I will typically roll for Stealth, but it would be helpful to post your modifier when you are preparing to be stealthy, or to keep it in your subheader. Same with other skills...
The woods leaves plenty of underbrush and growth to hide around and the noisy targets are not paying careful attention. Litsy and Divina both move with deft skill, careful not to snap a branch or step on loose stones, and soon they are looking down, from a wooded hillock, into a clearing filled with what appears to be a village of small green-grey skinned humanoids - you have found the goblin-town!
There are perhaps a dozen poorly constructed lean-tos or shanty buildings in a circle around a large bonfire, which is currently unlit. Moving around the village doing simple domestic tasks are at least 10 goblins. A large tent-like pavilion decorated with what appears to be bloody handprints, stands on the far edge of the village from your position. At least 4 goblins enter that tent while you watch, but how many are inside is impossible to tell from this vantage.
A pair of mangy looking quadrupeds, with snouts more like rats, lie curled in front of the big tent.
Litsy DC 15 Stealth: 1d20 + 7 ⇒ (14) + 7 = 21
Divina DC 15 Stealth: 1d20 + 5 ⇒ (17) + 5 = 22
The hooded man smiles and nods his head in acknowledgment. "Very well then. Meet me in the stables around back in the morning, and I will tell you more of your assignment." He takes a long drink from the mug in front of him. "For now, I have some business that cannot wait. Get some rest and see to your gear, especially your weapons. You may have need of them soon."
He stands, clasps you on the shoulder for an instant, then ambles off out of the Inn.
The group slowly makes its way back to the village, discussing their motivations to help Osur and his crew. They have until tomorrow morning to make preparations and such.
There are weapons and armory, wilderness outfitters, and other support shops available in Tanner's Crossing. There is also the inn and the chapel in case other kinds of support are needed.
I will work on set up of a new thread for those seeking otu the missing dwarves.
Rackers Alley - Round 2
15 Red Spawn (17hp dmg)
The cut across the belly of the spawn seems to close of its on volition (at least partially) as the horrified group watches. The killer first lunges at Nargun lashing out with a closed fist. When that attack fails to hit, it moves preternaturally, avoiding any attack as it scrambles back onto the pile of corpses.
Damn, missed! Party is up again.
Spawn slam: 1d20 + 4 ⇒ (8) + 4 = 12
Rackers Alley - Round 1 - concluded
Atticus studies the enemy, listening to Mirela's classification then spends few seconds preparing the right bane for his weapon.
Nargun fearlessly leaps into battle against the half-vampire. As he attacks however he slips on a corpse underfoot and the attack fails.
Knowing she didn't want to touch or be touched by the spawn, Twilight brings forth her spectral hand to allow her to work certain spells from a safe distance. She also brings out her blasting wand just in case.
Mirela's shouted warning is followed by two streaks of silver as she gets quick shots off against the undead. Both arrows hit doing full damage to the foe.
Devan, you could get a flank, but only by provoking and I don't think you want that.
Devan uses his bright silver blade to engage the vampire spawn, stabbing a wound across its bare torso.
End of Round 1
Pocketing the 50 silver sails, the group sets back out into the night air, looking for the silver-trees where the special antitoxin grows. After the woodcutter's cabin, the trees seem to crowd in thicker and the going is slower even with the expert woodcraft of Adair and the Novan pair.
The night noises in the woods begin to sound louder and closer -- perhaps a howl of a wolf just beyond the next rise, or the hoot of a hunting owl directly overhead. Either way the search takes a long time and is mainly fruitless until the first grayness of twilight creeps into the eastern sky.
The first real rays of sunlight illuminate a grove of especially tall poplars to your left, and you see the reflected light glinting back of dozens of silver-white leaves, which swish gently in the morning breeze.
Adair Perception: 1d20 + 7 ⇒ (13) + 7 = 20
Blake Perception: 1d20 + 6 ⇒ (19) + 6 = 25
Tatanka: 1d20 + 7 ⇒ (5) + 7 = 12
Sakima: 1d20 + 6 ⇒ (4) + 6 = 10
As the group draws near the trees, both Blake and Adair get the feeling they are being watched.
Throne of Ancient Kings - Round 3 - continued
Robin tries his comedy magic on the rock-throwing giant once again. This time the brute gets the punchline and falls over himself in gales of laughter.
