
Apollonia Vigilanium |

I don't want to touch her or the mirror. If I can't talk to her without touching anything I'll go back to the group and ask what they want to do.

DM Carbide |

Nia tries talking to the woman, but is ignored.

Apollonia Vigilanium |

Nia frowns and goes back to the doorway. "I don't think this is a haunt, I think it's a woman. She won't listen to me, though. I don't want to touch her if she's already traumatized. What do you want to do? We could leave her, lock the door behind ourselves to make sure she doesn't stab us in the back and come back once we clear the rest of the building."

Garrick Oakbeard |

Garrick asks, "Do we have any magic that would protect Nia? I'd hate to have whatever it is feed on your soul the minute you touch it."

Apollonia Vigilanium |

Nia snorts. "So would I."
Like a Protection from Evil to protect against possession? That's a good idea.

DM Carbide |

What are you doing?

Apollonia Vigilanium |

OK, I don't want to touch the lady. Can I move the mirror she's hiding behind so everybody in the group can see her and we can decide what to do? How big is it?

DM Carbide |

The mirror weighs around twenty pounds.

Apollonia Vigilanium |

Oh, okay. I'll move the mirror out of the way so everybody can see/talk to her.
Nia grunts. "Alright, let me at least move the mirror out of the way so we can talk to her better." She goes back over to the corner. "Miss? I'm going to move the mirror. You're safe, we're not going to hurt you, we just want to be able to talk to you better. Alright? One, two, three. Moving it now." Nia picks up the mirror and moves it out of the way so they can talk to the woman.

DM Carbide |

As soon as the mirror is moved away, the woman stops crying. She draws a deep breath that rattles disturbingly as she stands up and emits an unearthly shriek that echoes in the small room. The unnatural pallor of her skin and the way the flesh has pulled away from her fingertips, leaving bony claws, suggest something is terribly wrong with her.
Despite the changes death has made to her, she's still recognizable from her portrait: this is Iesha Foxglove. She takes another breath and shouts, "ALDERN! I can smell your fear! You'll be in my arms soon!"
Unless anyone stops her, she shoves past the party and heads back to the stairs.

Apollonia Vigilanium |

Kn:Rel, DC 16: 1d20 + 10 + 1d6 ⇒ (5) + 10 + (2) = 17
Nia gestures the others out of the woman's way. "She is a revenant, an undead creature who was unjustly slain and who exists only for revenge on her killer--all other creatures are ignored unless they attack her first. Move out of her way and follow her!"

Garrick Oakbeard |

Garrick winces, then shakes his head, "Honestly, given everything we've seen here, I'm almost tempted to let her take her revenge..... But... no."

Apollonia Vigilanium |

Unclear on what Garrick means here. Does he want to stop her?

Andrezi Zeldana |

Knowledge (Religion): 1d20 + 9 ⇒ (2) + 9 = 11
"I am not familiar with revenants." Andrezi says, lowering his holy symbol. "I trust she will pass on to her just reward once her vengeance is had?"

Apollonia Vigilanium |

No idea. DM?

DM Carbide |

Yes. The only thing that sustains them is the desire for revenge.

Garrick Oakbeard |

Yes, he wants to stop her. He doesn't love the idea of undead beasts claiming their vengeance instead of having the killer face actual justice. LG Dwarf, you know.

Apollonia Vigilanium |

Nia gestures at the dead woman. "At least let her lead us to Aldern, we can destroy her then. She can find him no matter where he is, let's follow her then take her down."

Garrick Oakbeard |

Garrick nods, "Aye... and then bring him to justice."

Apollonia Vigilanium |

"Okay, then let's go!" Nia hurries to follow Iesha through the house.

Garrick Oakbeard |

Garrick follows Nia (and the Revenant) as quickly as he can.
Yay, fast movement - I'm normal speed!

DM Carbide |

The party trundles after Iesha, who descends the stairs in a rush. When she reaches the room on the first floor with the spiral mold stain, though, she stops and stares intently at it for a few moments before shrieking again. She kneels and begins to claw and tear at the moldering floorboards, and unless disturbed she'll break through in a minute or so.
Does anyone want to do anything? The party has caught up with her, but she's ignoring you.

Apollonia Vigilanium |

Nia looks at the others and shakes her head. "I think we should just let her do what she's doing? From what I've read she's trying to go straight to Aldern."

Garrick Oakbeard |

Garrick nods, "Agreed. Clearly there's something down there - maybe Aldern himself.... and I was actually worried we'd be following her back to Sandpoint."

DM Carbide |

The revenant tears up floorboards, exposing a space beneath. She leaps down into the hole; when the party gets close enough to see down, the room below looks like part of the house...except for where the floor has been torn up in the center of the room. Piles of broken stone, dirt, and a few ruined pickaxes line the edges of the room; the removed flooring reveals a set of stone spiral stairs, of obviously much older construction than the rest of the basement, winding deep into the bedrock below. A foul stink of rotten meat wafts up on a cold breeze from the darkness.
You're back on the first slide, in the room with the spiral stain. You can climb down, jump down the ten feet or so, or try to access the basement through any of the stairs down.

Apollonia Vigilanium |

Does the stink remind us of anything? Ghouls or ghasts, perhaps? Or is it just rotten meat?
Also, is the hole so deep we'd need a rope to get out or can we just jump down and climb out?

DM Carbide |

Rotten meat, nothing more. The hole is about ten feet deep. Climbing up would be difficult because of the overhang, but the similarity in construction style between the main floor and the room immediately below the hole implies that there's a stairway somewhere that would let you return to the surface.

Garrick Oakbeard |

Garrick suggests, "Rather than leaping into a potentially bad situation, I'd say we hit the stairs."

