"I'm fairly certain I heard someone addressed as Grim a while ago. Additionally, since I'm quite sure that body is Keria's, I would assume Aravele is present as well. There's a third voice, but it's one I don't recognize."
This post has potentially manipulated dice roll results.
"I'm sure we'll run into them sooner rather than later. For now, I'll be resting my arm for a bit back in the room before this one. All of these barnacles and coral does not look comfortable."
Neya goes into the previous room, and rests just around the doorway.
Save the ambient noise that has been mostly constant since entering the tunnel, nothing or no one answers the request. Not immediately, at least. But given more than just a minute to wait and hear, the group eventually hear the voices again: no closer than before, and only just loud enough at first to even recognize them as voices instead of more background noise. But snippets of inflection make it clear another more muffled disagreement had broken out between them. Until finally, the owner of the resonate baritone voice cuts in, saying... something.
Whatever it is, it proves enough to again silence the group... until the interrupter shouts loudly enough for the words to reach clearly,"Very okay Song... Also... Not safe... Good Luck."He -- for it most assuredly had to be one now -- adds nothing more past that point. Even if heckled, the only thing that answers back is the sound of one's own distant echo before it wholly peters out. Or maybe that of whatever the shouter alluded to...?
Rollback Post to RevisionRollBack
When you realize you're doing too much: Signature.
This post has potentially manipulated dice roll results.
The group takes a deep breath and come to the realization that the ancient magic fueling those armors empowered them to hit quite hard. Some time to recover a bit would do them well. Neya takes the lead in leaving the room full of barnacles, coral, and algae. She finds a drier nook, sits, and closer her eyes. The constant noise of dripping water and the smell of rot and mildew make it a bit hard to relax, but she perseveres.
Graxx yells out to whoever is listening in the shadows, getting a delayed and surprisingly amiable response. Not interested in the conversation, or staying in a damp room with Keria's dead body in it, Drazzim accompanies Neya. He finds another dry spot to rest his eyes for a moment. (hit die: 12)
(OOC: Is everyone else taking a short rest? If not, what are you doing for the next hour or so? @Orileo: Feel free to answer this question too via PM.)
After regaining some strength, Neya comes back into the barnacle room, "Are we ready to see how far this place goes? It sounded as if they were still quite ahead of us, although we seem to be closing the distance."
Neya gets to her feet first, and leads the group back into the room where the fight occurred. The chamber is still as you had left it: damp, full of barnacles and algae, three sets of broken armor littered across the muddy floor, and Keria's dead body right in the center. A natural hallway leads further into the cave, still at a declining slope and always turning to the left in an irregular circular shape.
Assuming you keep going...
A short walk in this natural hallway is enough to deliver you to the next chamber. The floor levels out in this 40ish-foot-in-diameter circular room. Despite the water that fills the room up to your shins, it is easy to notice the sinkhole that has opened in the middle, though seeing the bottom is impossible due to the amount of sediment that has accumulated here. The sides of the sinkhole are gently sloped, but covered in a thick coat of slick algae. The only other features of this chamber are a narrow hole near the top of the left wall and a door of beaten brass on the far wall (this one is functional and shut). From here you can see a smear of dried blood upon the handle, leading into the sinkhole. A low guttural sound can be heard coming from inside the sinkhole, and it either echoes a bit or it is slightly layered.
This post has potentially manipulated dice roll results.
Neya takes out her grappling hook and ties her rope to it (or whatever's left of it). Does she see an anchor point on the other side at which to throw the hook?
Neya examines the other side of the sinkhole and comes to the conclusion that there is no prime spot for her grappling hook at eye level. The walls are simply too slick and moist. The ground too muddy and slippery. That's when she catches on the corner of her eye a narrow, fist-sized hole high on the wall, almost by the ceiling (same hole described in my last post). Hitting it with the grappling hook may be hard, but it could provide the right swinging spot for the party (Survival check to hook it, your choice of acrobatics or athletics to swing across).
Alternatively, Graxx notices that there is enough space by the sides of the sinkhole for the group to shimmy one by one. The patch of solid ground in question is still underwater, and covered in algae, so this is sure to be a risky task (Acrobatics check to attempt).
Yet another option, Praxx determines, is to brave the sinkhole. There is no telling how deep it is or what may lie at the bottom and perhaps be causing those strange guttural sounds that permeate the room, but it wouldn't require more than ten or twelve seconds to make it across, per person (Athletics check to attempt).