Not really wanting to laugh, the giant struggles to regain control but the magical compulsion is just too strong and it cannot help himself, as he guffaws louder than ever.
He failed is one re-try, so it out for 10 rounds. Rest of the party is up now. Taking suggestions for Marcellano if you have any requests.
Giant DC 18 Will: 1d20 + 8 ⇒ (5) + 8 = 13
Showdown in the Courtyard - Round 5
19 Wulfgang (-8hp, unconscious)
The unfortunate paladin is still bleeding from the icy spell cast by Radosek.
The winter witch is surprised by the attack of the druid and his companion. As a result he withdraws, spending his turn avoiding more attacks.
Irina and Goliath are up. Cylina can make her stabilize check.
Radzislau stabilize DC 10 Con: 1d20 + 2 - 3 ⇒ (7) + 2 - 3 = 6
Showdown in the Courtyard - Round 4 - concluded
After the ice storm pelts Cylina, Radzislau, and Ruso to the ground, Irina crawls over to the cleric, looking for a healing potion. She pulls one out of the pack, and readies to pour it in the next round.
Cylina lies in quiet repose, the bruises and scars from the ice storm still visible on her broken skin.
Just as things look quite grim, a pair of prehistoric creatures bursts through the gate of the Pale Tower attacking the smug Radosek from behind, gashing the witch. The tusk of the pachyderm misses however.
Targeting the newcomers, the ice dragon turns and slams at the raptor with its icy talons but both those attacks seem to miss.
Nadya attacks the ice dragon with both her weapons but cannot make a meaningful strike.
End of Round 4
Ice Dragon talon: 1d20 + 9 ⇒ (9) + 9 = 18
When the blinded, drugged and wounded girallon ends up back in the cage, the fight goes out of the many-limbed beast. While the lock is broken, it is easy enough or Acacius and Zeke to hold the door while Grauk gets rope and a heavy length of chain to secure the door more permanently.
Captain Bloodtusk nods at Nakoma's question. "Aye. We have had Baddrack on board since before we picked you up at Trunau. I often trade in exotic animals for the gladiator pits at Freedom Town or Urgit. Usually without incident, as I keep the beasts drugged and caged. But it appears someone has tampered with the lock..."
Closer inspection shows the hasp of the lock has been bent such that it will not longer go into the bolt. Whoever did this has a solid working knowledge of locks and not just a brute force accident.
Bloodtusk shrugs looking at you all. "Perhaps I was hasty in blaming you for the sabatoge before. It is evident that you were surprised by Baddrack's freedom as I was, and it would've been very messy indeed if you hadn't helped get him back secure. You have my thanks and my apologies." He bows low, asking for your forgiveness. "But if you didn't vandalize the boat, then who did?"
To Acacius' question about when the gate was last seen locked, the captain says, "I feed the creature at night. Last night all was locked up here, I think. Today, sabotage!"
With all made secure below, the Captain invites you back to the main deck so he can help guide the boat while you talk.
It doesn't take much thought to know that the man is referencing King Tannis of Valeria, recently deceased and his brother Baron Harald of Terra Nova, who sits in the castle at Redmont on the coast. If the man speaks legitimately, he represents the highest authority in the land.
"You see," says the man, still hooded. "There are sometimes things that need doing for the crown that the government is not going to officially sanction or condone. They need doing all the same, and that's where I come in - and you if you wish to join me. That is still up to you, but if you come in, it is hard to get out...I warn you."
This sort or secret organization is known to you a bit, Jorah. Not all believe it exists or the stories of its conspiracies are wild and abound with nonsense. You have heard the group called The Spiders, by those who fear and magnify its power. You may have been a bit skeptical about the wild stories in the past.
Society DC 15: 1d20 ⇒ 20
Osur Stouthammer nods his graying head sagely. "I will have a volunteer for you in the morning, one that I can do without at the work site for now. But yes, if things get too dangerous, you can return and we will roust a company to make a proper end to this thing."
I will supply a dwarven NPC if there as there is no one in the wings that I am aware of. Will get a separate thread set up for your quest mission when I can. Feel free to shop or inquire about supplies or other things you might need back in the village, if needed.
Sabotage! - Round 2
26 Yellow Thug
Lighting a torch, Yellow Thug readies to burn the ship but nothing ignites just yet.
With Silvio flanked, Green stabs at him with his shortsword, before moving to flank Dougal with Orange. But he slips in the spilled oil and cannot make any kind of successful blow.
