| Crastor Deems |
Crastor works to deftly wrap the helm and ensure that the ropes will hold the tarp in place.
Agility, Ace: 2d10 - 2 ⇒ (10, 1) - 2 = 9
Wild: 1d6 - 2 ⇒ (2) - 2 = 0
| Thorfinn Skreebeard |
Thorfinn, chips in, but is not to agile, so he just helps where he can.
Agility: 1d6 - 2 ⇒ (4) - 2 = 2
Wild: 1d6 - 2 ⇒ (1) - 2 = -1
| GM_ZenFox42 |
Well, I guess Crastor's Raise counts as two Successes, so...
With help from the crew shouting down instructions on how to secure it, you all manage to get the helm ready for lifting. It's lifted onto the barge, and you sail back to port. The captain says "The only thing I can do is drop it off on the docks, it's up to you to get it to wherever you want it."
So, you've got a huge thing on the docks wrapped in tarps. Considering its size, and that the "heroes of Sandpoint" brought it there, it's drawing some attention. What do you do next?
| Crastor Deems |
"I do not have a wagon. I can watch the thing as you go find one to rent. Then we can get it to one of our places and figure out how to break it down or try to sell it as is. I am not sure anyone here would buy it, but Magimar may have someone interested if we want to use the Wagon to go all the way to there. Crastor says.
| Thorfinn Skreebeard |
So Captain, can you please watch it, while we go to secure a wagon.
Thorfinn steps out to go to the wainwrights to look for the Wainwrights to see if they have wagons.
With the weight of a ton, I think we will need a 4 horse team and heavy wagon to carry it. Plus it will have the added bonus of us being able to carry all our camping supplies and equipment.
| Jzero Katzu |
On his date with Ameiko, Jzero inquires politely about her presence so far from her homeland. He shares his own story as appropriate.
Jzero's story: He is newly arrived in Sandpoint on a boat from Minkai. Jzero is a novice monk but he was raised in Minkai first as an orphan adopted by a monastery. His features betray some non-local ancestry which caused him to be unadoptable. Eventually he was adopted by Rodica Saftoiu, an oracle from Magnimar living in Akafuto. She was in Minkai because she was kidnapped and sold into slavery there. She earned her freedom and took pity on the half-blood orphan (Jzero) and adopted him. She taught Jzero Inner Sea common and brought him with her when she returned to Magnimar. Before leaving, Jzero's martial arts master gave him a mission to seek his (Jzero's) father in the Inner Sea realm. Once his adopted mother was well settled working for a Minkai diplomatic post there, Jzero left to wander and search for his father or family members who knew his father.
| GM_ZenFox42 |
The captain says "Sorry, I have to load a shipment to deliver. But there are three of you, why can't one of you stay behind to watch it?"
FWIW, the helm weighs 300 pounds, not 2000.
There is no Wainwrights guild in Sandpoint. You ask random strangers if you can borrow their carts, but most of them need them for their daily business. You finally find someone who's more than willing to help you due to your reputation, but *really* wants to come along so he can be seen helping the heroes of Sandpoint.
Crastor - what do you mean by "one of our places"? You're living at the Red Dragon inn...
Perhaps a blacksmith could break it up?
What do the three of you do?
| GM_ZenFox42 |
Ameiko tells Jzero "Well, my family was one of the four founding families of Sandpoint, 44 years ago. We also came from Minkai to find a new place to settle. My father built the glassworks factory to provide both affordable and quality glass items to the area. He had a secret glassmaking formula that made his items unique and much desired, so our family prospered. But then, 20 years ago, my half-elf brother was born, and neither of my parents are Elves. My father never forgave my mother, and began drinking heavily. My mother died under suspicious circumstances 5 years ago, and my father killed himself a couple of years later. I inherited the glassworks factory, but decided to close it down to focus on the Red Dragon, which I bought from the treasures I found when I went out adventuring after my father died. I guess that's about it..."
| Velrek Savage PF |
Velrek waves at the captain, "Thank you for your help! Safe journey!"
