Clarification: Ok, the area behind the door is the last unexplored area of the crypt, but first you would need to find a way to get the door to disappear, or get around the door. If you walk through the door the way it is now, you just end up back at the sphinx's room, the target room, the bar. Also, no there's not a map of the area up yet. The area is lit as well.
Would you still like to go through the door, by the way?
735 OOC Note: Well you guys are currently waiting in an area without any NPC action going on (All the bodies rise up and attack you, j/king) so, I just really need to know how long you'd like to wait down here for something to happen (anywhere from 5 minutes then we go somewhere else, till as long as it takes for something to happen)
Dexter:
From your sense motives you would get that probably neither the farmer or the old woman was responsible for the accident, the old woman is probably just a bit addled. Checking the horses blood, teeth, gums, and a quick search of the corpses for injection marks before Haydog torched the bodies, doesn't reveal anything other than a bad case of gingivitis, on one of the horses in the front, and a damaged rear leg on one of the horses in the back, which Abney can tell you wasn't that way before the incident. Haydog:
I'll just switch that diplomacy roll out for a handle animal, you've got the same bonus
The dog sits down, closes its mouth, tilts it's head, and looks up at you with big brown eyes. At this point Lynnoria cover's Blik's corpse with a heavy white sheet, as she says a prayer to Pharasma to direct his soul into Calistria's domain.
To read about what would have happened if Haydog hadn't beat me to a post while I was writing this :): *Chord frees the remaining two horses, two of which proceed to strike out at the old woman, one of which turns on Chord*
Initiative if you please after the horses surprise
Initiative for the horses 1d20 + 2 ⇒ (1) + 2 = 3
The horses trample the old lady, who drops to the ground as the horses stomp her body, causing the dirt to run with Quelda's blood. Chord, meanwhile, appears to be lucky not to have been hit.
The horses ignore the proffered apple. The horses also don't calm down at Chord's urging Here I'm assuming So in a slightly louder voice Chord goes ahead and tries speak with animals. Chord: No, no, no, no, no, no, no - Push! Pull! Push! Pull! We're Push and Pull! Hurts! Push! Gallop Fast! Can't get away! Faster, Faster, Faster! Push, Pull! Hurts! Blood! Stops, to fast, Stops! Push! Run Still, Run away, Run more, Stop it hurts, Run! Run! Run!
Newcomers to Town Square: Stepping out from the temple you witnesses a disturbing scene slowly becoming more organized. It appears that a team of four horses, all frothing at the mouth, and stomping wildly, who had been pulling a large wooden wagon with a now terrified looking farmer - has smashed into the northern side of the inn, leaving a great bloody mess on the side of the inn and the wagon from the man, now missing his head, who had been slammed between the two objects.
The Sheriff and Dexter seem to have taken charge of the scene, and stand interrogating the farmer and the witnesses.
Dexter:
You detect magic on the wagon, the horses, the farmer, the old woman, the dead man, and the general area around the accident without detecting any magic - Both Lynx Tooth and Hynst have the auras of magical items coming off their persons (You could investigate them more thoroughly if you wish) At this point, people in the crypt who have heard from Breten, can arrive outside at the town square.
Crypt Goers: These catacombs look a bit more like this actually, just not quite so high.
The spots on the far western wall seem to have been carved into the stone, but apparently never filled with anyones remains. The blood Chord discovered would actually seem to lead back towards the door with the moving Tree.
729
Town Square: After reading through the tongues hex, the description of the tongues spell (which the hex gains the power of at 5th lvl), and speak with animals - I would say that the tongues hex won't allow you to speak with the horses as their not intelligent enough to speak or understand a normal spoken language and the effects of speak with animal seem to be a bit stronger when it comes to speaking with animals, especially when comparing the Bard spell levels for the two spells, also seeing as how it looks like you replaced the typical gnome ability to speak with animals if you wanted to speak to the horses my recommendation would be to look for someone else who could The person who got slammed into the building appears to be throughly dead, that is unless he possesses the extraordinary ability to survive without his head being attached to the rest of him (which is also split apart at the chest). A few of the braver citizens seem to be coming towards the center of the chaos.
728
Town square: Dexter Bravely stepping out from the Inn witnesses a scene of intense chaos, centered around the corner of the building to the north. It appears that a team of four horses, all frothing at the mouth, and stomping wildly, who had been pulling a large wooden wagon with a now terrified looking farmer pulling back on their reins - has smashed into the northern side of the inn, leaving a great bloody mess on the side of the inn and the wagon from the man who had been slammed between the two objects.
No one yet seems to be in charge of the mass chaos, with most people fleeing from the immediate area.
OOC Note from GM:
As the GM, I recommend you go explore somewhere else rather than waiting, although waiting isn't bad if you just want to do that (though not necessarily down here) Time based events are up and running now, so if you wait down here for say 2 hours, a lot of stuff will have gone on up in town - the inn might be a more interesting place to be in the near future - and yes Lynnoria see's a different hall than you do, and sending her off to adventure alone could be a poor choice >;p No, I don't really intend for you to adventure upstairs, but if you want to go look around the map might help a bit - aka I have no combat encounters planned up there, but if you'd like to go explore knock yourselves out - the place on the right of the main temple is the 2nd floor, the ovals are columns holding up the second floor, the brown things are pews, the northernmost rectangles are alters to Pharasma - both on the main and second floor, Dark red marks are some cabinets, lighter red rectangles are beds upstairs, the oval with lines through it is/are the staircase(s), and all the black/red touching the symbol of Pharasma is just carpeting - don't let that map bog ya down though, I more included it "for fun" from my notes than as a real *adventure zone*. Make some perception checks in the northern and southern areas of the crypt if you like.
