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BrOp's Age of Worms Adventure Path: The Whispering Cairn (IC)

Kerwin reflexively drops his hot chains, "Ack, damn thats hot." he backs away from the coffin patting out his smouldering clothing. "With a collapsed tunnel and a booby trapped sarcophagus we gotta be more careful. Anything in there?" he says from a safer distance away.
 

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ooc: Notice that Rial went up again.

"The pit seems easy to climb, even if you don´t stick to walls" says Rial, "But there´s still a small fall to the bottom: it opens on a room´s ceiling. We should try joining two ropes and tie them somewhere, after all you need a way to come up again, or else join the former resident."
 


Ranger Rick said:
Sniffer looks to where he can anchor a rope. (use rope +6)
OOC: You could tie it around the hook to which the green lantern is attached fairly easily as it hangs only 5 ft. off the ground. This wouldn't be the most secure of all places, at the hook connects to a sturdy chain which rises about 40 ft. to the alcove ceiling high above you and would therefore swing a bit, but there are really no other good choices. There is the sarcophagus, but that's over 50 ft. away.
 

Appraising the hole, Meldain decides he is easily capable to climb down it. Noticing the crew opening the sarcophagus too late, he watches the green flames, thinking Green Fire? Odd...

"Are you guys ok?" When he gets positive answers, he'll start climbing down.
 

OOC: Also note that, in case this wasn't clear before, there is a 20 ft. drop from the end of the shaft (which ends in the middle of the ceiling of the room below) to the floor of that room. There is no way to climb this. You either just drop or bridge the gap some other way (such as with a rope).

The drop itself is not too bad, I'll judge it to be a 1d6 damage drop if you hang from the edge of the shaft. According to the falling rules, if you drop intentionally the first 1d6 are considered non-lethal. If you make a DC 15 Jump of Tumble check, you can ignore this 1d6 entirely (note that armor-check penalties apply). There is, however, the small problem of getting up again once you've dropped down ...
 

"I think we should either drop a rope and climb down, or perhaps hole up here and rest a bit before we continue. Some of you don't look too good, and I could use some time to study." Zan says.
 

Mulch - Cleric

Mulch looks down into the hole, and realizes there are only two equally dissatisfactory methods for climbing down. Either they climb down and drop to the ground, or lower themselves on ropes. Neither appeals to the dwarf, who prefers to keep two solid feet on the ground.

"I agree with Zan. Let's rest up here for the night. Maybe we can find one of those elevator thingies that Rial was talking about."


OOC: note that i went back and edited my post to reflect the singeing from the coffin.
 
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Sniffer pause a moment, "I do not think this is a good place to camp. Remember the wolves and the dead peoples items. Let us go down the mountain a bit and stay at the cabin located 15 minutes down the trail. There might also be pitons and climbing gear so that we have a secure ancor point to tie a rope to."
 

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