
Lanneth |

If she has had enough sleep, Lanneth gets up and spends some time following her morning ritual with Yorikata.
I wonder if this would work if she looked like a human... the though chases itself around her head making her think that she may need to try studying with her at some point later, assuming Yorkiata agrees.
When she is done she joins the other investigators getting ready to go to the plague house.

Yorikata __ |

This time Yorikata takes her rapier with her. She uses the time they walk to the plague house to fill Lanneth in on her findings. "There are some things I haven't told you yet. I found Rodrik's hope knife at the plague house yesterday. He must have run from those ghosts too and dropped his stuff there. Also a lock of hair and some coins."
"I asked Brinya this morning if she wants to have the knife, but she told me to keep it."
______________
As they arrive at the building she asks "Someone going to check for those ghosts first?"

Lanneth |

Did anyone look through all the doors here before we risk the ghosts and go downstairs?
Do we want to finish this level before we go down?

Lanneth |

Balder how many HP do you have? It's the next day so I can do a cure light on you today.
Lanneth follows the group to the door staying near the back as they go to open the door.

DM Raltus |

There were CLW potions on the assassins.
Pushing aside the rotted boards in the cabinet to the
southeast reveals an iron flask containing oil of magic
weapon and another holding a potion of shield of faith, a beatup
steel scroll case holding two scrolls of knock
and a scroll of summon swarm, and two vials of holy water.
H6 Collapsed Stairway
The wooden staircase here that once led to the upper story has
all but crumbled to ashes. The northern wall has collapsed, and
the floor underneath has sunk entirely, leaving a dark, gaping
hole in the ground surrounded by rubble. A single door exits the
room to the northeast.
If you walk here please give me a DC 20 reflex save or you fall 20' to the basement below.
Two iron doors connect this small stone extension to the Plague
House’s main building. A large steel lock box sits in front of a
steep stone staircase that winds down into darkness.
There are also 3 giant rats trapped in this room

Yorikata __ |

The high priestess sends over a few healers, Kurst comes to meet who is at the Long house as well.
Lets assume, they were willing to patch up Balder, shall we? Because, who elese would they heal? But no one took the CLW potions off the bodies before Kurst had them removed.
Yorikata doesn't like rats that are larger than her fox form. "There are oversized rats in there. Does one of you want to take care of that." She tells while closing the door again.

Balder The Cursed |

Perception: 1d20 + 4 ⇒ (17) + 4 = 21
"No problem. S'cuse me." Balder says politely as he steps aside past Yorika and charges a rad with his club held high.
"Race ya!" he yells back at Dain gleefully.
Attack: 1d20 + 5 + 2 ⇒ (19) + 5 + 2 = 26
Damage: 2d6 + 6 ⇒ (1, 4) + 6 = 11

Lanneth |

Perception: 1d20 + 7 ⇒ (15) + 7 = 22
While the others are dealing with the rats, Lanneth looks around the room with the boulder.
As she peers into some of the smashed cabinets she sees some stuff.
I've got some flasks and a scroll case over here!
She carefully reaches her hand in to extract:
The Steel Scroll case, Two metal flasks and two flasks of what look like clear water.
She casts detect magic to see if any of the items are magic.
spellcraft: Oil of Magic Weapon: 1d20 + 12 ⇒ (15) + 12 = 27
spellcraft: Potion of Shield of Faith: 1d20 + 12 ⇒ (6) + 12 = 18
spellcraft: Scroll of Knock: 1d20 + 12 ⇒ (12) + 12 = 24
spellcraft: Scroll of Summon Swarm: 1d20 + 12 ⇒ (13) + 12 = 25
spellcraft: Holy Water: 1d20 + 12 ⇒ (9) + 12 = 21
Looks like it's an Oil of magic weapon, and a potion of shield of faith... I'm not sure what these waters are but I suspect they are holy water given they are still clear after all these years.
As she says this she closes the scroll she is reading, slides it back into the steel case and then slides the scroll case into her pack.

Yorikata __ |

While Lanneth draws the attention of the others, Yorikata tries her luck at the lockbox, trying not to reveal her talents.
Disable Device: 1d20 + 11 ⇒ (15) + 11 = 26
Slight of Hand: 1d20 + 8 ⇒ (13) + 8 = 21

Lanneth |

Lanneth goes over to Yorikata and uses her detect magic to examine the contents of the lockbox.
GM Feel free to roll any needed spellcraft checks. I'm +12 to ID magic items.

Yorikata __ |

"Let's take this way. I don't like the ghosts." Yorikata suggests. As there is no light here anymore Yorikata activates a sunrod. Then she walks down the stairs to find out what's there, with her rapier at the ready.

DM Raltus |

Roll in order: 1d20 + 12 ⇒ (16) + 12 = 28
Roll in order: 1d20 + 12 ⇒ (13) + 12 = 25
Roll in order: 1d20 + 12 ⇒ (1) + 12 = 13
Lanneth figures out the first 2 items but the final one eludes her.
H9. Basement Stairwell
The stone stairs end in a stark subterranean chamber. Doorways
to the northwest and southwest offer egress from the room.
Around the corner to the south, a lone statue has been relegated
to a dusty corner behind the stairs.
It is a statue of Iomadae in a Peaceful pose
The sword is not in the scabbard properly, upon picking it you notice the fine craftsman ship of the blade
There are 3 different hallway and doors leading out of this small chamber

Lanneth |

I have a potion of Seeing the dark and another two scrolls. I assume none of you can read these right?
She holds up the scroll.
Assuming nobody can use scrolls she pockets these two as well.
Then as they walk down the stairs:
Religion: 1d20 + 6 ⇒ (20) + 6 = 26
Perception: 1d20 + 7 ⇒ (15) + 7 = 22
Something glimmers in the light of the sunrod and attracts her eye to the statue.
That statue of the Inheritor is not holding the sword properly. I think it might be loose.
She waits for one of the others to pick up the sword.

