Orilo takes 1 point of damage from cutting himself.
Orilo recognizes that the Firbolg woman is the chief law enforcement officer in the city: THE Marshal. However, her exact details excape him. He is aware that she is not noble-borne but gained her position by reputation as an honest and capable person.
Thom and Sam could see that the guards were listening in on the conversation and watching what was going on. The preacher could best describe their mood as wary but not alarmed by anything they heard. Apparently, it wasn't unusual to hear somebody profess their innocence or have visitors promise to straight the whole thing out.
A voice from the neighboring cell interrupted the conversation: "Lock 'em all up! They're obviously conspiring together. They all did it together!"
The guard wrapped his knuckle against the iron door and sneered, "Shuddup!" The rebuke seemed to bring an end to the comments from the other prisoner.
"I appreciate your help," Shadow said somewhat quietly. "I shall definitely owe you a debt of gratitude once this is all over. There's... not much more that I can say about the affair. I'm as taken aback as you are about the whole thing. This isn't the life that I wanted to Treasure. I'm worried... that even the accusation itself might be enough to tarnish my reputation and by proxy hers. Obviously, the best outcome is to find the true culprit and bring them to justice. It's... frustrating being caged up and not able to prove my own innocence."
Just then, the outside door to the jailhouse opened again. Deputy Sikes and a large, female Firbolg entered. Thankfully, the door and room was built tall enough to not be a hassle for her. However, the confines of the jailhouse were getting a bit cramped with the additional bodies. Mr. Sikes set a steaming pot down on the desk's surface and shook his hand in relief not to be carrying it any longer.
The Lizardman guard straightened up his posture and muttered, "Marssshall! It'sss... and an unexssspected pleasssure to sssee you."
The Firbolg gave a warm smile. "It's not every day that we have a murder, especially in these parts," she said in a deep voice that had a strangely calming tone. "I wanted to meet the accused. You can tell a lot about a person by gazing into their eyes." Her attention shifted to the two people standing in front of the cells and she actively seemed to seek out eye contact with both Sam and Thom individually. Her own eyes were large and blue and gentle, yet with a spark of intelligence that Firbolg's aren't necessarily known for.
Thom put a hand on Sam's back as he stepped closer to the small window in the door to express his support as well. "Try to have faith, Shadow. We'll do our best and try to move quickly. It doesn't sound like the case will hold up all that well. We'll return to talk to you soon."
The young preacher turned quickly when he her the lizard guard's greeting. Thom's dark eyes met the marshal's gaze evenly, radiating his natural calm demeanor and letting the firblog size him up for along moment. "Marshal. I'm Reverend Thom Morgan. I don't think we've met. I'm pleased to see the Marshal herself taking an interest in our friend's situation. Please let me know if there's anything we can do to help with the conditions of his incarceration."
A bit nervously, Thom kept himself slightly in front of Sam. While here spirit and drive were admirable, Thom was a little concerned about what such straight forward speech could do to the Marshal's perception of Shadow or their newly formed group as a whole.
