Nodding at Jorin's idea, Spar pulls out a coil of her own rope. She suggests that after anchoring one end of the rope on the floor in the magic upside down zone, they tie a knot with a 6-inch loop as a handhold about three feet from the anchor point. That way when someone crosses into the magic zone, they can have a firm handhold on the rope while the rest of them flips around.
Then they can climb up (though... down... once you're in the upside-down) near the wall, belaying as they go for support, as per Jorin's idea. Once everyone's on the "floor" of the magic zone, they walk 50 feet, and attach a second rope at a similar anchor point on the ceiling of normal space, and repeat the process.
Spar can go first on her slippers, walking on the wall, and holding onto the rope below (though, sometimes, really above) the climber, helping to steady them and make the flipping and climbing process easier. She hopes this loop idea to aid the transition to new gravity, as well as her assistance, speeds things along and makes it less likely someone falls onto a bunch of mushrooms. (OOC would either of these ideas shorten then amount of time wasted
"By the way, anyone know if these mushrooms are something we'd wanna worry about touching?"she says, looking at Quillary.
Then they can climb up (though... down... once you're in the upside-down) near the wall, belaying as they go for support, as per Jorin's idea. Once everyone's on the "floor" of the magic zone, they walk 50 feet, and attach a second rope at a similar anchor point on the ceiling of normal space, and repeat the process.
(This "using 50' ropes at both sides" plan won't require any any checks or any damage, but it will use up 20 minutes of time. That might be preferable to the "swinging" idea.)
When Spar asks about the mushrooms, Drusk points out that Hildigrim saw Quillary's rat pass through the whole area without any troubles.
Rollback Post to RevisionRollBack
Beegred Thornpost - Lvl 8 Halfling Ranger - Out of the Abyss by Kerrec Drusk - Lvl 8 Half-Orc Life Cleric - The Long Road: Dragon Heist by Mingofaust (player & current DM) Hunferho Aelorothi - Lvl 5 Half-Elf Bard/Rogue - Baldur's Gate: Descent Into Avernus (by Pokepaladdy) DM - Frontier City of Nunkreet (ended)
“They should be fine,” Quillary says breezily about the mushrooms. She is debating internally just wild shaping into a rat and going the rat route, but when the belay upside down plan is explained, she realizes even if she and Spar scamper across, everyone else will still need to take twenty minutes, so she decides not to bring it up. “This rope plan sounds good,” she offers.
Rollback Post to RevisionRollBack
ey/em/eirs, or they/them works, too (just not he). Role-playing since that keep on those borderlands. I love it so.
"Well," Hildigrim says, looking up at everyone, "it will take a while, but standing around and debating further options might just take as long and reward us with no better fruit." He looks at Spar. "After you, m'lady."
This post has potentially manipulated dice roll results.
Drusk has a grappling hook. While the others are tying a rope to it, Jorin carefully gets to the edge of the reverse-gravity zone and reaching across it, chisels out a rock protrusion for the hook. (Drusk also has a light hammer and pitons.) With the hook secured to the rock (upside down), the rope is left to dangle to the ceiling. The party is able to climb to the ceiling without incident.
To get the hook and the rope back is a little more work. Hildigrim's Mage Hand only has a range of 30'. Jorin has to stand straight with his arms over his head, with Hildigrim standing on his hands. The grappling hook is untethered by the Mage Hand, and it (and the rope) fall to the ceiling.
The party moves 50' to the other edge of the zone, and repeat the process.
Safely across the magic reverse-gravity zone, Drusk coils up the rope, leaving it tied to the grappling hook for now. Quillary grabs some souvenir mushrooms before leading your group forward.
(I'll make another post shortly. I need to see the result of some rolls.)
