Objective: To deal as much Bludgeoning Damage from Falling as possible to <REDACTED>, by throwing him off of <REDACTED>. Here is my method, that yielded 2162 Bludgeoning Damage:
You will need to position yourself in a way that you can throw a body over the edge.
a. You can't usually chuck a body over the edge from Wyrm's Rock; the stone wall blocks the trajectory of the throw.
b. You can increase your altitude by stacking crates, which will allow you to throw from higher ground.
c. You can pick up a body from the ground from a maximum height of three crates off of the ground, before you either can't reach it or have to climb off of the stack to move.
d. Luckily, three crates is just high enough for us to get an effective trajectory to get our friend all the way to the bottom. We will make our crate stack four high for now, and later destroy one of the crates in step 3.
e. I have placed my stack of crates at the south side of the top of the Fortress, to throw the target at a spot near the southern drawbridge. As far as I can tell, this is the spot that provides the best distance to the ground below.
2. Keep the throwing character ungrouped from the party, in turn-based mode, on top of the stack of crates, with invisibility on. They will be kept out of the Initiative order until they enter combat. The invisibility will not end as long as you do not end your turn.
3. The target to be thrown needs to be very close to the stack of crates, and the player set to throw. The method I devised to consistently land the body as close as possible to the stack is to have a fourth crate in the stack, which the target will be thrown into. The target will be re-positioned in a spot right next to the destroyed crate - right next to our stack, where they need to be. Destroying a crate will also leave our stack at the requisite height of three crates.
We can greatly increase the damage dealt by Falling by using status effects. An entity with the Frozen debuff will be Vulnerable to Bludgeoning Damage (2x damage multiplier). The following effects must be applied in this exact order to apply Frozen:
a. Have one player inflict the Chilled effect - my chosen method to use the Flail of Ages.
b. Have a player apply the Wet condition - a simple method is to throw a bottle of water.
Applying these effects in this order will inflict Frozen for one turn. Applying Wet, then Chilled, will not inflict Frozen (for some reason). Consider using an Elixir of Vigilance or Dexterity-boosting items to manipulate the Initiative order. You should also consider giving multiple characters bottles of water to use during this sequence, to ensure that someone is available to throw one.
One the target is Frozen, have your throwing character exit turn-based mode. The target should be Frozen, right next to your stack of crates, close enough to be thrown without requiring you to move. Simply line up your throw and heave the target over the side. I found the Tactical view to be very helpful in ensuring I hit the correct spot.
This took many tries to get right. I don't really want to think about how long it took. The Activate Windows watermark was the only thing that kept me going.






















