
GM Redelia |

The skulk looks at you, like he's considering whether he can run away. He sees your bright shiny weapons and changes his mind. In defeat, he nods his head and leads you a short way out of town. As he approaches what appears to be a camp, he whistles in an odd way. From within the camp, there is an answering whistle. A group of four skulks approach you. They look at you for a moment, obviously deciding whether to attack. They see Rogi and also see your weapons. One of them approaches you. He glares daggers at Rogi, muttering something about bringing strangers home. Then he looks at you and demands, "What are you doing here?"

Roger Da Shiney |

"Yes we found your friend here in a compromising situation, we want to know who your paymaster is for the errands you run? And what were you asked to do last night for your addictive reward?"
Diplomacy aid another 1d20 + 7 ⇒ (13) + 7 = 20

Geoff Sargheny |

While Nelda and Roger talk with the skulks, Geoff will look over everything to see if he can spot anything that might be from the robbery or other Skulks around with weapons.
Perception: 1d20 + 5 ⇒ (12) + 5 = 17

Viniana Alteresa |

As they arrived at the camp Viniana was content to let her companions do the talking for now. She was somewhat unsettled by the creatures and felt she needed some time to collect herself before becoming more engaged with them.

GM Redelia |

Geoff notices that almost all the skulks seem armed, but it appears more as habit than anything else. The skulk you are talking to glowers at you, and then rudely demands that another take you to 'the boss.' Your guide takes you to a tent in the middle of the camp and gestures at the door. He then stands nearby, smirking.

Roger Da Shiney |

Roger follows Geoff in through the door, "Good Day Honourable One, Let me introduce myself and friends. We are are looking into the death of a dear friend of ours and it seems some of your followers have been set-up by some unscrupulous people and implicated. We come in search of the name or names of those who did this, I believe they sometimes trade a herb of relaxation for your services. Please help us, so that we can help you." Roger bows, though under his breath he whispers to his companions, "Be ready."
Diplomacy 1d20 + 7 ⇒ (10) + 7 = 17

GM Redelia |

You see lounging in luxury in the tent an ancient skulk. He looks at Roger for a moment, thinking, and then replies, "I know the death you are investigation. This is what that wretched Shiver has reduced my people to! I fought the entrance of the stuff to our people, but the young would not listen. I cannot give you the answers you seek, but I can tell you who might. We don't deal directly with the sellers of shiver, instead two who left our tribe are go-betweens. They are named Kymeth and Onamae. They are expected to come in a few minutes to deliver the shiver as payment for last night's activities. If you would join me for a cup of tea, you may wait here until they arrive."

Nelda Anderberry |

"Thank you for the information and for your hospitality."
Diplomacy: 1d20 + 5 ⇒ (14) + 5 = 19
Nelda settled close to the rest of the party and debated trying to spark a conversation with the old skulk.
She accepted a teacup and, still not fully trusting of anyone related to shiver, tried to notice if there was anything odd about the tea.
Perception: 1d20 + 5 ⇒ (3) + 5 = 8

Roger Da Shiney |

Sense Motive 1d20 + 2 ⇒ (1) + 2 = 3 suspicious of the drink.
Roger sniffs at the tea, and lefts it cool, before he even attempts to drink it. He watches Nelda and Geoff, to see if their reaction to the drink provide a clue. "Beware of gifts from your enemies!" he thinks. "Yes, let's wait for them to return, if return they do." But after a few moments, he starts to trust the leader and drinks with the others.

Viniana Alteresa |

Viniana, not entirely trusting their host, was careful to taste only a few drops of the tea, making sure there wasn't anything in it that shouldn't be before she would drink more of it. Beyond that she kept quiet as the others did the talking.
heal check to check for poisons/drugs: 1d20 + 7 ⇒ (11) + 7 = 18

GM Redelia |

The tea is obviously just herbal tea.
A little while later, to burly (for skulks, at least) skulks burst into the chief's tent. What are you doing, letting outsiders in here? one of them yells to him. Very calmly, the chief puts his tea down and raises himself to full height. He looks surprisingly confident. His eyes spark fire as he addresses the two young skulks who burst in. How dare you be so disrespectful in front of our guests! Isn't it bad enough that you have turned us into criminals and drug addicts! Apologize, now.
The younger skulks look for a moment like they are about to rebel, but then their shoulders sink and they lower their glance. They mutter something that sounds like an apology. Then they look over at you for the first time, and appear a bit concerned. They obviously didn't expect to see a group of trained warriors in with the chief. The chief explains to them that they are to help you in any way possible, and then sits back down. The two young skulks look nervously toward you, clearly waiting for directions.