DM Carbide |

The party previously had found a stairway down behind a door that's practically next to the hole in the floor. Following it down leads to a kitchen. A large oaken table, its surface covered with moldy stains and rat droppings, sits in the center of this large kitchen. Shelves line the walls, and an oversized fireplace dominates the northeast portion of the room. The shelves in the southwest wall are in a much greater state of disarray, and two one-foot-wide cracks in the wall near the floor lead south into the earth beyond the basement walls.
There are several doors in the room. Back to Slide #2.
Are you trying to keep quiet as you move?

Apollonia Vigilanium |

I think we'd be moving fast to try to keep up with Iesha but I'll go with the group consensus. Is there any indication which way she went?
Perception: 1d20 + 11 ⇒ (14) + 11 = 25
Also could you put a circle showing where the hole up to ground level is, please?

Garrick Oakbeard |

Garrick couldn't be quiet if he tried.

DM Carbide |

Hole is marked. There's no obvious direct access to the room with the pit.

Apollonia Vigilanium |

OK that helped a lot thanks.
Nia points at the disarray on the shelves to the southwest and at the wall to their immediate south. "I think the hole is right here on the other side of this wall and somebody's been doing something over there. This way!"
Hugging the wall to her left, Nia hurries south toward the door at the far southern end of the room and quickly checks to see if it's locked.
Perception: 1d20 + 11 ⇒ (12) + 11 = 23 +2 if it's dark; it would be kinda weird if it was lit down here. +1 vs traps.

DM Carbide |

The party hustles through the kitchen with Nia in the lead, Vidar and Andrezi the only sources of light in the room. As Garrick thunders down the stairs and into the room, though, a sound can be heard from the cracks in the walls: at first it's a faint susurrus, but the volume steadily increases until it can be resolved as the sliding of tiny bodies against each other.
Nia finds no traps on the door, which is not locked. The party gets through the door and into the narrow hallway beyond just as a carpet of eerily-silent rats comes crawling out of the cracks. The door is sufficiently tight that they can't get through it, though...for the moment.
The hallway leads east a ways, then turns north. After the turn it ends at another door.

Apollonia Vigilanium |

"Hopefully they disperse before we have to come back out," Nia says as they slam the door behind themselves. At the end of the hallway she quickly checks to see if the door is locked then goes in.
Perception: 1d20 + 11 ⇒ (8) + 11 = 19 +2 if it's dark; +1 vs traps.

DM Carbide |

Nia finds no traps on the door, but realizes during her examination that the painted wood is a veneer over iron. The door is locked.

Apollonia Vigilanium |

"Oh, this isn't a wooden door. Interesting. And it's locked. Give me a few seconds." She kneels down, pulls out her tools, and gets to work.
Disable Device: 1d20 + 14 ⇒ (12) + 14 = 26
If that doesn't do it she should be able to Take 20 since there's no danger and no time pressure, right? That would be a 34.

DM Carbide |

It sounds like the rats are scrabbling at the door behind the party, and it's not clear how long before they get through. By RAW, taking 20 will take 20x the time for a single attempt, or 20 rounds. Do you want to do that, or roll to beat DC 30?

Apollonia Vigilanium |

Oh, I didn't know you would just let me roll to see how long it takes to beat the DC. Sure I'll just keep rolling.
First to 16: 20d20 ⇒ (8, 13, 4, 6, 17, 17, 9, 7, 10, 19, 3, 16, 6, 3, 5, 17, 3, 3, 5, 18) = 189

DM Carbide |

Nia is able to pick the lock in less than a minute. The room revealed looks to have once been some sort of arcane workshop, although it now lies in ruin. A row of soggy books sits on the northern end of a workbench along the western wall. At the other end of the workbench, what looks like three iron birdcages sit, each containing a dead diseased rat. To the east, two stained-glass windows loom–clearly, the room is built into the seaside cliff face. The northern window depicts a thin man with gaunt features drinking a foul-looking brew of green fluid, while the southern one shows the same man but in an advanced state of decay, as if he had been dead for several weeks. His arms raised and head thrown back in triumph, his rotting body turns to smoke and spirals into a seven-sided box.
Having seen his face in a painting, the party recognizes the man as Vorel Foxglove.
I'm going to need to know the paths people are taking into and through the room.

DM Carbide |

What are you all doing?

Apollonia Vigilanium |

We're trying to find where Iesha came out down here so Nia looks west and then tries that door to the south. She also makes sure to securely shut the metal door behind the party.
Nia gestures at the western wall. "The hole should come out over there. How do we get over there?"

Garrick Oakbeard |

Sorry, the map seems to have us still being up a floor, no? Or am I reading it incorrectly?

DM Carbide |

I still need to know how you're going through the room.

Apollonia Vigilanium |

Nia enters the room, stays in the first square to look over the room and get her bearings, then goes W to the next door. She's not spending time looking at anything in the room, she's trying to get to Iesha as fast as possible.

Garrick Oakbeard |

Garrick will follow Nia, about 15 feet back - close enough to intervene if anything tries to hurt her, but without being on her heels and stopping her from backtracking or leaping out of the way.

DM Carbide |

Keeping from getting any further into the workshop than necessary, the party reaches the room that Iesha descended through. It's as previously described.
Going down?

Apollonia Vigilanium |

Nia turns to her companions, putting a finger to her lips to indicate quiet which she then points at herself and down the steps. She then cautiously creeps down the stairs while keeping her eyes peeled for the reason Iesha animated as a vengeful spirit.
Stealth: 1d20 + 12 ⇒ (14) + 12 = 26
Perception: 1d20 + 13 ⇒ (16) + 13 = 29