Peren's assurances about the rope come too late and Kathra falls to another level of the broken ice, just being missed by Rhudall's grasp. Luckily, Feather Fall saves her from any real harm. Below, Peren grabs hold of the rope and tries to stabilize it, but fails. Gavin sees a bit of the upper tower crash down on the top of the glacier above and moves clear to any real danger. Thont tries his best to move to a safer location, but the ice he lands on cracks beneath him trapping his foot. Mirabel dives off the side of the glacier, hoping his magics will see him through the day, and it almost does....except that the erstwhile dragonborn seems to have tangled himself up in the climbing rope somehow and is now dangling upside down looking Thont in the eyes.
From all around you, trapped steam from the hot spring below wells up through the cracks in the glacier, forming an obstetrical of jets of burning vapor.
Update for round three: Athletics and Acrobatics rolls are still made at disadvantage. Everyone but Thont is still under the effects of Feather Fall. Mirabel is no longer under the effects of Guidance. Some skill failures may incur some real damage from jets of burning steam.
((The way things are going, he may need that. Also, to remind everyone, you can roll other skills besides Athletics or Acrobatics. It's assumed each round that your party makes some progress down this glacier. You can use other skills if you think they will help, like Nature or Survival.))
Rollback Post to RevisionRollBack
"The mongoose blew out its candle and was asleep in bed before the room went dark." —Llanowar fable
This post has potentially manipulated dice roll results.
((Okay, so I'm either 30 or 50 feet from the bottom... I think... but I'm stuck? Do I need to roll for getting my foot un-stuck or just carry on with the Athletics and I didn't move at all last round?))
Athletics to do the unstuck: 5
If I'm NOT Stuck: If I have 30 feet left, or when I get to 30 feet, I want to try and do a dramatic slide-fall, using my trained hands to slow my fall and hit a roll at the end, using Stone's Endurance to try and absorb any damage. Acrobatics: 11 Stone's Endurance Absorbs: 11 damage
((Yes, you can try to un-stick yourself with Athletics, which it seems you did. That means there will be less hurtful complications headed your way next round.))
Rollback Post to RevisionRollBack
"The mongoose blew out its candle and was asleep in bed before the room went dark." —Llanowar fable
((At the end of this round, you'll be at around the 30ft mark, as it is assumed that you freed yourself and moved down a bit from where you were. Depending on how well your friends do will determine if you are part of the group that may be taking some burning steam damage.))
Rollback Post to RevisionRollBack
"The mongoose blew out its candle and was asleep in bed before the room went dark." —Llanowar fable
Kathra manages to both fall and roll her eyes at the same time, disgusted with her own performance. After she lands, she grabs the rope and tries again.
Everything goes really well! Peren and Gavin keep an eye out for falling debris and guide their friends to safety. Thont manages to get himself unstuck and carefully works his way down to the next level of broken ice. Kathra seems to finally get into a rhythm and slips past a few unexpected steam geysers through the help of Rhudall pointing out the dangerous spots. And Mirabel manages to get untangled from the rope and floats down gently onto a more stable outcropping, free to dive down further on his turn of he so chooses.
Update for round four: Athletics and Acrobatics rolls are still made at disadvantage as nobody has manged to get these ropes under control. Everyone but Thont is still under the effects of Feather Fall. Everyone is roughly at around the 30 foot mark, except for Peren who is about 10 feet from the ground, trying to keep the climbing gear functioning. Steam geysers may still be an issue, but are much less of a danger than before as you seem to have climbed below the worst of it.
This post has potentially manipulated dice roll results.
Okay I'll do my hopefully clever trick:
I want to try and do a dramatic slide-fall, using my trained hands to slow my fall and hit a roll at the end, using Stone's Endurance to try and absorb any damage.
Rhudall sees Kathra slipping and tires to grab for her.
Acrobatics: 17
((Round two wrap-up to follow.))
Round two wrap-up:
Peren's assurances about the rope come too late and Kathra falls to another level of the broken ice, just being missed by Rhudall's grasp. Luckily, Feather Fall saves her from any real harm. Below, Peren grabs hold of the rope and tries to stabilize it, but fails. Gavin sees a bit of the upper tower crash down on the top of the glacier above and moves clear to any real danger. Thont tries his best to move to a safer location, but the ice he lands on cracks beneath him trapping his foot. Mirabel dives off the side of the glacier, hoping his magics will see him through the day, and it almost does....except that the erstwhile dragonborn seems to have tangled himself up in the climbing rope somehow and is now dangling upside down looking Thont in the eyes.
