razors on two load-bearing ropes. If the trap is not detected, it automatically triggers a critical failure.

Possible Solutions

The trap can be disabled with a thieves’ tools check or the most dangerous areas of the bridge carefully traversed with a group Acrobatics check.

Critical Failure: The bridge suddenly breaks in half and the party has to scramble or be dropped below! Each adventurer makes a Dexterity saving throw to grab and hold onto the rope as they swing down into the sides of the ravine, taking 7 (2d6) bludgeoning damage from the impact. Any adventurers ahead of the break fall towards the far end of the bridge, and those behind the break fall back towards the bridge’s start.

On a failed save, an adventurer falls 50 feet down into the ravine, taking 17 (5d6) bludgeoning damage when they land. Climbing back out requires a successful Athletics check, with advantage if a rope is thrown down.

Failure: The bridge breaks as above, but the adventurers have 1 round to react after the process starts and advantage on their Dexterity saving throw to grip the rope. Grabbing both sides and holding the bridge together requires a Strength check at the end of each round.

Success: The adventurers safely make it across the rope bridge.

Critical Success: The adventurers safely make it across the rope bridge and notice something important while doing so. Roll on the Boons and Discoveries table.