The door does indeed have Divination and Conjuration magics coming off of it. Oh, and just because I think you guys might like it - Here's the map of the temple of Pharasma from my notes - nix the stable :P
720
Heading to the Inn: You don't have a long way to go from the temple, as The Burning Stone is just across the town square. You enter the inn to find the staff cleaning up after the previous nights customers who have now mostly gone home, apart from Aack, the drunken man who was in here yesterday. Zaebly Pickerdown - the innkeeper, Errand - the barmaid, Rukk Steelboot - the Barkeep, and Rindel - the kid hired to mop up the general mess of the place, are all on duty at the moment, mainly having cleared away the chaos of the previous evening. Rindel will come over when he see's Haydog enter, and ask "What happened last night, I never saw you come in to your room?"
720
Pathfinder Office: Arriving at the outside of a small wooden building, the eastern wall of which appears to be dangerously leaning outwards, you find a small sign on the front door reading "Closed" above a set of white letters painted on the door, "Hours 8-7". The interior of the building being darkened your unable to clearly see inside in the morning light.
Ugh, everyone really wants to go in different directions then eh? :P Oh well, can only handle so many of these at once so may be a bit before I get to wherever your going Linnoria accompanies Chord and whoever else would like to go with them, down to the crypts first stopping at the alcove with the missing body.
Description of inside the Temple: The Northern, Eastern, and Western walls of the main sanctuary that you find yourselves in have four doors each, leading to the outside, while the inside of the doors are simple, the outsides of the doors have intricate carvings. Which can be viewed on page 3 of the pbp The Southern Wall has a 20 foot wide door that opens up to the outside, which is open for the festival today. On the northern side of this room an alter to Pharasma is set up, draped in black and red and adorned with the blue and white spiral that is Pharasma's holy symbol. There are 6 long wooden pews lined up in front of this. There is a slightly rickety looking spiral staircase leading up to a second floor. The place appears to have been decorated with black roses for the Day of Bones. Your footsteps echo around the room as you walk through the main sanctuary.
716
Setrek: Now that the names been brought up you recognize the name Alseta as belonging to an obscure minor deity, whose concerns include doors, transitions, and time
Cow's milk, goat's milk, ale, whiskey, moonshine, grapes, plums, a fine aged blue cheese, a glass of iced lemonade and a bowl of strawberry ice cream with chocolate syrup all appear before Dexter Mead, the strongest dwarven ale ever, prunes, raisins, and honey tea are all conspicuously missing. In front of Chord a round, frosted birthday cake appears covered in white icing, with red lettering on the top, "Recycled from Rotten" is clearly spelled out in neat strokes. A bowl filled with grapes and a bowl of plums also appear in front of Chord.
Behind the door, you spot a terrifying sight, laying upon the floor resting it's head upon its enormous front paws is a Colossal Sphinx over 80 ft long, 20 ft wide, before adding on the 30 ft wingspan on either side, and currently standing 30 ft tall - while lying down. The Sphinx has the lower body of some enormous lion, the chest and head of a finely built woman, and the wings of a great raven. Her entire body glows with a dim white light that illuminates the room, now that the door has been opened, sliding into the wall, dimming its light. The Sphinx's voice proceeds to loudly echo throughout the entire area.
Goutclearner ale appears before Chord, along with the orcish deathswill, the bar also produces dozens of glasses filled with nothing but water, along with an intricately carved stick. Then it all disappears and a small closed wooden cask appears before Chord with the words "Property of Cayden" scratched onto the lid.
Cinder:
Upon eating the Fried Chicken you notice that it's coated in secret herbs and spices While Setrek isn't able to find anything interesting in the western room, Dexter finds a short bow along with a quiver of 20 arrows hanging on two hooks along the western wall. Knock on the northern door 1d20 + 15 ⇒ (19) + 15 = 34 Hm, nice roll The Northern door opens with a hiss, and you immediately wonder if you've made a horrible mistake when you see what's behind the door.
The Middle door, on the southern wall of the hallway opens to reveal a large room with mats strewn about the floor, along with what seem to be a number of pristine looking targets of varying shapes and origins, from a bale of hay with a large x drawn upon it; to bottles, plates, and pans hanging on the wall and dangling from the ceiling on thin cords; to what looks to be a dartboard that stands 6 foot across on the back wall, with a bullseye marker no larger than a copper piece. Looking into this room, you can see that the remaining door on the southern wall connects to this room.
Chord: Bardic Knowledge An alternative interpretation of the first line could mean that there is some motherly figure behind the door, who could also theoretically open it from her side if she chose too. Also, perhaps there is something that riddle speakers fear more than just a correct answer or lucky guess
Dexter finds several scrolls in one of the drawers of the first desk. The scrolls contain Charm Person
(Don’t worry about these being arcane or divine) Dexter also finds a vial of ink, 10 blank sheets of a light tan paper, two quills, a small wooden box with 20 Tindertwigs inside, and a small vial of holy water.
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