(The party hasn't seen any, they can just hear them for now. You can intuit via Beegred's actions that there's something around the corner of R13)
Jimjar hugs the wall next to him (i17), doing his best to hide.
The drow casts Darkness and an inky curtain of black fills the tunnel ahead of the group (from P14 to R16). Beegred hears the hurried footsteps of a creature heading away from him.
Rodolfo says to others, "Quickly, after me. Quietly."
He runs back to D15 and casts Rope Trick with 15 feet of rope, then directs everyone to climb up it as quickly as possible, heading up it first himself.
Rodolfo has an ominous feeling and chooses subterfuge over direct combat. Looking at his options, he chooses northern tunnel to casts rope trick in order to hide the party. He tells the others to follow him and follow his lead.
Rounding the corner, Rodolfo sees the tunnel ends in a cave-in. The wall to the left (North-West) has a sheen where water seeps through the wall, the source of the little stream. With no other recourse, Rodolfo touches the rope strapped to his pack and it rises fifteen feet in the air. He quickly and quietly motions the others to climb. The last to make his way up, Rodolfo enters the dimensional pocket and pulls up the rope.
Some time passes and at one point the party can see a phalanx of twelve quaggoths being herded by Asha and an elite drow warrior. They examine the tracks the party made, the markings on the wall that was used for purchase as they climbed and the mysterious disappearance. Asha looks suspiciously towards the party without actually seeing them. After half an hour of milling about, something grabs Asha's attention from behind her and she leaves, the others following. Several minutes later, the light emanating from south dims significantly.
With time running out, Rodolfo lowers the rope and the party climbs out before they are unceremoniously dumped to the tunnel floor below. When they climb down, they find the southern end of the tunnel has been blocked with thick webs, so dense even light barely makes it through. The party is trapped between the cave in to the north, and the web "plug" to the south.
(You have a chance to provide some input before I reveal any further clues.)
After looking around for a bit, Jimjar walks over to the wall seeping water. He strikes it with his war pick and it sinks in easily. "I'll wager this will go somewhere."
Narstin, being stone wise, approaches and puts an ear close to the seeping wall. His instincts tells him the gnome is right, there is another opening beyond, not too far beyond.
Jimjar turns to the party, "Who can get through this quickly, before the drow figure out we're here, that we're trying to escape and come through those webs?"
Rodolfo takes a look at it and creates a puff of wind to blow some of the rubble aside (gust) and says, "I'm not much of a help. Yet"
He thinks for a moment and uses a different bit of magic and the wall starts to steam a bit, but doesn't have much more of an effect (prestidigitation to warm some material). "Would it help if it were warmer?"
"Or I can try to actually blow it apart I guess. Stand back a bit please."
He turns to Narstin, "Can you show me some of the weak points?"
And he shoots a magic missile at those weak points for 9 force damage.
(Rodolfo: Magic Missile targets creatures, not objects, so he shouldn't use a spell slot against a stone wall. On the other hand, Gust can move objects up to 5 pounds. That sounds like it will clear the loose pebbles and rocks quicker than carrying it aside by hand.)
Beegred has iron spikes, a hammer, and rope. He will use the hammer & iron spike to create cracks around the larger rocks, or to split them (like a wood-cutting wedge). For the larger rocks, rope can be tied around an exposed edge so it can be pulled free by more than one person (like a tug-of-war).
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)
Narstin looks at his warhammer, then back at the rocks. "I might be able to help break up some of the bigger rocks if needed," he says, hefting the hammer, "but it will be loud."
As Rodolfo heats up the wall, steam begins to rise where water once dribbled. The dirt wall dries up and the manual digging is made easier as the dirt falls off like sand, which then gets gusted towards the webs. Rodolfo keeps up with the heat and the gusts while the party digs, making some progress.
Some time later, a vent of steam erupts from the ceiling of the cave further to the south, where the thick webs separate the party from the Drow. Beegred, Narstin and Jimjar shudder when a female voice asks contemptuously, "Have you returned from your hiding, my slaves? Are you ready to submit for your punishment? Accept your fate, learn to obey, and you may survive!"
A second vent of steam erupts next to the first one, then a geyser of water next to the steam vents. Soon the tunnel rumbles as rocks beyond the tunnel walls seem to shift and slide. Trapped, the party can only look at each other, some trying to dig even faster. The rumbling increases and becomes shaking so violent it is hard to remain standing. The tunnel wall to the south beings to visibly buckle and the voice shrieks "NOOOoooooo! You will not escape, not even in death. I will dig you out and revive you all. I will find every single one of you and you will be MINE!"
