Rolled 13, 5, 18, 8, 16, 17, 5 = 82 (7d20)
>>5673690>>5673416>>5673386>>5673382>>5673266>>5673158>>5673154As you wrack your brain for a solution to escape, a few notions occur to you. The first, and most immediately applicable, is that you are still in <Dragonshape IV>, and you need not be. Simply by allowing the excess muscle and armoured hide to shrink and slough away, you give yourself precious breathing room—something your over-stressed body immediately thanks you for. You’re not claustrophobic, but no kinetic creature much enjoys the sensation of total physical restraint. While you remain trapped, you can now at least move your limbs somewhat… And if you can move, you can cast spells.
What spells, though?
This is a problem of Earth Elementalism, created by creatures which might well be some form of wild earth elemental. The solution, then, might lie in the proper application of an <Earth Tremor>… But then, what if that brings the whole cavern down upon you and traps you anew, or ends you? Worse, what if your allies HAVE survived, but in freeing yourself you bring about THEIR demise? You could call out to them, ascertain their status and location… But then, what of any guardians, posted to watch over you? Would you risk alerting your jailers, and thus spoil your own escape?
Hm.
Finally, brilliance strikes. The trick to escape DOEs indeed lie in Elementalism… But not in the sphere of Earth. Elementalist training is not all stances, gestures, chakras, and magic incantations – it is ALSO a matter of physics and chemistry, of understanding the ways the magical energies you channel and control affect the material properties of mundane substances. It’s how you know enough to understand the mechanism by which you were trapped: molecules of earth, made more or less dense, simulating liquid or reinforcing solid structures. The specific arrangements of those infinitesimal particles elude you, but you DO know something else about the way such arrangements function:
If you cool them, they freeze. If you heat them, they expand and grow active. If you do both in rapid succession… They destabilize.
You grin toothily without realizing it—a habit picked up in human-guise, made menacingly crocodilian by your true form. Something to avoid doing in view of Eka, maybe. Perhaps the last expression your earthen enemies will see, once you are free!
[6d20 (Athelticism with bonus dice for Elementalism, Firebreath, and Spellcraft, because you folks were clever. DC 15; you're still somewhat restrained, which did not provide ideal casting conditions or maximum leverage.]