Black Dragon

GM Quirk's page

3,656 posts. Alias of Quirk, Private Eye.


RSS

1 to 50 of 3,656 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>

Tatch wrote:

Tatch sidesteps next to Holloway and Rion. He pulls out his comm and attempts to connect it to the nearest wireless node. He shadows Holloway as he walks the length of the heavy cable running along the floor.

[dice=Computers (operate device) skill check]1d20+7

The wireless nodes are dead. Your comm devices will work locally in "radio mode" with your fellow rescuers, but you don't have a connection to the outside world. The same is true of of any hard-wired comm nodes--they're dead too.

SO FAR, general power has been maintained down here. There is plenty of lighting, and machinery and charging stations for mining equipment seem to be working.

Holloway seems to be getting his bearings for a moment, then speaks, "I think Yoush and Chicari were working to the south. You may want to head that direction. I'll head out until I can get comms back, then give a progress report to the bosses upstairs. Hopefully they'll be sending more help down soon."


Rion Lershock wrote:
Rion walks over to inspect the power cables. "What do these cables feed power to, Hollaway? If the khefaks did chew through them, could it be the reason for the comms issues down here?"

"It's mostly for lighting and charging stations for mining equipment. The power does lead to hard-wired comm stations and wireless nodes that allow for use of our comm devices this deep in the mine." He traces the heavy power cable laying across the floor, walking its length. "I think this one is damaged yet. If comms are down, they may have gotten a cable somewhere else in the mine."


Three-5 wrote:

5 healing should get Three-5 to full

Three-5 nods to the ikesthi as the magic heals bio-components. "Thank you, my performance reliability is higher now."

They check the corridor they came from once more, then turns to the rescued miner. "The khefaks were distracted by something else? Small animals or was it something different?" Three-5 goes to check the area where the khefaks were when they interrupted them.

"They were eating ore and scrap. One was starting to chew on power cables when you showed up."


Rion Lershock wrote:

Rion nods. "Glad you're okay. Best that you didn't interrupt their meal." He hikes a thumb back over the way they just came from. "McLovin's waiting at the access corridor for you. Best head back that way. What's your name, so we can let your buddies know?"

"So, two more of your buddies somewhere down here? Don't worry, we'll find them." He purposely leaves out promises of saving them. Hopefully they're smart enough not to interfere with the khefaks' feasting.

He gives the cavern a quick scan for anything interesting.

[Dice=Perception]1d20+5

"I'm Hollaway." He points to embroidery on his mining coveralls. "Yoush and Chicari were also down here. I hope they're okay."


Rion Lershock wrote:

Rion's uninjured, thanks. And feeling even better after that healing burst! I'll will be sure to update his header as needed.

Also, I keep forgetting to include in my descriptions that Rion's pistol has a silencer installed.

Dropping the khefak, Rion calmly reloads his pistol and calls out to the miner, adding his voice to Bickle's. "It's all clear. You're safe to cone out now."

Approaching the besieged miners, he asks, "How badly are you injured? Can you make it back on your own?"

"Anything you can tell us about other miners trapped down here? Or any more khefaks?"

The young miner seems relieved and also shocked by these events. Slowly, he begins to collect his thoughts. "I guess I'm okay. I almost got bit, but I got away and they were distracted by whatever else they found in here. Hungry little critters. Everytime I tried to get by they attacked though. Oh...I don't think there were many of us down here on this shift. Maybe four of us?"


Combat is over. Rion and Three-5 were both quite effective with their attacks.

Another miner, this one quite youthful, peers out from behind a piece of machinery. He appears to be in good health.

Three-5 has an injury. is anyone else still injured from the precivious fight?


Going to move things along here with the aim of getting everyone in on the action.

One of the khefaks shakes off its injuries and steps forward, jaws and claws snapping. It attacks Three-5.

jaw attack: 1d20 + 6 ⇒ (19) + 6 = 25
damage, P: 1d4 + 1 ⇒ (1) + 1 = 2
second attack, claw: 1d20 + 2 ⇒ (19) + 2 = 21
damage. S: 1d4 + 1 ⇒ (1) + 1 = 2

Two hits! Thought maybe I had a crit, but Three-5 has great armor!

We are back in combat. There are actually two khefaks, both of whom are happy to let their rubble go for some more organic snacks...Everyone who hasn't gone yet may go. If green is still up I'll just have it go last.

