Rudolf Posted March 29 Clone Share Posted March 29 Iodás eyeballs the 20 feet, wondering how difficult it will be to get to that body. Character sheet: https://www.myth-weavers.com/index.php?/topic/8835-iodás-argos-ixian-warlock/ Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Saltimbanco Posted March 29 Author Clone Share Posted March 29 Morrull explores a further down the tunnel, but stops as he sees the tunnel widen into a larger chamber. Iodás' doesn't think it would be too difficult to get to the body. Someone trained could climb over or you could find some way to drag the body from the ledge. A jump seems out of the question. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Rudolf Posted March 29 Clone Share Posted March 29 In that case, Iodás will switch places with Morrull, and keep an eye on the larger chamber while the scout does the rest. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Vedast Posted March 29 Clone Share Posted March 29 (edited) Artagan/Morrull- Common Stock, Scout (2); THAC0 = 19 ArmorStudded Leather AC = 6 Small Shield +1 to AC DEX +1 to AC AC: 5/4 | HP: 14/14 (d6) | AttributesST: 11 Attack Mod: +0 Damage Mod: +0 Test of ST: 2/6 Ex Feat of ST (%): 4% DX: 17 Attack Mod (missile): +2 Defence Adj: +1 Test of DX: 4/6 Ex Feat of DX (%): 32% (+8% due to Class) CN: 15 Hit Point Adj. +1 Poison/Rad. Adj. +1 Trauma Survival (%): 85% Test of CN: 3/6 Ex Feat of CN (%): 16% IN: 13 Languages: +1 Bonus Spells by Level: N/A Learn New Spell (%): N/A WS: 8 Willpower Adj. +0 Bonus Spells by Level: N/A Learn New Spell (%): N/A CH: 16 Rxn/Loyalty Adj. +1 Max. Henchmen: 8 Undead Turning Adj. N/A | Speed, Saves, ATKsSpeed: 50' Saves 16 +2 vs. Device, Avoidance; +1 vs Poison/Rad FA 1 THAC0 = 19 Horseman's Pick +0 (1d6); +2 vs. plate armors Horseman's Hammer +0 (1d6); thrown +2 10/20/30 Dagger +0 (1d4); thrown: +2 10/20/30 Shortbow +2 (1d6) ROF 3/2 50/100/150 Sling +2 (1d4) 50/100/150 | Class AbilitiesAgile: +1 AC when unarmored & unencumbered Alertness: -1 on d6 vs. being surprised Backstab: +4 to hit; x2 damage (1st-4th level) Controlled Fall: 10' per character level Detect Secret Doors: 3:6 Determine Depth/Grade: 2:6 (1st-4th level) Disguise: 1:12 failure (c.f. CH = 16+) Extraordinary: +8% to DX feats (already included) Run: MV = 50 when wearing no or light armor Track: wilderness: 7:12 non-wilderness: 9:12 | Thief Abilities Climb 9:12 Discern Noise 4:12 Hide 6:12 Manipulate Traps 4:12 Move Silently 6:12 Open Locks 4:12 These include Attribute bonuses, if any. | LanguagesCommon Keltic (Goidelic Dialect) | Special EffectsBlessings of Rel; +1 to next Open Locks attempt | Morrull returns, reports, and turns his attention to the ledge and the wall, assessing a horizontal crawl. He tries to gauge which is easier: going over at his current 'level' or going down over the edge a few feet; then over; and then back up.* In any case, let's mark out about 30' on this rope. That should be as much as I would need to get over there and have sufficient slack to move about. If I need more, I'll have to signal. All this in his characteristic manner of talking to himself. OOC *In other words, are hand and foot holds more easily attained at the (lower) level of the material exposed by the collapse? Edited March 29 by Vedast (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Saltimbanco Posted March 29 Author Clone Share Posted March 29 45 minutes ago, Vedast said: *In other words, are hand and foot holds more easily attained at the (lower) level of the material exposed by the collapse? It's pretty much the same. Standard climb check either way. