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Raynard start walking around in hope that he will find the clowns. He asks around if anyone has seen clowns.
perception: 1d20 + 0 ⇒ (6) + 0 = 6
diplomacy: 1d20 - 2 ⇒ (7) - 2 = 5

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"Right-o."
Perception: 1d20 + 5 ⇒ (10) + 5 = 15

GM Abraham |

[dice=Spellcraft, Inspiration]1d20+9+1d6
Cortland feels certain that, although Jherizhana appeared to go through the motions of casting a spell, that she did not in fact cast Teleport, or anything else for that matter. It was more like she pretended to cast a spell. Or as though a spell was pretended to be cast.

GM Abraham |

Although the circus is filled with all manner of performers, including clowns of one sort and another, the group does not spy any particular group of three clowns that would appear to fit the bill.

GM Abraham |

Round 1
Conditions:
Ninnic - dmg;
Robbin Redfist - dmg;
Gorak - dmg;
Red - dmg;
Orange - dmg;
Pink - dmg;
Yellow - dmg;
Green - dmg;
Cyan - dmg;
Raynard Milton - dmg;
Wheeler Fire - dmg;
Purple (Burlap Sack) - dmg;
Cortland - dmg;
As the pathfinders pursue their investigations, they stumble upon something untoward, just off the path between Ilsurian and the now-under-quarantine Umbra Carnival. A visible crowd of six men has gathered around the base of a large tree, but what they’re doing isn’t obvious until the pathfinders draw close. The crowd are gathered around a single individual, whose face is covered with a burlap sack; the individual is unmoving and appears to be tied to the tree. The men are beating and cursing the motionless sack-wearing individual.
As the group draws near they can begin to hear some of what is being shouted as punctuation for kicks and punches.
"Dirty Varisian! We'll teach your kind not to steal from us..."
"Ya shoulda listened to th' sheriff when she said yer kind ain't 'llowed out o' yer circus no more! Now ya only got yaself to blame..."
"We'll make ya pay for Sister Esrelda's murder! Ya think ya dirty circus Varisians kin jest kill our beloved priestess 'n not pay a price! Oh no, we'll learn ya better!"
"Aye, 'n I heard they even had the nerve to rob the temple o' Erastil when the acolytes left to retrieve the Sister's body! They ain't got no decency! Them nor their dirty sphinx neither! Well, we ain't afraid! Is we?"
Map updated. The scenario doesn't give me a map to use for this encounter, so I'm just reusing the earlier one from the carnival, even though technically this encounter is supposed to occur outside the carnival grounds.
Robbin: 1d20 + 3 ⇒ (20) + 3 = 23
Cortland: 1d20 + 2 ⇒ (1) + 2 = 3
Gorak: 1d20 + 1 ⇒ (20) + 1 = 21
Raynard: 1d20 + 4 ⇒ (12) + 4 = 16
Ninnic: 1d20 + 6 ⇒ (20) + 6 = 26
Wheeler: 1d20 + 10 ⇒ (2) + 10 = 12
Townsfolk: 1d20 + 1 ⇒ (19) + 1 = 20
Pathfinders are up! Ninnic, Robbin, and Gorak may act. The unmoving figure with the burlap sack over their head is Purple on the map.

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Robbin double moves to the side of the structure near the tree hoping to move quietly and stay out of sight as much as possible for the moment. stealth: 1d20 + 9 ⇒ (8) + 9 = 17

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Perception: 1d20 + 5 ⇒ (1) + 5 = 6
I don't get what this bloody fuss is all about... It's just an effigy, nothing more
He closes his eyes and focuses his energy on the emotions stemming from the crowd and other pathfinders. They flash open and he feels a sudden burst of energy flow through his body. Swift, spend one Abjuration Focus for sudden speed. +30 to speed for 1 min
"Aright, Alright- I am going, ol' mate. No need to get all bent our of shape over some effigy!"
Gorak speedily closes the gap between the crowd and the pathfinders.
"What is all this yelling about, chaps. No need for any bloody violence tonight."
Persuasion: 1d20 + 2 ⇒ (10) + 2 = 12
Readied action: Attack with nonlethal force if someone approaches him violently

