Aurk Threelhammer |
Aurk looks at townspeople and tilts his head. "Makes no sense. If carnival folks committed murder why steal when all eyes are on them."
Diplomacy Aid Other: 1d20 - 1 ⇒ (3) - 1 = 2
But Aurk's looks reveal he doesn't really know what he is talking about and is easily dismissed.
GM Uktar |
Eroil, please make a diplomacy check. Ankird, please make an Intimidate check.
GM Uktar |
While some of the unwashed masses seem swayed by Eroil's plea for peace, the 6 men squaring off seem unmoved, but when Rumple steps forward and offers his own encouraging words, the tension seems to bleed off. Whether it was the strange dwarf's words, or his appearance, it seems like the brewing storm of violence has drifted away.
Rumple's Aid Another seems to have done just enough for success.
After much grumbling and muttered accusations, all stoically ignored by the carnies, you learn that a surprising number of townsfolk have complained about being pickpocketed while attending the carnival today. Eroil is able to assuage his fellow Chellaxians with promises of "getting to the bottom of all this."
Even as the grumbling crowd disperses and the Carnies nod their thanks, Phardaen comes sweeping in from the sky, landing awkwardly in front of the group.
"So glad I saw you. Please, please, come quickly. We need your insight and keen eye."
He leans in and whispers,"There's been another murder. Follow me. Quickly!"
He leads you back toward the border between the Midway and the Traveling Zoo, near where you had your encounter with the "baby dragon."
Phardaen leads you to a large tent with a sign that reads
. LAIR OF THE SPHINX.
Just inside the entrance lies a dead woman in a pool of blood. She appears to be a cleric of Erastil.
Phardaen says, "I must still find Mistress Delisin and let her know--I spotted you while I was seeking her. Please keep this quiet until she arrives. Please!"
With that, he opens wide his ears and takes to the air, gliding away, albeit somewhat clumsily.
What's most immediately apparent is the large claw marks that cover her body.
The tent itself is enormous, dwarfed only by the big top. The southern side has no wall, just a tall curtain pulled across its front. A sign posted outside advertises that this area has been set aside for meeting the sphinx at limited times throughout the day. Just inside is a large metal cage with no floor and bars running across the top. A single large door is set on the north corner of the west face of the cage, secured by a heavy lock. Strewn about the grass inside the cage are silk sheets and piles of cushions and satin pillows. The sphinx is notably absent.
What would you like to do?
Simiel |
Dexus looks at the corpse, slightly sickened by the sight of so much blood and gore but forcing his way through it.
Perception: 1d20 + 3 ⇒ (12) + 3 = 15
Aurk Threelhammer |
Aurk also approaches the dead body and clicks his tongue while shaking his head. "Poor woman. Must find killer before more die."
That being said, he also looks at the woman's body to try to discover more about her death.
Survival: 1d20 + 9 ⇒ (18) + 9 = 27
GM Uktar |
You notice a slender rope burn around her throat, indicative of strangulation by garrote or similar weapon. While there are signs of a struggle, there are no tracks belonging to a large, heavy feline beast. Aurk also identifies recent humanoid tracks going north to the back of the tent, where some of the tent stakes have been pulled to permit egress. Dexus discovers three small empty glass vials on the trampled grass near the body.
Simiel |
Trying for this, let me know if I am over-reaching
Dexus investigates the glass phials. He smells them and looks inside. he also tries to sense the previous contents from the residual magical auras.
Spellcraft Phial 1: 1d20 + 8 ⇒ (4) + 8 = 12
Spellcraft Phial 2: 1d20 + 8 ⇒ (20) + 8 = 28
Spellcraft Phial 3: 1d20 + 8 ⇒ (8) + 8 = 16
GM Uktar |
Eroil is fairly certain she was strangled to death, and then clawed up even as she lay dying. Otherwise, there'd be more blood.
There's not enough materials to be certain of their contents, but Dexus is certain they were alchemical in nature...at least when it comes to Vials 2 and 3.
