>>6359217Despite there being a part of you that longs to see Nowhere again, the aggregate that is you remembers of the mission. So you guess you'll see the Bartender another day, then.
"Let's run."
Simple, quick, easy to understand. This is good. But the large goblin girl has her own ideas, despite the rapidly approaching danger. Just mortal quirks, you guess.
"Wait, I can hold it b-"
Hastily, you put a dampener on that probably fatal gung-ho attitude. Her hand grabbed, she looks at you with a questioning glance, or so you think.
"No. We run."
"Uh, okay..."
Strange how she readily complies once she sees your face in close proximity. Your curiosity about this being the result of adrenaline or something else have to wait, however, as the ball trap rolls menacingly.
Together, you run, and in between your long legs and her pace, the both of you have caught up to the other group. Soon, however, you start to see something in the way: a gaping hole in the floor.
"Hey, that's the hole trap from earlier!"
The teen goblin mage pointed out - by your reckoning, it could be big enough for the ball to fall through - or get stuck on.
"Aw, fiddlesticks!"
"Oh no, what should we do?!"
Another one of the teens panic, as the distance between the group and the hole rapidly decreases. But now that you're closer, you can see some possible paths.
To the right, one of the tower's windows open out into a vista of a beach, undoubtedly the Eastern sea. However, you are currently at the second floor, and attempting to jump out that way risks injury.
To the left, a closed double-door with the word 'exit' above it. You don't know if it's locked or not, or if it actually leads to an exit - it's a gamble.
Then again, the group can just go over the hole... provided they can jump the gap. Or maybe the real exit's inside the hole? Whatever you choose to do, better do it quick.
>CHOOSE ONE>□ Jump the gap!>□ Jump out the window!>□ Break down the door!>□ Magic the door open!>□ Jump in the hole!>□ Other (fill in)