Ice Road Trackers (Inactive)

Game Master Greycastle


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Male human fighter 6 | AC 17 (19 w shield) | hp 14/58 (6d10 HD) | Saves: +6 Str, +2 Dex, +6 Con, +0 Int, +5 Wis, +1 Cha | Second Wind used [ x ] | Action Surge used [ x ] | Init +2 | Passive Per 15 | Inspiration [ ] | Mark Retort [ 0/3 used ]

Turq smiles warmly, A bit. Do ye know a way out o' here? I'm not sure we can climb the slide. We'll have ta see if these tunnels lead out.


Game Map DCI# 4318637857

Baldrick continues asking question as he turns and examines the surroundings. The iced chutes that you slid down are slick but probably wouldn’t be impossible to climb back out of. Possibly made easier with the right climbing gear. you could also explore further into the cave but your best guess says these slides are probably your best bet of escape


HP 10/15 | AC 14 | Acr +4 Dec +4 His +2 Ins +4 Int +4 Inv +2 Perc +4 Pers +5 SoH +4 Ste +5 Sur +3 | Saves: S -1, D +5, C +1, I +0, W +2, Ch +5 Adv charm, disease; Imm Sleep| Init +4 | PPerc 14; PIns 14; Pinv 12; DrkVis | Spd 30' | Insp: No | HD 2/2 | Spell DC 13 Att +5 (1: 2/3) | BardIns 2/3 | Status: Normal | Insp: Yup! |

"Let's head back up then, yes? With Spritzel that is. Who's good at climbing? We can set out ropes to help the others... I mean, I could use a rope..."


Male human fighter 6 | AC 17 (19 w shield) | hp 14/58 (6d10 HD) | Saves: +6 Str, +2 Dex, +6 Con, +0 Int, +5 Wis, +1 Cha | Second Wind used [ x ] | Action Surge used [ x ] | Init +2 | Passive Per 15 | Inspiration [ ] | Mark Retort [ 0/3 used ]

How big is this slide? With my crampons, can I gain purchase on that? Like bracing my back against the top of the tunnel?


Male N Hill Dwarf L5 | HP 64/64 | AC 16 | HD 6d10 (0 used) | 2nd Wind avail Skills: Anim Hand 5, Athl 6, Decp 3, Surv 5 | Disadv on Stealth Saves: S 7, D 1, C 6, I 0, W 2, Ch 0 | Init 1 | PP 12 | Speed 25'

Can I use two axes to help climb out? Like you know, climb out with the axes hand over hand?


Game Map DCI# 4318637857

Give me an Athletics roll, adv with the crampons. DC 13. If any of you have a pitons they might be used to also help the other climb out more easily.


Male human fighter 6 | AC 17 (19 w shield) | hp 14/58 (6d10 HD) | Saves: +6 Str, +2 Dex, +6 Con, +0 Int, +5 Wis, +1 Cha | Second Wind used [ x ] | Action Surge used [ x ] | Init +2 | Passive Per 15 | Inspiration [ ] | Mark Retort [ 0/3 used ]

Turq, being single-minded of purpose, immediately sets to climb up the sliding tunnel, Anyone got any spikes, or perhaps a climber's kit?

If anyone wants to investigate the cavern system, it'll just take a comment. Turq doesn't often think beyond the task at hand. ^_^


HP 10/15 | AC 14 | Acr +4 Dec +4 His +2 Ins +4 Int +4 Inv +2 Perc +4 Pers +5 SoH +4 Ste +5 Sur +3 | Saves: S -1, D +5, C +1, I +0, W +2, Ch +5 Adv charm, disease; Imm Sleep| Init +4 | PPerc 14; PIns 14; Pinv 12; DrkVis | Spd 30' | Insp: No | HD 2/2 | Spell DC 13 Att +5 (1: 2/3) | BardIns 2/3 | Status: Normal | Insp: Yup! |

"We're doomed... Are we?" reflects Emmett.


Male human fighter 6 | AC 17 (19 w shield) | hp 14/58 (6d10 HD) | Saves: +6 Str, +2 Dex, +6 Con, +0 Int, +5 Wis, +1 Cha | Second Wind used [ x ] | Action Surge used [ x ] | Init +2 | Passive Per 15 | Inspiration [ ] | Mark Retort [ 0/3 used ]

Nah, we have got this, Emmett, Turq says with a grin.


