
GM Wolf |

Balthe is a human. The closest thing we have to a halfling in the group right now is Swiftstab and Claptrap.
Where did Jack throw Balthe at, the cave below or the cliff top?
Make sure your description is fully filled out with height, weight, and any distinguishing marks or effects visible, or not. Label appropriately.
As Jack throws Balthe, Ida gets a running start and leaps with faith. Ida gets a massive jump with that running start getting her about 20 feet out, then she just lands on air. Do you continue to jump?

CL4P-TP |

Well then :)
Seeing Ida jump off the cliff Claptrap understands!
"Ahhh. So that's how its done! Well then, CHARGE!!!!"
And with that the little robot bolts towards the edge of the cliff.
Running Jump Check: 1d20 - 5 ⇒ (1) - 5 = -4
.....Aand right over the edge, gaining not a centimeter of lift.....

Elo. |

Elo looks between you all. "You're all completely insane..." Leaning forward she stares over the edge, and at the descending forms of her companions. "Ah, to hell with it..."
Getting a run-up, she sprints forward and launches herself after you all.
Run feat, so moving at 200ft per round when she leaps off the cliff. Acrobatics: 1d20 + 12 ⇒ (10) + 12 = 22
If I've misunderstood and no run-up, moving at 40ft per round and only +8 on that check

Jack Iwamatsu |

I am getting mixed up between the races of Johnny and Balthe. I do apologize. So he isn't shotput weight more like 2 shotputs, or a small child in comparison in weight. If we half the distance of the 75ft it would be 37.5 feet which should still be enough distance to bridge the 30ft gap.
Jack threw Balthe towards the cave, a little bit above the floor of the cave so he had some landing room and so as not to come in for too hard of a fall.

Swiftstab |

Swiftstab blinks in utter bewilderment as he stares after the group jumping over the edge. Especially the little gearhead he was just speaking to and who decided to take a tumble rather then devising a more cunning solution.
"Tellin ya, there be kobolds laughing their asses of somewhere close."
And with that he too backs up and takes a running start at a headlong cliffdive.
acrobatics: 1d20 + 12 ⇒ (19) + 12 = 31
"WHO_HOHOHOOI!!!"
The little bugger soars through the air like a bolt launched from a crossbow. His jump is so great even, he makes it all the way across BEFORE starting his descend, smacking face first straight into the wall, way above the caves entrance. Desperately he tries to grab hold of the rock rather then plunging straight down.
acrobatics: 1d20 + 12 ⇒ (18) + 12 = 30
His hands find some handholds to grab. Now all that was left was climbing down.
climb: 1d20 + 5 ⇒ (7) + 5 = 12

GM Wolf |

Elo follows Ida's lead and finds a solid something below your feet after jumping out so far, do you continue to jump, thus jump again, or stop?
For some weird reason there is no magical footing pop up for Swiftstab instead you jump and get to the other cliff wall. Swiftstab gets some purchase with the wall but the force of his jump would have had him bounce off, though he cushions his landing and holds on for dear life.
Balthe you are shotputted down to the cave, you make it, though the rope is impeding you, just 15 feet away. You are glad you did not make it to the cave, when a batch of Rakks explode from the cave, you can see sharp scraps that would have welcomed you besides the Rakks. The rope pulls you back to the other cliff face. 2d6 ⇒ (5, 2) = 7 damage either way.
Sorry I was confused did you guys add more rope to the one attached to the cliff wall?
As the Rakks are being scattered by Balthe's appearance, one of them sees a shiney that it wants. In a moment claptrap is being grabbed and pulled up out of the chasm by a Rakk.
The next 'round' of actions requires the jumpers to make another jump check or acrobatics to stop. Swiftstab to make a climb check. Etc. Also if anyone wants to shoot at the Rakk carrying claptrap feel free to RP it with your other actions.

CL4P-TP |

You can all hear a squeal coming from the little yellow gearbox
"Weeeeeeeeeeee..... Krskzzzk! Whops wrong audio file."
Click!
"Aieeeeeeeeeeee!!!"

Balthe Synder |

Son of a... Balthe shields his face from the beasts, then unties himself from the rope
seems as if I made it but took claws, if the 50 feet was enough

Ida |

Ida, startled by the sudden support under her feet, tries to stop. What the %@*!? Uhhhhh.....
Acrobatics: 1d20 + 2 ⇒ (11) + 2 = 13

Swiftstab |

root of 30^2 + (60-10=50)^2 (remember, the first rope was anchored 10ft below the cliffs edge) = is just under 60 ft diagonal distance.
30ft rope + 50 ft rope - 5 to 10 ft for loop and knots = 70 to 75 feet rope. Should clear the distance with ease. In fact, if balthe can TIE that rope down somewhere or hold it tight, the rest could climb down that rope rather then having to jump or drive straight into the canyon...
climb: 1d20 + 7 ⇒ (9) + 7 = 16 ((good for about 15 ft))
Carefully, one foot at a time, Swiftstab climbers down the rockface.
climb: 1d20 + 7 ⇒ (17) + 7 = 24 ((good for another 30 ft))
And when reaches the opening, he lets himself drop the remaining 10 ft.
"Whohohooi! Anyone seen Gearhead? Took a nasty tumble, the idiot."

