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Is there anything we can ask her to confirm her identity? There are all manner of magics that can mask a person to appear as another. Alessio takes some notes.

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Lady Dacilane isn't able to give anything too specific that would give you assurance if it was actually her and she seems somewhat troubled that there could be a doppelganger of her lurking about. Her attitude becomes more strained and takes her leave to get some rest abruptly. The page sees you out and wishes luck.
"I wish you the best on your mission. I don't want to see the Lady upset any further. We hope to hear from you soon." he says sincerely and shakes Andy's hand.
Sorry, the website has been really troublesome. Between maintenance, errors, and inability to post I have been slowed down on all games.
Those diplomacy rolls pretty much gave you everything she offered which wasn't much as the act is only about two paragraphs long. I will put up the initial part of the next act soon if anyone needs any purchases or otherwise.

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I think Alessio means is there any way to tell which child was her daughter. Like a ring, broach, etc. that was known to be carried by the girl.

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Yep the website is being really irritating. I am ready to go when the group is.

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Same, ready to go. Hoping the website's stomach settles soon and that it stops barfing up my posts back on me.

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Free of the confines of the noble's house, Cabe relaxes considerably. His stiff, polite but distant demeanor melts into... well, not friendliness, precisely, but a calm, confident stride and a small smile that looks out-of-place on his long, thin mouth.
"I am ready to depart when you are," he says to the group. His voice has a slight wavery quality to it, as if he were constantly rubbing his fingers up and down against his Adams apple.

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Same with me. I will not be needing any other provisions. Alessio dusts off his coat and gives his mustache a quick combing before departing.

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Ah sorry, yeah I wasn't clear. She didn't like the thought of a doppelganger of her daughter lurking about. She didn't have much other than the appearance of her daughter to go off of.
The group makes way for your destination through Beldrin's Bluff, a rotting ghost town at the edge of a hungry sea. Throughout the derelict landscape, seagulls perched on splintered timbers reflect your passage in their glassy black eyes. Overhead, dark clouds move ashore with the promise of a storm. The sea breeze whistles ominously as you approach the the Drownyard from the western side. Dot in area map.
Upon arrival the group his met with a fence of black iron pikes surrounding the block-wide yard. Dead tree branches reach out from the fence like the arms of emaciated prisoners desperate to escape. A man is on the inside, cutting the trees down. Some of the dismembered branches remain, stuck in place by knotty elbows swollen around the iron.
The man notices the group approach and stops his work to stare at the group. The gate between you is held closed by a large and rusted lock.

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As they approach the heavy, black iron fencing Arin mutters a short prayer to himself.
cast guidance
You're not entirely sure but when he does so it doesn't sound like the common or gnome language...
Greetings friend! We here on business of the Pathfinder society. Is it possible for you to unlock and open this gate for us?
diplomacy, guidance: 1d20 + 4 + 1 ⇒ (19) + 4 + 1 = 24

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Cabe keeps his hands clasped behind him, standing at parade rest, but watches the stranger carefully. He certainly has no tongue for gregariousness, and Arin seems to have a silver one, so he decides to keep out of it until needed.

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Alina joins Arin at the fence.
I believe that Dreng gave us the key to this gate already. Alessio should have it. We might not need to bother this nice man.

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"Javon, stop bothering him!" Grax growls. "Apologies, sir. He is apt to say anything. If you do know the inside of the grounds, would you be willing to help us?"
Diplomacy, aid: 1d20 + 2 ⇒ (9) + 2 = 11

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The man continues to eye the group as Arin speaks but does not offer a reply. His facial features do soften though. Even more fortuitous is the memory of Alina who points out they likely have the key on them as Alessio quickly opens the lock. Together the group is able to push the rusted and whining gate open.
When they step inside the man gets up from his work tosses the gloves to the ground and rushes up to the group in a quite friendly manner. He offers his hands to shake first with Arin and Grax then the others.
"It looks like you were able to unlock it just fine! Surprised to see anyone with a key to this place." he says with charisma and the intonation of a highly educated man.
He then turns to answer the question of Grax and laughs softly at Javon.
"I just tend to the grounds while I wait for Cassiel. I would gladly help you as much as possible? Are you waiting on your child as well, sweet bird?" he asks softly as if he was speaking to a pet.

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Alessio adopts a softer tone than normal when the man mentions the children. Sir, the children will not be returning. I'm sorry.
diplomacy: 1d20 ⇒ 20

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Arin sidles up to Alessio and whispers. You're probably right, but let's be careful to not dismiss him too quickly. What if he has made contact with their spirits?