Meghan, Silvio, and Cherry are up.
Green bandit, flanking: 1d20 + 1 + 2 ⇒ (1) + 1 + 2 = 4
Sabotage - Round 1 - concluded
Orendel moves across the deck full of brigands, taking a shot from a pair of them as he rushes across. Both the feeble attacks miss the well-armored veteran as he gets close to those who wield fire.
Also bursting out of the hold, Dougal follows right behind moving past the surprised saboteurs before they can react. He gets up on Orange Brigand and touches him, passing on a mirthful magic that sets the foe to laughing so much that he cannot act.
Orange Thug remains dazed by Dougal's touch.
Red Thug starts to ignite the rigging, but can't quite get the fire to blaze up this round.
End of Round 1
Brigand AoO: 1d20 + 1 ⇒ (7) + 1 = 8
Rackers Alley - Round 1
15 Red Spawn
The devilishly quick foe scrambles down the wall, leaping the last several feet, baring its sharp teeth in a roar of challenge. It shrieks one more ear-splitting sound, and motions for someone to come close.
The party is now up.
Holding Devan back, Nargun wades into the pile of corpses beginning to shift and move the bodies and stacking them on the flat-bed cart. It only takes moving a few fro the dwarf to see that behind the wall of death, a hole exists in the building wall immediately behind -- into what used to be the toy store.
After he has stacked two or three bodies, Nargun moves back to the pile and as he lifts another, a shriek resounds from atop the wall behind. Looking up you see a wild looking humanoid shape leaping from the rooftop above. Teh form has wild, unkempt black hair, long claws at the its fingertips, and feral red eyes. Additionally the bared teeth show elongated incisors and the skin is mottled grey, the color of death.
Know Religion DC 14+:
These creatures are the unfortunate spawn of one of the most powerful undead creatures there is: a vampire. Stuck between living and death, these poor souls are stuck in a cycle of bestial life, consuming the blood they can, but not having the full masterful powers of a true vampire. They are still extremely dangerous.
Know Religion DC 19+:
Vampire spawn can drain blood from a grappled foe if they can land a hit with their fangs. This blood drain can kill a foe quickly, and can also heal the wounded spawn. Additionally, the spawn have all undead traits, and resistance to channeling of good energy and are mildly resistant to non-silver weapons.
Know Religion DC 24+:
The slam attack of the spawn drain life force as well, causing a negative level with each hit. They are also resistant to electricity and cold, and immune to sleep.
Red Spawn: 1d20 + 3 ⇒ (12) + 3 = 15
Blue Spawn: 1d20 + 3 ⇒ (19) + 3 = 22
Green Spawn: 1d20 + 3 ⇒ (13) + 3 = 16
Yellow Spawn: 1d20 + 3 ⇒ (19) + 3 = 22
Duration: 1d3 ⇒ 3
Devan: 1d2 + 4 ⇒ (1) + 4 = 5
Mirela: 1d20 + 5 ⇒ (1) + 5 = 6
Nargun: 1d20 + 1 ⇒ (10) + 1 = 11
Twilight: 1d20 ⇒ 8
Atticus: 1d20 + 1 ⇒ (14) + 1 = 15
Nothing in the hobgoblin's possession is discernible as magical. In the tree stand is a kit bag filled with a couple skinned rabbits and small bowl of cherries along with some wild onions. It appears the hunter has some success with smaller game before trying for bigger fish. The kit bag also has a fishing hook and some fishing line and a moth-eaten bedroll.
Kobold Showdown - Round 4 - continued
Knowing that Tia is taking some wounds showing off her combat prowess, Corso calls forth a blessing that mends her wounds, healing the elf back to pre-combat state. He then closes with the kobold leader.
Exposing himself to attack, Corso is the recipient of an assault by the lead kobold. The blade stabs the sickly cleric, hurting him, and then the kobold leader begins to withdraw, circling around the elven monk.
Tia up next.
Kobold leader shortsword: 1d20 + 9 ⇒ (8) + 9 = 17
Zamaris, Vinexa, and Argen
Osur nods along to the questions. "It probably does seem awfully strange to an outsider. And we cannot leave, as we have contracted to this task of bridge-building for the baron. We cannot leave this place with our job unfilled. Dragons or no dragons..." A dwarves' word is legendary in Valeria and so is the stubbornness of the same. It's really should be no surprise to any that once the dwarves have decided on something, they aren't leaving until its done.