Balthe Synder |

As balthe lands he rolls to keep himself from splattering his face.
Acro 1d20 + 10 ⇒ (13) + 10 = 23

Jack Iwamatsu |

That is a lot of Rakks.
"Balthe you okay over there?" Jack asks as he draws his sword ready for any of the Rakks that might get near his cliff face.
"If you can tie that rope somewhere it'd be good for the rest of us to get over." Jack at the mention of the Claptrap begins to try to see where he went.
perception: 1d20 + 7 ⇒ (12) + 7 = 19
"I see him swift, one of the Rakks grabbed him. Hopefully he lands nearby so we can get him back. I don't think I can pluck the Rakk out of the sky. Shooting him now might have the claptrap fall into the chasm again!"

Elo. |

Acrobatics: 1d20 + 8 ⇒ (2) + 8 = 10
Elo tries to stabilize herself in mid air, wavering atop nothingness as she draws her bow and shoots an arrow at the Rakk, trying to make it drop Claptrap.
Attack: 1d20 + 5 ⇒ (15) + 5 = 20 1d8 + 4 ⇒ (6) + 4 = 10

Balthe Synder |

Been better. Balthe shouts to Jack
He begins to tie the rope to something, if he can find it.

CL4P-TP |

Click!
With that Claptrap shifts audio files to a new epic.
"Flying Gearboxes! Bombing around the sky looking Superfly!"
Any chance I could do a ride check or somesuch and control this Rakk? :D Please?

Swiftstab |

Swiftstab shakes his head. That thing was insane, no doubt about it. He then goes to venture into the cave entrance to see if all is safe for passage.
stealth: 1d20 + 22 ⇒ (17) + 22 = 39
perception: 1d20 + 9 ⇒ (7) + 9 = 16
Carefully he wiggles his way past the stony spikes into the cave. hopefully this town would present itself soon cause he did not like going so far from his truck.

GM Wolf |

Dex check Balthe, unless someone knows where Use Rope went... :)
Clap trap you can attempt to do a handle animal then ride, or use a DNA infuser that you have that will attach to the Rakk making it controlable by you for 1d6 hours, then it dies.
Balthe you can see a chuck of rock that looks to be a good place to tie off the rope. You also cushioned your fall so only another 1d6 ⇒ 1 nonlethal damage.
Elo shoot and hits the Rakk, it reels off, though does not drop it's treasure yet, it flys up and over the cliff, still visible to all for one more shot if you wish.
Five pulls a rifle out of his backpack and aims it at the Rakk.
Soon Swiftstab joins Balthe, just after everyone else's actions in regards to Claptrap.

GM Wolf |

Blathe, no Rakks are assailing you yet, you think they were just nibbling on something, you can see a carcass of a Skag, or what is left of one near by. The rope is secure, double looped and knotted.
If you want you may sweep the broken glass off the ledge with your leg or arm. There are a few sharp rocks but nothing serious unless impaling yourself or another on them.
The cave seems to go back, you can't tell how far for it gets dark real quick. What do you do Balthe?

Jack Iwamatsu |

"Having difficulty seeing there my friend? Here let me provide you a hand."
Jack brings his sword near his face with his eyes now either side of the blade. Projecting his magic towards the cave.
The cave area suddenly grows brighter, not by much. Enough to see by though those with sight slightly worse than Jack's can now see quite clearly.
For one PP, 150ft of the area of the cave changes from Darkness to Dim light. I'll make it illuminate in a relatively straight line so he can see further down the cave. For normal sight like Balthe he should be able to see down there albeit with concealment (20% miss chance). I do realize this is a glorified light spell but might as well do something while all the enemies are flying!

CL4P-TP |

Dna infuser? Orily? :D
pulling out a handy little device from his front compartment, Claptrap fiddles around with it a bit then rams it into the chest of the Rakk.
With a squawk the Rakk takes off around an outcropping in the wall (so it cant be shot at again :P) and disappears from sight.
All you can hear from that direction is some ominous music....

