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Old 07-04-2012, 01:07 PM   #31
Dorin Thorha
 
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Default Re: [GURPS DF] Welcome to Hell IC

HT-13 -4 = 9: 3d6=5 Lahk a baws.

Dorli leaps back from the stench, then checks the weight of the jar to see if he has much chance of shifting it. In the event anything nasty comes up from that pipe he might want to give it a little welcoming bath. He then sets his shield on the jar (to provide a stable base to stand on, with the spike going into the hole he just made), re-hangs his holy symbol and re-slings his axe, and then tries to climb up onto it and get a look at the floor above.

[ooc] Without his shield he is at light encumberance. A pull-up is an ST-based Climbing roll, which for Dorli defaults to 10, -1 for encumbrance is 9: 3d6=10 failed, which costs him one FP. Trying again: 3d6=11 failed again, paying another FP. Third try's the charm: 3d6=8.

FP 13/16.
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Old 07-04-2012, 03:33 PM   #32
Talosian
 
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Default Re: [GURPS DF] Welcome to Hell IC

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Dorli's armor blocks all of the damage, but he takes 1 point of blunt trauma, which is blocked by his innate thick skin DR.
(Blunt Trauma is injury, not damage. It comes directly off of hit points. ;))

Quote:
"Yep," he says. "Chasm of Fourteen Torments." He waves his pipe haphazardly off in some direction. "Off thataways thereabouts." Then he stares at you for a good long while. "Son, you're in Hell. Lord Veramont's domain to be more specific. This is the land of demons, lost souls, and old fools like me who slipped through the cracks." He stands up and grabs a rope that's hanging there. You think you can make out that it's tied to a metal bolt sticking out of the wall. "Speaking of slipping through cracks, if you don't have anything worthwhile to trade, I'm going to be slipping on out of here. This ain't exactly the safest place in Hell."
Half surprised, and half bewildered, Athelard watches the halfling in silence for a moment, before concluding that "Tipsy" is clearly insane. Immediately thereafter, he decides that he would likely be better off by himself. He looks carefully around, searching for ways to get down, or to the opposite platform.

(How far away is the far platform? If he can't jump to the other side, and can't make it down, I'm considering having him leap for the rope [he should reach it before he reaches the ground... Probably].)

Then he makes to rappel off the shaky wooden platform he's standing on.
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Old 07-04-2012, 11:32 PM   #33
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Default Re: [GURPS DF] Welcome to Hell IC

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Originally Posted by Dorin Thorha View Post
HT-13 -4 = 9: 3d6=5 Lahk a baws.
His nose hairs still got singed.

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He then sets his shield on the jar (to provide a stable base to stand on, with the spike going into the hole he just made), re-hangs his holy symbol and re-slings his axe, and then tries to climb up onto it and get a look at the floor above.
Dorli is able to clamber up onto the jar. If he stands on his tiptoes he can see into the room above. It's just like the one he was in before, but this one has a shiny substance covering the floor, and something hanging from the ceiling.

As he looks, he sees a large rat poke its head into the room. It walks up toward whatever it is that's hanging there, then it slips on the floor. You can see that the floor is angled downward. The rat slips on the substance and scrambles to keep from falling, but it can't. It falls down the hole you're looking up through and slips into the room.

It's a trap. That's where all those rats came from. It's a trap and you have been caught.


He hears something coming in through that pipe. Then he hears that metal mesh being moved out of the way.
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Old 07-04-2012, 11:34 PM   #34
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Originally Posted by Talosian View Post
He looks carefully around, searching for ways to get down, or to the opposite platform.
You hear the loud shattering sound. Tipsy perks up. "My wine!" he shouts, then mutters a curse and lowers himself quickly.

Quote:
(How far away is the far platform? If he can't jump to the other side, and can't make it down, I'm considering having him leap for the rope [he should reach it before he reaches the ground... Probably].)
The walls seem pretty easy to climb. They're not smooth. Plenty of handholds between them. But some of the stones are loose. It could be dangerous.
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Old 07-04-2012, 11:35 PM   #35
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Originally Posted by Poonbahbah View Post
After a few minutes and if nothing comes by Michelle starts to explore her new surroundings.

Edit: perception failure by two and crit fail stealth. Link to rolls.
You hear something loud smash near you. It sounds like it's coming out of five or ten different pipes that you can make out sticking out of the walls and floors.

There's lots of dangerous stuff on the ground away from the edge of the structure. Rusty metal bits sticking up, skeletons, more large stones things can hide behind. And you hear a chittering from somewhere in that direction.

As you're looking around, you very clearly see a one-armed halfling with a big sword on his back run by. You're pretty sure you see a translucent double of him sticking out his side.
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Old 07-04-2012, 11:43 PM   #36
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Default Re: [GURPS DF] Welcome to Hell IC

(Ahaha. Dwarf vs Halfling. Epic battle to follow.)

Quote:
The walls seem pretty easy to climb. They're not smooth. Plenty of handholds between them. But some of the stones are loose. It could be dangerous.
If that is the best looking option he can see, Athelard will carefully shuffle over to the most climbable looking side, and start climbing down.

(Invisible Castle is doing the whole gremlins thing to me right now, so you can go ahead and roll Climbing (18) for Athelard.)
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Old 07-05-2012, 12:00 AM   #37
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Originally Posted by Talosian View Post
If that is the best looking option he can see, Athelard will carefully shuffle over to the most climbable looking side, and start climbing down.
It's easy going the whole way down. What did you expect, with Climbing 18?


I'm going to wait to handle the rest, since while you're climbing down, there are other things happening.
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Old 07-05-2012, 12:20 AM   #38
Poonbahbah
 
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Default Re: [GURPS DF] Welcome to Hell IC

Michelle will *hack* stealthily *cough* hobble after the halfling.
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Old 07-05-2012, 01:01 AM   #39
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Originally Posted by Poonbahbah View Post
Michelle will *hack* stealthily *cough* hobble after the halfling.
He's much faster than you. He has no trouble moving over the scattered rubble, and, you know, his insides aren't all bruised from taking a four story fall.

The halfling is making a lot of noise, mumbling to himself. As he moves, the scabbard of that sword he's wearing is dragging on the ground and bumping into things. You get the feeling that he might be ever-so-slightly intoxicated.

He runs up to a pipe there on the ground sticking out of one of the buildings. He almost dives into it, swatting a piece of wire mesh out of the way as he goes and releasing his scabbard behind him. You see that the scabbard is tied by a little rope to his belt. The halfling disappears into the pipe, dragging his sword behind him. It didn't seem like he noticed you.
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Old 07-05-2012, 02:01 AM   #40
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She'll clear a small area of debries take a seat and rest while waiting for the halfling to come around again, or something of interesting.
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