"We should follow them up these stairs. In a few hours from now, of course." He nods to the skelettons. "So we have plenty of time to explore this place some more and to get ourselves un-reversed. But if there is a secret way in and out of the Ossuary, then I'd like to know it. Maybe there is even a way for us to keep it open for ourselves, but locked for Svily and Esme."
After a moment of thought he adds "Wait. How did they get the bodies they stole through the sealed doors? We haven't solved that part of the puzzle yet."
Init +2 Per + 10| AC 14/12/12 HP 24/24 | F +4/R +3/W +7 | CMB +2 CMD 14 | Surge +7 7/7
"I think they were deposited by the priests of Pharasma,"[b], says Garuneh, [b]"and stealing them under their noses was Svil's form of revenge. I still do not trust them."
Female Human Rogue 3 (Favored-Skill Points) F2/R6/W1 HP 20/20 AC 17/13/14
I believe Svilneus had a way to freely enter and exit. Elizabeth said to Gunder. THey could keep returning here, but that would be a very bad idea since this place will be commonly used by the Pharasmians and thus too riskly.
"Huh? I thought that story about them wanting to use this part of the ossuary again was just a story we made up for Svil. As far as I remember the Pharasmians hired us because bodies were disappearing from the upper parts - not because the want to move in here."
Female Human Rogue 3 (Favored-Skill Points) F2/R6/W1 HP 20/20 AC 17/13/14
Elizabeth looks a little confused. I guess I got my facts mixed up, I thought they wanted to both solve the mystery and move in for more space. In any event, will we be heading back to get our reward in a few hours?
Male Elf Diviner 3 Init +10 | AC 14, T13, FF 11 | HP 18/18 | Fort +2, Ref +4, Will +4 | Longbow +4, 1d8-1 |
"I really am not pleased. With that book, the whole paradigm of healing and medical treatment could have been changed. Instead, a necrophiliac madman retains the information while we are stuck in this undead-infested maze."
Aldous looks slightly put-out, gripping his longbow tight.
Female Human Rogue 3 (Favored-Skill Points) F2/R6/W1 HP 20/20 AC 17/13/14
Elizabeth sighs. You are correct in what you believe, but there is still the oppurtunity to get in contact with him later and learn what you wish to know.
"Theres also the chance that you would have turned into a necrophilic madman yourself if you had studied that book for too long. Cheer up, Aldous. Some things just aren't meant to be known by us."
Init +2 Per + 10| AC 14/12/12 HP 24/24 | F +4/R +3/W +7 | CMB +2 CMD 14 | Surge +7 7/7
"It may not have been necromantic magic, Aldous, but Pharasma--and nature--would not approve of his arts," says Garuneh, with a hint of sternness on the word 'nature'.
Female Human Rogue 3 (Favored-Skill Points) F2/R6/W1 HP 20/20 AC 17/13/14
Well what should we do now? We can continue to explore this complex or go back and claim our reward. If we wish to eventually exit this way we can probably send some time hunting around.
Please continue with your conversation as I dress the stage. Congradulations, each PC recieves 150 XP for evacuating Esme and her 2 alchemical skeleton handmaidens.
Upon crossing the board bridge, the hall opens into a room. This large chamber has a vaulted ceiling, and unlike the rest of the ossuary, bears a distinct impression of habitation rather than abandonment. Lit candelabras reveal old tapestries hanging from the walls to ward off the subterranean chill, and a threadbare carpet covers the floor. Shabby furniture—a few chairs and tables, an armoire, and a dresser—flanks a large canopied bed in the center of the room, topped with satin sheets and a heap of lumpy pillows. There does not appear to be anything of value within the room.
Female Human Rogue 3 (Favored-Skill Points) F2/R6/W1 HP 20/20 AC 17/13/14
Well we cleared out the source of the corpse thefts, and got some treasure. So shall we head up after a few hours and report our sucess to the priests?
"May I suggest we sneak out through the back door, then sneak back in through the back door again, and then exit through the front door again to report to the church of Pharasma. That way we won't have to tell them about the secret back door. Also, I'd like to get un-inverted before leaving. But other than that I am ready to leave. I'm growing tired of sleeping on the dungeon floor and eating rations."
M Halfling Order of the Dragon Gendarme Cavalier 1
"I still get the feeling we're missing something, and I'd hate to leave a job half done. Didn't something unknown sneak off into parts unknown past the lying snake lady?"
Init +2 Per + 10| AC 14/12/12 HP 24/24 | F +4/R +3/W +7 | CMB +2 CMD 14 | Surge +7 7/7
"I would prefer not to leave a job half-finished. I say we map the place, exterminate any other aberrations, and perhaps get our hearts back in the right place, as it were."
The party leaves the eerie bedroom and starts to head back from which they came. At the final T-junction, it continues on forward into the darkness, to the right are a set of double doors and to the left is the familiar hallway. After making a left the group find themselves between 2 rooms. The smooth floor and ceiling of these circular rooms have been
polished to a glossy shine, and the curving walls appear to be made of a faintly silver reflective material as smooth and flawless as glass.
For those who enter the northern, mirrored room, low-grade vibration begins to resonate throughout the characters. After a half a minute, a deep vibration in the walls rises in a crescendo until an audible hum fills the entire room. At the same time, the curving walls begin to move, rotating faster and faster. The quickly moving mirrors makes one unsteady when viewed upon too long.
After a minute, the spinning room slows and the vibrations decrease. Those that entered the northern room are now in the southern room. Upon very close inspect, it appears the features of the person have flipped, as if looking upon a mirror.
For those of you that this is there second time through the mirrored room, your features have returned back to their normal state.
"Yes. Feels good to be myself again. I wonder what would happen if one of us entered this door, and another one entered that door at the same time."
Gunder first points to the northern door, then to the southern door.
"Anyone wants to volunteer?"
Male Elf Diviner 3 Init +10 | AC 14, T13, FF 11 | HP 18/18 | Fort +2, Ref +4, Will +4 | Longbow +4, 1d8-1 |
"Most of the joy in being a mad alchemist lies in the madness. If Gunder takes that portion, all I have left is science. And books. So, maybe that could work out. No zombies or necrophilia, though."
Oh come on Aldous, all the cool kids are into zombies & necrophilia nowadays.
The passage south ends after 30'.
To the west, the cooridor continues then turns south.
To the east, the hallway travels for a bit before opening into a room. A small suit of elaborate lacquered armor stands sentinel against the far eastern wall of this octagonal chamber. Silver chains attached to the armor’s neck and chest run across the floor of the room, their ends clutched in the bony hand of a skeleton sprawled on the floor ten feet away.
The intricate armor is in a style favored by the mysterious men of the Iridian Fold. Enigmatic foreigners, the men of the Iridian Fold are believed to hail from the continent of Casmaron. They always travel in pairs—one in the strange armor, and the other swathed in veils.