2nd Quillary Survival Check: 18
Party initiative rolls:
Drusk 15
Hildigrim 16
Jorin 18
Quillary 21
Spar 10
Rollback Post to RevisionRollBack
Beegred Thornpost - Lvl 8 Halfling Ranger - Out of the Abyss by Kerrec Drusk - Lvl 8 Half-Orc Life Cleric - The Long Road: Dragon Heist by Mingofaust (player & current DM) Hunferho Aelorothi - Lvl 5 Half-Elf Bard/Rogue - Baldur's Gate: Descent Into Avernus (by Pokepaladdy) DM - Frontier City of Nunkreet (ended)
This post has potentially manipulated dice roll results.
(Hildigrim is Lucky... Making another init roll: 15 )
Quillary is still able to find traces of that large scout party, and finds the right paths to follow them.
It is now 1 hr 40 min since you entered the Underdark. The current passageway is only 15' wide, and the ceiling 10' high, and has been uncommonly straight for some time (with no side-branches). (Assuming the marching order is Jorin, then Quillary & Spar, and then Drusk & Hildigrim.)
A loud crack from above you is your only warning as dust flutters into your eyes. The tunnel has lost integrity. The ceiling is coming down!
Post your actions in initiative order: Jorin, Hildigrim, Drusk, Quillary, Spar (Treat this just like a round of combat.)
Jorin is up!
For Hildigrim only:
With his keen passive Investigation, Hildigrim sees that the ceiling is falling in an area 120 feet long, centered on the middle of the marching order. It will collapse in about 6 seconds (after everyone has one turn). Jorin is 55' away from the front of the zone, 65' away from the back of the zone. Q & S are 60' away from either end. D & H are 65' away from the front, 55' from the back.
Normally this would be a problem for a halfling with 25' of movement, but his roguish training early in his career means he can Dash as both an Action and a Bonus Action, in addition to his normal movement.
On his turn, he can yell something to the others as a free action, but an explanation would take too long. You can tell them to run all out, and in what direction. You'll have to decide if it is better to tell Drusk to go backward to get out of the falling zone, or forward to keep the party together. Also have to see what Jorin decides, since he goes before Hildigrim can say anything.
Beegred Thornpost - Lvl 8 Halfling Ranger - Out of the Abyss by Kerrec Drusk - Lvl 8 Half-Orc Life Cleric - The Long Road: Dragon Heist by Mingofaust (player & current DM) Hunferho Aelorothi - Lvl 5 Half-Elf Bard/Rogue - Baldur's Gate: Descent Into Avernus (by Pokepaladdy) DM - Frontier City of Nunkreet (ended)
Is the crack sound and collpase happening ahead, behind, or just above us? If behind or above, Jorin will grab whoever is nearest him and dash forwards. If ahead, then he'll do the same but dashing backwards.
Is the crack sound and collapse happening ahead, behind, or just above us?
Yes (above, behind, and ahead).
Hildigrim looks like he figured something out, but none of the rest of you know more than what was already posted. (You would have to use your Action to do an Investigation check.) Jorin has to choose now, before Hildi has a chance to react.
(Remember that Dash is an Action. So is grabbing someone. Moving with someone halves your movement. Only do dash-and-grab if you use Action Surge for another action.)
Rollback Post to RevisionRollBack
Beegred Thornpost - Lvl 8 Halfling Ranger - Out of the Abyss by Kerrec Drusk - Lvl 8 Half-Orc Life Cleric - The Long Road: Dragon Heist by Mingofaust (player & current DM) Hunferho Aelorothi - Lvl 5 Half-Elf Bard/Rogue - Baldur's Gate: Descent Into Avernus (by Pokepaladdy) DM - Frontier City of Nunkreet (ended)
(Sorry, missed the prompt, thanks for resolving the gravity problem!)(Will wait to see what remains to be done with this new Rocks Fall, Everyone Tries Not To Die problem)
Sorry, was using dash in a colloquial manner, Jorin will grab the nearest person (action) and use his regular movement (40 ft) to run forwards, figuring deeper in gets us closer to where we want to go.