HP 10/15 | AC 14 | Acr +4 Dec +4 His +2 Ins +4 Int +4 Inv +2 Perc +4 Pers +5 SoH +4 Ste +5 Sur +3 | Saves: S -1, D +5, C +1, I +0, W +2, Ch +5 Adv charm, disease; Imm Sleep| Init +4 | PPerc 14; PIns 14; Pinv 12; DrkVis | Spd 30' | Insp: No | HD 2/2 | Spell DC 13 Att +5 (1: 2/3) | BardIns 2/3 | Status: Normal | Insp: Yup! |

"I'm g- g- glad-d!" replies the Old Man of Caer Dal, his teeth clacking from the cold.


AC -2 (1 without Shield) / HP: 35/35 / THAC0 17 (15 with Scimitar)
Turquoise 'Turq' Barreltap AL wrote:
Turq, being single-minded of purpose, immediately sets to climb up the sliding tunnel, Anyone got any spikes, or perhaps a climber's kit?

"Ain't got none o' those lad" - Aggrammar ponders - "But this might be helpin' - he adds, bestowing a minor blessing to aid Turk on his task.

Casting Guidance: Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends.

"Now go get us outta here"


Male LG Mountain Dwarf Wild Magic Sorcerer 4, Barbarian 3 | HP: 58/58 | AC: 19 | Init: +2 | Pass Perc: 9 | HD (4d6+3d12): 4+2/3+2 | Speed 25 | Sorcery Points: 4/4 | Spells: 4/4, 3/3 | Rage: 3/3 | Saves: STR+2 DEX+2 CON+5 INT+0 WIS-1 CHA+5 | Resistance: Poison | Inspiration: 1 | Active effects:

While the others try to climb out, Baldrick continues his inspection of the ice cavern, still hoping that it follows the same rules as caves in stone.

I'm not sure if you want me to keep rolling Investigation checks, but here's another one:

Investigation: 1d20 + 0 ⇒ (2) + 0 = 2

Ugh, well, maybe the 16 from last roll will make up for that somewhat...

Meanwhile, if nobody else is talking to Spritzel, Baldrick will pick up the conversation:

"Oh, uh... you sure talk fast. Do you or the other otters know a way out of here?"


RODALAS

Seeing that none of the otters approached him the eladrin gets up, dusts his butt off of any remaining snow and waits for a plan.


Male human fighter 6 | AC 17 (19 w shield) | hp 14/58 (6d10 HD) | Saves: +6 Str, +2 Dex, +6 Con, +0 Int, +5 Wis, +1 Cha | Second Wind used [ x ] | Action Surge used [ x ] | Init +2 | Passive Per 15 | Inspiration [ ] | Mark Retort [ 0/3 used ]

Aggrammar, which god do you worship? Want to add a little RP for the guidance...


Male N Hill Dwarf L5 | HP 64/64 | AC 16 | HD 6d10 (0 used) | 2nd Wind avail Skills: Anim Hand 5, Athl 6, Decp 3, Surv 5 | Disadv on Stealth Saves: S 7, D 1, C 6, I 0, W 2, Ch 0 | Init 1 | PP 12 | Speed 25'

Athletics: 1d20 + 4 ⇒ (20) + 4 = 24

Umikh has no trouble using his hand axes to climb up the side of a tunnel. Once he finds secure purchase, he will lower a rope to help the others, and try to warm himself up a bit.


Male LG Mountain Dwarf Wild Magic Sorcerer 4, Barbarian 3 | HP: 58/58 | AC: 19 | Init: +2 | Pass Perc: 9 | HD (4d6+3d12): 4+2/3+2 | Speed 25 | Sorcery Points: 4/4 | Spells: 4/4, 3/3 | Rage: 3/3 | Saves: STR+2 DEX+2 CON+5 INT+0 WIS-1 CHA+5 | Resistance: Poison | Inspiration: 1 | Active effects:

Damn, Umikh! That's two natural 20s in a row!