"Yes, the pull I feel has a directionality to it, and I would assume you will find our missing crew in that direction as well. I am called to the northwest. Far as I know, there is only unexplored regions and Novans there, but that's where the call fo the Dark Side is emanating to be sure. If you wish, i could ask one of my lesser craftsmen to go along with you and act as a guide?"
Osur frowns at Vinexa's questions. "The call like this has not been felt by dwarves in many years, so I cannot readily predict what is causing it or even how to stop it. As to what dangers you face, I do not know that either, but if the minions of Hakkon are involved, it is sure to be dark and dire. A strong arm like Argen here, I would recommend."
The man sighs a bit, but quickly answers, "Well that all depends on your perspective and definition, I suppose. That is, I am an agent of the crown through the Baron, but the work I do is usually sub-rosa and circumspect. If you came to work for me, it'd be directed by the authorities, but you would likely not have sanction per se. Does that make you feel...uncomfortable? It probably should at least a little."
He reaches into a vest pocket and withdraws a medallion which you can't quite get a good look at as he turns it over and over in his palm.
With most of the streets of Korvosa, even the old isle, empty due to the Blood Veil, it takes some time to find a carter and team willing to either haul the bodies for you, or willing to part with their cart. Eventually you find a teamster from out of town with a flat bed cart that is empty, near the waterfront. Since there is little cargo to offload, he agrees to rent you his team and wagon for 10 gold crowns for the day -- higher than you might like, but its looking like the only option.
After the money changes hands, you ride the cart back to Racker's Alley and eventually stand in the same place, looking at the forlorn pile of corpses.
As the group peers at the tracks in the swampy earth, Litsy starts following the trail in clearly the wrong direction, back towards the escarpment. Danalf patiently points this out to her, and shows the proper path, which leads to the west and perhaps a bit to the north. After several minutes of splashing and sliding over the wet and muddy turf, you find a small rise lifting out of the damp ground.
As the group starts to think about the hillock, Litsy stops everyone, pointing out a brush covered man-trap built into the path just in front of where the others were about to step. Covered with fallen leaves and sticks, the man-trap is a 10' deep pit with pointed wooden stakes at the bottom.
Listening careful, you can hear the chatter of voices up on the small hill, but just too far to make out any words.
Another 10XP award for avoiding the pit trap. That makes cumulative 20xp. Sorry, Litsy, it was a critical failure on the survival check with an easy DC. You made up for it finding the deadly pit trap.
Litsy DC 10 Survival: 1d20 + 7 ⇒ (1) + 7 = 8
Danalf DC 10 Survival: 1d20 + 4 ⇒ (16) + 4 = 20
Litsy DC 15 Perception: 1d20 + 6 ⇒ (19) + 6 = 25
Kobold Showdown - Round 3 - concluded
Tia spins into the horde of kobolds. Her first hand jab misses, but her second uppercut connects with Blue Kobolds rib cage and the shattering of bones and organs beneath is clearly heard over the din. Blue Kobold goes down dead.
Green Kobold looks to its leader for guidance, its will clearly wavering, but presses the attack instead, slashing and stabbing at Tia once again. One attack just misses nimble Tia, but the kobold drops his spear with the second thrust and steps back towards his leader, now unarmed.
End of round 3
Green Kobold spear 1: 1d20 + 3 ⇒ (15) + 3 = 18
Sakima, who has been through a bit already tonight, goes outside to reconnect with nature, waiting on the porch as the others stir about inside.
Tatanka does not see any books, but there are some papers lying on the bedstand. The first paper seems to be a letter from this girl, Estella. Apparently, she still lives in Valeria, and the letter promises her journey to Terra Nova to be with her betrothed, but apparently that is now not to be.
The second paper of note seems to be a warning. It is written in rough Common speech and says, "Pay up if you know what's good for you! You have been warned. We will not give another warning." Appended at the bottom in place of a signature is a single character: a small black heart.
The man's personal effects are not valuable. He lived simply and worked hard. He carries a dagger at his belt and a hip flask, but you see no other jewelry or trappings of wealth. Undeterred, Blake keeps poking around and finally finds, under a loose floorboard, Blake finds a small coin pouch filled with 50 silver sails.
The tools would be woodcutting, lumberjacking, work carving or similar. Not sure they are incredibly useful but more there for flavor...