Sorry, was using dash in a colloquial manner, Jorin will grab the nearest person (action) and use his regular movement (40 ft) to run forwards, figuring deeper in gets us closer to where we want to go.
(I realize that pulling a willing ally is not the same as dragging an enemy. Jorin moves at the full 40', but that also uses up the movement of the person being pulled.)
Jorin is next to Quillary and Spar, so he grabs Quillary's arm to pull her forward. He moves 40', then lets go of her arm. (Quillary does not have any movement left, but she still has her Action.)
With the middle of the party being "ground zero", these are the current positions in a straight line:
Hildigrim and Drusk at -5
Spar at 0
Quillary at +40
Jorin at +45
Hildigrim is up. Drusk is next. (What he does will depend on Hildigrim's turn. Otherwise he will move+Dash forward to follow Jorin.) After that, Quillary and Spar can both post their turns.
Rollback Post to RevisionRollBack
Beegred Thornpost - Lvl 8 Halfling Ranger - Out of the Abyss by Kerrec Drusk - Lvl 8 Half-Orc Life Cleric - The Long Road: Dragon Heist by Mingofaust (player & current DM) Hunferho Aelorothi - Lvl 5 Half-Elf Bard/Rogue - Baldur's Gate: Descent Into Avernus (by Pokepaladdy) DM - Frontier City of Nunkreet (ended)
Quillary and Spar are up. (Due to being pushed by Jorin, Quillary's movement has been used up.)
You notice that Hildigrim was running all out, but in the last 10' of his 75' sprint, he was easing up and turning around to look at the party.
Rollback Post to RevisionRollBack
Beegred Thornpost - Lvl 8 Halfling Ranger - Out of the Abyss by Kerrec Drusk - Lvl 8 Half-Orc Life Cleric - The Long Road: Dragon Heist by Mingofaust (player & current DM) Hunferho Aelorothi - Lvl 5 Half-Elf Bard/Rogue - Baldur's Gate: Descent Into Avernus (by Pokepaladdy) DM - Frontier City of Nunkreet (ended)
She would deeply like to curse someone, or something, or whatever made the ceiling collapse, but she has no target, so other than the mundane curses, she's quiet.
(OOC: Jorin used his Action to carry Quillary. She is using her Action to Dash, so cannot carry Jorin... although I like the idea of Quillary lifting Jorin overhead and using him as an umbrella.)
Quillary is able to Dash, and winds up (position +65) just short of Hildigrim.
Spar takes a moment longer than the others to realize the danger, but is prompted by the rest of the party fleeing ahead of her. As she is running, she hears the ceiling crash behind her, starting at "ground zero" and collapsing forwards and backwards from that point. Huge chunks of rubble rain down. She dives forward just as a huge chunk of ceiling plummets behind her. (position +60).
Spar stands up, covered with rock dust. The ceiling above her is stable, but just behind her is rubble. That means that Drusk (at +55) and Jorin (at +40) were still in the fall-zone.
DEX save vs. DC 15: Drusk 11 , Jorin (w/adv.) 18
(continued in next post, after I see the save results)
Rollback Post to RevisionRollBack
Beegred Thornpost - Lvl 8 Halfling Ranger - Out of the Abyss by Kerrec Drusk - Lvl 8 Half-Orc Life Cleric - The Long Road: Dragon Heist by Mingofaust (player & current DM) Hunferho Aelorothi - Lvl 5 Half-Elf Bard/Rogue - Baldur's Gate: Descent Into Avernus (by Pokepaladdy) DM - Frontier City of Nunkreet (ended)
Drusk got hit by the large chunk of ceiling that just missed Spar. He takes 14 bludgeoning damage, knocked prone and is fully buried under the rubble. While buried, a creature is considered blinded, restrained, unable to breathe, and takes 5 bludgeoning damage at the start of their turn. It will take two DC 15 Athletics (STR) checks to dig him out. (Can be done by Drusk or someone standing next to him.)
