With an exasperated sigh, "Males", Melisana focuses her attention on a beam she can see through one of the holes. "May the Goddess' purifying fire consume," she pronounces. Instantly, a raging fire burst forth on the beam. "Don't let me run into anything," she states as she follows along, her mind on the fire.
Pulling aside the curtain, reveals the passage continues for another 20 feet before a second curtain blocks your view.
As the curtain is drawn aside, there is an audible click. Just before the ceiling of the hall caves you hear the sound of breaking bricks. The click is enough for Lusith to leap aside, but Eurim (Damage: 10) is knock down and partially buried under small rocks and broken bricks.
Again, the old trap fails to fulfil its purpose, and though you must climb and scramble, the passage can be used to continue south.
The room beyond is 60x60 and split, as the room to the north, into 3 rooms by brick walls. In the first and second rooms crates are stacked to the ceiling. In the third room, a well is set into the floor. The bucket and lower mechanism, long since rendered inoperable by the passage of time.
This post has potentially manipulated dice roll results.
"Save you're master's blessings for someone who'll appreciate them." he grunts back, still disgruntled over the last time. With a deep intake of breath, Eurim steadies himself and hobbles around the corridor for a moment, shaking off some of the pain as he restores circulation.
The half-elf scrambles over the remains of the trap with his new companion balanced on his shoulder, and frowns as he looks down the next hallway. "I doubt that we have seen the last of these traps. Perhaps, Eurim, you should bring up the rear for now, lest you halt another landslide with your face."
Approaching the well, Denethir beckons his sprite onto his outstretched palm, and stares at it intently.
"My friend, would you kindly check what is down the well, please? I will join you, if you would permit me to do so."
OOC - communicating telepathically
A glazed expression crosses Denethir's face as the little creature nods to him, takes flight, and darts down the well.
The will, is a natural fissure which has been hacked out until it meets an underground river, which appears to be running from the interior of the island to the sea.
The sprite returns moments later, and flaps around Denethir's head as he again focuses on the room around him.
"You will all be pleased to know that Keestake was honest with us about one thing at least - a river does indeed run beneath us, likely out to sea. Unless anyone present would like to swim their way off this island though, I fear we will need to continue deeper into these catacombs."
"Can your friend help us look for more traps? Keestake may not have been very skilled with them, but he seems to have been very persistant."
Denethir
The warlock nods at the suggestion, and says something to the sprite in Sylvan. It starts towards the hallway leading south, but before it has even traveled a couple of feet it vanishes into thin air.
"We require the services of a scout, my friend. Can you fly ahead of us, and warn us of anything untoward, while keeping out of sight?"
OOC - the sprite turns invisible, and flies down the south hallway until it comes across anything interesting, or reaches 100ft, whichever comes first (100ft so it can still communicate with me).
This post has potentially manipulated dice roll results.
OCC: Sorry, yesterday was a b*tc* and didn't get a chance to respond.
Denethir
13
As it flies down the hallway, it notes that the floor here seems funny and uneven. After 50' it opens into another chamber 60x60 chamber. Inside a 40x50 room has been built, with 5 doors on each side. The sprite is not strong enough to open doors.
North Chamber
Boxes, filled with more dirt, and broken bricks fill this room along the south wall, leaving only a path along the north wall.
Alert to traps now, Lusith will carefully check the flagstones as he moves forward, pressing at the most uneven looking ones with his spear ahead of him.
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Assuming your ready to move on...
With an exasperated sigh, "Males", Melisana focuses her attention on a beam she can see through one of the holes. "May the Goddess' purifying fire consume," she pronounces. Instantly, a raging fire burst forth on the beam. "Don't let me run into anything," she states as she follows along, her mind on the fire.
Pulling aside the curtain, reveals the passage continues for another 20 feet before a second curtain blocks your view.
"ALWAYS GIVE A MONSTER AN EVEN BREAK!"
1st Edition DMG
Lusith will carefully nove forward and move aside the second curtain.
Eurim & Lusith, please make a acrobatics/athletics check..
"ALWAYS GIVE A MONSTER AN EVEN BREAK!"
1st Edition DMG
Acrobatics 13
Acrobatics: 8
As the curtain is drawn aside, there is an audible click. Just before the ceiling of the hall caves you hear the sound of breaking bricks. The click is enough for Lusith to leap aside, but Eurim (Damage: 10) is knock down and partially buried under small rocks and broken bricks.
