Myrielle D'avalos |
Myrielle's face flashed at the unwelcome news: first with fear, then a brief flicker of despair and sadness. She was quick to compose herself, however, her eyes narrowing viciously.
She moved quickly along with the others, her usual complaints of having to travel through the unglamorous districts of the city temporarily stifled. "By the Empyreal Lords, when I get my hands on these cultists..."
GM Helaman |
The walk to the murder site is uncharacteristically quiet for this part of town - the hustle, bustle and noise of those getting ready for work is muted and while the streets are starting to fill, its not with the normal energetic throng but rather with a muttering and whispering mob.
The victim, a young woman, lies looking up at the muted light of the dawn under the bridge that spans this part of Magnimar, eyes wide open as if in shock. Her blood pooled around her is still wet, and bright in some places.
Members of the city watch stand around, looking for trouble but there isn't any to speak of - just a sullen and stunned acceptance of the residents.
The sergeant looks over the corpse for a minute then turns to you.
Well... what do you think?
Heal Checks, Knowledge Nature etc for basic forensics. Perception to find clues etc
Kasadei starts muttering about the need to track down the local Sarenites.
Slyph Silvar |
Slyph cautiously approaches the body careful not to disturb it as he begins his examination, noting the way the body lies on the ground as well as the blood around her. "I don't suppose anyone in the crowd happened to witness this attack?"
Heal: 1d20 ⇒ 20
Knowledge (Nature): 1d20 + 10 ⇒ (20) + 10 = 30
Perception: 1d20 + 11 ⇒ (1) + 11 = 12
Valeros Rogen |
Damn, Slyph. Hopefully we get some good info from those rolls.
Valeros begins questioning people in the crowd. He focuses on anyone who might have been nearby, perhaps opening a shop or business when the attack happened.
Gather Information: 1d20 ⇒ 9
Perception: 1d20 + 7 ⇒ (2) + 7 = 9
Vermin* |
The druid gets busy investigating the scene.
Heal Check: 1d20 + 6 ⇒ (10) + 6 = 16
Knowledge Nature: 1d20 + 7 ⇒ (18) + 7 = 25
Perception: 1d20 + 15 ⇒ (4) + 15 = 19
Survival/track: 1d20 + 11 ⇒ (1) + 11 = 12
GM Helaman |
Some impressive deductive observations made there.
There is bruising and scrapes on both her cheeks and the palms of her hands. You'd say that she hit the ground face first after a forceful attack from behind... as borne out also by the fact her neck is broken. Her open eyes and expression of surprise likely mean that death was close to instantaneous.
In fact you'd say that the attack came in from behind at around shoulder level and given that this degree of speed was not seen in the other attacks, nor is the cause of death consistent with the others, you feel something is changed here... An accident? Desperation? Emotional need or impulse? All possible.
Like the others, the victim has had their heart removed, the work done efficiently but with no finesse, the blows needed to sever the costal cartilage (thats the flexible stuff holding the rib cage together at the sternum) and break the ribs is considerable. A large knife maybe or a dagger was used.
Garen Boulderstep |
Garen Begins his investigations as he examines the scene, the nearby areas, question the locals and also take notes.
Perception: 1d20 + 10 ⇒ (19) + 10 = 29
Diplomacy: 1d20 + 7 ⇒ (19) + 7 = 26
Knowledge Nature: 1d20 + 8 ⇒ (6) + 8 = 14
Knowledge Religion: 1d20 + 7 ⇒ (8) + 7 = 15
Heal: 1d20 + 7 ⇒ (1) + 7 = 8
Knowledge Local: 1d20 + 7 ⇒ (11) + 7 = 18
Survival: 1d20 + 9 ⇒ (12) + 9 = 21
Vermin* |
Bah. A Speak with Dead spell will likely tell us nothing. This one likely saw only the ground as she died.
Garen Boulderstep |
"Our killer can definitely fly it seems. Maybe we can track this trail faint as it maybe. Our Killer may have gotten careless."
Gesturing towards the blood trail. Garen moves towards it looking to see direction. He'll climb as needed in order to follow directions and look for more trails.
