As Lehmani's boot slips, she shifts her weight to try and steady herself and almost has it... but then she takes a single step back into an even slicker slime. She manages to grunt out, "Oh sh-" before her legs go out from underneath her....
Rollback Post to RevisionRollBack
DM - Classic Adventures Reborn
Rylan - L1 Human Paladin - Barty's "Princes of the Apocalypse"
Lehmani - You fall onto your side and begin sliding down the sloped surface toward the eastern end of the cavern. Half in and half out of the stream, you fail to find purchase on neither the slime covered bank nor the slime covered streambed. You're being swept downstream!
All - You watch as Kalhala and Lehmani slip in the slime covered area near the stream. Kalhala regains his balance but Lehmani's pinwheeling arms fail to aid her in regaining hers. She goes down hard and begins sliding eastward down the sloped cavern, toward the thundering roar of falling water...
Any movement while in or into the green areas along the stream bank require a DC 12 DEX Acrobatics check to prevent falling in the slime and beginning your own eastward journey. We will act in turn order as this is an emergent event.
Round 1
Kalhala succeeds on his Acrobatics check.
Lehmani fails her check and begins sliding eastward.
Berkarak sees the problem and runs downstream, out of the slime as far as he can while giving him time to pull his quarterstaff. He steps as close as he can to the stream, gets low, and reaches out the quarterstaff, urging Lehmani to grab it as she passes. If he can't reach it far enough, he will step out too far to help his friend. (If he must, 9 acrobatics with guidance 😬)
Berkarak - The 6ft quarterstaff doesn't quite extend far enough to reach Lehmani while standing outside the slime. Stepping into it, your left foot slides straight out and your right knee hits the stone floor painfully. You scrabble against the slick stones but can't find purchase and you also begin sliding eastward down the sloped ground.
Grymar runs due east, avoiding the greenish slime and picks up the end of Zubien’s rope. When he gets near the eastern portion as far as he can go, he pulls out his hammer and a piton, driving it into the rock and wrapping the rope around it. Next turn he plans to move south and grab anyone floating toward their doom.
Grymar - That course of action would require multiple actions/turns. This turn you are able to pick up Zubien's rope and run to the eastern end of the cavern where you begin trying to find your hammer and piton in your pack.
Round 2
The party is up! Lehmani and Berkarak have slid further down the slope. Both may attempt another DC 12 DEX Acrobatics check to arrest their descent. Since Grymar picked up Zubien's rope, the DC 12 STR Athletics check is not an option this round.
Lemmani attempts to grab hold of some sort of... well, anything... (Acrobatics: 7) but only manages to catch hold of a facefull of water and small loose rock that immediately breaks free in her hand as she tumbles further down the stream...
Rollback Post to RevisionRollBack
DM - Classic Adventures Reborn
Rylan - L1 Human Paladin - Barty's "Princes of the Apocalypse"
"Lehmani!!!" Kalhala exclaims as he watches her thrash and tumble down the stream. Seeing that Berk is also in trouble but Zubien and Grymar are helping him out, Kalhala digs out his rope and tosses an end to his friend. Worry coursing through him. "If you don't catch this, I'm coming in after ya!"
Berkarak curses at the pain shooting from his knee. He gathers himself as he slowly slips to his doom, momentarily closes his eyes, and mutters words to himself with his hand on his own chest (casting Guidance on himself). His heartbeat slows and he attempts to gain some control over his own movement, gripping at the nearby rocks. (Acrobatics+Guidance 10). His hands cannot find enough friction, and he curses again.
Hammer out, Grymar drives a piton into the stone and loops the rope around it, heading south near the water and extending his arm, trying to grab anyone and pull them out of the water when they get close. “Take my hand, grab onta meeeee!”
((Will let you interpret what that looks like, but that’s his intention.))
Rollback Post to RevisionRollBack
A wizard is never late, nor is he early, he arrives precisely when he means to.
Lehmani - You find no purchase on the slime covered stones and continue sliding toward the waterfall, but you do see Kalhala throw a line in your path.
You may attempt either a DC 12 STR Athletics or DEX Acrobatics check to grab the rope tossed by Kalhala.
