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The rules for webs are detailed in the Dungeon Master's Guide on page 105: ...web-filled areas are difficult terrain... a creature entering a webbed area for the first time on a turn or starting its turn there must succeed on a DC 12 Dexterity saving throw or become restrained by the webs. A restrained creature can use its action to try and escape, doing ...


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In my campaign I had the bridge completely disappear at X number of feet per turn, while they had to make dex checks to see how far they could move over the crumbling part of the bridge. (DC 20 to run with no penalty, fail to move at only half speed) I also had an acrobatics check with a DC of 10, and if they failed it they fell prone at the end of their ...



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