"This stairwell, leading down into the dungeon cell area, is blocked. That's the deadfall Lyvar triggered. You may be able to use the elevator shaft, just be careful. Most of the threat comes from there, but Father charlatan was imprisoned on the upper level. And one of them -the piper, I think- moves between the floors. If you can find their things, the items they used in their crimes, you can use those items against them. The items should be in the secure storage area by the front entrance."
She seems calmer. "Thank you for finally coming. Please help me control them. If you defeat the five, I can regain control even without Lyvar's badge. If I have it, I can dismiss them all before the five reform."
Lyvar had the badge when he was trapped down there. We ought to seek it out there. Here's the elevator shaft, should we get some climbing equipment and holy water first?
Vertielle thinks it over.
Okay, here's what we'll do. We'll go up this stairway S3 , cleanse the upper level counter-clockwise, and descend using the East Balcony over here while it's still light. We'll head back to Harrowstone and trade some of these infirmary supplies for climbing gear and holy water, and remove Vesorianna's name from the monument.
"I don't think cleaning it off will do any good,
I think in order to stop it we have to destroy the source.
In other words, kill the splatter man again."
"I like Vertielle's plan; I do not know if we are ready to deal with any of the big 5 yet. I would like to clean out some of these lesser baddies and go back and rearm. I would like to see if those of us who popped our haunt siphon without making sure a haunt was present can get them repowered."
"There is an exit doorway through the laundry, though I do feel some dark energy in there. It's unformed, so it's not one of the Five. Please be careful."
KnArcana:10 + 9 = 19 Well, that's interesting. I'm surprised it has capability of flight, that's generally very hard to attain.
Vertielle steps forward, drawing her longsword and feinting with a few quick flurries, driving the fluttering fabric deeper onto Que's blade. She makes sure to watch her step in the room, circling the jacket and drawing its unnatural attention to open the way for Que to deliver a truly devastating strike.
Aid Another:1d20 + 1 ⇒ (18) + 1 = 19
Vertielle looks at the savaged, tattered remains of the mouldy jacket. Rent in numerous places, the beige canvas twitches unnaturally on the floor, then lies still.
Perhaps a rabid shrew would have fared better, undead or not.
Vertielle searches the room with magic, throwing invisible tendrils to the edges of the room. Everyone feels the light, lingering touch on their skin and clothes as they are included in the area, as if a graceful hand had been drawn curiously against their skin.
Sift Perception:1d20 + 7 - 5 ⇒ (16) + 7 - 5 = 18
HP: 14/14 AC 17/13/14: F+3, R +3, W -2, Per:-2, Init: +3
Yesh and I was tired after the two hours it took me to get home from college on the interstate. Glad you're back safe and sound. Rest up so you can give Gkirkhan some more beasties to swat!
The stairs up open into a 10' wide corridor that heads south and also opens to the northeast into a large hall filled with old wooden benches and tables stacked in a jumble of disarray. The entire east wall has collapsed away, creating an unintended entry onto a wooden deck beyond. The view it provides of the lake beyond would be beautiful if not for the eerie silence.
The dog bounds up the stairs and starts sniffing around. As it turns toward the reamains of what seems to ahve been a dining facility, the hair on the back of its neck rises and it crouches low and growls.
As it does you hear a now familar sound of fluttering leathery wings.
Three stirges drop from their restng place on the rafters and start toward the group.
Initiative:1d20 + 1 ⇒ (9) + 1 = 10
Vertielle scowls, drawing the Piper's flute with a flourish. She begins to play a mournful dirge, keeping time with a slight sway.
perform:1d20 + 4 ⇒ (7) + 4 = 11