Survival: 1d20 + 9 + 2 ⇒ (17) + 9 + 2 = 28
Perception: 1d20 + 10 ⇒ (19) + 10 = 29
Climb: 1d20 + 3 ⇒ (9) + 3 = 12
GM Helaman |
I have to reward the absolutely great round of rolls here - just when I think I've given you a lot, you rip out some more ideas backed by awesome results... these flavour bits aren't written into the module but they don't hurt to throw in
Garen looking at the crime scene and then at the faint tracks finds a patch of road dust or dirt around where the attacker seemingly flies and finds what he thinks is the edge of a boot print - the toe and outer edge.
The boot is likely human sized but it would be a small human or one of slightly below average foot size.
Thats about it folks - you'll need to run your investigation in other directions
Vermin* |
Vermin looks at a loss. This city is not my forests. I do not know what to do next. How can we protect people we do not know are in danger? Is there not a single person of authority for thus faith in the city?
Garen Boulderstep |
Garen after pondering the problem wonders aloud
"It seem to me that we're dealing with 2 possible killers of which one can fly and the other a spellcaster."
Knowledge (local): 1d20 + 7 ⇒ (6) + 7 = 13 Looking for any Priest of Sarenrae
Diplomacy: 1d20 + 7 ⇒ (9) + 7 = 16 Looking for any Priest of Sarenrae
"The Priesthood must know something. Or the Killer must hate the order of Sarenrae.....wait that's it!!! Is there an old shrine or something in this city? Maybe an old shrine to Sarenrae."
CSI gave me inspiration.
Knowledge (local): 1d20 + 7 ⇒ (17) + 7 = 24 Looking for any old, abandoned or ruined Shrine of Sarenrae
Diplomacy: 1d20 + 7 ⇒ (7) + 7 = 14 Looking for any old, abandoned or ruined Shrine of Sarenrae
Knowledge (History): 1d20 + 8 ⇒ (6) + 8 = 14 Looking for any old, abandoned or ruined Shrine of Sarenrae
Slyph Silvar |
"An inspired idea Garen!"
Slyph tries to recall if he's read anything in his studies about a shrine or old temple here and tries to aid Garen.
Aid another:Know(History): 1d20 + 6 ⇒ (2) + 6 = 8
Aid another:Know(Local): 1d20 + 7 ⇒ (7) + 7 = 14
GM Helaman |
A bit of investigation and asking around various watchmen yields news of some sort of old shrine. Its around... somewhere, but wherever 'there' escapes you. There are many old and forgotten buildings in this city.
You'll need some Sarenites, perhaps, to help you... its early still. You could get some rest in, and a round of investigation before you need to head back to the investigation site.
Anything you want to do, do it now, if you have ideas on digging up Sarenites it can give you a circumstance bonus
GM Helaman |
Thats the problem - they don't have a temple... not here at any rates, says one guard. And as a bunch they are a bit... well, funny, some of them are gnashing at the teeth "lets smite evil" types and others are all love and sunshine, says another. All agree that they sorta keeps to em'selves 'cepting they have a point to make or summat to do.
You know that the Church of Sarenrae is a bit loosely governed and its followers free, within broad doctrinal allowances, to worship individually. You figure that there is a community of sorts here but a formal leadership structure may be a bit hard to work through, considering they've gone to ground... well, the important ones that is. Ones such as the guardsman's wife are not all that hard to find and with some efforts, maybe some low ranking clergy.
We're getting a lot of grumbling, Kasadei adds. They have some influence - many because they keep doing favours. The Sarenites and their friends are starting to demand something be done.
She smiles.
So we got you.
Valeros Rogen |
"Maybe we ought to sit down with the guardsman's wife, just to talk. She might not know much, but she's bound to know some other Sarenites, maybe she can spread the word that we're interested in any abandoned shrines. You think she would meet with us?"
Vermin* |
Vermin nods at this truth.
I am here but do not have much to add socially in an urban environment.I think we need to move the game along. I was in three of these PBP gameday games. One is finished, the second we are finishing our 4th encounter and in this one we are still assessing crime scenes and have not had a first encounter.
GM Helaman |
We've got until December to wrap this up and while I understand the desire to get the chronicle asap I also need to balance work, family and gaming time along with the module itself so that its not just a series of combat encounters. I've run some games in 3 weeks and some took 2 months - this one is taking a bit longer. That said, I'll hit the accelerator and shuffle this along in the next 24 hours
GM Helaman |
Involvement of the guardsman's wife and some diligent meet and greet bring you to one of the older and better placed clergy in the city.
