Sunday, September 10, 2006
Interlude: Gerard's Ascension
Interlude: Loose Ends
Monday, August 28, 2006
Episode III: Chimes at Midnight - Act III
Sunday, June 11, 2006
News Clippings III: Sharn Watch, 17th of Sypheros
Special Wildnight Edition
TERMINUS STATION: Last evening, the spectacular Wildnight fireworks displays found themselves outclassed by a series of unusual (and dangerous) eruptions around the City of Towers. The first one occured near midnight in the Clifftop Adventurer's Quarter in Upper Dura at the residence of famed inquisitor Victor Saint-Demain. The source of the volatile eruption, which damaged several neighboring buildings, is unknown, though Saint-Demain is a notable eccentric and has been known to conduct dangerous experiments when not fighting crime. It is also possible that one of his many enemies was trying to assassinate him, but the Korranberg Chronicle does not speculate without indisputable fact at hand. Rest assured, we'll get to the bottom of this. Early investigation of the disaster zone indicates that Saint-Demain may have been at home when the explosion took place, but the evidence was described as 'inconclusive' by the chief inspector on the scene.
The next explosion occured at the lofty residence of Hazurik ir'Cullithar, who represents Upper Menthis Plateau in the City Council. Like Saint-Demain, ir'Cullithar enjoyed his experiments, and had a laboratory somewhere in his tower. An expert on military affairs who we interviewed on the condition of anonymity claims that the detonations that destroyed ir'Cullithar's residence could only have been caused by precisely placed, military-grade 'blast disks'. We aren't sure what those are, but we believe him! No survivors have been found from the Cullithar explosion thus far, and the old Councilman was home at the time. He had no living relatives, but Upper Menthis will certainly miss him.
The last of these unplanned pyrotechnic displays, and perhaps most spectacular, claimed no lives at all thanks to the brave efforts of Gerard Angevin, Morgan Ironwright and Shinto of Overlook, a trio of inquisitives who are most recently famous for cracking the Oakbridge Flenser case in Lharvion. Specific details are still unclear, but witnesses say that early this morning in Terminus Station, the three of them muscled their way through armed guards to the private rail car of Baron Trelib d'Medani, who was just about to leave for Wroat. They had somehow learned that an inbound lightning rail was out of control, and speeding at high velocity for Terminus Station even as they arrived on the platform. They pulled Baron d'Medani from his car and escorted him off the platform with his staff, but there was no time to clear the hundreds of bystanders off the platform before the renegade train arrived and exploded in their midst. At great risk to their own lives, the three inquisitives boarded the Baron's private car and rode it out of the Station to meet the incoming train just outside, where the resulting explosion was unable to hurt anyone. Thankfully, they jumped off just in time and didn't perish in the deafening collision. They were unavailable for an interview, unfortunately.
I have a hard time seeing how the actual Wildnight celebration will be any more exciting than this, but we'll keep you posted, as always.
Tuesday, May 30, 2006
Episode III: Chimes at Midnight - Act II
15th of Sypheros
Morgan awakened to a knock on his door. A courier delivered an invitation addressed to all three of them - Baron Trelib d'Medani, patriarch of the House of Detection, requested that they join him for dinner that very evening. When he next met his companions, they discussed the invitation and agreed to attend. They spent the day doing some follow-up investigation (including visiting Victor again, though they discovered that he had not been seen for a few days at his local haunts). That evening, they arrived at Baron Trelib's townhouse in Dragon Towers and dined with him.
After supper, Baron Trelib revealed the real purpose of the meeting - he needed them to find his daughter Zelina and the Silver Basilisk, a family heirloom that went missing a week ago (Zelina was trying to track it down when she also disappeared). He told them a bit about the Basilisk, including that it was stolen before by one of the Notorious Six (Vraam, the changeling), and subsequently recovered by Victor Saint-Demain. They pressed him when Gerard sensed that he was holding back, and they learned several things:
-Baron Trelib would have gone to Victor before them, but he had a falling out with the inquistive over a month ago when Victor tried to join the Warning Guild. It was an unprecedented request, as he was not even a half-elf, much less a blood relative of the Medani family, but Victor ensured his own refusal by approaching Baron Trelib with his usual haughty, arrogant demeanor. This argument occured on the 6th of Rhaan.
-House Medani's Sharn enclave is currently quite desperate; they've lost many personnel in the past few months due to the escalating gang wars (and even more recently, due to the unusually violent Wildnight celebrations). Their reputation (and the Baron's, even moreso) is hanging on the success of the prison in Wroat that he worked so hard to have built, and the escape of the Notorious Six is not helping matters much. Because of these things, his enclave is also hard up for cash, which means that the reward he can offer the companions for their services is modest at best.
-Morgan remembered something he heard long before the meeting; Baron Trelib is a close personal friend of King Boranel. He realized that the long-term benefits of having an influential man like Baron Trelib in their debt might outweigh the cons of taking a job with such meager monetary rewards.
They asked for Zelina's notes on the case of the Silver Basilisk, as well as something that Zelina owned (specifically, a comb with some of her hairs attached). Trelib promised to send a courier first thing tomorrow morning with both of these items.
"A Twitchy Old Fence"
16th of Sypheros
Once again, Morgan was woken by a knock on his door; a Medani courier had finally arrived with the items the Baron had promised to deliver, including the case file on the second Silver Basilisk theft as well as a silver comb belonging to Zelina with a few loose strands of dark hair attached. He contacted Esan and told him that they would all meet at the Cathedral of the Cleansing Flame, where Gerard lives.
When Morgan arrived and called on Gerard, the Thranish clerks were somewhat unhelpful, and Esan ended up arriving before Gerard was even summoned. Once they were all gathered, they reviewed the case file together. The only lead that seemed worthwhile was the name of an illicit exports dealer named Vraam Poli (there were several other names on the list with Vraam, but they were all crossed off). They decided to visit this Vraam at the listed address in Boldrei's Hearth.
When they arrived, they discovered that the address was actually an inn called the Copper Kukri; a full parade was in march just outside the door, giving the whole main street a rather carnival-esque appearance. They stepped out of the cacaphony into the Kukri, and were met by a doorman called Yuri. After a healthy bribe he was pleasant, though ultimately unhelpful. He said that Vraam was out enjoying the celebrations, but should be back soon. Gerard spotted an old man sitting at a booth near the door who seemed very interested in their conversation. He told the others this as they sat down to wait, and they agreed that the old man was probably Vraam. He walked out of the Copper Kukri while they were deciding what to do. They followed, and Esan spotted the old man trying to slip away into the crowd. Esan took off like an arrow in flight, catching up to their mark quickly and subduing him.
They took him into an alley and interviewed him. He was in fact Vraam; he tried to bluster his way out of his predicament at first, but when he realized he was cornered, he became slightly more helpful. He did in fact receive a visit from Zelina, but he had no interest in an item as 'hot' as the Silver Basilisk. He did muse to Zelina that if it were him, he'd have the Basilisk melted down and moved out as something less conspicuous. Simple divinations would reveal its original form, which would be enough for many unscrupulous collectors who disliked the House of Detection. He mentioned the name of a silver smith whom he knew was shifty enough to do such a thing - Calinto Mulhar, a recent immigrant from the Shadow Marches who lived in Cassan Bridge. He mentioned this same name to Zelina, who seemed very interested in Calinto when she left. The companions noted that Zelina most likely disappeared shortly after her meeting with Vraam, so they decided to go to Cassan Bridge.
