Oh. Well I guess I just sort lie there then. Here's a strength/athletics check of the off-chance I can lift the rubble off me.
3[here] with either +1 (Strength) or +7 (Athletics)
Something tells me you didn't read this:
Alright, here's how this is going to go down. First I need each of you to make an Endurance check with a -5 penalty. The result of your check will tell you how many rounds you can survive without air. On your first turn all you can do is make a saving throw against being being blinded, dazed, deafened, and restrained. Assuming you succeed that, on your second turn you can start to dig yourself out of your hole. Standard action will clear out some of the rubble ahead of you, and a move action to climb through it. Doing both of these actions makes you one step closer to escaping. Because Quinn and the sailors will be digging frantically through rubble to reach you faster, it will only take you each four turns each to escape (once you've successfully saved against the restrained), except for Graydon who was further down the tunnel when it collapsed. For Graydon, it will take nine turns. You can attempt to over-exert yourself by either using an athletics check (DC19) to clear rubble faster, or and acrobatics check (DC14) to squeeze through uncleared rubble, however if you fail in either of these acts you waste your action and risk getting stuck again. Success in either of these attempts though will advance you two steps closer to escape, so Graydon could theoretically get out in five turns instead of nine.
If you do not save against the conditions, you can attempt to do so again on your next turn. Eventually, Quinn and the sailors will reach you even if you never budge yourself, but you may have suffocated by the time they do.
Any questions?
Also, you succeeded in your saving throw, and the endurance check needed to be made only once, so you didn't need to redo either. You may begin digging yourself out.