With the unicorn safely put within the portable hole, Koldur collects the fabric from the tree he used to open it upon. Then the group gets on their rides and fly back into the sky.
Where to now? Will you continue to explore or just look for sights? Hexes 32, 33, 34, 26, 25
Hex 32 was the unicorn. Hex 33 you can easily see a beacon of some kind, a light that blinks every few minutes. Upon flying to the beacon you see it is a statue of Erastil. It looks well taken care of and at the tip of his bow you see the spell that caught your eyes.
As you spiral you see that it is a lone statue and with its raised bow is about 35 feet tall. A cabin is a bit off from the statue and it is a clearing at least 300 by 300 feet, though likely more.
Human male NG Fighter (Skirmisher) 6, Ranger (Trapper) 1 / Inquisitor (Sacred Huntsman) 7 | HP 45/70 | AC23 T17 FF15 | F+11 R+10 W+4 | CMD24 | Init+7 Percep+16 darkvision | Current effects: Reaper Roc 6HD | HP 39/45 | AC25 T13 FF22 | F+7 R+9 W+3 | CMD24 | Init+4 Percep+16 scent | Current effects:
"I see nothing dangerous. Let us go down and see who the maintainer of this statue is." Beorn says and takes his pegasus down toward the cabin landing about a hundred feet away to allow himself to be seen.
You get to the cabin and still see no one. There is a doe and her fawn on the edge of the far edge of the forest.
Knocking on the door there is no response. It is not locked. The cabin is spartan with the essentials. Fire place, fire wood, fur blankets, a table, two chairs, and Erastils holy symbol chiseled into the stone above the fire place. The one thing out of place is a black door, you assume it would be leading outside.
Opening the black door:
It does not go outside, instead you see a swirling portal.
Human male NG Fighter (Skirmisher) 6, Ranger (Trapper) 1 / Inquisitor (Sacred Huntsman) 7 | HP 45/70 | AC23 T17 FF15 | F+11 R+10 W+4 | CMD24 | Init+7 Percep+16 darkvision | Current effects: Reaper Roc 6HD | HP 39/45 | AC25 T13 FF22 | F+7 R+9 W+3 | CMD24 | Init+4 Percep+16 scent | Current effects:
"Perhaps, let's setup outside for the afternoon. If they come back we can introduce ourselves and pay our respects." Beorn suggests and steps out of the building. Just to double check he walks to the outer wall where the black door was located to confirm it does not actually show up outside.
Before the party leaves, Flouncy takes a good look around. Does the place look like it's been lived in daily? Has whoever lives here been here today? Does anything look neglected, like food laying out, or a lot of dust? He takes 20.
The black door and portal are only on the inside of the cabin. On the outside there are thick timbers that make up the walls, no openings. There is two windows with shutters on the East and West side of the cabin, then there is the front door on the South side.
There is a good layer of dust that shows your groups movements. You don't think anyone has been in here for at least a week maybe longer.
So your group settles into the cabin and make yourself at home. Are you planning on spending two or three days here and then decide if you want to stick around or explore more?
Male Dwarf Cleric 7 (Verisian Pilgrim) hp 59, ac 20, f +7, r +4, w+12(+14 vs spells), init +8, perc +14 cmb 16, cmd 18
I like luck and a party more then most so I am willing to flip a coin to see if Halcamora feels like taking the portal is a bad idea. Heads is yes and tails is no, agreed?
Male Dwarf Cleric 7 (Verisian Pilgrim) hp 59, ac 20, f +7, r +4, w+12(+14 vs spells), init +8, perc +14 cmb 16, cmd 18
flip 01 to 50 heads:1d100 ⇒ 8
Rognar pulls out a religious coin and rubs it in his fingers and says Halcamora bring us luck
heads it is. Adney there is enough food here to keep yourself and the pegasi tended and fed. Stay here and do so please as how we care for our charges is as important as how we care for ourselves
The trip through the portal is quick and you appear inside a well decorated room. Even lavish enough to say a noble's or royal's residence. Walking through the room you see that the suits of armor salute you. Obviously showing they are guardians but show no signs of aggression. There are four suits of metal armor with halberds at attention with the halberd in both hands. They started off at rest, one hand holding the halberd as it rested on the ground.
At the other end of this 30 foot long room you get to an ornate door with moving colorful magical runes all upon it making geometric symbols.
Walking up to the door, Perception DC 20:
You hear the door locking or unlocking as you approach. You heard the deadbolt shifting and the movement of a bar upon the floor.
Perception DC 25:
You also heard the activationn of spells or them going passive.
Going through the door:
You find that the door was unlocked. There is a bar resting against the wall, and you can see the metal jam that the bar would have been pushed into to jam the door. There are more suits of armor in this room as well with an assortment of weapons. There are several portraits of different characters here.
Koldur and Rognar:
After going through the door you recognize the portraits of Johanna "The Cat" Sinclair, Hundor, Sable, Oscar Cray the III, Jevar T'soryn, Seraphina of House Medvyed, Ingvarr Battlecaller, Rai Thydel, Toki Wolfrider, Rognar, and Koldur. At the end of this 40 foot hallway you see a massive portrait of Olivira.
You get to the end of the second room looking at a portrait of a lovely and yet familiar figure. There are no other doors. A picture of Flouncy and Beorn apparate before your eyes. The hallway magically extending to accommodate the new portraits all at once.
Int DC 6:
Yes that was the flying lady with the elf at your last fight. And that portrait is of the elf.
Int DC 8:
Their names are Olivira and Sable.
Int DC 10:
They are members of the council that you are working for and you left them behind at the dryad's home.
Int DC 12:
The black portal door reminds you of the white archway at the dryad's home.
The large portrait shifts and out steps Olivira, as if from the portrait itself. The portrait is just missing the image of the beautiful woman. With a sweet voice she says, "Greetings my fellow adventurers. Do you come for some rest or..." She leaves it off at that word and looks amongst your group.
"If you would like to rest, merely step into your personal portrait and you will be delivered to your personal room. Any accommodations are available just ask." She relays quickly seeing that more explanation was wanted.
Human male NG Fighter (Skirmisher) 6, Ranger (Trapper) 1 / Inquisitor (Sacred Huntsman) 7 | HP 45/70 | AC23 T17 FF15 | F+11 R+10 W+4 | CMD24 | Init+7 Percep+16 darkvision | Current effects: Reaper Roc 6HD | HP 39/45 | AC25 T13 FF22 | F+7 R+9 W+3 | CMD24 | Init+4 Percep+16 scent | Current effects:
"That's a neat trick but we were actually seeking information. We have found a slain unicorn with no marks but a missing horn. Do you think you may be able to determine a cause of death?" Beorn asks.
"Hundor is not here, he is in his lands still settling in as a lord. Where... no... Koldur you must have the corpse in your portable hole. Would you open it so I can take a look?" She offers.
She takes off her belt and a bag at her side and then walks into the portable room. Then she walks back out and collects her items, saying, "Yeah it is dead. It is missing its horn. Though I don't know much about nature, fey, and such. A cleric would likely be best to help you out." She then looks at Rognar with an analyzing look.
"Let us being in the pegasi to rest and see about finding the temple. We still need to go back and reclaim our items that are being enchanted." Koldur points out.