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Salron looks over the absolute mess of a situation. He kneels down beside the deceased Venture Captain and surveys the body.
Perception: Take 20: 20 + 2 = 22

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Not sure if he is up again, but when he gets the chance, he will look over the body and try to figure out what happened.
heal: 1d20 + 7 ⇒ (6) + 7 = 13
Once again WwG is useless.

I'm DMing In Your Closet |

Once again WwG is useless.
...Or so he thinks, but with his aid, Cara is able to regain a sufficiently level head to figure out the nature of the poison!

I'm DMing In Your Closet |

Upon noticing the safe, Rosla recognizes her calling; despite feeling the pinch of time too acutely to be as patient as she might like, with her skill and the safe's slipshod defenses it's a cinch regardless!
Within, she finds a number of dossiers on Pathfinders who work out of Dryblade House, as well as people of interest throughout Daggermark. Of particular prominence is an agent named Timinic, whom Brandur Clovesh had taken to a safehouse on the city's border, though it does not specify where. Timinic’s file also notes that while in hiding, he will recognize those who call themselves “Guardians of the Open Roads” as fellow Pathfinders.
Another earmarked dossier tracks the movements of a wanted killer named Cladara, and notes that her murders have prompted city-wide investigations - in Daggermark, this is a most unusual response to the actions of any Assassin’s Guild member in good standing.
There is also a third file suggesting an apothecary named Pemak may have connections to the Daggermark Poisoner’s Guild.
In addition to the files, the safe contains a scroll that Salron readily recognizes as the share language spell, as well as a single strange feather, lacquered and painted with small glyphs.

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spellcraft: 1d20 + 5 ⇒ (10) + 5 = 15
the feather is beyond WwG too, at lease when he gets time to check it out.
I think we have gathered all the important information, right?

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Salron rises from where he had been kneeling next to the deceased Venture Captain. Spotting the feather being passed around catches his immediate interest. "Might I exam the feather for a moment or two?" Once he has the feather, he takes his time studying it and casting detect magic on it.
Knowledge: Arcana: 1d20 + 10 ⇒ (16) + 10 = 26
Spellcraft: 1d20 + 10 ⇒ (5) + 10 = 15

I'm DMing In Your Closet |

The clergy fumble with the feather, but leave it to the sage to know these things.
AFAIK Knowledge (Arcana) won't identify items, so there's no reason that first roll can't have been your Spellcraft roll.
It seems you've found all you can here; the maps and dossiers lie before you, and Venture-Captain Bosk's final words weigh upon your mind.
The time is shortly before 11-o'clock in the morning.
What now?

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"I think we should hunt down Brandur Clovesh first. We need someone who knows the area and can find Timinic."

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"With his last words the VC insisted that we 'find Timinic as quickly as possible, before it’s too late'. As Brandur Clovesh knows the exact location of the safehouse where Timinic stays (hopefully still alive), it makes sense to look for the dwarf first. He's a sergeant in Daggermark’s infantry, so if we don't see him out on the streets, we need to go and ask for him there."

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Walks nods, the says "Let's get to it then. We should start by asking folks in town where the infantry is stationed or any other info on Brandur."
@GM 'Closet
Should we make some gather information/diplomacy rolls for you?

I'm DMing In Your Closet |

Should we make some gather information/diplomacy rolls for you?
It occurs to you that asking around would both take time you're not sure you have, and be dangerous besides; the walls in Daggermark have ears - what with all the minimally-supervised alchemical buggery that goes on around here, sometimes literally!
You may also attempt a Survival check to track him directly.

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That helps - knowing what rolls are available.
Walks will attempt to pick up some tracks.
survival: 1d20 + 7 ⇒ (10) + 7 = 17

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Walks with Giants soon discovers that something a little strange is afoot, literally: Somewhere along the way, the dwarf’s footsteps spontaneously increase in size and spacing, as if he suddenly grew and took on a much longer stride. On second thought, while Walkies is tracking, I will allow others to attempt:
"Yea, a man walked this way, but 'e was Human, sure as me own moeder art Hallit! Naturally, 'e was bundled up for the weather so I coulnna see his face or wotnaught, but naturally, I looks at a man's clothes anyway, an' this Jonkel, well, he coulnna a' been no sergeant if he wern' even dressed properly! So's I call out to 'im from me shop here, I says 'Hey, SIR! A fine man o' the Craft as deine own self deserves a proper outfit, not something that looks like 'twere just hand-me-downed to du from one of the Stout Folk, yea?' Nought art wrong wit' der Stout Folk, ye understan', not wiv' me - but the ruddy Jonkel just kep' on marching. Guess he had someplace to be, man-at-arms after all, I do respect that...!"
You leave him before he can waste any more of your time with his ensuing self-serving civic-virtue spiel about the military clearly needing more funding for uniforms....