After they are out of earshot,"Best to break it up. It's not magical. We will still probably have to go to a larger city to sell all that precious metal. Go find a cart. I'll stay to watch it. Anyone know where a blacksmith is? We could take it straight there."
Velrek tries to remember if he's seen a blacksmith in his travels around town.
| Thorfinn Skreebeard |
Velrek, Torag is the god of smiths, and I know there is one in town.
Thorfinn looks at the individual that is assisting.
Aye, you can come, but not into the smiths. This will give you the rep that you seem to crave so much, and nothing else.
Even 300 lbs of pure gold would be a bear to smelt and hide. Thinking to melt it down, and put it into 5 lb bars that would be a hell of a lot easier to cash than a 300 lb helm.
| Crastor Deems |
"I will stand guard, go get a cart. We can probably just cut it into 'plates' and stack 'em on the cart. I am not sure we need to smelt it down for our purposes." Crastor says as he leans against it and prepares for a wait.
| GM_ZenFox42 |
They guy brings his wagon to the docks, and you load the helm onto it. You take it to a blacksmith that Thorfinn knows, and bring it into his shop. His eyes grow wide when you remove the tarps, and then he inspects it, including pounding a spike into it. He says "Well, it can't be pure gold or you three wouldn't have been able to lift it. It looks like it's a thick plating of gold over maybe copper or bronze - come look at this hole."
You see about an inch of gold, and then the color of the metal changes to orange.
"I can separate the gold from the base metal, but it will take a long time and a lot of work. I'd like 10% of the gold in payment. Deal?"
| Crastor Deems |
Crastor sighs and nods.
| Velrek Savage PF |
Velrek spends a day or two just relaxing. After that he gets a little bored and walks around, asking if he can help in any way, even manual labor. He offers to take a few guard shifts. Offers to help trackers in the local woods, pretty much anything he's capable of.
A few weeks into this and he finds he really likes this place and wonders if he could buy or make a house and settle here...
And then..
| Crastor Deems |
Crastor returns to his locksmithing business until his help is needed once more.
| Jzero Katzu |
Jzero has no big plans. He is happy to live at the Dragon and do odd jobs to get by, spend time with Ameiko as he can without being a nuisance. Eventually, if nothing else keeps him in town, he will want to travel and look for his father. ... but obviously there will be more adventures to be had in the area.
| GM_ZenFox42 |
A few weeks after you return from Thistletop, Ameiko tells you one day as you all gather for breakfast "Sheriff Hemlock said he wants to see you in his office after you're done eating."
You go there, and he welcomes you all warmly, and asks you to sit down. Then his face becomes serious and he says
"First, I want to thank you again for all you’ve done for Sandpoint. It’s a good thing you’ve proven yourselves so capable, because we’ve got a problem I think you can help us with — but it's a problem I wish I didn’t have to involve anyone with. But it needs to be dealt with now before the situation grows worse.
We have a murderer in our midst — one who, I fear, has only begun his work. Last night, he struck at the sawmill. There are two victims, and they’re in pretty gruesome shape. The bodies were discovered by one of the mill workers, but by the time my men and I arrived, a crowd of curious gawkers had already sprung up.
I’ve got my guards stationed there now, keeping the mill locked down, but the thing that bothers me is that this is actually the second set of murders we’ve had in the last few days.
I'm asking you for help in this matter because while my guards are good, they were barely able to handle themselves against the goblins, and what we’re facing now appears to be an evil far worse than that.
I need your help. But I’m afraid you may need help too. I’m afraid this fiend knows one of you as well."
He passes a blood-stained scrap of paper to Velrek. It has his name written on one side, in blood. On the other side is written “We have spoken of this before, my master. Now it begins. Join the Pack and it will end.” It is signed "Your Lordship".
Hemlock explains that the note was found pinned to the sleeve of one of the latest victims by a splinter of wood.
He believes that this was left at the murder scene to throw suspicion onto the party, and while he certainly doesn’t believe you had anything to do with the murders, if word of the note gets out, he’s afraid the town’s reaction might not be as understanding.