Further back, Jorin sees a hail of stones coming down on him, but his barbarian Danger Sense allows him to avoid the worst of it. He takes 7 bludgeoning damage, knocked prone, and is half-buried under the rubble. He is blinded, restrained, unable to breathe, and takes 2 bludgeoning damage at the start of his turn. It will take one DC 15 Athletics (STR) checks to dig him out.
As you are checking on the state of the other members of the party, you realize why this passageway was so straight, and probably why the ceiling came crashing down. Bursting out of the wall ahead of Hlldigrim (at position +80, just out of melee range) is a Young Purple Worm, its stone-crushing jaws eager for some meat in its diet. At the same time, a second Young Purple Worm bursts out at the other end of the fall zone (position -60). These are both Large sized, so not as Gargantuan as an adult worm would be.
(OOC: If you did a monster search on D&DBeyond, this is *not* the Young Purple Worm from "Princes of the Apocalypse", which is only slightly weaker than a mature Purple Worm. This is from a module written 7 years ago, stronger than a Purple Wormling but considerably less dangerous than the other version YPW.)
Staying in initiative order. The closer YPW1 goes after Drusk, the YPW2 in the back goes after Spar. Jorin is up, then Hildigrim, then Drusk. (Be sure to mark off the damage for Jorin from being buried, including the additional 2 at the start of his turn.)
Rollback Post to RevisionRollBack
Beegred Thornpost - Lvl 8 Halfling Ranger - Out of the Abyss by Kerrec Drusk - Lvl 8 Half-Orc Life Cleric - The Long Road: Dragon Heist by Mingofaust (player & current DM) Hunferho Aelorothi - Lvl 5 Half-Elf Bard/Rogue - Baldur's Gate: Descent Into Avernus (by Pokepaladdy) DM - Frontier City of Nunkreet (ended)
This post has potentially manipulated dice roll results.
Being the closest to Drusk, and seeing the giant worm eyeing his friend, Jorin will use his action to dig Drusk out of the rubble pile. He takes a deep breath (Bonus action, Second Wind) and heaves at the rubble.
Nodding at Jorin's idea, Spar pulls out a coil of her own rope. She suggests that after anchoring one end of the rope on the floor in the magic upside down zone, they tie a knot with a 6-inch loop as a handhold about three feet from the anchor point. That way when someone crosses into the magic zone, they can have a firm handhold on the rope while the rest of them flips around.
Then they can climb up (though... down... once you're in the upside-down) near the wall, belaying as they go for support, as per Jorin's idea. Once everyone's on the "floor" of the magic zone, they walk 50 feet, and attach a second rope at a similar anchor point on the ceiling of normal space, and repeat the process.
Spar can go first on her slippers, walking on the wall, and holding onto the rope below (though, sometimes, really above) the climber, helping to steady them and make the flipping and climbing process easier. She hopes this loop idea to aid the transition to new gravity, as well as her assistance, speeds things along and makes it less likely someone falls onto a bunch of mushrooms. (OOC would either of these ideas shorten then amount of time wasted
"By the way, anyone know if these mushrooms are something we'd wanna worry about touching?" she says, looking at Quillary.
(This "using 50' ropes at both sides" plan won't require any any checks or any damage, but it will use up 20 minutes of time.
That might be preferable to the "swinging" idea.)
When Spar asks about the mushrooms, Drusk points out that Hildigrim saw Quillary's rat pass through the whole area without any troubles.
Beegred Thornpost - Lvl 8 Halfling Ranger - Out of the Abyss by Kerrec
Drusk - Lvl 8 Half-Orc Life Cleric - The Long Road: Dragon Heist by Mingofaust (player & current DM)
Hunferho Aelorothi - Lvl 5 Half-Elf Bard/Rogue - Baldur's Gate: Descent Into Avernus (by Pokepaladdy)
DM - Frontier City of Nunkreet (ended)
“They should be fine,” Quillary says breezily about the mushrooms. She is debating internally just wild shaping into a rat and going the rat route, but when the belay upside down plan is explained, she realizes even if she and Spar scamper across, everyone else will still need to take twenty minutes, so she decides not to bring it up. “This rope plan sounds good,” she offers.
ey/em/eirs, or they/them works, too (just not he).