Berkarak - The roar of falling water is all you can hear as you near the yawning hole, though you see Grymar doing something nearby.
Grymar - You're able to secure the rope and make your way through the muck without losing your footing.
(Made an Acrobatics check in sheet, 14)
Berkarak - You may attempt either a DC 12 STR Athletics or DEX Acrobatics check to grab Grymar's outstretched hand.
Zubien - You make your way over to the rope and grab a hold of it, keeping it taut while Grymar makes his way through the muck.
Lehmani thrashes about, attempting a Guidance spell to increase her chances of grabbing the rope, but the decision to cast the spell ends up robbing her of the hand she'd need to save herself... (Acrobatics: 8+1 guidance: 9) and she continues to tumble. She tries to call out but only catches water in her throat...
Rollback Post to RevisionRollBack
DM - Classic Adventures Reborn
Rylan - L1 Human Paladin - Barty's "Princes of the Apocalypse"
He starts dashing towards the group and hands his rope to Zubien, "Don't let go!!" and holding onto the other end, he somehow manages it through the slime (Acrobatics 16) and dives into the water hopefully beyond his friends to stop their decent down the river.
Berkaraksummons what focus he can given his pain from the slip and bumps to grant himself Guidance once more. Trying to ignore the chaos of the moment, the sound of crashing water, and the panic in his chest, he reaches for the rope. Acrobatics(Disadvantage)+Guidance 10
Berkarak - You feel the rough leather of Grymar's gloves brush your fingertips and see his eyes widen as you're swept past. The slick surface you've been sliding down suddenly disappears and you're weightless for a moment... before you plummet into darkness. Your own scream is lost to the deafening cacophony of the waterfall echoing up the chute.
As Lehmani's boot slips, she shifts her weight to try and steady herself and almost has it... but then she takes a single step back into an even slicker slime. She manages to grunt out, "Oh sh-" before her legs go out from underneath her....
DM - Classic Adventures Reborn
Rylan - L1 Human Paladin - Barty's "Princes of the Apocalypse"
Lehmani - You fall onto your side and begin sliding down the sloped surface toward the eastern end of the cavern. Half in and half out of the stream, you fail to find purchase on neither the slime covered bank nor the slime covered streambed. You're being swept downstream!
All - You watch as Kalhala and Lehmani slip in the slime covered area near the stream. Kalhala regains his balance but Lehmani's pinwheeling arms fail to aid her in regaining hers. She goes down hard and begins sliding eastward down the sloped cavern, toward the thundering roar of falling water...
Any movement while in or into the green areas along the stream bank require a DC 12 DEX Acrobatics check to prevent falling in the slime and beginning your own eastward journey. We will act in turn order as this is an emergent event.
Round 1
Kalhala succeeds on his Acrobatics check.
Lehmani fails her check and begins sliding eastward.
Berkarak, Grymar, and Zubien are up!
Map:
Berkarak sees the problem and runs downstream, out of the slime as far as he can while giving him time to pull his quarterstaff. He steps as close as he can to the stream, gets low, and reaches out the quarterstaff, urging Lehmani to grab it as she passes. If he can't reach it far enough, he will step out too far to help his friend. (If he must, 9 acrobatics with guidance 😬)
Berkarak - The 6ft quarterstaff doesn't quite extend far enough to reach Lehmani while standing outside the slime. Stepping into it, your left foot slides straight out and your right knee hits the stone floor painfully. You scrabble against the slick stones but can't find purchase and you also begin sliding eastward down the sloped ground.
Grymar and Zubien are up!
Map:
Zubien acrobatic check: 13, will head towards Berkarak as he seems to be the more in trouble. He'll try to throw a line to him.
Zubien - You're able to stay standing despite the slippery surface and toss a rope out toward Berkarak.
Berkarak - On your next turn you can attempt either a DC 12 DEX Acrobatics or STR Athletics check to arrest your descent.
Grymar is up!
Grymar runs due east, avoiding the greenish slime and picks up the end of Zubien’s rope. When he gets near the eastern portion as far as he can go, he pulls out his hammer and a piton, driving it into the rock and wrapping the rope around it. Next turn he plans to move south and grab anyone floating toward their doom.