Nelda Anderberry |

Nelda took her time lowering her tea, hoping one of her more intimidating companions would lead the charge. After a beat she decided to speak, hoping the skulks would not find her childish.
"Your elder has suggested you may be of help in our investigation, Kymeth and Onamae. We are investigating Mr Walder's death last night and following the unfortunate connection your tribe appears to have with the ransacking of the Locked Box."
She was careful to not accuse the skulks directly of the murder.
Diplomacy: 1d20 + 5 ⇒ (18) + 5 = 23

Nelda Anderberry |

"Who and what was he in the way of?"
Diplomacy: 1d20 + 5 ⇒ (6) + 5 = 11
She set her tea down on the table in the middle of the tent as she spoke, never taking her eyes off the two skulks. When she straightened she moved her arm to be able to easily grab her flute or dagger, whichever may be needed.

Nelda Anderberry |

Nelda relaxed slightly at their frankness, but still kept her arm near her belt.
Knowledge Local: 1d20 + 7 ⇒ (20) + 7 = 27
Straightening herself to be as tall as possible, "Would you please come with us. I believe the sheriff needs to hear this herself."

Roger Da Shiney |

"Would these people have names?" asks Roger to the two informants, as he looks over at Nelda. He puts his hand on Nelda's shoulder, "Perhaps it would be better to take them to the sheriff a little later, once we have confirmed what we have heard."

Nelda Anderberry |

"Ahem, Geoff meant that he agrees the sheriff needs to hear this new information as well."
Nelda glanced at Roger and Geoff before turning her full attention to the skulks.
"Do you feel we would need the sheriff's support before you sneak us to the bosses? And how do we know you won't alert the guards? They are providing you with a good in exchange for a service. I don't understand why you would give up your supplier so willingly."
another diplomacy roll?

GM Redelia |

The skulks go with you to the sheriff. They point out that there are two ways into the complex, one through the alchemist's shop and the other through the cartage company. The sheriff suggests that he enter through the cartage company while you enter through the alchemist's shop.

Nelda Anderberry |

"Agreed. We will meet you in the complex."
Nelda went with the party to just outside the alchemist's shop.
"Are there traps we need to be concerned with, Kymeth and Onamae?"
Diplomacy: 1d20 + 5 ⇒ (14) + 5 = 19
I hope we can really trust them, but I know Roger has our backs.

Roger Da Shiney |

"What you expect traps, as well as locks...oh how interesting, always good to keep me on my toes. Don't you worry a thing Nelda I'll have a good look round, before we try anything.... well just stay back a bit and I'll give it a go." Roger joins the others as they are part of the sheriff's plan.
Depending upon what part of the day it is, Roger either expects to enter the shop as a shopper, or stealth up and check the doors etc.
at night.

GM Redelia |

The skulks warn you that right in front of the door there is a trap door.
You walk into the shop and see the alchemist, Robella, tending her shop. She turns to you, expectantly.
The blue squares are the skulks, the red square is Robella. The skulks have made it clear she is one of the 'bosses' and is the one who makes the shiver. She is working hard to make a more addictive shiver.

Nelda Anderberry |

Nelda glanced around the room quickly before speaking.
Perception: 1d20 + 5 ⇒ (13) + 5 = 18
"Hello. We need to speak to you about the events that unfolded last night. We have reason to believe you are connected to the murder of Mr Walder."

GM Redelia |

Just to keep everything moving, I have assumed that you all heeded the skulks' warnings and moved away from the entrance right away.
The alchemist snarls at Nelda, clearly hostile.
Nelda: 1d20 + 4 ⇒ (5) + 4 = 9
Geoff: 1d20 + 3 ⇒ (7) + 3 = 10
Roger: 1d20 + 5 ⇒ (11) + 5 = 16
Viniana: 1d20 + 2 ⇒ (2) + 2 = 4
Kymeth: 1d20 + 6 ⇒ (13) + 6 = 19
Onamae: 1d20 + 6 ⇒ (3) + 6 = 9
Robella: 1d20 + 4 ⇒ (9) + 4 = 13
Kymeth (one of the skulks) walks over to Robella and stabs at her.
attack: 1d20 + 2 ⇒ (11) + 2 = 13
damage: 2d6 ⇒ (2, 4) = 6
She shrieks in anger at the betrayal.
Roger, you may post your action. In 24 hours, I will bot you to keep things moving.
Kymeth
Roger
Robella -6hp
Geoff
Nelda
Onomae
Viniana