Role-playing since that keep on those borderlands. I love it so.
"Well," Hildigrim says, looking up at everyone, "it will take a while, but standing around and debating further options might just take as long and reward us with no better fruit." He looks at Spar. "After you, m'lady."
Drusk has a grappling hook. While the others are tying a rope to it, Jorin carefully gets to the edge of the reverse-gravity zone and reaching across it, chisels out a rock protrusion for the hook. (Drusk also has a light hammer and pitons.) With the hook secured to the rock (upside down), the rope is left to dangle to the ceiling. The party is able to climb to the ceiling without incident.
To get the hook and the rope back is a little more work.
Hildigrim's Mage Hand only has a range of 30'.
Jorin has to stand straight with his arms over his head, with Hildigrim standing on his hands. The grappling hook is untethered by the Mage Hand, and it (and the rope) fall to the ceiling.
The party moves 50' to the other edge of the zone, and repeat the process.
Safely across the magic reverse-gravity zone, Drusk coils up the rope, leaving it tied to the grappling hook for now.
Quillary grabs some souvenir mushrooms before leading your group forward.
(I'll make another post shortly.
I need to see the result of some rolls.)
2nd Quillary Survival Check: 18
Party initiative rolls:
Beegred Thornpost - Lvl 8 Halfling Ranger - Out of the Abyss by Kerrec
Drusk - Lvl 8 Half-Orc Life Cleric - The Long Road: Dragon Heist by Mingofaust (player & current DM)
Hunferho Aelorothi - Lvl 5 Half-Elf Bard/Rogue - Baldur's Gate: Descent Into Avernus (by Pokepaladdy)
DM - Frontier City of Nunkreet (ended)
(Hildigrim is Lucky... Making another init roll: 15 )
Quillary is still able to find traces of that large scout party, and finds the right paths to follow them.
It is now 1 hr 40 min since you entered the Underdark.
The current passageway is only 15' wide, and the ceiling 10' high, and has been uncommonly straight for some time (with no side-branches).
(Assuming the marching order is Jorin, then Quillary & Spar, and then Drusk & Hildigrim.)
A loud crack from above you is your only warning as dust flutters into your eyes.
The tunnel has lost integrity. The ceiling is coming down!
Post your actions in initiative order: Jorin, Hildigrim, Drusk, Quillary, Spar
(Treat this just like a round of combat.)
Jorin is up!
For Hildigrim only:
With his keen passive Investigation, Hildigrim sees that the ceiling is falling in an area 120 feet long, centered on the middle of the marching order.
It will collapse in about 6 seconds (after everyone has one turn).
Jorin is 55' away from the front of the zone, 65' away from the back of the zone.
Q & S are 60' away from either end.
D & H are 65' away from the front, 55' from the back.
Normally this would be a problem for a halfling with 25' of movement, but his roguish training early in his career means he can Dash as both an Action and a Bonus Action, in addition to his normal movement.
On his turn, he can yell something to the others as a free action, but an explanation would take too long.
You can tell them to run all out, and in what direction.
You'll have to decide if it is better to tell Drusk to go backward to get out of the falling zone, or forward to keep the party together.
Also have to see what Jorin decides, since he goes before Hildigrim can say anything.
Beegred Thornpost - Lvl 8 Halfling Ranger - Out of the Abyss by Kerrec
Drusk - Lvl 8 Half-Orc Life Cleric - The Long Road: Dragon Heist by Mingofaust (player & current DM)
Hunferho Aelorothi - Lvl 5 Half-Elf Bard/Rogue - Baldur's Gate: Descent Into Avernus (by Pokepaladdy)
DM - Frontier City of Nunkreet (ended)
Is the crack sound and collpase happening ahead, behind, or just above us? If behind or above, Jorin will grab whoever is nearest him and dash forwards. If ahead, then he'll do the same but dashing backwards.
