Lunevi Ghivasha
|
Lunevi repeats the spell, once more granting Ella some guidance.
| Grandmaster TOZ |
Attack on Ella: 1d20 + 2 ⇒ (16) + 2 = 18
Damage on Ella: 1d6 ⇒ 5
Ella pokes at the flailing foe, drawing heavy bleeding as her blade withdraws. With almost a contemptuous gasp, the skulk slashes back at her, slicing a painful gash on Ella's arm, before pitching to the ground.
Fate
Ella (Damage: 5)
Urah (Damage: 3)
Skulk (Damage: 17, Unconscious)
Luna
Sorry about that, must have rushed too much yesterday. Fights over!
| Grandmaster TOZ |
Opening the door now that the interruption is dealt with, Urah finds the room beyond is bare except for several tall stacks of crates and boxes. Many of them are labeled to addresses and ports of call other than Ilsurian. A quick search also turns up a chest stamped with the holy symbol of Erastil. Double doors lead further east.
Ella Quickblade
|
Rust my blade! Shouldn't have let my guard down there."
CLW: 1d8 + 1 ⇒ (5) + 1 = 6
"I've a notion this chest doesn't belong to them. Let's see if it's safe."
Perception: 1d20 + 3 ⇒ (18) + 3 = 21
Lunevi Ghivasha
|
Lunevi only shrugs. She's not sure where it came from - perhaps from the victims themselves - but she does agree that it can go to those who were harmed by this mess.
"Let's make a note of it for later," she suggests. "We should make sure we catch the actual culprits before they find out that our friend from the carnival has been found innocent."
Ella Quickblade
|
"No doubt much of this cargo will make earlier crimes apparent as well, but you're correct Lunevi - the crates can wait."
| Grandmaster TOZ |
Testing the steel double doors, the party finds them locked. Moving back to the hallway, the next door reveals a desk sitting to the south of the small room, covered in an alchemical equipment and supplies. A cot with an extra padded mattress rests against the far wall, a small chest at its foot.
Ella Quickblade
|
Perception: 1d20 + 3 ⇒ (17) + 3 = 20
Ella's eyes light up as she sees the tell-tale signs of alchemical fun, and first examines that desk, before turning her attention to the chest.
| Grandmaster TOZ |
Ella recognizes the elements of a fully equipped alchemist's lab spread out on the desk. Among the tools rests an open log, which lists names and specialties of the criminal variety. Like the coat rack, it seems to only list nicknames. The desk holds little else, but when Ella turns to the chest she finds it secured with a lock.
Ella Quickblade
|
Ella quickly sets to work on picking the lock.
Disable Device: 1d20 + 6 ⇒ (10) + 6 = 16 Taking 20 if the first attempt fails since we have no buffs up.
| Grandmaster TOZ |
Ella finds this lock much simpler than the one on the steel doors before. In the chest, a strange metal device rests on a bed of craftsman tools. A round sphere with multiple metal jointed extensions that look like spider legs, it has a lense taking up much of one side, like an eye.
Lunevi Ghivasha
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Lunevi doesn't have much to contribute just yet, but will happily cast guidance whenever she sees an occasion for it.
Ella Quickblade
|
Knowledge (Arcana): 1d20 + 7 + 1d6 ⇒ (2) + 7 + (5) = 14
"It's not a toy; it's a scout, a Clockwork Spy. It's possible I'd be able to fix it up later, maybe even see what it's seen.
"Shall we continue?"
Lunevi Ghivasha
|
"It's not presently active, is it?" Lunevi asks nervously, eyeing the item in question.
Ella Quickblade
|
It looks like there's probably a room on the other side of the double doors that hasn't been revealed - is that where the chest is? If not let's go there, if so, let's go to the Red Arrow spot on the map.
| Grandmaster TOZ |
Ella doubles back to check the vault door again. The two steel doors are secured with a strong lock. Even after minutes of patient work, Ella finds it beyond her abilities to break into.
Opening the next door reveals a heavy metal chair with straps mounted on high, flat armrests against the center of the north wall. To one side is an unlit brazier, and to the other is a small table covered with metal instruments. Two more comfortable-looking chairs sit directly across from it.
Ella Quickblade
|
"Well. That's horrible."
Ella is far from excited to search this room, but anything that will help make sure these miscreants' deeds will be stopped is worth finding.
Perception: 1d20 + 3 ⇒ (14) + 3 = 17
Lunevi Ghivasha
|
Her lips thin as Lunevi nods, very much unhappy with this new discovery. She, too, looks around, repeating her casts of guidance.
Perception: 1d20 + 1 + 1 ⇒ (19) + 1 + 1 = 21
| Grandmaster TOZ |
Little else is turned up in the bleak chamber, leading the party to exit and open the door across the hall. A long wooden table sits in the center of the room, surrounded by chairs. Covering the surface are several maps and diagrams. A hand-drawn, poster-sized map of Ilsurian is nailed to the north wall.
