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"Guess we should grab those. I'll check them over first. Can't really be too paranoid in a tomb. "
perception: 1d20 + 36 ⇒ (19) + 36 = 55
perception: 1d20 + 36 ⇒ (4) + 36 = 40
perception: 1d20 + 36 ⇒ (9) + 36 = 45
perception: 1d20 + 36 ⇒ (3) + 36 = 39
perception: 1d20 + 36 ⇒ (13) + 36 = 49
perception: 1d20 + 36 ⇒ (13) + 36 = 49

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I'm not going to check everything, just stuff that is too obviously tempting. Though with my bonus, I can't imagine I'll miss too many traps.
He will pick up his indicated baton and head over to the door to see about how to open it.

Ferod Coulserk |

Do I still have the original baton?
Many thanks, milady. Toledo, my familiar, let one rip, and the air was getting really rank in there!
Ferod will check out the sarcophogi, checking for magical auras of the magic used to move them.
Interesting amount of transmutation magic, teleportation is generally considered conjuration magic, so what got us here?
Ferod then checks out the holes in the floor.
didn't someone have some recon gloves?

GM Choon |

The holes look to be the same diameter as the brown rods.
You still have the original, yes.
You detect hints of conjuration around the room, probably forming the system of spells that brought you here. There are slight auras of each school present in some form or another, especially abjuration, but Transmutation is the majority, by far.

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"That's a fair suggestion. I can give it a shot. "
he removes his deliquescent gloves and puts on the gloves of recon to look through the door. They are capable of seeing through 15' of solid material. He will spend one round (of ten) looking.
perception: 1d20 + 29 ⇒ (15) + 29 = 44 for the other side of the door.

Rathis Thrice-Scorned |

Rathis snorts at Ferod's comment: "A wise choice.
"But perhaps this has to do with the riddle: Follow now the Spider Star / Behind the wall that hides its face.
"I wonder if that wall is simply there to fool us, and it's one of the others that we should be examining."

GM Choon |

Something seems wrong with your gloves. You are sure it's still should be a bright, shining day outside, but the environment into which you're looking is definitely shrouded in the silvery light of the moon.

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"Looks like this door opens to the outside. However it doesn't look like the outside I saw over the wall. Also, it looks like night now not day. Not really sure what is going on. I didn't see anything which would open the door. Suppose we might as well try the batons or such. "

GM Choon |

You place the batons in the holes. Thankfully, another teleportation event doesn't happen. Each rod produces a metallic click from the medusa head as it's inserted. When all four holes are occupied there is a louder sound like a great latch getting released and the head moves slightly!

GM Choon |

It just says 3 simultaneous checks. I'm thinking it has to do with the balance of the head, but we can roll with it.
With an impressive display of strength, Valeria forces the head into motion. 45 degrees later, there is a loud grinding sound and a bang from the vicinity of the door.

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"I don't much like loud noises like that in tombs. " and he will look around to see what happened.
Note to party, this counts as urban (checked with GM) so as a guide, everyone in sight or hearing distance has +2 init, +2 stealth, +2 perception and +2 survival.

Rathis Thrice-Scorned |

"Rathis is fine. We hardly need to stand on formality here," the former assassin replies with the hint of a smile.
He steps up and adds his strength to Valeria's.
Strength check: 1d20 + 7 ⇒ (1) + 7 = 8
He lets out a grunt as his grip on the head slips and tries again.
Strength check: 1d20 + 7 ⇒ (11) + 7 = 18
Strength check: 1d20 + 7 ⇒ (13) + 7 = 20
Strength check: 1d20 + 7 ⇒ (11) + 7 = 18

GM Choon |

You peer at what few gears are visible and notice that time has been passing here even if it doesn't seem so in this room. The gears don't seem to be rusted, but they have settled slightly and a few of the smaller ones have become locked. A bit more force should get them turning again.

GM Choon |

Finally, the gears pop and grind back into position. The grinding from the door continues, and the whole thing jerks to a halt with an echoing slam. The medusa symbol is now glowing more brightly.

