
Elisile Starbrow |

I'm thinking Vethran should get the scroll of see invisible, which he'll then use to zap the enemy with ranged spells.
Agreed. Alwyn, Hudak and Elisile so far are all willing to chip in 25gp. Need another 75 to make up the difference.
I forgot, Illes could use it too, but still probably makes best sense for Vethran.
Aubrey the Demented/Malformed |

“In the meantime, is there anything that you can tell us about these smuggler’s tunnels under the Glassworks? Were they ever mapped? Do you know where they might emerge?"
"No, they were always more of a rumour than anything else. Some of the Sczarni might know, but I doubt they will own up to any knowledge even if we asked."

Elisile Starbrow |

"No, they were always more of a rumour than anything else. Some of the Sczarni might know, but I doubt they will own up to any knowledge even if we asked."
Anyone know who or what the Sczarni are? Of course, it occurs that the person to ask might be Tsuto, although I doubt he'll be particularly forthcoming.

Elisile Starbrow |

The Sczarni are the Varisian mafia, for want of a better term. They are mentioned under Rogues in the Pathfinder Players' Guide, and a few other places.
Excellent. And we happen to have a couple of Varisians of roguish disposition in the party...

Larken |

Larkin sees everyone look at him when the Scarzni are mentioned.
"Ummmm.. yeah, the Scarzni," he says looking anywhere in the room but at a person, "Not every Varisian... rogue... is a member of the Scarzni. I can probably find someone to talk to about this, but I wouldn't count on me being able to get anything out of them that the law can't... If these tunnels are still important to them, I might have some trouble keeping my tongue inside my throat.
for other Varisians

Aubrey the Demented/Malformed |

Do you want to try a Knowledge (Local) check to see where the local Sczarni might hang out? Bear in mind, the mayor is expecting some prompt action - she didn't hand out 1,200gp so you can buy deck chairs and sit on the beach talking about the tunnels.
If you get 15 or more on the Knowledge (Local) check:
If you got 20 or more on the above check, you also know:

Illes Elandru |

"Scarzni... hmmm. Their foot soldiers won't be spilling any kind of information for us even if we knew where to find them. If we do find them, their bosses aren't going to invite us right in for a chat- it may take some time. And supposing we get that chat, nothing is free. They'll want something in return."
Got nothing for the knowledge local.
Also gear wise, sold back old flute and leather armor for half, picked up a chain shirt.

Dravite Schorl |

Screw dem Scarred Knees! We be needin' ta git inta de tunnels an' kill de gobbos an dat dere quazity ting! De town be needin' action, an we dinnae know if or when de gobbo army may hit 'em. Meself, I be wantin' ta be aroun' when de army hits cause wit' 200 gobbos ta be killin' I be wantin' in on dat fun! Ready ta roll out, people!

Vethran Tallomane |

I'm having a hard time following the timeline here... we've rested since the Glassworks, right? I can refresh my spells? Has there been a second day that has gone by where everyone was buying stuff and gathering info, or is this still the day after the Glassworks? If a whole other day has gone by, I'd like to scribe one of my scrolls into my spellbook.

Aubrey the Demented/Malformed |

Right, I'm back. We'll assume it is now early afternoon and you have all had a chance to make your purchases.
The town's heroes assemble in the basement of the glassworks. With a curt nod they head into the rough-hewn tunnel, cut through solid rock.
Knowledge (Architecture & Engineering) or WIS check if you have Stonecunning:
There are no light sources, so unless you have Darkvision you need to bring and carry your own.
After a while, the tunnel branches, one heading north, the other north-east.

Aubrey the Demented/Malformed |

The north tunnel continues, winding slightly.
Track roll, DC 15:
Eventually, you come to a chamber, about 20' by 20, hacked from the bedrock. Small-sized bedrolls and scattered remnants of food are strewn about, hinting strongly at a goblin base camp. However, the place is deserted now.
Elisile's keen senses pick up a tiny flow of air through the rock, and she quickly finds a secret door. On opening it, light shines into the cavern. The door opens into a shallow cave which slopes down to a beach covered in junk: broken furniture, kitchen refuse, the odd crate. This is Junker's Beach, on which the refuse of Sandpoint is dumped from the clifftop.

