Alwyn Agnarrson |
Climb Hudak 13+15=28.
Climb Alwyn 11+3=14. Also, I'm currently unarmoured - I'm pulling up my backpack and armour after me once I get up on each boulder. It'll be slow going, but at least I'll get somewhere, which is better than continuously falling down in my platemail.
Climb Illes 11+1=12.
Sefayll Valerian |
Other than my helm, I am relying on mage armor. We may find that we will be faster if the best climber goes up and the rest use the rope.
Aubrey the Demented/Malformed |
The slog is hard going over the boulders. Progress is slow and results in more than a few twisted ankles and abrasions.
Sefayll, Illes and Alwyn take 1d6 ⇒ 1, 1d6 ⇒ 2, and 1d6 ⇒ 1 damage respectively. You have also effectively lost a day's travel.
As the sun goes down they have barely made it to the bottom of the glacier. From its snout emerges a gurgling stream that splashes down the bleak, rocky valley, heading the north.
Illes Elandru |
"Follow the stream?" Illes snarls while rubbing a busted knee. "We aren't all hulking northmen here. Some of us mere mortals need to take a rest now and again. How about we start looking for a camp site instead?"
"Gods. I did not expect getting across a damn valley to be more painful than fighting their pet dragon."
Sefayll Valerian |
Nursing some bumps and bruises of her own, Sefayll has to agree. "We need to find a defensible position for the evening. And discuss what lies ahead to prepare."
So we have lost the day, but we have passed the obstacles? What can we see that may be a challenge to our travel tomorrow? Considering that we are coming down from a ridge, I'm hoping we were able to get some forewarning of what lies ahead. Just wondering if a variation on the spell selection is in order.
Sefayll Valerian |
Right, then. She will have to take a best guess.
Also, if downtime is sufficient, she will scribe the following from the stone giant's spellbook: Vampiric Touch, Ray of Exhaustion
Sefayll Valerian |
Closer to the treeline sounds like a wiser choice. Though if Illes has the slot, the tiny hut should help with the conditions and we would have a clear line of sight for whoever's on watch.
Alwyn Agnarrson |
"Under normal circumstances, the treeline is the better option. However, with Illes' campsite spell, my use of the Endure elements wand and our carried firewood and rations... We should make camp here among the boulders. Struggling through the moraine in the darkness is likely to cause rolled ankles and sprained forearms, and while I can take care of that, why do it if it is not needed? I'll have us all flying out of here tomorrow morning anyway."
Aubrey the Demented/Malformed |
The adventurers make camp at the base of the glacier. Snug inside Illes' conjured shelter, they wait out the night. The wind moans outside and the stars are obscured by cloud. But nothing disturbs their rest.
The next morning dawns dimly, the view down the valley lost in fog. It is bitterly cold as sleet makes the rocks treacherously slippery.
Alwyn Agnarrson |
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I've memorised five castings of Air walk - all 4th level slots, and one 5th level (replacing Greater command).
"Line up for the blessings of Gorum!" Alwyn is dressed in platemail and holding a wand. "With this spell, we can walk through the air for about two hours. Don't get too far off the ground."
Everybody gets Endure elements and Air walk from me. We can walk at our normal speed. Thus, two hours of hustling gets us 12 miles, but makes us fatigued. Alternatively, we can get 9 miles in the two hours and avoid the fatigued condition.
Nevynxxx |
Aubrey the Demented/Malformed |
The party set off down the mountain, literally walking on air. They drift through the mist and rain, easily negotiating the cliff that lurked unseen in the murk (darn you pesky kids with your Air Walk spells). Eventually they drop below cloud level and escape the fog altogether, moving quickly down the valley. The rocky slopes turn into rough alpine meadow, littered with boulders. Then, a bit further down, sparse forest begins to sprout up, getting gradually taller and thicker as they descend.
By mid-morning, legs are aching despite not touching the ground. As Alwyn's spell comes to an end, they have descended a long way down from the mountain, into a wooded, steep-sided valley. The floor is thick with pine needles as they touch the ground.
Perception, DC 20:
If you make the Perception check, Knowledge (Dungeoneering) or Knowledge (Religion) DC 20:
Alwyn Agnarrson |
Perception 8+14=22. Know (religion) 10+6=16. Bah.
"Nice, eh? Gorum is good to his followers." Despite being sweaty and tired, Alwyn is grinning like a milk-fed cat. "It is good to be off the bare, windswept rock."
"Look at all these mounds. Do you think they are natural? They certainly are old - that one there has a huge tree growing out of it."
Sefayll Valerian |
Perception: 1d20 + 5 ⇒ (3) + 5 = 8
Knowledge (Dungeoneering or Religion), same bonus: 1d20 + 13 ⇒ (19) + 13 = 32
Does Alwyn pointing out the mounds allow her to look under the spoiler?
Aubrey the Demented/Malformed |
The adventurers look around as Alwyn waves his arm at the mounds. It is still raining, the water dripping off the drooping pine branches. The sound is muffled by the thick carpet of brown needles and surrounding trees, giving an oddly deadened effect. Although they are no longer immersed in fog, visibility is still limited by the steady downpour.
You are now all fatigued and have taken 1 point of non-lethal damage. What are you doing now?
Sefayll Valerian |
"I am hesitant to linger in a graveyard in general. Partially because of past experience with the restless dead, but more so out of respect for the living that might take offense. We should keep moving."
Nevynxxx |
Who's the short guy - Bilbo Baggins?
Not quite hobbit bad, but he's a bit of a whiner when he's tired.... Stopping for lunch is stopping, at least for a while ;)