This post has potentially manipulated dice roll results.
"The way I see it, even if I miss, we may fish out whatever may be down there and take care of it in our own terms!" Neya says as she winds up to throw the hook.
This post has potentially manipulated dice roll results.
(@Grx: Neya is aiming her hook up, not across. There is nothing for you to ensure the hook is secured to on the other side of this sinkhole. Also, walking by the edge is supposed to be an acrobatics check, not an athletics one, so you rolled a 21.)
In spite of Utar's blessing, Neya lets the rope slip from her grasp upon launching the grappling hook up towards the whole on the wall. Flying freely through the air, the hook hits the wall a bit below the intended point of contact, and at a strange angle. It bounces back in an arc, falling straight into the sinkhole and taking what was left of Neya's rope along with it (If you'd like to recover it, you'd have to go into the sinkhole).
Taking an alternate path, Graxx manages to shimmy his way across the small patch of solid ground by the border of the sinkhole, despite it being slick and submerged. Seeing the abrbarian succeed with such grace, Drazzim attempts to follow:
-> Drazzim's acrobatics check to shimmy across: 12.
The dwarf slips and falls into the sinkhole. He disappears into it, but you call all still see his glaive poking out, indicating that it is not very deep. He hits something sharp at the bottom, taking 1 piecing damage. The strange, beastial noises become louder as the fighter tries to force his way out of the whole:
-> Drazzim's athletics check to trudge across: 15.
He just makes it out of the hole, surfacing close to Graxx on the other side: "There is something down there along with whatever is making those noises. It is sharp, it could be useful... maybe."
"I'm fairly certain I heard someone addressed as Grim a while ago. Additionally, since I'm quite sure that body is Keria's, I would assume Aravele is present as well. There's a third voice, but it's one I don't recognize."
Extended Signature
"I'm sure we'll run into them sooner rather than later. For now, I'll be resting my arm for a bit back in the room before this one. All of these barnacles and coral does not look comfortable."
Neya goes into the previous room, and rests just around the doorway.
Short rest: 4
Extended Signature
(OOC: one more Hit die)
8
Extended Signature
Save the ambient noise that has been mostly constant since entering the tunnel, nothing or no one answers the request. Not immediately, at least. But given more than just a minute to wait and hear, the group eventually hear the voices again: no closer than before, and only just loud enough at first to even recognize them as voices instead of more background noise. But snippets of inflection make it clear another more muffled disagreement had broken out between them. Until finally, the owner of the resonate baritone voice cuts in, saying... something.
Whatever it is, it proves enough to again silence the group... until the interrupter shouts loudly enough for the words to reach clearly, "Very okay Song... Also... Not safe... Good Luck." He -- for it most assuredly had to be one now -- adds nothing more past that point. Even if heckled, the only thing that answers back is the sound of one's own distant echo before it wholly peters out. Or maybe that of whatever the shouter alluded to...?
When you realize you're doing too much: Signature.
The group takes a deep breath and come to the realization that the ancient magic fueling those armors empowered them to hit quite hard. Some time to recover a bit would do them well. Neya takes the lead in leaving the room full of barnacles, coral, and algae. She finds a drier nook, sits, and closer her eyes. The constant noise of dripping water and the smell of rot and mildew make it a bit hard to relax, but she perseveres.
Graxx yells out to whoever is listening in the shadows, getting a delayed and surprisingly amiable response. Not interested in the conversation, or staying in a damp room with Keria's dead body in it, Drazzim accompanies Neya. He finds another dry spot to rest his eyes for a moment. (hit die: 12)
(OOC: Is everyone else taking a short rest? If not, what are you doing for the next hour or so? @Orileo: Feel free to answer this question too via PM.)
Praxx finds a small place to curl up.
2
Utar goes back to where he dropped his shield to retrieve it, before heavily dropping himself against the wall and settling in for a time.
(OOC Using 2 hit dice 8 healing)
Graxx will go sit beside Utar and just gives him a knowing look. No words. Just emotion.
Hit Die: 9
After regaining some strength, Neya comes back into the barnacle room, "Are we ready to see how far this place goes? It sounded as if they were still quite ahead of us, although we seem to be closing the distance."
Extended Signature
Utar looks up to the human monk and nods before getting back to his feet.
The rest is uncomfortable but undisturbed.