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Vedast Posted March 29 Clone Share Posted March 29 Just now, Saltimbanco said: It's pretty much the same. Standard climb check either way. Ok, we'll keep it simple then and attempt to climb sideways at the current level. Was just hunting for a "circumstance bonus" if Morrull could find an easier route e.g. maybe the more recently exposed rock/surface had more hand/foot holds. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Vedast Posted March 29 Clone Share Posted March 29 Artagan/Morrull- Common Stock, Scout (2); THAC0 = 19 ArmorStudded Leather AC = 6 Small Shield +1 to AC DEX +1 to AC AC: 5/4 | HP: 14/14 (d6) | AttributesST: 11 Attack Mod: +0 Damage Mod: +0 Test of ST: 2/6 Ex Feat of ST (%): 4% DX: 17 Attack Mod (missile): +2 Defence Adj: +1 Test of DX: 4/6 Ex Feat of DX (%): 32% (+8% due to Class) CN: 15 Hit Point Adj. +1 Poison/Rad. Adj. +1 Trauma Survival (%): 85% Test of CN: 3/6 Ex Feat of CN (%): 16% IN: 13 Languages: +1 Bonus Spells by Level: N/A Learn New Spell (%): N/A WS: 8 Willpower Adj. +0 Bonus Spells by Level: N/A Learn New Spell (%): N/A CH: 16 Rxn/Loyalty Adj. +1 Max. Henchmen: 8 Undead Turning Adj. N/A | Speed, Saves, ATKsSpeed: 50' Saves 16 +2 vs. Device, Avoidance; +1 vs Poison/Rad FA 1 THAC0 = 19 Horseman's Pick +0 (1d6); +2 vs. plate armors Horseman's Hammer +0 (1d6); thrown +2 10/20/30 Dagger +0 (1d4); thrown: +2 10/20/30 Shortbow +2 (1d6) ROF 3/2 50/100/150 Sling +2 (1d4) 50/100/150 | Class AbilitiesAgile: +1 AC when unarmored & unencumbered Alertness: -1 on d6 vs. being surprised Backstab: +4 to hit; x2 damage (1st-4th level) Controlled Fall: 10' per character level Detect Secret Doors: 3:6 Determine Depth/Grade: 2:6 (1st-4th level) Disguise: 1:12 failure (c.f. CH = 16+) Extraordinary: +8% to DX feats (already included) Run: MV = 50 when wearing no or light armor Track: wilderness: 7:12 non-wilderness: 9:12 | Thief Abilities Climb 9:12 Discern Noise 4:12 Hide 6:12 Manipulate Traps 4:12 Move Silently 6:12 Open Locks 4:12 These include Attribute bonuses, if any. | LanguagesCommon Keltic (Goidelic Dialect) | Special EffectsBlessings of Rel; +1 to next Open Locks attempt | It appearing that there was no easier climb either way, the scout decided to keep it simple and make the attempt from the platform level. Securing the rope to himself, he sets out. OOC Name xDiceName xDiceResult xDiceString xDiceRolls Climb Check 12 1d12 12 Link to comment Share on other sites More sharing options...
Vedast Posted March 29 Clone Share Posted March 29 (edited) It could have been nothing else. Maybe if folks let the rope go, we can end this madness. x4 d12 climb checks: 11; 11; 3; 12. Edited March 29 by Vedast (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Saltimbanco Posted March 29 Author Clone Share Posted March 29 (edited) Morrull ties off the rope on himself and attempts to make his way across. About half way he slips, bouncing along the rock face taking 5 hps of damage from the scrapes and bruises. The three warriors above together are able to maintain grip on the rope. Morrull recovers, makes his way back up, slips again but with more effort is able to climb up over the edge next to the skeleton wrapped in an old blanket. Under the blanket, the scout can see that the skeleton is wearing pristine looking armour made of a multicoloured leather darkened by the tanning process. Also on the body is an old short sword, thieves' tools, a soft leather pouch containing 46 gp and 3 pearls, and a hard leather pouch containing five egg-shaped metal cylinders. Each cylinder is topped by a stem through which a small lynchpin has been inserted. Hellenic lettering are embossed on the surface of the cylinders. Edited March 29 by Saltimbanco (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Wall Damage 5 1d6 5 Link to comment Share on other sites More sharing options...