1. Squanch
2. Tatch
3. Three-5 (-4)
4. Enemy pink (-4)
5. Bickle
6. Rion

7. Enemy green (-2)
8. Kala


Squanch is more than ready for another round of these extra-surly khefaks. He levels his pistol and hits on in its legs. Damage noted below.

Botting Tatch
Tatch steps into the room. Seeing yet more khefaks, he casts a spell at one. Casting daze at pink.

will save for pink, DC 16: 1d20 + 2 ⇒ (7) + 2 = 9
Fail. Heh. I didn't realize yet that daze now does mental damage.
damage, mental: 1d6 ⇒ 4

We are back in combat. There are actually two khefaks, both of whom are happy to let their rubble go for some more organic snacks...Three-5 is up.

1. Squanch
2. Tatch
3. Three-5
4. Enemy pink (-4)
5. Bickle
6. Rion
7. Enemy green (-2)
8. Kala

** spoiler omitted **


Creeping along the eastern corridor, you wind your way into an active mining area. There is rubble all over the floor, and at least two carts appear to be in the middle of getting filled with raw crystals.

A youthful, terrified miner sticks his head up from behind a pile of rubble and a cart. He silently mouths "watch out!," nodding over to a khefak happily munching on some rubble.

We are back in combat. There are actually two khefaks, both of whom are happy to let their rubble go for some more organic snacks...Squanch, Tatch, and Three-5 are up. Please reference the map. I'll probably bot Tatch tomorrow night, as he noted a family emergency in discussion.

1. Squanch
2. Tatch
3. Three-5
4. Enemy pink
5. Bickle
6. Rion
7. Enemy green
8. Kala

GM rolls:
Initiative Tatch: 1d20 + 4 ⇒ (12) + 4 = 16
initiative Squanch: 1d20 + 1 ⇒ (20) + 1 = 21
initiative Kala: 1d20 + 6 ⇒ (1) + 6 = 7
Initiative Bickle: 1d20 + 5 ⇒ (5) + 5 = 10
initiative Three-5: 1d20 + 3 ⇒ (11) + 3 = 14
initiative Rion: 1d20 + 5 ⇒ (5) + 5 = 10
initiative green: 1d20 + 5 ⇒ (3) + 5 = 8
initiative pink: 1d20 + 5 ⇒ (7) + 5 = 12


Hope you feel better, Drake.

At long last, I have a post in. It's been a busy week. This past weekend was my once a month to cover. Tomorrow I get a day off, so I have a 3=day weekend to enjoy. I have the new expansion for the Root boardgame to get to know, along with new copy of the Monster Core 2 book.


Moving things along...please reference the map. I have moved everyone EAST from the center of the map.

The mines are quiet.

According to all of the mine staff, you know that there are three more miners down here. Broken comm traffic seemed to hint that one miner might have significant injuries. Now comms in the mines seem to be down, both the hard-wired comm links and the nodes that provide wireless connections this deep in the mines.

The quiet doesn't seem like a good sign. Of course with all of your sneaking, they wouldn't hear you either...

Again, please reference the map. Do you want to go north or south along this branch of the mine?


Sorry for the delay. I think you are all pointed in the right direction, and I will be able to move things forward tomorrow.


Rion Lershock wrote:

Hyperfocused on the tunnels ahead, Rion starts as Three-5 suddenly appears beside him. After taking a moment to calm his nerves, the hylki points to his ear and then, using his hand to pantomime talking, points toward the east.

He motions for his companions to advance with caution.

GMQ, looking at the map, the tunnels branch NE amd SE, is just a general sound from the east, or is there one that the sound is clearly coming from?

From where you are, it's hard to pinpoint. There is a certain amount of echo within these mines that make complicated to know exactly.

If you wander generally eastward, it may get easier.

There is no sign of khefaks at this point in the mines.


Going to give Rion and Three-5 yet another perception check since they have moved forward on their own.

Secret Rolls:
perception check Rion: 1d20 + 5 ⇒ (16) + 5 = 21perception Three-5: 1d20 + 3 ⇒ (3) + 3 = 6

Rion:
You can't be sure, but you think you hear very quiet talking to the east--really just a murmuring. AND THEN, Three-5 comes up behind you, quite silently.