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Male N Hill Dwarf L5 | HP 64/64 | AC 16 | HD 6d10 (0 used) | 2nd Wind avail Skills: Anim Hand 5, Athl 6, Decp 3, Surv 5 | Disadv on Stealth Saves: S 7, D 1, C 6, I 0, W 2, Ch 0 | Init 1 | PP 12 | Speed 25'

I know right?! It's all 1's and 2's from here on out lol!


Male human fighter 6 | AC 17 (19 w shield) | hp 14/58 (6d10 HD) | Saves: +6 Str, +2 Dex, +6 Con, +0 Int, +5 Wis, +1 Cha | Second Wind used [ x ] | Action Surge used [ x ] | Init +2 | Passive Per 15 | Inspiration [ ] | Mark Retort [ 0/3 used ]

Well, that works... ^_^


HP 10/15 | AC 14 | Acr +4 Dec +4 His +2 Ins +4 Int +4 Inv +2 Perc +4 Pers +5 SoH +4 Ste +5 Sur +3 | Saves: S -1, D +5, C +1, I +0, W +2, Ch +5 Adv charm, disease; Imm Sleep| Init +4 | PPerc 14; PIns 14; Pinv 12; DrkVis | Spd 30' | Insp: No | HD 2/2 | Spell DC 13 Att +5 (1: 2/3) | BardIns 2/3 | Status: Normal | Insp: Yup! |

"He's- He's g- good!"


Game Map DCI# 4318637857

Umilkh manages to climb the slide back out to the tundra above. Securing a rope from above to assist the climb for the others. The Otters also ride up as passengers with who ever will assist them.

DC10 strength athletics check to climb out. Advantage if you have climbing gear or crampons.

During that time, Baldrick takes one last look around the water pool area below. Finding no other way out, he does locate a small alcove. The frozen body of an explorer who died here months ago rests here. The only thing of note on the body are its boots, which are a pair of embroidered boots with gaudy, but worthless, gems.

The wolf can be sensed in the darkness beyond but it seems to be avoiding anyone coming near, staying out of the light.


HP 10/15 | AC 14 | Acr +4 Dec +4 His +2 Ins +4 Int +4 Inv +2 Perc +4 Pers +5 SoH +4 Ste +5 Sur +3 | Saves: S -1, D +5, C +1, I +0, W +2, Ch +5 Adv charm, disease; Imm Sleep| Init +4 | PPerc 14; PIns 14; Pinv 12; DrkVis | Spd 30' | Insp: No | HD 2/2 | Spell DC 13 Att +5 (1: 2/3) | BardIns 2/3 | Status: Normal | Insp: Yup! |

Athletics: 1d20 - 1 ⇒ (3) - 1 = 2

Emmett asks to go first. He makes a good show of it, until about halfway. He feels his legs cramp and his arms start to tremble. For a moment, he stands immobile, unable to move up, just panicking. There's no way he can let go of that rope, he thinks, he would look like... Like an old man!

And then his arms give and he lets go of the rope and starts to slide back down!

Acrobatics: 1d20 + 3 ⇒ (14) + 3 = 17

However, he manages to land kind of correctly and on his feet: "It looks good, as far as I could tell. We can start the climb. I'll go... later." and he tries to find a spot to rest his legs.


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Male human fighter 6 | AC 17 (19 w shield) | hp 14/58 (6d10 HD) | Saves: +6 Str, +2 Dex, +6 Con, +0 Int, +5 Wis, +1 Cha | Second Wind used [ x ] | Action Surge used [ x ] | Init +2 | Passive Per 15 | Inspiration [ ] | Mark Retort [ 0/3 used ]

Assuming Aggrammar's deity is a dwarven one...

Turq joins in with the dwarf priest's prayer, while putting on his crampons, when Umikh suddenly scrambles up the tunnel!

Moradin's beard! the warrior scrambles up after, not to be out done!

Going to make the initial roll... It's a pride thing... ^_^

Athletics w advantage, DC 13: 2d20 + 4 ⇒ (3, 11) + 4 = 18 Result 15

As he pops out of the tunnel after Umikh, Turq laughs, You win, this time, Mikh! Let's get this rope down there!