A wizard is never late, nor is he early, he arrives precisely when he means to.
Grymar - That course of action would require multiple actions/turns. This turn you are able to pick up Zubien's rope and run to the eastern end of the cavern where you begin trying to find your hammer and piton in your pack.
Round 2
The party is up! Lehmani and Berkarak have slid further down the slope. Both may attempt another DC 12 DEX Acrobatics check to arrest their descent. Since Grymar picked up Zubien's rope, the DC 12 STR Athletics check is not an option this round.
Map:
Lemmani attempts to grab hold of some sort of... well, anything... (Acrobatics: 7) but only manages to catch hold of a facefull of water and small loose rock that immediately breaks free in her hand as she tumbles further down the stream...
DM - Classic Adventures Reborn
Rylan - L1 Human Paladin - Barty's "Princes of the Apocalypse"
"Lehmani!!!" Kalhala exclaims as he watches her thrash and tumble down the stream. Seeing that Berk is also in trouble but Zubien and Grymar are helping him out, Kalhala digs out his rope and tosses an end to his friend. Worry coursing through him. "If you don't catch this, I'm coming in after ya!"
Berkarak curses at the pain shooting from his knee. He gathers himself as he slowly slips to his doom, momentarily closes his eyes, and mutters words to himself with his hand on his own chest (casting Guidance on himself). His heartbeat slows and he attempts to gain some control over his own movement, gripping at the nearby rocks. (Acrobatics+Guidance 10). His hands cannot find enough friction, and he curses again.
Hammer out, Grymar drives a piton into the stone and loops the rope around it, heading south near the water and extending his arm, trying to grab anyone and pull them out of the water when they get close. “Take my hand, grab onta meeeee!”
((Will let you interpret what that looks like, but that’s his intention.))
A wizard is never late, nor is he early, he arrives precisely when he means to.
Zubien will hold the rope, and try to pull Grymar in.
Lehmani - You find no purchase on the slime covered stones and continue sliding toward the waterfall, but you do see Kalhala throw a line in your path.
You may attempt either a DC 12 STR Athletics or DEX Acrobatics check to grab the rope tossed by Kalhala.
Berkarak - The roar of falling water is all you can hear as you near the yawning hole, though you see Grymar doing something nearby.
Grymar - You're able to secure the rope and make your way through the muck without losing your footing.
(Made an Acrobatics check in sheet, 14)
Berkarak - You may attempt either a DC 12 STR Athletics or DEX Acrobatics check to grab Grymar's outstretched hand.
Zubien - You make your way over to the rope and grab a hold of it, keeping it taut while Grymar makes his way through the muck.
ROUND 3
The party is up!
Map:
<gulp>
Lehmani thrashes about, attempting a Guidance spell to increase her chances of grabbing the rope, but the decision to cast the spell ends up robbing her of the hand she'd need to save herself... (Acrobatics: 8+1 guidance: 9) and she continues to tumble. She tries to call out but only catches water in her throat...
DM - Classic Adventures Reborn
Rylan - L1 Human Paladin - Barty's "Princes of the Apocalypse"
Lehmani - You're swept past the rope and into Berkarak, knocking him further downstream...
Berkarak - As you try to steady yourself to reach for the rope, Lehmani crashes into you. You will have DISADVANTAGE on your checks this turn.
Map:
"Noo!!" Kalhala bellows.
He starts dashing towards the group and hands his rope to Zubien, "Don't let go!!" and holding onto the other end, he somehow manages it through the slime (Acrobatics 16) and dives into the water hopefully beyond his friends to stop their decent down the river.
Berkarak summons what focus he can given his pain from the slip and bumps to grant himself Guidance once more. Trying to ignore the chaos of the moment, the sound of crashing water, and the panic in his chest, he reaches for the rope. Acrobatics(Disadvantage)+Guidance 10
Berkarak - You feel the rough leather of Grymar's gloves brush your fingertips and see his eyes widen as you're swept past. The slick surface you've been sliding down suddenly disappears and you're weightless for a moment... before you plummet into darkness. Your own scream is lost to the deafening cacophony of the waterfall echoing up the chute.
Map:
Zubien continues to brace himself, anchoring the rope