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Knowledge: Local t: 1d20 + 6 ⇒ (1) + 6 = 7 :-/
Rosla follows WwG.
Diplomacy (Gather Information): 1d20 + 2 ⇒ (1) + 2 = 3 :-(
LOL. Two Natural Ones... what are you trying to tell me, dicebot?

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Walks points at some footprints, and then another pair in response to Salron's question.
"Isn't that interesting, The footprint's change size. I wonder if he was not who we thought he was."

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Salron gestures for Walks with Giants to follow the trail. He follows along as the tracking continues.

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Did the footprints just change size, or did they also change their general shape or indentation? I was thinking shapeshift, like someone was pretending to be Brandur Clovesh, but enlarge would also make sense.
WwG continues tracking.

I'm DMing In Your Closet |

LOL. Two Natural Ones... what are you trying to tell me, dicebot?
Did the footprints just change size, or did they also change their general shape or indentation? I was thinking shapeshift, like someone was pretending to be Brandur Clovesh, but enlarge would also make sense.
Alchemically-tainted slush being what it is, it's hard to tell much for certain about the change in the tracks beyond size and spacing - however, while the prints grow, they don't grow that much, so Tempestas's guess is probably wrong.
Meanwhile, however, Cara's managed to find someone who saw something....
All who haven't, see the gather information spoiler above! :)
I'll have to assume you've all done the best you can regarding those other 3 checks, SO:
Walks with Giants eventually follows the tracks to a small but stout wooden cottage, the kind that, while it does not scream "A DWARF RESIDES HEREIN!", states as much in a firm and clear tone before taking another deep sip from its stylized ale-stein (I'd reference a certain 1937 film, but now's apparently a really bad time for that!). Knocking avails you of nothing, and the door feels unlocked, so in suspicion of the worst, you enter...and the worst is quickly confirmed.
Coals smolder in the fireplace of this cozy wooden cottage. The main room is set for company, with two half-empty mugs of ale on the table. A waxy aroma reminiscent of burning vinegar fills the cottage, emanating from the corpse of a dwarf sprawled near the hearth. A crumpled military uniform lies on the floor near a cabinet in the corner.
You recognize the face of Sergeant Brandur Clovesh...as well as the stringy, spongy, weird-smelling foam now stuffing his every orifice (well, at least within his head, checking the others is up to you!). Clutched in his hand is a small bottle labelled "In Case of Poison".
The time is about 11:20 in the morning.
Taking a liberty or two for lost time's sake:
Those of you who don't investigate the corpse are naturally interested in the spare uniform - it doesn't take much to notice that unlike the corpse, it's still warm!
The suit includes a set of worn leather armbands in much poorer condition than the rest of it, but those of you sensitive to the powers of magic also notice something a little beyond the ordinary in them...
IF the Perception check is made:
Shaking out the uniform, you also find a scrap of paper, blank but for a short list of names:
- Sergeant Brandur Clovesh
- Oathbreaker Istivil Bosk
- Ramyla
- Timinic
- Pemak
Do you try searching the house any further, or continue on?

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DC 12 heal: 1d20 + 7 ⇒ (11) + 7 = 18
DC 18 spellcraft: 1d20 + 5 ⇒ (1) + 5 = 6
DC 18 perception: 1d20 + 5 ⇒ (16) + 5 = 21
DC 20 appraise: 1d20 + 1 ⇒ (6) + 1 = 7
Walks states with confidence, as he tries to bend the arm of the dead dwarf, that "He's been dead for a while. Body's gone all stiff and I'd make an educated guess of about a day ago."
He starts sifting through his belongings and says "Hmmm..."
Taking out a knife from his cooking kit, he gently pries up an earing from the floorboards under where the uniform was before he picked it up. Looking around he adds, "See if you can find the other one. It could have been left by an assailant. Though I suppose some folks wear only one, but I don't think dwarves are the type to do that."
Walks also checks the earing for a magical signature using detect magic.