Turq talks about how he plans to move to Good Mead and learn to brew the tasty beverage... He laughs and jokes, conversing about days of training as beardlings as they pull their compatriots up.


Male LG Mountain Dwarf Wild Magic Sorcerer 4, Barbarian 3 | HP: 58/58 | AC: 19 | Init: +2 | Pass Perc: 9 | HD (4d6+3d12): 4+2/3+2 | Speed 25 | Sorcery Points: 4/4 | Spells: 4/4, 3/3 | Rage: 3/3 | Saves: STR+2 DEX+2 CON+5 INT+0 WIS-1 CHA+5 | Resistance: Poison | Inspiration: 1 | Active effects:

"Hey, what're they doing here...?" glancing over his shoulder, Baldrick realizes that his companions are busy climbing back out. Shrugging, he pulls off the explorer's boots, mumbling to himself: "Someone might be looking for this poor human?"

Tying the boots together and looping them through a strap on his pack, Baldrick rushes back over to the others: "Hey - wait up!"

At the base of the slide: "Master Emmett - do you need some help? What if we tie the rope to your waist so you don't slide out again?"

Baldrick will wait until most of his companions have started up before he follows.

Athletics: 1d20 + 4 ⇒ (12) + 4 = 16


HP 10/15 | AC 14 | Acr +4 Dec +4 His +2 Ins +4 Int +4 Inv +2 Perc +4 Pers +5 SoH +4 Ste +5 Sur +3 | Saves: S -1, D +5, C +1, I +0, W +2, Ch +5 Adv charm, disease; Imm Sleep| Init +4 | PPerc 14; PIns 14; Pinv 12; DrkVis | Spd 30' | Insp: No | HD 2/2 | Spell DC 13 Att +5 (1: 2/3) | BardIns 2/3 | Status: Normal | Insp: Yup! |

"Why, yes. I guess it makes sense..." Emmett replies, gazing at the floor, frozen and defeated.


RODALAS

Before he heads up, the eladrin will tell the remaining wolf, We might be your only way out of this. Come on, don't be stubborn.


Male N Hill Dwarf L5 | HP 64/64 | AC 16 | HD 6d10 (0 used) | 2nd Wind avail Skills: Anim Hand 5, Athl 6, Decp 3, Surv 5 | Disadv on Stealth Saves: S 7, D 1, C 6, I 0, W 2, Ch 0 | Init 1 | PP 12 | Speed 25'

Umikh - Mik, he likes it! - enjoys talking about better days with Turq as the pair help pull the others up. He looks forward to trying this mead some day.

He shouts down encouragement to Emmett, tells him to keep moving while he waits so he doesn't freeze solid. And if he hears Rodalas, he will agree that, aye, get the wolf up and out too, and get on his way.


Male human fighter 6 | AC 17 (19 w shield) | hp 14/58 (6d10 HD) | Saves: +6 Str, +2 Dex, +6 Con, +0 Int, +5 Wis, +1 Cha | Second Wind used [ x ] | Action Surge used [ x ] | Init +2 | Passive Per 15 | Inspiration [ ] | Mark Retort [ 0/3 used ]

At first, upon hearing Rodalas' invitation for the wolf, Turq has reservations... but looking at his companions, he decides that if the wolf decides to bite the hand that feeds it, they would be safe enough.


Male Goliath Druid 2 | AC 12 | hp 17/17 (2d8 HD) | Saves: +3 Str, +1 Dex, +3 Con, +1 Int, +4 Wis, +1 Cha | Init +1 | Passive Per 12 | Inspiration [ Y]

Athletics: 1d20 + 5 ⇒ (9) + 5 = 14

Mир grunts and huffs as he uses the rope to climb the slippery slides.


