
Vera Marshall |

Somewhat annoyed a Lilly's antics, Vera says, "Yes, it's bigger on the inside."
On reading the document, Vera seems troubled. "Well, that is... disturbing. But it meshes with other clues. Some sort of spirit or magical force posseses children, sending them on a murderous rampage. And the victim then attacks the possessed child." She looks up. "We must put an end to this!"

Amelia Blackheart |

Lilly goes silent as the paper is read out loud. Then she goes transparent, nearly invisible. She then slides into Amelia's pack.
Amelia sighs. "I had hoped I was wrong actually. I do not look forward to finding the child that has been possessed. Does anyone know how to do an exorcism?"

Gar the Red, Brother in Silence |

Gar shakes his head glumly, staring at his hands. The thought that their foe might actually be a child begins to feel like an albatross 'round his neck. "No. Never was taught such secrets. Never got close enough to the gods."

Elliomander Ostarian |

"The man who signed in as the Crown Justice could have been an imposter," Elliomander offers, steering the conversation away from possessed children, "a lowly clerk, especially a lazy one, isn't likely to ask too many questions of anyone looking the part. And, it might still be worth checking on if there were any strange deaths or murders ten years ago if we can find those records..."
if nobody else wants to look, I will... how does looking work? I'll roll knowledge and you can take it from there?
knowledge (local): 1d20 + 13 ⇒ (13) + 13 = 26

GM Zed |

Returning to the shelves when Amelia proposes the idea that there may be a ten year cycle of killing here, Elliomander finds it much easier to peruse the decade old records - they are, after all better filed and less faded... yet, even with the help of the other investigators and with the majority of the evening spent looking for similar crimes, he comes up blank... and now, through the high windows of the Archives, sunlight has been replaced by darkness and the dim light of the gas lamp street lights...

Vera Marshall |

"I think we may have exhausted the archives' information. Regardless, we have learned a lot. I agree with Lio's assessment that whoever signed in as the Crown Justice probably wasn't His Excellency, but it's still a lead. Shall we follow up on that, or something else?"
I'll go with majority vote here.

Gar the Red, Brother in Silence |

"Aye," Garvid stands quickly, apparently eager to leave the archives. "It's a lead. I'd also be interested'n seein' this crime scene. From what we've seen, the ghosts of the past ain't ready to move on. Seems there may yet be more to learn." He shivers uncomfortably at the thought, but says little else, merely securing his belongings and walking toward the exit. "And let's be on guard. Ragathiel knows what evil's lurkin' the streets tonight."

Mama Frill |

Frill follows the group out. They still had many more questions than they did answers. "Checking in with the Crown Justice is as good a next step as any that Mama can think of. Where are we bedding down tonight, by the way? With someone wanting us dead, Mama thinks it's good to keep together until we get to the bottom of this."

Vera Marshall |

"There are other leads to follow. It is getting late in the day, so arranging an audience with the Crown Justice might be tricky... Perhaps we should try to set that up tomorrow. As for what to do tonight, maybe we should check out either Muncy's old flat, or perhaps the address of that fortune teller Madam Laura. I'm sure others reside at those locations now, but they're worth investigating."
In answer to Frill's question about quarters, she replies, "You're all welcome to crash on the floor of my office again, if you'd like."

Amelia Blackheart |

"Office sounds good, also, we need to check on the friends of the tinker. See what his customers might know, especially the one he was doing favors for. See if they remember him 20 years ago... also, we need to track down Muncy, and after kicking his ass between his ears, make him talk." Amelia sits down, and looks to Vera. "Before we go, I would like to copy Muncy's family crime report, so we have a copy of it in case this one goes missing. Someone redacted that heavily to make sure it looked like something normal. I'm very curious who redacted that, I'd like to talk to them."
Amelia is busy keeping Lilly under control, and so will go with the group consensus for next, which seems to be the Crown Agent for now

Elliomander Ostarian |

"Yeah, before we turn in for the night," Elliomander almost whispers as he looks around with suspicion, "we should go look around Muncy's old place... there's a good chance we won't be able to get in but we could try, and at the least we can look around for sewer entrances nearby."

