Glass and darkgamer, just accept it as a little bit of drama for fun and inter character tension. It seemed like a good idea.
Little Finger goes back to morgue to check the smokehouse opened there, but finds that the door there was closed at some point when nobody was watching. That's a little troubling revelation. Regardless he next steps into the mess hall, his feets making a mark into soft sand. Without moving from the spot he observes the room carefully for traps, but fails to find any. If there is one it must be exceptionally well hidden or magical in nature. Next he steps past Shannon into the Audience Hall. This room he feels is likewise empty of traps, but those stalagmites are extremely suspicious. He thinks no one should approach those.
There, together with Shannon, he watches as Octavian lifts the door connecting the barracks and audience hall off its hinges, possibly permantently connecting them together. While he does this he speaks latin, something about "mater" and "Atlas". While Shannon is having doubts about his sanity and safety, it appears Octavian doesn't do anything obviously dangerous. If anything, that door removal trick is rather smart move.
After that both Little Finger and Jeremiah beging room hopping in earnest, aiming to quickly recharge their spells. The moment his first healing spells charges up (#9, "Touched target is healed"), he goes up to Jeremiah and unleashes the stored up power on him. It doesn't have much visible effects, mostly because Jeremiah's wounds are hidden by blood and are inside his body. However, the target of the spell feels warm tingle in the wounds. After swiping blood away in his arms, Jeremiah finds fully healed skin, as if he never had wounds. Already bled blood remains, however. After spending a moment in all rooms, expect barracs, he's left in situation where all his spells are fully ready.
In meanwhile Rosie inspects spatial transition of the barracks and comes in conclusion that it is completely messed up. Where barracks were originally connected to door 2 and was oriented in such way that higher end up the room was on the side of hall, it's now rotated 180 degrees and moved around. Normally rooms don't wander around like that, so she isn't sure what's happening here. Well, obviously magic is involved here, she can see that much.
Shaking her head she walks to the mess hall, stepping in foot prints in sand left by Jeremiah. There are five wooden tables there, sturdy antique looking ones. Benches of same style are placed around tables making it so that six people can fit dining around each table. From the general perspective it looks like this is the door customers would come in, as at the opposite side is nearly a room wide desk in front of a equally wide shelve stacked with really old fashioned cutlery, boxes and barrels. Considering how one of the barrels is placed there's possibly even beer available.
Little Finger finishes his observation round and can proudly tell that there are no traps anywhere he can see, except those stalagmites in the audience hall. Those feel little dangerous.
Finally Walter walks to the poorly lit hall and observes how rooms fit together, without actually stepping into them. The result is that they don't fit together at all. All the doors in the central hallway are barely two meters apart each other, yet the rooms they open to are far wider than that and should be overlapping multiple rooms, yet there are no sign of such conflicts. It gives him a little headache as he tries to reconcile these major issues with spacetime being bended in wrong way.
Trying to ignore this he returns back to barracs and opens the door he originally came through. What he sees is definitely not what there was supposed to be. Muddy floor, a large tank, bronze pipes trickling water from joints, hissing and rhytmic banging sounds can be heard from there as well. Pipes go in ceiling mostly and into walls, but one descends to top the tank and few ascend from ground next to it.
1 burning torches
Walls: rough stone blocks
Floor: stomped dirt
4 crude benches
6 simple wooden doors on wall
Door 1: Treasure
Door 2: Courtroom
Door 3: Classroom
Door 4: Morgue
Door 5: Audience hall
Door 6: Mess Hall
2 simple doors on ends
Door 7:
Door 8:
People here:
Shannon
No lights
10 Wooden caskets
8 Animated poor stone statues with real swords
2 simple wooden doors
Door 1: Hall
People here:
2 doors
Door 1: Hall
Jewelry and gold coins.
Jeremiah
4 doors
Door 1: Hall
1 double door
Bright ambient light
2 doors
Door 1: Hall
Sand floor
Rosie
2 doors
Door 1: Hall
Plants growing in strange formation
Little finger
2 doors
Door 1: Barracks, lifted off
Door 2: Hall
3 double doors
Stalagmites
3 doors
Door 2: Audience Hall, lifted off
Door 1: Cistern Room
Beds and chests
Leather armors (x+4)
Angled floor
People present:
Octavian
Walter
1 door
Door 1: Barracks
Angled walls
Tanks and pipes
Name: Shannon Webb
Appearance: Human, feminine but male. With some work can pass off as either. Blond hair, green eyes and fair skin.