RODALAS

Hey, he is from the fey wild


RODALAS

He will wait for the wolf's response
Acrobatics to get up 2d20 + 7 ⇒ (1, 3) + 7 = 11 acrobatics


Male Half Elf HP 10 | AC: 15 | Saves: Str: +0; Dex: +1; Con: +2; Int: +0; Wis: +5; Cha: +4 | Initiative: +1 | Spell Slots: 0 (2) | Inspiration: [ ]

LOL, he must be tired from his misty step


HP 10/15 | AC 14 | Acr +4 Dec +4 His +2 Ins +4 Int +4 Inv +2 Perc +4 Pers +5 SoH +4 Ste +5 Sur +3 | Saves: S -1, D +5, C +1, I +0, W +2, Ch +5 Adv charm, disease; Imm Sleep| Init +4 | PPerc 14; PIns 14; Pinv 12; DrkVis | Spd 30' | Insp: No | HD 2/2 | Spell DC 13 Att +5 (1: 2/3) | BardIns 2/3 | Status: Normal | Insp: Yup! |

Athletics, advantage: 1d20 - 1 ⇒ (2) - 1 = 11d20 - 1 ⇒ (8) - 1 = 7

Emmett tries, but fails again: "I'm afraid I'll need more than words to help me up... Perhaps if we tie the rope around my waist, those above could pull me up? I'm so sorry for being such a burden..."

Can we use acrobatics instead of athletics? I thought the call was for athletics.


Male human fighter 6 | AC 17 (19 w shield) | hp 14/58 (6d10 HD) | Saves: +6 Str, +2 Dex, +6 Con, +0 Int, +5 Wis, +1 Cha | Second Wind used [ x ] | Action Surge used [ x ] | Init +2 | Passive Per 15 | Inspiration [ ] | Mark Retort [ 0/3 used ]

Try ta keep yer feet, we'll pull ye up! Turq calls down.

Strength (Athletics) w/ advantage from help: 2d20 + 4 ⇒ (1, 4) + 4 = 9 Holy moley, it's like the dice want you to stay down there! >.<


HP 10/15 | AC 14 | Acr +4 Dec +4 His +2 Ins +4 Int +4 Inv +2 Perc +4 Pers +5 SoH +4 Ste +5 Sur +3 | Saves: S -1, D +5, C +1, I +0, W +2, Ch +5 Adv charm, disease; Imm Sleep| Init +4 | PPerc 14; PIns 14; Pinv 12; DrkVis | Spd 30' | Insp: No | HD 2/2 | Spell DC 13 Att +5 (1: 2/3) | BardIns 2/3 | Status: Normal | Insp: Yup! |

"I'm heavier than I look, I've been told..."


Game Map DCI# 4318637857

if you can justify how yiu are using acrobatics, I would probably allow it. Climbing though is generally an Athletics check. That would go for either of you. If not we’ll have to stick with Athletics checks.


Male human fighter 6 | AC 17 (19 w shield) | hp 14/58 (6d10 HD) | Saves: +6 Str, +2 Dex, +6 Con, +0 Int, +5 Wis, +1 Cha | Second Wind used [ x ] | Action Surge used [ x ] | Init +2 | Passive Per 15 | Inspiration [ ] | Mark Retort [ 0/3 used ]

I think Turq would try to rearrange the line of 'pullers', having the strongest at the end anchoring. Then try to see if we have better luck this time. I have a 15 Str, does anyone have a higher score?


RODALAS

He will try to pull himself up again
2d20 ⇒ (19, 4) = 23 Athletics


Male N Hill Dwarf L5 | HP 64/64 | AC 16 | HD 6d10 (0 used) | 2nd Wind avail Skills: Anim Hand 5, Athl 6, Decp 3, Surv 5 | Disadv on Stealth Saves: S 7, D 1, C 6, I 0, W 2, Ch 0 | Init 1 | PP 12 | Speed 25'

Turq, I'm just below you on STR, so we can pull Emmett up together?


Male human fighter 6 | AC 17 (19 w shield) | hp 14/58 (6d10 HD) | Saves: +6 Str, +2 Dex, +6 Con, +0 Int, +5 Wis, +1 Cha | Second Wind used [ x ] | Action Surge used [ x ] | Init +2 | Passive Per 15 | Inspiration [ ] | Mark Retort [ 0/3 used ]

Yeah, if it only takes time to try again, I will roll again, if that is okay with the DM! ^_^