Yorikata __ |

Yorikata draws the sword, weighs it in her hand and decides it's too heavy for her. With dain preferring Axes, Balder using bigger tools and Gran't' fighting with stone whe holds it out for Lanneth. "Would you like it?"
You know you're proficient as an elf?
Then she takes the short corridor to the north.

DM Raltus |

Yes but past that it is dark :) Please move your tokens on the map to where you are going.
When Yorikata moves down the Hall to the left after moving a few steps down she triggers a pressure plate, which activates a trap.
trap: 1d20 + 10 ⇒ (12) + 10 = 222d6 ⇒ (6, 2) = 8
trap: 1d20 + 10 ⇒ (15) + 10 = 252d6 ⇒ (4, 6) = 10
trap: 1d20 + 10 ⇒ (8) + 10 = 182d6 ⇒ (1, 1) = 2
This is for the 3 people in line Down the hall from the intersecion to the 4th square inleading
H11. Meditation Chamber
Embedded into the floor of this chamber is a ten-foot-diameter
granite emblem of a faded gold and white longsword. Four
passages lead out of the chamber in different directions. A portcullis blocks the southern exit, and a sturdy wooden door leads west. A ladder in the southern corner of the room leads upward, and a small chest and decrepit bookshelf face one
another from opposite walls.
H12. Hall of Heroes
This once-grand flagstone hall is filled with statues of different
celestial creatures in every corner. An old fire pit in the center of
the room is bordered on all sides by moth-eaten bedrolls, while
shovels, picks, and other digging equipment lie strewn about
a shallow tunnel bored into the northeastern wall. The ceiling
above the tunnel has collapsed, leaving a hole open to the sky
above a pile of burnt rubble.

Yorikata __ |

That corridor wasn't where I wanted to go, but as my description gave a wrong direction as north isn't top of the map, let's go with that. Do I get a Perception check before I step on the trap?
Perception: 1d20 + 6 ⇒ (10) + 6 = 16

Yorikata __ |

I thought along the lines of passive perception. But it's fine, you brought on yourself, what is to come (muhahaha). By the way, what kind of trap is that? Boulders falling down, blade slashing out, darts shooting at us, spiked pit trap? Or more technical. One time trap, or one with reset, that I need to warn the others about.

Yorikata __ |

"GAAAAAAAAAAH!" Yorikata screams as the metal closes around her leg and she falls on the floor writhing in pain.
Once she gets used to the pain to be able to think clearly again she looks how to get out of that thing.
Disable Device: 1d20 + 11 ⇒ (12) + 11 = 23
Meanwhile Yorikata carefully watches out for any dangers that might approach and calls out to Lanneth. "I need your help. That thing nearly bit off my leg. But be careful that you don't step into such a beartrap yourself."
Perception: 1d20 + 6 ⇒ (4) + 6 = 10

Yorikata __ |

Not sure what you mean. To get rid of mine I'd assume unhinging the spring, removing the bolts at the joint, something like that. If the other traps are still set, I'd say, beat them with a stick. Worst case, get some stones from upstairs to throw at them.

Yorikata __ |

Yorikata gets up and picks up the now defunct trap. With that she beats at the next one to set it off and then she takes the resulting mess of iron to drop it on the last one. While moving this way she limps heavily. "Wanna take this along? Some trapper in Trunau might buy that." she asks Dain.
As that is taken care of, she limps on to Lanneth, to have her check on her leg. Yorikata carefully watches out for any dangers on the way, especially traps.
Perception: 1d20 + 6 ⇒ (3) + 6 = 9

DM Raltus |

H11. Meditation Chamber
Embedded into the floor of this chamber is a ten-foot-diameter granite emblem of a faded gold and white longsword. Four passages lead out of the chamber in different directions. A portcullis blocks the southern exit, and a sturdy wooden door leads west. A ladder in the southern corner of the room leads upward, and a small chest and decrepit bookshelf face one another from opposite walls.
The way the Portcullis leads back to the initial chamber you entered when you came to the basement. The passage up leads to 2 closed doors, and the door to the SW is closed as well. There is a lever on the wall just by the Portcullis that should help you with lifting it

Lanneth |

Sorry all, been a busy weekend.
Lanneth reaches down and holds her hand over Yorikata's leg.
Cure Light Wounds: 1d8 + 2 ⇒ (1) + 2 = 3 Sad Noise
I think I can stop the bleeding, but not too much more. The rust on the traps is blocking Mother Moon's power
Lanneth stops to thing for a moment then continues.
Someone obviously has something to hide down here. Nobody just puts traps like this while this served as a house of healing. And if they had been here during the invasion, something would have triggered these in the intervening years. Be on the alert, this will probably not be the last trick we see.