The High Tin Wall is 333 stories tall. Beyond it, Heaven.
You are... (d6)
- a young psychopomp.
- a fallen angel.
- a questing knight.
- a pilgrim.
- an Orpheus-type bloke.
- a demon in disguise! >:D
There are two ways up the wall.
- You can scale the face. Rusted plating and spiraling roots make firm hand-and-footholds, and climbing equipment is scattered about: remains of climbers before you, or spoils of an ancient invading force. (Long "salmon-trails" mark known paths up the wall; they all peter out before the summit.)
- You can enter the wall. There is no place in the City where someone has not lived; peel back the plating and you'll find abandoned rooms, seeping tombs, and...! stairs!
The latter is a standard dungeoncrawl. The former is a loooooooong climb.
Climbing Rules
(stolen from Archon's Court: he previously called these rules a "complete waste of time", and now uses these rules instead. I just think they're neat)
A climb is divided into three-story sections. Roll a d6 for each. (Skilled climbers roll d8; disadvantaged climbers roll d4.)
d6
| Omen
| Mishap
|
|---|---|---|
1
| No holds in reach. Turn back or fall.
| Sudden collapse. Save or fall.
|
2
| A handhold slips out from under you and clatters below.
| Minor collapse. Everyone below you (including your belayer) must run away or take 1d6.
|
3
| Your hands catch on your clothes. | Your hand catches in a hold. You're stuck. |
4
| Your gear loosens. | Drop a random item.
|
5
| Your head swims.
| You look down. +1 Exhaustion.
|
6
| Random encounter spoor.
| Random encounter.
|
If you've already rolled that omen today (doubles), you get a mishap instead.
If you've already rolled that mishap today (triples), you fall instead.
Falling deals 1d6 damage per story fallen (not per section). A rope, piton, and belayer can reduce the distance you fall. (A three-story rope will, at most, deal 6d6. That's almost survivable! if you're lucky!)
| i dont know anything about climbing btw |
Before you climb, you may force your long-suffering gm to create a full and proper hexmap of the climb ahead by surveying the route. This may include alternate routes, as well as high- and low- risk sections like overhangs, balconies, electrified walls, gaps, chimneys, unexploded artillery shells, etc etc
Smth I random rolled off Hexermap. Off the top of my head: the road is a well-marked salmon-trail (+ die size); the water is slick with chemical spill (- die size); the forest is horizontal ledges (no roll to move side to side); ivymere is an abandoned hanging village, anvilwood is a harpy nest, and granitepit is an entrance into the wall.
| a 36 story climb |
Inventory limits are much stricter than usual, so this would be a counting-rations-type game (perhaps even an eating-monsters-type game). Still deciding how gear-focused it should be.
Ideally, the dungeons break up the climbing, and the climbing paces out the dungeons.