GM Abraham |

Round 1->2
Conditions:
Ninnic - dmg; full-round cast of Sleep in progress;
Robbin Redfist - dmg; Stealth DC 17;
Gorak - 3 dmg; +30 speed (rnd. 11); round 1 readied action to attack (non-lethal) - triggered;
Red - dmg; charging;
Orange - dmg; charging;
Pink - dmg; charging;
Yellow - dmg;
Green - dmg;
Cyan - dmg;
Raynard Milton - dmg;
Wheeler Fire - dmg;
Purple (Burlap Sack) - dmg;
Cortland - dmg;
Ninnic begins to cast a spell.
Robbin sneaks towards the mob. If any of them notice, they give no indication of it.
Gorak rushes forward and attempts to calm the angry locals but they are unmoved by his words and several of them turn to attack him, while others continue beating whomever is in the burlap sack.
Perception rolls vs Robbin, +1 DC for each 10' of distance
Red: 1d20 + 4 ⇒ (12) + 4 = 16
Orange: 1d20 + 4 ⇒ (8) + 4 = 12
Pink: 1d20 + 4 ⇒ (6) + 4 = 10
Yellow: 1d20 + 4 ⇒ (10) + 4 = 14
Green: 1d20 + 4 ⇒ (5) + 4 = 9
Cyan: 1d20 + 4 ⇒ (4) + 4 = 8
None spot Robbin.
Red charges towards Gorak, crying, "More circus scum! We know how to deal with your kind!"
This triggers Gorak's readied attack, which will go off (and possibly make irrelevant) Red's charge attack. Gorak, go ahead and roll that readied attack.
Red short sword, charging: 1d20 + 1 + 2 ⇒ (7) + 1 + 2 = 10
Orange also charges Gorak.
Orange short sword, charging: 1d20 + 1 + 2 ⇒ (17) + 1 + 2 = 20
dmg: 1d6 + 1 ⇒ (2) + 1 = 3
Pink joins the battle with Gorak.
Pink short sword, charging: 1d20 + 1 + 2 ⇒ (12) + 1 + 2 = 15
While these three Ilsurian locals attempt, rather ineffectually, to scare off the trained warrior, their three comrades continue beating and cursing at their captive, who does not move or respond.
Purple stabilization check: 1d20 + 0 - 4 ⇒ (1) + 0 - 4 = -3 Fail, so now at -5 hp
The bold may act!

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Raynard charges the orange one to help Gorak.
mwk scimitar - charge - nonlethal: 1d20 + 6 + 2 - 4 ⇒ (14) + 6 + 2 - 4 = 18
damage: 1d6 + 4 ⇒ (3) + 4 = 7

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Assuming Gorak and Raynard have things in hand Wheeler circles around their scuffle. He yells at the three still around the body in a sack.
You lot! Back away!

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Greatsword, nonleathal: 1d20 + 6 - 4 ⇒ (3) + 6 - 4 = 5 NL: 2d6 + 8 ⇒ (2, 6) + 8 = 16
Gorak swings at the charging townsfolk, but in his caution to not kill the incensed (yet innocent) locals he holds back too much- missing entirely. Instead, he feels the sharp pain of a shortsword piercing through his armor and into his side.