Examining the poster of the town shows that many of the most prominent homes and businesses are noted on it. The sheets across the table are even more sinister, sketching out a route from the circus to a home labeled 'Walders', assigning a list of agents for pickpocketing in the carnival grounds, as well as locations for hanging a body. The last and most personal item is a list describing yourselves in brief statements, with Fate's entry circled prominently.
Further searching of the room turns up nothing else, leaving only the outside hallway left. At the end, it opens to a room with three cells lining the far wall, straw pallets and buckets in each. Inside two of the cells, haggard forms struggle to rise, staring hard at the party. "So, what's to be our fate? Did ye negotiate a ransom or are we to be fed to the fishes after all?" one growls, pressing against the bars as you recognize the short stature of both men to be that of dwarves.
Moving us along a bit since there is nothing else to be found here.
| Grandmaster TOZ |
The two speak to each other in what you assume is Dwarven, regarding you warily. "I am Barengar Gearwright." the second one speaks up as the first falls silent. "My brother Pietros and I were captured by pirates and brought here until a ransom could be wrung out of Janderhoff. If this is no trick, then we'd be glad to testify to the law. You should beware, there's a creature down here that blends right into the wall. Could be in the room now and you'd never know it!"
Lunevi Ghivasha
|
Appalled by this new discovery, Lunevi scowls before muttering darkly to herself in Aquan. Lunevi steps closer to the bars to offer water to the dwarves, holding out a waterskin for them to drink from if they so choose. "I'm sorry I haven't any food to offer, but there's plenty of water at least."
Lunevi examines the two visually as best as she can through the bars.
Heal: 1d20 + 5 ⇒ (16) + 5 = 21
"Do you know if there's a key here?"
Ella Quickblade
|
"Well, keys or not, you're getting out of here." Ella turns to her companions, "Don't let anything stab me while I'm working on this."
Disable Device: 1d20 + 6 ⇒ (19) + 6 = 25 Then take 20 if that fails
| Grandmaster TOZ |
Ella finds the lock to be of very good make, but manages to find the right angles first try in a fortuitous moment. The second cell takes only a bit longer. "Well then, thank you for the rescue. Do you know where they kept our tools? We've a bit of clockwork damaged by the attack on our ship, but they never found the hidden compartment to it. Be glad to spare you the items to help deal with the cretins."
The Gearwright brothers show you a secret compartment on the clockwork spy, gifting you a traveler's any-tool as well as scrolls of locate object and cure serious wounds.
Lunevi Ghivasha
|
"I agree," Lunevi nods. "And you are very welcome. Would you like some more water?" She checks to see how much of the water they've drunk and carefully casts create water to pour in more of the fresh, drinkable liquid.
"If you'd like to take your chances, we can point you the way we came, but you're also welcome to come with us, though I warn you there may be a fight or two."
| Grandmaster TOZ |
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After further deliberation with the dwarven brothers, the party decides to backtrack out of the guild hideout with the incriminating evidence and bring it to the sheriff. Picking up the still unconscious body of Madam Monchello on the way, no further guild members acost them, although odd looks follow as the townsfolk see the procession.
Sheriff Feldane is relieved to see you whole and healthy, even more so when you lay out the evidence and turn over Robella for trial rather than burial. "That clears the air right up, thank you kindly. Time to replace my current suspect with the true culprit." Mistress Delisen thanks you all profusely before composing herself to a more professional demeanor, agreeing with the sheriff to remain in your care until the rest of the Monchello's holdings can be secured with the help of the constabulary.
Descending on the warehouse in force, the few remaining members of the gang are rounded up and a thorough inventory of the ill gotten gains is taken. While most of the stolen goods are returned to the citizens robbed, the magical armaments carried by the thieves, lacking a clear owner, are turned over to the Pathfinders as reward for services rendered to the town.
With the Umbral Carnival exonerated, the crowds return to sell out the remaining performances. The community finds common ground as victims of murderous predation, Varisian and Chelaxians alike bonding to honor those lost. Word is spread of the need for guardians to ward the Braeton heirs as well as a new caretaker of the Erastil shrine. The Gearwright brothers promise to reach out to the Pathfinder Society for security arrangements on their many engineering contracts around Varisia. They also promise to help fix the clockwork spy as thanks if the materials can be procured. Mistress Delisen also offers a standing invitation at the carnival in any capacity for each of you should you wish to travel with them. Wherever your Pathfinding takes you, you have a place in Varisia now.
Thank you all for your patience!
Chronicles. I can update these with names and day jobs as you like. Let me know if anything needs adjustment.
Ella Quickblade
|
I'll use my Day Job to take-10 on reinforcing some political connections for the Court, so no edits needed here. Thanks so much for running!
Ella Quickblade
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Ha! I didn't even check. Very glad that long-ago Ella rolled better than a 10 or I'd feel shady.
Ella Quickblade
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I thought it was here, but on closer inspection that was our Day Jobs for the Consortium Compact - doesn't look we rolled for Murder's Mark.