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Rolled 1, 4 = 5 (2d6)
The tunnel you pick opens up into a shelf: it's a Tunnel Hub with biggy tunnels going out, but two's collapsed together, so's half of the chamber fallen into a shaft.
You keep off that side, hug the wall. You smack your lips a bit. Moisture. Close to running water, maybe.
The ground's damper, you feel. Some parts might be ai<span class="mu-i">iiiice</span>!
The skid carries your feet forward, leaving you to splat back. You don't try to get up immediately, spread your arms and legs wide to steady yourself. It slows you just enough for you to know you're going over the edge.
You get Noiffy out to slow you, try to dig it in the ground, but the places you stab at are just thick with ice. Noiffy skids, giving you nothing.
Sikky's having a better go: it's slightly longer and the hookyness just gives a little more weight to your swing.
Too bad it snaps right at the curve when you have on it, trying to break
>aaah SHIIIIII-
>-doogh-
>-oogh-
>-gnerk-
>-UMF
>....owch
>Sikky broke
>refunded as 2 Stuffs
>QM 2d6 for fall damage
>Light Kludge Armor will absorb only 2dmg for this