GM Abraham |

Round 1->2
Conditions:
Ninnic - dmg; full-round cast of Sleep in progress;
Robbin Redfist - dmg; Stealth DC 17;
Gorak - 3 dmg; +30 speed (rnd. 11);
Red - dmg; charging;
Orange - 3 dmg; 4 non-lethal; prone, unconscious, not stable;
Pink - dmg; charging;
Yellow - dmg;
Green - dmg;
Cyan - dmg;
Raynard Milton - dmg; charging;
Wheeler Fire - dmg;
Purple (Burlap Sack) - dmg;
Cortland - dmg;
Raynard charges Orange, and lays him flat with a single blow.
Wheeler moves forward and hollers at the other members of the mob, who don't look happy with him.
Gorak swings at one of the townies as he charges forward, but he is unused to trying not to do lethal damage, and it clearly affects his timing. Gorak, note that was your readied attack from round 1. You still have your round 2 action available.
The bold may act!

GM Abraham |

Round 1->2
Conditions:
Ninnic - dmg;
Robbin Redfist - dmg; Stealth DC 17;
Gorak - 3 dmg; +30 speed (rnd. 11);
Red - dmg; charging;
Orange - 3 dmg; 4 non-lethal; prone, unconscious, not stable;
Pink - dmg; charging;
Yellow - dmg;
Green - dmg; prone, sleeping;
Cyan - dmg; prone, sleeping;
Raynard Milton - dmg; charging;
Wheeler Fire - dmg;
Purple (Burlap Sack) - dmg;
Cortland - dmg;
Yellow Will: 1d20 + 0 ⇒ (17) + 0 = 17
Green Will: 1d20 + 0 ⇒ (10) + 0 = 10
Ninnic completes his spell and puts two of the townies beating the burlap sack to sleep. Ninnic, that was the result of your round 1 action; you still have your round 2 action available now.
The bold may act.

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With a small trickle of blood running down his side, Gorak still maintains his attempts to not kill the attacking townsfolk. Lifting his massive sword, he swings flat side first at the red garbed carnival goer in front of him
Greatsword, NL: 1d20 + 6 - 4 ⇒ (11) + 6 - 4 = 13 NL: 2d6 + 6 ⇒ (4, 1) + 6 = 11

GM Abraham |

Gorak knocks the fellow from his feet. From the amount of blood gushing from him, it does not appear that his wounds are merely 'non-lethal.'

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Robbin slinks up to the last townie around burlap man and attempts to knock him out by hitting him on the back of the head just above his neck.
stealth: 1d20 + 9 ⇒ (4) + 9 = 13
non-leathal unarmed attack: 1d20 + 4 ⇒ (19) + 4 = 23
non-leathal damage: 1d6 ⇒ 5

GM Abraham |

Round 1->2
Conditions:
Ninnic - dmg; on delay;
Robbin Redfist - dmg;
Gorak - 3 dmg; +30 speed (rnd. 11);
Red - 7 dmg; 4 non-lethal; prone, unconscious; not stable;
Orange - 3 dmg; 4 non-lethal; prone, unconscious,
Pink - dmg; charging;
Yellow - 1 dmg; 4 non-lethal; prone, unconscious;
Green - dmg; prone, sleeping;
Cyan - dmg; prone, sleeping;
Raynard Milton - dmg; charging;
Wheeler Fire - dmg;
Purple (Burlap Sack) - dmg;
Cortland - dmg;
Robbin sneaks up on Yellow and easily sends him to dreamland with his sleeping comrades.
The only remaining hooligan (pink) quickly throws down his short sword and begins to blubber, "Please don't kill me too! We's just tryin' to defend our town from these circus miscreants. We had no idea they was in league with such killers as yerselves!"
What do you do? No one is dead. Yet.

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GM can you bot those people that don't post in 24 hours. Cortland didn't make a single post in last 16 days.
"We're not murderers, we're investigating murder. And you attacked them for no reason."

GM Abraham |

The hooligan throws down his blade in surrender and begins to blubber. "No reason?!? Why, just look, Sister Esrelda's body ain't even in the ground yet and now they've gone and robbed her temple! If the law ain't gonna law, then somehow it falls to such as us, ain't it? Though I ain't expect hired muscle like yerselves to understand what our town means to us..."
Is anyone doing anything else?