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"Sounds like a good theory to me."

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Appraise: 1d20 + 2 ⇒ (12) + 2 = 14
With three aids Rosla could meet the DC...
"Somebody wore this Uniform not long ago - it's still warm! Maybe the wearer is still in the house?"
Rosla is eager to search the house further.

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Heal {untrained}: 1d20 ⇒ 13
Spellcraft: 1d20 + 10 ⇒ (13) + 10 = 23
Perception: 1d20 + 2 ⇒ (16) + 2 = 18
Appraise (Untrained): 1d20 + 5 ⇒ (5) + 5 = 10
Salron picks up the worn armbands and holds them out towards everyone. "These simple looking armbands are known as Armbands of the Brawler. Would anyone care to use them?"
In his other hand he holds one pearl earing. "This was between the floorboards beneath the discarded uniform."

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Walks shakes his head at the offer of the armbands and joins the search of the house, looking for additional tracks.
"Whoever is doing this, it is able to impersonate folks. This is the second person who seems to have entertained a 'friend' that poisoned him. We need to be skeptical of anyone that looks like someone familiar."

I'm DMing In Your Closet |

All seems quiet in the bereft cottage now (of course, it's a good thing you don't have a Paladin with you!); upon searching the rest of the place however, you find a desk in the ex-Sergeant's bedroom containing directions to the safe house where the mysterious Timinic has been put up!
The time is a half-hour to noon. You've got a couple of leads; what now?

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"Those are logical conclusions for sure Cara but until we unmask whoever is perpetrating these crimes all theories are possible."
"I strongly believe we should head for the safe house listed in these directions." Salron holds the directions up in one of his hands.

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"Not that I know of."

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"I agree, Salron, we must hurry to find Timinic! Let's head for the safe house. I hope he is still there - and alive..."
Rosla is eager to get going.

I'm DMing In Your Closet |

Your other option, for the record, was The Dripping Wall Distillery, mentioned in Timinic's records back at Dryblade House. Since we've already got two voices for the other direction and this has been dragging on (mostly my fault)...:
With your newfound map, finding the safehouse is all too easy.
This cabin features sturdy wooden walls, with thick glass in its two small windows. A covered porch looks out over the banks of the Dagger River to the west, though steady sleet presently obscures the view.
The time is 11:40 in the morning. All aside from the pounding sleet appears quiet and still.
What do you do?
OH, and guess what else? Iiiiiiit's MAP-TIME! Everyone see Slide 3! 'X' marks the front door to the safehouse, and while I've taken the liberty of setting out your tokens (I hope you will all find them appropriate for your characters), it's up to you to place yourselves in these crowded alleyways....

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SOMEONE had some fun with the token shapes! I shuffled the tokens around a bit and bunched them up.
The lot of use advances carefully down the alley and fan out in front of the door. Walks, for one checks things out as best he can before entering. He will open the door from the side to allow Rosla a more quick entrance in case it is needed.

I'm DMing In Your Closet |

The door is quite locked.
I'll give Rosla and Salron a chance to weigh in.

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@GM:Just a reminder - Rosla has the following rogue talent:
Whenever a rogue with this talent comes within 10 feet of a trap, she receives an immediate Perception skill check to notice the trap. This check should be made in secret by the GM.
Sooo... should I roll to check for traps on this door or will you?
"Tempestas, that's sweet, but I can't do my job if you stand in front of the entrance. Move to the side, please, and let me unlock the door for you. You can still enter first, if you wish..."
When she finally gets unhindered access, the rogue checks the door for traps before trying to unlock it with her thieves' locksmiths' tools.
Disable Device, Take 10: 10 + 14 = 24
+1 if she gets guidance from a devine caster (e.g. Cara)

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"One moment Rosla. Salron waves her aside. He speaks and arcane word and casts Detect Magic in the direction of the door.

I'm DMing In Your Closet |

OK, before we go any further, a fair reminder to be sure you've reviewed and recall what you've already learned in this adventure; it's my fault this has been going so slowly, so I'm trying to err on the generous side more than perhaps I otherwise would.