GM Sior
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"We do favours for a group of humans in exchange for the shiv. They gave us the key last night and told us to ransack the place and that there'd be no guards. Again they put us here to die! We were lucky to survive against the guard! We weren't told to get anything specific, just trash the place. We don't want to, but what choice do we have?"
Zinkyudo
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"Okay, you guys are in a lot of trouble, but we might be able to help you out if you give us some information, " offers Zinkyudo. "Tell me everything about this 'group of humans' you do work for. Who are they, why do they want you to do these things, where can we find them?"
GM Sior
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"I don't know! They always talk to others! I just get my instruction third hand!"
GM Sior
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"Kymeth and Onamae. They were the ones recruited to work with the humans."
Zinkyudo
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"And who are they, and where can we find them? Remember, a man is dead, and you were involved, so any help you can give us will work in your favor with the sheriff."
Teric Cain
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"You said you were told to ransack the place, but there were items stolen as well as the guard killed. Did you take those things? And who else was with you?"
GM Sior
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"They're part of our tribe. Or were, before they joined the humans. I didn't take nothin'! But there were 4 of us. Maybe the others took things. There was Zahkar, Punainen, and Silli." Sure enough, on the rags he's wearing, there's nowhere for him to be hiding anything.
GM Sior
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"I don't know! They're never around any more. The tribe is just outside of town."
-Posted with Wayfinder
Teric Cain
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"You will need to come with us to speak to the sheriff. You can tell her your story. Perhaps we can make an arrangement for you, but you will need to answer to her. Kymeth and Onamae may face further punishment if we can find them."
GM Sior
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"If you can get us out from under those filthy humans' thumb... erm, no offense... then I'll do what I can."
Zinkyudo
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Zinkyudo says, "Okay, let's get you out of here, and go talk to the sheriff. We'll bring your knocked-out friend too. Torg, you mind carrying him?"
I assume the pit closes and we can use the switch to lock it again, so we can all exit? Then we take the skulks to the sheriff.
As they're heading up the stairs, Zinkyudo asks the skulk, "You know anything about a murder, aside from the guard that was killed here? The same night you came to rob the vault?"
GM Sior
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As you head out, the skulk replies, "No, we don't hear much of what happens in town."
Taking them to the sheriff, she is surprised by your delivery. "What have we here?"
Torg Ice-Breaker
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"Criminal masterminds, no doubt. We found them in the Locked Box' vault. They were hired by some humans to steal something. Know any groups of humans that deal in shiv?"
GM Sior
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The sheriff is not convinced. "Masterminds who work for whoever has their substance of abuse? I'm sorry, but I don't see how this helps anything. There are plenty of those who have access to that foul drug, who's to say that the circus did not merely hire them to throw us off their trail?"
Teric Cain
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"And why leave them in the vault? Why not just rob the store and depart, leaving us without any clues? If the circus did this, they are doing a horrible job of covering their tracks."
"Either way, Sheriff, the best lead we have are these skulks. Whoever really hired them is ultimately behind the robbery and likely behind the death of the moneylender. Perhaps we can follow these leads so your men do not have to waste their time. I do suggest we lock up the skulks for their part in this and allow us to question the other skulk when he wakes up."
GM Sior
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Teric, Diplomacy check to convince the Sheriff, please.
Going back to Torg's questioning, "Shiver is a common blight on the streets. It would take some time to document the major dealers which we know about."
Borax Bulan
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"Anyone could have hired the skulks, but it would appear that a go-between was used. Skulks, by nature, would not travel with a circus. If we find that go-between, we are one step closer to unraveling this puzzle."
Diplomacy Aid Another: 1d20 + 9 ⇒ (20) + 9 = 29
Castiel Graveclaw
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Castiel listens to his companions and agrees with their reasoning.
sorry I didnt have a lot of imput lately. Seems everyone else made the points I would have made :)
-Posted with Wayfinder
GM Sior
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The Sheriff's mind continues to work, piecing together the information. "So the skulks may be being used as a device to frame them. What of the original murder, then? Hmmm, this will take some further investigation. I'll compile a list of the known shiver dealers in town and get back to... what's that? What's going on?"
