GM Idyll |
"Yes...the riddle in the entry...yes...I believe those two riddles are connected. You must go to the left for entry to the right, which seems wrong, but is, clearly, right. There...there you will find the sleepers." Yrix uses her neck to scoop the coins down below the table.
"Now...if you have no other questions, let me offer you entry to the door to the south. The hallway beyond has been sealed with strong magics - but I know the way to disarm it. I could be persuaded to do so for 5GP for each of you."
1d20 ⇒ 1
1d20 ⇒ 2
It is painfully obvious to all of you that Yrix knows nothing about the riddle and is making up the information about it. And the information about the trap seems almost as equally dubious.
Garuneh Lasandarman |
Garuneh shakes his head.
"Yrex, you have taken honest coin and given false information--at least some of it is false. Unless you can prove anything you have told us, we should get our money back."
ElizabethArdoc |
Hold, before anyone does anything rash. Elizabeth holds up her hand. Yrex did tell us very plausible information about the pit and necromancer. The information about the riddles is..very dubious as Garuneh has stated. I don't want this to end in violence. So Yrex, if you know the information about the riddles you have given is not true, please give us the two gold back and let us part on amible terms
Diplomacy?
Aldous Mor'esti |
"I am in agreement, Ser Undertable."
To Garuneh, in a whisper, "I would not worry overmuch about offending the creature. It was clearly attempting to bilk us of our coins, although I do believe the information regarding a Necromancer and his undead minions worth the cost."
Readying his bow, Aldous casts dancing lights again, hoping the darkness has abated from the previous room.
Garuneh Lasandarman |
"You know, those creatures are often guardians in Vudra. How far they have fallen," says Garuneh ruefully.
"I have depleted several spells this evening...let us hope that we are not set upon at the crossways," he continues.
GM Idyll |
You move to the west, back through the room that was previously covered in darkness. Now that you can see, you discover religious carvings depicting the judgment of souls covering
the walls of this room. A stone pedestal with a bowl-shaped depression on top stands in the northwest corner. Wooden cabinets and chests of drawers line the walls.
Any actions for this room?
GM Idyll |
You poke through the cabinets, chests and the pedestal. Most of the items are uninteresting, but you do find a cloak and two scrolls that all give off a magical aura.
The rest of the religious accoutrements stored here are all unexceptional, though they do appear to be the type of historic artifacts the church of Pharasma was requesting that you retrieve.
Continuing west, you move past the junction and discover a set of identical doors in the north and south of the hallway. Further west, the hallway splits again, but another set of double doors lie straight ahead.
GM Idyll |
You are unable to identify the cloak, but the scrolls are both scrolls of delay poison.
You manage to identify the cloak as a cloak of resistance (+1)
Examining the door, Elizabeth discovers nothing unusual. Pushing it open, you see the smooth floor and ceiling of this circular room 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.
Aldous Mor'esti |
Good save there Garuneh. Scrolls to Garuneh & Gunder? I assume everyone wants the cloak. Perhaps a roll to determine recipient?
"Truly an intriguing room. Mirrors all round, perhaps some form of scrying device, or a meditation chamber?" Aldous casts dancing lights to illuminate the room followed by detect magic, and scans the room. His bow remains readied.
"Are there no other exits to this room? Strange..."
Aldous Mor'esti |
"That is a most...distressing idea. I would not, as well. These Pharasmins do not incinerate theory dead, do they? The presence of crypts suggests otherwise, but I am far from expert in these matters."
GM Idyll |
Again, the construction and engineering of this ancient tomb is far beyond what you've encountered before. The glimmering walls of the room are made of an unknown material and it is perfectly circular - a feat in and of itself.
This room gives off an aura of overwhelming conjuration.
If any of you approach within 1 foot of the walls, the hair on your body to stand on end. The walls create a tingling sensation in the limbs or body of any of you that come within 1 inch of the walls. Anyone touching the walls feels a deep, thrumming vibration beneath the cold, glassy
surface.
GM Idyll |
Before Elizabeth can exit the deep vibration in the walls rises in a crescendo until an audible hum fills the entire room. At the same time, the curving walls seem to move, rotating faster and faster around the circumference of the room. About 5 seconds later, the hum dies down and the walls stop spinning.
Looking to the exit, you see that the door is shut.
You see Elizabeth move to exit the room, but before she is able, she is lost in a blur of silver as the room appears to spin. It does that for about 5 seconds and then stops as suddenly as it began. However, your companions are no longer in the room.
GM Idyll |
A few seconds after the spinning has stopped you hear Elizabeth's voice behind you, coming through the door to the south. Moments later, the door bursts open and you see the group, much as you last saw them, but slightly different.
It looks as if they have been reversed — they now have the mirror image of the form they had in the original room. Right-handed characters are now left-handed, a birthmark on the left side of the body is now on the right, a sword worn on the right hip is now on the left hip.
It's subtle difference, but it's definitely noticeable.
Elizabeth yanks open the door and sees Tina standing, as before, in the hallway.
The hum in the room seems to have ended and the energy dissipated. Whatever caused the spinning is no longer active.
Elizabeth - 1d20 + 4 ⇒ (11) + 4 = 15
Garuneh - 1d20 + 8 ⇒ (12) + 8 = 20
Durnolf - 1d20 + 1 ⇒ (19) + 1 = 20
Aldous - 1d20 + 6 ⇒ (5) + 6 = 11
Gunder - 1d20 + 2 ⇒ (6) + 2 = 8
Something has changed since the room stopped spinning. You feel odd.
It appears that your body has been "mirrored." You feel your heart beating on the left side of your chest - lifting your hand to feel the difference you lift the opposite hand than you normally would.
This “mirroring” has no real game effects - a formerly right-handed character is now just as proficient with her left hand as she was with her right.
Garuneh Lasandarman |
"The riddle. 'My heart beats on the right, or is it wrong?' Now at least we know this is literal." Garuneh stares at his left hand.
"Over where, Tina? ...are we on the south side of the corridor, now?" Garuneh tries to get his bearings.
"Perhaps it's a teleportation chamber from North to South, although I have no idea why one would want to travel such a small distance. To create left-handed somethings, I suppose."
They tie the hands of people like this in Vudra, he muses, my homeland is wonderful, but also full of minor injustices.
Aldous Mor'esti |
"Well that was most...interesting. I appear to be unharmed, at least. Is that the case for everyone else?" Aldous keeps his detect magic spell going. Anything change when the spinning/blurring effect go off? Any active spells or similar effects?
1d20 + 8 ⇒ (11) + 8 = 19Spellcraft, if necessary
"Now what?
Gunder Undertable |
"I feel ... confused. But I think I'm okay. Just need a moment to get used to this."
He moves his hands and looks at them in amazement.
"Are you sure you want to go back in there, Garuneh? We might come out upside down next time. At least let us try to find out more about the nature and purpose of this thing first. Lets move on to the right ... I mean, left. Maybe we'll find some answers there."
Hallway north next? If anyone wants to try that room again, Gunder will wait outside and see what happens to those who go in first.
Aldous Mor'esti |
"That hardly seems like a sane way to utilize teleportation magic. The potential side effects and problems could prove disastrous. These Pharasmins should stick to healing, praying, and burying the dead. The true arcane arts seemingly lie beyond their ken entirely."
Would Knowledge(Arcana) be applicable. Any chance Aldous would have heard/read about such an effect, whether intended or not?