The sprite relays what it has found as the same time as Lusith begins to prod at the ground in front of him. The half-elf calls back to everyone else, "Another chamber ahead, we might be getting somewhere this time, and...", he looks towards Lusith, "...have you found anything?"
As you tap on the flagstones, they suddenly give way and a 10 ft long section of the hall tumbles into the river below. All that is left are two ledges leading across.
This post has potentially manipulated dice roll results.
Nicholas
12
You wind your way through the old boxes. These are stacked carefully, though age has compromised them. Eventually, you reach the end of the winding path. A blank wall.
This post has potentially manipulated dice roll results.
Denethir
Looking down the first corridor, doors on the right-hand side, the half-elf looks for anything amiss, while sending his sprite down the corridor to his right to do the same.
Perception (Denethir): 8
Percpetion (Sprite): 18
OOC - Sprite moves to 49a and has a look down the other corridor surrounding the giant room.
Looking down the corridors, you see the central room is constructed of brick with a number of stout, closed, oaken doors which have stood up well against time. Dust and cobwebs coat everything, mute evidence that no one has been here for many, many years.
Calling his sprite back to him in its mother tongue, Denethir reports his findings to the others. "I think we may be past the last of Keestake's traps. Whether there are older traps here remains to be seen, but I doubt even he has been down here in many, many years."
He waits for the remainder of the group to join him at the corner of the large room, sprite flitting about his head lazily.
Denethir
The sprite relays what it has found as the same time as Lusith begins to prod at the ground in front of him. The half-elf calls back to everyone else, "Another chamber ahead, we might be getting somewhere this time, and...", he looks towards Lusith, "...have you found anything?"
As you tap on the flagstones, they suddenly give way and a 10 ft long section of the hall tumbles into the river below. All that is left are two ledges leading across.
"ALWAYS GIVE A MONSTER AN EVEN BREAK!"
1st Edition DMG
Any sort of anchor to tie ropes to at either side of the pit?
Paladin - warforged - orange
Lusith cheerfully beams over his shoulder after the floor collapses, "Keestake really liked his traps, but the Goddess still smiles on us."
No, but the ledges are wide enough to use to cross.
"ALWAYS GIVE A MONSTER AN EVEN BREAK!"
1st Edition DMG
Nicholas follows behind when the others cross.
Lusith will continue to lead the way. Humming cheerfully, trusting that things will work out in the end.
So no one stayed behind and checked out the middle room?
"ALWAYS GIVE A MONSTER AN EVEN BREAK!"
1st Edition DMG
Edit, middle room was the well the sprite explored, right?
No... That was south. As I have it.
North: ended in a wall
Middle: not explored
South: well
This room is updated on the map. I'll try to update collapsed hall and room with rooms in it tonight.
"ALWAYS GIVE A MONSTER AN EVEN BREAK!"
1st Edition DMG
Updated map available on the Campaign page
"ALWAYS GIVE A MONSTER AN EVEN BREAK!"
1st Edition DMG
Nicholas will send the lights ahead of him and look down the middle cell carefully.
Investigation: 7
Ah, now I am confused... Are you discussing the area along the 28 horizontal?
The area from 41-48 is a brick room(s?) built into the larger room. If you want to look in you will need to open doors.
"ALWAYS GIVE A MONSTER AN EVEN BREAK!"
1st Edition DMG
I felt an unshakable urge to look along the 28 horizontal. :)
Nicholas
12
You wind your way through the old boxes. These are stacked carefully, though age has compromised them. Eventually, you reach the end of the winding path. A blank wall.
"ALWAYS GIVE A MONSTER AN EVEN BREAK!"
1st Edition DMG
Lyle will follow Nicholas
Paladin - warforged - orange
Denethir
Looking down the first corridor, doors on the right-hand side, the half-elf looks for anything amiss, while sending his sprite down the corridor to his right to do the same.
Perception (Denethir): 8
Percpetion (Sprite): 18
OOC - Sprite moves to 49a and has a look down the other corridor surrounding the giant room.
Denethir & Sprite
Looking down the corridors, you see the central room is constructed of brick with a number of stout, closed, oaken doors which have stood up well against time. Dust and cobwebs coat everything, mute evidence that no one has been here for many, many years.
"ALWAYS GIVE A MONSTER AN EVEN BREAK!"
1st Edition DMG
Denethir
Calling his sprite back to him in its mother tongue, Denethir reports his findings to the others. "I think we may be past the last of Keestake's traps. Whether there are older traps here remains to be seen, but I doubt even he has been down here in many, many years."
He waits for the remainder of the group to join him at the corner of the large room, sprite flitting about his head lazily.
Can Nicholas feel around the blank wall for anything that might indicate something hidden?