GM Wolf |

I see Jack doing a Thundercats move! Awesome! LOL!
Balthe you can see down the cave now, you see bones, lots of bones, not a good sign at all. The cave goes back 25 feet and stops, 15 feet of a 5 foot wide tunnel then it opens on both sides. Do you go further down the cave with Swiftstab?
Jack do you swing down the rope now?
The rakks have all dispersed, startled yes, but they just got fed well. Unless you shoot at them some more they look to be not bothering you.

Jack Iwamatsu |

Was so tempted to say 'Sight beyond sight'
Jack swings down the rope to join his friends. "Well that was adventurous. Shall we press on?" Jack will squeeze into the tunnel after the pair once they go in. Or before them if they want a big shield in front of them Jack doesn't mind either way.

Balthe Synder |

Balthe Ties on his Weapon chord and checks his gunbow is loaded.
He nods

Swiftstab |

Swiftstab pretty much vanished from sight as soon as he put his first steps into the cave. (DC 39 stealth vs perception, in shadowy lighting... good luck)
With the tall folk on his trail, the little goblin scurries ahead. When he reaches the far end of the 15 ft tunnel, he searches the ground intensely for a moment perception vs traps: 1d20 + 10 ⇒ (1) + 10 = 11
He decides with absolute certainty that no traps are pressent at this particular point.

Balthe Synder |

Balthe watches the goblin vanish into the darkness. Well at least he will be the first one eaten I guess.
Balthe then attempts to blend into the shadows.
1d20 + 10 ⇒ (10) + 10 = 20

Elo. |

With a hop, a skip and a jump, Elo lands in the cave with the rest. Looking around, she follows suit and tries to press herself into the darkness as she scouts around.
Perception: 1d20 + 9 ⇒ (3) + 9 = 12
Stealth: 1d20 + 7 ⇒ (14) + 7 = 21

Ida |

Ida follows Elo, following well behind the others and taking a swift action to read the status of Balthe, and seeing that he's damaged, pats the nearest person to her on the back, and redirecting the healing. Her breath grows short for a moment, and she grunts in slight pain, but she keeps moving.
Transfer Wounds: 1d6 ⇒ 4
After this, she finally remembers to put her armor back on.

Balthe Synder |

Balthe pauses for a moment, confused as the scratches and bites seem to close on him.

GM Wolf |

With so many individuals at the Rakk's roost, the rest of them go fly elsewhere. The Cave entrance and tunnel are quite full now.
Swiftstab in front/in the cave proper.
Balthe next, in cave tunnel.
Jack next, in cave tunnel, squeezing.
Ida and Elo on the entrance of the cave.
five gets up and sees what is going on.

Swiftstab |

Dead end? Huh... This town REALLY doesn't want to see visitors. A secret cave to leave the truck, a long climb along a steep cliff, a hound-pound, a magic fountain, an invisible half-bridge down a deep chasm with flying reptiles nest and now a dead-end bone-filled hole-wall? Must be another secret door around here somewhere then.
perception search: 1d20 + 10 ⇒ (9) + 10 = 19
Swiftstab searches the holes carefully for a lever to open the secret door, still clamping to the shadows for stealth.

Jack Iwamatsu |

Jack likely reverts to normal size as his power doesn't last all that long so waiting around with his sword drawn he provides assistance where needed.
Jack will do aid another with any skill he is capable with if another party member rolls for that skill.

GM Wolf |

As Jack and the group advances the cave is no longer pitch black, but illuminated with dim light, you are not for sure where this came from Swiftstab.

Swiftstab |

knowledge dungeoneering: 1d20 + 7 ⇒ (18) + 7 = 25
Swift instinctively ducks into a corner when the vague eerie light suddenly illuminates the area. He tries real hard to remember if he knows any aberrations that resemble these worm-like beings or any that produce light effects when sensing life force.
He also thinks over the different creatures he found in the Pandora's Nature encyclopaedia
know nature (untrained, but I did take that book from the crates to read through so I can always try): 1d20 + 3 ⇒ (7) + 3 = 10

GM Wolf |

I am still coming up with stats for different creatures, so for a while I will be just using close to creatures as templates. At least until I have more of the animals done.

Swiftstab |

Swiftstab stalks several feet back to where the group is coming and steps forward from the shadows. "Shhh.... Worms ahead."he whispers"Worms in holes with tentacles, spikes and black-hole magic. Make less noise."

Jack Iwamatsu |

stealth: 1d20 + 7 ⇒ (8) + 7 = 15

Balthe Synder |

Balthe advances forward eyes peeled and gun and pick at the ready.
percep 1d20 + 7 ⇒ (14) + 7 = 21

Ida |

Stealth: 1d20 - 1 ⇒ (5) - 1 = 4
Well, it looks like I promptly fail my stealth check.
Ida looks ahead, watching patiently.
I know at the very least, the sirens have darkvision 60.
Perception: 1d20 + 9 ⇒ (9) + 9 = 18