Adventure Thread - Atarin's Delve

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Jun 23, 2015 8:23 pm
"hmm. Looks like the Client's initials. What was his first name? Jarry? yeah. Jerome Atarin. That was it. Guess his captors are more cruel than we thought, leaving the man's pipe behind. "


Once the group has finished discussing the pipe, he turns and begins the climb.

Bartholemew turns and looks up the cliff face, bracing himself for the tough climb.
Last edited June 23, 2015 8:32 pm

Rolls

Climb MOB 7+STR 4, CTN 11 - (1d20)

(7) = 7

Jun 23, 2015 8:43 pm
Herja shoulders straps her shield and axe to her back and starts climbing.

Rolls

Climb MOB (4) + STR (3) = CTN 7 - (1d20)

(12) = 12

Jun 23, 2015 8:50 pm
Alden follows the rest of the adventurers.

Rolls

Climbing MOB +ST=8 - (1d20)

(19) = 19

Jun 23, 2015 9:27 pm
Had I known we'd be doing some climbing, I would've bought some bloody climbing gear... Need some help here Herja?

Smiling, Esteber leans over a bit, putting his hand together to make a step up, to help others climb up.

Here, put your foot in here, and I'll push you up.
Jun 23, 2015 9:52 pm
Bart expertly makes his accent white the others struggle to begin. After a few moments he comes across a line drawn in chalk. It's indicating a very narrow, easier to manage passage up the cliff. Practically a stair

The height of the climb is 10m. You must pass a check for every MOB x 2 meters. So only Herja must pass two checks to climb the height.
You all gain +4 because it's 'rugged rock'. (So Bart has made it)

Those who wish to climb using the pathway get to add +4 (rugged rock) and + 8 (Good grip) but must make an additional check (to compensate for the twisting path).

On a fumble....well....
Jun 23, 2015 9:58 pm
Herja grudgingly accepts Esteber's help.

Rolls

Climb MOB (4) + STR (3) + Rugged (4) = CTN 11 - (1d20)

(9) = 9

Climb MOB (4) + STR (3) + rugged (4) = CTN 11 - (1d20)

(7) = 7

Jun 23, 2015 10:02 pm
Herja makes it up, passing the narrow stair and going the hard way just as Bart did. She and Bart look down from a ledge at the others below. They are at the entrance of a cavern, all is dark inside.
Jun 23, 2015 10:05 pm
Alden ponders the situation and decides to go the easy way (three checks for me)

Rolls

Climbing 1 MOB +ST +4 +8 = 22 - (1d20, 1d20)

1d20 : (7) = 7

1d20 : (5) = 5

Climbing 2 MOB +ST +4 +8 = 22 - (1d20, 1d20)

1d20 : (8) = 8

1d20 : (7) = 7

Climbing 3 MOB +ST +4 +8 = 22 - (1d20, 1d20)

1d20 : (13) = 13

1d20 : (8) = 8

Jun 23, 2015 10:07 pm
Slow and steady wins the race for Alden. He follows the chalk line stairs to the top, joining the others. He sees the dark cavern entrance behind the warriors. There is a red flag tied to an iron spike here. The flag is really just a piece of cloth. Its purpose is clear now, mark the cavern entrance.
Jun 23, 2015 10:26 pm
Alden takes a couple torches from his bag, lights one and and offers the other to his new friends, please help me light the path while I confirm if there are traps ahead of us.

Rolls

Looking for traps MND + IN + Thievery II = 14 - (1d20)

(4) = 4

Jun 23, 2015 10:31 pm
Bart holds up the torch toward the opening, staying behind Alden. He keeps his large sword in his other hand, ready to drop the torch if he needs to wield it.
Jun 23, 2015 11:48 pm
The natural cave entrance leads to a small cut stone chamber that features a natural stone stair leading upward, winding to your right. Alden searches the area and stairs carefully finding no dangers.

The air is cold and the chamber is damp, it is dotted with lichen, moss and a bit of mold. Alden can see that the cut stone must have been painted at one time as flakes of blue paint lay on the floor and peel from the walls. A cool breeze blows through, giving the impression that an expanse lies beyond.
Jun 24, 2015 12:03 am
When he sees Herja manages to climb up, Esteber starts climbing as well.

(OOC: I had a weird glitch in which my first 2 rolls did not register, I had to re-make them which is why they are at the bottom.)

Esteber will apply the 17 to his first CTN of 20 and the 7 to his CTN of 3 for a net roll of 17 on the first climb roll, then apply the 16 to his first CTN of 20 and the 13 to his CTN of 3 for a net roll of 16 on his second climb roll, and finally apply his roll of 16 to his first CTN of 16 and the 3 to his CTN of 3 for a net roll of 19 on his 3rd climbing roll.
Last edited June 24, 2015 12:08 am

Rolls

Climb check 2 (BOD+ST+4+8, CTN 23) first die - (1d20)

(16) = 16

Climb check 2 (BOD+ST+4+8, CTN 23) second die - (1d20)

(13) = 13

Climb check 3 (BOD+ST+4+8, CTN 23) first die - (1d20)

(16) = 16

Climb check 3 (BOD+ST+4+8, CTN 23) second die - (1d20)

(3) = 3

Climb check 1 (BOD+ST+4+8, CTN 23) first die - (1d20)

(17) = 17

Climb check 1 (BOD+ST+4+8, CTN 23) second die - (1d20)

(7) = 7

Jun 24, 2015 12:25 am
Esteber makes his way up easily
Jun 24, 2015 12:47 am
I guess we're going up then. Bart, since you already have a torch out, how about you lead the way, Herja can follow, then Slae, then Alden, and I'll close the rank, in case some loch creatures or robed figures ever decide to follow us... Everyone be alert, we don't know what we'll find here...
Jun 24, 2015 1:06 am
The group makes its way up the stair which exits in a small chamber with an arched exit to the south. This room was painted blue at one time but it has molded, chipped and faded. Crumbled piles of moldy, rotten cloth and wood line the far wall...must have been furniture at one point...
Jun 24, 2015 1:08 am
rolling

Rolls

something - (1d20)

(1) = 1

Jun 24, 2015 1:09 am
rolling again

Rolls

something - (1d20)

(9) = 9

Jun 24, 2015 1:56 pm
I doubt we'll find anything of interest in there, but if anyone wants to search, knock yourselves out. Whenever you guys are ready, let's head through that southern opening...
Jun 24, 2015 2:59 pm
Bart heads south, leading the way into the opening. He keeps the torch held low to limit its reach into the next room.
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