Just to be clear the opal receipt does not have any name on it.
Patrissa smiles as Finngarth asks about the fire opals she is toying with, "These old things? I've loved fire opals my whole life. This are from the family."
To dig much more out of her you'll need to roll diplomacy or intimadate. Sense motive can also be rolled for more information.
As Groff gets up to see what the noise is about something colorful catches his eye in one of the desks. In one drawer he finds several red scarves
Shortly after Ebin's corpse falls to the ground the rest of the jurors arrive from downstairs.
Perception Groff: 1d20 + 6 ⇒ (20) + 6 = 26
This is more of a mystery than a dungeon crawl. You have to figure out what happened and what to do about it. I will admit I am beginning to think this might not be the best type of adventure for pbp.
Just to give you some idea of where you are information wise you've only missed I think two clues in rooms. Where you missed more information was in the NPCs. Not being diplomatic with them made them more hostile and less likely to help and offer information. This module is a "locked room" one on a timer.
I'd hate to see you leave but I understand. The adventures I planned for followup were more of a hack and slash. I've had the same feeling about one of my games I was in before, it's the only one I dropped out of.
I haven't run the XP on this module. From the modules I've run before it seems that you run three and level. I recently saw someone say this goes from level 1 to 3. I'll have to check the XP on this.
On the floor, Ebin sits rocking feverishly to and fro, facing away from you. His hands are busy at work in front of him, out of sight. The sound of a knife slicing through fresh, wet meat gives way to a wet cough when he convulses slightly. The gnome turns, blood pouring from his grinning mouth. He holds in his right hand his own severed tongue, waving it about like a slapstick. He staggers toward Volta and slaps him in the face a few times gurgle-gibbering and laughing thickly through the torrent of gore pouring down his throat. He then drops to the floor dead.
Sir Rekkart looks shocked. "Rest? REST? You need to rest? Do you think that creature is going to just let you take a rest? We'll all be dead by morning!"
The gnome jester Ebin adds in a sarcastic voice, "Do the big bad heros need a little nappy wappy? That will give that thing time to slit all of your throats while you sleep."
Patrissia slinks up to Groff and says in a low sultry voice "You wouldn't slack off and let the creature kill me while you sleep would you? I need your protection."
Killian raises his flask to you and takes a swing and says "To those about to die, I salute you."
The group of four jurors seems much chillier to you to say the least.
Improved Grab (Ex) To use this ability, the coffer corpse must hit an opponent of Large size or smaller with both claw attacks. If it gets a hold, it uses its death grip.
Death Grip (Ex) A coffer corpse deals 1d4+4 points of damage per round with a successful grapple check against a Large or smaller creature. Because the coffer corpse grabs the victim’s throat, the victim cannot speak or cast spells with verbal components.
Illusory Death (Ex) In any round a coffer corpse is struck for 6 or more points of damage by a single attack, it slumps to the ground as if dead. If it has fastened its death grip on a victim, the victim falls as well, unless he a makes DC 12 Reflex save. Even if the save is successful, the coffer corpse does not release its grip but rather slumps against its opponent’s body. On its next turn the coffer corpse rises again as if through reanimation. Any creature viewing this must succeed at a DC 10 Will save or become panicked for 2d4 rounds.
Ianfir, Seldion and Finngarth are up.
It is a coffer corpse. You get one question.
Seldion casts a spell and throws a blob of acid at the creature and manages to hit the ceiling.
Acid Splash: 1d20 + 2 ⇒ (1) + 2 = 3 Damage: 1d3 ⇒ 1
The creature advances toward Kanna and attacks with a claw, leaving a large gash.
Claw: 1d20 + 5 ⇒ (8) + 5 = 13 Damage: 1d4 + 4 ⇒ (3) + 4 = 7
The doors burst open, casting wooden shards about the room. A wretched corpse of a man gives a hideous cry as it emerges from the cabinet. The faded blue uniform of a bailiff clings to its bony shoulders in rags and a hand axe protrudes from its chest. The corpse’s veins and arteries have been pulled out through jagged gashes in its wrists and shoulders and now dangle like leathery marionette’s strings. A childlike giggle issues forth in the darkness above and the veins float upward. The bailiff corpse begins to jerk about like a puppet at the whim of some malevolent force. The thing’s gaunt face is eyeless, its two gaping sockets fixed on nothingness as it snarls and lurches forward.
Init Bad Guy: 1d20 + 4 ⇒ (9) + 4 = 13
Kanna opens the first cabinet in this room. He sees that two heavy crossbows rest on a rack with a case of 50 bolts underneath them, and four longswords and four daggers are sheathed here. Four sets of chainmail and light steel shields hang within as well. Eight potions rest in a vial rack here. Five sets of manacles hang on hooks within as well as two tanglefoot bags and two smokesticks.
Groff walks down the corridor as it turns back and forth, hugging the outside wall. When he gets to the door Volta examines it and finds nothing amiss and nods to Groff to open it. This dark, dank room contains only a trio of couches and two large wooden cabinets.
Please move your tokens to where you want in the room.
As you search the room you find a set of keys and 10 Varisian silk scarves hanging on a rack next to the bed. Volta sets to search the bed and finds a knitting needle under it and a pouch behind the headboard containing 10 gp and 30 sp.
You might want to reread the vision you had on first entering the room.
You ascend the stairs again and as you reach the top you see this room is in shambles. A simple double bed is hacked to splinters, the mattress eviscerated of its stuffing and caked in dried blood. No attempt to clean up the slaughter that transpired here was made in the hurried trial of Mord and the flight of all staff from the courthouse. An eerie menagerie of blood-darkened wooden toys in the shapes of carriages, horses, knights, and wizards are strewn near a dark stain on the floor beneath a broken table. Nothing moves in the room.
As Kanna's stone goes through the shadow, she blows you a kiss and a relieved sigh as she dissipates.
Sir Rekkart then approaches and say "May you rest in peace fair lady." He then looks at the group and says "That was the Mord's apartment up there, the scene of the murder. You may want to go search it."
I apologize for letting this go so long without any updates. I was waiting for another attack or action from the party and reviewing things it looks like the party all went.
I am using block initiative so it's you go they go once the first round is resolved. If you would rather I use a standard init, I can do that.
The three toys attack Ianfir again, while the shadow continues her seductive dance, her fingers sliding though his armor and caressing his chest.
Toy 1: 1d20 + 1 ⇒ (19) + 1 = 20 Damage: 1d3 - 1 ⇒ (2) - 1 = 1
Shadow: 1d20 + 4 ⇒ (14) + 4 = 18 Damage Str: 1d6 ⇒ 1
Ianfir walks up to the shadow and the quarterstaff goes right through the shadow and it seems a little less substantial. After he attacks it, three of the toys on the floor move to him and attack him.
Toy 1: 1d20 + 1 ⇒ (18) + 1 = 19 Damage: 1d3 - 1 ⇒ (1) - 1 = 0 1 dam
The shadow then reaches out and caresses his face and he feels the chill of the touch pulling out his strength.
Toy 1: 1d20 + 4 ⇒ (10) + 4 = 14 Damage Str: 1d6 ⇒ 2