"Shining Star Silver"
16th of Sypheros - late afternoon
When they arrived at Shining Star Silver in Cassan Bridge, they found it in complete disarray. Calinto was brutally murdered minutes before they arrived, and his shop was torn to pieces. Closer inspection of his body revealed that he was beaten to death, most likely by someone's bare fists. They did find something very conspicuous in Calinto's workshop, however; the last mold he used was for the handle of a cane. Morgan's experience as a crafter revealed something more - it wasn't balanced for a regular cane, but a sword cane. Morgan recalled that Victor uses a sword cane, and their suspicions of him grew at an alarming rate. They agreed that they should scry on Zelina before doing anything else. Morgan found a large puddle in an alley off the street, and began casting the spell. It succeeded, and he saw Zelina bound and gagged in a windowless cell that might have once been an office, if the ruined furnishings at the edges of the wall were any indication. During the scrying, the door opened once, and Morgan caught a glimpse of Durok's wide, broken face peering in on the prisoner.
"Falling Through the Gray"
16th of Sypheros - dusk
They decided to visit Victor next, but as they were leaving, they became trapped in a bit of pedestrian congestion - some sort of commotion up ahead was blocking the road. A goblin woman pushed past them with a basket balanced on her back. She dropped it 'accidentally', and several dangerous vipers uncoiled and attacked Morgan and Esan. The woman used the distraction to deadly effect; she took her walking stick and swung it with surprising force at Gerard's neck, which cracked with a sickening crunch. Morgan and Esan watch helplessly as their stalwart friend collapsed, dead before he hit the ground. The subsequent fighting was short and brutal - Gerard's killer used several potent spells against them, but suffered several counterattacks including a freezing blast from Esan and a ray of exhaustion from Morgan; in the meantime, Morgan's metal dog Skoth tore into the vipers, who found their dangerous poisons useless against the homunculus. Eventually, she was brought down, severely weakened by Morgan's necromancies so that she could not resist Esan's death grip. They interrogated her just long enough to learn that she worked for Khelizan, who apparently hasn't given up on them yet; like the previous assassins, she did not know where the execution order originated. Esan snapped her neck while Morgan plunged a dagger into her stomach, and they took Gerard's body back to the Cathedral, hoping for a miracle.
"Archeirophant Ythanna Morr"
Gerard was apparently too valuable of an asset to the Church to be discarded when a method existed to have him returned. One of the few people in Khorvaire who has the means to bring back those killed by an assassin's blow happens to be Gerard's technical overseer in Sharn, the Archierophant Ythanna Morr. Ythanna agreed to use the powerful resurrection prayer on Gerard, though the cost may ultimately be higher than anyone expects. With Gerard back among them (though weakened for the moment), they continued to Victor's house in Clifftop as they had originally planned.
"CAUTION: These Materials May Be Highly Combustible"
They found Victor's place dark and locked up. After some deliberation, they broke in and searched the place; it was in major disarray compared to the neat order they had seen during their previous visits. Morgan searched the filing cabinets, Esan went upstairs to Victor's loft, and Gerard checked the papers on his desk. Morgan found some financial papers that revealed a few interesting things:
-Victor makes regular contributions to an orphanage in the Gate of Gold district.
-He recently made a purchase of 20,000 gp, though the report doesn't say of what
-All of his financial papers are filed by the same clerk; Bengen Burtuckle
Gerard found some interesting blueprints with all sorts of weird notes and numbers, but he could not decipher them. He called Morgan over to help. Morgan almost immediately realized that they were trajectory and speed calculations of a deadly nature; he also found a time circled on the blueprint - 5:32. This is the same time that Baron Trelib's lightning coach is scheduled to depart in just a few hours! Esan interrupted Morgan's grim musings by running down the stairs, advising them to grab what they could and get out of the building immediately. He had smelled something sulphurous upstairs, which was the only warning he needed. Seconds after Morgan ran out the front door, the water tower exploded in a brilliant ball of acid, fire and debris. A chain of subsequent detonations tore into the office and loft, obliterating Victor's old home in just a few seconds. They found bits of charred flesh and the remains of Victor's sword cane among the debris, but decided that this was inconclusive at best, considering their other evidence. They knew that the crowds of Wildnight's opening celebrations would cause no end of difficulty, so they immediately left for the Terminus Station in Lower Tavick's Landing, trying to beat their shadowy nemesis to Baron Trelib's parked rail car.
"A Moment of Brash Heroics"
They arrived at the train station less than an hour before Trelib's car was scheduled to depart. Morgan knew that the Baron would have already boarded at this point, so they didn't have much time. They rushed to Platform Twelve, but were stopped by a half-dozen warforged guards who obviously 'belonged' to House Orien, if their stylized unicorn horns were any indication. The companions managed to talk their way through, however, and they got to the Baron's car. They evacuated it, explaining to Trelib what was about to happen as they ran. Even then, they could hear the distant roar of an approaching out-of-control train. They realized that the collision would kill a lot of innocent people who wouldn't have time to evacuate the adjacent platforms, so they did something incredibly risky and brave - they boarded the Baron's private rail car and had the conductor start it up. They would ride the car out of the station and meet the approaching train head-on, away from vulnerable civilians. They started up the car and it shot out of the station like a magic missile. They managed to jump off onto adjacent platforms (with Esan holding the frightened conductor in his arms) just in time, and the two trains collided in a deafening explosion of fire, electricity and shrapnel just outside the station.
Seconds later, an arrow barely missed Baron d'Medani, instead landing in the wall just beside him. All three of the companions saw an ivory gargoyle flying away, though Scrimshaw was gone too fast for them to launch a counterattack. On the shaft of the arrow, a note was attached:
"House Medani has doomed itself with its own arrogance. You pathetic fools could not hope to catch me. There is no one in Sharn with the wit to match the greatest inquisitive in history. Tonight, the chimes at midnight will sound the death toll of the scion of House Medani.