GM Uktar |
Jaretti notices the pulled up stakes in the back of the tent, where it appears more than one humanoid exited the tent by going under it.
Aurk Threelhammer |
Aurk nods, "Not killed by beast. Killed from behind by rope."
He heads to the back of the tent where the murderers escaped, "Murderers left through here." Aurk climbs under the opening in the tent and then looks for any tracks the culprits might have made.
Survival (Tracks): 1d20 + 9 ⇒ (12) + 9 = 21
GM Uktar |
When Aurk ducks outside the tent, he is able to pick up the trail for a short way, as it winds between wagons and tents in the non-public area. There he finds a small pile of tear-away clown costumes. But then the tracks head into heavier trafficked public areas and become impossible to follow.
Aurk Threelhammer |
Grabbing the torn clown customs he returns to the tent where the murder was performed.
"I found these. The murderers were dressed as clowns before they escaped into crowd. Lost tracks there."
GM Uktar |
Just after Aurk returns with the cheap disguises, Almara Delisin enters the tent through the entrance, along with a large carnival crewmember whom she introduces as Master Venlock, the circus’s chief enforcer. Upon seeing the body, Almara instructs Venlock to go fetch the sheriff, before turning to y'all and asking, "What happened? Have you learned anything?"
Aurk Threelhammer |
Aurk nods and frowns. "Bad clowns snuck up behind priestess and strangled her. Then slips under tent over there." He points to the spot.
"Then they hightailed it to crowded spot, stripped and then disappeared."
GM Uktar |
Handle Animal: 1d20 + 8 ⇒ (7) + 8 = 15
Centimere takes a deep whiff of the discarded clown costumes, but he doesn't seem to understand trying to follow the scent. You suspect he would recognize the scent if he encountered it again.
Almara says, "Thank you for your succinct explanation, my good dwarf. But when the sheriff comes, you'll need to present all your facts as clearly and thoroughly as possible. I won't be part of any coverup, but this obviously looks really bad for the Carnival. I hope one of your more well-spoken compatriots will be able to explain things in greater detail when the time comes."
She then takes a look at the flimsy tearaway clown costumes and shakes her head. "My carnival certainly doesn't use cheap junk like this. Perhaps there's time to ask the crowd and crew nearby if they know anything before the sheriff arrives?"
GM Uktar |
Kn-Local OR Diplomacy to Gather Info. Party's Take Ten gets everything.
Most of you are able to learn that the dead cleric is Sister Esrelda, a local half-Chelish/half-Varisian cleric of Erastil, and 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.
The more astute observer of the local populace and the more diplomatic folks also learn that 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.
Eroil was also able to glean that three circus clowns were observed near the sphinx’s tent around the time of the mob scene on the parade grounds, which was unusual, as they had no business being there. Guards are always posted near the tent when the sphinx is doing an appearance. When Jherizhana is not there, patrolling carnival enforcers discourage people from loitering near the tent.
Even as you're comparing notes and sharing information amongst yourselves, Master Fenlock and Sheriff Feldane come purposefully striding toward you and Almara.
The sheriff takes one look at Sister Esrelda's body, and her face becomes quite pale and grim. She fiercely looks Almara in the eye and demands, "What happened here?!? Where is the beast that killed the Sister?" She gestures toward the empty cage.
Almara flinches at the harsh, angry and bitter question and replies, "Jherizhana is not a captive of the circus but only pretends to be one, and resides in a private wagon...but she didn't do this. I know it. These folks have learned much; please listen to what they have to say."
Almara Delisin turns to you all with a hopeful look in her eye.
Please present any and all relevant information you might have bout the murders, or anything related to them. When making diplomacy check, please indicate if you're making your own check, or aiding the lead diplo check. (Eroil, at +11, is by far the best mod)
Eroil the Arrow |
Eroil will nod.
