I was gonna post yesterday, but Random.org was down for maintenance. I have dice within arm's reach thoguh, so why that stopped me, I don't know.
Take the jump
(6) You land solidly, planting your feet with a loud whang! satisfied, you stand and turn to look at hte bait ball - all hundred feet of it. And, as you do, a support on the platform gives out with a snap, tilting suddenly and throwing you off to tumble.
You right yourself and land on all fours on top of a clear tube of brightly glowing liquid, which is moving rapidly inside the tube. (4) a glance over the side reveals another hundred and fifty foot drop to ... some kind of constantly churning machine.
Fish attack roll: (6) They seem to have lost interest in you. their bait ball activity constricts though, and becomes more frenzied. Yu are out of the danger zone, but your allies are gonna struggle up there.
Examine the grates and tunnels. Determine the right path using my Omega Brand and the device. If one fails, I'll follow the other.
The grates each open into a different kind of room, or in a couple cases, into a hallway. some are storage rooms. Some are active machinery. One seems to be a loading/unloading dock. One opens onto an empty concrete bunker. (hidden roll) Best path, according to everything, is to continue through the tunnel, which jinks upward again another fifty feet ahead.
Lotta fish. Go take a bite or two of the fish swarm for food and recreation. I'm sure they'll scatter if I set some of them on fire.
(6 v 2+2) against the odds, you manage to reach out and clamp onto a fish, tearing a fin and a hunk of meat out of it's side. The bait ball constricts around the tunnel and the shaking gets worse: (5) but the tunnel is made of sturdy stuff. as of yet, no fish have swum inside either, for whatever reason.
I’m just gonna head down on the cart I’m in in a spiral down. Route number 1. Be simple. Keep zappy knife and darkness knife out in case of hostile.
You transfer out of Kongor's cart and into one of the others, since you two seem to be splitting ways at the moment. (4) you and two of the inspectors head down, around the spiral. another wide window on the opposite side shows a quieter, smaller cavern than what the others saw. Lots of fungus grows here, and something moves beneath the carpeted surface, creating small hills in it's wake. The occasional segmented appendage reaches down from the ceiling, dozens of feet up, and snatches some surface creature up. Some of the creatures are furry, while others seem inorganic and ... manufactured. If there is a pattern to the appendages selection, you do not see it. Ahead, you see the end of the tunnel: a large circular airlock, flanked by large blocky guards - four of them. and all four of them spring to life when you come into sight - their eye sockets all suddenly low amber and their gazes fix on you.
Guys I'll be right back. This shouldn't take very long.
Retrace the path we took to get here back to where Rex was last seen.
random.org went down again, so from here forward in the turn, I'll roll physical dice.
(2) you go back up the tunnel, only to find the door through which you entered closed. Behind that door, you remember, is that machine room, and above that is the inside of the wall you came down. that was the last place anyone saw Rex.
Hey Guys!you are officially completely separated from one another. literally none of you are within sight of another of you. Gooooooooood idea.