Quodak Milner |
Quodak, dream still fresh in his mind, places the helmet on his head, after some hesitation concerning its placement near him and contemplation concerning his dream. Quodak does not speak concerning his dreams, however, unless prompted.
Major Edit. It's a little late to be awake, so my thoughts aren't exactly in proper order. In fact, I've likely still missed a thing or two I want to put down.
DM Caleth |
The hike to the foot of the glacier takes approximately four hours through the same desolate terrain as the day before. The temperature is marginally colder than the day before, due to the cloud cover today.
Please make the appropriate saves.
At the foot of the glacier, a steep wall of ice rises nearly a hundred feet into the sky. At this particular point it would be virtually impossible to ascend without specialized ice climbing gear, which you do not have.
Quodak Milner |
Survival: 1d20 + 2 ⇒ (10) + 2 = 12
Altitude: 1d20 + 4 ⇒ (1) + 4 = 5
Cold DC 15: 1d20 + 4 ⇒ (9) + 4 = 13
Cold DC 16: 1d20 + 4 ⇒ (1) + 4 = 5
Cold DC 17: 1d20 + 4 ⇒ (6) + 4 = 10
Cold DC 18: 1d20 + 4 ⇒ (13) + 4 = 17
Total Nonlethal Cold Damage: 4d6 ⇒ (1, 2, 5, 4) = 12
Dang. not a single save was made. Perception any better?
Perception: 1d20 + 8 ⇒ (15) + 8 = 23
Better, yes, but not good enough.
34 (12)/40HP
The helmet seems to be conducting the heat right out of Quodak, :P as he seems much colder from the start. He does not complain, however, and thinks he sees something, but quickly decides it was simply his exhaustion playing tricks on him.
Quodak Milner |
It's not that big a deal, really, but I think technically speaking, Krathok, that DR wouldn't apply, as this is elemental damage, similar to being hit with (the gods forbid) a merciful cone of cold. As far as I can tell, you would instead need resistance to mitigate the damage.
Also, Orion, there's a perception check to be made. Krathok may not have rolled it, as he doesn't have a high enough modifier, but if I remember correctly, you've got at least a +5.
Moredrel |
Perception: 1d20 + 9 ⇒ (7) + 9 = 16
Cold - DC 15: 1d20 + 3 ⇒ (9) + 3 = 12
Cold - DC 16: 1d20 + 3 ⇒ (4) + 3 = 7
Cold - DC 17: 1d20 + 3 ⇒ (8) + 3 = 11
Cold - DC 18: 1d20 + 3 ⇒ (4) + 3 = 7
Altitude: 1d20 + 3 ⇒ (3) + 3 = 6
Non-lethal damage: 4d6 ⇒ (2, 3, 2, 5) = 12
down 12(NL) out of 26 hp
Moredrel is not doing well today. The cold and altitude affect him right from the start. By the time we reach the glacier he can hardly rouse himself to study it.
Unless someone else is worse off, he'll ask for the cloak for the next part of the trip.
Kjolmar Greyhelm |
Fort for altitude 1: 1d20 + 4 ⇒ (20) + 4 = 24
Fort for altitude 2: 1d20 + 4 ⇒ (1) + 4 = 5
Fort for cold 1, DC 15: 1d20 + 4 ⇒ (10) + 4 = 14
Fort for cold 2, DC 16: 1d20 + 4 ⇒ (11) + 4 = 15
Fort for cold 3, DC 17: 1d20 + 4 ⇒ (3) + 4 = 7
Fort for cold 4, DC 18: 1d20 + 4 ⇒ (5) + 4 = 9
Perception, DC 25: 1d20 + 6 ⇒ (18) + 6 = 24
Nonlethal damage: 4d6 ⇒ (3, 3, 5, 1) = 12
Missed 3 DC's by 1 point. Wonderful.
12 nonlethal, 19/27 hp.
Saint Caleth |
You arrive at the glacier exhausted and shivering from the harsh climate and altitude only to find a very steep slope of ice ahead of you, about a hundred feet high and stretching across the valley.
Orion Snow |
DM Caleth |
DM Caleth |
Do you think, if we could get the first layer of ice off safely, we could climb that more easily?
^Serious question.
I'm not 100% how real glaciers work, but I would say that that would not really help, since the ice would cleave off in enormous chunks. You would be pulling off chunks three times the size of a person, not just removing a thin layer of ice
The glacier fills the whole valley, suggesting that there might be some way up somewhere along its length.
Quodak Milner |
Kjolmar says to the group, "Well, I think it'd prob'ly be best if we look fer a better spot to get over this. There must be somewhere along this long stretch of ice, right?"
That's probably our best bet, safety-wise. I don't really want to be climbing it, any way we would do it, with such high stakes for failure. Even with sturdy ice, I've come to realize it would be pretty easy to just slip. It is, after all, ice.
DM Caleth |
Traversing the bottom of the cliff, you come to a place where several chunks of ice have cleaved off of the face of glacier, exposing crack in the ice which slopes up at a reasonable rate to walk up. If you climb up about 30' you will then be able to hike up the bottom of the crevasse, which is difficult terrain with some short climbs, but nothing near as difficult as scaling a 90, ice cliff.
Sorry it took so long, I have been trying to make a map of this and I can't seem to make one that does not suck. You can easily find this place, I just want a survival check to see how long it takes you.
Kjolmar Greyhelm |
Okay then, here I go.
Climb check one: 1d20 + 9 ⇒ (1) + 9 = 10
Climb check two: 1d20 + 9 ⇒ (14) + 9 = 23
Climb check three: 1d20 + 9 ⇒ (7) + 9 = 16
1's probably a failure, and 3 might be depending on the DC. So, here's another one.
Climb check one (retry): 1d20 + 9 ⇒ (15) + 9 = 24
Moredrel |
Moredrel will give it a try.
Climb: 1d20 - 2 ⇒ (17) - 2 = 15
Climb: 1d20 - 2 ⇒ (9) - 2 = 7
Climb: 1d20 - 2 ⇒ (17) - 2 = 15
If that second roll fails, he floats gently downward beside the rope for a moment before grabbing it and beginning to climb again.
Climb: 1d20 - 2 ⇒ (12) - 2 = 10
Eventually, he reaches the top.
DM Caleth |
You can easily climb the rope once it is affixed firmly to the top of the ice cliff. You find yourselves at the bottom of a large crevasse in the glacier, about 40-50ft. wide and with walls about 60ft. tall at this point.
So, when I changed the path up the glacier to the more realistic climb, I completely forgot that you have three quadrupedal yaks in tow. I want to avoid a whole to-do about getting them up the cliff, so if you can come up with a reasonably clever way to accomplish this I will just hand wave it and let you get onto more interesting things.
Quodak Milner |
My first thought is To have Orion tie one up in a sort of rope harness before coming up, and he and I, being the highest strength characters, haul it up, using an enlarge person from Moredrel to even out our strengths if necessary, and if he will oblige. We could use snow trenches as an anchor, running rope through it to hold us, and make sure we don't go tumbling off the edge. He would have to back down to tie each of them, but it shouldn't be much of a problem for him. Snow is actually incredibly strong. Not sure if it's strong enough for this, but it's what I've got. Barring that, we could tie other characters to us, using them as anchors, but that's much more of a last resort. If anyone else has anything other, less risky, ideas, they'd probably be better to us, but this is what I've come up with.