"Well we do know that some party dressed up to blend in with the circus and strangled the poor woman. It was no beast, the tracks prove it. The hints indicate that the idea was to blame the circus for something they just didn´t do, a convenient excuse, often used and abused to let outsiders of the towns and villages feel the wrath of unsuspecting communities."
Diplo: 1d20 + 11 ⇒ (8) + 11 = 19
Aurk Threelhammer |
Aurk decides to keep in simple, struck a little bit by Almara's words. The murderers were disguised as clowns. They killed priestess from behind, strangled her. Then fled."
Diplomacy (Aid Other: 1d20 - 1 ⇒ (16) - 1 = 15
Jaretti Thengral |
"And it looks like they set up a pickpocket front to distract the town and guards while they did their dirty work. Whoever they are they are certainly well organized."
aid diplo: 1d20 + 7 ⇒ (19) + 7 = 26
Simiel |
Dexus produces the flasks from within his cloak.
These were found in the grass just outside the tent. They would seem to have been used by the murderers.
Diplo Aid: 1d20 + 2 ⇒ (12) + 2 = 14
Get CSI:Carnival in here to dust for prints and get DNA evidence
GM Uktar |
The sheriff looks at each of you and examines your evidence, giving the flasks a sniff and looking closely at the cheap costumes. Her anger seems to ebb and she heaves a great sigh. "While it certainly seems like there's more going on here than a magical beast on a killing spree, all you have for actual proof is a few discarded alchemical vials, some cheap clown clothes, and the lack of paw prints from a beast that can fly. The pickpockets may have been a distraction, or they could be a feature of certain...undesirables amongst the Carnival folks--" Sheriff Feldane holds up her hand as Almara begins to protest "or just local riffraff taking advantage of the Carnivals presence, having nothing to do with the murders. What I definitely know is that there are 2 dead citizens, including a beloved priestess."
Sheriff Feldane turns to Almara. "Even if I believe your investigators here, I can’t say I know for certain there’s no wrongdoing here on the part of your people. And after a point it ceases to matter. For the safety of my town, I’m putting this circus under quarantine. I don’t want any of your people--or creatures--leaving these grounds unless it’s to leave town completely. I’m giving you two days to get packed up and go. If you're not gone, I will have no choice but to take your sphinx into custody... I'm sorry, but that's the best I can do for you. I have to protect my town, and if the carnival leaving can end the violence, even if it's merely due to the lack of the Carnival to frame, then so be it."
Sheriff Feldane then turns to all of you and earnestly says, "Look, I'd love nothing more than you finding definitive proof or even capturing the real culprits. If that can happen before my deadline, Erastil be praised! And of course, the show could then go on. Otherwise, the carnival must go." With a nod of farewell, the Sheriff leaves the tent, clearly shaken by the death of the priestess.
Almara steps forward and looks each of you in the eye, saying "Please, you must prove we're innocent! Even if we pack up and leave, our reputation will be in tatters--it will almost assuredly mean the end of the Umbra Carnival. We'll start to slowly pack up and prepare to depart, and perhaps we'll be able to stretch it out beyond 2 days and convince the sheriff for a little more time, but please, find the real culprits before the sheriff's deadline!"
You're on the clock... Where to? What next?
Rumple Dergskin |
"I didn't get a good look at the clown suits. I assume they were human sized? That doesn't help us. But I wonder if we can find who made them. How many seamstresses are there around these parts? We should talk to a few. On that note, I wonder if there are any alchemist's around that might recognize those vials and remember having sold them to someone."
The odd little dwarf says his lines while staring at the body. He goes back to investigating it until the party makes a decision or smacks him in the head.
GM Uktar |
Y'all decide to head back to the inn to ask the innkeep about local alchemists and tailors.
The town is already abuzz, wondering why the sheriff hasn’t taken the dangerous beast into custody. As word of the quarantine spreads, there are a few who voice disappointment, but the majority say good riddance.
