Lunar Sloth's Murder's Mark of Crows: Bloodrager Babysitter (Inactive)

Game Master Slothsy

Murder's Mark


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Liberty's Edge

Male Tengu HP 8/8 | AC 16 T 13 FF 13 CMD 14 | Ref 3 Fort 2 Will 5 | Cleric of Desna 1 | Init +3 Perc +6 | Channel 1/3

Takashi hesitantly looks around the office to the northeast, looking around for anything out-of-place.

Perception: 1d20 + 6 ⇒ (3) + 6 = 9

It didn't look like the kind of place thieves would steal from, so he doubted he'd see anything.

He nodded slightly at Agnes. "Like my father..." he murmurs.


Murder's Mark

Takashi and the Office

Takashi doesn't notice anything particularly out of place. The mementos in the case are immaculately clean, clearly dusted frequently and well-taken care of. Archivin's personality also shines through these; there's a clear love of owlbears, including several hand-drawn cards from his children featuring them.

Chack and the Vault

When Chack asks about the vault, Agnes starts a little and says, "Yes, yes, I have a spare key and can let you in. We haven't been able to find poor Archie's master key yet, but I can unlock it for you. Do you want to wait for the rest of your family so they can see what's in it too?"

Silver Crusade

Male LG Tengu Paladin(Shining Knight) of Shizuru 6 | HP 46/46| AC 20; T 12; FF 18; CMD 22(24 if wielding Katana) | Fort +8; Ref +6; Will +7 | Init: +2 | Perc: +1, SM: +6 | Speed 20ft | Smite Evil 2/2; Lay on Hands 5/5; Razor Sharp 9/9; Aura: Courage 10ft | Spells: See Character Sheet | Active conditions:

"Yes, please escort us to the vault"

Liberty's Edge

Male Tengu HP 8/8 | AC 16 T 13 FF 13 CMD 14 | Ref 3 Fort 2 Will 5 | Cleric of Desna 1 | Init +3 Perc +6 | Channel 1/3

Takashi glanced over at the other room, that he had not yet been in, but decided that they could go there later. "I'm ready to go look at the vault," he stated.


Murder's Mark

"Of course, of course."

Agnes draws the key from her pocket and unlocks the vault. They swing open slowly and with a low grind - the doors are obviously thick and heavy.

Beyond the heavy steel door, the darkened chamber is lined with shelves, including freestanding shelving in the center. There is ample room in the vault, but labeled boxes, bags, weapons and armors are spread throughout.

Perception Rolls for the Party:
Check 1

perception, Pazacku: 1d20 + 0 ⇒ (5) + 0 = 5
perception, Tchucko: 1d20 + 7 ⇒ (18) + 7 = 25
perception, Chack-Qetchack: 1d20 + 8 ⇒ (4) + 8 = 12
perception, Takashi: 1d20 + 6 ⇒ (5) + 6 = 11
perception, Andoliesa: 1d20 + 7 ⇒ (6) + 7 = 13
perception, Dekarin: 1d20 + 4 ⇒ (13) + 4 = 17

Check 2

perception, Pazacku: 1d20 + 0 ⇒ (14) + 0 = 14
perception, Tchucko: 1d20 + 7 ⇒ (17) + 7 = 24
perception, Chack-Qetchack: 1d20 + 8 ⇒ (6) + 8 = 14
perception, Takashi: 1d20 + 6 ⇒ (18) + 6 = 24
perception, Andoliesa: 1d20 + 7 ⇒ (19) + 7 = 26
perception, Dekarin: 1d20 + 4 ⇒ (4) + 4 = 8

Check 3

perception, Pazacku: 1d20 + 0 ⇒ (17) + 0 = 17
perception, Tchucko: 1d20 + 7 ⇒ (9) + 7 = 16
perception, Chack-Qetchack: 1d20 + 8 ⇒ (12) + 8 = 20
perception, Takashi: 1d20 + 6 ⇒ (8) + 6 = 14
perception, Andoliesa: 1d20 + 7 ⇒ (11) + 7 = 18
perception, Dekarin: 1d20 + 4 ⇒ (5) + 4 = 9

Tchucko:
Moving through the room, rapidly approaching the party, is a strange creature whose skin has changed to look like interior of the vault itself.

