The creature stumbles for a moment at the ghost's touch, but without further action hurls itself off of the south edge of the bridge, launching itself towards the side of the tower.

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(1d20+34)[41]


It scrabbles at the bricks and stone of the tower's edge and scrambles down and around the far side, moving with incredible speed along the surface. Further attempts to attack it could cause it to lose its footing and die (or, given that what is below Sharn is more Sharn, seriously injure someone else). You could try to follow it, or try to discover something useful about its victim, hopefully before the police arrive.

@Background
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You are forbidden to reveal your connection to the Brelish crown, as you act outside the normal legal hierarchy. However, you have had run-ins with the Sharn law in the past. With your tendency to deal with unusual problems, you have frequently ended up on the watch's radar in connection with some grisly or unusual crimes. You have consistently proven helpful overall, but you are not a welcome sight to any watchman, and a target of low-level suspicion.

(In a mechanical sense, you qualify as "known, with slightly negative associations" with respect to the Giant's Diplomacy rules. Think how the cops view Shawn Spencer or Jessica Fletcher)


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(1d20+16)[31]