Both Rion and Three-5 move ahead of the group. Everyone else continues to collect themselves, perhaps wondering what is ahead of them in this mine.


I have moved most of you toward the center of the mines, generally heading west. I left Llyfr near the entrance for the time being--I'm sure her player will be back soon. I'll go ahead and have Rion and Three-5 do perception checks (which I'll roll in secret).

secret perception checks:
perception check, Rion: 1d20 + 5 ⇒ (4) + 5 = 9perception check Three-5: 1d20 + 3 ⇒ (6) + 3 = 9

The mine is currently silent. There is no sound of of any workers, or of any machinery.


Had some internet trouble here that wiped out a third post I was going to make. I'll catch up tomorrow.


Tatch wrote:

If he had more time, he would investigate the area for magic that may be causing the khefaks to behave so aggressively. Getting to the missing miners takes priority. Reasoning that they would be more familiar with khefaks and other native fauna, Tatch leaves the tracking to the ikesthi. He explores the tight spaces of the caverns. It helps being small and able to squeeze through narrow gaps. Not having claustrophobia also is important.

[dice=squeeze]1d20+5

As you begin to make your way deeper into the mines, you are able to use your small stature to easily move through small areas. This also affords you the ability to see small spaces. You don't see any evidence of khefak eggs or hatchlings anywhere, sure to be a relief to the miners.


Rion Lershock wrote:

"Woah,' Rion breathes, lowering his pistol, Bickle having spiked the last khefak with the mining pick.

"Thanks for the warning," he greets the miner, slowly striding forward, reloading his firearm. "Were you hurt at all?"

"The way back behind us is clear, if you're up for it. Otherwise, hang tight and we'll see if we can find some more of your buddies to send back with you. What's your name? We'll let anyone we find know you're okay and waiting for them."

"Is it usual to lose comms down here?"

"Keep alert for any signs of more miners. Or khefaks for that matter," he says when the time comes to resume their search.

Rion will SCOUT

"It's McLovin. I'll wait near the access corridor if it's clear. No...no, we should have comms. There are nodes that are hard wired in. They must be damaged."


Thank you all.

Let me share that this was for an Aunt. She had actually passed before Christmas last year--the celebration of life was put off until March to allow for more out of town loved ones to be present.

She had dementia, and I am betting that some of you understand when I write "it was her time."


I will get things going again tomorrow. Had a funeral yesterday and a game with local friends tonight.

Tomorrow should allow for plenty of time to move things along.


Let me suggest that all of you plan out a route, then each of you should decide what you'll be doing as an exploration activity as you move down the path. Exploration activities can be found HERE


The miner informs you that there are certainly others trapped by more khefaks. "I think everybody got out except for me, Hollaway, Yoush, and Chicari. We had comms until about 10 minutes ago. Last I heard is that the others are to the northeast. Yoush may have been injured.


Hey all! I'll get things moving again tomorrow. Spoiler alert: there are more miners further in, including an injured miner.


After Three-5 fires wildly with his laser, Bickle looks up to see that the final khefak was still standing and snapping its claws.

Two sharp hits with the mining pick ends it.

As the dust clears, a dusty, dirty miner steps out of far room. "Is it safe? Those little buggers aren't usually so aggressive, at least not this time of year..."

We are out of initiative.


Here's our situation: just ONE surly khefak remains in this corner of the mines. There is a single trapped miner just beyond (who has been shouting encouragements to all of you, notably that he owes each of you a beer at the L7.

There are likely more khefaks and trapped, probably injured, miners further into the mine.

I think we're waiting for Llyfr, Three-5, and a couple others to get their turn in.


Squanch holds on for dear life as he is embraced by his long-lost sibling.

Go ahead and take your full action. As Kala Jayne noted, you could have used "grab an edge" as a reaction.

Round 2. Here is the initiative order. Please refer to the mine map in the slides. Llyfr, Three-5, Bickle, and Squanch's delayed actions may go.

1. Enemy red (DEAD)
2. Squanch
3. Tatch
4. enemy yellow (DEAD)
5. Three-5
6. Bickle (-4 hp)
7. Llyfr

8. Enemy blue
9. Kala (-5)
10. Rion


Here's a FORT save for red:

FORT save: 1d20 + 5 ⇒ (15) + 5 = 20

Saves, but it's not enough. Red takes one more point of damage and dies. It needed to be put out of its misery anyway.


