
GM_Starson |

Daedin makes some quick rounds of the house. On the first floor, it does not take long to find the servants. The bodies of an elderly servant couple, recently slain, are a shocking contrast to the tidiness of the rest of the manor. The manner in which the bodies have fallen shows the man was killed trying to shield his wife from further violence.
He also finds a large and well-appointed office, with a large desk sitting in the center of the room. The walls are taken up with bookshelves and trophies and curios put on display. The desk has been rifled through and papers are scattered everywhere. One piece of documentation is inside a metal scroll tube with a scrimshaw cap carved with the likeness of a turtleback ferryboat. It contains Arhaneem Braeton’s last will and testament. In the event of Braeton’s death, his business is held in trust by the town council for Braeton’s two children. If there is cause to suggest the business may deteriorate before they come of age, the council has the option of selling the business on their behalf.
Upstairs, the master bedroom is a scene of macabre theatre. The rogues killed Arhaneem Braeton and his wife, Canalee, but then set them in poses. Canalee’s body sits on the floor with her arm and face draped on the bed. Arhaneem reclines in a chair, with his eyes closed as if resting. Rapiers, wet with sticky blood, hang from their limp grasps—as if they had been fighting and finally succumbed to their wounds.
One of the rooms on the second floor is locked. Daedin can hear some choked sniffling inside, likely the children doing their best to stay quiet in fear. They seem to be to terrified to try to escape.

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Daedîn speaks softly through the door. "Kids, we're not going to hurt you. We whipped the bad men that killed your parents..."
He then attempts to unlock the door...
I'll take 10 if I can, if not then:
Disable Device: 1d10 + 12 ⇒ (6) + 12 = 18
Looking at his companions, he says, "Perhaps one of you can talk to the kids and put their fears to rest? I'll go see the Sheriff..."
Daedîn heads to town to get the Sheriff...

GM_Starson |

Daedin easily picks the lock, and though it takes about 10 minutes to come back with the sheriff, who meets him on the road having been summoned by neighbors due to the ruckus. The deputy is familiar with the family, and so the kids run to him when he opens the door. He promises the pathfinders that he'll take care of them, though the kids whimper in terror at Birseko as they're lead away.
You guys kinda circumvented a chunk of this by catching him, well done!
The sheriff stands over the bodies outside and shakes her head.
I know this one. Borvius Monchello. He owns Ilsurian Storage & Hauling as his place of business on the docks.
She looks at the team and sighs.
Your lucky I know you so well at this point that I'm not assuming the worst. But you have nothing to gain by killing the family. Borvius did. Braeton was his biggest competition. And with the running them of "Pinning it on other people" following through here... yeah, it makes a disgusting kind of sense.
She looks at the dead men and nods.
Those are all his dock workers to, I recognize them. This was clearly a conspiracy. Which, brings me to the point.
She turns to them, hard eyed.
I SHOULD arrest the men who killed a well known member of the community and several of his workers, and who are suspected of killing the Braetons. Especially since the testimony of the children will put you as the killers.
She turns around and looks at the bodies.
To bad you where all gone before I got here huh? And my men are all very busy putting out fires and quelling riots. I don't have time to look for you until at least tomorrow. Just to bad. And if a few of my men patrol near the Ilsurian Storage & Hauling just so happened to be listening for trouble, and if proof was uncovered there they would just happen to be there to collect it that proves Monchello was behind all of this... well, I would have no reason to look for you to arrest you tomorrow morning would I?

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Daedîn grins at the Sheriff and nods. "Aye, we'll head there directly...if we get there quickly, the rest of 'em may not be aware of what happened here...
"Did Borvius have a partner in his business?"
Once he gets an answwer, the sniper will head to the Ilsurian Storage and Hauling...
Knowledge (Local): 1d20 + 4 ⇒ (14) + 4 = 18 (to find directions to that place of business)

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Volara is glad that her mutagen has worn off before the sheriff starts to not-too-subtly suggest what the group should do next, otherwise her mutagen addled mind may not have took the hint.
"That sounds like an accurate assessment, Sheriff. We'll get out of here straight away."

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While waiting for the sheriff to arrive, Birseko examines the papers in the office, comparing them with the copy of the will, trying to determine whether or not the will is authentic.
linguistics: 1d20 + 9 ⇒ (11) + 9 = 20
He also examines the area thoroughly, attempting to see what, if anything, may have been stolen, mislaid, added, or otherwise manipulated by the miscreants. Aside from pretending to be me, did these killers leave any other indications that we were the guilty party?
If Birseko can take 20 on perception, his result is 26; otherwise it is Perception: 1d20 + 6 ⇒ (5) + 6 = 11
Regardless of what his examinations reveal, when the sheriff arrives, Birseko points out the will to her, inquiring, "Was the Braeton business prosperous? What do you think will happen to it now? If the council decides to sell it, who might want to buy it?" Birseko stares out into space, with his usual oddly quizzical expression. "Oh yes, and one other thing, what can you tell us about who is on the town council?"