GM Choon |

The door begins to grind downward at about a foot per second, taking about ten second to fully recede into the ground. Beyond is the landscape described by Omar earlier. The open spaces of the Necropolis stretch out for hundreds of feet. In the distance, perhaps 200 feet away, is a tall, grey stone building. Half way between here and there is a wreck of some kind. Looks like a coach. Beside the paved path that leads directly from this building to that one and stretching out in orderly rows are hundreds of exposed sarcophagi and many, varied headstones. Where there should be a bright, shining day outside stands a nighttime vista bathed in the silvery light of the moon.

Corso Altaire |

Shaking his head to clear out the cobwebs, Corso will move out through the door, weapon drawn, looking for any threats. Barring any appearing, he will start making his way to the coach.

GM Choon |

Several tombstones on the western side of the path here have been crushed and shattered in a wide swath. The back of an ancient carriage is visible through the overgrown weeds and shrubs at the far end of the array of destruction.
Even a cursory examination of this crashed carriage makes it obvious that this open carriage hearse was once a very fine conveyance. However, time and the elements have taken their toll, and the once-rich wood is soft with decay. A crumbling coffin lies in the bed of the carriage, with the rotted leather straps that once held it fast lying beside it. The driver’s bench has two arrows embedded in its seatback.

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"Yeah, I guess that could explain it. That could introduce a new set of issues. "
and he will move closer to inspect the coffin.
perception: 1d20 + 29 ⇒ (19) + 29 = 48 and he will open it.

GM Choon |

As soon as you approach the carriage, a vision overwhelms all of you.
The carriage hearse barrels along a hard dirt road, drawn by four frothing, maddened horses driven forward by your frantic whipping. A quick glance over your shoulder tells you that your mounted pursuers are gaining ground in the hazy moonlight.
“Aroden save us!” shouts a beardless old man sitting beside you as he desperately clings to the wooden seat.
“We no longer serve fools, Parsimus,” you growl with irritation. “Best get that through your thick skull.”
You glance behind again, this time to the bed of the hearse, where the fine silver coffin lurches dangerously, despite the five straps of stout leather securing it in place.
“Forgive me, sister,” you think. “It was I who was the true fool.”
You hear a dull thud as an arrow strikes the seatback. Another arrow sinks into Parsimus’s shoulder, knocking him from his seat to the hard ground below with a cry of pain. As a third projectile thuds into the carriage, you cry out to the starlit sky.
“Asmodeus! Have you abandoned me?”
With the cry still in your throat, a strange shimmer surrounds the hearse and the scene about you flickers
and fades. The dirt road is suddenly replaced by a paved walkway, and the surrounding woodland by a graveyard. Startled by the sudden change, the horses shriek and careen to the left. As the carriage leaves the road, the shimmering bubble of energy that encompasses it crushes the tombstones in its path. Suddenly, the horses seem to smash into an invisible wall, and their cries of terror abruptly cease. You are propelled from your seat, hurtled through the air as you and the carriage crash to the ground. You feel bones break, and as your neck snaps with a nauseating crunch, you hear a sinister voice behind your ear, whispering with an intimacy that terrifies.
“No, my puppet. I never forget a bargain.”
The open coffin reveals an empty, richly pillowed interior smelling vaguely of roses and decay; the cushions bear the impression of a slight, frail body. On the other side of the carriage a tangle of rotten tack and horse bones lay in a jumbled pile.
Lying face down on the hillside near a tree is the strangely mummified body of the driver, dressed in a carriage driver’s livery. His right index finger bears a gold ring etched with the cross-eyed medusa emblem. Clutched in the corpse’s left hand is a horsewhip.

Ferod Coulserk |

This is just getting better and better.
Parsimus, what relation to the Adellas? A brother and sister, the sister deceased first, him next. Ferod nods to the mummified body.
I have a thing about leaving dead that may become a problem later, anyone else inclined to ensure those corpse' causes no problems in the future? Ferod indicates the pile of horse bones and the mummy.