I have seen people help other people climb up ropes before. It's totally possible. More like a push, anchor, stabilizer to help the other person climb. One way or another it can work.
Episode 2
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I have seen people help other people climb up ropes before. It's totally possible. More like a push, anchor, stabilizer to help the other person climb. One way or another it can work.
He goes up a short ways and then crashes down, burning his hands and falling down hard onto his rump. He tips over to the side as he goes into a fit of coughing on the ground.
Maeriks is heavy heavy guy. He will be very difficult to lift up the rope in a similar manner as Thorn did to help Sizhen.
Rolls
Athletics for DC10 - (1D20+4)
(2) + 4 = 6
Maeriks can give it another try once he regathers.
Things are in motion now, moving pieces and influence on the timing both above, at the gate, and with the poison gas itself. Keep it coming on choice of action and sequence, both on ground floor and upper floor.
There are some proverbial buzzers about to sound I think, could really skew what happens in this scene, and not all of them would be beneficial.
Rolls
Insight (disadvantage) - (1d20+9, 1d20+9)
1d20+9 : (11) + 9 = 20
1d20+9 : (15) + 9 = 24
Sizhen feels that even though the man's intentions are clearly sinister, his claim of representing spirits and supernatural judgement are quite contrived.
Thorn and Sizhen are shocked when they see the bats that Bryn had warned about!
note="Xorthan,lenpelletier,Oxbox"]Summary:
*Huge (2-3 fist sized even with wings tucked in sleeping) demonic looking (strange wings, claws, long sharp proboscis) bats hanging on a variety of brackets bolted haphazardly into the walls and ceiling. Dozens of them.
*2 monster sized winged creatures near the north door. 1 is a giant bug like creature with bulging eyes, clawed appendages, hair, and long sharp snout. 1 is a mega-sized granddaddy bat similar to the others but with a huge maw and teeth. Horror show material.
*A pivoting iron tree-like bracket with bells hanging on it. A cut rope hanging off of it.
*A chain linking to the floor/ceiling door panel, chain leading out of a small port near the north door.
*North door closed. West door closed and bolted with cross brace bolt. South door completely permanently barred with wood. *Two indented window openings east, completed shuttered and boarded close.
*Bryn is to the north, near the bell tree.
OOC: On the map, "Palace Upper Level 1st Floor", this is room #7. I hope you can see how it corresponds structurally to what I describe above, but as normal now the decor is nothing like the picture
Below is more description, trying to save time by just cutting what I wrote to Ox in first description by two separate notes, if you want more to reflect on. Update to that: Bryn has cut the rope to the bell tree apparatus. The rope from through the north wall is now gone, only a small length remains tied to the bell tree itself.
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Hanging high, from bars and brackets bolted to the high on the ceiling and walls of the upper room, Bryn sees rows of large bats!
They are larger than most other bats Bryn has ever seen, the size of two or maybe three stacked fists even with wings tucked in. They hang there in deathlike still slumber, their sickly pale flesh and course rugged hair fully visible in the basking glow of the torchlight. Long shadows cast out behind them, swinging back and forth as Bryn moves the torch. There are dozens of them!
Bryn cannot see the entire room, but he is looking to the south. Since the shutter panel pivots on the north, he cannot see the northern view, but he suspects that some sort of chain mechanism is connected to the top of the door panel and pulls from the chain which is likely routed from a northern direction.
Straight south is an indented threshold of a door. It is closed and has several boards nailed across it, suggesting that it is no longer used for entry.
To the east (Bryn's vantage left), Bryn sees two indentures with heavily shuddered windows. One seems completely boarded, the other is not, but it is unclear if it is operational for opening.
To the west (Bryn's vantage right), Bryn sees a heavy wooden door with iron braces. It is not boarded, but is soundly closed with a pivoting cross-bolt board thrown across it and firmly set in an anchor bracket.
Bryn holds his composure to look once more at the beefy bats. He sees that they have strange multi-armed wings, large cupping ears, and nasty snouts on them, long and tubular.
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Now with better vantage on the whole room:
* There is a north door. It is closed, but no interior cross bolt bar like the west door.
* There is a chain mechanism that routes to the floor panel door. As predicted, it seems to come through a port in the wall, somehow rigged to the chain in the hall below in all likelihood by way of pulleys outside past the north door, would allow a chain puller below to open the floor panel door here.
* Besides the chain, there is also a heavy rope line that comes in and is tied off to a huge tree-like iron frame of hangers. Attached to the hangers are dozens of....bells. On the opposite side of the rope, hanging from the front of the hanger structure - a sizeable lead weight. Like a counterweight? At the base of the iron bell hanger structure: two hinge pivots. The apparatus is leaning forward and still, but looks like it could be pulled back by the rope, pivoting back, but then likely would fall back forward upon release due to the front loaded counterweight.
