Turquoise 'Turq' Barreltap AL |
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.
Greycastle |
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
Emmett Escheus |
"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..."
Turquoise 'Turq' Barreltap AL |
How big is this slide? With my crampons, can I gain purchase on that? Like bracing my back against the top of the tunnel?
Greycastle |
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.
Turquoise 'Turq' Barreltap AL |
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. ^_^
Emmett Escheus |
"We're doomed... Are we?" reflects Emmett.
Emmett Escheus |
"I'm g- g- glad-d!" replies the Old Man of Caer Dal, his teeth clacking from the cold.
Aggrammar Deepdelver |
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"
Baldrick Longhall |
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 Windrace |
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.
Turquoise 'Turq' Barreltap AL |
Aggrammar, which god do you worship? Want to add a little RP for the guidance...
Umikh Ironbender |
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.
Baldrick Longhall |
Damn, Umikh! That's two natural 20s in a row!
Emmett Escheus |
"He's- He's g- good!"
Greycastle |
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.
Emmett Escheus |
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.
Turquoise 'Turq' Barreltap AL |
1 person marked this as a favorite. |
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.
Baldrick Longhall |
"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
Emmett Escheus |
"Why, yes. I guess it makes sense..." Emmett replies, gazing at the floor, frozen and defeated.
Rodalas Windrace |
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.
Umikh Ironbender |
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.
Turquoise 'Turq' Barreltap AL |
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.
Rodalas Windrace |
He will wait for the wolf's response
Acrobatics to get up 2d20 + 7 ⇒ (1, 3) + 7 = 11 acrobatics
Emmett Escheus |
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.
Turquoise 'Turq' Barreltap AL |
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! >.<
Emmett Escheus |
"I'm heavier than I look, I've been told..."
Greycastle |
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.
Turquoise 'Turq' Barreltap AL |
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?
Turquoise 'Turq' Barreltap AL |
Yeah, if it only takes time to try again, I will roll again, if that is okay with the DM! ^_^
Baldrick Longhall |
I imagine Baldrick (14 STR) is at the bottom, trying to give Emmett a boost :)
Turquoise 'Turq' Barreltap AL |
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. ^_^
Mир |
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
Greycastle |
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.
• 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.
Turquoise 'Turq' Barreltap AL |
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.
Mир |
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.
Emmett Escheus |
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..."
Umikh Ironbender |
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!
Baldrick Longhall |
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!
Turquoise 'Turq' Barreltap AL |
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...
Baldrick Longhall |
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