Male LG Mountain Dwarf Wild Magic Sorcerer 4, Barbarian 3 | HP: 58/58 | AC: 19 | Init: +2 | Pass Perc: 9 | HD (4d6+3d12): 4+2/3+2 | Speed 25 | Sorcery Points: 4/4 | Spells: 4/4, 3/3 | Rage: 3/3 | Saves: STR+2 DEX+2 CON+5 INT+0 WIS-1 CHA+5 | Resistance: Poison | Inspiration: 1 | Active effects:

I imagine Baldrick (14 STR) is at the bottom, trying to give Emmett a boost :)


Male human fighter 6 | AC 17 (19 w shield) | hp 14/58 (6d10 HD) | Saves: +6 Str, +2 Dex, +6 Con, +0 Int, +5 Wis, +1 Cha | Second Wind used [ x ] | Action Surge used [ x ] | Init +2 | Passive Per 15 | Inspiration [ ] | Mark Retort [ 0/3 used ]

Yeah, I rolled with advantage and got a 1 & a 4... So disappointed in the Paizo dice roller, but then again, it did crit for me on the first swing of combat... Win some, lose some. ^_^


Male Goliath Druid 2 | AC 12 | hp 17/17 (2d8 HD) | Saves: +3 Str, +1 Dex, +3 Con, +1 Int, +4 Wis, +1 Cha | Init +1 | Passive Per 12 | Inspiration [ Y]

After Mир gets to the top he turns around to face the trecherous slides and grabs the rope in his large hands. "Ready Emmett," he bellows is a deep rumbling voice. When given the word, his massive muscles ripple with effort..

Str?: 1d20 + 3 ⇒ (19) + 3 = 22


Game Map DCI# 4318637857

We’ll say with the combined work of everyone that you manage to pull Emmett
Athletics for Aggrammar: 1d20 + 1 ⇒ (12) + 1 = 13

The wolf never appears as you climb to the surface. The party, now all back topside, begins to realize just what kind of danger you may be in. As the winds whip across the area the cold damp clothes began freeIng almost immediately.

Proficiency Survival, or DC 10 WIS check or DC 10 INT Nature:

• Being drenched in cold water then moving through air
this cold is most likely fatal in three hours or less.
• It’s at least a three-hour walk back to Mother Tusk’s
location, and that’s only true if someone isn’t slowed from exhaustion. Even an hour in the cold could easily lead to serious exhaustion.
• Creating a heat source to dry off and warm up is vital to survival at this point. Unfortunately, there isn’t much to burn in a watery cavern.


Male human fighter 6 | AC 17 (19 w shield) | hp 14/58 (6d10 HD) | Saves: +6 Str, +2 Dex, +6 Con, +0 Int, +5 Wis, +1 Cha | Second Wind used [ x ] | Action Surge used [ x ] | Init +2 | Passive Per 15 | Inspiration [ ] | Mark Retort [ 0/3 used ]

Wisdom check: 1d20 + 1 ⇒ (19) + 1 = 20 Nice!

How close are we to the pines near Dougan's Hole?

Turq lights three torches (including the one that he lit in the hole), and passes them around. Using one, he passes it over his wet clothes, drying them slowly, We should find shelter. It'll take at least three hours ta get back ta Mother Tusk. This blasted cold'll freeze yer wet clothes in no time.


Male Goliath Druid 2 | AC 12 | hp 17/17 (2d8 HD) | Saves: +3 Str, +1 Dex, +3 Con, +1 Int, +4 Wis, +1 Cha | Init +1 | Passive Per 12 | Inspiration [ Y]

Could this be relevant?
Feature: Wanderer
Feature Description: You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.


HP 10/15 | AC 14 | Acr +4 Dec +4 His +2 Ins +4 Int +4 Inv +2 Perc +4 Pers +5 SoH +4 Ste +5 Sur +3 | Saves: S -1, D +5, C +1, I +0, W +2, Ch +5 Adv charm, disease; Imm Sleep| Init +4 | PPerc 14; PIns 14; Pinv 12; DrkVis | Spd 30' | Insp: No | HD 2/2 | Spell DC 13 Att +5 (1: 2/3) | BardIns 2/3 | Status: Normal | Insp: Yup! |

Emmett rises from the hole defeated, his self-esteem dinged byb his failed climb, his mortal shell soaked and freezing.

Teeth clattering, he ignores the torch offered.

