As you carefully remove several of the outer stones, you break out in a sweat at the sound of shifting stones. Carefully prying out one of the bricks, there is even more movement, and the two staggered bricks above it drop a couple of degrees in the center.
Peeking through the hole, your darkvision reveals a large open space. You can see neither walls (at this angle), nor a back wall.
"Tell me if you require assistance", Denethir says, eyes wide at the opening in the wall in front of him, and the thought of being caught by their 'neighbours'.
"There's something behind the wall, alright." Eurim draws back from the opened whole. "This whole base is unsound... Say, your little...friend. It can see in the dark, right? Could it fit through that? Tell us what's in that space? I can't see anything."
Denethir looks slightly up and left, as if listening to something Eurim can't hear, before replying. "He says he's got as much chance of seeing in there as we have of getting off this island. Seems like my 'little friend' has a sense of humour... Either way, I believe we may just have to keep removing bricks." The half-elf uses one of his handaxes in place of a crowbar, to try and prise a few more bricks away from the wall
Eurim helps him nervously, trying to apply his knowledge of stonework to keep the entire wall from crumbling as they frantically tear a whole in the ancient and worn exterior.
This post has potentially manipulated dice roll results.
OCC: You guys really like to throw Bugs Bunny screwballs at me.. Let's roll some dice and see how it goes... Assuming "roman" style bricks of 2x4x12
1: 22;88
2: 14;53
3: 23;38
4: 18;80
5: 19;90
6: 19;48
7: 17;57
8: 12;89
Starting from Jabthar's eye level, you are able to remove an additional 7 courses of stone and brick (8 total). The going is slow and nervous, and despite the cold, you sweat from the pressure of trying to make a hole in the wall. Before beginning the 9th (of about 22), Jabthar stops, realizing that the next level will compromise structure.
This post has potentially manipulated dice roll results.
Denethir backs away from the wall when Eurim stops, fearful of it crashing down around them. Thanking his elvish ancestors for his superior eyesight under his breath, he has a look through the hole now that it has been enlarged by their hard work.
Sticking your head in, you can tell that it is a large, square room carved out of the rock. To your left, you can see the wall 50 ft away, and to your right you see the wall 30 ft away. The wall to the right changes to what looks like brick 10ft in. The ceiling to the cavern is 20 ft above you. and the floor hear against the false wall and for several feet in appears to be made of wood.
Building a pile of stones and bricks, you are able to get high enough to crawl, one by one, through the hole and fall onto the wooden floor beneath. The light dim light coming through the hole shows a cavern/room which stretches out into the darkness.
To your right is a 20 ft brick wall. North of which is an open space, and then part of another brick wall can be seen.
This post has potentially manipulated dice roll results.
Denethir directs his sprite to remain outside for now, invisible and hovering high above the cove to warn of danger. Getting his bearings, he slowly makes his way towards the open space, while searching the room for any objects of use, or sign of the traps that had plagued the earlier part of their ordeal.
Moving to the center of the room, you see a passageway leading out at the far end, and two (similar to the catacombs) alcoves made by brick walls to your left, stretch into the darkness.
OCC: Squares are 5ft, little red adventurer is party.
Denethir summons his sprite to him, since they managed to re-enter what appears to be the mansion complex undetected. The tiny creature flits into the room and perches on his shoulder, unable to see much in the relative darkness.
Wandering over to the alcoves, the warlock peers down each of them in succession (unless something interesting comes up, in which case he will investigate).
Jabthar
As you carefully remove several of the outer stones, you break out in a sweat at the sound of shifting stones. Carefully prying out one of the bricks, there is even more movement, and the two staggered bricks above it drop a couple of degrees in the center.
Peeking through the hole, your darkvision reveals a large open space. You can see neither walls (at this angle), nor a back wall.
"ALWAYS GIVE A MONSTER AN EVEN BREAK!"
1st Edition DMG
"Tell me if you require assistance", Denethir says, eyes wide at the opening in the wall in front of him, and the thought of being caught by their 'neighbours'.
"There's something behind the wall, alright." Eurim draws back from the opened whole. "This whole base is unsound... Say, your little...friend. It can see in the dark, right? Could it fit through that? Tell us what's in that space? I can't see anything."