For this reason, and since he doesn’t want to start a general panic, he asks you to keep as quiet as possible about the murders.
He then provides you with everything he knows about the situation :
SANDPOINT LUMBER MILL: The most recent murders took place here. The bodies are still present and little has been done with the crime scene. Sheriff Hemlock suggests this should be the first place the heroes investigate since he would like to clean the mill up and get the bodies buried.
IBOR THORN: Sheriff Hemlock has interrogated Ibor, the man who discovered the bodies at the lumber mill. He doesn’t suspect the frightened man knows much more, but of course the party is welcome to talk to him themselves.
VEN VINDER: This merchant is Sheriff Hemlock’s only suspect, though he’s fairly certain Ven is innocent and the murders were committed by someone else.
THE FIRST MURDERS: Three con men from the town of Galduria were found murdered in an abandoned barn south of town a few days ago. Their bodyguard survived the assault but has gone insane and was sent to Habe’s Sanatorium, a privately run respite in Sandpoint for the mentally disturbed.
THE RUNE: A star carved on one victim’s chest certainly has significance to the killer, but Hemlock’s at a loss as to what it means. Perhaps an expert on runes (such as local scholar Brodert Quink) can be consulted?
What do you do?
| Velrek Savage PF |
Velrek looks at the note. "I'm confused. Am I supposed to be the master or the lord here? I've never been either of those things."
He thinks for a second. "Looking at the bodies at the mill does sound like the first stop.."
He looks around the room at his friends.
| Crastor Deems |
"Agreed. We need to make a drawing of this rune to see if someone can tell us what it means. And maybe the killer left something behind that might lead us to them." Crastor says.
| GM_ZenFox42 |
I forgot to mention, the sheriff officially deputizes all of you. He doesn't give you badges, but says that he's informed the rest of his deputies of your status, and asks that you not tell any of the townsfolk about it.
You all head off towards the mill. It is located next to a river, which has a marsh on the other side of it. The mill is a well-built wooden structure with very thick walls. The roof consists of wooden shingles, and the doors are simple timber and unlocked. Timber is delivered to the mill via a small pier that extends out into the river.
A sizeable crowd has gathered outside, and groups of nervous-looking town guards stand at the mill’s entrances. They nod silently and step aside to allow you to enter the building. One of them takes you to the scene of the murders, identifies the male body as Banny Harker, a worker at the mill, the female body as Katrine Vinder, the daughter of a local shopkeeper, and then steps aside but stays in the room to answer any questions you may have.
The obvious things include :
- The floor is coated with sawdust strewn with footprints and splashes of blood. There is a lingering stench of rotten flesh in the room.
- Katrine's body lies mangled in the log splitter.
- Harker’s body has been horribly desecrated - he is affixed to the wall by several hooks normally used to hang machinery. The body is mutilated, the face carved away, and lower jaw missing entirely. His bare chest is defaced as well, bearing a strange rune in the shape of a seven-pointed star. It is the exact same shape as the medallion you took off of Nualia.
- A handaxe is embedded in the floor near the log splitter, as if it had been dropped there. The handle is covered with bloody finger-marks.
I suggest that anyone who wants to investigate should name the thing they are investigating, and make a Notice, Survival, and Occult roll (this is to speed up the game, I'll use the appropriate roll for the situation, with applicable penalties). You can also ask the deputy questions for further information, if he has any he'll let you know.
| Crastor Deems |
Crastor will kneel and look at the footprints to see if he can find anything that might lead to one or more attackers and to see if there might have been multiple assailants.
Notice, Ace: 2d6 ⇒ (6, 3) = 9
Wild, Ace: 2d6 ⇒ (6, 2) = 8
| Thorfinn Skreebeard |
Thorfinn moves over to Katrine's body.