Victor Saint-Demain
Master Inquisitive of Sharn"
Sunday, May 28, 2006
Episode III: Chimes at Midnight - Act I
12th of Sypheros - afternoon
Esan, Gerard and Morgan stepped out of the Roost after Callevus left and began making their way back to the nearest skycoach platform. On the way, they came across a chaotic scene at a crossroad plaza - a prison caravan's convicts were in the process of breaking out and killing all of their captors. They could also hear screams from nearby buildings, indicating that some of the escapees were looting. With the Watch nowhere in sight, the companions intervened, killing or capturing a rabid troll, several goblins and gnolls, and a grizzled, one-eyed gnoll named Gargrush. The Watch eventually arrived and rounded up the remaining prisoners, and the Sergeant spoke with the companions at length. They learned that Gargrush was an infamous Daask enforcer, but more importantly, six of the caravan's most dangerous prisoners escaped before the companions even arrived. The Sergeant named them as follows:
-Vrinn, a changeling thief with delusions of grandeur
-Durok the Masher, an ex-Daask bugbear enforcer who got all of his teeth removed when he failed his last boss; currently on the run from the organization
-Scrimshaw the Ivory Gargoyle; a rare breed of the malevolent winged race
-Grimgraj, a hobgoblin brawler who kills with his bare hands; has many tattoos and piercings
-Rrregla the Gasper, a creature from Khyber known as a 'choker' for obvious reasons
-Mange, a shifter reknowned for his fierce brutality and grotesque diet
The companions decided that the rewards for catching these criminals would be great, so they set out to the Citadel to learn more. When they arrived, they spoke at length with Captain Davik ir'Barrowyn, a knight in service to the Citadel (and Boranel, by proxy). Davik was very helpful, giving them detailed case files on all six escaped convicts. He also mentioned that the caravan was part of House Medani's new venture in Wroat: a brand new prison facility for long-term convicts too dangerous too keep in Sharn, but not high-profile enough to ship off to Dreadhold. They read the case files and learned that the arresting inquisitive on all six cases was Victor Saint-Demain, their old friend from the days of Ziki "the Flenser" in Oakbridge. They decided to pay Victor a visit at his home in Clifftop. When they arrived, he was cordial, though he seemed a bit more haggard than usual. He told them that he was dealing with a separate Daask-related case in the Cogs. He also gave them detailed dossiers on all six convicts, which revealed the following additional information:
-Vrinn is also known as the Cyclops, because in his favorite form he looks like a changeling with one eye. He believes (probably falsely) that he is a descendant of the ancient giant race from Xen'Drik. He also used to be a member of the Tyrants, a criminal organization based in Sharn that consists entirely of shapeshifters. They run the prostitution trade. Vrinn is currently on the run from the Tyrants, though Victor's notes don't explain why.
-Durok is extremely addicted to dreamlily; this was an asset to Victor both in tracking him down and bringing him in. His dealer is a dwarf named Creeks who lives in Callestan.
-Scrimshaw is not actually an albino; he has a rare skin disease that causes his skin to turn white and flake off. It is apparently very painful, but no priest will heal him, so he hates all clerics with a terrible passion.
-Grimgraj is a failed monk because of his violent temper, though he understands the martial techniques he learned quite well. He also has an item called a 'circlet of blasting' implanted in his head.
-Rrregla loves anise-scented cigars; she is called the Gasper not because of how she kills, but because she has a respiratory disease that causes her to wheeze and gasp frequently. She is vulnerable to airborne irritants such as pepper.
-Mange is brutal and fierce, but he is also scared witless of even the sight of silver, and may flee from it.
They retired for the evening at an inn in Callestan called the Broken Anvil.
13th of Sypheros - morning
When they woke that morning, they decided to split up to take care of several tasks at once. Esan would go to Firelight and try to find the Tyrants, while Gerard and Morgan would return to the Citadel to interrogate one of the goblins who was recaptured at the caravan breakout yesterday afternoon.
Esan had little immediate luck, though he made it known that he was interested in business with the Tyrants beyond their usual fare. Morgan and Gerard's interview with Grobij was more fruitful. Grobij revealed that he had been Durok's dealer in prison; his outside contact who smuggled dreamlily into the prison is a goblin named Smelky who lives in Fallen. He didn't know any of the Notorious Six besides Durok, but he did see a bit of the initial breakout. Vrinn was the first to get out - he unlocked everyone's cells and then made a break for it. The Six seemed to know that they would be broken out, because they didn't linger like the other convicts. As soon as they were released, they rushed out of sight in different directions, not even stopping to kill on their way unless it was very convenient.
13th of Sypheros - afternoon
They met up at the Broken Anvil for lunch and decided to visit Creeks first, since he was in the neighborhood. They arrived too late, finding the dwarven drug dealer brutally murdered in the street outside his den. His face looked like it had been flensed off by a curved weapon. A bystander in the know mentioned that this hit was probably the handiwork of a Daask assassin under the employ of a local crime lord named Khelizan. The assassin in question is a devotee of the Mockery, hence the flensing. They checked Creeks' den, trying to learn what they could from the drug-addled denizens. This was apparently not much. They continued on to Smelky's in Fallen.
Smelky was helpful mainly because he was cornered. He told them that Creeks was probably killed because of the escalating violence between Daask and the Boromar Clan. Boromar controls dreamlily traffic (and thus the dealers), but dealers in Daask territory pay tribute to the Droaamites to ensure their continued existence. However, the turf wars have made some Daask crime lords more interested in denying Boromar business than filling their own coffers with tribute money, so dreamlily dealers in Daask territory have been meeting unfortunate knife- or club-related accidents in broad daylight for the past few months. Khelizan probably had Creeks killed because of this, and Smelky was concerned for his own neck as well. Smelky also told them that Khelizan was a powerful ogre mage.
They decided to visit Khelizan's headquarters in Fallen to see what his involvement in all of this might be. The best case scenario might turn him into a temporary ally in their hunt for Durok. Unfortunately, they couldn't get past Khelizan's burly ogre doorman. The companions returned to the Broken Anvil, stumped for what to do next. They received an urgent mental message from Callevus just before they retired for the evening, however: someone had put a bounty on their heads some time that day. Callevus warned them to be cautious of assassins.
14th of Sypheros - morning
The very next morning, Esan, Gerard and Morgan were attacked as they walked out the door of the Broken Anvil. Two goblin sorcerers on a balcony above blasted away with disabling or damaging rays while two massive ogres flanked them from either side of the street. After fierce fighting, one ogre was dead, another captured, and the two goblins were routed (partly because Morgan permanently blinded one of them). They learned from the ogre captive that the hit was ordered by Khelizan, though he had no idea whether Khelizan was contracted out for the task, or if he was using his own resources to kill them for personal reasons. After releasing the ogre, they decided to conduct surveillance on Khelizan's headquarters. Almost by coincidence, they managed to ambush the two goblin sorcerers en route, killing one and capturing the blinded one. When they interrogated him, they did not discover who ordered the hit, but they did learn that Khelizan was being visited by the Inspired on a regular basis. Esan theorized that there was something big going down related to the trafficking of dreamlily, Boromar, Daask and Reidra, but he wasn't sure what.
14th of Sypheros - evening
They got a chance to find out when they saw an Inspired man enter Khelizan's late that evening. When he left, Esan decided to tail him, and the others followed a ways behind Esan (Corvus stayed near the psion, however). Esan followed the Inspired agent all the way to the dock district called Precarious. Esan knew that this place was full of Reidrans (and by extension, the Inspired). His mark turned down an alley and entered warehouse, but Esan crawled through a window into the warehouse instead of using the door to follow. Corvus perched up across the window, staying in Esan's line of sight. Esan discovered that there were several Inspired warriors waiting in ambush, but they were watching the door, not the windows. Esan signaled to the others with a smokestick, which meant to attack, and they sprang the trap. They dealt with the Inspired handily, killing them all.