Survival: 1d20 + 2 ⇒ (12) + 2 = 14

But the warmth he starts to feel when the torch is brought nearer pulls him out of his torpor and he finaly grabs the torch and starts drying his clothes.

Gradually, the Old Man of Caer-Dal finds hope and enough resolve to walk back.

"This was... hard. But I'm better. Clothes feel dry now... But let's not linger, yes? My teeth are still clattering their concern, hehehe..."


Male N Hill Dwarf L5 | HP 64/64 | AC 16 | HD 6d10 (0 used) | 2nd Wind avail Skills: Anim Hand 5, Athl 6, Decp 3, Surv 5 | Disadv on Stealth Saves: S 7, D 1, C 6, I 0, W 2, Ch 0 | Init 1 | PP 12 | Speed 25'

Survival check: 1d20 + 4 ⇒ (10) + 4 = 14

Umikh roots around in his damp pack and produces another torch dry enough to add to the collection. Huddle up while we talk about where we be heading next, the extra warmth'll do us good. He wrings out his sopping wet pants, and water pours out of his boots, then hastily dons it all again.

Sounds like we probably won't have an issue getting back, especially if the otter(s) can help, we just need to survive the cold!


Male LG Mountain Dwarf Wild Magic Sorcerer 4, Barbarian 3 | HP: 58/58 | AC: 19 | Init: +2 | Pass Perc: 9 | HD (4d6+3d12): 4+2/3+2 | Speed 25 | Sorcery Points: 4/4 | Spells: 4/4, 3/3 | Rage: 3/3 | Saves: STR+2 DEX+2 CON+5 INT+0 WIS-1 CHA+5 | Resistance: Poison | Inspiration: 1 | Active effects:

Nature: 1d20 + 0 ⇒ (20) + 0 = 20

Hot damn! OkayOkayOkay - CoolCoolCool

With a rare flash of inspiration, Baldrick speaks up: "Huh - it wasn't as cold down in the tunnels - probably because there was no wind down there.... Let's ... uh... let's make a nest! Listen, if we dig down in the snow a bit, that'll get us out of the wind. Then we can make a small fire to warm up and dry off. We could even cover some of our nest with blankets to keep in the heat."

We might have to make a small fire out of torches, though, if there's no other fuel. Baldrick has a winter blanket and a bedroll, but no spells that can help us (unless you want to be hit by a fire bolt!


Male human fighter 6 | AC 17 (19 w shield) | hp 14/58 (6d10 HD) | Saves: +6 Str, +2 Dex, +6 Con, +0 Int, +5 Wis, +1 Cha | Second Wind used [ x ] | Action Surge used [ x ] | Init +2 | Passive Per 15 | Inspiration [ ] | Mark Retort [ 0/3 used ]

This is my thought. If there is a place that we can hunker down, near enough to some of the pines to get firewood, then we should take advantage of that to dry our clothes. If not, we should trudge back to Mother Tusk, and Turq will move from person to person drying their clothing as we keep moving, because that will get the blood pumping and work to create body heat...


Male LG Mountain Dwarf Wild Magic Sorcerer 4, Barbarian 3 | HP: 58/58 | AC: 19 | Init: +2 | Pass Perc: 9 | HD (4d6+3d12): 4+2/3+2 | Speed 25 | Sorcery Points: 4/4 | Spells: 4/4, 3/3 | Rage: 3/3 | Saves: STR+2 DEX+2 CON+5 INT+0 WIS-1 CHA+5 | Resistance: Poison | Inspiration: 1 | Active effects:

If we're close enough to some trees, then we should do that. But you can't really dry yourself off with a torch without burning your clothes (and skin!). Usually the best thing to do if you are wet and it's cold (as in, below 0C) is to dry off and warm up.

The kind of shelter I was thinking of is something I've built before - it's usually pretty quick to build, though it's better if there are some trees around. It's similar to a quinzee - basically, dig a hole, stick branches around the edge, cover with snow. We don't have to do anything so elaborate (and probably can't if we aren't near any trees), but even a couple of feet down will get us out of the wind and will hold in the heat long enough to warm up.

Also, #NotAnExpert-JustCanadian :D

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