GM_Starson |
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Birseko is able to confirm the legitimacy of the will. As he searches about the house, he finds a few other things marking the team as the killers... some scales shed by Maanyatha, a little bit of white hair from Willem, some of Volara's bomb parts, and the fletchings from one of Daedin's arrow. It would have looked very bad alongside the children's testimony.
The sheriff nods to Birseko's inquiry.
Very. Only matched by Mochellos. As for what happens to it now... nobody on the council knows much about shipping, so if we couldn't find a family member to look after the kids, the town would sell it to the highest bidder and use the money for the kids care... get them a proper education or something. As for who would want to buy it...
She looks down at the dead body.
Well, he won't be offering a bid anymore.
She tilts her head and things for a moment.
Let's see... Council Member Crimson Fish, Council Member Smoke Window... You get the gag i hope, I don't even get names for council members. :P
She turns and begins walking away.
Best of luck.
--------------------------------------------------------------
The team hurries across town to see the tall warehouse of the shipping company. The front doors of the warehouse are currently wide open, allowing you to see inside the warehouse where a few men are carrying crates and such. The interior of this large building appears unfinished, with a wooden frame that could have housed two separate floors but is instead open to the roof like a barn. Sliding bay doors stand to the south, where a serviceable wagon is parked. Across the center of the warehouse, a catwalk hangs fifteen feet off the ground. Heavy items can be pulled up to the catwalk with ropes and a block and tackle. In the northeast and southwest corners, rooms have been framed in and walls erected. Shelving lines most of the walls, and crates and boxes are stacked in many places on the main floor. The door to the front office is closed, but is clearly marked.

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I knew it! You should always suspect the red herring.
Willem has Maanyatha do the mage armor again, then readies himself for what will soon follow. He has his blade in hand, but resting by his side and not raised in threatening posture.

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Daedîn shrugs. "Let's try the front door...there's probably not more than a couple of folk in the front office...we'll announce ourselves and see how they react...they can't know what transpired at the manor yet..."

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"I wish i had a tanglefoot bag so they would know how it feels." mumbles Volara as she checks on her alchemical supplies.

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"Let's hope this does... I'm tired of following endless clues... " Quai looks around the interior of the warehouse curiously, looking for guards or workers.
perc: 1d20 + 9 ⇒ (14) + 9 = 23

GM_Starson |

Quai has a easy enough time spotting the 3 men working in the warehouse, 2 on the floor and 1 on the catwalk. Sadly, the warehouse is a mess of boxes, and does not lend itself to easy viewing from outside. He'd have to go in to find more.

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"Willem, might I trouble you for another hit from that wand of yours?"

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"Not at all, I can requisition another after if need be, though it should still be well stocked after this venture." Willem retrieves it from a belt pouch with his off hand and allows Birseko to use it, then replaces it.

GM_Starson |

Daedin has a easy enough time entering, a small bell "ting"ing as he enters. A young man sits at the desk and looks up.
Hello! How might I help you all today?

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Daedîn drops all pretense to being a customer, but wanting to read the reaction of the young man, politely replies, "Your boss paid us a visit at the Braeton Manor earlier today...and we decided to reciprocate..."
Sense Motive: 1d20 + 5 ⇒ (19) + 5 = 24
He also subtly puts a hand to his bow...
Sleight of Hand: 1d20 + 9 ⇒ (15) + 9 = 24

GM_Starson |

The young man slowly puts down his pen.
Did he now.
He looks at the large group entering in and smiles, though it's obvious as can be to Daedin that it's false.
I'm sure we offer you the best prices, whatever Mr. Monchello promised and more.
Daedin and he both know he's lying through his teeth, but he's clearly done the mental calculation of 6 vs 1 and not liked the odds.

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Willem looks at the young man, sword still at his side. "You should not make promises you can't keep, young man... they will catch up with you." There's no particular malice to the words, from Willem who stands near the door. "You can spill your guts literally or figuratively, the choice is yours, but know that his bow has tasted blood thrice already, by my count, and they were more than your match."

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"We've been led quite a merry chase while we've been here and we're all getting pretty fed up of it. Maybe you can be the one to change our luck and just give us some straight answers to our questions." although sounding like a question it's clear to all concerned that the half orc is telling the man what to do and not asking him.

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Daedîn smiles as he brings up his bow... "Mr. Monchello is... permanently indisposed...does he have a partner we could talk with?
"And how many of your cohorts are here with you today? You're a young man...if you wish to live to be an old one, you best answer our questions..."

