A quiet voice pips up from the back of the room.
"I was there at Blackmoor's Haven. It's true - this knight was there. Didn't really look like a knight at the time, but, yeah. He was there."
The voice belongs to a meek little halfling.
Judge Zephyr sighs a breath of relief.
"Thank Blackmoor. I was afraid we'd have to throw this man in the galley again. What is your name, good halfling?"
The halfling, now stood up (although you can hardly tell the difference), speaks a bit more confidently.
"My name's Sil. That's short for Silvio, which was my father's name. Silvio Brig - proprietor of Blackmoor's Haven."
"Thank you, Mr. Brig. You've been most helpful in clearing this up. Indeed, we've confirmed all of your alibis. Captain Teach - answer the question directly, or face the most severe consequences I can conjure up."
Teach, who has just now stopped laughing, sits up straight.
"Well, I guess my life is forfeit anyway. Plus, it's not like he can't get away from you."
Teach stands up and raises his shackled hands. His eyes lock onto one of the people in the crowd. He glares with an incredible intensity. The links that chain the tiefling jangle as he points vigorously across the room.
"It was him!"
Suddenly, a hooded man leaps up and draws a long, curved, wicked-looking dagger. He hurls it faster than the speed of thought. Before anyone can act, the knife pierces Captain Teach's heart. The hooded figure vaults over the bench behind him and bolts for the door. When he reaches the guards who have blocked the door, he raises his hands, and a great magical force smashes them out of the way. The assassin kicks the heavy doors wide open, and within a moment, he is gone.
Judge Zephyr stands up in a panic.
"Captain Scultone! Alert the guards!"
The judge looks at you.
"You! Find that man!"
[sblock=ooc]Time for a skill challenge! You must use your skills in order to track the man who killed Captain Teach. Once you find him, perhaps you'll be able to engage him.
[sblock=Suggested skills]Arcana: to learn what kind of magic he was using.
Heal: to lessen Captain Teach's pain.
History: to know facts about the make of the attacker's throwing dagger.
Intimidate/Bluff/Diplomacy: to question the dying Captain Teach.
Nature: to determine the attacker's species.
Perception: to figure out which direction the attacker fled.
Religion: to cross-reference these clues with the church of Munsu.
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