Takashi, Andoliesa:
You hear an audible click in the chamber.

Chack-Qetchack:
There is panel on the side of the room that appears to be a switch of some kind.

You are not in initative - yet. You have about one round worth of actions before something happens.

Liberty's Edge

Male Tengu HP 8/8 | AC 16 T 13 FF 13 CMD 14 | Ref 3 Fort 2 Will 5 | Cleric of Desna 1 | Init +3 Perc +6 | Channel 1/3

Takashi suddenly stops, his head quickly whipping back and forth. "Umm... what clicked? There's not... a trap on the vault, is there?"


Murder's Mark

Agnes lets out a long, "Oooh, I totally forget, what with poor Archie and all. If you leave the vault without pulling the switch by the door, a trap door opens right under, well, right under our feet. There's a pressure plate right inside the door."

She gives a tentative smile and backs down the corridor slowly.

Liberty's Edge

Male Tengu HP 8/8 | AC 16 T 13 FF 13 CMD 14 | Ref 3 Fort 2 Will 5 | Cleric of Desna 1 | Init +3 Perc +6 | Channel 1/3

Sense motive--does Takashi feel like Agnes is forgetful or malicious? Not sure if you want me to roll or if you want to roll in secret for this.

Sense Motive: 1d2 + 7 ⇒ (2) + 7 = 9


Murder's Mark

Unfortunately, you cannot figure out why she forgot to mention this detail.

The Exchange

Male Tengu Mesmerist 1 | hp 9/9 | AC 16 | CMD 13 | Fort + 0 | Ref +5 | Will +3 | Init +3 | Perception +7

Tchucko calls out to his allies: "There's something in here, coming at us! It's camouflaged but I can just see it!"

He doesn't have enough time to draw his crossbow, but luckily he keeps a sword inside of his walking stick. He draws the sword cane and lunges at the approaching creature!

Sword Cane: 1d20 ⇒ 1
Damage: 1d6 ⇒ 5

Unfortunately his aim is off and he stumbles and completely misses his target.

Silver Crusade

Male LG Tengu Paladin(Shining Knight) of Shizuru 6 | HP 46/46| AC 20; T 12; FF 18; CMD 22(24 if wielding Katana) | Fort +8; Ref +6; Will +7 | Init: +2 | Perc: +1, SM: +6 | Speed 20ft | Smite Evil 2/2; Lay on Hands 5/5; Razor Sharp 9/9; Aura: Courage 10ft | Spells: See Character Sheet | Active conditions:

At Tchucko words, Pazacku reacts and draws his Katana and start to look for sources of Evil.

Move action draw katana, standard to start detecting evil in the direction of Tchucko sight.

Liberty's Edge

Male Tengu HP 8/8 | AC 16 T 13 FF 13 CMD 14 | Ref 3 Fort 2 Will 5 | Cleric of Desna 1 | Init +3 Perc +6 | Channel 1/3

Takashi squawks at the two pieces of news, one taloned hand shakily groping for his starknife while the other clutches his holy symbol.

"The switch! Where's the switch! Quick press the switch!" he shrieks as he manages to ready his starknife for battle, desperately looking where Tchucko is stabbing to try to find the creature.

Silver Crusade

Male Tengu Rage 1/9 | HP 17/19 (/23 rage) | AC 20 T 11 FF 19 CMD 15 | Fort +6 Ref +1 Will +5 | Init +6 | Perc +4 |

"Perhaps that would have been something you should have told us beforehand, friend?" Delarin says bluntly, stopping when he hears the click of the trap.

"Falling isn't exactly my strong point, but I can hold the pressure plate down so the rest of you can find it. Quickly, now, friends."

Silver Crusade

Female NG Tengu Warpriest/2 - HP 15/15 AC 18/T:14/FF:14 - Perception: +7, Low-Light Vision - Fort: +3, Ref: +4, Will: +6 - CMB: +1, CMD 15 - Speed 30 ft. - Init. +4

rewinding

Andoliesa has a look in the northeast room. "What a collection of mementos! What do they all mean?"