Bickle wrote:
Plus, it can't be worse then THAC0

Now that's a NAME I've not heard in a long time.


For providing useful information and an excellent role playing post, I am awarding Kala a hero point.

I must give some thought to rival gangs of ikeshti out in the desert, or perhaps in Khefak Depot.


Rion takes careful aim, but his first bullet bounces just in front the khefak. His second shot is even more off the mark.

You -barely- missed blue on that first shot.

Meanwhile, a surprised, happy ikeshti expresses jubilation upon reuniting with her sibling.

Unfortunately, the timing for this isn't exactly good. Temperamental khefaks still press the attack, and Squanch's position up on the wall was tenuous, causing a fall.

Kala, my desire at the moment is to try to follow RaW fairly closely. That may change over time. I'm happy for you (and everyone else) to provide links to useful rules.

Though looking pitiful, the injured, suppressed, off-target, prone khefak (red) still offers one last act of defiance as it stands up, moves forward, and attacks Bickle.

to hit, including -2 for off target: 1d20 + 6 - 2 ⇒ (3) + 6 - 2 = 7
Clearly a miss.

{ooc]Round 2. Here is the initiative order. Please refer to the mine map in the slides. Llyfr (from round 1), Squanch, and Tatch may go.

1. Enemy red (-6 hp, suppressed, off target)
2. Squanch
3. Tatch

4. enemy yellow (DEAD)
5. Three-5
6. Bickle (-4 hp)
7. Llyfr
8. Enemy blue
9. Kala
10. Rion


Got another move in over at gameplay. Looks like Kala, Rion, and Llyfr may go--this will end round one.


Another khefak charges through the mine, stopping when it arrives at Three-5.

It snaps with its claw, perhaps hoping to drive you all away from choice bits of rock, crystals, and who knows what else...

to hit, claw: 1d20 + 6 ⇒ (4) + 6 = 10
damage, S: 1d4 + 1 ⇒ (1) + 1 = 2

The khefak can't penetrate Three-5's armor.

Here is the initiative order. Please refer to the mine map in the slides. Llyfr, Kala, and Rion may go.

1. Enemy red (-6 hp, suppressed, off target, prone)
2. Squanch
3. Tatch
4. enemy yellow (DEAD)
5. Three-5
6. Bickle (-4 hp)
7. Llyfr
8. Enemy blue
9. Kala
10. Rion


Bickle wrote:

A high pitched squeal from Bickle breaks any hope of stealth as the khefak digs into him. He swings his miner’s pick in a panic at the creature and tries to slink away from it.

◆◆ two strikes with pick, looks like no base or bonuses on those attacks for Bickle
◆ 5’ step away

[dice=pick, untrained]1d20
[dice=damage]1d6

[dice=pick, untrained]1d20
[dice=damage]1d6

Hero point on that fumble!

[dice=pick, untrained]1d20
[dice=damage]1d6

apparently DiceBot does not agree with those heroics

Unsure of the khefak’s status, Bickle steps back and presses into the wall of the tunnel, trying to minimize his exposure.

Actually, you were closer than you think. You would still get your normal weapon proficiency bonus +3). Unfortunately, you can't add your STR (you have no bonus there) or your DEX (while you have a +4 bonus, this pickaxe is not a finesse weapon, so you can't use it). SO...you actually rolled a "12" on that first roll. A khefek AC is normally 15, but it's off target due to Tatch's Stumble spell. Off target will get its AC down to 13. Sadly, you're still one short.

A suppressed, off target, and prone khefek with most of its legs blown off still flops around in front of you. It seems it would be kind to put it out of its misery.

Another khefek lurks in the distance.

Llyfr is up.


Rion Lershock wrote:
GMQ: I can't see it in the summary you posted above - I believe Red will still take half damage on the success. Apologies if you've noted it elsewhere.

Thank you. I didn't catch that. Red actually still has one HP after taking half dmg., so not much has changed.


8 points of damage will kill yellow. Red will roll a save:

reflex save, red: 1d20 + 2 ⇒ (16) + 2 = 18

Succes, which means I'm on to a will save...

will save, red: 1d20 + 2 ⇒ (9) + 2 = 11

That's a fail. So, to review, yellow takes 8 points of damage and is dead. Red fails a save and is suppressed. Bickle and Llyfr may go!