They broke into the attached office building and discovered that this warehouse and several adjoining ones belonged to Dhal's Imports, which caters to local restaurants with various imported food products. They found the manifests, and learned that Reidra is a major exporter of said food products for Dhal's. The Sharn Watch showed up moments later (thanks to Corvus, they were forewarned). Esan slipped out, and Gerard and Morgan went down to greet them. Gerard flashed his badge around, and they managed to not get arrested, though the Watch Sergeant demanded that they go to the local station to fill out a report. He informed them that the people they killed were retainers of the chief Reidran diplomat in Sharn, a woman named Tirashana. After making sure they understood the implications of this, he released them. They retired to their respective homes, exhausted.
Friday, April 28, 2006
Interlude - Callevus d'Cannith
On the 12th of Sypheros, the Wildnight Festival has only just begun. The next few days will see some of the wildest, most dangerous parties in all of Khorvaire, especially in the City of Towers. On the 17th of Sypheros, the Festival will culminate in Wildnight, a crazed celebration in honor of the Fury, god of passion and madness. Most sensible people will remain indoors, but on Wildnight, the sensible are a small minority.
Late that morning, Morgan Ironwright woke up to discover a letter waiting for him at the door of his flat. It was short, yet alarming:
Morgan Ironwright,
I have some information that may be of interest to you regarding your exploits in Karrnath earlier this year. I would like to meet you to discuss it today, if at all possible. Bring your associates if you can, for I would like to meet all of you. I'll be waiting for you at the Roost in Dragon Towers this evening.
Signed, Callevus d'Cannith
Morgan wasted no time in contacting his two new friends. They met up at noon and decided to go to the Roost early, to scope the place out and await a person whom they believed would blackmail them.
Dragon Towers is the economic hub of Sharn, home to dozens of powerful guilds and organizations, including offices of all thirteen dragonmarked houses. Deals are brokered here every day that affect the entire continent, and one can almost smell the concentrated arrogance of a thousand merchant princes plotting the course of Khorvaire's future based on their own personal whims. 'Hustle bustle' does not begin to describe it, and our heroes had some trouble finding the Roost through the packed crowds.
Eventually, they arrived in a large plaza set within a hollow tower. Street musicians vied for the attention of onlookers as Morgan led his friends into the Roost. It was noisy with lunch patrons, yet the place looked well-maintained and clean. After making sure that Callevus had not yet arrived, they settled down to wait for him. Esan decided to wait outside.
Hours passed, yet Esan remained vigilant even when a fiddler attempted to win him over with several rousing numbers that were (all-in-all) some of the better performances he had seen that day. Eventually, he caught sight of a man in a nondescript traveler's cloak walking past to enter the Roost. Esan's sharp ears caught several clicking and whirring sounds as the stranger walked through the door; when the man brought a finger of flame up to the hood of his cloak to light a cigarette poking out of the darkness within, it briefly lit up a horribly scarred, human face whose eyes were covered by a pair of opaque goggles.
The mechanical man entered the Roost and immediately saw Morgan and Gerard. He walked over there, introduced himself as Callevus d'Cannith, and asked if they would like to speak in private (there were rooms for that purpose in the Roost, which he explained was his reason for picking this place).
Callevus was quick in getting to the point of the visit, demanding that they drop any pretenses of not being involved in Talovar ir'Mandar's assassination. Their handiwork had apparently made an impression in the espionage community, and he knew for a fact that they had been there. He was not interested in blackmail, however. He revealed to them that he was a member of the secret society known as the Knights of Galifar.
Knights of Galifar: Outspoken liberals on politics and economy, these self-proclaimed patriots seek to maintain the old codes of justice that were first written by Galifar I, and enforced across most of Khorvaire for the better part of a millenium. Some are legitimate (if a bit eccentric and outspoken) business owners and statespersons, but most are considered dangerous vigilantes by official sources. The organization, while not outlawed in most countries, is frowned upon for its 'radical' ideals. Because they are frequently targeted by assassins of organizations that either harbor war criminals or seek to uphold the new status quo (or both), members hide their association with the organization, and it is considered to be a secret society.
Callevus explained to them the real purpose of his summons - he wanted them to track down Ermana Kessler, the wily Emerald Claw commander who had eluded their grasp in Karrnath last Olarune. He had been using discreet contacts to track her approximate course over the past few months, and he had learned exactly what she planned to do. She was seeking an artifact rumored lost tens of thousands of years ago, when the giants of Xen'Drik were obliterated in the last cataclysm of their age. Known as the Onyx of Mabar, this sinister stone was rumored to be the source of great necromantic power. It was once the posession of a dread lich giant, who ruled the lost Emerald City deep within the heart of the northern jungles. When the famous archaelogist of Morgrave University known as Paetric Kendig rediscovered this fabled ruin, it did not take long for Ermana Kessler's superiors to dig up their scattered notes on the Onyx and begin putting together an expedition.
Speaking of Ermana's superiors, Callevus took a moment to reveal a terrible secret about the Order of the Emerald Claw, and its sinister origins. He took the companions far back in time, to the history of the Aerenal elves. Most people in Khorvaire of any educational pedigree understand that the elves possess the Mark of Shadow, which is kept in secure bloodlines by House Phiarlan. What few know, however, is that there was once a second dragonmark in the elven heritage - the Mark of Death, possessed by House Vol.
Apparently, the last matriarch of House Vol had a forbidden relationship with a green dragon of Argonnessen many years ago. The dragons threatened terrible repercussions on the elves if they didn't handle this internal affair themselves, and it was all the excuse they needed. The Aerenal were always mistrustful of House Vol, for they saw their undead experiments as blasphemous in nature. The elves descended on House Vol and tore it to shreds, killing every last dragonmarked heir in the family and many unmarked scions to boot. The matriarch, knowing she had doomed her house, sought to save her daughter Erandis from the senseless slaughter by any means necessary. In an unholy ritual now lost to the sands of time, she turned her half-dragon daughter into a lich.
Most elves believe that Erandis d'Vol was killed during the last days of fighting regardless of this, but Callevus tells them what he believes is the truth; Erandis was smuggled out of Aerenal to Khorvaire. Over the following centuries, she built up a secret society called the Blood of Vol, which she used to seek out elves who might still possess the dread Mark of Death. The organization eventually cultivated a legitimate religion now popular in Karrnath, but it also brought forth the Order of the Emerald Claw, which serves Erandis d'Vol almost directly. Many within the organization are not aware of their true master, or even their relationship with the Blood of Vol.
Ermana Kessler is, and Callevus believes her mission comes straight from the top. If Erandis d'Vol wants this Onyx of Mabar, it is up to those who are able to prevent her from recovering it. Callevus offers to pay well for the artifact's recovery, which he may be able to destroy himself with the proper rituals later on. His offer is generous, but he won't write up a formal contract until his eyes and ears tell him that Ermana Kessler has left the Lhazaar Principalities for Xen'Drik. Callevus believes she is currently gathering resources for the expedition, though he isn't sure exactly what the nature of these resources is, or why it is taking so long.