Deductive reasoning: oh shit. Is there some rope back at the lower exterior hallway that routes up to this rope? Something an attendant could pull, ring a shitload of bells, and awaken this fearsome looking flock of clawed long-snouted sucker bats?
* The most horrifying of all, there are two huge mega monster winged creatures in the northern side of the room previously not in view:
1) A slightly varied version of the other bats, but huge, about the size of a great Dane dog. It hangs upside down separated from the others. Instead of a proboscis, it has a huge terrifying maw with an oversized jaw and a wide spread of teeth. It is horrible looking.
2) Sitting high on a shelf near the north door is a mega-sized fly-like insectoid creature. It is crouched and not moving, but it is unsure if its large eyes are open or closed. It's bug wigs are tucked into skin like covers on its back. It has hair-like strands on its head and back. Its limbs look large and stout, tipped with claws. The upper appendages almost seem like arms. It also has a long snout proboscis protruding from its face like a sharpened piercing tube mouth. This horror show creature is about the size of a beefy calf or a large mountain lion. Holy shit!
[/note]
Varied payoff by result. Result of 15+ is optimal.
Rolls
Arcana Check (disadvantage) - (1d20+3, 1d20+3)
1d20+3 : (20) + 3 = 23
1d20+3 : (9) + 3 = 12
note="lenpelletier"]These bats he recognizes, and they are not mere bats of the world. They are horrid creatures that dwell deep in the Veins of the Earth. Sizhen recognizes them from studying the Xcien Wo Ruga Tablets captured from the Dorbei Sorcerors of Kuang-La, a sinister cell of Kopek spies who were discovered and narrowly defeated during the border wars of Shong Water.
The creatures are called "enx", a Kopek word. In Voldruvan, they are called "stirges".
They are blood drinkers, very dangerous especially in these great numbers.
Sizhen recognizes that the giant bug creature is in truth far more than a bug. He believes it is the most dangerous thing in this array of wall-to-wall danger.[/note]
Sizhen does not recognize the communication specifically, but Bryn's expressions convey the obvious message: they must be quiet to keep from waking the room full of creatures. Sizhen and Thorn try their best, but it is difficult to climb into the room without making a sound.
Required Action: Sizhen and Thorn send Stealth Check. Disadvantage from toxin Exhaustion.
"Maeriks, get off your ass!" Kray moved to pull the big man up off his feet. "Let's go!"
Athletics check. Stealth if you need it J.
EDIT: Lucky for Athletics (also, accidentally rolled Disadvantage for Athletics)
Remembered J said we could take a second shot. Nevermind Lucky.
Kray Mercon
link to main character sheet & group stats
Vitals
AC: 20 (base 18) + (2 Med Shield)
HP: 68/68 34/34
Status Effects: L4 Exhaustion: Disadvantage Ability Checks, Attack Rolls, Saves. Speed Halved. HP Halved.
Death Saves: +0/-0
Initiative: +5
Hit Dice: 6/6 Fighter, 1/1 Barbarian
Weapons and Armor
Equipped
Armor: None
Right Hand: Serpents Judgement +1 / Attack Bonus:
+9 (Weapon 1 + DEX 5 + 3 Prof) / Damage: (1d8+7)
Left Hand: Medium Shield
Carried
Falcata / Attack Bonus: (DEX 5) / Damage (1d6+0 Left Handed)
Gaerimundi Knife / Attack Bonus: (DEX 5) / Damage: (1d4+5)
Dagger With Sorcha / Attack Bonus: (DEX 5) / Damage: (1d4+5)
Bow / Attack Bonus: (DEX 5+Archery 2
Quiver: Long Bow (15/15 arrows--recover? hit /miss / Damage: (1d8+5)
Tcho-Tcho Spear Guns: Javelins x3 -----They suffer -5 on Range ratings (both for normal and long range) when used above water. They gain a +5 on Range ratings (both for normal and long range) when used underwater.
When used underwater, they do not suffer Disadvantage if fired within 5'.
When used underwater, Critical Hits deliver an additional die of damage (though modifiers not added for a third time) and the victim's Movement Rate is reduced by 1/2 during its next turn.
SERPENT'S JUDGEMENT

Tactics
Refresh rest times noted in parentheses
Attacks per Turn: 2
Maneuvers: 4/4 (short rest)
---d8: Parry, Precision Attack, Rally
Action Surge: 1/1 (short rest)
Second Wind: 1/1 (short rest)
Lucky: 3/3 (long rest)
Rage: 2/2 (long rest)
Fighting Style Archery: Ranged Attacks +2
Weapon Specialization: +1 damage with Light Blades
Commitment to Contract: 0/2
---Allows a mercenary PC to choose to gain Advantage on an Attack Roll, Damage Roll, Ability Check, or Saving Throw of his choice, before or after a normal roll result is visible. 1/day at 1st level, 2/day at 5th level, 3/day at 10th level.