Just inside the outskirts of town, you spot five locals beating a young man with tied hands and burlap sack over his head. He’s being shoved toward a nearby tree, but he falls and does not get back up. In fact, he seems to not be moving at all, though the ruffians haven’t seemed to notice … or just don’t care.
Even from a short distance, everyone but Rumple sees the boy is unconscious and badly hurt.
map
We are now in initiative.
Dexus
Jaretti
Rumple
Aurk
Ankird may act.
Aurk perception: 1d20 ⇒ 14
Eroil perception: 1d20 ⇒ 15
Jaretti perception: 1d20 ⇒ 13
Rumple perception: 1d20 ⇒ 2
Simiel perception: 1d20 ⇒ 14
Aurk init: 1d20 + 2 ⇒ (13) + 2 = 15
Eroil init: 1d20 + 1 ⇒ (4) + 1 = 5
Jaretti init: 1d20 + 5 ⇒ (10) + 5 = 15
Rumple init: 1d20 + 2 ⇒ (13) + 2 = 15
Simiel init: 1d20 + 4 ⇒ (17) + 4 = 21
Hmm 1: 1d20 ⇒ 12
Hmm 2: 1d20 ⇒ 3
Hmm 3: 1d20 ⇒ 11
Jaretti Thengral |
"That'll be enough of that. How's about a fair fight."
Jaretti will move to the periphery of the fight with sword drawn, ready to strike at any who are foolish enough to try.
move and draw sword, ready to attack first one to approach me.
to hit: 1d20 + 3 ⇒ (8) + 3 = 11
damage: 1d4 ⇒ 3
Rumple Dergskin |
Rumple appears unnaturally upset by the display, yet he tries to keep it together. "THAT'S NOT NICE!" he shouts while pulling a roll of parchment from his pouch. As he voices the incantation on the scroll, you are sure you've never heard anyone cast a spell so angrily. From the sound of it, you sort of expect the dead to rise from the ground and the very air to catch fire.
Casting sleep from a scroll. Targeting the guy closest to Rumple, hoping to get the entire crowd.
Aurk Threelhammer |
Aruk eyes the group of ruffians. "Not kill. Make sheriff mad at us. Instead, knock out and give headache."
Remember to do nonlethal damage, even if you have to take the -4 to hit.
GM Uktar |
Rumple, it's 1 round to cast Sleep, even from a scroll--not a full round, but 1 round, i.e. you'll still be casting from the scroll straight through until your next turn, and it'll use up your move action in that turn to complete the casting (because you used a move action to pull it out this round), leaving you with a standard action next round. You can choose your target point upon completion. You are welcome to choose different actions if you so choose. Or you're standing there incanting and we'll see what happens.
Dexus
Aurk
Ankird may act. (Aurk, you still may take actions for this round, in addition to your free action warning to the party. And Rumple, you may change your action, if you want.)
Simiel |
Dexus gathers a ball of power in his hand and launches it at the closest ruffian.
Mystic Bolt, Point Blank: 1d20 + 4 + 1 ⇒ (11) + 4 + 1 = 16 Damage: 1d6 + 1 ⇒ (2) + 1 = 3
Stop at once. We'll have no vigilante justice here.
Aurk Threelhammer |
Aurk moves up the big rock, his club in hand. He then goes a little bit further but decides not to fully charge the group.
Double Move: 20' and 5'
Rumple Dergskin |
Rumple, even though he is furious, will keep with the plan of casting sleep, however long it takes. They are in range and he wants to put them all to sleep at once. That is his only goal right now.
GM Uktar |
The nearest townsman shrieks with indignation and surprise, only to have his shrieks cut short by Ankird's slingstone, as he collapses to the ground.
"LOOK! They're just trying to help the Carnies ROB AND KILL US!!!! Don't let them get away with it!"
Gray townsfolk charges at Jaretti, only to get smacked hard in the face.