After a short negotiation, they agreed to his request. He will contact them again and set them up with their own resources (including a guide familiar with Xen'Drik) when he learns more of Ermana's whereabouts.
Saturday, April 22, 2006
News Clippings II: Barrakas Summit and Ziki's Trial
Friday, April 21, 2006
Episode II: Murder in Oakbridge - Act III
In the meantime, it seems as if the Shadowbane Inquisition has begun proving its worth as a law enforcement agency abroad. If this quick and decisive investigation is any measure of the skill required of their agents, I fully expect them to get the added authority that the Council of Cardinals seeks at the Summit next month. Regardless of those developments, criminals in Sharn will now surely be stepping more lightly while Inquisitive Angevin and company are in town.
[at the bottom of the article is a fairly decent artist's depiction of Gerard, flanked by Morgan and Esan, who stand in the shadows behind him]
Sunday, March 19, 2006
Episode II: Murder in Oakbridge - Act II
"The Three-Fingered Maniac" (continued)
The battle with Lucian Cruzgar was a hazardous one for the three investigators. He opened up hostilities by throwing a flash pellet in their midst, temporarily blinding both Gerard and Morgan. He retreated towards his room, with only Esan capable of pursuing for the moment. Lucian nearly killed Esan during the brief melee that ensued, unleashing a flurry of deadly steel that would have sliced the elan to ribbons had he not instilled some of his latent mental energy into his corporeal body at the last moment. Fortunately, at this point Gerard and Morgan caught up. Esan attempted without success to stun Lucian with a freezing burst of psychic power, while Gerard closed the melee gap once again. Lucian dealt serious damage to the Silver Flame priest, and Gerard was forced to withdraw and heal himself. Morgan turned the tide of battle by blinding their deranged foe, but Lucian eluded them for a few seconds by jumping out the window to a bridge over a hundred feet below. Esan followed, landing silently in front of his now-sightless opponent and sneaking around behind him while Morgan and Gerard landed more noisily in the other direction, drawing Lucian's attention.
Morgan proceeded to talk Lucian down through a strange combination of gentle coercion and brute intimidation. It worked somewhat. He showed them that he had no tattoo on his upper chest, and after they told him why he was a suspect to begin with, he agreed to follow them to the Bluebird Inn so they could measure his hand up against the bloody print on Drummer's door. He kept his weapons, though. Esan used the diversion to sneak back to Lucian's studio and investigate for further evidence - he found little of interest there. When Morgan and Gerard took Lucian back to the Bluebird Inn, they found the Sharn Watch already there. Gerard flashed his badge and they were all allowed back to the crime scene, where Lucian's hand was compared against the killer's print. They did not match at all.
They left the Bluebird Inn with Lucian to go to Oakbridge Church, where Loffer could cure Lucian's otherwise permanent blindness, but they left a message for Esan with one of the Watchmen, so he could catch up with them at the church. At the church, Loffer removed Lucian's blindness. While this was going on, Esan returned to the Inn and got the message, but he also discovered that the Watch had called in a more experienced inquisitor to handle the murder investigation; Victor Saint-Demain was on his way to Oakbridge. Esan went to the church and relayed all he had discovered to his companions. They spoke with Lucian a while longer, and he offered his opinion that this was all a plot by the Order of the Emerald Claw, which had supposedly been trying to assassinate him for years. They confirmed that he did not know any of the victims before letting him go home.
"Back to the Crime Scenes"
The investigators returned to Borgo's apartment, where they hoped to find some more clues. They looked through his journal and discovered some references to his time with Drummer in something called the 'Peace Circus'. They removed Borgo's body from the apartment, intent on having Loffer speak with him. Borgo didn't have much to say, so they spoke with Sarfina about the Peace Circus. She knew quite a bit more; she said that the Peace Circus had been a group of performers that made an annual circuit around rural Breland, raising the spirits of war-weary souls wherever they could. Borgo and Drummer had been in it, as well as Corlina the dancer and her husband Roctor. Volin, a local bard, had trained wild animals to perform tricks for the crowds, while Svans ir'Kilmansor ran the operation.
Sarfina mentioned that a terrible accident resulting in the death of an infant had ended the Peace Circus' run about two years ago. She wasn't sure of the specifics, so they decided to pay the Sharn Inquisitive offices a visit. Gerard managed to get access to the Inquisitive's archives by flashing his badge and dropping some names, and they uncovered an article dating back to Aryth 11, 996 YK (the day the Thronehold Treaty was signed). It was a brief report from Nowhere, the last place where the Peace Circus ever performed. It explained how a pair of 'tamed' deinonychus' had suddenly went crazy, tearing into the crowd before their trainer could stop them. The Peace Circus staff acted quickly and brought the crazed dinosaurs down, but a changeling child was torn to shreds before they got there. The child's mother was also horribly maimed, but she didn't even stick around to give a name. The investigators were satisfied that they were finally getting somewhere, but the real difficulty of the situation was now apparent - how were they going to track down a changeling if they didn't even know her name?
"A Sordid Love Affair"
Before interviewing the three ex-carnies who they believed were the last victims in this murder spree, the investigators returned to Loffer's church and had the priest cast speak with dead on Borgo's body. A bit of clever questioning revealed that Corlina might in fact be having an affair with Volin. They left the church for Corlina and Roctor's home. Both were available for questioning. Corlina became uncomfortable during the interview any time Volin was mentioned, though her husband seemed oblivious. They were both forthcoming with most information, and Roctor even provided them with an address book of some other ex-members of the Circus in greater Breland, though he said he hadn't really kept up with anyone for a while. They told the couple that they ought to be careful, because they were both potential victims in the very near future. Before they left, Morgan asked Corlina to accompany them to Volin's house, since they did not know where in the neighborhood it was. She agreed, and they left the Herfast residence.
Morgan wasted no time telling Corlina not to be coy - they knew about her affair with Volin. She tried to make excused, but they weren't really interested in any of it; that was not within the scope of their investigation, after all.
When they arrived at his house, they spoke with Volin about the issues at hand. He took responsibility for the death of the changeling child - the two dinosaurs in his care had been deteriorating for some time, but other things had kept him distracted enough that he didn't notice until it was too late. When pressed about these other things, he remained elusive in front of Corlina. Gerard separated the two of them, and Volin admitted that his affair with Corlina had been his primary focus for the months leading up to the accident. He believed that, had it not been for that, the child would never have been killed and the Peace Circus might even now be making its annual circuits. He was not very happy with this emotional burden, but he was also angry that the changeling mother who was now trying to kill them hadn't thought of a more reasonable way to vent her own grief.
"Murder Four"
That evening, the companions decided to keep watch over Volin's house from Borgo's apartment across the street, for they believed he was the most likely victim to be targeted next. They took watches, and slept in the deceased dwarf's home on one of the balmiest nights of the year. Two hours before midnight, Esan was on watch, and he saw Corlina coming down the street. She was wearing her dancer's attire, so they thought she was most likely coming from her evening work at the Bluebird Inn. She entered Volin's house, and stayed there for about two hours. At midnight, she left, presumably to go home. Esan decided to trail her there, both to protect her and to make sure she wasn't up to anything. Morgan sent his Corvus with him. When the murderer is a changeling, one can never be too careful...
