• NOW LIVE! Into the Woods--new character species, eerie monsters, and haunting villains to populate the woodlands of your D&D games.

Adv: Rhapsody; Judge: renau1g

Nyar is currently 30 feet off of the ground and hanging onto the rope.

[sblock=OOC]

Nyar made the first DC 10 climb roll.

The spikes are especially difficult to climb over as they stick out from the wall. Hanging the rope from the end of the spikes (and away from the wall) actually increases the normal DC 10 climb roll for the lower surface (not having a wall to brace against), and it removes the two adjacent wall surfaces which gives a +5 bonus. So, a DC 15 for the first climb. But, the DC of the climb over the spikes is decreased by 5 to 17 for climbing up a rope to the edge of the spikes (i.e. DC 15 followed by DC 17 instead of DC 10 followed by DC 22).

Assisting others over the spikes (as per what Cairn is attempting) is merely an Aid Another or a +2 to the roll. That's typically not going to be enough of a help. The party might have to think of some alternative way to assist in this.

PS. I'm still out of town and still with limited time and Internet access.
[/sblock]
 

log in or register to remove this ad

Alternative: Cairn can do 'push-ups', crounching until soembody comes up to him and then extending to full height to help over the spikes
 

"Baern! Is there anyway you can dislodge, break or remove any area of spikes to make it easier to climb through?"

[sblock=ooc] I'm thinking that the spikes are designed to keep people IN the pit, and might be easier to break from the top from outside the pit. Hopefully the magic weapons will help to clear the crude, poor quality spike metal [/sblock]
 

Baern nods at the wizard from up above. He looks critically at the spikes, how they are attached and the ledge before getting out Tooth. He holds it appropriately and swings.

[sblock=OOC] On vacation so away from most of my normal tools. I will do a Nature or whatever to figure out the best way to attack and then hit it with either the blade or flat end of the waraxe.[/sblock]
 

Baern and Cairn manage to loosen and bend some of the spikes enough for the group to make their way through. The group lowers a rope to the rest of the team and also ties a rope to those who have difficulty climbing so that they can partially climb and partially be pulled up.

This takes a few moments. By the time everyone gets up, the arena has completely emptied of people. The group moves out of the arena, leaving the non-cooperative hobgoblin and lizardman to fend for themselves. They then take a short breather outside.

[sblock=OOC]
I'm not going to bother with rolls for this. It's time to move the game on. My business trip is over, so I should be more responsive now.

The group has done a short rest.
[/sblock]
 

What did you guys find out before your arena debut? Also I think that may have something to do with the Jorasco disappearance, those guys may not be coming back... Veruza keeps patting dirt off her robes, and fussing over Audrey's appearance as well.
 

Nyar tries to catch Veruza up on the events thus far:

The unsuccessful attempt to bluff our way through the front door.

Then the successful sneak into the offices where discovery of a drink/potion (called Rhapsody) which is drugged with illegal and addicting substances is being given to the citizens (unknowingly).

Then the trap was sprung and the trio was forced to fight in the arena. Until Cairn and Veruza appeared.

To complicate things, the halfling which was Dalvach's contact with Jurasco was actually a changling in disguise. It certainly raises the question at what time was the Jurasco agent eliminated and replaced by the changling.... if he wasn't a changling all along.

"We still don't know the relationship between the alchemy shop, drug dealers and this Battle Pit group. And we left the hobgoblin and lizardman in the arena without gaining any information. If you ask me, this stinks of Khyber."
 

Cairn listens to the story.

"We went to check on some trouble we left on my last mission. However, I was captured by a gang and kept in a cage. They forced some substance into me. Then they ordered me to kill some thieves that broke into their holdings if I want more of it.

When they released me, I went for those responsible for the abominations that is Rhapsody.

I know nothing more about this, but I need to find those responsible. Rhapsody may not be allowed to taint Eberron."
 

When the team gets outside, they notice that the crowd has completely dispersed. It seems a little bit odd that nobody wished to hang around. Dalvach decides that he has had enough, says goodbye to the group, wishes them luck, and leaves.

"What do we do now Veruza?" Audrey asks. "I don't want to stay here. This place give me the creeps."

[sblock=OOC]
modest hasn't posted IC in over 3 months and OOC in over a month, so I won't be NPCing him anymore.

If the group wants to acquire some more PCs, they can head over the tavern. The adventure can accomodate 6 total PCs. If not, just let me know where you are going and what you will be doing with Audrey if anything.

Also, I need to know if the PCs are going to do an extended rest, or if they will be continuing their investigations before doing so. Both choices have consequences.
[/sblock]
 


Into the Woods

Remove ads

Top