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”There have been several times now that we’ve broken up fights that you lot have started. And we’ve not killed a single one of you yet. If we were just hired muscle, I’d say we weren’t very good at our job.”

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Justice? What justice is it to be a random stranger? The law takes time because the law knows it has to be sure. This is chaos and a discredit to your town. Please, let us do our work. We will find the true culprit. Right now it seems you're helping the killer. They want you fighting the circus. They want you to stop looking for the true killer. Defend yourselves. Defend your homes. Just, please, gives us the time to find the real killer.
Diplomacy: 1d20 + 6 ⇒ (13) + 6 = 19

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The half-orc looks at his blade and then back at the crowd. "Right-o. No blood on the sharp ends of this, is there mate? Could be using it much more effective like, if you would be preferring that!" to which he laughs heartily at his joke.
"Now, what is this about the temple being robbed? we were just there, weren't we?. And who is this an effigy of, hanging up in a tree like this."

GM Abraham |

With the "battle" - such as it was - over, the pathfinders quickly determine that their foes were merely angry townsfolk, not really ready for a fight with the trained killers the Pathfinder Society produces. The one prisoner who is conscious cries in terror and begs the party to free him.
When Robbin removes the burlap sack, a teenage boy is revealed, badly bruised and battered, even near death. The townsman seems shocked to see how wounded the boy is. "I swear, we ain't mean to do him no harm, not really, just make an example of him, just to show them circus thieves that they'd best respect the town o' Ilsurian! But I reckon once we put that hood on 'im, well, I guess we couldn't even see how hurt he were gettin'..." He trails off uncertainly, as if he is beginning to wonder if he and his comrades may soon have a rendez-vous with Sheriff Feldane.
If the Pathfinders rouse the boy (I assume you do) he is shocked and grateful for the rescue. "Milandru's me name. I know I weren't s'posed to leave the circus, on account o' the sheriff puttin' us all on quarantine (Yeesh, a little too close to the real world right now!), and maw an' paw - we's a circus family doncha know - told me to sit tight. But I had to go into town to see my friend Grayson one more time - tell him that we were leavin' on account o' all the trouble. We've become such good friends - I couldn't bear to leave without saying goodbye. And who knows - maybe he would have decided to run off and join the carnival with us! He's got the makings of a true carnie - I know he does!"
Further investigation and questioning of the prisoners reveals that one reason they were so angry is that - in addition to the rash of pickpocketing that has broken out since the first murder, and which the carnival is being blamed for - news is now circulating - easily confirmed - that while the acolytes of Erastil had left the temple to collect Sister Esrelda's body, someone broke into the temple and carried off a strongbox which held months of tithes from the community that were being saved up for a big project of refurbishing the temple.
As a reminder, regarding Sister Esrelda Woodmere: she was a beloved community leader - the local cleric of Erastil - who was the latest murder victim. She frequently assumed the role of negotiator and peacemaker in town affairs. She was well suited to reconciling cultural clashes between Ilsurian’s founding families and the subsequent Varisian settlers, due to her mixed Chelish and Varisian parentage. After saying prayers for the deceased, she publicly declared her intention to get to the bottom of matters before events continued to escalate. Everyone knew of her plan to confront the sphinx and make some divinely inspired determination of her guilt or innocence.
With the fight with the townsfolk concluded, Almara Delisen (Reminder: she is the head of the carnival and your employer who has engaged you to prove the innocence of Jherizhana, the sphinx.) comes rushing up, along with Milandru's parents. The boy's parents sob with gratitude and press a scarf into Robbin's hands: "It is an heirloom and been in our family for generation, but without you our family would not have continued. You must take it as a token of our appreciation!" Then they usher Milandru off, with a mixture of ear-pulling remonstration and hugging/weeping/kissing, while Almara pulls you all aside for a quiet conversation.
Scarf of the Suggestive Dance
Aura faint enchantment; CL 1st
Slot belt; Price 3,000 gp; Weight 1/2 lb.