The light of fire starts to make it's way through the thick webs, but it is not fast enough. With a loud 'crack' like lightning, and an echoing 'boom' like thunder, the tunnel to the south collapses, sending debris flying everywhere.
DEX saving throws. DC 13 or take 5 bludgeoning damage from debris.
Once the dust settles, the tunnel ahead and behind are buried by tons of rock and dirt. The side wall that was being dug out has collapsed outwards, falling into an open chamber that leads deeper inward. It is pitch black and the air smells old and musty.
Moving forward 4 squares at a normal pace, the party comes upon a 'T' intersection. Approximately 1/4 of an inch of water flows across the floor from the west and into the hollow cave you came from. A smaller flow of water flows from the east and does the same.
Beegred leads the party to the east and moves another 7 squares, arriving at a dead end. Water slowly seeps from several small fissures. As the party arrives and looks around, an ooze detaches from the wall and flops to the ground at Beegred's feet.
Beegred wrinkles his nose in disgust at the blob at his feet, as it reminds him of the grey ooze that attacked them during the prison escape. Grateful that magic swords resist acid damage, he hacks at it twice with the drow sword.
Attack: 8 Damage: 9
Dread Ambusher Attack: 8 Damage: 13
(OOC: Holy crap!) Fortunately Beegred has the luck of the halflings, so his new to-hit rolls are 21 and 22
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)
Beegred can hear Asha talking in a low voice.
(Skameros's turn)
Skameros grips his greataxe and waits like the ambush predator he is
(ready action - when a drow comes in to range and hopefully surprise them)
Skameros - Bugbear Barbarian - Out of the Abyss - By Kerrec
Follow your Arrow where it Points - Tabaxi Monk - Baldur's Gate: Descent Into Avernus (by Pokepaladdy)
Citron Pumpkinfoam - Fairy Monk - Project Point: Team Longsword
Beegred hears commands from Asha, along with three slaps of hand on hide.
(Jimjar's turn. He can move retroactively, ie: pre-initiative... and then take his full action during initiative.)
(I don't understand where the enemies are on the map)
Jimjar is going to cast Blur and hug a wall, preferably behind a rock (stealth: 15 if applicable)
(The party hasn't seen any, they can just hear them for now. You can intuit via Beegred's actions that there's something around the corner of R13)
Jimjar hugs the wall next to him (i17), doing his best to hide.
The drow casts Darkness and an inky curtain of black fills the tunnel ahead of the group (from P14 to R16). Beegred hears the hurried footsteps of a creature heading away from him.
(Narstin, Beegred and Rodolfo)
Rodolfo says to others, "Quickly, after me. Quietly."
He runs back to D15 and casts Rope Trick with 15 feet of rope, then directs everyone to climb up it as quickly as possible, heading up it first himself.
(Out of initiative based on OOC discussion)
Rodolfo has an ominous feeling and chooses subterfuge over direct combat. Looking at his options, he chooses northern tunnel to casts rope trick in order to hide the party. He tells the others to follow him and follow his lead.
Rounding the corner, Rodolfo sees the tunnel ends in a cave-in. The wall to the left (North-West) has a sheen where water seeps through the wall, the source of the little stream. With no other recourse, Rodolfo touches the rope strapped to his pack and it rises fifteen feet in the air. He quickly and quietly motions the others to climb. The last to make his way up, Rodolfo enters the dimensional pocket and pulls up the rope.
Some time passes and at one point the party can see a phalanx of twelve quaggoths being herded by Asha and an elite drow warrior. They examine the tracks the party made, the markings on the wall that was used for purchase as they climbed and the mysterious disappearance. Asha looks suspiciously towards the party without actually seeing them. After half an hour of milling about, something grabs Asha's attention from behind her and she leaves, the others following. Several minutes later, the light emanating from south dims significantly.
With time running out, Rodolfo lowers the rope and the party climbs out before they are unceremoniously dumped to the tunnel floor below. When they climb down, they find the southern end of the tunnel has been blocked with thick webs, so dense even light barely makes it through. The party is trapped between the cave in to the north, and the web "plug" to the south.
(You have a chance to provide some input before I reveal any further clues.)
After looking around for a bit, Jimjar walks over to the wall seeping water. He strikes it with his war pick and it sinks in easily. "I'll wager this will go somewhere."