Notice: 1d6 ⇒ 6
wild: 1d6 ⇒ 1
explode: 1d6 ⇒ 4 = 10
The only skill that I have that might come in handy. :)
| Velrek Savage PF |
Velrek looks at the body,shakes his head as if to say 'nah, not yet..' and takes a look at the axe..
notice: 1d6 ⇒ 6
notice xplode: 1d6 ⇒ 5
wild: 1d6 ⇒ 4
survival: 1d6 ⇒ 3
wild: 1d6 ⇒ 4
No occult skill
| GM_ZenFox42 |
Crastor sees that the footprints tell of a desperate struggle that took place here. One set of footprints was made by bare feet, and they smell of rotten meat.
Thorfinn sees that Katerine's body is mangled almost to the point of beyond recognition. Whoever threw her into the log splitter must have been a vicious, unfeeling fiend.
The handaxe is covered in bloody fingerprints made by a smaller, probably female hand, and the blade has smears of rotten flesh and fragments of bone on it. The smell of rotten meat is strong enough to make Velrek nauseous.
| Jzero Katzu |
Jzero wraps a damp cloth around his mouth and nose to diminish the smell. After everyone has studied the sawdust for footprint clues, he kneels and sifts through the sawdust, shifting it this way and that with his hand, looking for anything that the sawdust might be covering.
Notice: 1d6 ⇒ 3
Wild, Ace: 2d6 ⇒ (6, 4) = 10
Result = 6 + 4 = 10
Survival: 1d4 ⇒ 3
Wild: 1d6 ⇒ 4
Result = 4
Occultism, default: 1d4 ⇒ 2
Wild: 1d6 ⇒ 2
Modifier: -2 (unskilled)
Result = 2 - 2 = 0
| GM_ZenFox42 |
There's nothing under the sawdust except where any blood soaked thru it and into the wood floor.
ALL - what next?
In my experience, players struggle with detective-style mysteries in RPG's. I'd suggest you re-read the post with Sheriff Hemlock's speech to you, and the description of the scene at the mill, and find things that are mentioned but not explained or that you haven't explored. Those are the things that might reveal more clues...
| Velrek Savage PF |
Velrek coughs, forces himself to not puke.
"A smaller person did this. But one with great strength. Undead? Demon or Devil? Who knows."
Thank you, Jzero. When I posted I was thinking that I couldn't roll for occult without the skill but I think you did it right.
He takes one more look at that axe..
occult: 1d4 - 2 ⇒ (2) - 2 = 0
wild: 1d6 - 2 ⇒ (6) - 2 = 4
wild xplode: 1d6 ⇒ 2
And then turns to look at the last body...
| Velrek Savage PF |
Velrek gathers his courage and takes a look at the other body.
notice: 1d6 ⇒ 2
wild: 1d6 ⇒ 1
survival: 1d6 ⇒ 2
wild: 1d6 ⇒ 2
survival: 1d4 - 2 ⇒ (2) - 2 = 0
wild: 1d6 - 2 ⇒ (1) - 2 = -1
He apparently is too disgusted to notice anything...
| Crastor Deems |
"The footprints smell of rotted meat. It might have been undead." Crastor says and will also go look at the other body with a look of sadness at the brutal display.
Notice: 1d6 ⇒ 5
Wild, Ace: 2d6 ⇒ (6, 5) = 11
Crastor looks for a way to make a drawing of the rune on the man's chest.
| Jzero Katzu |
Jzero looks closely at Mr. Harker's body after Velrek is done. He senses the grisly sight is affecting his friend. Jzero's monastery training at one point required he spend several days in a morgue meditating with dead bodies present, as a way to be mindful of the present reality without letting such things as death be a distraction.
Notice: 1d6 ⇒ 5
Wild: 1d6 ⇒ 4
Survival: 1d4 ⇒ 3
Wild: 1d6 ⇒ 1
Occultism, Unskilled: 1d4 ⇒ 1
Wild: 1d6 ⇒ 3
Modifier: -2 (unskilled)
Is the man who found the bodies available to question. Also, is the owner of the mill available, if it is not the same person who found the body. Jzero would like to ask about whether the two deceased were working at the mill or had some other reason to be there or if as far as was known the mill was empty when it closed for the night.
| GM_ZenFox42 |
Crastor notices several sets of smaller gashes on the man's body that seems to have been made by claws from a five-fingered, human-sized hand.
