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(IC) Quickleaf's Rime of the Frostmaiden
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<blockquote data-quote="Quickleaf" data-source="post: 9052648" data-attributes="member: 20323"><p><span style="font-size: 18px">The Avalanche</span></p><p></p><p>GM POST</p><p></p><p>Releasing the dogs back down slope, you see them sniffing along the trail you came up on, Kodiak turning back to study your silhouettes for a moment longer, and then they drop out of sight, headed back to where Keegan and Eve await with the other sled dogs. Gathering up slack in the rope, you begin the second leg of your ascent, Corse's flickering flame and Alma's sphere of red light to guide you.</p><p></p><p>The thing about mountain climbing, things can take a turn on just...one...step.</p><p></p><p>A particularly steep ascent leads to a natural ridge with a scree field above and a wash of snow below. A roar from upslope draws your attention. Those of you with darkvision (i.e. everyone except [USER=7041633]@domminniti[/USER] and [USER=6746292]@Aethmud[/USER] ) can barely make out the shape of four mountain goats bounding over the rocks. Each goat has one incredibly long horn and one short horn. A flurry of snow hisses over the edge as you see a nine-foot-tall horned creature in furious pursuit. The yeti seems to grab one of the goats but then you lose sight of what happens in a burst of snow. Several rocks tumble beneath the yeti's feet, and it just barely manages to leap after the goats, disappearing behind a ridge upslope. However the sound of the yeti's roar and the bleating goats is quickly replaced by something far more ominous - the groaning and hissing of snow as several ice-covered rocks dislodge and come tumbling down, causing the ground beneath your feet to tremble. Then, almost 200 feet up, snow begins to pour down the face of Kelvin's Cairn toward you.</p><p></p><p>It's an avalanche!</p><p></p><p>[GM]You have one round before the mini-avalanche pours over you - it moves 200 feet per round.</p><p></p><p>Remember that you’re roped together which may limit your movement! Untying yourself takes an Action while cutting the rope takes a Bonus Action.</p><p></p><p>Some ways you might avoid being swept away:</p><ul> <li data-xf-list-type="ul">Getting creative with your spells or gear.</li> <li data-xf-list-type="ul">Moving at least 80 feet in one round gets to the side of the mini-avalanche (e.g. Boy & Steel Defender, with speeds of 40 ft, can just barely escape it). <strong>Lumrolur</strong>, as the scout, is a bit ahead – you only need to cover 50 feet to get clear, which is possible with Move + Action (Dash).</li> <li data-xf-list-type="ul">Hunkering down and relying on the pitons to hold –make a DC 10 Strength save with advantage. However, this isn’t an option for <strong>Corse</strong> (who already relied on pitons – we could say you’ve just unanchored yourself to start hammering a new piton when this happens), <strong>Alma </strong>or <strong>Logrim</strong> (who already relied on pitons for climb), and it would be risky for <strong>Lumrolur</strong> who has ~25 feet slack before a piton would catch him.</li> <li data-xf-list-type="ul">If you use a spell dealing fire damage (no attack/save needed), you need to do 20 fire damage (can team up) to burn the mini-avalanche to flow around you and other PCs in your vanguard / midguard / rearguard group.</li> <li data-xf-list-type="ul">Using something as a makeshift sled/skis to try and go downhill and swoop clear – this will involve some kind of DC 12 check, I’m flexible if it makes sense with what you’re trying.</li> <li data-xf-list-type="ul"><strong>Aric</strong> might think of a Wildshape that can withstand the mini-avalanche better or help move clear of it. If it’s a large quadruped, one PC in the Scout / Vanguard can ride you to safety.</li> <li data-xf-list-type="ul"><strong>Jack</strong> can fly above the mini-avalanche, but will need to unanchor himself from the security rope.</li> <li data-xf-list-type="ul"><strong>Logrim</strong> might be able to ride on Ludo? Only one Small rider though, since the Steel Defender is a Medium creature.</li> <li data-xf-list-type="ul"><strong>Russet</strong>, who’s navigating and foresaw the danger, can choose to risk rolling initiative against the avalanche (it acts on initiative 20); if you were to get 20+, then you’d get clear and be able to use your Strength save in place of saves anyone below you on the rope would make if swept away (i.e. Alma, Zeth, Logrim, Jack).</li> </ul><p>Anyone swept away by the mini-avalanche takes 3d6 bludgeoning damage and must make a DC 12 Dexterity save. On a success, you manage to arrest your fall on the stone slab ABOVE the Base Camp (i.e. you tumbled down 150 feet). On a failure, you are swept down to the Base Camp, taking another 2d6 bludgeoning damage (i.e. you tumbled a total of 250 feet). In either case you are partially buried (restrained) – you or a creature near you can spend 1 minute to dig you out with a DC 10 Athletics check. A shovel or certain magic may give you an auto-success.[/GM]</p><p></p><p>Mood Music:</p><p>[MEDIA=youtube]zOQeaFehQ2s[/MEDIA]</p></blockquote><p></p>