Narstin, being stone wise, approaches and puts an ear close to the seeping wall. His instincts tells him the gnome is right, there is another opening beyond, not too far beyond.
Jimjar turns to the party, "Who can get through this quickly, before the drow figure out we're here, that we're trying to escape and come through those webs?"
Rodolfo takes a look at it and creates a puff of wind to blow some of the rubble aside (gust) and says, "I'm not much of a help. Yet"
He thinks for a moment and uses a different bit of magic and the wall starts to steam a bit, but doesn't have much more of an effect (prestidigitation to warm some material). "Would it help if it were warmer?"
"Or I can try to actually blow it apart I guess. Stand back a bit please."
He turns to Narstin, "Can you show me some of the weak points?"And he shoots a magic missile at those weak points for 9 force damage.(Rodolfo: Magic Missile targets creatures, not objects, so he shouldn't use a spell slot against a stone wall. On the other hand, Gust can move objects up to 5 pounds. That sounds like it will clear the loose pebbles and rocks quicker than carrying it aside by hand.)
Beegred has iron spikes, a hammer, and rope. He will use the hammer & iron spike to create cracks around the larger rocks, or to split them (like a wood-cutting wedge). For the larger rocks, rope can be tied around an exposed edge so it can be pulled free by more than one person (like a tug-of-war).
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)
Skameros will bull rush the wall
[Athletics: 10]
Slips in the mud and falls flat on his face....
Skameros - Bugbear Barbarian - Out of the Abyss - By Kerrec
Follow your Arrow where it Points - Tabaxi Monk - Baldur's Gate: Descent Into Avernus (by Pokepaladdy)
Citron Pumpkinfoam - Fairy Monk - Project Point: Team Longsword
Narstin looks at his warhammer, then back at the rocks. "I might be able to help break up some of the bigger rocks if needed," he says, hefting the hammer, "but it will be loud."
As Rodolfo heats up the wall, steam begins to rise where water once dribbled. The dirt wall dries up and the manual digging is made easier as the dirt falls off like sand, which then gets gusted towards the webs. Rodolfo keeps up with the heat and the gusts while the party digs, making some progress.
Some time later, a vent of steam erupts from the ceiling of the cave further to the south, where the thick webs separate the party from the Drow. Beegred, Narstin and Jimjar shudder when a female voice asks contemptuously, "Have you returned from your hiding, my slaves? Are you ready to submit for your punishment? Accept your fate, learn to obey, and you may survive!"
A second vent of steam erupts next to the first one, then a geyser of water next to the steam vents. Soon the tunnel rumbles as rocks beyond the tunnel walls seem to shift and slide. Trapped, the party can only look at each other, some trying to dig even faster. The rumbling increases and becomes shaking so violent it is hard to remain standing. The tunnel wall to the south beings to visibly buckle and the voice shrieks "NOOOoooooo! You will not escape, not even in death. I will dig you out and revive you all. I will find every single one of you and you will be MINE!"
The light of fire starts to make it's way through the thick webs, but it is not fast enough. With a loud 'crack' like lightning, and an echoing 'boom' like thunder, the tunnel to the south collapses, sending debris flying everywhere.
DEX saving throws. DC 13 or take 5 bludgeoning damage from debris.
Once the dust settles, the tunnel ahead and behind are buried by tons of rock and dirt. The side wall that was being dug out has collapsed outwards, falling into an open chamber that leads deeper inward. It is pitch black and the air smells old and musty.
Moving forward 4 squares at a normal pace, the party comes upon a 'T' intersection. Approximately 1/4 of an inch of water flows across the floor from the west and into the hollow cave you came from. A smaller flow of water flows from the east and does the same.
Beegred leads the party to the east and moves another 7 squares, arriving at a dead end. Water slowly seeps from several small fissures. As the party arrives and looks around, an ooze detaches from the wall and flops to the ground at Beegred's feet.
Initiative:
(Easy for initiative. Everyone acts before the ooze.)
Beegred wrinkles his nose in disgust at the blob at his feet, as it reminds him of the grey ooze that attacked them during the prison escape. Grateful that magic swords resist acid damage, he hacks at it twice with the drow sword.
(OOC: Holy crap!) Fortunately Beegred has the luck of the halflings, so his new to-hit rolls are 21 and 22
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)
Rodolfo shoots a Ray of Frost at it:
Attack: 11 Damage: 7, slowing it down on the hit.