Yes (above, behind, and ahead).
Hildigrim looks like he figured something out, but none of the rest of you know more than what was already posted.
(You would have to use your Action to do an Investigation check.)
Jorin has to choose now, before Hildi has a chance to react.
(Remember that Dash is an Action.
So is grabbing someone. Moving with someone halves your movement.
Only do dash-and-grab if you use Action Surge for another action.)
Beegred Thornpost - Lvl 8 Halfling Ranger - Out of the Abyss by Kerrec
Drusk - Lvl 8 Half-Orc Life Cleric - The Long Road: Dragon Heist by Mingofaust (player & current DM)
Hunferho Aelorothi - Lvl 5 Half-Elf Bard/Rogue - Baldur's Gate: Descent Into Avernus (by Pokepaladdy)
DM - Frontier City of Nunkreet (ended)
(Sorry, missed the prompt, thanks for resolving the gravity problem!)(Will wait to see what remains to be done with this new Rocks Fall, Everyone Tries Not To Die problem)
Sorry, was using dash in a colloquial manner, Jorin will grab the nearest person (action) and use his regular movement (40 ft) to run forwards, figuring deeper in gets us closer to where we want to go.
(I realize that pulling a willing ally is not the same as dragging an enemy. Jorin moves at the full 40', but that also uses up the movement of the person being pulled.)
Jorin is next to Quillary and Spar, so he grabs Quillary's arm to pull her forward. He moves 40', then lets go of her arm.
(Quillary does not have any movement left, but she still has her Action.)
With the middle of the party being "ground zero", these are the current positions in a straight line:
Hildigrim is up.
Drusk is next. (What he does will depend on Hildigrim's turn. Otherwise he will move+Dash forward to follow Jorin.)
After that, Quillary and Spar can both post their turns.
Beegred Thornpost - Lvl 8 Halfling Ranger - Out of the Abyss by Kerrec
Drusk - Lvl 8 Half-Orc Life Cleric - The Long Road: Dragon Heist by Mingofaust (player & current DM)
Hunferho Aelorothi - Lvl 5 Half-Elf Bard/Rogue - Baldur's Gate: Descent Into Avernus (by Pokepaladdy)
DM - Frontier City of Nunkreet (ended)
"Run!"
Hildigrim hauls halfling butt, one hand covering his head like a fleshy hat.
Movement forward (25 ft.), action dash (25 ft.) and bonus dash (25 ft.)
Quillary and Spar are up.
(Due to being pushed by Jorin, Quillary's movement has been used up.)
You notice that Hildigrim was running all out, but in the last 10' of his 75' sprint, he was easing up and turning around to look at the party.
Beegred Thornpost - Lvl 8 Halfling Ranger - Out of the Abyss by Kerrec
Drusk - Lvl 8 Half-Orc Life Cleric - The Long Road: Dragon Heist by Mingofaust (player & current DM)
Hunferho Aelorothi - Lvl 5 Half-Elf Bard/Rogue - Baldur's Gate: Descent Into Avernus (by Pokepaladdy)
DM - Frontier City of Nunkreet (ended)
Spar runs forward, swearing loudly to herself. 30 feet movement, 30 feet dash.
She would deeply like to curse someone, or something, or whatever made the ceiling collapse, but she has no target, so other than the mundane curses, she's quiet.
Quillary, hauled along by Jorin, pushes it to keep up with Hildi as best she can, and tries to haul along the very compact Jorin with her.
Action: Dash.Bring Jorin along if she can.
ey/em/eirs, or they/them works, too (just not he).
Role-playing since that keep on those borderlands. I love it so.
(It seems my plan to save a friend has doomed us both, lol)
(OOC: Jorin used his Action to carry Quillary.