DESCRIPTION
This silk scarf is embroidered with all the colors of a flame and tasseled in tiny beads. When wrapped around the hips, it grants the wearer a +5 competence bonus on Perform (dance) checks. The scarf adds +1 to the saving throw DC of the wearer’s fascinate and suggestion bardic performances.
"This is all really getting out of hand. I'm really worried now. Not only about these murders and thievery - which are all terrible - but about what this is doing to the reputation of the carnival itself. We are all one big family and I take the safety and well-being of Milandru and the others very seriously. I need you to get to the bottom of this right away!" She pauses, uncertainly, and looks over both shoulders to make sure that no one else can hear the conversation. Finally, she sighs a great sigh and says worriedly, "I can trust you, right?"
Before you can answer, she continues in a hurried jumble of confession: "Look: I know that Jherizhana couldn't have committed those murders for one very simple reason: she's not real!" She pauses for a second, searching your faces to see if you believe her, before continuing: "Look, I know I should have told you earlier, but she's our biggest attraction. Our whole carnival depends on her to get people in the gate; once they're here it's easy to persuade them how much they want to also see all of our other - lesser - spectacles. Anyway, it's true, and I plead with you not to reveal the secret or the carnival will be ruined. Jherizhana, the great sphinx bard explorer and daily menace to the populace of whatever town we may be visiting, is a mere illusion, a careful creation of Ika, our carnival's bard - I believe you already know her as Madame Masque. Look, I realize you may not fully believe me after all of this - you can hear it directly from her."
It is a short walk back to the carnival. Almara ushers you into a tent and you come face to face with a beautiful young woman, whom Almara introduces as Ika, explaining to her that she has shared the truth about Jherizhana with you. The reason Almara and the carnival keep her out of sight (or in the guise of Madame Masque) is immediately evident: she and Jherizhana share the same face. Yet where the sphinx persona exudes poise and confidence, Ika is shy and quiet. Almara explains how the Umbra Carnival works as a community to keep Ika a secret. Ika offers the party an unreserved apology for not being forthcoming and truthful, and goes on to explain she never intended anyone to be hurt, and she obviously feels guilty for the deaths, even though she had nothing to do with them, before adding, "Maybe we should just tell the people of Ilsurian that Jherizhana is an illusion? Wouldn't that bring this all to an end?"
Almara is opposed to this idea on principle, above and beyond just the financial loss of a successful attraction. "That doesn’t bring these killers to justice. It doesn’t change people’s opinion of us, or maintain Ilsurian as a venue we’re welcome to visit again. All it proves is these bastards were too stupid to figure out they were framing an illusion. No one here is going to come to our shows anymore. We’ll be forced to leave town and they’ll get away with it."
The discussion is interrupted, however, by an urgent message from Sheriff Feldane, summoning them to a particular spot on the edge of town. When the group arrives, they find the sheriff and her constables grimly examining a dead body hanging from a tree. "Filton Legg's his name. Know him well. Knew him, I guess I should say. He was a failure as a fisherman, but pretty good at being the town drunk. Harmless, and he sure didn't deserve to die like this."
Filton’s corpse is suspended by the neck from a dirty and torn Varisian scarf. His eyes have been gouged out, his mouth has been stuffed with rags, and his left hand has been severed at the wrist and is missing. A sheet of paper has been pinned to the body’s shirt and is stained with blood, emblazoned with the Varisian words “We take care of our own.”
Linguistics DC 12 to open this spoiler:
Sherrif Feldane speaks grimly, "With this latest murder, I have no choice to but to arrest someone. The town won't stand for any more." She travels to the Umbra Carnival to order Jherizhana to surrender, and when no one forces the “sphinx” to appear or comply, Feldane arrests Almara Delisen in lieu of Jherizhana. For her part, Almara surrenders herself to custody willingly rather than trying to leverage the secret of the illusion or permitting Ika to come forward. The pathfinders can see Ika looking on, peeking out from her tent and sobbing, as Mistress Delisen is put in manacles. Just before she is marched off, Mistress Delisen turns to the group: "Find the real murderers. You are my only hope!"

