"Hemeth says it heads West. I can barely tell up from down, but he says we can't stay much longer. We have to get out of the small tunnel in case of aftershocks. I guess we'll just hope for the best and see you on the other side. If you're heading North, we'll try and end up there too... I hope. Good luck!"
With that, the voice disappears. "I'll bet we'll be seeing them in no time,"pipes Jimjar. "Let's see what's in this new direction now, what do you say?"
Grimnir manage to avoid the big rocks falling from the ceiling. "I agree with Oorr, let's see where this path is leading. I'm confident that our ranger will put us in the right path. But let's hurry, I don't like being here with the possibility of a aftershock"
OOC: I'm full health (29/29) and full ki point (3/3)
Oorr and Zippy lead the way through the crack. Everyone is able to squeeze through, carefully maneuvering around the broken rocks. You emerge into a small cave, with an exit leading North, where it branches in to two paths, one left, and one right. It is pitch black, and you hear the faint sound of water drip drip dripping all around you.
(OOG You're moving from Area 1 into the cavern in the North)
Oorr tries to determine from which way the dripping water is coming from and which path is the more plausible to get closer to the other group.
The dripping and water sounds are coming from further back in the structure North of you. As you move further up to the fork in the path, you notice that the walls appear wet as if with water, but the sound is still off in the distance. To your right is rough cave, while to your left is what appears to be the beginnings of a stone hallway. This must be the cut stone that Zippy was mentioning. An actual humanoid structure versus just natural cave. You quickly surmise that this is another crack, which means that the structure most likely has a real entrance or exit somewhere that could get you back to where your friends are.
(OOC I've currently got 13/32 hp, 2 rages left and my breath weapon.)
"I'm going through the right passage." Valrish says, doing so.
Valrish heads to the right, down a short rough hallway that opens up in to a small dead end alcove. The walls glisten with wetness, and the air is thin, your breath raspy as it tries to get enough air into your lungs. Just as you turn to join the others, the wetness on the walls starts moving, coalescing into a single entity in the middle of the room, a gray amorphous blob that strikes out with a pseudopod! You have a second to react, as it takes form.
"The path on the left is probably manufactured, not natural. There, perhaps we have better chance to find the others."
"Zippy, stay close to me. If you perceive danger, stop to make me know."Oorr and Zippy take the lead to the stone hallway on the left.
You and Zippy approach the entrance to the hallway, and as you do, you also see the wet walls seem to dry up as a gray ooze forms, blocking the path, dropping right in front of Zippy and lunging at the steeder.
Attack: 20 Bludgeoning Damage: 6 + Acid Damage: 11 to Zippy, and the helpless steeder falls to the ground unconscious.
This post has potentially manipulated dice roll results.
Griming hears signs of combat from both side and shouts at Belwar " I'll check on Oorr, check on Valrish ! quick". He runs, grumbling something like we shouldn't have split our group. He reached quickly Oorr and see him in front of 2 oozes with Zippy unconscious...
"Hemeth says it heads West. I can barely tell up from down, but he says we can't stay much longer. We have to get out of the small tunnel in case of aftershocks. I guess we'll just hope for the best and see you on the other side. If you're heading North, we'll try and end up there too... I hope. Good luck!"
With that, the voice disappears. "I'll bet we'll be seeing them in no time," pipes Jimjar. "Let's see what's in this new direction now, what do you say?"
"Stay safe!"
"Yes, we do not have a choice. Let's go. Be careful through the crack."
Dex save: 10
OOC: Yay, pressed gnome.
