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Holman watches as the peasants walk off, then turns to the boy in time to see Bo'alo stop the bleeding. "We should probably get the boy to the sheriff, or a healer..."

GM Aarvid |

The boy responds
"Thank you so much. I thought I was dead. I was just trying to visit my new friend in town. My name is Milandru.
Please can you just take me back to my mama...she is at the circus. I am so afraid these people will hurt me."
The crowd disperses. The boy leads you back to his tent. His mother is shocked at the sight of her son and begins to cry, first in terror then in gratitude that he was saved.
"Good sirs, thank you for rescuing my son. Please accept this magical scarf as a token of my appreciation.
It is a family heirloom and my most prized possession but is nothing compared to him. Please take it!"
She hands you a magical Scarf of Suggestive Dance. Not finding a female in the group, she hands it to one of the men.
of a flame and tasseled in tiny beads. When
wrapped around the hips, it grants the wearer
a +5 competence bonus on Perform (dance)
checks. The scarf adds +1 to the saving throw
DC of the wearer’s fascinate and suggestion
bardic performances
You head back to town to your inn as the night is late and the Sheriff's quarantine is in effect.

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Now that we are back in town I suggest we do some gather info here. Four topics come to mind.
-Two skulks called Kymeth and Onamae.
-Who sells shiver in town.
-Did the murdered priest of erastil had any enemies.
-Did Walder the murdered merchant had any enemies.
Since I am not very good at this job I will help out whoever does it.
Now that the group is back in town Morvius suggest that they gather some more information about the local rumors.

GM Aarvid |

Back in town and asking around the locals, Morvius and Holman
are able to find a bit more about the murdered priestess.
Many people in Ilsurian knew Sister Esrelda planned to
speak to the sphinx directly this afternoon. She was very
public about this after the news of Walder’s murder.
Esrelda was half-Varisian, a strong defender of both her
heritages, and a respected leader in the community.
Everyone expects a few purses to be cut at a town
carnival, but the carnival’s first day of business saw
nothing out of the ordinary. Shortly before Esrelda was
discovered, pickpockets seemed to have come out in
droves. Once one individual noticed it, an alarm was
raised from the crowds and many people discovered
they’d been “pinched.” This precipitated the fight on
the parade grounds.

GM Aarvid |

Keeping this moving...sorry for the rush
Collecting the information takes you well into the night, at the cost of a few drinks.
The next morning, a constable shows up at your inn, beating on the door.
"Sheriff Feldane needs to see you right away. Another murder has occurred that she thinks you need to see."
Assuming you follow the guard, to the discovery of another victim.
The sheriff greets you with a grim look on her face.
She points to a body is hung from a tree in town.
"This one is a local...Filton Legg’s his name.
Filton Legg was a beggar and reprobate. I have no choice but to
arrest someone, and the evidence is pretty compelling."
Filton’s corpse is suspended
by the neck from a dirty and torn Varisian scarf. His eyes
have been gouged out, his mouth has been stuffed with
rags, and his left hand has been severed at the wrist
and is missing.
A sheet of paper has been
pinned to the body’s shirt and is stained
with blood, emblazoned with the
Varisian words “We take care of our own.”
A simple check of the body discovers a harrow card
of The Desert, depicting an androsphinx,
stuck just inside the body’s vest,
and a dingy, heavily creased, note
appearing to be a few days old
in the trouser pocket.
The note is signed “Arhaneem Braeton,” but bears
no personal seal.

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What does it all mean, An? August looks at the suspended corpse with a worried look on his face. Why would someone kill a beggar and put all this stuff on him?

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I think they are still trying to make it look like the Stinks did it. But we know thats not true. But why kill this old man? What did he see, or hear? Or was he just a pawn to further sully the reputation of the circus??"

GM Aarvid |

It is an easy matter to find that
Arhaneem Braeton is a wealthy river merchant who owns a small fleet of ships that traverse Lake Syrantula and the Skull River. Braeton has a large manor in town.
Kath also uncovers some additional details...The practice of severing the left hand was a practice popular among gangs and thieves’ guilds in Korvosa some 10 to 20 years ago. It was a reprisal done to someone who sought relief from an illegal debt by going to the authorities. The idea was the victims retained their right hands so they could still make good on their obligations.
The sheriff travels to the Umbra Carnival to order Jherizhana to surrender, and when no one forces the “sphinx” to appear or comply, Feldane arrests Almara Delisen in lieu of Jherizhana. For her part, Almara surrenders herself to custody willingly. She pleads for you to find the real killers as you know the circus is innocent.