GM Zed |

As they make their way across the city, something is gnawing at Vera's mind... something that she has seen but not registered. Playing the events of the day over and over, she suddenly sees it - the crime report...
Material Disposition
Order of Sequestration on crime scene
Sealed – 3/8/97AR
Lifted –
Mortal remains removed to Lych Field for cremation – 6/8/97AR
...the crime scene was, at least as far as the paperwork is concerned, never released from custody of the Office of the Watch.
The Portmuth Building, the location of the old Muncy flat, is right on the edge of East Ending not far from Theatre Town. The tenement is a four-storey building of flats that, from the multitude of hand-painted signs, are let out for rent... and sadly, the building has seen better days. In the darkness, the glow of candlelight shows that some of its apartments are still occupied, but a great many are empty as the building has become run-down and many of the flats are too dilapidated to be habitable.
A fire escape ladder runs up the backside of the tenement building, but only leads to a sagging, low-pitched roof of rotting shingles and several large stack-like chimneys. Entering through a tired lobby that is scattered with puddles and rubble, the group find a once-grand staircase and head upwards... The old Muncy flat lies on the third floor and, amazingly given the decades that have passed, is still sealed off by the Watch cordons.

Amelia Blackheart |

Amelia blinks at the cordons. "What the... It's still sealed off? There's no way someone high up doesn't know something..." She hisses, and Lilly says a few words that make paint peel off the wall nearby in a hushed voice as well. "Don't disturb any dust or anything on the cordons, let Vera and Eli check it out and see if it's been disturbed recently..." She whispers to Mama Flick, but Lilly shakes a finger at Gar and glares at him, making it obvious the warning is for the big clumsy stack of steel.

GM Zed |

The floor of the hallway creaks as Amelia leaves the warped stairs and makes her way down towards the door that the group are looking for. Seeing it quickly, there is the brass number “34” hanging askew from the paneling... and a faded, dusty, red rope still hangs across the door, nailed into its surface, sealing the apartment beyond by order of the Office of the Watch. It appears that the crime scene truly has been left undisturbed all these years.

Mama Frill |

"Well, Mama's shocked. Shocked, I say, that the guard left this place cordoned off, and that no squatter just helped themselves property.". Frill looked around to see if anyone was watching the group as they planned their actions.
"Should the rest of us wait outside, to be sure we don't disturb anything in there?"

Amelia Blackheart |

"Lilly dear, peek your head through the wall next to the door..." Amelia whispers into the spirits ear. "Near the ceiling..."
Perception: 1d20 + 12 ⇒ (19) + 12 = 31

Lilly the Phantom |

Lilly nods, and floats up near the ceiling, and about 2 feet to the right of the door. She scoots forward slowly into the wall, until her eyes pass through the other side and stops.
Below her, Amelia's eyes are closed as they both look into the room...
Perception, Lilly: 1d20 + 11 ⇒ (9) + 11 = 20 33 using Amelia's with Lilly's as an Aid Other

GM Zed |

Lilly, pushing through the crumbling plaster of wall, moves into a small living area. A fireplace at the far end is flanked by a small table with two stools and a worn, overstuffed leather chair. Nearer the door is a wooden rocking chair, the cheap carpet around it marred by dark brown stains... more of the stains can be made out on the wood of the chair itself. Two doors exit on the left, and an open doorway leads into a small kitchen on the right... Everything is blanketed in a thick layer of dust from long years of abandonment.
...and as Lilly surveys the scene, she notices footprints in the dust - moving from the entrance to the flat and the doors on the left. A further examination of the footprints suggest that someone came in... but they didn't leave.