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Perception: 1d20 + 3 ⇒ (17) + 3 = 20
Wheeler spots the interior pocket and empties it. When the pathfinders are alone once more he shows the card and the note to his companions.
Something is off here, but I can't put my finger on it.
Feel free to open the perception spoiler for full details.

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"Can I see that card?" Raynard looks closely the card.
GM, any rools I can make?
"We have to find Arhaneem Braeton! Who is that person?"

GM Abraham |

It is easy to learn more about Arhaneem Braeton, who is well known in Ilsurian. He is a wealthy river merchant who owns a small fleet of ships that traverse Lake Syrantula and the Skull River. He is a self-made man and early entrepreneur in the area, his small fleet ferrying goods all the way from Magnimar to Kaer Maga and Janderhoff. As one of Ilsurian’s wealthiest citizens and merchants, Braeton commands no small authority on the town’s docks. He lives in a large manor house not far from the docks.
Filton Legg (the latest victim), on the other hand, was a beggar and reprobate.
Asking around, the group may also learn:

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ARCANA: 1d20 + 7 ⇒ (17) + 7 = 24
"Examining the card, I can feel that there is no mystical or symbolic relationship with the harrow card. The only possible context is that The Desert depicts a sphinx."

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Diplomacy: 1d20 + 6 ⇒ (5) + 6 = 11
Knowledge(Arcana): 1d20 + 1 ⇒ (3) + 1 = 4
The citizens are mistrustful and Wheeler is unable to learn anything.

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diplomacy: 1d20 + 0 ⇒ (19) + 0 = 19
Hey, shiver, isn't that the drug the chameleon people, no that's not right, hmmm what is their ancestry again? . . . .Skulks. That's It! Remember the Skulks we found at the pawn shop. They were suffering from withdrawal of shiver.

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Not much for Gorak to contribute here...
"I'd be guessing these sulk types have more do with this then we initially reckoned. Where might we be finding these gents again, to be asking questions and the like,"

GM Abraham |

It's not difficult for the group to find the skulk settlement on the edge of town but, aside from confirming that many of the skulks are also addicted to shiver, the pathfinders learn little else of value. The two skulks who they captured earlier - and who are still in the town jail - are confirmed to be little more than local miscreants who got into something bigger than they could handle, all as a way of servicing their drug habit. The local skulks do confirm, however, that two other members of the community, by the names of Kymeth and Onamae, left the skulk settlement sometime ago and the locals suspect that they are mixed up in some human business that even the skulks regard as dubious. It was these two who recruited the two who were captured earlier, though the locals don't know anything further about their whereabouts.

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Well,that didn't help much. Sorry Guys. Robbin scratches his chin. I'm beginning to think taking on this is task was a mistake. This convoluted mystery is taking us off our task for far too long. We need to get the birthday card to the Venture Captains Mom. . . er Grandma. . . I don't remember. Anyway, how much further to her house?

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Grab the card and the note. Let's go see Arhaneem Braeton. If he isn't involved I'd be willing to wager he has a good idea who would want to see this mess turn against him. This isn't just murder. This body has been mutilated, far beyond reasonable retaliation. Someone wants this town in a frenzy.

GM Abraham |

Out of initiative
Conditions:
Ninnic - dmg;
Robbin Redfist - dmg;
Gorak - 3 dmg;
Raynard Milton - dmg;
Wheeler Fire - dmg;
Cortland - dmg;
The pathfinders have no difficulty finding their way to Braeton Manor; everyone knows where it is. As the group approaches, you note that the front door appears to be slightly ajar.
Map has been updated. Feel free to put yourselves in whatever marching order you prefer.
Also, Gorak, you still had 3 dmg from the earlier fight with the townies. Feel free to heal up if you wish.