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We have K. Local?! Thats nice, we missed a roll on that skill a couple pages back because noone had it! Any chance Kath could try it again? It was in page 6.
Does the note in the deadman's pocket says anything GM?

GM Aarvid |

The note explains the bearer has been hired to “work on one of the Skull River boat crews, and is on probation. The description of Arhaneem Braeton as a wealthy river merchant, did not match the peasants that were responsible for beating the boy.

GM Aarvid |

kn: local from Kath would have found....
Mainly that skulks don’t live well in large communities, making their long-term association with the circus unlikely.
And Filton was addicted to a substance known as shiver. Some people suspect the drug is produced locally, but sold in other towns and communities so that the drug’s manufacture is not traced directly back to the source. Filton seemed to have an inside connection.

GM Aarvid |

More checking around you find out a bit more on the note.
Arhaneem Braeton was a self-made man and early entrepreneur in the area, his small fleet ferrying goods all the way from Magnimar to Kaer Maga and Janderhoff. As one of Ilsurian’s wealthiest citizens and merchants, Braeton commands no small authority on the town’s docks.

GM Aarvid |

One of the constables points out that Braeton owns a manor at the edge of town. Following up on the lead from the note found in the victim's pocket, you arrive at the address and the large manor.
Approaching the front door, you see that it is slightly ajar.
Keeping moving in the interest of time, sorry for railroad. Map at top has been updated

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Sorry, busy couple of days...
Holman whispers to the others, "Let me go take a quick look around..." With that, he makes his way silently, daggers drawn, into the house.
Stealth: 1d20 + 13 ⇒ (12) + 13 = 25
Perception: 1d20 + 7 ⇒ (13) + 7 = 20

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Think we'll find anything here, An? August asks as Holman goes sneaking off. I hope we can figure all this out before someone else gets killed.

GM Aarvid |

Holman enters the front door.
This large, spacious foyer has high ceilings and is richly
appointed. North of the door sits a large planter where an
indoor tree is bathed in light from the skylight above. A massive
staircase gradually ascends to a second floor above. Two sets
of double doors on the east and west wall lead farther into the
house. Another set of double doors stands behind the stairway.
Leather padded chairs are interspaced throughout the room.

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Holman makes his way to the nearest western doors, listens intently, and opens one just enough to peer inside...quietly, of course.
Perception (Take 10): 10 + 7 = 17
Stealth (Take 10): 10 + 13 = 23

GM Aarvid |

s: 2d20 ⇒ (12, 19) = 31
p: 2d20 ⇒ (4, 11) = 15
Holman moves deeper into the foyer, to the western doors to listen.
The rest of the party waits on the front steps.
Leather sofas dominate this sitting room. Large windows
with curtains drawn are set in the wall behind them.

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Holman moves on to the next set of doors, hoping to find nothing, but ever expecting something...
Continuing to take 10 on stealth and perception - I think it's a safe bet for his stealth, and not a bad shot on perception, and I'd rather not blow either.

GM Aarvid |

Holman quietly proceeds to the next set of doors while the others watch and wait.
s: 2d20 ⇒ (8, 4) = 12
p: 2d20 ⇒ (4, 10) = 14
with enough chairs for a large family meal.
[ooc]Shall I assume you are working your way around to the north and back to the east? Or something else?[/b]

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Yep, that's the plan - go ahead and assume he's taking 10 and reveal what you will. The goal is to scout ahead, find whatever dangers there are, then have the party join him and get some surprise actions...

GM Aarvid |

Holman works his way around the lower floor opening the doors to the north and the eastern doors.
When he pokes open the eastern door, a human thug jumps is standing there waiting to attack.
"Stupid foreigners! They ruined our plan! Have at em boys!"
====Initiative====
August: 1d20 + 1 ⇒ (5) + 1 = 6
Holman: 1d20 + 6 ⇒ (4) + 6 = 10
Boalo: 1d20 + 9 ⇒ (12) + 9 = 21
Kath: 1d20 + 6 ⇒ (4) + 6 = 10
Morvius: 1d20 + 4 ⇒ (17) + 4 = 21
Nguyen An: 1d20 + 1 ⇒ (10) + 1 = 11
T12: 1d20 ⇒ 9
T34: 1d20 ⇒ 6
R: 1d20 ⇒ 1
B: 1d20 ⇒ 7
=== Surprise Round ===
11-Western Thugs
10-Holman
8- Eastern Thugs
The western doors swing open and a pair of thugs enter the hallway.
Holman has a surprise round action before his opponent goes.