Amelia Blackheart |

"Living room... dusty... fireplace, possible entrance for Mama Frill... small table and two stools on one side, overstuffed leather chair on the other side... all old... By the door, to the right of it as you enter, throw rug, blood stains on it... rocking chair in the center also blood stained... Two doors on the left, open doorway to the kitchen on the right."
Amelia cocks her head sideways. "Footprints in the dust, leading from the doorway..." Marks of the door opening in the dust, or does it look like something walked through the door without opening it? "Footprints only enter, one set, heading to the doors on the left... The door opens, apparently, odd, I thought it was nailed shut." She continues to whisper to the group.
Perception: 1d20 + 12 ⇒ (4) + 12 = 16

Lilly the Phantom |

Lilly floats along the hallway wall, to the left, and slowly pushes her eyes through the interior wall into the left hand area, where the footprints entered. The strain of being away from Amelia makes her stitches begin to push up through her skin, and blood begins to ooze from her left nostril.
Lilly's staying close to the wall to the hallway as much as possible, for now, so she can make a quick exit. She is doing a half-move, then readying an action to move into the hallway. Then half-move and ready action. The ready action is to move if anything comes at her.
Perception: 1d20 + 11 ⇒ (3) + 11 = 14 Aid Other gives +2 to Amelia's roll, making it 18

GM Zed |

It seems to Amelia, as she looks through Lilly's eyes, that the door was probably opened to let this recent visitor to the Muncy flat in...
...and as Lilly moves to the left, she flows into a tidy little nursery. The paint on the walls is faded and cracked with the years but was once a merry shade of yellow with a pattern of small blue owers. A cradle rests next to the door, and across the room is a wardrobe painted white.
There is noticeably less dust in here.

Vera Marshall |

While waiting outside for Lily's report, Vera retrieves a stoppered glass test tube from her satchel. The vial is filled with a milky, dull, orange-colored fluid. She uncorks it. Yellowish vapor rises from the tube, and those near her smell a pungent chemical odor. She then unceremoniously raises it to her lips and drinks it. She grimcaes, but then you all notice that her eyes now shine in the dim shadows like a cat's. "I'll be able to see the unseen for the next hour or so," she explains.
Drinks an extract of see invisibility.

Amelia Blackheart |

"Left hand side, first room, next to hallway wall... nursery.... chipped paint, much less dust... yellow walls with blue flowers... crib next to door... white wardrobe..."
Perception: 1d20 + 12 ⇒ (8) + 12 = 20

Lilly the Phantom |

Lilly moves over, cautious and ready to move at the first sign of trouble again. She moves to the wardrobe and looks inside, sticking her head in through the top of it, not the door.
Perception: 1d20 + 11 ⇒ (4) + 11 = 15 Combined 22 Perception
As her stitches begin to pop and bleed, Lilly zooms back out the wall into the hallway, so she can see Amelia again.
She floats in the hallway, dripping ghostly blood and panting. Slowly she begins to heal over. "Need a minute, Ace. It's hard being out of line of sight."
Amelia merely nods, keeping her eyes closed, enjoying watching the others from the vantage of the ceiling.

Amelia Blackheart |

For future GM note, when Lilly is scouting, she will not go more than 3 turns out of line of sight. On the fourth turn, she zooms back into line of sight at max speed

GM Zed |

Before Lilly reappears in the lobby outside the Muncy flat, she peers into the wardrobe to see that it has a low chest-of-drawers holding old garments and toys suitable for an infant, and atop the chest of drawers stands a gilt, 3-foot-by-2-foot, looking glass. As she looks at the mirror, she gets the unnerving feeling that something isn't quite right... and, as she investigates the wardrobe, the temperature suddenly dips to near freezing for a moment or two... before returning to the warmth of the still Castorhage night.

Amelia Blackheart |

No footprints in the nursery, correct?
Amelia shivvers just before Lilly comes out of the wall. As Lilly's features return to normal, she finally speaks again. "The wardrobe had baby clothes and toys... and a chest of drawers inside. Why would people put a chest of drawers in a wardrobe... something odd about the chest of drawers... it had a gilt looking glass, about yay high and this wide..." She holds her hand out indicating about 3 foot high, and then both out in front of her, about 2 feet apart. "Something not right about it..." Amelia waves her hand, and speaks under her breath. Casting detect magic and detect undead on Lilly
Lilly moves back to the wall, sticking just her head into the nursery, and focuses the detect on the wardrobe. Should keep her line of effect ot Amelia
EDIT : Added Detect Undead as well

Mama Frill |

Frill watches on in amazement, observing the link between the ghost and her 'master.' Millie could do quite incredible things, but even they didn't have a connection like those other two. She reaches in her robe and strokes the rat absentmindedly, feeling bad about her envious thoughts on the others' relationship.