Using her magical hands at a safe distance, Twilight moves the bodies around a bit, but there is little else she can determine or find about the corpses from that distance. Some look infected with the blood veil, and some do not. Many of the ones that are not infected have a pale look about them, but it will take closer observation for any definitive reason why.
At the bottom of the escarpment, the foliage and surroundings change from dense forest to more of a humid swamp. The ground becomes boggy, sometimes slick with mud, other times just really spongy underfoot. More than one thick green snake slithers by, as you press on to the west.
Soon, a trail with deep imprints in the mud is visible. It appears many small humanoids use this path but you can see and hear none at present.
Zamaris, Vinexa, and Argen
Osur's dourness turns to a smile as Zamaris explains the reason for their intrusion. "Ah, you offer to help our unfortunate mates, but you don't understand what you are up against. Not even Argen here knows." Osur clears his throat. "You have to know some deep mythology of our people, and understand our religion to really know. But let me try to explain."
He goes on to tell you of Khallar the Creator, the original dwarf and from whom all life-giving magic has sprung. He is worshiped by the dwarves and they fashion their own kind after his likeness. He tells you that dwarves do not reproduce like the birds and beasts do. Instead, a dwarf, if he wishes, makes a likeness of Khallar the Creator, and if it is well made, and enough care, time, and spirit is put into it, the model will come to a life of its own, and a new dwarf is made.
"But there is another side to this -- the Dark Side," Osur says, lowering his voice to a whisper. "The second dwarf, Hakkon, son of the Creator, was twisted over the years, and his creations developed differently. They still made things, but their creations were malevolent and meant to hurt or destroy, rather than beautiful or useful. Exactly how this Dark Side infected the first dwarves is unclear, but it happened just the same."
Osur explains that as a result of that taint, all dwarves can succumb to the calling of the Dark Side -- the creation of things that are evil. "The Call has not been heard for years, centuries perhaps. But now, my dwarves here in Terra Nova feel its pull. I confess to hearing the call as well, but Khallar be praised, I have not gone over as yet. The pull is very strong and many of my company feel it, but we lost the first two yesterday. They just wandered off from the worksite and have not returned."
"If you are to help," Osur continues. "You must find from whence the call of Hakkon is originating, and put a stop to it. Then we can work in peace and get his accursed bridge built."
Osur stops to see what questions you may have.
Zamaris DC 15 Diplomacy: 1d20 + 7 ⇒ (19) + 7 = 26
Baited Trap - Round 4 - concluded
Katze manages to smash her chain upside the head of the attacker once, hurting him a bit and stumbling. Just as he stumbles, he turns right into a pair of arrows from Elise which penetrate his throat, killing him outright and ending the fight.
End of Combat
You each earn 55xp for this encounter, for a cumulative total of 80xp.
Kobold Showdown -Round 3 - continued
Casting another spell that fills his touch with necromantic energy, Corso reaches for his draconic adversary. The chill touch succeeds, damaging Blue Kobold and draining away most of his life force. Additionally, the victim has his strength sapped for a limited time.
Critical failure on the save means the target has the enfeebled 1 condition for 1 round.
The kobold leader is quite concerned as his minions are getting ground up. But he leaps into the fray with Tia once again, striding and striking at the elf. This time the top kobold scores a hit stabbing Tia in the side.
Tia takes 6hp dmg, and is up now.
Blue Kobold DC 17 Fort: 1d20 + 4 ⇒ (3) + 4 = 7
Kobold leader shortsword: 1d20 + 9 ⇒ (17) + 9 = 26
Kobold leader strike 2, MAP: 1d20 + 9 - 5 ⇒ (11) + 9 - 5 = 15
Dmg to Tia: 1d6 ⇒ 6
Without getting any closer to the stinking pile of rot, Mirela gazes around the rest of the alleyway, making sure there are no immediate threats. The steep walls of the buildings, and the lack of direct sunlight make observation difficult, but she does not see any creatures in the mass of bodies, or anywhere else in Rackers Alley.
1d20 + 18 + 2 ⇒ (10) + 18 + 2 = 30
It would be nice to cure the entire plague by spamming a cantrip, but that's not going to work. The dead bodies are not food per se, you could argue almost anything is food for something... but its just out of scope for the this situation.
If you mess with these bodies you will have a risk of contracting the blood veil, which you can reduce or forestall with more powerful (and appropriate) divine spells, but this one isn't going to fit the bill.
