Glabbagool leads the way into another room to the North. One of the gray oozes that you attacked earlier drops to the ground in front of the cube, but quickly (or as quickly as it cans) backs away, seemingly unwilling to interfere. You take a right turn and head down a long hallway, slowly, as Glabbagool seems be unable to travel that fast. As you follow at a safe distance behind, you notice the floor is immaculate, picked clean of rocks and dust, which seem to be absorbed into the cube and dissolved quickly.
You reach another right turn, and the hallway opens up in to a another large room. To your right are 4 thin hallways, and to your left is another crack and a path beyond, perhaps another route made by the earthquake. Water is pouring in on the ground from this direction.
(OOG You are the red dot, facing south into the room.)
Glabbagool moves into the middle of the room, and speaks once more. "That... is new," he says, indicating the water pouring in from the wall, "but that is where the exit....was. There is also treasure, perhaps... something useful for you in the other direction. But beware. There are... traps in these smaller halls. I will.... follow your lead."
The gelatinous cube moves into the corner in the South wall, allowing you to decide which way to go.
"Zippy, can you see what it is inside those halls?"
Zippy Perception 15
Zippy carefully looks down each hallway, which you can see in the light all take a sharp left turn about 20-25 feet ahead. When he finished examining, Zippy turns to you and indicates that the floor panels halfway down each hallway appear different somehow. He seems unwilling to walk over them.
"Well maybe we could go have a quick look ? If you point out where the strange floor is, we can just jump over maybe " "I can see in the dark but I don't know how to disarm traps"
Jimjar, pulls out a set of thieves' tools. "Nicked these before we left the prison camp. Thought they might come in handy! I bet I can take a look at the floor." He wanders down the Northern most hallway and finds the floor plate Zippy had discovered. He reaches down and with a few careful movements, does something to the plate. "That ought to hold it, best to step lightly, and quickly if we're heading this way. Coming?" And with that, he disappears past the plate, and around the corner to the West.
Glabbagool patiently waits as you explore down the small hallway. The spot that Jimjar rigged seems to be holding, and it's easy enough to maneuver around. It appears to be a 5 by 5 foot section of flooring that is just slightly discolored from the floor around it, possibly a pit trap.
At the end of the hallway where you take a sharp left, you see that all four of the small hallways appear to end up in the same area, with an open door to the South.
Through the doorway is a fountain with a raised edge. The basin contains shallow, brackish water. At the center of the pool, the rubble of a broken statue rest atop a pedestal. All that remains recognizable are a pair of clawed stone feet clutching the pedestal’s top. Carved into the walls are seven niches. Water seeps into one niche through a crack in the wall. The two niches that flank it are empty. Strange, formless sculptures occupy the four remaining niches.
Oorr lights up a torch and checks the fountain. Perception 12
You hold the light above the shallow water in the basin of the fountain. It is dark, but you make out a fairly large amount of coins scattered below the water, and in the center, next to the pedestal looks to be a metal chest resting halfway in the water.
"Fine by me. Let's move." Oorr put two electrum pieces in his pouch.
Glabbagool leads the way into another room to the North. One of the gray oozes that you attacked earlier drops to the ground in front of the cube, but quickly (or as quickly as it cans) backs away, seemingly unwilling to interfere. You take a right turn and head down a long hallway, slowly, as Glabbagool seems be unable to travel that fast. As you follow at a safe distance behind, you notice the floor is immaculate, picked clean of rocks and dust, which seem to be absorbed into the cube and dissolved quickly.

You reach another right turn, and the hallway opens up in to a another large room. To your right are 4 thin hallways, and to your left is another crack and a path beyond, perhaps another route made by the earthquake. Water is pouring in on the ground from this direction.
(OOG You are the red dot, facing south into the room.)
Glabbagool moves into the middle of the room, and speaks once more. "That... is new," he says, indicating the water pouring in from the wall, "but that is where the exit....was. There is also treasure, perhaps... something useful for you in the other direction. But beware. There are... traps in these smaller halls. I will.... follow your lead."
The gelatinous cube moves into the corner in the South wall, allowing you to decide which way to go.
"Zippy, can you see what it is inside those halls?"
Zippy Perception 1
(OOC using Zippy as a bait I see..)
PbP Characters
Valrish (Dragonborn // Barbarian 6) - Out of the Abyss - play by post
PbP DMing
SPANISH - Storm King's Thunder
OOC No, it is just because he has darkvision up to 120 feet. He stands beside me ;-)
OOC Still. Zippy's gonna kind of be the bait if something Suddenly jumps at us.
PbP Characters
Valrish (Dragonborn // Barbarian 6) - Out of the Abyss - play by post
PbP DMing
SPANISH - Storm King's Thunder
"There is something off in each hallway, on the floor. Zippy and I can probably avoid those easily. Unless one of you is skilled in disarming traps."
"Well maybe we could go have a quick look ? If you point out where the strange floor is, we can just jump over maybe "
"I can see in the dark but I don't know how to disarm traps"
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
Jimjar, pulls out a set of thieves' tools. "Nicked these before we left the prison camp. Thought they might come in handy! I bet I can take a look at the floor." He wanders down the Northern most hallway and finds the floor plate Zippy had discovered. He reaches down and with a few careful movements, does something to the plate. "That ought to hold it, best to step lightly, and quickly if we're heading this way. Coming?" And with that, he disappears past the plate, and around the corner to the West.
"I'm going first. Loot doesn't wait." Valrish quickly follows Jimjar, trying not to step on the plate.
PbP Characters
Valrish (Dragonborn // Barbarian 6) - Out of the Abyss - play by post
PbP DMing
SPANISH - Storm King's Thunder
Grimnir is following, keeping an eye on the jelly cube...
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
Oorr is following flying, ZIppy walking by the ceiling.
Glabbagool patiently waits as you explore down the small hallway. The spot that Jimjar rigged seems to be holding, and it's easy enough to maneuver around. It appears to be a 5 by 5 foot section of flooring that is just slightly discolored from the floor around it, possibly a pit trap.

At the end of the hallway where you take a sharp left, you see that all four of the small hallways appear to end up in the same area, with an open door to the South.
Through the doorway is a fountain with a raised edge. The basin contains shallow, brackish water. At the center of the pool, the rubble of a broken statue rest atop a pedestal. All that remains recognizable are a pair of clawed stone feet clutching the pedestal’s top. Carved into the walls are seven niches. Water seeps into one niche through a crack in the wall. The two niches that flank it are empty. Strange, formless sculptures occupy the four remaining niches.
"I... don't have a good feeling about this..." Valrish says, backing up a bit.
PbP Characters
Valrish (Dragonborn // Barbarian 6) - Out of the Abyss - play by post
PbP DMing
SPANISH - Storm King's Thunder
Oorr lights up a torch and checks the fountain. Perception 9
"There are coins in the water. If it is safe to take them, it is another matter...And also a metal chest"
"Coins, huh?" Valrish gets closer to the fountain and takes a look. Perception 16
OOC what did I do to deserve this
PbP Characters
Valrish (Dragonborn // Barbarian 6) - Out of the Abyss - play by post
PbP DMing
SPANISH - Storm King's Thunder