GM Zed |

Lilly, floating around in the nursery, notices the lack of dust... but there are footprints here - marks left by sooty boots entering the nursery, heading towards the wardrobe and disappearing. And then, looking for auras, Lilly sees something folding in on itself around the mirror... the tell-tale sign of conjuration.

Amelia Blackheart |

"The footsteps lead to the mirror, and then vanish. It may be a portal... Let me try to identify it first. I'd hate to step in and find out there's a thousand undead on the other side of the mirror waiting to burst out."
Kn(Arcana): 1d20 + 4 ⇒ (14) + 4 = 18

Lilly the Phantom |

Lilly floats into the room and looks through the top of the wardrobe again, so Amelia can try to identify the magic mirror or whatever it is using her vision.

Amelia Blackheart |

Amelia sighs. "I'm not sure what it is, but I suspect a portal of some sort. It could be very dangerous."

GM Zed |

Moving you on to moving into the flat.
Heeding Amelia's warning about what Lilly discovered in the nursery, Gar cracks the door to the Muncy flat open... and, stepping into the long abandoned rooms, sends a flurry of dust spiralling within the room. A sense of unease and terrible wrongness builds in Gar as he stands and surveys the scene... the dark stains on the floor and furniture a harrowing reminder of what took place here...
Gar, and anyone following into the room, must make a DC 12 Will save or be shaken for as long as they remains in the apartment.

Vera Marshall |

Vera follows, looking for any tracks in the dust and where they might lead.
Will save: 1d20 + 5 ⇒ (5) + 5 = 10
The eeriness of the long-abandoned murder scene gets under her skin.
Shaken; -2 on skill checks
Survival (track): 1d20 + 15 - 2 ⇒ (5) + 15 - 2 = 18

Gar the Red, Brother in Silence |

Will DC 12: 1d20 + 6 ⇒ (4) + 6 = 10
Gar's stomach sinks, his heart shrivels at the scene before them. Decades of time could not have prepared him for this, a stain upon the floor, bleeding into his eyes, and seeping into his soul. It is a tangible reminder of the wickedness in the world, and the splinter that dwells within his own heart. Lilly might be only a memory, the residue of pain and injustice wrought on an innocent. But this, this is something far more personal, and much too close for comfort.
His pupils dilate and his mouth runs dry as he clenches his weapon so tightly his hands ache.
"She's right," he croaks to those behind him. "Somethin's terrible wrong in here."

Amelia Blackheart |

Will: 1d20 + 7 ⇒ (16) + 7 = 23
Does Lilly need a save, being a phantom and already having entered repeteadly?
"I'm always right... except when I'm mistaken. I'm never, however, wrong." Amelia says spritely, seemingly completely unaffected by the palor on the room. Then again, someone who keeps a ghost in their soul probably has experienced worse than this at afternoon tea.

GM Zed |

Does Lilly need a save, being a phantom and already having entered repeteadly?
I've gone with Lilly not requiring to make a Save against this effect.
As Vera joins Gar in the room, her examination of the footprints in the dust reveals that they don't actually originate from the main door into the flat... instead they come from the fireplace and are laced with a black soot - they meander through this room, stopping near the blood-stained furniture, and then disappear into the nursery...
The clouds of dust kicked up by Gar and Vera move through the room... and start to coalesce in the fireplace. Unnoticed by the group, the dust clumps and grows in density within the darkness of the hearth... before, having formed the approximate shape of a disembodied head, the dust rushes back out into the room...
Initiative for Party and Enemy
Vera, Initiative: 1d20 + 11 ⇒ (12) + 11 = 23
Amelia / Lilly, Initiative: 1d20 + 6 ⇒ (11) + 6 = 17
Elliomander, Initiative: 1d20 + 4 ⇒ (13) + 4 = 17
Gar, Initiative: 1d20 + 3 ⇒ (18) + 3 = 21
Mama Frill, Initiative: 1d20 + 2 ⇒ (20) + 2 = 22
Dust Vargouille, Initiative: 1d20 + 2 ⇒ (17) + 2 = 19
Initiative Order
Vera, Mama Frill, Gar then
Dust Vargouille then
Amelia / Lilly and Elliomander
Vera, Mama Frill and Gar may act now.