Nothing impeded Corlina's path to her house, and she didn't see any sign of her extra shadow. When she arrived at her house, she went inside. Esan decided to wait a little while outside, but he didn't have to wait long, because she came running out screaming seconds later. He revealed his presence to her and stopped her from running off. She calmed down long enough to tell Esan that she had found Roctor dead in a pool of his own blood. Esan told her to wait outside while he checked the house. He searched quickly, but could not find the killer inside. Before investigating further, he decided to take Corlina to a safe place. He send Corvus back to Morgan with a summons to the Bluebird Inn, where Esan would leave Corlina in Graff and Sarfina's care overnight.
The three investigators returned to the Herfast residence and scoured it for clues. They discovered that Roctar had been stabbed twice, once in the back and once through the throat. There were a few strands of hair in Roctor's clenched fist, and when Morgan examined them he saw that they changed color slowly. Roctor must have not gone down without a fight. They removed him to Loffer's church, where he could be spoken with in the morning. They continued watching Volin's residence for the rest of the night.
At dawn, they moved Volin to the Bluebird Inn with Corlina. They asked Victor Saint-Demain, who was also staying there, to watch over the two of them while they rooted out the killer. He agreed, and said that he would keep them both in a public place, since the murderer liked to catch her victims alone.
At around noon, they returned to Loffer's Church and spoke with Roctor. He confirmed what they already knew - the changeling mother was responsible for the murders, and the hair they now possessed had belonged to her. They decided to visit the Cronix Arcanary nearby to see if the local wizard had a method of scrying on the murderer; they found that ir’Cronix didn’t have a scroll handy, but he believed he could acquire one that day if they were willing to wait.
Early that evening, ir’Cronix returned with the scroll and began the hour-long process of preparation required to cast the powerful divination. He used the changeling’s hair as a focus to increase the chances of success…
After the hour had passed, ir’Cronix’ eyes went bright as he stared into the foggy mirror. A few minutes later, he came to, looking a bit flush. “She’s at the Bluebird Inn…serving that Saint-Demain and the dancer their dinner…”
They left the Arcanary at a run.
Sunday, March 05, 2006
Backdrop: Race of Eight Winds
The original article can be found here:
http://www.wizards.com/default.asp?x=dnd/ebds/20041220a
Sharn is a vertical city, and over the course of centuries the people of Sharn have developed a variety of sporting events that take advantage of the unique architecture of their home. Windchasers dart around the towers following elaborate racing paths, while skyblades joust far above the ground. But one event overshadows the rest: the Race of Eight Winds, which is held on the 23rd day of Lharvion. This event draws spectators and gamblers from across Khorvaire. Part race, part aerial battle, this stunning spectacle has shaped the culture of the Dura Ward -- and this event can present many opportunities for adventurers.
History and Structure
According to legend, King Galifar II was fascinated by the use of aerial scouts and cavalry. Some say that he used Sharn as a testing ground to judge the merits of different flying beasts, granting land and gold to exceptional cavaliers. Over the centuries, this evolved into an exotic race involving different sorts of magical and fantastic beasts. For purposes of the race, Dura is divided into eight regions, each of which is represented by a different creature. To this day, the name of the creature is often used as a slang term for the inhabitant of one of these areas; when someone talks about "that treacherous owl," he's probably referring to a resident of Rattlestone or the Bazaar.
The race itself is a test of speed and skill, challenging the reflexes and combat skills of both beast and rider. From the starting point in Hareth's Folly, the race takes competitors on an intricate course that weaves in and around the towers of Sharn -- and since contact is allowed between riders and beasts, the racers can always try to win by eliminating the competition.
The race is older than most of Sharn, which explains why much of Upper Dura is not represented; it literally didn't exist when the tradition began. Hareth's Folly and Hostelhome have always been neutral ground where people gather to watch the race.
While not everyone takes an interest, many of the inhabitants of Lower and Middle Dura are avid followers of the Race of Eight Winds. It brings people of all races and professions together, and those directly involved with the race are the heroes of their districts. This includes the riders and handlers, along with the Wind Guard -- a committee appointed to manage the interests of the region. While this is a great honor, it carries considerable responsibility: there is far more to the Race of Eight Winds than just skill in the air. The Wind Guard has to raise funds to acquire, maintain, and train the exotic beasts used in the competition. Usually local merchants donate a share of their profits to support the race, but it is up to the Wind Guard to make up for any shortfall. In addition to finances, the members of the Wind Guard engage in a never-ending series of schemes and negotiations on behalf of their region. Alliances and networks of favors stretch back for centuries, making the race as much a match of politics as of speed. The owl is one of the slowest creatures in the race, but the Bazaar has a powerful economic position and often uses bribery and graft to get ahead. The griffon rarely tries to win, instead using its physical power as a bargaining chip throughout the period between races; even if the griffon can't win, it can usually take another creature out of the race. Of course, it may be that the hawk owes a favor to the owl, and repays that favor by asking the griffon to cripple the pegasus -- and this is a fairly simple example.
The Rules
Traditionally, each region enters a single beast and rider in the race. However, if a region makes a 250 gp donation (which goes into a general treasury to offset the cost of the land grant), it may enter a second contestant. While this is rarely done, it is the primary way for outsiders -- such as player characters -- to enter the race. A would-be contestant would need to negotiate with the Wind Guard and find a region that willingly lets her participate under their banner.
The race itself is a dangerous event. Full contact is allowed between beasts and riders, and beasts can use any natural weapons that they possess. Riders cannot use spells, psionic disciplines, dragonmarks, magic devices, or alchemical items, and anyone who breaks these rules is immediately disqualified and exposed to mob violence. A rider is allowed to carry a sporting crossbow and a dozen quarrels; this is similar to a light crossbow, but it has an 80-foot range increment and deals only 1d3/1d4 damage. This allows for entertaining conflict while preventing swift kills.
The victorious rider receives a 500 gp purse and a small parcel of land -- while the Wind Guard of the winning region lays claim to the Rod of Eight Winds. This mysterious item is a major artifact recovered from the depths of the city long ago; some say it is linked to Syrania and projects the effects of a manifest zone within a short distance. However, few of the people of Dura have any interest in the rod's history or powers. What matters is its current role as the symbol of Dura's pride -- and each district is desperate to claim it.
Using the Race of Eight Winds
The Race of Eight Winds is a massive sporting event that draws interest from across the continent. It could impact an adventure in a number of ways.
Local Color: Each creature is associated with a particular region within Dura. As the race draws near, visitors see banners displayed across Dura, and people dress in the colors of their beast. Passing adventurers may be invited to a meal and called upon to toast the health of the local beast, or an adventurer who coincidentally happens to be wearing the wrong colors may spark a brawl. This can provide a way to introduce new NPC enemies or allies, or simply add depth to the description of a scene.
Participation: A skilled rider may want to enter the race himself. The character needs to gain the sponsorship of one of the regions; he is more likely to gain the acceptance of one of the slower beasts than the hippogriff or pegasus, who win all the time and want to preserve the fame of their local riders. Winning the race makes the character a landowner, which could be interesting; it also makes him a local celebrity in Sharn, which could open the door to many other opportunities.