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The more information you give to ussss, the lesss harm will come to all involved she says holding on to her pole arm,.
1d20 + 6 ⇒ (13) + 6 = 19 Intimidate

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Birseko says, ”Uh, yeah, better tell us what you know. Or else.”
intimidate: 1d20 - 2 ⇒ (10) - 2 = 8

GM_Starson |

The young man gulps a little and holds up his hands.
Three men are out in the warehouse. That's it. Mr. Monchello owned the operation, nobody else. I'm nothing but a book keeper.
bluff: 1d20 + 4 ⇒ (3) + 4 = 7
sense motive: 1d20 + 5 ⇒ (7) + 5 = 12
Apparently, being scared has made him a bad liar. He's clearly sweating and eyeing the door.

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Daedîn shrugs. "If you'd rather die, by all means, continue lying to us...if you tell us what we want, we'll simply bind and gag you...your choice...
"Now, for the last time...who, and where, is Borvius Monchello's partner? And how many of your cohorts can we expect to be fighting here?"
Aid Another (Intimidate): 1d20 - 2 ⇒ (13) - 2 = 11

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"Additionally, if you would like to convince any of the rest of them to lay down arms and surrender, we'd allow that as well. Enough blood has been shed by your group that we'd like to divvy up the punishment." It wasn't quite a kind request, but it was merciful in ways. Willem starts moving to block the other door.

GM_Starson |

The man gulps.
T-t-two more of the crew are downstairs... through the secret trap door in the warehouse... and I don't know where Ms. Monchello is, honest! You go in that warehouse though, the crew is gonna assume the worst... they'll never listen to me telling them to put down arms.

GM_Starson |

The man nods as he is bound and gagged, though he looks most displeased with the events.

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Birseko steps inside and begins to look around.
Perception: 1d20 + 6 ⇒ (14) + 6 = 20
Before the clerk is gagged he asks him where they might find any records kept by the owners. "And what sort of a person is this Ms. Monchello?"

GM_Starson |

It's a fine office with a few doors, nothing to impressive. Someone opens the door slowly to the north, and File cabinets line the eastern wall of this room, while doors lead north, south, and west. A single oil lamp is set in the wall. There is a door continuing to the north, and one to the west. The door to the west is slightly ajar. In this door is a small storage room. Boxes of old files and papers are stacked in one corner of this small room, opposite a half-dozen brooms and other cleaning supplies. Daedin's keen eye easily spots the trap door hidden in a area that is free of clutter and dust. The door is free of traps, and a quick peek shows that a rope latter leads towards another room.
Didn't want to hold you guys up, so just gave you the info for both rooms since there is no danger... yet. Your pick on where to go.

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Volara gets her bow out and double checks that all her alchemical items are easily accessible.
"I think i'm prepared, though i have no idea what is ahead. I guess i'm saying i'm as ready as i'll ever be."

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Daedîn nods at Willem, "We're here, might as well..."
He'll quietly climb down...
Stealth: 1d20 + 10 ⇒ (20) + 10 = 30
...once down he'll draw his bow, try to blend in, and take a look around...
Perception: 1d20 + 7 ⇒ (6) + 7 = 13

GM_Starson |

Daedin climbs down the rope ladder, nearly invisible as he lands. Stuffed training dummies line the south wall, crude faces drawn on their heads. Along the east wall are pegs mounted at eye level, some of which have a change of clothing hung on them and nicknames scrawled on the wall above. Three doors lead east, west, and north.

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Daedîn will wave his companions down the ladder and explore a bit more extensively, looking at the training dummies more closely and their nicknames...

GM_Starson |

Daedin sees that the pegs are hung with black cloaks, masks, the usual garb of a night thief. The nicknames scrawled underneath follow the convention as well "Night Paw" and "Knife" and "Bubbles". They at least seemed smart enough not to carve their real names into the hooks to keep their stealing clothes.

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While awaiting his companions, he'll snoop around further, looking in particular for evidence linking these guys to the murders/robberies...
Perception: 1d10 + 8 ⇒ (8) + 8 = 16

GM_Starson |

While awaiting his companions, he'll snoop around further, looking in particular for evidence linking these guys to the murders/robberies...
After a quick circuit around the room, Daedin determines there is nothing in here that would help, but there may be something in other rooms.

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Volara climbs down to meet Daedin. She looks over the cloaks and names with a look of confusion.
"Bubbles...? I think someone needed to think longer about their nickname."

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Daedîn will nod to Volara and check out the door to the north...
Perception: 1d20 + 8 ⇒ (18) + 8 = 26
Disable Device: 1d20 + 12 ⇒ (13) + 12 = 25 (if needed)