GM Aarvid |

After Holman, a thug steps out from around the front building corner and throws something over a bush, directly at the party on the front steps.
"Take that!"
All but Holman and Morvius make a FORT DC13 save vs flash blindness before you act in round 1
=== Round 1====
21+Boalo blind?
21-Morvius
11+West Thugs
11-Nguyen An blind?
10+Holman
10+Kath blind?
8-Other Thugs
6-August blind?

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Holman reacts before his opponent, stepping into the room and driving his dagger deep into the thug's gut.
Not an action: 5' step, as indicated
Standard action: Attack eastern thug
Attack (Dagger): 1d20 + 7 ⇒ (15) + 7 = 22
Damage (Dagger, Sneak Attack vs. FF): 1d3 + 1d8 ⇒ (1) + (7) = 8

GM Aarvid |

Holman reacts quickly and the thug drops his short sword, steps back 5' and grabs his wound trying to stop the bleeding.
The thug behind the bushes throws flash powder as indicated.
Top of round 1- make saves prior to acting as appropriate .

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An shakes off the dazzling effects of the flash and moves forward to attack one of the thugs coming out of the door on his left (C2).
He makes a huge swipe with his Nodachi, hoping to strike both thugs in his attack (using Power Attack (-1 to hit, +2 Damage) and Cleave, -2 to AC if successful)
Attack-Melee: 1d20 + 10 ⇒ (7) + 10 = 17
Damage: 1d10 + 9 ⇒ (7) + 9 = 16
Cleave Attack: 1d20 + 10 ⇒ (10) + 10 = 20
Damage: 1d10 + 9 ⇒ (4) + 9 = 13

GM Aarvid |

Bo'alo delays after the flash of light, trying to determine if he can see.
Morvius (you go before Nguyen An) so do you want to move in or wait? I moved Nguyen An back since the thugs will go right after Morvius.

GM Aarvid |
1 person marked this as a favorite. |

Boalo is able to fight off the flash blindness and draws his firearm and shoots...the ceiling.
Morvius draws mace and moves to support Holman.
"Gets the one in the door Rocko. I will stick this bloke somethin' good!"
The two thugs move to engage the party. One intercepts Nguyen An at the door while the other moves to attack Movius.
"You got it Slim!"
Thug 1shortsword: 1d20 + 1 ⇒ (17) + 1 = 18 for dmg: 1d6 ⇒ 5 on Nguyen An
Thug 2shortsword: 1d20 + 1 ⇒ (18) + 1 = 19 for dmg: 1d6 ⇒ 6 on Morvius
11-Nguyen An
10+Holman
10+Kath

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An shakes off the dazzling effects of the flash and moves forward to attack the thug that hit him.
Attack-Melee: 1d20 + 9 ⇒ (18) + 9 = 27
Confirm Crit: 1d20 + 9 ⇒ (15) + 9 = 24
Damage: 1d10 + 9 ⇒ (4) + 9 = 13
Crit Damage: 1d10 + 9 ⇒ (5) + 9 = 14

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I'm assuming that the thug next to Holman is not a threat since he dropped his shortsword (i.e., at 0 hp, non-combatant). If he still poses a threat, Holman will attack him. Otherwise, he'll move and engage the one threatening Morvius.
Holman slips out of the door, past the thug still holding his innards, and attacks the remaining combatant with his dagger.
Move action: As indicated on map
Standard action: Attack thug on Morvius
Attack (Dagger): 1d20 + 7 ⇒ (8) + 7 = 15
Damage (Dagger): 1d3 ⇒ 3

GM Aarvid |

Nguyen An chops the thug in the doorway and the man drops dead before he his the floor.
Holman ignores the staggered man and stabs the thug behind him.
Kath opens the door to see the bloodied body on the floor.