At the mention of the kids, Andoliesa turns to look at Agnes. "Kids? I didn't know you had children."

---
Meanwhile, back in present time
---

Andoliesa mutters a prayer and gives Agnes an appraising look. sense motive: 1d20 + 9 ⇒ (9) + 9 = 18

protection blessing on herself for +1AC and saves for the next minute

-Posted with Wayfinder


Murder's Mark

She hiccups and says, "I'm sorry, I just - I forgot. I never go in the vault." She begins to cry again.

Let's go into initiative, since there are attacks happening. Only Tchucko sees the monster at this point, fyi. I have placed your token on the map in the slide show.

Round 1: The Vault
Dekarin - You're up
Enemy
Pazacku, Tchucko, Check-Qetchak, Takashi, Andoliesa

init, Pazacku: 1d20 + 2 ⇒ (12) + 2 = 14
init, Tchucko: 1d20 + 3 ⇒ (2) + 3 = 5
init, Chack-Qetchack: 1d20 + 4 ⇒ (1) + 4 = 5
init, Takashi: 1d20 + 3 ⇒ (12) + 3 = 15
init, Andoliesa: 1d20 + 4 ⇒ (12) + 4 = 16
init, Dekarin: 1d20 + 6 ⇒ (13) + 6 = 19
init, S: 1d20 + 6 ⇒ (10) + 6 = 16

Silver Crusade

Male Tengu Rage 1/9 | HP 17/19 (/23 rage) | AC 20 T 11 FF 19 CMD 15 | Fort +6 Ref +1 Will +5 | Init +6 | Perc +4 |

Dekarin doesn't see anything, correct? But can he hear the monster and what's actually going on?

Also, I realized I didn't prepare Dekarin's Cleric spells, so I won't use any this fight, but I will have them ready after this.

Silver Crusade

Female NG Tengu Warpriest/2 - HP 15/15 AC 18/T:14/FF:14 - Perception: +7, Low-Light Vision - Fort: +3, Ref: +4, Will: +6 - CMB: +1, CMD 15 - Speed 30 ft. - Init. +4

what was the result of Andoliesa's sense motive?

-Posted with Wayfinder


Murder's Mark

Dekarin does not see anything. You do not see or hear anything with the monster, except for Tchucko moving up and attempting to hit something with his sword cane.

Andoliesa seems to think that the woman was mostly forgetful; it does not appear as though she acted with malice.

Silver Crusade

Male Tengu Rage 1/9 | HP 17/19 (/23 rage) | AC 20 T 11 FF 19 CMD 15 | Fort +6 Ref +1 Will +5 | Init +6 | Perc +4 |

In which case I'll delay until something does happen.


Murder's Mark

Alrighty!

Round 1/2: The Vault

Enemy
Pazacku, Tchucko, Check-Qetchak, Takashi, Andoliesa, Dekarin - You're up

Tchucko sees the grey-skinned creature dart forward. A panel opens outside the vault door, opening a pit twenty feet deep under the feet of those standing in front of the door.

Anyone standing in the marked squares on the map need to make a DC 20 Reflex save or fall in the pit and take 2d6 ⇒ (3, 1) = 4 damage.

At the bottom of the pit is another grey-skinned creature, who immediately begins to try to climb the steep walls.

"No time to chat!" he says in a quick stammer, "that trap door closes in less than twenty seconds. Hold it open while we escape!"

As he's speaking, another of the grey-skinned creatures, a woman who had been slinking back, also falls into the pit.

"Zahkar?" the male creature says. "We've got to get out of here!"

You have 3 rounds until the trap door shuts again, unless one of you intervenes.

1d20 + 7 ⇒ (7) + 7 = 14

Tchucko:
The woman that fell into the pit is the one that you saw and tried to cane earlier.

Knowledge Local DC 11:
This is a skulk, grey-skinned and cowardly humanoids. They prefer to slink in dark corners and tend to live in reclusive packs. They are particularly known for their ability to camouflage their skin to fit into any environment.