Thom Morgan, Human Shadow Sorcerer 1 HP: 14 / 14 | AC: 12 (15 with Mage Armor) | HD: 2/d6 Initiative: +2 | Speed: 30ft | Senses: Passive Perception 12, Darkvision 120' Saving Throws: Str -1, Dex +2, Con +3, Int +0, Wis +2, Cha +5 Abilities: Str 8, Dex 14, Con 12, Int 10, Wis 14, Cha 16 Weapons:Light Crossbow +4 (1d8, 80/320) | Dagger (2) +4 (1d4, Light, Thrown) Ability:Starting at 1st level, your existence in a twilight state between life and death makes you difficult to defeat. When damage reduces you to 0 hit points, you can make a Charisma saving throw (DC 5 + the damage taken). On a success, you instead drop to 1 hit point.Strength of the Grave, Bonus Action Once per long rest. Until the spell ends, you deal an extra 1d6 necrotic damage to the target whenever you hit it with an attack. Also, choose one ability when you cast the spell. The target has disadvantage on ability checks made with the chosen ability. If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to curse a new creature. Hex
Spellcasting (Save DC 13, Attack Bonus +5) Cantrips:Action: 120'. Ranged spell attack. On hit, 1d8 necrotic damage and cannot regain HP until end of next turn.Chill Touch, Action: 120'. You point your finger toward a creature within range and whisper a message. The target (and only the target) hears the message and can reply in a whisper that only you can hear.Message, Action: 30'. Duration - 1 minute. You create a sound or an image of an object within range that lasts for the Duration. The Illusion also ends if you dismiss it as an action or cast this spell again. Intelligence(Investigation) against spell save DC to discovery illusion.Minor Illusion, Action: 120'. Make a ranged spell Attack against the target. On a hit, the target takes 1d10 force damage.Eldritch Blast, Action: 30'. Duration - 1 minute. The hand lasts for the Duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again. You can use your action to control the hand.Mage Hand Level 1:Action: Duration - 8 hours. You touch a willing creature who isn't wearing armor, and a protective magical force surrounds it until the spell ends. The target's base AC becomes 13 + its Dexterity modifier.Mage Armor, Action: 120'. You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4+1 force damage to its target. The darts all strike simultaneously and you can direct them to hit one creature or several.Magic Missile, Reaction: Self. An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile.Shield
Metamagic When you cast a spell that targets only one creature and doesn't have a range of self, ou can spend a number of SP equal to the spell's level to target a second creature in range with the same spell (1 SP for cantrips).Twinned Spell, When you cast a spell that has a casting time of 1 action, you can spend 2 SP to change the casting time to 1 bonus action for this casting.Quickened Spell
Sam jumps slightly at the other inmates words, and can’t but help a nervous glance at the lizardfolk guard, and audibly exhales when he seems to pay no attention, and stays silent as Shadow and Thom speak.
Easy, girl. You ain’t done nothin’ wrong. Boys at the ranch’d be ribbin’ me to know end, seein’ me jump out of my stirrups. ‘There's... not much more that I can say.’ That pause -- what is it you can’t say? insight checkWhat are you hiding? damnit Shadow I asked twice who might want to frame you and dodge it both times and -- oh, Sikes is here, what’s that he’s carrying and ohcrapohcrapohcrapohcrap Firbolg woman ohcrapohcrap it’s gotta be her it’s gotta be the Marshal stay calm stay calm girl. Ain’t done nothin’ wrong. Look her in the eye, show yourself some respect. You’re just sweating 'cause it’s hot in here, girl; everyone’s sweatin’ in here -- ‘cept that guard...do Lizardfolk sweat? -- thank the gods Thom’s talkin’, my mouth is as dry as the guard’s scales. He’s good at this, talkin’ like butter wouldn’t melt, bein’ a preacher and all, stayin’ proper like -- what is that Sykes was -- no Sam, stay focused, look her in the eyes. oh, introductions, crap, cool, cool, stay cool…
"Sam Smith, Ma’am" Sam speaks flatly without inflection, and nods in her in acknowledgment. Not exactly natural, but not showing much of the anxiety roiling within, either.
Dice Insight check if Shadow is purposefully dodging Sam's question / holding something back:
Dolan was taken by surprise as Orilo drew his blade and took a step backwards. He knew the story was sensitive but didn't expect it to elicit such a reaction. He winced as he saw the Goliath pull the dagger across his hand as deep crimson blood dripped from the fresh wound.
As Orilo presented the hilt of the dagger to him he took a moment to gather his feelings before reaching out to take the weapon. As he received it, he looked into the Goliath's eyes, "I assure you, you will be the first and the last to ever hear of that day from me."
As he carefully wrapped the bloodstained dagger in cloth and placed it in his pack he saw the strangers approaching off in the distance. He recognized the emblem of the marshal's office, but didn't recognize any from their party. "Looks like we've got company. I don't want to impose, but I think it best that you do the talking, friend." The word tasted funny as it passed his lips. An hour ago, he had significant reservations about the courtier, but now he couldn't help but trust him, and he respected him a lot more after seeing the fire beneath his otherwise sophisticated and flamboyant air.