GM Redelia |

Roger steps forward and swipes at Robella with two daggers.
attk 1: 1d20 + 5 ⇒ (4) + 5 = 9
attk 2: 1d20 + 3 ⇒ (13) + 3 = 16
damage, sneak attack: 1d3 - 1 + 1d6 ⇒ (3) - 1 + (2) = 4
Robella steps back and drinks something. Claws grow from her hands.
Onomae moves forward and swipes at Robella.
attack: 1d20 + 2 ⇒ (20) + 2 = 22
confirm: 1d20 + 2 ⇒ (14) + 2 = 16
damage: 2d6 ⇒ (2, 3) = 5
Kymeth moves forward and strikes again.
attack: 1d20 + 2 + 2 ⇒ (7) + 2 + 2 = 11
The entire party is up.
Kymeth
Roger
Robella -15 hp
Geoff
Nelda
Onomae
Viniana

Nelda Anderberry |

Nelda straightened herself and began humming in a low tone. She gradually increased her volume and began singing a local folk song about a courageous ranger who had protected the town long ago.
Inspire Courage: +1 to saving throws, +1 to attack and damage rolls
While continuing to sing, she shrugged off her crossbow and grabbed a bolt.

Viniana Alteresa |

Viniana was rather disappointed at the need for hostilities but she knew that sometimes it was necessary. She said a few words and felt the favor of Shelyn flow into her. With her preparations complete Viniana readied herself for battle with her glaive at the ready.
AoO w/ IC, df: 1d20 + 3 + 1 + 1 ⇒ (16) + 3 + 1 + 1 = 211d10 + 1 + 1 ⇒ (5) + 1 + 1 = 7

GM Redelia |

Roger throws two daggers at Robella.
attk: 1d20 + 3 + 1 ⇒ (4) + 3 + 1 = 8
attk: 1d20 + 3 + 1 ⇒ (19) + 3 + 1 = 23
confirm: 1d20 + 3 + 1 ⇒ (11) + 3 + 1 = 15
damage: 1d3 - 1 ⇒ (1) - 1 = 0
due to house rule that hits that hit are always at least 1 damage unless DR is involved, this does 1 damage.
Robella throws a bomb at Roger.
attk: 1d20 + 7 ⇒ (18) + 7 = 25
damage: 2d6 + 2 ⇒ (2, 6) + 2 = 10
Roger takes 10 damage and is disabled.
Nelda takes 3 splash damage.
Onomae growls and swipes at Robella again.
attack: 1d20 + 2 + 2 + 1 ⇒ (3) + 2 + 2 + 1 = 8
Kymeth does the same.
attack: 1d20 + 2 + 2 + 1 ⇒ (15) + 2 + 2 + 1 = 20
damage: 2d6 ⇒ (6, 4) = 10
The entire party is up.
Kymeth
Roger 0 hp
Robella -26 hp
Geoff
Nelda 7 hp
Onomae
Viniana

Geoff Sargheny |

Geoff will strike with his greatsword again, with controlled fury behind the swing at seeing Roger and Nelda injured.
Great Sword w/ Power Attack: 1d20 + 4 ⇒ (14) + 4 = 18
Damage: 2d6 + 6 + 3 ⇒ (6, 3) + 6 + 3 = 18

GM Redelia |

Geoff's sword swing cuts down Robella. dead, not just unconscious.
You explore the back room and find many items stored, some having merchants' owner marks on them. They are probably stolen. YOu also find Robella's notes for making an especially addictive (and dangerous) shiver. As soon as Robella goes down, the skulks flee back to their tribe. You move down to the basement, where you meet the sheriff. You find records of wrongdoing, prisoners, and stolen goods. The sheriff meets you there, and is shocked by what she finds out. It is clear that the skulks were not exagerating when they claimed that Borvius and Robella were behind almost all the crime in town. The sheriff gathers all the evidence and stolen property so she can prosecute anyone else involved and return property to its rightful owners. She thanks you profusely for your help.
You return to the circus, where Almara gives you your promised reward. The other members of the circus also load you with objects to represent their thanks. You are their guests of honor at that night's performances, after which the circus leaves town. Ilsurian is, at least temporarily, a much safer place to live, thanks to your quick thinking and heroic actions.