Troubleshooting: Someone has poisoned the local griffons, and the Wind Guard of Precarious have only three weeks to find a replacement: Can the party find a wild griffon in time? The race is in one week, but the Rod of Eight Winds has been stolen; can the adventurers recover the lost artifact? The PCs are asked to provide security for the pegasus -- which seems like an easy task until Daask gets involved. A friend of the party loses a fortune gambling on the race, and the Boromar Clan is threatening her life: Can the PCs help? If the characters are unscrupulous enough, they may even be hired to cripple racing beasts to skew the odds!
The Beasts
Looking to add a little color to Dura? Here are the eight beasts traditionally used in the race, along with the districts they represent.
The Eagle: The districts of Broken Arch and Stormhold support the giant eagle, whose colors are brown and gold. Stormholders are especially passionate about the race, even though the eagle rarely wins. Many Stormholders take pride in being fierce and noble like the eagle, and they rarely participate in the politics and intrigue that often affect the final outcome of the race. They are especially dismissive of the other birds of Middle Dura; the hawk is a lesser eagle, while the owl is treacherous and far too clever.
The Gargoyle: Fallen and Malleon's Gate were originally represented by the dire bat. As immigrants from Droaam came to Sharn, most settled in the Cogs or Malleon's Gate. Twelve years ago, the region of the bat made an unprecedented change and shifted their regional beast to the gargoyle, whose colors are black and gray. Currently, the region is represented by Carralag (N male gargoyle rogue 4), a remarkably clever gargoyle with the Manifest Flight feat.
The people of Malleon's Gate are fiercely dedicated to the event. The violence appeals to the Darguuls, while the city goblins love the chance to compete against the elitist folk of the upper levels. While the gargoyle has yet to win the race, it has had greater success than the bat, and this has brought increased support for Daask and the Droaamites within the district.
The Glidewing: This flying dinosaur represents the districts of Gate of Gold and the Stores, and its colors are gray and green. The glidewing is extremely popular among the halflings of Sharn, and some say that the Boromar Clan is the financial force behind the Glidewing Wind Guard.
The Griffon: This powerful beast represents Precarious and Oldkeep, and its colors are brown and red. During the race, red ribbons are usually tied to the forelegs of the griffon, giving the impression of streams of blood coming from its claws. The people of Precarious are fanatically (and often violently) devoted to the race, although many don't care if they win or lose; as long as the griffon brings down one of the other beasts, they consider it to be a victory.
The Hawk: Tumbledown and Underlook are represented by the dire hawk, whose colors are light brown and dark brown. The hawk rarely wins, but Underlook makes considerable profits off the tourist trade and most Tumbledowners are devoted followers of their underdog champion.
The Hippogriff: Daggerwatch and Overlook are represented by the hippogriff, whose colors are white and gold. The Goldwings (the aerial division of the Sharn Watch) are based in Daggerwatch, and a Goldwing officer typically represents the district in the race. The hippogriff has one of the best records in the race, rivaled only by the pegasus.
The Owl: The giant owl is the beast of Rattlestone and the Bazaar, and its colors are brown and gray. While it is one of the slowest creatures in the race, the owl is famous for manipulating the outcome of the race with intrigue and diplomacy. While many of the inhabitants of Dura speak dismissively of "two-faced owls," the merchants, con artists, and pickpockets of the region take pride in their mascot's cunning, and a strong streak of carefree pragmatism runs through these districts. A few former racing owls are now merchants themselves, which can lead to unusual encounters in the Bazaar.
The Pegasus: Highwater was the last district to join the Race of Eight Winds. Thanks to House Vadalis, Highwater is represented by the pegasus, whose colors are white and silver. The pegasus is the swiftest creature in the race, and it has brought Highwater to victory time and again. The people of Highwater are proud folk and are always willing to discuss the ways in which a pegasus is superior to the other beasts. However, success has its price. The other districts often team up to bring down the pegasus at the start of the race. And outside of the race, many of the inhabitants of the lower wards despise the people of Highwater; thieves and bullies will go out of their way to target a snooty pegasus supporter.
Episode II: Murder in Oakbridge - Act I (part 2)
"A Master Inquisitive and an Angry Baker"
When they returned to Oakbridge later on that afternoon, they checked in at the Bluebird Inn and learned from the innkeeper (Graff Pendrong) that there were two bakers in the neighborhood. One was Borgo Delborde, the jovial dwarf who worked at the inn as a cook. The other was Kroga Brax. He lived down the street, and he had a temper so sour that he had to be an excellent baker to stay in business. Luckily for him, he was one of the best in Sharn. They spoke with Borgo first, since they were already at the inn. He didn't seem to know what they were talking about, and they didn't press him.
When they went to Kroga's, they decided to make a good first impression by buying some expensive baked goods. When this didn't work, Esan used his dorje of telempathic projection to alter Kroga's mood. This had moderate success, and they soon got him friendly enough to speak at some length about the baking powder. Kroga pointed out that he used much finer grains, but in his good mood did not think to get angry about the fact that he was being implied as the killer. The good mood deteriorated quickly, possibly because of Kroga's naturally mean disposition. They caught a glimpse of his wife Kelinda, who seemed nervous about something, but didn't get a chance to question her. They returned to the Bluebird Inn, somewhat frustrated by the dead ends they had reached.
That evening, Corlina danced again, and Drummer drummed, and during all of this the companions questioned Sarfina, Graff's wife and co-owner of the inn, about Kelinda. They learned that Kroga was a violent-tempered man who regularly beat his wife and their children. Kroga hated Borgo, but he was a coward, and almost fled in terror the one time Borgo finally got sick of his surly demeanor and said something confrontational. They decided they would scope out Kroga's bakery the next day, and wait until he left so that they could question Kelinda. Once again, they went to bed.
"Double Homicide"
*Drummer had been chopped up with some sort of heavy slashing weapon, like an axe. They quickly found an axe in the nearby woodbox which seemed to be recently blunted by striking a metal object repeatedly. Conclusions were not hard to come to.
*A metal plate had been pried from Drummer's torso with some sort of dagger. It was in the exact same spot where Svans' skin had been flensed off.
*There was blood on the floor, and a single bloody handprint on the door. The handprint had three fingers. They suddenly remembered something they had seen, but not thought important at the time - Lucian Cruzgar had three fingers! But this seemed almost too easy, too damning to be true. They also realized that this must be the killer's blood, because warforged don't bleed.
*Borgo and Drummer had been good friends, perhaps best friends. Maybe Borgo would know something about the killer, and at the very least, he needed to be told about his friend's murder soon. He didn't work today, so the investigators decided to go to Borgo's apartment, where he most likely could be found.
They arrived at Borgo's door shortly after; it wasn't hard to get anywhere in Oakbridge, especially in the early hours of morning. They knocked on his door, but there was no answer. They knocked harder - still no answer. Morgan sent his crow, Corvus, around the corner to look through Borgo's window. When Corvus returned, he indicated that Borgo was in there, but he wasn't moving. Gerard broke down the door.