As they approached, Dolan tried to perception roll = 16figure out what might the man was carrying in his pot.
__________________
"No point in being part of history if you're too ignorant to understand it."
Last edited by DonaldJWafer; Jul 19th, 2019 at 01:08 PM.
As Deputy Sikes was carrying the apparently hot pot towards the jailhouse, he stumbled just slightly over the uneven ground and a small trickle of watery liquid escaped from under the pot's lid. While the exact nature of that liquid was unknown, the first thought that came to mind was that it was likely some kind of soup.
"Good day to you, Reverend Morgan," the tall woman said down to Thom. Her gaze slowly swept over Sam too. Her only comment to the young woman was, "Ms. Smith." Back to Thom, she answered, "I take an interest in anybody accused of murder. Unfortunately, it happens more often than I am comfortable with." She sighed to herself and continued, "I have just been looking over the body of the dead man and it quite alarming what condition he's in. Whoever did kill him inflicted a heinous act of violence and must be brought to justice. If you know anything about the crime, then please come to me and let me know. Or you can tell Mr. Sikes here." She motioned to the man in dark brown suede behind her. "Without finding somebody who was there when the crime was committed, it would be hard to know for sure who was responsible. Your friend... is our only suspect thus far."
Sam, for her part, was convinced that Shadow was holding back. In particular, he seemed a little too eager to have people believe that there's no reason or no person from his past that might have any cause to frame him for a crime or wish him ill. Her guess was that Shadow isn't necessarily just an innocent rancher but perhaps he felt that his past wasn't relevant to the situation. Or maybe he just wished for his past to stay in the past.
Last edited by girlplay; Jul 20th, 2019 at 12:37 PM.
Thom bowed fractionally at the waist, lowering his eyes a moment respectfully. As a member of the South Reach community, he understood the reservations about lawmen, but this Marshal seemed to take her job seriously, so there was no reason to be confrontational. Also, Sam's stiffness didn't pass unnoticed and if Shadow didn't have anything more for them, there was no reason to prolong the discomfort. "We will do that, ma'am. And if there is any news or anything we can do, I'm sure his daughter would appreciate the news. We'll be heading out to Shadow's ranch to make sure everything is ok, so we can be found there if there is any news. Thank you for your time, Marshal."
Thom turned and looked down into Sam's eyes with his own dark gaze. He smiled encouragingly and headed for the door, nodding to the various lawpeople as they threaded through the suddenly very full room.
Thom Morgan, Human Shadow Sorcerer 1 HP: 14 / 14 | AC: 12 (15 with Mage Armor) | HD: 2/d6 Initiative: +2 | Speed: 30ft | Senses: Passive Perception 12, Darkvision 120' Saving Throws: Str -1, Dex +2, Con +3, Int +0, Wis +2, Cha +5 Abilities: Str 8, Dex 14, Con 12, Int 10, Wis 14, Cha 16 Weapons:Light Crossbow +4 (1d8, 80/320) | Dagger (2) +4 (1d4, Light, Thrown) Ability:Starting at 1st level, your existence in a twilight state between life and death makes you difficult to defeat. When damage reduces you to 0 hit points, you can make a Charisma saving throw (DC 5 + the damage taken). On a success, you instead drop to 1 hit point.Strength of the Grave, Bonus Action Once per long rest. Until the spell ends, you deal an extra 1d6 necrotic damage to the target whenever you hit it with an attack. Also, choose one ability when you cast the spell. The target has disadvantage on ability checks made with the chosen ability. If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to curse a new creature. Hex
Spellcasting (Save DC 13, Attack Bonus +5) Cantrips:Action: 120'. Ranged spell attack. On hit, 1d8 necrotic damage and cannot regain HP until end of next turn.Chill Touch, Action: 120'. You point your finger toward a creature within range and whisper a message. The target (and only the target) hears the message and can reply in a whisper that only you can hear.Message, Action: 30'. Duration - 1 minute. You create a sound or an image of an object within range that lasts for the Duration. The Illusion also ends if you dismiss it as an action or cast this spell again. Intelligence(Investigation) against spell save DC to discovery illusion.Minor Illusion, Action: 120'. Make a ranged spell Attack against the target. On a hit, the target takes 1d10 force damage.Eldritch Blast, Action: 30'. Duration - 1 minute. The hand lasts for the Duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again. You can use your action to control the hand.Mage Hand Level 1:Action: Duration - 8 hours. You touch a willing creature who isn't wearing armor, and a protective magical force surrounds it until the spell ends. The target's base AC becomes 13 + its Dexterity modifier.Mage Armor, Action: 120'. You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4+1 force damage to its target. The darts all strike simultaneously and you can direct them to hit one creature or several.Magic Missile, Reaction: Self. An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile.Shield
