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Post by nodaisho on Jan 23, 2009 4:44:58 GMT 1
Barendd keeps an eye out as the others figure out how to get down to the ledge, guisarme in hand.
spot: take 10 = 11
I can help with a survival check once we get to the bottom, for tracks. I think I have a +7 or +8.
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Post by Caledonian Achilles on Jan 23, 2009 11:13:32 GMT 1
"No," he says to Taliae, blocking her descent. He brings out his backpack to show her his intentions. He gets out his spikes and silk rope and makes a loops and knots in the latter before keeping a couple of the spikes and the hammer handy in his belt. Discussing his plan with his fellows he then sets about putting it in to practice.
Kurt hammers a solid iron spike in to the ground then tests it to make sure it is sound*.
He asks Kerzeme to make his 60ft magical rope attach to the spike and watches in marvel as the rope magically knots itself and becomes 50ft long with 1ft spaced knots.
The half-orc doesn't look for any volunteers, instead he prepares himself then climbs down the rope. When he gets 40 feet down, he curls the rope around his waist and takes the slack around his free arm. Pulling out the hammer and iron spike he had stowed ready in his belt, he hammers that in to the wall before looping the silk rope to it.
Looking upwards he asks Kerzeme to command the magical rope to also affix to the silk rope. With both rope secure to each other and attached to the spike at the top, Kurt continues down until he is on the ground. He pulls forth his bow and arrows.
Once at the bottom he considers how the bandits came down here themselves for they must surely have a safer method. Kurt decides to find one and 'extract' that bit of information later.
But first, the rogue checks to make sure that all is safe here before beckoning the others down one at a time. When everyone is safely down, the rogue climbs back up to the bottom spike, commands the magical rope to let go of the top spike but reattach to the bottom spike. Kurt climbs down then commands the rope to let go of the bottom spike before coiling the rope up and presenting it back to the laconic sorceror. Kurt keeps his own silk rope.
*from experience, we've always played that one spike is enough to take the weight of one or two characters but puff it's up to you.
Rope of Climbing A 60-foot-long rope of climbing is no thicker than a wand, but it is strong enough to support 3,000 pounds. Upon command, the rope snakes forward, upward, downward, or in any other direction at 10 feet per round, attaching itself securely wherever its owner desires. It can unfasten itself and return in the same manner.
A rope of climbing can be commanded to knot or unknot itself. This causes large knots to appear at 1-foot intervals along the rope. Knotting shortens the rope to a 50-foot length until the knots are untied but lowers the DC of Climb checks while using it by 10. A creature must hold one end of the rope when its magic is invoked.
The DC to climb this wall is 0 (zero) DC5 but remember to include your armour check or ENCUMBRANCE penalties! The magic rope decreses the DC by 10 so by taking 10 we should all be able to get down. Climbing is at quarter speed so a character with speed 30 can make a double move and move 15ft per round. The barbarians have higher climb speeds therefore. Kurt is speed 40 so he can climb 20 feet per full round while taking 10
Spot: +4 = 9 Listen: +4 = 5 Search: +7 = 8
Climb +8 (take 10 = 18) for all checks
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Post by puffthemagicdragon on Jan 23, 2009 11:47:53 GMT 1
OOC: all sounds good to me Cal, good job. however I thought it was a 5 DC for the climb. ta. have amended the post - Cal
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Post by achinca on Jan 23, 2009 15:19:59 GMT 1
Alyana watches Kurt handle the ravine and rope situation with his usual efficiency. "it got to be a better way".
Once everyone is down, she will go down slowly, taking her time. (take 10 on climb).
Once on the fllor of the ravine she looks and search for anything unusual.
Search: 1d20 + 2 = 6 + 2 = 8 Spot: 1d20 + 6 = 19 + 6 = 25 Listen: 1d20 + 6 = 13 + 6 = 19
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Post by puffthemagicdragon on Jan 23, 2009 15:40:01 GMT 1
As the day progresses and the heroes finally all descend the cliff without harm, they find themselves at the bottom of the canyon. Theodorre looks up at the cliff he just repelled, an overwhelming feeling of smallness takes root as he feels like an ant at the bottom of this great canyon. When you all look around tracks can be seen everywhere, and going in both directions, north, the way in which we came, and south.
A sigh escapes Theo as he looks around the desolate area, only seeing dirt and all sizes of rocks. There are smaller rocks, good for throwing or twisting an ankle on, and others that are larger, that maybe someone could be hiding behind, the larger ones are fewer. Theo looks up at the trees, only being able to see the tops of them, and the stretch of 40' clearing can be seen as devoid of tree tops. Theodorre can be heard mumbling to himself , something about needing to buy scrolls of feather fall and levitate.
Searching the immediate shadows no caves can be found, standing just around the area of where you descended, bootprints can be seen heading north and south. The ranger points out there are no tracks near the cliff wall where we descended, only out towards the middle of the canyon, the canyon floor is 30' wide. We are the only ones who left prints near the cliff wall. Suddenly one by one, you wonder how we will get back up the cliff wall.
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Post by Ilya on Jan 23, 2009 19:11:18 GMT 1
The sorcerer, once down, shouts an order to his rope to untie itself from the spike, and so it does, falling onto the ground. He does not concern himself with worries about getting up, or perhaps the thought just doesn't occur to him that a way back would be useful. Apart from providing everyone with the rope, he is still being utterly pointless.