Saving Throws
Brown text indicates proficiency
Strength: +4
Dexterity: +8
Constitution: +6
Intelligence: 0
Wisdom: 0
Charisma:+3
Feats
Observant: Read lips
Lucky: 3 re-rolls per day (see Tactics above)
Resilient: DEX save proficiency
Friends with Everyone: +1 CHA. Persuade & Deception.
Ability Score Increase: DEX +2
Skills
Brown text indicates proficiency
Acrobatics +5
Animal Handling +0
Arcana +0
Athletics +4
Deception +9
History +0
Insight +0
Intimidation +6
Investigation +5 (Passive 15)
Medicine +0
Nature +0
Perception +8 (Passive 18)
Performance +3
Persuasion +9
Religion +0
Sleight Of Hand +5
Stealth +8 (Passive 17)
Survival +0
Tool Proficiency
Cartography
Dice
Languages
Yuoric - Native/Literate
Dannein - Fluent
Gaeirmundi - Fluent
Kortellan - Intermediate
Rolls
Athletics - (1d20+4)
(6) + 4 = 10
Athletics Disadvantage - (1d20+4)
(2) + 4 = 6
Stealth - (1d20+8)
(6) + 8 = 14
Stealth Disadvantage - (1d20+8)
(7) + 8 = 15
Athletics Lucky - (1d20+4)
(16) + 4 = 20
Coughing and puking fluid along the way, Maeriks makes the climb and gets a hand onto the lip of the top floor.
Rolls
Athletics, Maeriks - (1d20+4)
(18) + 4 = 22
Have to await some developments from the upstairs crew.
Plus it seems Kray's action assumes the final passage upwards of first Maeriks and then Trece, so we need to see that happen.
A timing puzzle coming together slowly. Ha!
Ground Floor: The rope is free for climbing attempt by Trece, if that action is taken. If not, need to hear what else is going on. If Trece is not climbing, I don't know but maybe Kray is.
Upper Level: Thorn and Sizhen trying to be quiet as mice in Bat Attic. Bryn is near the north door, just cut the rope and throwing quiet signals as he sees his buddies climbing in.
Transition: (In a slight time loop, dependent on results of Upper Level Quiet Team) Maeriks is hanging on the edge of the door panel threshold at the ceiling door/upper floor, and in the motion of pulling himself in.
In the Queue: dependent on other factors, Kray's rolls are in and to be incorporated dependent on developments.
Sizhen does not recognize the communication specifically, but Bryn's expressions convey the obvious message: they must be quiet to keep from waking the room full of creatures. Sizhen and Thorn try their best, but it is difficult to climb into the room without making a sound.
Required Action: Sizhen and Thorn send Stealth Check. Disadvantage from toxin Exhaustion.
Rolls
Stealth check - (1d20+1)
(8) + 1 = 9
Stealth check disadvantage - (1d20+1)
(18) + 1 = 19
Good to know the dice still hate me.
Rolls
Athletics - (1d20+3)
(2) + 3 = 5
Rolls
Stealthing through Guano (disadv) - (1d20+4, 1d20+4)
1d20+4 : (20) + 4 = 24
1d20+4 : (9) + 4 = 13
...but there is no explosion of bats! Quiet is still kept for the moment.
Bryn has little time to notice, but his breathing is stabilizing and his vision is getting better. The effects of the toxin may be on the brink of clearing up now that he has been out of the full exposure.
Movement requires Stealth check.
Bryn is only a couple of steps from the north door. Sizhen and Thorn are just to the west of the floor opening.

Trece stumbles back a few steps towards the north gate door. Through the gate he hears voices...two voices. One heavier than the other. They are speaking in the rare tongue of Otessite.
note="HypCo"]Heavy voice: They are climbing. A rope to the stirge cage. Shoot them!
Light Voice: I cannot shoot through the gate!
Heavy: Send the stirges. Now!
Light: The bells are not sounding. Something is wrong. The rope is loose.
Heavy: We should kill them. I'll let in the Crawler.
Light: Don't open it! Wait for the poison to set in.
Heavy: We cannot wait. These are strong. Soldiers I think. We have to kill them.
Trece hears the rattle of metal. Someone is meddling with the north gate. It is impossible to see through the fumes without moving adjacent to the gate door, but Trece hears something there.[/note]