Vedast Posted March 30 Clone Share Posted March 30 (edited) Artagan/Morrull- Common Stock, Scout (2); THAC0 = 19 ArmorStudded Leather AC = 6 Small Shield +1 to AC DEX +1 to AC AC: 5/4 | HP: 9/14 (d6) | AttributesST: 11 Attack Mod: +0 Damage Mod: +0 Test of ST: 2/6 Ex Feat of ST (%): 4% DX: 17 Attack Mod (missile): +2 Defence Adj: +1 Test of DX: 4/6 Ex Feat of DX (%): 32% (+8% due to Class) CN: 15 Hit Point Adj. +1 Poison/Rad. Adj. +1 Trauma Survival (%): 85% Test of CN: 3/6 Ex Feat of CN (%): 16% IN: 13 Languages: +1 Bonus Spells by Level: N/A Learn New Spell (%): N/A WS: 8 Willpower Adj. +0 Bonus Spells by Level: N/A Learn New Spell (%): N/A CH: 16 Rxn/Loyalty Adj. +1 Max. Henchmen: 8 Undead Turning Adj. N/A | Speed, Saves, ATKsSpeed: 50' Saves 16 +2 vs. Device, Avoidance; +1 vs Poison/Rad FA 1 THAC0 = 19 Horseman's Pick +0 (1d6); +2 vs. plate armors Horseman's Hammer +0 (1d6); thrown +2 10/20/30 Dagger +0 (1d4); thrown: +2 10/20/30 Shortbow +2 (1d6) ROF 3/2 50/100/150 Sling +2 (1d4) 50/100/150 | Class AbilitiesAgile: +1 AC when unarmored & unencumbered Alertness: -1 on d6 vs. being surprised Backstab: +4 to hit; x2 damage (1st-4th level) Controlled Fall: 10' per character level Detect Secret Doors: 3:6 Determine Depth/Grade: 2:6 (1st-4th level) Disguise: 1:12 failure (c.f. CH = 16+) Extraordinary: +8% to DX feats (already included) Run: MV = 50 when wearing no or light armor Track: wilderness: 7:12 non-wilderness: 9:12 | Thief Abilities Climb 9:12 Discern Noise 4:12 Hide 6:12 Manipulate Traps 4:12 Move Silently 6:12 Open Locks 4:12 These include Attribute bonuses, if any. | LanguagesCommon Keltic (Goidelic Dialect) | Special EffectsBlessings of Rel; +1 to next Open Locks attempt | As Morrull catches his breath, he wonders whether he had passed out for a moment? Something in the sequence of events appeared to be missing - a gap in his memory. Perhaps I cracked my head, he muttered, whilst going through some exercises to assure himself that he was only scraped and bruised ... and nothing was sprained or broken. Hard luck, friend, he murmured, speaking to the skeleton, noting the tools of a fellow ... man-of-business. We lost a fledgling in this curséd place and I damn near joined you both just now. The thief's tools and the two pouches he placed into his own pack: their contents could be appraised and evaluated later. He could make out the letters, but not their meaning - was it a word or a set of abbreviations?* The sword he could stash in his belt, but the armor ... he'd have to attach it to the rope for his return ... unless. He then searched the wall around and above the ledge for any hidden or secret passages. If none are to be found, he motions with his hands to have the bullseye lantern illuminate the section of wall between this ledge and the SW opening. He might be able to secure the rope with a grapnel on the ledge here to secure his way over. It was worth investigating, though perhaps unwise. I must be feeling a bit fey, he said to ... Rel? OOC *I think Common uses the Hellenic alphabet? Edited March 30 by Vedast (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
dtspurrier Posted March 30 Clone Share Posted March 30 Magnus Karlson, viking Cleric of Lunnaqua: Armor AC: 3/4 | HP: 18 (d8) Magnus comes over and says let me help you with those wounds and calls on his power to heal Morrull Name xDiceName xDiceResult xDiceString xDiceRolls cast cure light wounds on Murrell 8 1d8 8 Link to comment Share on other sites More sharing options...
Saltimbanco Posted March 30 Author Clone Share Posted March 30 6 hours ago, dtspurrier said: Magnus comes over and says let me help you with those wounds and calls on his power to heal Morrull This will need to wait until after Morrull gets back, but go ahead and keep that roll. 12 hours ago, Vedast said: *I think Common uses the Hellenic alphabet? Yes. The PH says that "The dialects of a language group will have many commonalities and are generally intelligible to one another, but the written forms may exhibit significant differences." Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Saltimbanco Posted March 30 Author Clone Share Posted March 30 Κίνδυνος! Απελευθερώστε αμέσως. These are the words on the cylindrical devices with the pins. Zalven, who can read Hellinic (Hyperborean) can deduce the the words indicate that one of the words means "Danger" and that the others allude to needing to quickly let go of the objects. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Vedast Posted March 30 Clone Share Posted March 30 (edited) Kindunos! Apeleutheroste amesos. Sure, can make out the letters, but not the language ... well, Morrull didn't take Koine Greek back in the day, so he'll stay ignorant. But Morrull will take a look and listen: can he see or hear anything differently now that he's closer to the tunnel mouth from which the light and pleading are coming? Edited March 30 by Vedast (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Saltimbanco Posted March 30 Author Clone Share Posted March 30 Just that over the time it took to do everything, you heard it twice more. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
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