She is using her Action to Dash, so cannot carry Jorin... although I like the idea of Quillary lifting Jorin overhead and using him as an umbrella.)
Quillary is able to Dash, and winds up (position +65) just short of Hildigrim.
Spar takes a moment longer than the others to realize the danger, but is prompted by the rest of the party fleeing ahead of her.
As she is running, she hears the ceiling crash behind her, starting at "ground zero" and collapsing forwards and backwards from that point.
Huge chunks of rubble rain down.
She dives forward just as a huge chunk of ceiling plummets behind her. (position +60).
Spar stands up, covered with rock dust. The ceiling above her is stable, but just behind her is rubble.
That means that Drusk (at +55) and Jorin (at +40) were still in the fall-zone.
DEX save vs. DC 15: Drusk 11 , Jorin (w/adv.) 18
(continued in next post, after I see the save results)
Beegred Thornpost - Lvl 8 Halfling Ranger - Out of the Abyss by Kerrec
Drusk - Lvl 8 Half-Orc Life Cleric - The Long Road: Dragon Heist by Mingofaust (player & current DM)
Hunferho Aelorothi - Lvl 5 Half-Elf Bard/Rogue - Baldur's Gate: Descent Into Avernus (by Pokepaladdy)
DM - Frontier City of Nunkreet (ended)
(continued from previous post)
Drusk got hit by the large chunk of ceiling that just missed Spar. He takes 14 bludgeoning damage, knocked prone and is fully buried under the rubble.
While buried, a creature is considered blinded, restrained, unable to breathe, and takes 5 bludgeoning damage at the start of their turn.
It will take two DC 15 Athletics (STR) checks to dig him out. (Can be done by Drusk or someone standing next to him.)
Further back, Jorin sees a hail of stones coming down on him, but his barbarian Danger Sense allows him to avoid the worst of it.
He takes 7 bludgeoning damage, knocked prone, and is half-buried under the rubble. He is blinded, restrained, unable to breathe, and takes 2 bludgeoning damage at the start of his turn.
It will take one DC 15 Athletics (STR) checks to dig him out.
As you are checking on the state of the other members of the party, you realize why this passageway was so straight, and probably why the ceiling came crashing down.
Bursting out of the wall ahead of Hlldigrim (at position +80, just out of melee range) is a Young Purple Worm, its stone-crushing jaws eager for some meat in its diet.
At the same time, a second Young Purple Worm bursts out at the other end of the fall zone (position -60).
These are both Large sized, so not as Gargantuan as an adult worm would be.
(OOC: If you did a monster search on D&DBeyond, this is *not* the Young Purple Worm from "Princes of the Apocalypse", which is only slightly weaker than a mature Purple Worm.
This is from a module written 7 years ago, stronger than a Purple Wormling but considerably less dangerous than the other version YPW.)
Staying in initiative order.
The closer YPW1 goes after Drusk, the YPW2 in the back goes after Spar.
Jorin is up, then Hildigrim, then Drusk.
(Be sure to mark off the damage for Jorin from being buried, including the additional 2 at the start of his turn.)
Beegred Thornpost - Lvl 8 Halfling Ranger - Out of the Abyss by Kerrec
Drusk - Lvl 8 Half-Orc Life Cleric - The Long Road: Dragon Heist by Mingofaust (player & current DM)
Hunferho Aelorothi - Lvl 5 Half-Elf Bard/Rogue - Baldur's Gate: Descent Into Avernus (by Pokepaladdy)
DM - Frontier City of Nunkreet (ended)
Being the closest to Drusk, and seeing the giant worm eyeing his friend, Jorin will use his action to dig Drusk out of the rubble pile. He takes a deep breath (Bonus action, Second Wind) and heaves at the rubble.
(Jorin, iirc, is under rubble himself? But that Athletics roll is enough to unbury himself.)
ey/em/eirs, or they/them works, too (just not he).
Role-playing since that keep on those borderlands. I love it so.