Climbing

#normal_skill
1d6, base chance depends on pace and angle

Anytime you need to travel up or down at an angle sharper than you can walk, it’s climbing. You climb to hike mountain paths, to scale fortress walls, to shimmy up cavern ceilings, and to hang off the undersides of great beasts. It’s dangerous, like all good things.

Pace

Climbing allows for three paces: normal (240 ft), half (120 ft), creep (60ft). Slower has better odds of success.

Angles of Ascent

Slope 30°–80°: Less than 30° doesn’t need a climbing roll.
Wall 81°–100°: Straight vertical, or close enough.
Overhang 101°–170°: Like climbing the inside of an arch.
Ceiling 171°–190°: More than 190° is an ass-over-head overhang.

Climbing Roll

Choose a pace, and up your modifiers. If you are at 6 or more, you automatically succeed. Otherwise, roll 1d6 + STR and compare to the table below.

Chance of Success

Pace Slope Wall Overhang Ceiling
Creep - 60ft 7-in-6 4-in-6 3-in-6 1-in-6
Crawl - 120ft 6-in-6 3-in-6 2-in-6 0-in-6
Normal - 240ft 5-in-6 2-in-6 0-in-6 -2-in-6

ADD 1-IN-6 IF:

SUBTRACT 1-IN-6 IF:

Failure

If you fail your climbing roll, make a STR Save. If you make the save, roll a d4 on the table below. If you fail roll a d6.

Table CL2: Climbing Consequences
Roll Consequence
1 Drop anything in your hands
2 A randomly determined piece of gear slips loose. (roll 2d6 for slot number)
3 A randomly determined piece of gear slips loose. (roll 2d6 for slot number)
4 A chunk of material breaks loose: 1d4 others under you suffer 1d4 damage.
5 You slip! If on a slope or rope, slide down 1d6 × 10’. If not, Fall!
6 Fall!