"Any society that would give up a little liberty to gain a little security will deserve neither and lose both" -- allegedly Benjamin Franklin
Tooltips (Help/aid)
Dex: 16
Grimnir manage to avoid the big rocks falling from the ceiling. "I agree with Oorr, let's see where this path is leading. I'm confident that our ranger will put us in the right path. But let's hurry, I don't like being here with the possibility of a aftershock"
OOC: I'm full health (29/29) and full ki point (3/3)
Currently Playing: Regdus Ironfist (Greyhawk) Lvl 1 Storm Sorcerer ; Goraseth Drerjoxian (Icespeak) Lvl 3 Paladin Oath of Glory; Lerak (The Wild Beyond the Witchlight) Lvl 3 Barbarian Wild Magic
In Pause: Grimnir " Shadow-Feet", Lv 11 Owner of "The Basilisk & the Monk" (OotA) - Kurma Kappa, Lv 8 Priest of Oghma (ToA)
Currently DM'ing: Princes of Apocalypse >> Tomb of Annihilation
"Ow! My foot!" I start hopping around on my good foot and yelping in a very halfling-esque manner.
"Any society that would give up a little liberty to gain a little security will deserve neither and lose both" -- allegedly Benjamin Franklin
Tooltips (Help/aid)
Oorr and Zippy lead the way through the crack. Everyone is able to squeeze through, carefully maneuvering around the broken rocks. You emerge into a small cave, with an exit leading North, where it branches in to two paths, one left, and one right. It is pitch black, and you hear the faint sound of water drip drip dripping all around you.

(OOG You're moving from Area 1 into the cavern in the North)
Any sounds from one side ? Perception 5
edit...mouhaha not my best roll... nevermind
Currently Playing: Regdus Ironfist (Greyhawk) Lvl 1 Storm Sorcerer ; Goraseth Drerjoxian (Icespeak) Lvl 3 Paladin Oath of Glory; Lerak (The Wild Beyond the Witchlight) Lvl 3 Barbarian Wild Magic
In Pause: Grimnir " Shadow-Feet", Lv 11 Owner of "The Basilisk & the Monk" (OotA) - Kurma Kappa, Lv 8 Priest of Oghma (ToA)
Currently DM'ing: Princes of Apocalypse >> Tomb of Annihilation
I freeze the drips. With frostbite. They were getting on my nerves.
"Any society that would give up a little liberty to gain a little security will deserve neither and lose both" -- allegedly Benjamin Franklin
Tooltips (Help/aid)
(OOC I've currently got 13/32 hp, 2 rages left and my breath weapon.)
"I'm going through the right passage." Valrish says, doing so.
PbP Characters
Valrish (Dragonborn // Barbarian 6) - Out of the Abyss - play by post
PbP DMing
SPANISH - Storm King's Thunder
Oorr Survival 22
Oorr tries to determine from which way the dripping water is coming from and which path is the more plausible to get closer to the other group.
"The path on the left is probably manufactured, not natural. There, perhaps we have better chance to find the others."
"Zippy, stay close to me. If you perceive danger, stop to make me know." Oorr and Zippy take the lead to the stone hallway on the left.
Attack: 20 Bludgeoning Damage: 6 + Acid Damage: 11 to Zippy, and the helpless steeder falls to the ground unconscious.
Oorr Initiative 11
Griming hears signs of combat from both side and shouts at Belwar " I'll check on Oorr, check on Valrish ! quick". He runs, grumbling something like we shouldn't have split our group. He reached quickly Oorr and see him in front of 2 oozes with Zippy unconscious...
Initiative if needed : 9
Currently Playing: Regdus Ironfist (Greyhawk) Lvl 1 Storm Sorcerer ; Goraseth Drerjoxian (Icespeak) Lvl 3 Paladin Oath of Glory; Lerak (The Wild Beyond the Witchlight) Lvl 3 Barbarian Wild Magic
In Pause: Grimnir " Shadow-Feet", Lv 11 Owner of "The Basilisk & the Monk" (OotA) - Kurma Kappa, Lv 8 Priest of Oghma (ToA)
Currently DM'ing: Princes of Apocalypse >> Tomb of Annihilation
Valrish Initiative: 18
PbP Characters
Valrish (Dragonborn // Barbarian 6) - Out of the Abyss - play by post
PbP DMing
SPANISH - Storm King's Thunder