Inventory (3/9):
* Lit Torch (L)
Spells:
1 - "Touched target doesn't appear attractive to opposite sex", 1/2, -1
2 - "Touched target doesn't appear visible to the opposite sex", 1/3, -2
3 - "Touched target doesn't appear visible to the opposite person", 8/1, 8
4 - "Touched target doesn't appear visible to any person", 1/3, -2
5 - "Touched target doesn't appear understandable to any person", 1/4, -3
6 - "Touched target does appear understandable to any person", 1/3, -2
7 - "Touched target does appear understandable", 1/3, -2
8 - "Target does appear understandable", 1/6 ,-5
9 - "Touched target becomes understandable", 1/5, -4
10 - "Touched target becomes understandable permanently", 1/10, -10
11 - "Touched named target becomes understandable permanently", 1/5, -5
Name: Octavian Grey
Appearance: He's a bit taller than the average person, with well-toned muscles and tanned skin due to his training and habit of hunting.
Worn:
* Leather armor
Inventory (7/9):
* Lit Torch (L)
* Scissors
* Harp (L)
Spells:
1 - "Caster's clothing smells like a skunk died in it", 7/1, 7
2 - "Caster's clothing smells like a skunk", 7/1, 7
3 - "Caster's clothing acts like a skunk", 1/3, 1
4 - "Caster's clothing acts like armor", 1/5, -1
5 - "Caster's clothing becomes armor", 1/11, -3
6 - "Target becomes armor", 1/12, -3
7 - "Target becomes omnilingual", 1/2, -1
8 - "Target becomes obedient", 1/5, -5
9 - "Target becomes return portal", 1/10, -10
10 - "Target door becomes return portal", 1/4, -4
11 - "Target becomes safe", 1/8, -8
Name: Jeremiah Swift
Appearance: Jeremiah is a tall, gaunt man, initially clad in a quiet blue suit. His skin is a rich light brown, and his fingers are well manicured. His shoes are brown leather, well-polished and slightly too elegant for the trousers. His black wool socks bear a green diamond pattern.
His clothes have many cuts. He has great bat wings on his back.
Health:
Inventory (3/9):
* Torch (L)
Spells:
1 - "Moss and fungus grows on named target's back", 2/1, 2
2 - "Moss and fungus grows on named target's brain", 1/5, 1
3 - "Moss and fungus grow on pointed target's brain", 1/8, 1
4 - "Moss and wings grow on named target's back", 1/1, 1
5 - "Plate and wings grow on named targets back", 1/2, 1
6 - "Fire and fungus grow on pointed target's brain", 1/7, 1
7 - "Moss and fungus grow on pointed target", 1/4, 1
8 - "Moss and fungus occur on named target's back", 2/1, 2
9 - "Moss and healing occur on named target's back", 1/6, 1
Name: "Compass" Rosie H. Peall
Appearance: Red moderately-long hair, fair skin, green eyes, green scarf, red T-shirt, jeans, red sneakers. Has a tattoo of compass rose on the back of her hand.
Spells:
1 - "Caster cannot sleep unless naked", 13/1, 13
2 - "Target cannot sleep unless naked", 12/1, 12
3 - "Target immediately sleeps unless naked", 5/1, 3
4 - "Target immediately runs unless naked", 8/1, 8
5 - "Target immediately runs into room unless naked", 8/1, 6
6 - "Target immediately transforms into room unless naked", 1/99, -47
7 - "Target immediately transforms into cat unless naked", 1/5, -4
8 - "Target becomes a cat unless naked", 1/4, -3
9 - "Target becomes a merchant unless naked", 3/1, 3
10 - "Target becomes a backpack unless naked", 1/9, -8
11 - "Target becomes a cat", 1/8, -7
Name: "Little finger"
Appearance: Small, dark hair and dirty looks full of energy as any teenager
Inventory (3/9):
* Bnech leg club (L)
Spells:
1 - "Pointed target thinks he has only 20 minutes to live", 3/1, 3
2 - "Looked target thinks he has only 20 minutes to live", 1/1, 1
3 - "Pointed target thinks he has only 20 minutes to kill", 1/1, 1
4 - "Pointed target has only 20 minutes to live", 1/5, 1
5 - "Looked target thinks he has 20 minutes to live", 1/1, 1
6 - "Looked target thinks", 1/10, -5
7 - "Looked target is healed", 1/14, -10
8 - "Target is healed", 1/6, -2
9 - "Touched target is healed", 1/3, -2
10 - "Caster is healed", 1/8, -4
11 - "Pointed target thinks live", -/-, -
Name: Walter
Appearance: An ordinary twenty-something, for the most part. He's a little thinner than is strictly healthy.
Spells:
1 - "The forearms of 1 random male nearby double in length", 9/1, 9
2 - "The forearms of 1 targeted male nearby double in length", 3/1, 3