Crastor - above, I said that the mark of the rune on the man's chest is identical in shape to the medallion that you all took off of Nualia's body, which after slogging thru many old posts, found out that you're wearing... :)
Jzero - both the owner and the man who found the body are with the deputies outside. Post your questions to the man who found the body, and I'll post his answers.
The owner tells Jzero "Only Harker works for me. He had no reason to be working here last night. I've suspected for some time that he and Katerine have been meeting here late at night for...well...you know...some privacy...I guess they were just at the wrong place at the wrong time."
| Crastor Deems |
"The symbol matches my new medallion, but these claws don't look like Nualia's. So something that might worship the same dark powers but that did not get the same abilities." Crastor says as he fingers the medallion that he is wearing.
I missed that it was the same one on the medallion. That makes sense and makes it a lot easier to show then trying to draw it.
| Jzero Katzu |
Might be a good idea to tuck that medallion in side his shirt.
| Jzero Katzu |
Jzero shifts his face covering and takes a moment to compare the smells on the corpses to the smell on the axe and sawdust, curious if he can identify what would smell like that.
Notice: 1d6 ⇒ 5
Wild: 1d6 ⇒ 2
Survival: 1d4 ⇒ 3
Wild: 1d6 ⇒ 4
Unskilled, Occultism: 1d4 ⇒ 3
Wild: 1d6 ⇒ 4
Modifier: -2 (unskilled)
After that he goes outside and talks to the owner and the man who found the body.
"What put you in a position to find the ... tragic events?"
| GM_ZenFox42 |
The rotten smell is the same everywhere, but Jzero cannot identify it.
I missed that Velrek made a successful Occult roll on the handaxe. He's smelled this before, it's definitely the stench of some kind of undead creature, and all signs indicate that it must have been corporeal (as opposed to a ghost, for instance).
The owner, Titus Scarnetti, says to Jzero "I didn't find them, one of my workers, Ibor Thorn did. He's already been questioned by the sheriff - I think he's been taken off to the jail. One of the guards came to my house to inform me of the tragedy, and so I came here." His clothes indicate that he's very wealthy.
Does anyone else want to do anything?
| Velrek Savage PF |
Velrek will share his theory that the culprit is a solid undead being. Smaller in stature but incredibly strong.
"We have several places to visit. I think we should find a priest to discuss what we found today. And we should keep the sheriff informed as well."
| Crastor Deems |
Crastor nods at Valrek, but turns to take the man down from the wall and cover the wounds up so that the star cannot be seen. He turns to the woman and looks to extract her as well.
I would try and make the bodies a little more presentable before anyone else has to come in and see this. He would also cover the star lest more people find out and get entranced by whatever cult is built around the emblem.
| Thorfinn Skreebeard |
Thorfinn takes the time to assist Crastor in getting the bodies down.
He then takes a good look at the symbol, and tries to remember if anyone in his church had heard of the symbol.
He then Looks further
Notice: 1d6 ⇒ 6
wild: 1d6 ⇒ 2
notice explode: 1d6 ⇒ 5 = 11
Occult: 1d4 - 2 ⇒ (1) - 2 = -1
wild: 1d6 - 2 ⇒ (3) - 2 = 1
survival: 1d4 - 2 ⇒ (1) - 2 = -1
wild: 1d6 - 2 ⇒ (6) - 2 = 4
| GM_ZenFox42 |
The man can be taken down from the wall, and the pieces of the woman can be removed from the log-splitter. There are cloth tarps in the building that can be used to cover them.
Thorfinn racks his brain, but does not recall seeing the symbol before.
Who do you want to talk to next? 24-hour rule-of-2 in effect!
| Crastor Deems |
"Lets go talk to the guard that survived in the asylum. An eye witness might help us figure out of it is an undead involved." Crastor suggests.
| Thorfinn Skreebeard |
True. Lets go see what we can come up with on the survivor
He steps outside, and states to the guards that the dead can be taken away now.