<div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Tevaga's rolls with the permission of RubySlippers</div><div class="spoiler_body">d20 roll: 7<br/>Dungeoneering (aid check): 4+1=5<br/>Acrobatics check: 17-4=13</div></div><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Yustissa's rolls</div><div class="spoiler_body">d20: 11<br/>Dungeoneering: 20+0=20<br/>Acrobatics: 4+8=12</div></div><br/>The party crosses most of the caverns safely, with only the silent wizardess finding the terrain difficult to manage. Perhaps it's her weak phisique, perhaps it's her mind not present entirely but she manages to exert herself further with a particularly unlucky fall. Her misfortune only gets worse as the entire cavern shakes and rumbles with a deep growl, as if the earth itself was angry. The quake is rather brief, but still enough to loosen some rocks that tumble and roll down the cavern ceiling, some hitting and injuring the girl already miserable from the toll these last days have taken from her.<br/><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Mechanics</div><div class="spoiler_body">Lowest roll on the d20 check got unlucky. Aleria takes 8 points of damage from a rockslide unless she can reflex save against DC:13 to take only half. Looks like the poor girl cannot get a break... so close of renaming this game Aleria's misadventures! :P<br/>There's enough time to cast spells/heal and so on before moving on, as well as making any preparations you see necesarry for continuing.</div></div><br/>After the party regrouped they made it to a larger, much broader chamber inside the caverns, where they no longer had to march in a single file.  It took them slightly over an hour to get so far, and they were still in a natural cave. There was a deep chasm with a narrow rock bridge, maybe three feet wide arching over to the far end of the chamber, with the sound of water rushing coming from below. There was also a side tunnel that led away from the fissure. The lights the party stirred up some bats that chirped and swarmed around then quickly scattered.<br/><br/>"Our goal is past that chasm. We can either cross the bridge or take that side passage for a detour. It will take longer, but there won't be a danger of falling into oblivion. I have passed this bridge before, but if you don't feel up to the task, it might be wiser to take the longer road." the leader of the group explained.<br/><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Hazard</div><div class="spoiler_body">Crossing the bridge requires 3 consecutive acrobatics checks to balance, each made against a DC of 10. A failed check results in the character falling 80 feet into a rushing underground river. Rope and other creative solutions are also possible. The pit is approximately 40 feet wide <br/>Taking the longer road will bypass the chasm, but will take significantly longer to reach the goal.</div></div>