*Sigh*
Exit the hatch, provided it's at solid ground now.
Thaumas? Ah. Their name.
Silently grey eyes opened having closed for a breath moment putting a hand reassuringly...though probably looking very goofy while doing it on the gorilla's shoulder their voice ringing out encouragingly.
"Thaumas will be fine. We can't-do anything for them right now so we just have to have faith they will be fine. For now, we stick together and ensure each other's survival. Alright?"
Sitriana exits with Max keeping an eye out for an eyeball named Thaumas.
After what just happened, I won't even DARE myself to shadowbox when the eyeball is around. Speaking of Thaumas, though, I kinda feel bad for leaving that super-extra-fragile thing behind.
Examine the area outside the hatch and look for more plants if there are any.
you three crowd out into an exact replica of the previous hallway. Same weird portal, same red and green lights, same cramped little space, same two windows. You all, once again, fall comically on your sides when you switch from the orientation of the sphere to the orientation of the hallway. There are no plants in this hallway. Three might be some further in, if you guys can learn to defeat the mighty villain Sir Portal and his sinister henchmen Red Light the Terrible and Green Light the Foolishly Optimistic.
(3)ATH's person fails OT locate the eyeball in the hallway, so she looks out the window. She sees wildlife. Specifically aquatic style creatures and kelp.
(These have been the worst 5 results ever, one ended with me opening the door then getting stuck outside and the other put me in combat with -2 in all physical stats. What the fuck is antiwater?)
Paralyzing gaze attack both creatures then push them away telekinetically. As long as I can see them, they should be affected by it. Hope they get eaten by the bigger fishes on this... uh... whatever this place is.
Then move towards the closest port in the wall and open it in the same way I did with the other hatch.
hmm. now I gotta go look up your character sheet. Hmm "very minor ability." okay.
(6) (5) well well well. Never give up, never surrender, eh? You make eye contact with the two beasts - no easy task with creatures whose eyes are in the sides of their heads. Your paralyzing gaze keeps you focused on them as you lock up their brains, so you end up drifting further downstream in the process. But you are able to push the two fish away from yourself, out into faster moving water, and they drift out of sight, finally freeing you from your own spell. You look about - no sign of the massive cliff, portals, or your friends. Just kelp, mud, antiwater and omnipresent !DANGER! in the form of more sea monsters as yet unseen.