Let's make it a simple melee weapon that does 1d6 P damage. It's powered and bypasses hardness of stuff, but that won't come into play against khefeks.


Though hanging precariously by one arm from the wall, Squanch's aim is true. He blows at least two of the khefaks legs off, though it stubbornly fights on. damage noted below. One short of a crit! Tatch's stumble spell almost did it!

A khefak charges from around the corner, moving with abandon until it stands before Rion. Yellow strides three times to get there..

Here is the initiative order. Please refer to the mine map in the slides. Three-5, Bickle, and Llyfr may go.

1. Enemy red (-4 hp)
2. Squanch
3. Tatch
4. enemy yellow
5. Three-5
6. Bickle (-4 hp)
7. Llyfr

8. Enemy blue
9. Kala
10. Rion


Tatch wrote:

Tatch sees Bickle take a nasty wound from a khefar. Hands move in front of his chest, like he's turning and folding and refolding the air in front of him. The last gesture is a pinch aligned with the khefar. A burst of microgravity causes a momentary tremor.

Then he moves closer to the wall, to allow anyone behind him more room for charging into the fray.

Two actions: cast Stumble on red-outlined khefak.
One action: Step closer to the wall.

reflex save for red khefak red: 1d20 + 2 ⇒ (3) + 2 = 5

I'm pretty sure a "5" is a crit fail on that save. Red is now prone, -2 penalty to attack rolls. I assume it also has the off guard effect, making it -2 to AC.


Squanch wrote:

Squanch watches the others step into the narrow passage. Wasn't there an ikeshti? He shrugs and follows in the wake of the party. As he does so he taps the butt of his pistol, just to reassure himself it's still there.

Walking down the long tunnel, Squanch taps his pistol again.
** spoiler omitted **

Squanch shakes his head, taps his borrowed medkit, and speeds up to catch the others again.

Along the way Squanch tries to recall anything about Khefaks.
[dice= Nature, trained] 1d20 + 2
[dice= Survival, trained] 1d20 + 2

He doesn't have to hurry for long. The leaders make contact with the miners and the head of the column slows to make their stealthy approach.

"They're chewing. Maybe they were just hungry." Squanch whispers as he steps up behind the ysoki. Squanch does his best to not spoil the others' approach.

Nature does indeed tell you some things. This is indeed a common khefak, often seen in these parts. I'll tell you a couple of other things: they can attack with both their claw and their jaws. They also love to gnaw on any sort of scrap, so the electrical and mechanical infrastructure here in the mines is very much at risk.


The trapped miner now clearly hears you coming. He calls out "There's three of those pests nearby. Be careful, as soon as they see you they'll attack!"

Sure enough, as soon as they see you they aggressively defend their precious food source!

Red shuffles forward and attacks Bickle! He moves twice, then attacks with his third action.

1d20 + 6 ⇒ (14) + 6 = 20
damage, slashing: 1d4 + 1 ⇒ (3) + 1 = 4

And that's a hit! Bickle has a nasty wound from one of these little jerks!

Here is the initiative order. Please refer to the mine map in the slides. Squanch and Tatch may go.

1. Enemy red
2. Squanch
3. Tatch
4. enemy yellow
5. Three-5
6. Bickle (-4 hp)
7. Llyfr
8. Enemy blue
9. Kala
10. Rion

Initiative Tatch: 1d20 + 4 ⇒ (20) + 4 = 24
initiative Squanch: 1d20 + 1 ⇒ (1) + 1 = 2
initiative Kala: 1d20 + 6 ⇒ (4) + 6 = 10
Initiative Bickle: 1d20 + 5 ⇒ (8) + 5 = 13
initiative Three-5: 1d20 + 3 ⇒ (1) + 3 = 4
initiative Rion: 1d20 + 5 ⇒ (2) + 5 = 7
Initiative Llyfr: 1d20 + 7 ⇒ (3) + 7 = 10
initiative blue: 1d20 + 5 ⇒ (12) + 5 = 17
initiative yellow: 1d20 + 5 ⇒ (17) + 5 = 22
initiative red: 1d20 + 5 ⇒ (14) + 5 = 19


Exploration was something I was going to ask everyone to do in the next phase of mine exploration.

That said, now is as good a time as any to start to familiarize yourself with the options. Some groups also like to coordinate their exploration activities so many bases are covered.