Metamagic When you cast a spell that targets only one creature and doesn't have a range of self, ou can spend a number of SP equal to the spell's level to target a second creature in range with the same spell (1 SP for cantrips).Twinned Spell, When you cast a spell that has a casting time of 1 action, you can spend 2 SP to change the casting time to 1 bonus action for this casting.Quickened Spell
Sam's struggling to pay full attention as the Marshal speaks -- she's torn between thinking about Ulysses, Shep -- Maybe she ain't all bad. Speak up about 'em, ask about 'em -- she might know where they've gone; puttin' in a good word in might help -- or, she might drag you in for 'questioning' -- and being outraged on Shadow's behalf Only suspect? You're damn right its hard to know fer sure who done it with no witnesses -- bein' the only suspect ain't reason enough to lock him up...
But with Thom behind her, Sam manages to hold her tongue -- just. She comes to with a jump when Thom stops talking and looks into her eyes, and "Oh, um, Yes! Pleasure meetin' you, Ms. Marshall. We'll, uh, come to you when we've ... uh, found another suspect. Yeah! Right away!" she stops with a start, scurrying after Thom, giving a slight nod of the head to Deputy Sikes.
* * * * *
Once outside, and out of earshot, she castigates herself angrily. "Shoulda kept your trap shut, Sam. What a fool. Marshal maybe ain't so bad, though... little quick to accuse Shadow, but ain't so bad at all, were she, Thom. Like, we figure this Shadow thing out, I reckon she might owe us a favor. Like, maybe I could ask her about..." and she's suddenly not ready to air her family business in front of her new...acquaintances, and immediately clams up.
Shadow's ranch house was south and west of the city core, and about a 20 minute walk from the jailhouse. The parcel was small compared to his neighbor's land, in the center of 4 other properties. Wilbur Mulville's lands were east of Shadow's across a small road and the nearest of the neighbors. The other two were a country mile to the west and north. The area was surprisingly wooded, compared to the rest of the area. Only the lake shores had more in the way of trees and whatnot.
Shadow's property seemed to have only a few buildings including the main house, a barn, a utility shed, and dilapidated wood shed just inside the tree line. A narrow lane lead up to the front of the house, which was flanked on either side by large animal pens. Sheep, mostly, milled around in some of the pens. Otherwise, she area was eerily quiet except for the twittering of small birds. The ground was still fairly solid from recent cold weather and the scent of wood smoke (and animal droppings) hung in the air, as the breeze wasn't really feeling up to moving today.
Sam's quiet for a few minutes after leaving the Marshal's as the tension slowly leaves her body, but she's soon thinking ahead to the task before them, excited to be doing something, but unsure exactly what that something is.
"You ever done one of these...an investigation?" Sam asks Orilo and Dolan, who's backgrounds she knew nothing of. "I mean, 'course we go check out Shadow's place before talkin' to the neighbor, but what is it we're hopin' to find?"
* * * * *
At the ranch, she passes straight by the cabin -- didn't feel right snooping around in there without Shadow and Treasure -- and set out to figure out where this body had been found, figuring it would be close by the woodshed from the descriptions she's heard. A part of her felt it was important to see it herself, but the more practical side of her didn't expect to find much -- the ground should still be pretty hard, so didn't seem much chance for tracks, and who knows how long the body had been there, anyway? Not that long -- the deputy had mentioned claw marks, so it couldn't be completely decomposed -- but it still could have been put there weeks ago! But she dutifully checks the area around the grave anyway, looking for tracks to or from or anything else out of the ordinary.