Denethir looks slightly up and left, as if listening to something Eurim can't hear, before replying. "He says he's got as much chance of seeing in there as we have of getting off this island. Seems like my 'little friend' has a sense of humour... Either way, I believe we may just have to keep removing bricks." The half-elf uses one of his handaxes in place of a crowbar, to try and prise a few more bricks away from the wall
Str: 13
Sprites don't have darkvision unfortunately - https://www.dndbeyond.com/monsters/sprite
Eurim helps him nervously, trying to apply his knowledge of stonework to keep the entire wall from crumbling as they frantically tear a whole in the ancient and worn exterior.
OCC: You guys really like to throw Bugs Bunny screwballs at me.. Let's roll some dice and see how it goes... Assuming "roman" style bricks of 2x4x12
1: 22;88
2: 14;53
3: 23;38
4: 18;80
5: 19;90
6: 19;48
7: 17;57
8: 12;89
Starting from Jabthar's eye level, you are able to remove an additional 7 courses of stone and brick (8 total). The going is slow and nervous, and despite the cold, you sweat from the pressure of trying to make a hole in the wall. Before beginning the 9th (of about 22), Jabthar stops, realizing that the next level will compromise structure.
"ALWAYS GIVE A MONSTER AN EVEN BREAK!"
1st Edition DMG
Denethir backs away from the wall when Eurim stops, fearful of it crashing down around them. Thanking his elvish ancestors for his superior eyesight under his breath, he has a look through the hole now that it has been enlarged by their hard work.
Perception: 16
Denethir
Sticking your head in, you can tell that it is a large, square room carved out of the rock. To your left, you can see the wall 50 ft away, and to your right you see the wall 30 ft away. The wall to the right changes to what looks like brick 10ft in. The ceiling to the cavern is 20 ft above you. and the floor hear against the false wall and for several feet in appears to be made of wood.
"ALWAYS GIVE A MONSTER AN EVEN BREAK!"
1st Edition DMG
"I think I might be able to fit through here, seems like an unremarkable room on the other side, care to join me?"
Could we both fit through the gap?
Building a pile of stones and bricks, you are able to get high enough to crawl, one by one, through the hole and fall onto the wooden floor beneath. The light dim light coming through the hole shows a cavern/room which stretches out into the darkness.
To your right is a 20 ft brick wall. North of which is an open space, and then part of another brick wall can be seen.
"ALWAYS GIVE A MONSTER AN EVEN BREAK!"
1st Edition DMG
Denethir directs his sprite to remain outside for now, invisible and hovering high above the cove to warn of danger. Getting his bearings, he slowly makes his way towards the open space, while searching the room for any objects of use, or sign of the traps that had plagued the earlier part of their ordeal.
Perception: 17
Investigation: 13
Crawling in after, Eurim gives Ruki a hand as they enter as well.
"Now, where's that ship?"
(Are there any further entrances/exits beyond the one we made?)
Not from where you are standing...
"ALWAYS GIVE A MONSTER AN EVEN BREAK!"
1st Edition DMG
Eurim follows Denethir towards the center of the room.
Moving to the center of the room, you see a passageway leading out at the far end, and two (similar to the catacombs) alcoves made by brick walls to your left, stretch into the darkness.
OCC: Squares are 5ft, little red adventurer is party.
"ALWAYS GIVE A MONSTER AN EVEN BREAK!"
1st Edition DMG
Denethir summons his sprite to him, since they managed to re-enter what appears to be the mansion complex undetected. The tiny creature flits into the room and perches on his shoulder, unable to see much in the relative darkness.
Wandering over to the alcoves, the warlock peers down each of them in succession (unless something interesting comes up, in which case he will investigate).
Perception: 19
Investigation: 13
As you approach, you can see that there is a stone slab in the center of each. A body rests on each of the center and south slabs.
"ALWAYS GIVE A MONSTER AN EVEN BREAK!"
1st Edition DMG
Following Denethir, Eurim spots the slabs and their macabre loads. "Denethir that's... this is the tomb, then."
Eurim joins Denethir in examining and searching the alcoves.
Investigation: 13
Which one, first?
"ALWAYS GIVE A MONSTER AN EVEN BREAK!"
1st Edition DMG
Top one, on Eurim's left facing the alcoves (though I don't suppose I'll find much with that roll.)