Liberty's Edge

Male Tengu HP 8/8 | AC 16 T 13 FF 13 CMD 14 | Ref 3 Fort 2 Will 5 | Cleric of Desna 1 | Init +3 Perc +6 | Channel 1/3

So, wait, are there now two of the grey-skinned creatures in the pit and one in the vault?

Silver Crusade

Male LG Tengu Paladin(Shining Knight) of Shizuru 6 | HP 46/46| AC 20; T 12; FF 18; CMD 22(24 if wielding Katana) | Fort +8; Ref +6; Will +7 | Init: +2 | Perc: +1, SM: +6 | Speed 20ft | Smite Evil 2/2; Lay on Hands 5/5; Razor Sharp 9/9; Aura: Courage 10ft | Spells: See Character Sheet | Active conditions:

Can you elaborate there are two marked boxes on the map


Murder's Mark

The one in the vault (the woman) ran into the hallway and fell in the trap. There was one in the pit already. The box I'm talking about is the one in the hallway.

Liberty's Edge

Male Tengu HP 8/8 | AC 16 T 13 FF 13 CMD 14 | Ref 3 Fort 2 Will 5 | Cleric of Desna 1 | Init +3 Perc +6 | Channel 1/3

Takashi whirled, wondering just how the woman had gotten past them. He hadn't managed to see her until she fell!

"What... who are you? Why are you here?" he squawked in surprise, still trying to process all that had just happened.

The Exchange

Male Tengu Mesmerist 1 | hp 9/9 | AC 16 | CMD 13 | Fort + 0 | Ref +5 | Will +3 | Init +3 | Perception +7

Tchucko looks surprised and gets the impression that the creatures in the vault aren't necessarily trying to kill them after all.

"Sorry for assuming the worst and stabbing at you, um, miss."

The tengu rummages around in his pack for a hammer and a iron piton, and wedges the spike into the open pit in an attempt to keep it open long enough for everyone to climb out.

Silver Crusade

Male LG Tengu Paladin(Shining Knight) of Shizuru 6 | HP 46/46| AC 20; T 12; FF 18; CMD 22(24 if wielding Katana) | Fort +8; Ref +6; Will +7 | Init: +2 | Perc: +1, SM: +6 | Speed 20ft | Smite Evil 2/2; Lay on Hands 5/5; Razor Sharp 9/9; Aura: Courage 10ft | Spells: See Character Sheet | Active conditions:

reflex: 1d20 + 2 ⇒ (2) + 2 = 4

"ouch, that hurt, do one you happen to have a rope to drop down hair so we can get out.

Silver Crusade

M Halfling | Spells: L1 (8/8) L2 (4/4) | AC 16 T 16 FF 12 | HP 26/26 | F +3 R +6 W +3 | Init +8 | Perc -2 | Stealth +10 | CMD 16

Reflex: 1d20 + 4 ⇒ (3) + 4 = 7

'Oh! It hurts. And who are you? What are you doing here? It's because you we're in this trap?'

Silver Crusade

Female NG Tengu Warpriest/2 - HP 15/15 AC 18/T:14/FF:14 - Perception: +7, Low-Light Vision - Fort: +3, Ref: +4, Will: +6 - CMB: +1, CMD 15 - Speed 30 ft. - Init. +4

reflex, blessing: 1d20 + 4 + 1 ⇒ (10) + 4 + 1 = 15

Andoliesa stands up and pulls out a rope.

"I have a rope here we can toss up to climb out, you know."

-Posted with Wayfinder


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Murder's Mark

"Roji, uh, I'm Roji. I fell into a bit of bad luck here, but yes, keep the door open and we'll climb out! Climb, yes!" The man who had been trapped in the pit talks quickly, as though he's trying to keep things moving at any cost. "Yes, let us climb out, yes."

The woman who had been trapped in the vault gives a long glare at the man. "We do not talk to outsiders. They tend to stab first and ask questions later."

Go ahead and make climb checks - it's DC 20 to climb out (though the ropes will bring it down to DC 10. Tchucko thinks he's got the door wedged open enough.