From all around you, trapped steam from the hot spring below wells up through the cracks in the glacier, forming an obstetrical of jets of burning vapor.
Update for round three: Athletics and Acrobatics rolls are still made at disadvantage. Everyone but Thont is still under the effects of Feather Fall. Mirabel is no longer under the effects of Guidance. Some skill failures may incur some real damage from jets of burning steam.
((Thont is prepared to use his last Ki point on Stone's Endurance if he ends up falling from a great height.))
((The way things are going, he may need that. Also, to remind everyone, you can roll other skills besides Athletics or Acrobatics. It's assumed each round that your party makes some progress down this glacier. You can use other skills if you think they will help, like Nature or Survival.))
Peren will run over and try to grab the rope again while looking up for failing ice, or party members
Perception = 19
((Okay, so I'm either 30 or 50 feet from the bottom... I think... but I'm stuck? Do I need to roll for getting my foot un-stuck or just carry on with the Athletics and I didn't move at all last round?))
Athletics to do the unstuck: 5
If I'm NOT Stuck:
If I have 30 feet left, or when I get to 30 feet, I want to try and do a dramatic slide-fall, using my trained hands to slow my fall and hit a roll at the end, using Stone's Endurance to try and absorb any damage.
Acrobatics: 11
Stone's Endurance Absorbs: 11 damage
((Yes, you can try to un-stick yourself with Athletics, which it seems you did. That means there will be less hurtful complications headed your way next round.))
((FYI, I am getting off work now, so will be AFK for a little while))
((Okay - so am I 30 or 50 ft away now? I'll save my dramatic acrobatics for 30 ft))
((At the end of this round, you'll be at around the 30ft mark, as it is assumed that you freed yourself and moved down a bit from where you were. Depending on how well your friends do will determine if you are part of the group that may be taking some burning steam damage.))
Kathra manages to both fall and roll her eyes at the same time, disgusted with her own performance. After she lands, she grabs the rope and tries again.
Athletics: 22
((This round is really looking up for the party.))
Mirabel dangles from the rope and tries to free himself from his predicament so he can just fall like he wanted to.
((Uhhh, athletics I guess?)) Athletics: 17
((Oh dang, forgot with disadvantage. Here's the other roll: 19
((Thanks for jinxing me))
Gavin keeps going down the rope trying to evade any pockets of steam and falling debris. He is very glad Maribel seems to have gotten free of the rope
Perception check: 11
Rhudall tries to see if there is a way to avoid all this burning steam.
Nature check: 17
((End of round wrap-up to follow when I get home tonight after running my adventure league game this evening.))
Round three wrap-up:
Everything goes really well! Peren and Gavin keep an eye out for falling debris and guide their friends to safety. Thont manages to get himself unstuck and carefully works his way down to the next level of broken ice. Kathra seems to finally get into a rhythm and slips past a few unexpected steam geysers through the help of Rhudall pointing out the dangerous spots. And Mirabel manages to get untangled from the rope and floats down gently onto a more stable outcropping, free to dive down further on his turn of he so chooses.
Update for round four: Athletics and Acrobatics rolls are still made at disadvantage as nobody has manged to get these ropes under control. Everyone but Thont is still under the effects of Feather Fall. Everyone is roughly at around the 30 foot mark, except for Peren who is about 10 feet from the ground, trying to keep the climbing gear functioning. Steam geysers may still be an issue, but are much less of a danger than before as you seem to have climbed below the worst of it.
Gavin tries to wrangle the rope in as he continues to climb down. He is doing his best not to panic as a wall of ice is crumbling above him.
Athletic check at disadvantage: 6
((DAMMMMMITTTTTTT!!!)))
Kathra, seeing they're nearly all the way down, takes a moment to pause and survey the terrain before continuing down.
Nature: 23
Peren will try to get the ropes under control and tries to encourage everyone that the gear will hold, He says “hang on we are almost to the bottom”
Strength = 5
Okay I'll do my hopefully clever trick:
I want to try and do a dramatic slide-fall, using my trained hands to slow my fall and hit a roll at the end, using Stone's Endurance to try and absorb any damage.
Acrobatics: 14
Stone's Endurance Absorbs: 9 damage