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"No, no. She is still here...just hasn't come out yet. I saved her along with other teachers and students. Some even call me a hero! Let me take you to Mrs. Heracks so she can tell you the same." he says still calm but he doesn't wait for a reply at that point and begins running through the yard.
The ruined paths weave around black ponds and collapsed grey buildings with the three white washed towers looming in the background. Along the path a strong floral aroma washes over the group as they pass a hall where the roof has given long ago. The smell comes from funeral arrangements grown wild along the walls. Only a bit further ahead the man will be waiting by the entrance to a small class room.

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"Javon, I believe something is wrong. This man may be delusional with grief. Or perhaps even worse if the teacher's spirit has risen. But we should follow him to see what's happened. At the very least, he seems to know his way around."

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Alessio raises an eyebrow before following the man. Oh boy. He is completely distraught.
Alessio keeps up with the group drawing his light crossbow as they walk along looking for anything suspicious.
perception: 1d20 + 6 ⇒ (2) + 6 = 8

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Cabe eyes the groundskeeper warily, looking to see if he can detect signs of arcane domination. He walks near the front of the group, keeping his dueling sword sheathed for now, but with a hand on its hilt just in case, eyeing their surroundings as they walk.
Sense Motive: 1d20 ⇒ 7
Perception: 1d20 ⇒ 10
Yep. Par for the course. >_<

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Cabe and Andy watch his actions but the man seems genuine whether it is delusions of grief or he truly believe what he is saying. The group decides they need to follow him for one reason or another.
As the group follows he comes to a stop waiting patiently by the door and waves to the group. Andy gets a glimpse inside the building and sees a classroom filled with desks, books, supplies...and children but something isn't quite right as from this distance he realizes he can almost see through the students to the books in front of them.
"Are you ready to meet Mrs. Heracks and the children? I am sure she can help you find your kids if you ask her!" he adds continuing to speak pleasantly.

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Cabe scowls at the classroom. Ghosts. Of course there had to be ghosts. Why would your first job for the society be easy? After mulling it over for a moment, he turns to the others and mutters, hopefully low enough that the groundskeeper cannot hear, "I think we should try to parlay with these spirits. Mayhap we can find a way to release them from this state. I can't imagine being a ghost is particularly pleasant." He clears his throat. "Although, uh... someone else should do the talking."

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Alina speaks to the party members:
Gentlemen, I feel that this is not as dangerous as you might think. It's more sad than anything.
And to the groundskeeper:
Dear sir, I would be honored to meet the teacher of these fine children. If you could introduce us she might be able to help us find what we are looking for
Despite her pleasant words, Alina is slightly worried about what might come of this encounter and scans the room carefully
Perception: 1d20 + 1 ⇒ (9) + 1 = 10

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"Javon, this could be dangerous. We don't know what they might want." The half-orc lifts the bird above his head to a nearby tree branch. "Watch from overhead, but stay out of the way."
Grax nods to Alessio and then to Alina. "Let's meet our teacher, then."

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The little gnome floats through the party to the front, following Alina into the room. He is stoic as ever. In fact he might be a bit too comfortable with the current possibility.
We are all spirits. Let us see what we may find about them.

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When Alina speaks up the man perks up even further and ushers them in into the back of the classroom. Inside you are able to count ten students dressed in checkered uniforms sitting stiffly at wooden desks, staring straight ahead. No one moves. At the front of the class, a conservatively dressed woman leans against the wall who the group assumes to be Mrs. Heracks.
It becomes even more evident to Andy and now Alina that these must be spirits attached to this classroom but something is still off. She notices the moment your guide steps forward the classroom comes alive as the teacher begins a pantomime of the lessons and children silently whisper to one another. It happens suddenly like a switch has been flipped or a memory is playing.
"See here we are. Come with me to the front of the classroom. They never mind when Mr. Marlinchen stops by." he says walking to the front of the classroom and begins speaking to the teacher.
"Mrs. Heracks! You are always keeping the students so late. I am still waiting on Cassiel to finish her studies but I can wait a bit longer as we have guests who could use help." The teacher begins pantomiming more quickly as she turns to him. Now words are heard but he turns back to the group as if a whole conversation has passed.
"So how can we help you? You are here to find your children or to close something, was it?" he asks the group for ways he can help.
You are free to look around the classroom or ask the teacher any questions you need.

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Alessio is a bit shaken by the display. He's not sure what to make of the tableau before him. Mrs. Heracks, please dismiss the children so we may speak in private.