Again, the old trap fails to fulfil its purpose, and though you must climb and scramble, the passage can be used to continue south.
The room beyond is 60x60 and split, as the room to the north, into 3 rooms by brick walls. In the first and second rooms crates are stacked to the ceiling. In the third room, a well is set into the floor. The bucket and lower mechanism, long since rendered inoperable by the passage of time.
A hallway continues to lead south.
"ALWAYS GIVE A MONSTER AN EVEN BREAK!"
1st Edition DMG
Lyle tries to help get Eurim out from the rubble. “I thought dwarves likes being under a mountain of rock...” he says with a heave.
7
Paladin - warforged - orange
Roughly knocked around, you are able to pull Eurim out.
As you do, there is a loud crash from behind as the entrance to the catacombs collapses from Melisana's fire.
"Would you like the Goddess' blessing, Eurim," she asks.
"ALWAYS GIVE A MONSTER AN EVEN BREAK!"
1st Edition DMG
"Save you're master's blessings for someone who'll appreciate them." he grunts back, still disgruntled over the last time. With a deep intake of breath, Eurim steadies himself and hobbles around the corridor for a moment, shaking off some of the pain as he restores circulation.
Second wind: 5
"See? Feeling better already."
Denethir
The half-elf scrambles over the remains of the trap with his new companion balanced on his shoulder, and frowns as he looks down the next hallway. "I doubt that we have seen the last of these traps. Perhaps, Eurim, you should bring up the rear for now, lest you halt another landslide with your face."
Approaching the well, Denethir beckons his sprite onto his outstretched palm, and stares at it intently.
"My friend, would you kindly check what is down the well, please? I will join you, if you would permit me to do so."
OOC - communicating telepathically
A glazed expression crosses Denethir's face as the little creature nods to him, takes flight, and darts down the well.
OOC - seeing and hearing through my sprite.
Denethir
The will, is a natural fissure which has been hacked out until it meets an underground river, which appears to be running from the interior of the island to the sea.
"ALWAYS GIVE A MONSTER AN EVEN BREAK!"
1st Edition DMG
Denethir
The sprite returns moments later, and flaps around Denethir's head as he again focuses on the room around him.
"You will all be pleased to know that Keestake was honest with us about one thing at least - a river does indeed run beneath us, likely out to sea. Unless anyone present would like to swim their way off this island though, I fear we will need to continue deeper into these catacombs."
"Can your friend help us look for more traps? Keestake may not have been very skilled with them, but he seems to have been very persistant."
And Lusith will continue moving cautiously forward, alert for any more traps, trying to find the tombs Keestake spoke of.
Forward where? The main area seems to be clear.
"ALWAYS GIVE A MONSTER AN EVEN BREAK!"
1st Edition DMG
The two rooms with boxes.
Denethir
The warlock nods at the suggestion, and says something to the sprite in Sylvan. It starts towards the hallway leading south, but before it has even traveled a couple of feet it vanishes into thin air.
"We require the services of a scout, my friend. Can you fly ahead of us, and warn us of anything untoward, while keeping out of sight?"
OOC - the sprite turns invisible, and flies down the south hallway until it comes across anything interesting, or reaches 100ft, whichever comes first (100ft so it can still communicate with me).
OCC: Sorry, yesterday was a b*tc* and didn't get a chance to respond.
Denethir
13
As it flies down the hallway, it notes that the floor here seems funny and uneven. After 50' it opens into another chamber 60x60 chamber. Inside a 40x50 room has been built, with 5 doors on each side. The sprite is not strong enough to open doors.
North Chamber
Boxes, filled with more dirt, and broken bricks fill this room along the south wall, leaving only a path along the north wall.
"ALWAYS GIVE A MONSTER AN EVEN BREAK!"
1st Edition DMG
Lusith will follow the sprite. Leaving the others to check boxes if they wish.
Lusith
2
As you follow the sprite, 10 ft into the hallway, you notice that the flagstone in the area are uneven and buckled.
"ALWAYS GIVE A MONSTER AN EVEN BREAK!"
1st Edition DMG
Alert to traps now, Lusith will carefully check the flagstones as he moves forward, pressing at the most uneven looking ones with his spear ahead of him.