She also spends some time standing and squatting right by the site and looking around. Despite Shadow's and Treasure's assurances, she just can't completely let this 'Wilbur' off the hook, and is busy wondering how he might have cottoned on that there was a body buried here, anyway. Was it visible from his land? Near a path he'd have a reason to travel? Was he checking in on their animals?
"And who's gonna look all you sheep now, anyway?" She says aloud to herself -- looking after animals was second nature to her after her time on the ranch, and it was a lot of work for Treasure to do on her own...
Priority is looking for tracks / anything suspicious around where the grave was (imagining with this freshly dug up it's easy to find)
Dice Survival check:
d20+3
(20)+3
Total = 23
But in case you want it, an investigation check, either General, or most likely thinking about how Wilbur could have found the grave
Orilo holds Dolan's gaze a final, stern moment; then the intensity passes, and the Goliath resumes his easy manner. "I hope our friends are holding up well! Ah, here they are now."
Sam exits the looking no worse for wear; indeed, she inquires about investigative techniques with a tone approaching enthusiasm. Orilo answers readily, "Investigative techniques are one of the quintessential Goliath racial abilities. Searching for truth and justice is not far removed from stalking prey, reading tracks, and setting ambushes. You see, one of the most important - nay, THE most important jobs for an investigator is...to look for clues!"
Though Orilo enthusiastically explained the principles of investigative field work to his initially receptive audience, it soon became apparent that the Goliath was more familiar with detective stories than actual investigation. As they approach the ranch, Orilo's lecture blessedly loses steam as his mien turns to nervousness. In this manner, he begins morosely searching for any obvious clue at the scene of the crime.
Reaction triggers (automated, sorted by priority. "0" is reserved for when there's something specific I want to do.):
0.
1. Attack of opportunity against first opponent to trigger. 1d20+5 attack, 1d8+3 piercing damage (rapier).
AC: 11
Speed: 30 ft.
To Hit: +5
Initiative: +0
Passive perception: 10
Proficiency bonus: +2
STR: 17 (+3)
Dolan kept pace a couple steps behind Orilo and Sam and he let the Goliath answer first and then waited a few more seconds before replying. Investigations? No, nothing quite like that. If we do find reason to question this Wilbur character however, I may be of use in that arena.." He thought it better not to go into any more detail, but from their subtle but wary reactions, he felt that they understood what he meant.
...
Arriving at the property he took a glimpse at the front door, it didn't look to be locked as far as he could tell. These folk out in these parts tended to trust each other... perhaps more than they should...
He continued on with the rest of the party to the woodshed. As Sam stooped down to examine the ground he felt out of his element. Investigation roll, 5He took a look around to see if anything caught his eye, but didn't expect to find anything. "Say, do we think it might be worthwhile to take a look inside the cabin? I know that this Shadow fellow is a friend of yours, but even friends have their secrets. Maybe we might find something that can shed light on a motive." He addressed his question at Thom who seemed to have taken on the leadership role of the group and who seemed to be most well acquainted with the accused.
__________________
"No point in being part of history if you're too ignorant to understand it."
Thom hangs back as the party makes their way to Shadow's homestead, pondering the situation and his place in such an endeavor as a murder investigation. Even upon arriving on Shadow's land, Thom moves slowly across the hard packed ground, not engaging in any of the normally, obviously clue-oriented activities. Instead, he looks out at the plot, at the animals there, the structures designed to help this small family maintain their livelihood in a harsh world. Without Shadow and Treasure there, the place seems profoundly sad.
Nodding quietly at Dolan, Thom steps toward the small cabin. "I don't think we need to be too intrusive, but we should check on the house. Perhaps brings some things back for Treasure."
Placing his hand on the door knob, he tries to push his way into the small structure while maintaining his reverence for their personal space.
Here's an Insight roll for Thom's consideration of the situation based on seeing how the farm and land are arranged. Does the proximity to the neighbors suggest anything? Does the layout of the farm lend itself to obscuring where the body was hidden?