Liberty's Edge

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Male Tengu HP 8/8 | AC 16 T 13 FF 13 CMD 14 | Ref 3 Fort 2 Will 5 | Cleric of Desna 1 | Init +3 Perc +6 | Channel 1/3

In Tengu, Takashi says, "Umm... should we really just be letting out people who were in the vault and the trap in front of the vault? Shouldn't we... um... capture them?"

Silver Crusade

1 person marked this as a favorite.
M Halfling | Spells: L1 (8/8) L2 (4/4) | AC 16 T 16 FF 12 | HP 26/26 | F +3 R +6 W +3 | Init +8 | Perc -2 | Stealth +10 | CMD 16

Chack-Qetchack answers her in the same language: 'We need. Definitely'.

Climb: 1d20 ⇒ 14 As soon as someone throw a rope.

Silver Crusade

Male LG Tengu Paladin(Shining Knight) of Shizuru 6 | HP 46/46| AC 20; T 12; FF 18; CMD 22(24 if wielding Katana) | Fort +8; Ref +6; Will +7 | Init: +2 | Perc: +1, SM: +6 | Speed 20ft | Smite Evil 2/2; Lay on Hands 5/5; Razor Sharp 9/9; Aura: Courage 10ft | Spells: See Character Sheet | Active conditions:

climb: 1d20 ⇒ 10When a rope comes down

The Exchange

Male Tengu Mesmerist 1 | hp 9/9 | AC 16 | CMD 13 | Fort + 0 | Ref +5 | Will +3 | Init +3 | Perception +7

Tchucko nods at Takashi. In Tengu, he says, "Takashi's right. There is clearly something suspicious going on. I don't think they mean us any harm, but they also shouldn't have been here."

After Chack-Qetchack and Pazacku make their way up the rope, Tchucko moves over to Andoliesa and motions for her to pull the rope out of the reach of the two strangers.

"We'll be happy to help you out... but after you explain what you were doing in this vault. And, sorry about the stabbing bit. You just caught us a bit by surprise."

The Exchange

1 person marked this as a favorite.
Male Tengu Mesmerist 1 | hp 9/9 | AC 16 | CMD 13 | Fort + 0 | Ref +5 | Will +3 | Init +3 | Perception +7

Just for good measure, Tchucko levels his Hypnotic Stare at the woman, but does so without revealing that he is the source of her mental discomfort.

This gives her a -2 on Will saves, and she isn't aware that it is happening.

Silver Crusade

Male Tengu Rage 1/9 | HP 17/19 (/23 rage) | AC 20 T 11 FF 19 CMD 15 | Fort +6 Ref +1 Will +5 | Init +6 | Perc +4 |

Dekarin offers his strength and help to any of his companions who need it, getting them out of the pit.

"Now, why don't we talk about why you were in the vault and trap? Seeing as how the place was robbed, it's awfully suspicious that you were trapped in here."

Silver Crusade

Female NG Tengu Warpriest/2 - HP 15/15 AC 18/T:14/FF:14 - Perception: +7, Low-Light Vision - Fort: +3, Ref: +4, Will: +6 - CMB: +1, CMD 15 - Speed 30 ft. - Init. +4

Andoliesa climbs out as asked. She turns and addresses the creatures "Poor souls, I will couch for your safety in the name of grandmother crow, but we need you to answer some, questions, you know."

-Posted with Wayfinder


Murder's Mark

The creatures look and says, "We can climb out, yes? You let us free, we tell you all we know. Don't turn us into the sheriff; he'll just kill us outright."

Sense Motive DC 10:
The woman is looking on bolting the moment that she has an opportunity.

DC 15 Heal Check or higher:
As you look over them, you notice that they exhibit tell-tale signs of withdrawal from addiction. Their hands are shaking, they are sweating and they just generally seems somewhat furtive.

DC 20 Heal Check or higher:
These creatures are clearly addicted to shiver.