Neya gets to her feet first, and leads the group back into the room where the fight occurred. The chamber is still as you had left it: damp, full of barnacles and algae, three sets of broken armor littered across the muddy floor, and Keria's dead body right in the center. A natural hallway leads further into the cave, still at a declining slope and always turning to the left in an irregular circular shape.
Assuming you keep going...
A short walk in this natural hallway is enough to deliver you to the next chamber. The floor levels out in this 40ish-foot-in-diameter circular room. Despite the water that fills the room up to your shins, it is easy to notice the sinkhole that has opened in the middle, though seeing the bottom is impossible due to the amount of sediment that has accumulated here. The sides of the sinkhole are gently sloped, but covered in a thick coat of slick algae. The only other features of this chamber are a narrow hole near the top of the left wall and a door of beaten brass on the far wall (this one is functional and shut). From here you can see a smear of dried blood upon the handle, leading into the sinkhole. A low guttural sound can be heard coming from inside the sinkhole, and it either echoes a bit or it is slightly layered.
Neya takes out her grappling hook and ties her rope to it (or whatever's left of it). Does she see an anchor point on the other side at which to throw the hook?
Perception: 13
(OOC: That's a resounding "maybe")
Extended Signature
“Just right to it huh, Neya?”
OOC: Is there enough wall space so that Graxx could go around to the other side to make sure Neyas hook is secure and won’t slip?
"It's probably best that we stay out of that hole, if that blood smear is any indication..."
Extended Signature
Praxx looks around the area to see if there is an easier way to cross.
Perception- 23
Neya examines the other side of the sinkhole and comes to the conclusion that there is no prime spot for her grappling hook at eye level. The walls are simply too slick and moist. The ground too muddy and slippery. That's when she catches on the corner of her eye a narrow, fist-sized hole high on the wall, almost by the ceiling (same hole described in my last post). Hitting it with the grappling hook may be hard, but it could provide the right swinging spot for the party (Survival check to hook it, your choice of acrobatics or athletics to swing across).
Alternatively, Graxx notices that there is enough space by the sides of the sinkhole for the group to shimmy one by one. The patch of solid ground in question is still underwater, and covered in algae, so this is sure to be a risky task (Acrobatics check to attempt).
Yet another option, Praxx determines, is to brave the sinkhole. There is no telling how deep it is or what may lie at the bottom and perhaps be causing those strange guttural sounds that permeate the room, but it wouldn't require more than ten or twelve seconds to make it across, per person (Athletics check to attempt).
Utar touches a hand to his amulet which glows momentarily. Approaching Neya he touches her shoulder, casting guidance.
"Everything in this room makes me think that staying out of the water is out best chance. Aim true."
"The way I see it, even if I miss, we may fish out whatever may be down there and take care of it in our own terms!" Neya says as she winds up to throw the hook.
Survival: 4
(OOC: Okay...)
plus Guidance 2
Extended Signature
Graxx looks at the slick sides and carefully tries to walk over to the other side so he can ensure Neya's hook is secure.
Athletics: 11
(@Grx: Neya is aiming her hook up, not across. There is nothing for you to ensure the hook is secured to on the other side of this sinkhole. Also, walking by the edge is supposed to be an acrobatics check, not an athletics one, so you rolled a 21.)
In spite of Utar's blessing, Neya lets the rope slip from her grasp upon launching the grappling hook up towards the whole on the wall. Flying freely through the air, the hook hits the wall a bit below the intended point of contact, and at a strange angle. It bounces back in an arc, falling straight into the sinkhole and taking what was left of Neya's rope along with it (If you'd like to recover it, you'd have to go into the sinkhole).
Taking an alternate path, Graxx manages to shimmy his way across the small patch of solid ground by the border of the sinkhole, despite it being slick and submerged. Seeing the abrbarian succeed with such grace, Drazzim attempts to follow:
-> Drazzim's acrobatics check to shimmy across: 12.
The dwarf slips and falls into the sinkhole. He disappears into it, but you call all still see his glaive poking out, indicating that it is not very deep. He hits something sharp at the bottom, taking 1 piecing damage. The strange, beastial noises become louder as the fighter tries to force his way out of the whole:
-> Drazzim's athletics check to trudge across: 15.
He just makes it out of the hole, surfacing close to Graxx on the other side: "There is something down there along with whatever is making those noises. It is sharp, it could be useful... maybe."
(How are Neya, Praxx, and Utar getting across?)