Somewhere, Anora hears it. A ghoul-thing burning, thrashing,
screaming. It's parasitic snake-fiend howls too as the flames crackle and blister its already-dead flesh. But there lies Aldric, on the ground, struck down by the stones, and now somehow lying in -- water? Here?
Turning as the tumble of stones only increases, she looks at Dufgal. He's is perched at the edge of the tunnel just a few paces away. Three? Four? It's not far -- and Anora, though bruised and battered, is suddenly sure she can make it!
A great and deep resonant cracking suddenly shakes the whole tomb as piece of stone ten feet across shears off and plunges down from the top of the chamber, to the floor below. To where Anora is about to reach out for her companion's hand. The woman is nearly crushed instantly when the boulder hits the ground right in front of her with a cacophonous boom, a sound that must carry all the way back to Hirot.
Dufgal jumps back as the huge rock then tilts and crashes against the tunnel entrance -- completely sealing it. Between Dufgal and Anora are inexplicably now
many hundreds of pounds of stone, and the shearing, ripping, rumbling cracks spreading across the ceiling reveal that the entire chamber is about to collapse in on itself.
OOC:
Anora, you are trapped. Aldric is down, and your escape route has been sealed. You have but one hope -- somehow move the monstrous stone that prevents your escape. This is a Strength check, DC 20. Aldric is unconscious and dying while Ty is occupied with trying to roast a tomb ghoul and open the way back. You and Dufgal can cooperate to try and move the stone if you like, calling muffled instructions to one another. One of you will roll, at +1d for the assistance -- so a d24. We can discuss more in the Discord.
Good luck.
[ +- ] The Collapsing Chamber Initiative Countdown
The Trap — Based on Initiative Count
21: Dufgal
20: Tunnel Ghoul
20: Stone and wood column pieces rain down from above; DC 10 Ref save or 1d6 damage.
16: Ty
15: A massive slab crashes down from above; DC 5 Ref save or 2d6 damage.
10: Rubble falls from above, striking all in the chamber for 1d4 damage. PCs must attempt a DC 10 Fort save or lose 1d7 from their initiative count.
Aldric: 5
5: A stone slab falls from the ceiling, sealing the chamber. (Characters with remaining actions can attempt to temporarily hoist the massive slab with a DC 20 Strength check.)
Anora: 4
1: ?