Liberty's Edge

Male Tengu HP 8/8 | AC 16 T 13 FF 13 CMD 14 | Ref 3 Fort 2 Will 5 | Cleric of Desna 1 | Init +3 Perc +6 | Channel 1/3

Sense Motive: 1d20 + 7 ⇒ (18) + 7 = 25
Untrained Heal: 1d20 + 3 ⇒ (9) + 3 = 12

"Ummm... I'm pretty sure they'll just run the moment we let them out..." Takashi says in Tengu to the others. "Um... maybe if we let them up on the vault side of the pit? Then they couldn't get out without jumping all the way over the pit..."

Silver Crusade

Male LG Tengu Paladin(Shining Knight) of Shizuru 6 | HP 46/46| AC 20; T 12; FF 18; CMD 22(24 if wielding Katana) | Fort +8; Ref +6; Will +7 | Init: +2 | Perc: +1, SM: +6 | Speed 20ft | Smite Evil 2/2; Lay on Hands 5/5; Razor Sharp 9/9; Aura: Courage 10ft | Spells: See Character Sheet | Active conditions:

sense motive: 1d20 + 4 ⇒ (6) + 4 = 10
heal: 1d20 ⇒ 8

"I am with Taskashi on this. I say we do not let them out until they tell us everything they know. Especially, why they are in the vault in the first place"

Silver Crusade

Female NG Tengu Warpriest/2 - HP 15/15 AC 18/T:14/FF:14 - Perception: +7, Low-Light Vision - Fort: +3, Ref: +4, Will: +6 - CMB: +1, CMD 15 - Speed 30 ft. - Init. +4

sense motive: 10 + 7 = 17
heal, untrained: 1d20 + 3 ⇒ (9) + 3 = 12

"Really now, poor thing. You are lying to us. Don't you know that lying is not good? When you are a liar, people don't trust you. Here we are willing to help you and you betray our good intentions with deceit!" She shakes her head.

-Posted with Wayfinder

Liberty's Edge

Male Tengu HP 8/8 | AC 16 T 13 FF 13 CMD 14 | Ref 3 Fort 2 Will 5 | Cleric of Desna 1 | Init +3 Perc +6 | Channel 1/3

So which side did we get the rope up on? I'd imagine it was on the vault side, given that all of the people not in the pit who could catch the rope are on that side.

Silver Crusade

M Halfling | Spells: L1 (8/8) L2 (4/4) | AC 16 T 16 FF 12 | HP 26/26 | F +3 R +6 W +3 | Init +8 | Perc -2 | Stealth +10 | CMD 16

I thought the same.

The Exchange

Male Tengu Mesmerist 1 | hp 9/9 | AC 16 | CMD 13 | Fort + 0 | Ref +5 | Will +3 | Init +3 | Perception +7

Sense Motive: 1d20 + 5 ⇒ (4) + 5 = 9
Heal (untrained): 1d20 + 1 ⇒ (1) + 1 = 2

Tchucko lowers himself to the edge of the pit and leans over to give the impression that he is speaking conspiratorially with the two skulks.

"Look, we've all ended up trapped in a pit inside a secure vault in a building that was recently robbed and whose owner was murdered before. It could happen to the best of us. Unfortunately, my companions are a bit more attuned to the straight and narrow than average, and they are probably pretty suspicious about what's going on here."

"Assuming you had nothing to do with the murder of this fine establishment's owner, and you return any objects you accidentally picked up while you were down here, I'll do my best to convince my fellow Tengu to let you go. But you need to cooperate and tell us what you know and why you are here."

Diplomacy: 1d20 + 7 ⇒ (15) + 7 = 22


Murder's Mark

The two skulks look at each other before the man squeaks out, "Rogi will talk. We don't kill, no no. We Nisku do favors. A little here, a little there, find the rich man's purse and the humans give us shiver. Sweet, sweet shiver."

He closes his eyes and smiles blissfully for a second. "But the humans take two of our own, Kymeth and Onamae, from our tribe into theirs. They tell us now what to do and when to do it. They've been asking more of us for less shiver now. Kymeth and Onamea used to be good skulks, good friends, but now they don't speak to us or tell us where we live. They think they're better than us, like humans!"

