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A character can throw a grappling hook once per round. If the cast is unsuccessful, it takes another l d 4 rounds to coil the rope and prepare the hook for another throw. If a character is directly underneath his target, and the dice roll on the throw is , the thrower is struck by the hook as it falls and suffers l d 6 of damage. The chance of a grappling hook catching on its intended target depends upon the target at which it is thrown.

For each throw, the DM rolls dlOO and consults the following table:. Climbing Modifiers Naturally, certain aspects of a character and his possessions can affect the success of a climb. Possible modifiers are listed here: Armor: Characters cannot climb in any type of plate mail armor, nor can a shield be held by a climbing character. Leather armor does not penalize a climber. A character can sling a shield over his shoulder to carry it along while climbing; he cannot receive any defensive benefit for a shield thus carried.

Climbing Surfaces: Climbing surface modifiers apply to characters of all classes, including thieves.


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Climbing Tools Certain tools can be used to aid characters making a climb. The disadvantage of tools is that they considerably lengthen the time needed to make a climb, and often make enough noise to attract unwanted attention. This noise is the main reason that tools are not commonly used by thieves in the pursuit of their usual missions. Two types of tools, the grappling hook and the spike, or piton, can be used to aid a climb. Both must be used with a rope to have any effect. Spikes can be hammered into a wall surface and used to anchor a rope that subsequently protects a climbing character against falls.

The character must have a hammer, and must spend l d 4 rounds pounding in a spike. The clanging of such activity can be heard up to a mile away in windless conditions. The usual function of a spike is to shorten the distance that a character falls, should such an accident occur.

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If, for example, a character hammers in a spike feet up the face of an underground cliff, and then connects a rope between himself and the spike, he has protected himself somewhat. If, 50 feet farther up, he loses his grip, he will only fall feet 50 feet down to the spike, and another 50 feet to use up the slack in his rope. Increasing the protection is the fact that any character whose fall is broken by a rope suffers only the damage a fall of that distance would normally inflict.

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If the spike comes free, the characters fall the full distance to the ground or twice the distance to the next spike. Characters can help prevent such accidents by using more than one spike. A catch and slip result means that the grapple seems to have caught solidly, as far as a character pulling on the rope can tell. In reality, the grapple will slip free after l d 6 rounds of supporting a load. Characters who pull on the rope for that many rounds are able to dislodge the hook, if they take the time to check.

A thrown grappling hook does not make as much noise as a hammered spike, but is not silent. A successful throw is audible for yards in ideal conditions; an unsuccessful throw will raise a clang audible yards away. Rappelling Rappelling is a means of hastily descending a sheer surface by means of a rope attached at the top. The character lets the rope wind around his body and uses the friction of the rope to slow his descent.

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As in climbing with a grapple, the DM should roll dlOO and compare the number to the appropriate result:. Failure means a fall from the top to the bottom of whatever distance is involved.


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A character can rappel up to feet per round. All normal climbing restrictions apply encumbrance, armor,etc. Occasionally, a repugnant monster such as a black pudding can be avoided if a character simply jumps over it. Characters of all classes have a limited ability to jump across obstacles that get in the way. The procedure for all characters is the same as that given for acrobats on page 24 of Unearthed Arcana; to wit, a running broad jump requires a foot head start, and all jumps require only one segment of time.

Unlike acrobats, however, other characters cannot attempt to jump backward or leap in an extended position. Use the following table and jumping modifiersto determine the distance a character can jump. Other ways of attaching the rope include a player flying to the far side and attaching a rope for his companions, making a loop and attemptingto lasso a protruding stalactite or post, or the popular but impractical rope-tied-to-the-arrow-which-is-embeddedin-somethingtrick.

While dashing and romantic, an arrow trailing a rope and fired into some wooden material is simply not strong enough to support even the lightest of characters. A thrown loop has better possibilities, but is a tricky maneuver that can only be attempted by thieves or other characters with a long and intimate familiarity with ropes characters who were raised on farms, or who served as sailors, for example.

Before such a throw can be attempted, a suitable target must be located. The maximum range of a thrown loop is given in the following table and assumes the character has a clear radius of 10 feet around him to prepare the throw. The range is halved if this is not the case. Jumping Modifiers The following factors reduce the distance that a character can jump. In no case can modifiers shorten a jump to less than two feet. Encumbrance: Unencumbered characters and characters carrying normal gear have no penalties to their jumping abilities. Characters carrying heavy gear subtract one foot from the distance of their jumps; characters with very heavy gear subtract two feet from their jumping distance, and encumbered characters subtract four feet.

Race: Humans, elves, and half-orcssuffer no racial penalty on a jump. Halflings must subtract one foot from their total distance, and dwarves and gnomes must subtract two feet. If it is unsuccessful, the coiling of the rope for a second attempt takes I d 6 rounds. Characters may make as many attempts as they wish.

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This method carries the additional advantage of being virtually soundless. Of course, catching the grapple or loop on the opposite side simply means that one end of the rope is anchored. A character crossing on such a line is in a precarious position indeed, and must make a Climbing Check each round that he is thus suspended. A rope is always considered a nonslippery surface. A grappling hook is one means, as long as there are solid irregularities in the far surface that provide some purchase for the hook.

Such irregularities are not common in a dungeon setting, but they are found more often in natural caves and caverns. Any character can attempt to protect another character against a fall with a belay. The only tool required is a rope, although spikes can add to the security of a belay. The character to be protected must have a rope tied securely around him. The character performing the belay holds the other. Instead, he pays out the rope slowly as the other character moves farther away from him.

The character performingthe belay must roll a Climbing Check in order to arrest the fall. If the check is successful, the rope is held and the other character can fall no farther than the length of the rope. If the check is unsuccessful, the rope runs through the hands of the belayer too quickly, and the fall proceeds normally. If a character successfully holds the rope during a belay, but that character occupies a dangerous or narrow spot, the character must make a second Climbing Check. If the second check is successful, the character maintains his hold on whatever surface he is clinging to.

If the second check is unsuccessful, however, the belayer joins his companion in a fall. This second check is required of all belayers who are on a sheer surface of any kind, and also to characters who are on a level spot, but are within three feet of the edge of the sheer surface, assuming that the fall pulls them in the direction of the dropoff.

Any number of belayers can be strung together, in case the first one fails to stop the fall. Each additional falling character on the rope subtracts 10 from the Climbing Success chance of the character attempting to belay.

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A character performing a belay from a dangerous spot can use a spike to anchor himself.