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Burick nods to Pontia's response. "I feel no evil from them, so I don't think there is much to be concerned about."
"At least nothing existentially sinister..." Burick thought. Now that he heard whoever was speaking to them, he tried to get a reading on what they intended.
Sense Motive: 1d20 + 4 ⇒ (2) + 4 = 6
...and didn't think it meant any harm to them at all.

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Enough of this nonsense...
Irritated, Dexter looks under the tablecloth...
Show yourself already!
Perception: 1d20 + 4 ⇒ (11) + 4 = 15

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Sorry for asking this newbie questions but, does Knowledge: Arcana works to recognize it as a naga? If so...
Knowledge Arcana: 1d20 + 7 ⇒ (14) + 7 = 21

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By Irori's pose... what is that creature???
"Being pathfinders, we're used to seeing the strange or unknown. But you seem to be an very intelligent creature despite your, uh, figure."
Aid Diplomacy: 1d20 - 1 ⇒ (15) - 1 = 14

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Dexter's eyes widen for a moment as the naga slithers out, but he quickly regains his composure.
I don't know why anyone would run from such an appealing countenance!
Dexter sheaths his rapier and bows slightly.
I'm Dexter and we are in search of corpse thieves. And you are?

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As the creature revealed itself, Burick had to hold back from jumping on instinct. Though used to seeing some strange things, the Naga was new to him. Even so, he sensed nothing evil from the creature; strange or not, he wouldn't fault it just for its appearance.
Diplomacy: 1d20 + 6 ⇒ (10) + 6 = 16
"I apologize for our companion forcing you to reveal yourself like that. However uncomfortable, you're appearance really doesn't mean much to us; you aren't evil, so that's good enough for me."

GM Crash |

Seeming to be flustered, she responds "Yes. I don't know about intelligent but the spirits tell me what I need to know when I need to know it so I can pass it on to those that ask. And as I said before, my name is Yrix. Now if you have more questions to ask, I'll go back under the tablecloth to commune with the spirits and answer you." She looks back in the direction of the table, as if she is uncomfortable out from under it.

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Very well. Back to business then...
Dexter places three gold pieces on the table.
First off, who is this necromancer you speak of and where can we find him?
And second, are there any valuables in this Godsmouth Ossuary?

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This will be my last pieces to offer... Grimor thinks as he pulls out two gold piece and places it upon the altar.
Then he says, "We only have 2 more chimes to open sealed doors so I hope you can help us maximize its usage. First, what is the quickest way for us to reach Svilennius? And second, will the spirits aid us in defeating him so they may rest?"

GM Crash |

"According to the spirits, the doors you have gone through are still unlocked for some reason, maybe you didn't lock them back up when you went through them. Anyway, to get to Svilennius, you must go down the hallway you came down, go past the double doors, take a right at the intersection, then take another right, go through the door into the room with the Great Pit, quickly go through the room to the door on the other side of the pit, down the hallway, then a right and you should be there. And for the spirits? They tell me they are already helping by helping me answer your questions." she responds to Grimor.
Then she answers Dexter "In the Great Pit room there resides to constructed snakes that guard a hidden vault. One deals in poison and the other deals in hypnosis and paralysis. One hides in the Great Pit itself and the other resides in the vault. The spirits will leave it up to you to find out which is which."

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That's it for me. These answers are bit vague for such a steep price...Let's see if we can find this Svilennius fella.
If no one else has anything to add, Dexter begins to quietly backtrack due north (left at the T-intersection where right heads to Room N. 15).
Subtracting 5 gp from my inventory

Jean-Pierre de Suis |

Jean-Pierre shakes his head in bemusement.
"Rare it is to gain your money's worth from 'seers'..."
Upon leaving the room, however, he notes - "Whilst we *can* follow the creature's directions, we should probably check rooms that we come across on the way - I am uncomfortable leaving unexplored areas behind me, when heading off into the unknown..."

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True
Pontia nods to Jean Pierre note
We don't want some monster we left behind catching us by surprise

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"Alright, I'll take the lead." Acting defensively and preparing for whatever is on the other side, Burick opened the door, looking into the room before walking in.

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Grimor quickly follows, using his darkvision to scan the room, looking for creatures that may be hiding in the dark.
Perception: 1d20 + 2 ⇒ (2) + 2 = 4

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Pontia enters the room and casts Detect Magic, touching carefully the material the walls are made of.

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Is there any dust in this room
Dexter looks around the strangely-polished room, looking for anything out of the ordinary...
Perception: 1d20 + 4 ⇒ (3) + 4 = 7

GM Crash |

When detect magic is cast, the whole room lights up. Approaching within 1 foot of the walls causes the hair on their body to stand on end. The walls create a tingling sensation in the limbs or body of anyone that comes within 1 inch of the walls. Pontia feels a deep, thrumming vibration beneath the cold, glassy surface as she touches the wall.
Does everyone enter the room?

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Pontia concentrates on the magical auras in the room, trying to identify them.
Knowledge Arcana: 1d20 + 7 ⇒ (6) + 7 = 13

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Confused and feeling a little creeped out, Dexter says
I have no idea what this place is, but I think we should go.
He starts edging toward the door.

GM Crash |

Before Dexter can get to the door, the door closes and the hum from the walls rises in a crescendo until everyone can hear it. At the same time, the curving walls seem to spin, rotating faster and faster around the circumference of the room. Six seconds later, the spinning stops with no apparent after effect.

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Though a little bit dizzy, Pontia stills maintain the concentration of her Detect Magic spell, while she slowly leaves the room...

GM Crash |

When the members of the party leave the room, they still see Jean-Pierre standing in the hall where they left him, though they seem to have transported across the hall.

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What in damnation is going on here?
Dexter cautiously looks (without entering) the room they just came from and the one they entered.
Perception: 1d20 + 4 ⇒ (8) + 4 = 12

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perception: 1d20 + 1 ⇒ (16) + 1 = 17
Pontia stays still, shock about what just happened.
"My heart beats on the wrong side of my chest, or is it right? Is left right, or is it wrong? I don’t know what it means, or why." - she whispers, remembering the inscription they found on the first room

Jean-Pierre de Suis |

Still looking moderately bemused, Jean-Pierre gestures down the corridor.
"If there was nothing in either room, shall we try the double doors at the end of the corridor?"
So saying, he strides forward towards them.

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I'll be glad to move away from these cursed rooms
Dexter walks to the double doors, listens, and inspects for traps/locks.
Perception: 1d20 + 4 ⇒ (3) + 4 = 7