[QUOTE="Quickleaf, post: 9052648, member: 20323"] [SIZE=5]The Avalanche[/SIZE] GM POST Releasing the dogs back down slope, you see them sniffing along the trail you came up on, Kodiak turning back to study your silhouettes for a moment longer, and then they drop out of sight, headed back to where Keegan and Eve await with the other sled dogs. Gathering up slack in the rope, you begin the second leg of your ascent, Corse's flickering flame and Alma's sphere of red light to guide you. The thing about mountain climbing, things can take a turn on just...one...step. A particularly steep ascent leads to a natural ridge with a scree field above and a wash of snow below. A roar from upslope draws your attention. Those of you with darkvision (i.e. everyone except [USER=7041633]@domminniti[/USER] and [USER=6746292]@Aethmud[/USER] ) can barely make out the shape of four mountain goats bounding over the rocks. Each goat has one incredibly long horn and one short horn. A flurry of snow hisses over the edge as you see a nine-foot-tall horned creature in furious pursuit. The yeti seems to grab one of the goats but then you lose sight of what happens in a burst of snow. Several rocks tumble beneath the yeti's feet, and it just barely manages to leap after the goats, disappearing behind a ridge upslope. However the sound of the yeti's roar and the bleating goats is quickly replaced by something far more ominous - the groaning and hissing of snow as several ice-covered rocks dislodge and come tumbling down, causing the ground beneath your feet to tremble. Then, almost 200 feet up, snow begins to pour down the face of Kelvin's Cairn toward you. It's an avalanche! [GM]You have one round before the mini-avalanche pours over you - it moves 200 feet per round. Remember that you’re roped together which may limit your movement! Untying yourself takes an Action while cutting the rope takes a Bonus Action. Some ways you might avoid being swept away: [LIST] [*]Getting creative with your spells or gear. [*]Moving at least 80 feet in one round gets to the side of the mini-avalanche (e.g. Boy & Steel Defender, with speeds of 40 ft, can just barely escape it). [B]Lumrolur[/B], as the scout, is a bit ahead – you only need to cover 50 feet to get clear, which is possible with Move + Action (Dash). [*]Hunkering down and relying on the pitons to hold –make a DC 10 Strength save with advantage. However, this isn’t an option for [B]Corse[/B] (who already relied on pitons – we could say you’ve just unanchored yourself to start hammering a new piton when this happens), [B]Alma [/B]or [B]Logrim[/B] (who already relied on pitons for climb), and it would be risky for [B]Lumrolur[/B] who has ~25 feet slack before a piton would catch him. [*]If you use a spell dealing fire damage (no attack/save needed), you need to do 20 fire damage (can team up) to burn the mini-avalanche to flow around you and other PCs in your vanguard / midguard / rearguard group. [*]Using something as a makeshift sled/skis to try and go downhill and swoop clear – this will involve some kind of DC 12 check, I’m flexible if it makes sense with what you’re trying. [*][B]Aric[/B] might think of a Wildshape that can withstand the mini-avalanche better or help move clear of it. If it’s a large quadruped, one PC in the Scout / Vanguard can ride you to safety. [*][B]Jack[/B] can fly above the mini-avalanche, but will need to unanchor himself from the security rope. [*][B]Logrim[/B] might be able to ride on Ludo? Only one Small rider though, since the Steel Defender is a Medium creature. [*][B]Russet[/B], who’s navigating and foresaw the danger, can choose to risk rolling initiative against the avalanche (it acts on initiative 20); if you were to get 20+, then you’d get clear and be able to use your Strength save in place of saves anyone below you on the rope would make if swept away (i.e. Alma, Zeth, Logrim, Jack). [/LIST] Anyone swept away by the mini-avalanche takes 3d6 bludgeoning damage and must make a DC 12 Dexterity save. On a success, you manage to arrest your fall on the stone slab ABOVE the Base Camp (i.e. you tumbled down 150 feet). On a failure, you are swept down to the Base Camp, taking another 2d6 bludgeoning damage (i.e. you tumbled a total of 250 feet). In either case you are partially buried (restrained) – you or a creature near you can spend 1 minute to dig you out with a DC 10 Athletics check. A shovel or certain magic may give you an auto-success.[/GM] Mood Music: [MEDIA=youtube]zOQeaFehQ2s[/MEDIA] [/QUOTE]
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