Erick retrieves his gun, and begins wiping it down. "Anyone got some skinning knives? The hide is worth a bit." He comments, nodding at the downed drake.
Erick nods at the halflings. "We're right dangerous against wild animals. Long as we don't run into any Rocs or Doomwhales we should be fine." He waggles his eyebrows, using humour to try to calm the halflings after the attack.
Diplomacy:1d20 + 10 ⇒ (19) + 10 = 29
Once the gun is dry again and oiled, Erick reloads it, and puts it away. "Ok, usual rotation on Watch tonight?"
With a decent survival check, you can probably skin a drake quite quickly. I don't think 17 is high enough.
Erm, you're about 4 hours in, so it's about midday. And the entire point of resting before you hit the ice was so you wouldn't have to camp on it and freeze to death.
The remainder of the day is harsh; blue lips and pale fingers abound near the end of it. But eventually, crossing through a rare bridge of earth and dirt, you make it wholly past the Angel Ice.
Bit of damage spread around the slaves. 110 more miles to go I believe. If there's anything else you'd like to do about their nonlethal damage or for the night, up to you.
Gathering around the fire bead, the mood is strangely buoyant.
Clyde boils water and heats blankets in order to return feeling to cold limbs, and his last few packets of tea steep in a pot to warm the insides.
Heal, long term care Providing long-term care means treating a wounded person for a day or more. If your Heal check is successful, the patient recovers hit points or ability score points (lost to ability damage) at twice the normal rate: 2 hit points per level for a full 8 hours of rest in a day, or 4 hit points per level for each full day of complete rest; 2 ability score points for a full 8 hours of rest in a day, or 4 ability score points for each full day of complete rest.
You can tend as many as six patients at a time. You need a few items and supplies (bandages, salves, and so on) that are easy to come by in settled lands. Giving long-term care counts as light activity for the healer. You cannot give long-term care to yourself.
Out of the snow now Henry, back into pleasant plains. But that check can still be useful.
Reminded of the chills suffered by a few of the halflings, the first night is difficult; babes to sooth, white-skinned hands to be warmed by the fire. Eventually, morning comes, and the next night is easier as you continue the journey to Brastlewark.
Crossing a hill, the air suddenly seems to thicken with warning.
DC 19 Perception:
A small contingent of Chelish guards seem to be crossing parallel to you in front of you, a good few hundred feet away.
Stealth:1d20 - 3 ⇒ (19) - 3 = 16Hah, luck be with us
Erick, shockingly, steps to the side behind a tree with almost no jingling or noise, and doesn't step on a stick or anything. "You realize of course that me and stealthy are not usually on first name terms, yes?" He whispers, looking mildly surprised he managed to avoid clanging his armor on the tree.
Hitting the dirt, you manage to get yourselves out of sight before you're spotted. Ahead, the group of soldiers moves up to a small grove of trees, and sets about making camp; tents and sleeping bags unpacked, a small fire beginning to be made.
Can go around them with a fairly easy stealth check, or anything else if you can think of it.
Before anyone tries to sneak off, Erick makes a cutting motion with his hand over his throat, to get people's attention and get them to stop talking. "Stealthy people take the halflings around behind them, around from the way they came. Us non-stealthy people will provide a distraction. We'll play the messengers for nobility... If they're looking at us walking in the open, you'll have an easier time sneaking away. We can meet up in the woods on the other side of them, half a mile."
He waits for agreement before he motions for Telsyn to join him walking toward the group, timing that for 5 minutes after the sneaky ones leave.