Dice Insight:
1d20+4
(2)+4
Total = 6
Thom Morgan, Human Shadow Sorcerer 1 HP: 14 / 14 | AC: 12 (15 with Mage Armor) | HD: 2/d6 Initiative: +2 | Speed: 30ft | Senses: Passive Perception 12, Darkvision 120' Saving Throws: Str -1, Dex +2, Con +3, Int +0, Wis +2, Cha +5 Abilities: Str 8, Dex 14, Con 12, Int 10, Wis 14, Cha 16 Weapons:Light Crossbow +4 (1d8, 80/320) | Dagger (2) +4 (1d4, Light, Thrown) Ability:Starting at 1st level, your existence in a twilight state between life and death makes you difficult to defeat. When damage reduces you to 0 hit points, you can make a Charisma saving throw (DC 5 + the damage taken). On a success, you instead drop to 1 hit point.Strength of the Grave, Bonus Action Once per long rest. Until the spell ends, you deal an extra 1d6 necrotic damage to the target whenever you hit it with an attack. Also, choose one ability when you cast the spell. The target has disadvantage on ability checks made with the chosen ability. If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to curse a new creature. Hex
Spellcasting (Save DC 13, Attack Bonus +5) Cantrips:Action: 120'. Ranged spell attack. On hit, 1d8 necrotic damage and cannot regain HP until end of next turn.Chill Touch, Action: 120'. You point your finger toward a creature within range and whisper a message. The target (and only the target) hears the message and can reply in a whisper that only you can hear.Message, Action: 30'. Duration - 1 minute. You create a sound or an image of an object within range that lasts for the Duration. The Illusion also ends if you dismiss it as an action or cast this spell again. Intelligence(Investigation) against spell save DC to discovery illusion.Minor Illusion, Action: 120'. Make a ranged spell Attack against the target. On a hit, the target takes 1d10 force damage.Eldritch Blast, Action: 30'. Duration - 1 minute. The hand lasts for the Duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again. You can use your action to control the hand.Mage Hand Level 1:Action: Duration - 8 hours. You touch a willing creature who isn't wearing armor, and a protective magical force surrounds it until the spell ends. The target's base AC becomes 13 + its Dexterity modifier.Mage Armor, Action: 120'. You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4+1 force damage to its target. The darts all strike simultaneously and you can direct them to hit one creature or several.Magic Missile, Reaction: Self. An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile.Shield
Metamagic When you cast a spell that targets only one creature and doesn't have a range of self, ou can spend a number of SP equal to the spell's level to target a second creature in range with the same spell (1 SP for cantrips).Twinned Spell, When you cast a spell that has a casting time of 1 action, you can spend 2 SP to change the casting time to 1 bonus action for this casting.Quickened Spell
Most of the ranch and its buildings seemed to have been left like one would expect to find it. Tools were mostly in their place. The gates to pens and doors to buildings were shut and latched. Nothing seemed out of sorts or having been recently disturbed - not until Thom entered the house. While the place was not a disaster, it was pretty clear that things were not exactly where they should be. A chest of drawers was partially open with clothing hanging out. A rug had been turned over and not flattened out again. The kettle wasn't sitting in the center of the wood-burning stove. But whoever had rearranged things had not done it with malice or carelessness. On the surface, at least, that's all that was readily apparent.
Sam looked into the state of the ground and the recent footsteps around the place. It painted a picture that didn't seem terribly surprising. A group of 3 riders (on horseback) had approached the house - probably most recently. Two individuals seem to have visited most of the structures, mostly the house and barn. One person had walked off towards a side-road between properties. It was this set that lead to an area near a small cluster of small trees and bushes at the edge of the property - the side facing Wilbur's ranch. In a relatively hidden spot was a patch of ground that had been freshly dug up. The hole that remained was about a foot deep and about the size of a man. Tracks were fairly apparent to her in the half-frozen soil: a couple pairs of large booted feet, a canine, a lizardman, and the more faint tracks of a Tabaxi. The cat paw-like print was unmistakable.