She strides past you and goes to the door of her office. A large commotion has happened in town and it seems there is a mass exodus of the civilians in a certain direction. Naturally, that direction is towards the circus.
Stopping a young passerby, the sheriff asks, "What's going on here?! A mob?!"
"Not yet, but close! You know Sister Woodmere? The inquisitor? She's gone off to investigate the murder and talk to the sphinx. Seems when some people followed here, there was an altercation with the circus folk! Who knows what's gonna happen out there!" With that, the boy hurries off to follow the crowd.
"Gods' balls... All of my deputies are out on patrol right now and I need to stay here. You all go to the circus grounds and see what's happening. Don't let anything get out of hand. I'm sure you can handle a situation like this, being Pathfinders and all. I'll have your list when you return."
Borax Bulan
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Hoping to take advantage of the belabored sheriff,
"We Pathfinders have no authority to settle disputes among citizens. However, if you are willing to deputize us here and now, then we can certainly try and keep the peace."
Diplomacy (t10) = 19. I'm hoping that since the Sheriff's attitude was turned to friendly, if not helpful, the Diplo roll may not even be needed.
Teric Cain
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Teric nods. "We should go assist the circus. Otherwise these foolish townspeople may do something they will regret."
GM Sior
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The sheriff shakes her head. "Deputize you? I thought I already... Here." She takes a small parchment from her desk, scrawls on it, and tosses it to you. "There. All official and all."
Castiel Graveclaw
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"King and sheriff. Whats next? Mayor? Captain of the army?" Castiel says with a toothy grin.
-Posted with Wayfinder
Teric Cain
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"Excellent." Teric smiles as the sheriff signs the paper. He nods at Borax. "Well, let's go see what trouble Sister Woodmere is causing."
GM Sior
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Heading with the crowd to the circus, you hear much talk of the Sister getting the truth of the matter and that, as one in her position, she can see through falsehoods with ease.
When you approach the grounds, a different commotion is waiting for you. Cries ring from the crowd, "My purse string's been cut! I been robbed!" "The thievin' Varisians are trying to bleed the town dry!"
The crowd swiftly starts to turn to a mob!
You push your way to the front and see that there are two of the circus' larger members, obviously guards, trying to keep the rabblerousers in their place. They make no signs of hostility.
Opposite them are 4 men of questionable sobriety. They hurl insults at the guards and are trying to incite the mob into doing something drastic. With or without the people, you realize that things will escalate to violence if someone does not intervene.
Borax Bulan
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Borax had particular talent to using words to win the day, whispering to Teric,
"Let's try good deputy first. If that doesn't work, you can always threaten them with jail time."
Invoking his wayfinder, turning to the drunken mob, showing the deputizing document,
"Good citizens, please calm yourselves. The sheriff has sent us down here to deal with any trouble that these circus folks may, or may not, be causing. Please keep your arms and pitchforks to yourselves and let us handle this without bloodshed."
Diplomacy G10 = 30 + Inspiration use: 1d6 ⇒ 2
GM Sior
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As the current surroundings are loud, rambunctious, and not overly pleasant, I'll call for a roll on that as opposed to taking 10 or 20. I forget I have to specify these things with this group. ;-)
GM Sior
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The groups of villagers sputter at the interruption, but seem to calm down a touch. "We don't want no trouble with the Sheriff, but we got a right to not get stoled from in our own town!"
After a few more complaints, the townfolk decide it ain't worth it and grumblingly go back to their business. Likely buying a new coin purse.
The guards thank you for your timely intervention and inquire as to your purpose. Hearing you are here for Sister Woodmere, they lead you to where she is questioning the sphinx. However, they are as surprised as you (possibly more-so) to see what they find upon opening the tent flap...
Sister Woodmere lies dead in a pool of her own blood, her ornate robes shredded in a similar manner to that of Archivan Walder's. What's more, the cage door is unlocked and slightly ajar.
It seems you have stumbled upon another crime scene which you may investigate however you desire.
Castiel Graveclaw
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"Ah that's a pitty. What was in the cage? Anyway you two boys wait outside. We need to know whoever entered this tent this morning. Can anyone figure out at what time she died? It could give us a window to work from. Me an Betsy will try and find the ones who did it."
