Rosie inspects the chantry carefully. There aren't very much in terms of useful items, however. A chandelier in ceiling without candles, benches, a red carpet that needs cleaning, rags, empty barrels and boxes, rags, warm looking tapestries on walls... everything is more or less cluttered near walls leaving plenty of open space in middle. In a way it's a little suspicious. There's nothing immediately dangerous, but it brings into mind certain "boss room" feeling, an empty area just before the boss monster.
Jeremiah, still under burden of large wings and too small lungs, reopens the door. What's behind is a sometihng different from usual. It's like looking down from ceiling into a deep well, a complete perspective flip. On the bottom, that is the furthest wall from Jeremiah's viewpoint, is a skeleton in chains and manacles. More chains are on walls and instead of obeying conventional gravity, they seem to fall away from Jeremiah. This discrepancy between what he feels and what he sees makes him feel a little sick.
Octavian returns to the central hallway. There are still two closed doors in both ends, so he goes on to open one of them. He finds a garage. Entering from the side door he carefully thoroughly inspects the room, both horse pulled carts, a wagon and a carriage, tool shelves and spare wheels hanging on walls. Pair of double doors on left wall are waiting to be opened. It appears to be safe plus there are few wood worker's tools that could be useful, so he removes the door leading into the garage.
Walter follows Octavian's example and opens the last door in main hall. This door leads a massive, massive hall. Countles pillars dot the floor into far distance, each hosting doors of different sizes. And millions of sleek stone golems. Two meter tall golems, with thin limbs and glowing symbols engraved on every square centimeter of their skin walk in and out of the doors in constant stream. Some leave the hall closing door behind them, and others arrive to take their place to stand in lines. There's constant activity everywhere, like in a beehive. It looks like a very important place, but in the same time it looks extremely dangerous. "Nope", Walter decides, "I'm so not going in there" and he closes the door.
Meanwhile Little Finger experiments with magic. His spell shrinks the armor, but only a little, a one size smaller. It's still too large for him to wear. He briefly enters the audience hall and just as he was afraid, the armor grows back to its orignal size. Disappointed he puts it back into the chest and goes to check rooms others have opened. First is chantry where Rosie is suspecting a boss monster's appearance. While Little Finger's sharp eyes cannot detect any physical traps, it's still entirely possible there are magically triggered ones and since nobody has way to detect those it might be better to declare it as a potential danger zone.
Since his new spell is already charged he goes to cast it on Jeremiah's wings. It takes five casts before the wings are back to their original size and at that point he has already spent all charges. Despite of his wings looking much smaller Jeremiah still feels their full weight as if nothing happened and his breating and pulse isn't getting any better either. He tries to move them, but he feels them touching wall long before they appear to do so.
1 burning torches
Walls: rough stone blocks
Floor: stomped dirt
4 crude benches
6 simple wooden doors on wall
Door 1: Treasure room, lifted off
Door 2: Courtroom, lifted off
Door 3: Classroom, lifted off
Door 4: Morgue
Door 5: Audience hall, lifted off
Door 6: Mess Hall, lifted off
2 simple doors on ends
Door 7: Garage, lifted off
Door 8:
People here:
No lights
10 Wooden caskets
8 Animated poor stone statues with real swords
2 simple wooden doors
Door 1: Hall
Door 1: Larder, propped open with a heavy box
People here:
Walter
2 doors
Door 1: Hall
Door 2: Oubliette
Jewelry and gold coins.
People present:
Jeremiah
Shannon
Little finger
4 doors
Door 1: Hall, lifted off
1 double door
Bright ambient light
2 doors
Door 1: Hall, lifted off
Door 2: Chantry
Sand floor
Wooden cutlery, metal knives
Food stuff: Beer, Fruits, Salted meat, Salted fish, Rye bread
People present:
2 doors
Door 1: Hall, lifted off
Plants growing in strange formation
2 doors
Door 1: Barracks, lifted off
Door 2: Hall, lifted off
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:
1 door
Door 1: Barracks
Angled walls
Tanks and pipes
1 door
Door 1: Morgue, propped open with a heavy box
Boxes, barrels, and bottles
2 simple doors
Door 1: Mess Hall
1 double door
People present:
Rosie
1 door
Door 1: Treasure room
Apparently different gravity
Skeleton in chains
1 door
Door 1: Hall, lifted off
2 large double doors
Carriages, tools
People here:
Octavian
Name: Shannon Webb
Appearance: Human, feminine but male. With some work can pass off as either. Blond hair, green eyes and fair skin.
