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[Adventure]: Turning the Tide (DM: Dimsdale, Judge ??)
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<blockquote data-quote="dimsdale" data-source="post: 5915443" data-attributes="member: 79956"><p>With nothing more of interest in the rat lair, the party continues to move on down the the tunnel. Nothing eventful takes place for the next hour. Soon the path comes to an abrupt halt as the floor of the tunnel drops in a shear cliff about 20 feet as a stream of trickling water over time has cut out a this channel. To counter this, travelers of this route have placed a large wooden plank across the channel which is about 30 feet across. The plank is more or less a thick log and look sturdy, but contain patches of mold, which don't look as if it would lessen the strength of the wood, but instead make them silppery. </p><p></p><p>[sblock=map]</p><p><a href="https://docs.google.com/spreadsheet/ccc?key=0AkiawYCWOxaodHZBM2JRY3NiaDQ3Zm1pVm5LU0M2c1E#gid=0" target="_blank">map</a></p><p></p><p>[sblock=Bridge Plank]</p><p>To cross the bridge plank requires two athletics checks 12 or higher. If someone succesfully crosses the channel an a rope is tied to people crossing there after, athletics DC 7 is required to cross.</p><p></p><p>* success: cross the bridge</p><p>* success first fail second: fall off bridge on right side of river into river bank</p><p>* fail first check: fall off left side of river into the river bank.</p><p></p><p>fallen comrades: 1d10 damage from fall and prone</p><p>[/sblock]</p><p></p><p>[sblock=River]</p><p>The river, though shallow has a swift current: Requires 3 movement for every one square and a athletics DC 10 or higher or fall prone</p><p>[/sblock]</p><p></p><p>[sblock=River Channel]</p><p>The river channel is a combination of rock, sand and vegetation, all of which make the entire area difficult terrain. </p><p>[/sblock]</p><p></p><p>[sblock=scale the cliff wall down to river channel]</p><p>*No chance of slipping and falling if using a rope</p><p></p><p>*Athletics check DC 10 if not using a rope</p><p>**Success: scale down ledge</p><p>**Failure: Fall 1d10 damage and prone</p><p></p><p>[/sblock]</p><p></p><p>[/sblock]</p></blockquote><p></p>
[QUOTE="dimsdale, post: 5915443, member: 79956"] With nothing more of interest in the rat lair, the party continues to move on down the the tunnel. Nothing eventful takes place for the next hour. Soon the path comes to an abrupt halt as the floor of the tunnel drops in a shear cliff about 20 feet as a stream of trickling water over time has cut out a this channel. To counter this, travelers of this route have placed a large wooden plank across the channel which is about 30 feet across. The plank is more or less a thick log and look sturdy, but contain patches of mold, which don't look as if it would lessen the strength of the wood, but instead make them silppery. [sblock=map] [URL="https://docs.google.com/spreadsheet/ccc?key=0AkiawYCWOxaodHZBM2JRY3NiaDQ3Zm1pVm5LU0M2c1E#gid=0"]map[/URL] [sblock=Bridge Plank] To cross the bridge plank requires two athletics checks 12 or higher. If someone succesfully crosses the channel an a rope is tied to people crossing there after, athletics DC 7 is required to cross. * success: cross the bridge * success first fail second: fall off bridge on right side of river into river bank * fail first check: fall off left side of river into the river bank. fallen comrades: 1d10 damage from fall and prone [/sblock] [sblock=River] The river, though shallow has a swift current: Requires 3 movement for every one square and a athletics DC 10 or higher or fall prone [/sblock] [sblock=River Channel] The river channel is a combination of rock, sand and vegetation, all of which make the entire area difficult terrain. [/sblock] [sblock=scale the cliff wall down to river channel] *No chance of slipping and falling if using a rope *Athletics check DC 10 if not using a rope **Success: scale down ledge **Failure: Fall 1d10 damage and prone [/sblock] [/sblock] [/QUOTE]
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[Adventure]: Turning the Tide (DM: Dimsdale, Judge ??)
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