It starts as a harangue about how disheartening it is that worshipers of
Sarenrae are still being treated so poorly by Magnimar's criminals after "all these years." With the priest bitterly complaining that the one attempt to establish a proper shrine in Magnimar fell apart about 80 years ago. This attempt was made by a man named Volsten — the priest can tell you the sad history of how Volsten and his two acolytes were murdered by thugs and how the shrine has remained abandoned ever since.
The old shrine to Sarenrae is located in the Shadow district, under the Irespan and sheltered from the direct rays of the sun save for a few hours just before sunset.
Perhaps Father Vosten hoped that the presence of the shrine would create its own metaphorical sunshine for its squalid surroundings, he sighs.
You have your directions and could reach the shrine in the early evening if you left now.
Valeros Rogen |
"Well, maybe we go hunting them instead of them hunting us. I like that better." Valeros shows a grim smile. "Father, can you try to spread the word for your people to stay in tomorrow? At least until we determine if there is anything at this old shrine."
Slyph Silvar |
"Mmm yes, try to keep safe father." He gives the priest a gentle smile. "In the mean time let's examine that shrine. Perhaps if we're fortunate we'll find something more about our mysterious assailant."
Vermin* |
As we arrive Vermin will cast Greater Magic Fang on his animal companion so that all its attacks are enhanced, and Longstrider on himself - both last an hour/level.
Myrielle D'avalos |
"Would a trap be viable?" Myrielle arched an eyebrow. "After all, providing that this is the murderers' whereabouts, I would imagine they would possess a significant advantage over us in terms of knowledge of the immediate area."
Slyph Silvar |
"If it is a trap I welcome it, we'd certainly get to the bottom of this mystery rather quickly then." Slyph fingers an ornate crystal vial while he speaks, tracing his fingers over the image of some aberration etched in the thick material. He shivers a little as his finger runs over the stopper.
Valeros Rogen |
"We dont even know if this is the right place. Even if it is, it might only be one of several lairs. I think we can't lie in wait fir a beast that may never we coming. We should go in and see whats there. If we find it we take the fight to it."
-Posted with Wayfinder
Vermin* |
Vermin nods, ready for some sort of action.
GM Helaman |
Ok its been a good few days (incidently, thanks again for the patience - needed to tend to the family) so I'm gonna assume you make your way there and are outside the building. You can decide on approach there
The shrine itself is in bad shape; its stone walls still stand, but the wood-shingled roof that once sheltered the single-story building has fallen in almost completely. The shrine’s front door has fallen away as well, and the stained-glass windows lie shattered, covering the ground nearby with colorful shards.
As an initial impression, the shrine looks completely abandoned.
GM Spoilers
Ve 1d20 + 15 ⇒ (5) + 15 = 20
G 1d20 + 10 ⇒ (8) + 10 = 18
Va 1d20 + 7 ⇒ (18) + 7 = 25
S 1d20 + 10 ⇒ (10) + 10 = 20
X 20 + 11 = 31 incl. ability
Slyph Silvar |
"What a wreck, no wonder those sun worshipers haven't had any protection from their goddess."
Slyph tries to determine if any of the damage is recent.
Perception: 1d20 + 11 ⇒ (11) + 11 = 22
Knowledge (Engineering): 1d20 + 7 ⇒ (16) + 7 = 23
GM Helaman |
Part of the stone walls have broken away through the long passage of time or shoddy workmanship... or likely both. You can take a few paces to the side and see through the gap in the wall and it looks like there is an empty albeit overgrown yard at the rear. You think you can see a grave marker of some sort, likely making that space a graveyard.
You'd need to close in to see more.
Vermin* |
Is there a map?
Vermin begins to close.
Perception: 1d20 + 15 ⇒ (8) + 15 = 23
Slyph Silvar |
Have they seen something dangerous? If they had, surly they would have said something.
Slyph stands back for now ready to close if trouble presents itself, but willing to let the more curious go first.
GM Helaman |
Map is up - look at the top of the page. Good call Vermin - you all should be able to move your icons
I've put Garen well up in scout mode, Vermin backing him up
Garen moves silently as the wind up to the building, then slides along the cover of the wall to the door way, who's door has fallen awayl, peering inside.
The rubble inside would make it hard going to move around with surety.
Ok... we are freezing the action, so to speak here - look at the maps, see if you are happy with your position... change what you want and we'll accelerate the pace moving forward