Enchantments:
* Regeneration (P)
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, 1
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, 1
5 - "Touched target doesn't appear understandable to any person", 1/4, 1
6 - "Touched target does appear understandable to any person", 1/3, 1
7 - "Touched target does appear understandable", 1/3, 1
8 - "Target does appear understandable", 1/6 , 1
9 - "Touched target becomes understandable", 1/5, 1
10 - (P) "Touched target becomes understandable permanently", 1/10, -2
11 - (P) "Touched named target becomes understandable permanently", 1/5, 1
12 - (P) "Touched named target gains regeneration permanently", 1/1, -1
13 - (P) "Touched named target gains the ability of regeneration permanently", 1/1, 1
14 - (P) "Touched named target gains the ability of hamon permanently", 1/11, -11
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 (8/9):
* Lit Torch (L)
* Scissors
* Knife
* 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 - (P) "Caster's clothing becomes armor", 1/11, 1
6 - (P) "Target becomes armor", 1/12, 1
7 - "Target becomes omnilingual", 1/2, -1
8 - "Target becomes obedient", 1/5, 1
9 - (P) "Target becomes return portal", 1/10, -3
10 - "Target door becomes return portal", 1/4, 1
11 - "Target becomes safe", 1/8, -1
12 - "Target room becomes safe", 1/108, -101
13 - "Caster becomes a Wizard of Second Circle", -19
14 - (P) "Target becomes omnilingual, permanently", 1/7, -6
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 massive and heavy bat wings on his back. He has bone plates on his back.
Health: Out of breath.
Enchantments:
* Regeneration (P)
* Wings are smaller (half)
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 - (P) "Moss and wings grow on named target's back", 1/1, 1
5 - (P) "Plate and wings grow on named targets back", 1/2, -2
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
10 - "Moss and Healing occur on named target", 1/4, -4
11 - "Moss and Fungus explode on pointed target", 1/7, -7
12 - (P) "Moss and stomata occur on named target", 1/6, -6
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 - (P) "Target immediately transforms into room unless naked", 1/99, -46
7 - (P) "Target immediately transforms into cat unless naked", 1/5, -3
8 - (P) "Target becomes a cat unless naked", 1/4, -2
9 - "Target becomes a merchant unless naked", 3/1, 3
10 - (P) "Target becomes a backpack unless naked", 1/9, -7
11 - (P) "Target becomes a cat", 1/8, -6
12 - (P) "Target room becomes cat", 1/108, -107
13 - (P) "Target room becomes lavatory", 1/101, -100
14 - "Next room opened becomes a lavatory", 1/91, -90
Name: "Little finger"
Appearance: Small, dark hair and dirty looks full of energy as any teenager
Inventory (3/9):
* Bench 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, -2
7 - (P) "Looked target is healed", 1/14, -7
8 - (P) "Target is healed", 1/6, 1
9 - (P) "Touched target is healed", 1/3, 1
10 - (P) "Caster is healed", 1/8, -1
11 - "Pointed target thinks live", -/-, -
12 - "Pointed target knows live", -/-, -
13 - "Touched target is smaller", 1/1, 1
14 - "Touched wings are smaller", 5/1, -1
Name: Walter
Appearance: An ordinary twenty-something, for the most part. He's a little thinner than is strictly healthy.
Spells:
1 - (P) "The forearms of 1 random male nearby double in length", 9/1, 9
2 - (P) "The forearms of 1 targeted male nearby double in length", 3/1, 3
3 - (P) "The forearms of 1 targeted male nearby double in size", 1/2, 1
4 - (P) "1 targeted male nearby doubles in size", 1/4, -3
5 - (P) "1 target nearby doubles in size", 1/9, -9