I don't think you're supposed to be in any town. You said something about arriving in town, but the Dungeon Master didn't say you had found anything of the sort. I think it's safe to assume you are still wandering the wilderness. In this situation, what you most likely need to do is try a few survival checks. I don't think you have survival training, so just roll a D20, and add your wisdom modifier.
Most actions of this sort are handled by one of the many skills. I suggest checking the following source or one similar to it.
Source 4i
However, to answer your question:
-climbing, Climb skill
-finding your bearings, Survival skill
-gliding down normally, no check needed
-gliding down in an emergency, up to the Dungeon Master, probably either a Reflex save or a Tumble skill check
For each skill, check your character page first. See what modifier you have for it. For instance for the climb skill you have a total modifier of +1, so you would roll a 1d20+1.
If your character page doesn't have the skill listed, in most cases that doesn't mean you can't use the skill, just that you haven't invested in it. Just roll the basic ability modifier associated with the skill. For example, it appears you have not invested in Tumble. If you need to make a Tumble check, just use your basic Dexterity modifier, for a 1d20+4.
Edited: daishain on 10th Oct, 2018 - 1:01am
So check what I got and then make roll for it would climbing come under dexterity? Just checked ok so climbing would be a 10 base 8 plus 2 and since I don't have survival what does it come under?
Edited: redsopine on 10th Oct, 2018 - 1:10am
At most a 9? Where did you get that number?
There is no maximum value for any skill. Though it certainly gets tough to keep finding extra bonuses to add on after a certain point.
In any case, unless otherwise specified, rolls are pretty much always made with a twenty sided die, usually listed as a d20. A result of 20 before adding on modifiers is always a success, a result of 1 before adding modifiers is always a failure.
So for the climb skill, you would roll 1d20+1. That is to say roll 1 twenty sided die, and then add 1 to the die's result. In this game, you would use the virtual dice roller that is a part of the forum's post function. Just look below the text box for it.
For most skills, you have the option of not rolling, and instead "Taking ten" or "Taking twenty"
Taking ten skips the dice roll and gives you a result of 10 plus your modifier. It can only be done when you are not in a stressful situation, but is generally a good idea when that result is enough to do what you're hoping for.
Taking twenty works like the above, it gives a result of 20 plus your modifier. However, it cannot be performed for any check where failing the check has negative consequences, and take 20 times as long as a normal check attempt. Basically this is for any situation where you can keep retrying the skill check over and over again until you succeed.
Edit: I already mentioned that getting your bearings will take a Survival skill check.
Edited: daishain on 10th Oct, 2018 - 1:26am