Supersuperlative wrote:
therealthom wrote:
There's modifiers?
I'm guessing for feats like Incredible Initiative (+2)? I'm sure there's some other feats or abilities out there that I have no idea about, too. Still on my learners license with this game.

Yeah, I think things like the Incredible Initiative feat are what I was thinking about. There are also ways to use your stealth for initiative instead of perception.

For now, I'll probably build an initiative block that I can copy and paste into game play that simply includes your base perception scores (unless I see something obvious for initiative in your stat block). If there are mistakes I can adjust the block.


Off in the distance, I'm beginning to hear FIGHT MUSIC!

I will roll for initiative tomorrow night if anyone has anything to do before then. I'd say that Bickel's perception check was good enough to see at least two of the khefaks, but I don't think any of your were particularly sneaky. So...we'll just do straight initiative.

Will everyone be working off of their straight PERCEPTION for initiative, or are their modifiers I need to be aware of?


Bickle wrote:

ah, nice, I didn't realize we can move our own tokens in the slides. I moved Bickle forward and thus he'll look forward rather than behind the group

Curiosity gets the better of Bickle and he slips forward to sneak a view of the khefaks.

[dice=Stealth]1d20+7

You catch a glimpse of two khefaks. They seem to be enjoying crunching on the rock and ore in their area. They haven't noticed you---yet!

I have placed two khefaks on the map.


Bickle wrote:

Bickle slinks along with the others keeping an eye on the tunnel behind them to catch anything attempting an ambush.

[dice=Perception]1d20+5

Did you mean to stay in your current position, or did you want to move one direction or another in the mines? From your current position, you don't notice anything other than what's already been described.


Rion Lershock wrote:

GMQ - thanks for the earlier clarification about the mines. So, locally, they are all part of a joint hylki-ysoki run venture, if I understand correctly?

Rion nods to Three-5. "Got your back," he says, ready to follow the android's lead.

He carefully scans the tunnel ahead for signs of danger.

[Dice=Perception]1d20+5

Yes. The hylki and ysoki who originally discovered the mine formed a partnership. Their descendants have continued that partnership.

Rion doesn't notice anything unusual from his current position.


Kala Jayne wrote:

Educated guess you rotated Jayne's token to indicate she is not with the group currently.

Jayne takes longer in the latrine than expected - as first time she has emptied her bladder in the past four days.

As she gets back to main chamber she sees the rest of the group is gone and gets directions from the foreman which way they went, and heads to catch up to them.

Will wait til a round or few worth of actions by others for when she catches up to them on the map.

Purely a coincidence that your token was sideways. I think the fact that the tokens are so small caused that. Your choice: you can be a round behind, or you could have caught up as everyone hiked down the long tunnel to North-7.


There is a long tunnel, just wide enough for two of the small carts full of ore to pass by each other. This tunnel is well lit, with lights on the ceiling every 20 feet or so.

The tunnel spills into an irregularly shaped chamber that runs largely north and south. To the north, a narrow opening in the wall opens into another set of tunnels. The chamber you're currently in continues to the south. As with the long tunnel that lead here, this area is well-lit with several work lights set up on ceilings or on the wall. Several thick cables are sprawled across the floor, most likely to provide power and communication down here. At certain intervals it appears that an attempt is made to cover the cables in areas where the carts might often go.

There are several glowing blue crystals on the floors, walls, and ceilings. Clearly, work is done daily to dig them out for processing.

A voice calls out from the southeast. "Hey...HEY! Over here. But watch out, there are three of those critters chewing on rocks over here!"

If you'll kindly refer to slide 3, you will see what I am talking about. I have placed all of you just inside this area. I gave each of your tokens a unique color so it should be easy to keep track of where you are. If you have trouble seeing the tokens, use the zoom function and take it to 200%. Finally, I placed red "X" in the general vicinity that the voice is coming from.


therealthom wrote:
Sorry. Work (at least it was interesting) and family weekend activity ongoing. Will post tomorrow.

I believe I will as well. The day got away from me. I did do some work on the map we'll be using, along with the map of Azurite Hollow.

More about what's going on in North-7 tomorrow.


I should point out that no cave in has been reported. The trapped minors are in that situation because aggressive khefaks have kept them from getting to the exit.

1 to 50 of 3,656 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>