Friday, September 11, 2026

Short Campaign Pitch: The Wall

The High Tin Wall is 333 stories tall. Beyond it, Heaven.

You are... (d6)

  1. a young psychopomp.
  2. a fallen angel.
  3. a questing knight. 
  4. a pilgrim. 
  5. an Orpheus-type bloke. 
  6. a demon in disguise! >:D


There are two ways up the wall.

  1. 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.)
  2. 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.

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