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Post by She-Elf on Jan 23, 2009 19:13:30 GMT 1
Having pointed out that all the nearby tracks are our own, Taliea wanders off to look at the other tracks. She tries to discern which are the most recent, who likely made them and where they were headed. Upon realising that they hadn't discussed how to get back up, Taliea figures they'll either find someway up that they hadn't noticed before, If there are no bootprints near the canyon wall, there may be another way in and out of here, Failing that they will just have to get one person to climb up with a rope and secure it for the others.
Survival (taking 10) 10+5=15
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Post by puffthemagicdragon on Jan 23, 2009 20:30:15 GMT 1
As the ranger kneels down on the rocky terrain, she carefully inspects the footprints moving in both directions. She looks up, looking both north then south. She then stands up and informs the group, that the tracks all are the same and that they are very old. The others can barely see prints but wouldn't have a clue as to the age of them. Finally, after moving away from the spot of descending the cliff wall, Taliea, points south and calls out that she sees more signs.
A thought, in my twisted mind I see a rope of climbing as being able to do those things only when the owner has a grasp of it , like say one end of it. If he isn't holding a handful of rope it just sits there. Basically if Kerzeme lets go and Kurt has a hold of it, its essentially Kurts rope now and it obeys him. Ddoes this ound right to anyone else. The rope and owner arent 'attuned' to each other or anything.
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Post by Caledonian Achilles on Jan 23, 2009 22:05:29 GMT 1
Kurt hushes the group and suggests that they pick a direction, either north or south because one way will lead out and the other will lead to adventure.
He looks at the half-elven woman and beckons her to join him at the front, followed by the wizard and sorceror then the dwarf and elfwoman protecting the rear. He raises an eyebrow at Taliea and asks, "North or south?"
i once played in a stormbringer game where my high elf character sent a magical cloak to another group of characters to deliver a message on a far island. they then kept the cloak and used it for their own ends.
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Post by She-Elf on Jan 24, 2009 11:42:55 GMT 1
Taliea pauses for a second before replying to Kurt's request; "I suppose it's anyone's guess at this stage. Let's go South," she says.
Having read back over the posts, our DM tells us we were supposed to follow the birds that Theo pointed out, which were off to the south.
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Post by Caledonian Achilles on Jan 24, 2009 12:06:53 GMT 1
Kurt snorts an agreement, and leads the way, 10ft ahead of the others with his longbow ready for action
if there is a Q about retrieving the rope of climbing, Kurt can climb back up to the lowest piton, command the rope of climbing to disengage from the top piton. then he attaches the magical rope to the lowest piton then climbs down, then asks the rope to disengage before coiling it up and giving it back to its owner.
if we didnt have the magical rope we would be oay but would have had to leave two of our ropes here.
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Post by Ilya on Jan 24, 2009 14:07:54 GMT 1
Kerzeme first decides that he would want to go last, but then, realizing they could also be attacked from the back, he says he prefers the second last spot.
I don't have experience with magical ropes. Yeah, Kurt climbing up would be good. Would he give it back to the original owner or should we move it to his inventory?
Nah, Kurt can climb on his own. You should have it back-Cal
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Post by puffthemagicdragon on Jan 24, 2009 14:11:23 GMT 1
Now that the group of heroes is finally on their way, they notice quickly this enviroment is different. No more grass and trees, now just dirt and rock, Theodorre, the nature lover, obviously doesn't like it, but he moves on without complaint. Having picked a direction and moving south for a few minutes, out in front, Kurt spots something dangling from the cliff wall to his right. As he moves a bit closer he recognizes it for what it actually is, a rope ladder, with thin wooden steps, hanging down from the cliff. Taliea walks up and points out how it goes up about twenty five feet and must be attached to the small landing that juts out. Because another longer rope ladder a couple feet over from the first, runs the rest of the length up the cliff wall. Taliea also points out how the second longer rope ladder isn't moving, and how it must be attached at both the top and the bottom ends. The ranger enjoys this spot better than where they came down, she has much more to observe. There are numerous tracks in this area, especially around the bottom of the ladder. She can now see that here are many fresher tracks and they all lead south. It's surmised that whomever left these fresher tracks are also the owner of the other older tracks (the ones north of you), and now no activity is north of you, with the absence of fresh tracks there.
Naturally, you see the many tracks heading south. The afternoon passes as you walk south, the few caves that you have found are small and don't have a system or network of caves to adventure into, nothing but rock, dirt and more rock. However, you start to realize the larger rocks, although not many, are becoming more scarcer. As you turn to look behind you, you notice none of the big boulder type of rocks are within fifty feet of you. As you look forward again, its that distance easily.
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Post by Caledonian Achilles on Jan 24, 2009 19:23:51 GMT 1
Aware that these bandits are wily enough to set traps to deter 'visitors', the half-orc reminds the group of the danger they are in and proceeds at he front.
The half-orc's hairs bristle with the anticipation of conflict
carefully keep moving looking for signs of an ambush
Spot: +4 = 14 Listen: +4 = 14 Search: +7 = 17
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Post by She-Elf on Jan 25, 2009 12:26:53 GMT 1
Crouching at the foot of the ladder, Taliea points out the fresher tracks and explains that they're all heading South, "We're on the right track," she grins.
As they continue South the Ranger notes the increasing scarcity of the larger rocks and wonders about the reason for this, perhaps someone is removing them for building purposes. Like Kurt she keeps her eyes peeled for any signs of danger. Slowly, silently she draws her bow and nocks an arrow.
Spot +6 Listen +6 Search +5 Survival +5
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