Castiel looks around for any clues and any tracks he can find while they are still fresh. He directs his companion to start sniffing up the scents.
perception: 1d20 + 8 ⇒ (15) + 8 = 23
survival: 1d20 + 10 ⇒ (17) + 10 = 27
perception+scent Betsy: 1d20 + 13 ⇒ (8) + 13 = 21
Xan-Tei Shun
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Xan-Tei enters the area and his look turns sad immediately. He begins to search the area for any clue that may lead him to discovering the events that lead up to this scene.
Perception: 1d20 + 8 ⇒ (17) + 8 = 25
Teric Cain
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"What the devil...?" Teric looks around for any signs of someone else being in the room. "This will not go over well."
He stick his head back out of the tent and yells for one of the guards. "You, find Almara and bring her here at once! Now!"
He returns and glances at his companions. "Anything of note?" He shakes his head. "Almara wants us to help her, yet she cannot control her own family. We will need to speak to the sphinx at once."
Zinkyudo
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"You said it, Teric," Zinkyudo concurs, "if the townsfolk didn't trust the circus before, there's no way they'll trust 'em now."
He then joins his companions in scanning the scene for any useful clues. In particular, he studies the body for similar claw and bite marks to those he found before or any other indicator of how Sister Woodmere died, and assists Castiel in his search for tracks.
Heal: 1d20 + 4 ⇒ (19) + 4 = 23
Survival, Aid Castiel: 1d20 + 4 ⇒ (9) + 4 = 13
GM Sior
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Castiel looks at the cage before realizing that this is where he met the sphinx. It looks so different now that it's empty.
Looking about, you notice a thin rope burn around the Sister's throat, indicative of a garrote or similar weapon.
Looking around the body, Castiel and Zinkyudo find many tracks on this well-trodden ground, but none which would match a large felinoid such as the sphinx. They are all humanoid. However, one set stands out as the most recent. They head north to the back of the tent where some stakes have been removed, allowing someone egress from the tent.
A thorough search of the interior of the tent reveal three empty glass vials. There is not enough to identify the former contents via tasting it, but one who is knowledgable by the ways of magic can guess at their properties (Spellcraft).
Assuming you will want to follow the trail out the back of the tent:
The tracks pass a small pile of tear-away clown costumes which keeps Betsy busy for a time. When she finally gets back on the trail, she circles a few of the tents several times. She seems to have gotten lost in the path crossing over itself around the various tents, wagons, and under the guise of the other foot traffic.
Borax Bulan
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Borax tries to identify the potions.
Craft Alchemy G10 = 23
If spellcraft is needed, G10 = 21 + Free Inspiration: 1d6 ⇒ 3
Castiel Graveclaw
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"Well we have the scent, but lost it in the crowd. It will help us should we encounter the person again. Any sign of tampering with the lock of the cage? I doubt the Sphinx did the killing since the sister was killed with a garrote. It seems as someone is trying to pin it on her. We should try to find her, for her own protection and because she witnessed the murder. Now as noone spotted a halfnaked flying lion, I am assuming she used a disguise."
-Posted with Wayfinder
GM Sior
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The investigator, while unable to pinpoint the exact former contents of the vials, is still very interested to discover that they contained alchemical materials rather than magical liquids. Each did seem to have a different compound contained, however.
At this moment, Almara arrives. Immediately she sends one of the guards to go get the Sheriff. "Though she sent you to investigate the commotion, she should be made privy to this new development quickly, before word gets out."
You may ask questions of her if you wish before the sheriff arrives.
Borax Bulan
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Forgot to check the other two vials with separate spellcraft checks
Vial 2 Spellcraft G10 = 21 + 1d6 ⇒ 3
Vial 3 Spellcraft G10 = 21 + 1d6 ⇒ 4
Torg Ice-Breaker
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"Different cause of death, none of those paw print tracks at the scene. Not the same killer, but could be the same group. Where's our lovely sphinx gotten off to? Kidnapped? And who allowed Woodmere to question the sphinx alone? Conflict of interest aside, Woodmere is not on the case."