Throne of Ancient Kings - Round 3
25 Barl Breakbones
Robin is up again in Round 3. Question, did Cadas get healed from the last fight? I have her at 65/94 hp after the fireball. I also have Shadowlina at 29/49 after taking half of half of the fireball.
Throne of Ancient Kings - Round 2 - concluded
25 Barl Breakbones
With a wisecrack and some tricky spellcasting, Robin tries to spin a yarn for the giant bodyguard before he can smash things with his over-sized boulder. But the giant is used to tricky spells and does not fall for Robin's joke.
Instead the big warrior tosses the rock, trying to crush Cadas. Fortunately, both the big rocks miss the Shoanti priestess.
Marcellano fires a series of magic missiles at the nearest Stone Giant hitting him 3 times for limited damage.
Cadas casts a spell that creates a wall across the mouth of the king's hall, separating the giant guard from the enemy casters.
Adolina springs into action, leaping forward and attacking the giant, and cutting a slice from the parts she can reach while bounding away unharmed.
Lucrecia casts a spell from behind the stone wall, and in a split instant, she appears on the other side, along with the giant lord, Barl Breakbones.
End of Round 2
Giant DC 18 Will: 1d20 + 8 ⇒ (17) + 8 = 25
Oy! That hurts!
I know you might correlate the big damage spell and likely TPK with my desire to get otu of the game, but that's not it at all,. Just the best bullet left in the BBEG's gun. And the whole group is pretty weakened at this point.
Goliath, do you want to run in here and see if you can rescue this situation? I'll allow you in at the end of the round if you want to be the hero...
Showdown in the Courtyard - Round 4 - continued
As he can't get leverage to swing his hammer, Radzislau instead strains and struggles to free himself from the grasping claws of the dragon, and at the last moment is successful, dropping back to the ground safely to continue to fight..
Stepping back from the melee, Radosek casts more dramatic spells and a virtual blizzard spins up in the area around Cylina, Ruso and Radzislau. Great magical hailstones of ice mix with bitter cold to damage all within the area. All three of the targets succumb to the beating and the icy cold, Cylina and Radzislau falling unconscious, while the storm is the final death of Ruso, who was severely weakened prior to the combat.
Ice Storm dmg + cold: 3d6 + 2d6 ⇒ (5, 4, 4) + (3, 3) = 19
So 19hp dmg (less 2 for Cylina) to Radzislau and Cylina puts them both negative, but still alive. For Ruso, who only had 5hp and a very low CON, he is dead. The party is hanging from a knife's edge here...Will give Irina a chance for retcon on the crossbow. She may not have heals, but there a potions out there.
Orendel Kellon wrote:
What I want to do is get going towards the jerkface with torch. If the ship goes up in smoke, we do to! Which one is that one?
You want to get to Blue Thug who plans on igniting the spilled oil on the rigging and sails with an alchemist's fire. YOu will have to absorb some AoO's to get close, and still not make it this round.
The Beast Unleashed - Post Combat Summary
Defeated: - 1 girallon. While the monster was disadvantaged by drugs and squeezed, you still each earn 400xp for stopping its ship-board rampage. This moves your cumulative total to 11,652/15,000 or about 44% to next level.
The Beast Unleashed - Round 6 - concluded
With a flourish, Zeke slams the gate of the cage closed with a resounding clang, but is surprised to see that the locking mechanism has been jammed open. The gate will not lock right away, so Zeke holds it fast for the time being.
Captain Bloodtusk enters the small hold and mixes some powder into fresh food and tosses it inside the cage. The girallon loses interest i escaping, and blindly searches the cage for the food, consuming it voraciously, and succumbing to the drugs inside, finally falling unconscious. At last the threat is over, for a time.
End of Round 6
Will have a Post Combat Summary up in Discussion in just a bit.
The ladies wait until Danalf investigates the ladder. Much to his surprise the ladder is long enough to reach the top of the escarpment, almost as if it were made for that very purpose. It is poorly constructed and very, very rickety. But it is also lightweight, and with some effort, Danalf manhandles the unwieldy thing into place, allowing the other to descend without incident.
It is a DC 10 climb check, so there can still be incidents, but the chance of a critical fail, and resultant fall, is pretty small now. Go ahead with your checks if you like. If more than 1 medium or 2 small creatures are on the ladder, there is a break chance, so take it slow...