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Arin walks into the classroom and stops in the middle. He looks back and forth at the "children" with curiosity, to see what he can determine about their nature.
Cast Detect magic, to get basic aura info on some of the children.

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Grax looks back and forth between the kids, the teacher, and the man, confused. "What on earth is going on?"
The half-orc suddenly hears what the man's been asking. "Oh, we're here to pick up Junia. Her mother, Lady Dacilane, asked us to look after her and bring her home. Have you seen her?"

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Playing along, Alina approaches the teacher.
Mrs. Heracks, as Grax has stated we are looking for Junia Dacilane. We are also looking for the entrance to the Necropolis that opened after the earthquake
She is also curious as to what is actually going on in this room, as well as the groundskeeper's reason for bringing them here
Sense Motive: 1d20 + 5 ⇒ (15) + 5 = 20
Perception: 1d20 + 1 ⇒ (20) + 1 = 21

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Cabe stands near the back of the group. His posture is relaxed, but his hand rests on the hilt of his sword. He's unsure what to do against a roomful of ghosts if it comes to combat, but he'd rather not be caught unawares, and scans the room carefully with half-lidded eyes, hoping not to startle the spirits with overt displays of aggression.
Perception: 1d20 ⇒ 9

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Arin's scanning doesn't pickup any particular aura around the children but from the corner of his vision it is clear their guide has a faint aura around him from minor magic. Alina is able to piece together more from her observations as the classroom reacts to the minor movements and conversation of the groundskeeper. The haunts are being nudged by magic or possibly controlled entirely.
The man looks to the group and nods before turning back to the ghostly image of Mrs. Heracks to continue the oddly pantomimed conversation which includes checking a ghostly class roster.
"She can't dismiss the class early or the parents would be in an uproar. Also it does not look like miss Junia is in her class this semester but she did say the entrance to the Necropolis is close by if you want her to show you, stepping away from the classroom for a moment won't hurt." he answers all the questions between leaning back in to listen to the teacher.

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Arin eyes the guide a little more closely, squinting with suspicion.
Is this all an illusion?
Spellcraft: 1d20 + 5 ⇒ (19) + 5 = 24

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Alina makes an aside to the group, trying not to be heard by their guide
I do not know of any magic involved but it seems as though this man is somehow leading or controlling these spirits. Neither they nor he seem dangerous yet, so I think we should let them lead us to the Necropolis, but let's leave our eyes peeled for a trap

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Cabe furrows his brow. "He does seem a bit out-of-sorts to be a malevolent necromancer," he mutters in response. "It could be his mind was broken by the loss of the students, and whatever he's doing to the spirits is unintentional, or at least unconscious. Still, your advice is sound, Miss Alina. Let's keep our guard up."
Adjusting his leather jerkin, Cabe checks to make sure his spell component pouch is within easy reach and makes ready to head to the Necropolis, following close to the front of the group once they make way.

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"Of course, we're going to the Necropolis, Gerald! That was our mission. This classroom spirit business is interesting, but we're no closer to exploring the ruin or finding out what happened to Junia. Now, please lead the way, Gerald, but be careful. We don't know what might be down there." The bird flaps alongside the team.

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Arin takes a moment to study the aura and it becomes clear it is one left behind by simple prestidigitation but he also knows this is beyond the scope of that spell. It is likely the mix of a real haunt and the man's connection to it.
The group decides to follow the teacher and groundskeeper to the necropolis. They guide them through the rubble of the nearby buildings before coming to a stop at large pool of black water that occasionally bubbles up near the center.
Perception: 1d20 ⇒ 6
Perception: 1d20 + 8 ⇒ (9) + 8 = 17
Perception: 1d20 + 5 ⇒ (14) + 5 = 19
Perception: 1d20 + 7 ⇒ (12) + 7 = 19
Perception: 1d20 + 6 ⇒ (12) + 6 = 18
Perception: 1d20 + 1 ⇒ (14) + 1 = 15
Perception: 1d20 + 5 ⇒ (20) + 5 = 25
The entire group aside from Cabe notice that the bubbles are surfacing around a severed human arm jutting up from the silty black water. From the looks of it the water will only be waist deep if you step in.
This merely doubles the cost of movement.
The pantomimes begin again with fervor as the image of Mrs. Heracks conversates with the groundskeeper.
"She says the entrance is below that...that arm. I do hope my daughter hasn't gotten herself in trouble down there. If you see her please tell her Deris is waiting." the groundskeeper says with a bit of distaste at the situation.