You have found out all the information that this skulk knows. You can do what you with to them (ie, turn them in to the sheriff, let them go free, whatever).

After the interrogation and dealing with the skulk

The guard downstairs looks up sharply as the party returns.

"You're needed immediately. There's a fight breaking out at the carnival."

As you walk through the town, it's clear that the townsfolk are angry. Several talk among themselves, holding out slit purses. A few grumble about "Those theivin' Varisians!"

At the parade ground, the situation has escalated into a full-blown fight between four Ilsurian men and two of the circus enforcers. The men carry saps and old short swords - clearly family heirlooms - advancing on the grounds.

"Return everything you stole and get out of our town," one of the men, clearly the leader of the gang of Ilsurian townsfolk, yells. "You have no right to corrupt this town with your thieving and loose women!"

One of the circus guards pulls his club, shouting back, "I've heard of your type. Tavain and I are good folk, making our money on the road. Your types need to blame outsiders for their misfortunes. You see us as less than human, when you're the ones who are."

Silver Crusade

Male LG Tengu Paladin(Shining Knight) of Shizuru 6 | HP 46/46| AC 20; T 12; FF 18; CMD 22(24 if wielding Katana) | Fort +8; Ref +6; Will +7 | Init: +2 | Perc: +1, SM: +6 | Speed 20ft | Smite Evil 2/2; Lay on Hands 5/5; Razor Sharp 9/9; Aura: Courage 10ft | Spells: See Character Sheet | Active conditions:

Pazacku approached the center of the gaggle and lets out a shrill squawk to get everyone's attention.

"People calm down at once. We are here investigating what has happened and we are going to need everyone to back down."

Pazacku adjust his armored coat and twist his head from one side to the other.

"We will figure out who or what is the cause of this turmoil. Once we get to the bottom of this, justice will be served and the guilty punished according to the appropriate laws. Then and only then the carnival will leave, and it will be between the two sides if they are welcome back."

He walks to the carnival guards."No one is to leave prematurely and must be able to be summoned immediately if asked for."

Pazacku approaches the city people"You all put your weapons down. Violence is senseless in a place where there are laws. Please, return to your residence and await our calls if we need you. We will make an announcement once we find something."

diplomacy if needed: 1d20 + 8 ⇒ (8) + 8 = 16

He will now step off his soap box


Murder's Mark

The guards are the first to put away their clubs, grumbling slightly about "the Beast-blighted bird saying we can't protect ourselves".

The townies grumble, with the leader looking at Pazacku and saying, "There's been a rash of pickpockets lately. It's been all since the carvinal opened. Just trying to protect our families. But," he grumbles and puts away his sap, "we'll leave. I hope you can fix this." He gives an exaggerated wave of his hand to indicate the entire carnival.

As the townies depart, Tavain, one of the guards, speaks up at Pazacku.

"These townies are all on edge like. They blame us and then take our need to protect ourselves as proof we're to blame."

Silver Crusade

Male LG Tengu Paladin(Shining Knight) of Shizuru 6 | HP 46/46| AC 20; T 12; FF 18; CMD 22(24 if wielding Katana) | Fort +8; Ref +6; Will +7 | Init: +2 | Perc: +1, SM: +6 | Speed 20ft | Smite Evil 2/2; Lay on Hands 5/5; Razor Sharp 9/9; Aura: Courage 10ft | Spells: See Character Sheet | Active conditions:

"I do understand the right to protect one selves. But in these times, the calmer minds will prevail. Any action under this amount of rage is usually not thought out and can have dire consequences. We will find out whats going on and then let the proof show who is to blame."

The Exchange

Male Tengu Mesmerist 1 | hp 9/9 | AC 16 | CMD 13 | Fort + 0 | Ref +5 | Will +3 | Init +3 | Perception +7

When the skulks spill their guts, Tchucko mumbles under his breath. "Harmless junkies..."

He looks around at his companions to see what they want to do, but if no one objects he kicks the rope back down into the pit.

"We're going to be heading out of here. When we do, wait a few moments before you sneak out - the constable is upstairs and probably would have more questions for you if she saw you."