Elliomander Ostarian |

edit: ninja'd... is it ok if I got this off before the head coalesced?
Will: 1d20 + 1 ⇒ (5) + 1 = 6
Something about the scene connects with the primal darkness that dwells deep within Elliomander's tainted soul, filling him with dread. With his gun in hand, he attempts to disappear into the shadows while following the others.
stealth (shaken): 1d20 + 15 - 2 ⇒ (10) + 15 - 2 = 23

Vera Marshall |

"What the...?!" Seeing a disembodied head materialize in a haunted room, Vera quickly realizes its malevolent intent. She pauses to study its motions for a moment, then draws her blade, trying to anticipate its next action.
Move: Study foe. Standard: Draw blade

Gar the Red, Brother in Silence |

Already on edge, Gar spins around with a growl and charges the shadowy intruder. His blade ignites in an angry amber glow that only accentuates the desperation in his eyes.
Attack, charge, power attack, bane, shaken: 1d20 + 8 + 2 - 1 + 2 - 2 ⇒ (6) + 8 + 2 - 1 + 2 - 2 = 151d10 + 7 + 3 + 2d6 ⇒ (1) + 7 + 3 + (6, 3) = 20
Swift action to bane, charge, attack. Ac -2 for the round.

GM Zed |

Rushing forwards, Gar slices his blade through the conflagration of dust... it explodes in a rapidly expanding cloud of debris before reforming, somewhat diminished, before Gar's eyes. Flowing backwards on a bow-wave of airborne dirt, the creature opens a crude approximation of a mouth...
...and shrieks in a high pitched, blood-curdling animalistic scream. The voice, supernaturally loud, bounces around the room and sends the dust of the room spinning into the air - a choking, blinding cloud that spills out of through the opened front door of the Muncy Flat.
Those within 60 feet (except other vargouilles) who hear the shriek and can clearly see the creature must succeed on a DC 12 Fortitude save or be paralysed for 2d4 ⇒ (1, 3) = 4 rounds or until the monster attacks them, goes out of range, or leaves their sight
This cloud functions as an obscuring mist spell, except all dust creatures can see through it normally. Anyone caught within the cloud must succeed on a DC 12 Reflex save or be blinded by the stinging dust (lasting until 1d4 ⇒ 4 rounds after leaving the dust cloud). Success indicates that the creature closed or otherwise covered its eyes before the dust could affect them. The creature must keep its eyes closed or covered while within the dust cloud or risk blindness (requiring a new save). A creature that enters the dust cloud with its eyes closed or covered need not make a save against blindness unless it opens its eyes while within the dust cloud.
Everyone may take their turn now - note saves needed vs the Vargouille's Shriek and Dust Cloud.

Amelia Blackheart |

Fort: 1d20 + 5 ⇒ (16) + 5 = 21
Ref: 1d20 + 3 ⇒ (5) + 3 = 8

Lilly the Phantom |

Fort: 1d20 + 5 ⇒ (16) + 5 = 21
Ref: 1d20 + 7 ⇒ (12) + 7 = 19

Gar the Red, Brother in Silence |

Fort DC 12: 1d20 + 5 ⇒ (8) + 5 = 13
Reflex DC 12: 1d20 + 2 ⇒ (17) + 2 = 19
"Son of a b@%$#!" Gar barely coughs out as he squints his eyes shut when the dust cloud consumes the room. The scream itself is also jarring, and threatens to send him to his knees. Coughing and sputtering, he focuses his attention on his grip, rubbing his thumb over the wing-shaped cross-guard of his sword. The bastard sword begins to thrum in seeming excitement and anticipation to seek out the target of Gar's anger. Swift action to activate Judgment (Justice).
"Get over here and fight like a man, you little worm!" Effectively blind, he swings his blade into the space he last saw the ghastly head.
Attack, bane, shaken, Justice: 1d20 + 8 + 2 - 2 + 2 ⇒ (5) + 8 + 2 - 2 + 2 = 151d10 + 7 + 2d6 ⇒ (10) + 7 + (4, 3) = 24
GM, I assume you'll roll appropriate penalties/concealment on my behalf?