13.07.2015 Views

04 Night's Watch.pdf - Chaos Bleeds

04 Night's Watch.pdf - Chaos Bleeds

04 Night's Watch.pdf - Chaos Bleeds

SHOW MORE
SHOW LESS

Create successful ePaper yourself

Turn your PDF publications into a flip-book with our unique Google optimized e-Paper software.

Chapter 2: The Wall & the GiftScaling the WallClimbing the Wall is a dangerous endeavor at the best of times, and conditions north of the Wall are rarely ideal. Characters that attempt ittake their lives into their own hands and should be prepared to face the consequences. It’s not a job for novices.That being said, SIFRP is a game of heroic adventure whose goal is to be fun for all involved—and arbitrary character death is rarelyfun for anyone.While entirely in theme for the novels on which the game is based, lethal ice falls and sudden, unforeseeable (and unavoidable death) aresimply unfair in the context of the game. Don’t inflict them on your players or you just might find yourself playing alone!ters that exceed their Endurance rank fall from whatever height they’veattained and suffer damage (and probable death) accordingly.All of the rules described previously assume near-ideal conditionsfor making the climb: temperatures a little below freezing, no wind,and time to climb without distraction. They also assume the characteris climbing barehanded.Using climbing tools adds a number of bonus dice to the Athleticstest based on the quality of the tools. Horn or bone spikes add +1B tothe test pool. Iron spikes add +2B. Characters wearing spiked boots gainan additional +1B to their test pool.Should one or another of a group of characters manage to climb thewall with a rope long enough to stretch to the ground again, they mayanchor it to aid those behind them. The Wildlings often make ladders ofhempen rope as well. If these tools are employed, reduce the difficulty ofthe Athletics (Climbing) test appropriately, but climbers must still makethe very same Endurance tests along with every other Athletics test.Going AroundAfter going over a wall, the next easiest option is to go around it. Whenthe wall is three hundred miles from end to end, this option is reallyonly feasible to those who begin near one end or another, and even thenthe trip is anything but easy.In the west, the wildlings of the Frostfangs creep through themaze of box canyons and razor sharp rocks of the Gorge under coverof night to slip past the Shadow Tower and raid the coastal landsbeyond. Just getting into the Gorge is a dangerous ordeal and manyof have fallen to their deaths from the steep cliffs and narrow trailsthat lead down into it. Once there the raiders must navigate thelabyrinth of gullies, canyons, and ravines, avoiding dangerous pitfallsand avalanches, and all that under cover of darkness if they hopeto avoid notice by the sentinels of the Night’s <strong>Watch</strong> stationed onhidden ledges along the east wall of the Gorge. Those that make itthrough the Gorge and past the <strong>Watch</strong> without being noticed stillmust climb the other side again.In the east, the wildlings build boats of hide stretched over woodenframes or dugout canoes to skirt the waters below Eastwatch-by-the-Sea and raid the lands below the Wall. They have a choice: sail at nightin darkness and risk smashing themselves against the rocks along thebeaches that edge the Bay of Seals, or sail by day and risk Cotter Pyke’sblack ships that prowl the bay like wolves in search of wildling prey.Night or day, raiders must also brave the cold, black waters betweenSkagos and the mainland. Many a would-be raider has become a mealfor the fishes, thinking the passage would be easy.Narrators running scenarios involving the eastern and western passagesshould feel free to make them as difficult, or easy as necessary fortheir story. Passing through the Gorge should tests of Athletics, Stealth,and Survival. Remember, too, that the Night’s <strong>Watch</strong> have kept watchover the Gorge and the Bay of Seals for thousands of years. They knowthe paths through near as well as the wildlings do. Those who choosean easy path will have to be that much stealthier to slip past the sentinels;those who choose to avoid the watchers will find the climbs farmore perilous, the seas and rocks more deadly. Adjust your difficultiesaccordingly.Going UnderIf you can’t go over, and you can’t go around, there are only two optionsleft. In the south, armies employ skilled and experienced engineers todig tunnels under the walls of their enemies’ castles, but these are rarelyfor purposes of opening underground passages, but rather to underminethe walls themselves, collapsing the tunnels and thus the walls above44

Hooray! Your file is uploaded and ready to be published.

Saved successfully!

Ooh no, something went wrong!