Borgo was laying in bed covered in a pool of his own blood. A thorough investigation turned up the following:
*Borgo was killed in his sleep, his throat slit by a curved knife identical in make to the one that had pried Drummer's torso plate off and killed Svans previously.
*Borgo was missing a patch of skin in the same place where Svans' and Drummer's torsos had been missing pieces.
*Borgo's window lock had been flawlessly picked. This was the entry and exit point for the killer, who did not linger long or steal anything.
*Flour was found near the window. They looked across the street, and saw that Kroga's chimneys were already puffing smoke. It was time to pay the last baker of Oakbridge another visit.
Esan listened at Kroga's door, and heard the sound of a woman sobbing to a man's increasingly frustrated screams. He did not knock - instead he kicked the door in. Kroga was standing over his wife, who was covering her face and crouching in a corner, looking abused. The heroes confronted the cowardly baker, who at first blustered, but caved in quickly to Morgan's threatening advances. Morgan took Kroga inside into another room and bodily threatened him with terrible things that might not be physically possible, but the cruel, stupid man seemed thoroughly convinced, and promised to treat his wife better. Meanwhile, Gerard and Esan gently questioned Kelinda, who swore that she was only nervous because of Kroga's demeanor. Kroga had a perfect alibi - his wife, who had spent the whole night in his company. Kroga most likely had the motive to kill Borgo, but he didn't have the spine.
With nothing else to do here, they rushed off to Lucian's residence, across the whole district. On the way, Gerard and Morgan picked up the rest of their gear at the Bluebird Inn, where the Sharn Watch had already arrived. After informing them that there was another body at Borgo's apartment, they continued to Lucian's.
"The Three-Fingered Maniac"
Gerard barely resisted the urge to draw steel as they knocked on Lucian's door. They had seen the way he moved, even when he was deep in his drink. His expertly crafted swords had probably not been stolen, either, and his war stories could not all be bluster. They knocked again, and heard Lucian crashing around inside. The place smelled of refuse as he opened the door to his studio. He inquired to their visit's purpose in not as many words, and Gerard got straight to the point, demanding to see what was under Lucian's shirt. Lucian realized that he was being implicated in the murders of Borgo, Drummer and Svans when they explained their purpose, and he didn't want anything to do with it.
He jumped backwards, drawing both swords and crouching into a defensive stance, all the while uttering curses at them and calling them 'agents of the Claw'. They realized that this would come to blows, whether they wanted it to or not...
Episode II: Murder in Oakbridge - Act I (part 1)
*Morgan also knew that the Race of Eight Winds was approaching; that was big news in Dura, and all of Sharn for that matter. The event, scheduled for the 23rd of Lharvion, was one of the most intense sporting events in Khorvaire, with rampant corruption, frequent fatalities and dangerous street politics...and that's just the participants. The fans are much worse. The King of Fire was a major hub for these fans to congregate and discuss, argue and brawl over their favorite contestants.
Luckily, it was morning, and the scuffles had not come to blood-letting yet. The three companions sat together, and Gerard got straight to business. Morgan and Esan both agreed after a short while to accompany him on the investigation in Oakbridge. Gerard also mentioned some problems that he was having back at the Church with some of his 'peers'. Esan was confused about this, but they agreed to leave that discussion for later. They took a skycoach from Hareth's Folly across to Oakbridge.
Scene II
*Svans was an art collector and occasionally an art dealer. He had been retired for some time, but nobody was close to him, not even his relations in Nowhere. Loffer was the only one who talked to Svans more frequently than 'never', and even they couldn't have been called friends. Loffer sensed that Svans was a troubled soul, for he occasionally came down to the church for spiritual guidance, but if he had committed any crimes in life, he had never mentioned them to Loffer.
*Svans' body was discovered just below his balcony last night by people walking that street on their way to Dura, where festivities leading up to the Race of Eight Winds were already taking place.
*Initial cause of death appeared to be massive head trauma from the fall, but closer inspection revealed that he had been stabbed from behind, just above the base of the neck. His head was a terrible mess, and it was not surprising that the Sharn Watch had missed this wound. What was surprising was that they didn't account for the feather fall effect that would have slowed a living person's descent to the bridge below. Svans was clearly not living when he had fallen over the balcony, and this jived with the previously unnoticed stabbing wound. Gerard further discerned that the wound was caused by a curved dagger. And finally, Morgan noticed that a small strip of skin had been flensed from Svans' chest; Gerard believed that this had been done just after Svans' death. They guessed that this might have been some sort of military tattoo.
*At the scene of the crime, Svans' home, they found a splatter of blood at the balcony, small enough to be missed by someone not looking for it. They also found something strange - traces of baking powder scattered on the floor just inside the apartment from the balcony doorway. Finally, Loffer told them that Svans' door had been unlocked at the time of his murder. They didn't see any indication that Svans had invited anyone inside, as he had just finished a dinner alone before his murder.
*None of Svans' neighbors saw anything. Some of Svans' neighbors didn't know who Svans was - further indication that he didn't really get out all that much.
*Loffer cast speak with dead on behalf of the party, and Svans revealed that he not only didn't see his killer or know who he or she might have been, but he had no idea why anyone would want to hurt him.
*Svans' brother, Gable ir'Kilmansor, was coming to Sharn from Nowhere on the lightning rail to attend the funeral and cremation, scheduled for the 16th at midday. When Gable arrived, he was solemn and sincere, and did not seem interested in his brother's posessions, which he planned to auction off and then donate the proceedings to an orphanage that he knew Svans had been a patron of. Gable indicated that he had not been very close to his brother because of an altercation they had had in childhood, and he had not seen Svans since then. They had reconciled and had some correspondence since Svans moved to Sharn, but all he knew about Svans' past was that he had been a successful book dealer in Vathirond before spending several years 'traveling'.
The funeral was short, and besides Gable and Loffer, the investigators were the only attendees. Afterwards, they retired to the Bluebird Inn, which was near the church. Loffer had recommended it as a good place to rest, eat and, perhaps most importantly, to gather information. They found the accomodations excellent, and the patrons talkative. The entertainment consisted of a comely elven dancer named Corlina, whose performance was supplemented by the efforts of a warforged percussionist named Drummer.
They learned that there was another artist in Oakbridge by the name of Lucian Cruzgar. Lucian was a veteran of the Last War, and from all accounts he was a bit unhinged. Most people avoided him, especially when he was drinking at the Bluebird taproom, which was his only social activity. They questioned him over a few mugs of ale, but he didn't seem forthcoming - actually, he was quite paranoid. They decided to leave that lead for later. Esan suggested seeking out the advice of a locally famous detective named Victor Saint-Demain, whose exploits frequently made the headlines of the Sharn Inquisitive. The others agreed to this - they also decided to ask around at the local art dealers and collectors, to see if anyone else had had more meaningful contact with Svans. With these plans in mind, they went up to their rooms and got some well-deserved rest.
Author's Note: Because of the large number of details necessary to retell in this act, it will be broken down into two parts for easier consumption. Look for part 2 tonight or tomorrow.