He also hands the skulks a small bag of coins (25 gp worth). "We don't have any shiver, but we do have gold. If you'd rather work for our tribe, we'll do what we can to help you out. If you think of anything more about Nisku, Kymeth or Onamea that you think we would be interested in knowing, look for us at the Two Water's Inn."

Diplomacy: 1d20 + 7 ⇒ (12) + 7 = 19

Tchuko is impressed by Pazacku's speech outside, and pats his companion on his wing after his speech disarms the crowds.

"Well, here's what we know so far, at least as much as I've been able to put together:"

"First, Jerizhana the Gynosphinx is being framed. The tracks found at the murder site were poorly camouflaged. Archivin was murdered by humanoids, who then erased their tracks and attempted to give the impression that the act had been done by the gynosphinx."

"To me, that suggests that a group that's not associated with the circus is behind the murder and theft - I have a hard time imagining a scenario where the circus frames itself."

"Second, whoever robbed the Locked Box is probably the same group that killed Archivin. The two skulks in the vault named Nisku as the person who was giving them orders. They seemed to imply that he was human (though I don't know how well skulks differentiate between half-elves, elves, humans and other similar groups). Nisku is apparently the leader of a group - the skulks called it his tribe - and at least two skulks named Kymeth and Onamea seem to be important members of this group, serving as intermediaries between Nisku's group and the other skulks."

"I have a feeling that skulks are hard to track down, so I think we should focus our attention on Nisku. Let's see if the constable or the sheriff have heard of him. If they have, I think he's our number one suspect for the murder and the robbery."

Liberty's Edge

Male Tengu HP 8/8 | AC 16 T 13 FF 13 CMD 14 | Ref 3 Fort 2 Will 5 | Cleric of Desna 1 | Init +3 Perc +6 | Channel 1/3

Would we be able to find out where they meet with this Nisku or the other skulks? Also, Takashi would advocate turning them over to the sheriff, as he doesn't believe them when they say they'll be killed.

Takashi watches nervously as Pazacku manages to disperse the mob, a sigh of relief whistling through his beak as the situation defuses. He nods in agreement with the other Tengu.

"Yes, yes, we know about people wanting to find blame. Black feathers don't help make friends, my father would say," he agrees. "I just... hope we will find the right people."


Murder's Mark

Back where you're negotiating - you find out the the Nisku is the name of their tribe. They live in a small clutch outside of town. The meetings with the two skulk that now live the humans are at the Nisku's living areas - a strictly "we'll contact you" sort of situation. They don't know how to find them in town. Skulks in general are very cowardly creatures, so it'll take quite a bit of negotiation to get them to agree to let you into their camps.

The two skulks eye the money eagerly and immediately begin holding a hushed argument. "No, I get the bigger share. I got stuck in the pit. No, we should buy from John Peters, you know, the farmer? His is the best..."

Back at the fairgrounds...

The two guards look at each other nervously as Takashi talks about black feathers. As one of them looks around for, well, anything to discuss other than the murder and the present circumstances, he spots the panotti flying toward the group on its ears.

"Oh dear, oh dear" Phardaen says as he lands and begins to wring his ears in his hands. "There's been another murder. You need to come to the midway immediately."

He leads the flock to a large tent on the midway - the Lair of the Sphinx itself. Outside of the cage, but close enough to its edge to be reached from the inside, is the body of a woman dressed in robes. It is Sister Esrelda Woodmere of the church of Erastil. The sphinx is nowhere to be seen.

A crowd of shocked townsfolk cluster outside the tent, asking questions and repeating rumors of all sorts.

Perception DC 20 or Heal DC 15 on the body:
There is a slender rope burn around her neck, similar to that of a garrote.

Survival DC 15 or above in the immediate area:
You see no tracks like that of a large feline.

Survival DC 20 or above in the immediate (same check as above):
There are a set of recent humanoid tracks going north to the back of the tent, where some of the tent stakes have been pulled aside to permit egress. The tracks continue from there. Let me know if you opt to follow those tracks.

Perception DC 15 on the inside of the tent:
There are three small glass vials discarded on the ground.

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