He lashes out.
sap attack v Jaretti: 1d20 + 1 + 2 ⇒ (18) + 1 + 2 = 21
nonlethal dmg: 1d6 + 1 ⇒ (1) + 1 = 2
Almost before he finishes his attack, he looks at the blood spilling out of the wicked slash delivered by Jaretti and he drops his sap and cries out for mercy.
His yellow pal moves up and attempts to smack Jaretti with his sap.
sap attack v Jaretti: 1d20 + 1 ⇒ (11) + 1 = 12
nonlethal dmg: 1d6 + 1 ⇒ (5) + 1 = 6
THe white townsfolk charges Aurk while the blue townie moves up and attacks as well.
sap attack v Aurk: 1d20 + 1 + 2 ⇒ (12) + 1 + 2 = 15
nonlethal dmg: 1d6 + 1 ⇒ (2) + 1 = 3
sap attack v Aurk: 1d20 + 1 + 2 ⇒ (12) + 1 + 2 = 15
nonlethal dmg: 1d6 + 1 ⇒ (2) + 1 = 3
hmmm t: 1d20 ⇒ 13
Eroil may act, then the rest of the party.
Rumple, you'll still have a standard action after completing your scroll. Pick a spot for your target (looks like you'll be able to catch 2 of them...)
. Current order
Dexus
Jaretti -2 NL
Rumple
Aurk
Ankird
Blue
Yellow
White
Gray -3hp, dropped weapon and begged mercy
Eroil
Ankird: FYI damage from slings include your strength bonus.
Rumple Dergskin |
Rumple targets the white villager for his sleep spell.
In place of his standard action, he chooses to move up 15 feet. (he was too far away from everyone to cast daze or ray of frost).
GM Uktar |
Rumple finishes casting from his scroll, and the white townsman slumps to the ground, unconscious. His blue compatriot sleepily blinks a couple of times before rigorously shaking his head and throwing off the effects of the spell.
Eroil
Dexus
Jaretti -2 NL dmg
Rumple
Aurk
Ankird
Blue
Yellow
White--prone & asleep for 10 rounds
Gray -3hp, dropped weapon and begged mercy
bold may act.
Jaretti Thengral |
Jaretti drops his short sword behind him and picks up his fallen foe's sap languidly. "Last chance to surrender, and discuss this in peace. Don't really want to fight..."
feint on Yellow: 1d20 + 7 ⇒ (20) + 7 = 27
Aurk Threelhammer |
Aurk looks down at the (white) villager as he falls asleep and then looks at the one standing next to him. "You nap like him."
He swings his club at the villager, but holding back some of his strength so he doesn't kill him.
Club -NL vs Blue: 1d20 + 2 - 4 ⇒ (13) + 2 - 4 = 11
NL Damage: 1d8 + 2 ⇒ (3) + 2 = 5
GM Uktar |
Jaretti puts on such an amazing feint that the yellow townsman's loincloth falls to the ground at his feet and he offers up an embarrassed, nervous chuckle.
Meanwhile Aurk just manages to give the blue townsfolk enough of a love tap to knock him unconscious, its precision and utter lack of a single wasted motion a stark contrast to Jaretti's feint.
Eroil, Ankird you're up. Yellow is the only one standing, albeit feinted right out of his jockstrap...
Simiel |
STAND DOWN
Dexus pulls a mystic bolt into his right hand, ready for yellow to make an aggressive move.
Mystic Bolt: 1d20 + 4 ⇒ (5) + 4 = 9 Damage: 1d6 ⇒ 6
GM Uktar |
You see them wielding saps, which do nonlethal damage. Of course, enough nonlethal damage will eventually becomes lethal.
And you're up, Ankird. What do you want to do?
GM Uktar |
Initiative order:
Eroil
Dexus
Jaretti -2 NL dmg
Rumple
Aurk
Ankird
bound, unconscious teen with hood over head
Blue townie: unconscious (-5 NL dmg)
Yellow townie
White townie: prone & asleep for 10 rounds
Gray townie -3hp, dropped weapon and begged mercy
bold may act.