As the door swings open, strong scents come from within, carried away on an air current. The group enters a short corridor that leads to a big central chamber, apparently empty. It has two rooms, one at each side, connected to the central chamber by a doorless frame. Cautiously, the group approaches one of them, and find it's filled with flasks and scrolls, several alchemical reagents, other laboratory apparatus and other, more weird things. Morvannon and Jarel examine the flasks and scrolls and find two vials of the explosive reagent used to cover the escape of the murderer. The orange fluid dances in the vial as the half elf shakes it a bit. Meanwhile, the rest goes reading the labels of the flasks, and find alchemical physical enhancers: Super strength, Super endurance, Super agility... there are a lot of flasks....
The other room appears to be empty, except for one lone chair in the centre. But in a careful examination, the heroes find a lose tile on the floor. Upon lifting it, they see the murder weapon! A wicked looking dagger, barbed and filled with a strange magical energy.
ou have 19 hours before execution. New stuff underlined.
[sblock=Places to go you actually know of]
-Secret chamber on the sewers[Current Location]
-Sewers[1 hour walking]
-Tavern[3 hour walking,3 hour returning]
-Mr Tine House[3 hours walking, 3 hours returning]
-The Clay pits [4 hours walking, 4 hours returning]
-Mr. Simpletown establishment[3 hour walking, 3 hour returning]
-Addressless door[3 hours walking, 3 hours returning]
-City watch[1 hours walking, 1 hours returning]
-Crime scene [2 hours walking, 2 hours returning]
-City watch[1 hours walking, 1 hours returning]
[/sblock]
[sblock=Important NPCs]
Mr. Simpletown
Mrs Tine
Mr Tine
Mr Raspyhand
Simpletown's foreman
Watch's Captain
Dwarf
[/sblock]
[sblock=Current Evidence]
-Flasks with the explosive reagents
-Murder weapon
-Physical enhancers
-A bag with 100gp used to bribe Mr Raspyhand.
-A box with a broke flask.
-Shatered pieces of glass with orange liquied
-Schematics of somewhere
-A code: 5409385
-An address (Of the sewers)
-A necklace with an eye sculpted on it.
[/sblock]
[sblock=Current clues]
-You found the murder weapon, and a laboratory that was used to prepare the explosive liquid found in the crime scene
-You found physical enhancers in the secret lab
-You found a code on a public place schematic, perhaps its a password of sorts.
-Gimo smells lie rotten water
-The dwarf at the strange door had weird eyes.
-Gimo's shovel is missing (Not in wagon, clay stablishment, nor watch)
-Gimo appeared to know nothing of what happened
-Several witnesses recognized him
-Mr Simpletown and Mrs Tine are certain Gimo is innocent
-Gimo's memory gape happened in the backstore of Mr Raspyhand
-Mr Raspyhand was bribed by someone to send Gimo to the addressless door next to his pottery.
-There is a password that the group needs in order to enter the addressless door. They could also attempt to bash in. Apparently there's a magical ward from the other side that makes trespassing the door almost impossible.
-The house was full of warriors with intentions of silencing anyone who intruded.
-There are hand prints of mud on the walls of the Sewers
[/sblock]