Elisile Starbrow |

Is Junker’s Beach the one at the north end of town, between the town-ship and Chopper’s Isle? How high are the cliffs between the beach and the town?
“This may well be how the goblins are entering the township,” she comments, wrinkling her delicate nose at the stench of the refuse. “Once we have dealt with this quasit, we should return and block this doorway – doing so now would be a waste of time if we cannot deal with whatever else lurks down here.”
After scanning the beach for signs of danger, (Search:6+9 = 15) Elisile emerges to look for tracks or other signs of goblins. Survival: 15+6 = 21

Hudak |

"Send a runner from the guards above to the Mayor, and tell her what we've found. Somebody draw a simple map of the cave.
The tunnel don't need shoring up; we could position people at the tops of the cliffs to rain rocks down on any gobbers using this beach as a landing spot. It would be a doom day for those gobbers. Tell the mayor to think about something like that too.
No guards at the cave to the garbage dump just yet; the quasit....and whatever else lurks within...would leave their corpses for us to puzzle about. We'll have to own all this ground before that happens. THEN, we could set a small force (like the lone viking at Stamford Bridge--Harald Farhar's guy wotwot) to repel any landing here. It's a perfect bottleneck."

Alwyn Agnarrson |

Alwyn looks at the garbage-strewn beach for a long time, scratching his head in disbelief. "So the goblins come to the beach to help themselves the townsmen's leavings, and, while rooting through the castoffs, they find a tunnel leading into Sandpoint's soft underbelly. Amazing. The gods truly work their will in unexpected fashions." He turns to L'oj. "Do you know how long garbage has been dumped here? For all we know, the goblins might have frequented this beach for quite a while."

Hudak |

Okay, so how about:
Dravite
Larken
Hudak
Loj
Alwyn
Veth
Elisile
Illes
for 5 ft and
Dravite Larken
Hudak Loj
Alwyn Veth
Elisile Illes
for 10 feet
Here's our marching order, unless somebody says they like something else better.
I'm ready to go back and go up the other hallway that went northeast if everybody else is done.

Aubrey the Demented/Malformed |

The party heads back to the tunnel junction and head north-east. After a few hundred feet it bends north, before coming to the remnants of a brick wall that has since ben destroyed.
Knowledge (Architecture and Engineering) or Stonecunning, DC 15:
Tracking roll, DC 15:
The tunnel continues beyond the broken wall for about 50' It carries on north, but two side tunnels, both heading east (one above the other), can also be seen.
Listen check and, if you have Darkvision or Low-Light Vision, Spot, both at DC 21:
Listen check:
Spot check:

Dravite Schorl |

survival=16
Stonecunning=19
Listen=6 what?
Spot=18
De wall itself be pro'aly aboot 50 or so years ol'. Dis be broked down a few mont's ago, near as I be tellin', from de ootside (i.e. the side you are standing on).
Dere be de remains o' tracks in de dust, purty recent. Dese be mostly booted medium-sized humanlike tings, de odd gobbo, plus dere be some oddly clawed humanlike-ish tracks dat be aboot de size o' a human's foots.

Elisile Starbrow |

"Clawed humanoids? Strange. Do you think it might be lizardmen or some such thing?"
"I know not, I have not seen such prints before ... not lizardfolk I think..." answers Elisile as she stands, having moved forward beside Dravite to investigate the tracks. Survival:12+6 = 18
"We must be alert," she says, peering into the surrounding darkness, her elven eyes seeing further and more clearly in the flickering torchlight than her human companions.
Listen:6+6 = 12
Spot: 20+6 = 26
"There!" she suddenly exclaims, quickly nocking her bow and pointing into the darkness with the readied arrow. "Two of them!"
If required: Init: 19+3 = 22

Aubrey the Demented/Malformed |

OK - everyone who hasn't made a Spot or Listen check yet, please do so, and then an initiative check. If you fail both skill checks, you are surprised. Your enemies are not surprised in any case.
Elisile points towards the nearest side branch in the tunnel as two hideous humanoid creatures charge out. Hairless and skeletal, their pallid skin is covered with pulsing blue veins. Their legs bend backwards like a dog's and their hands and feet have two clawed digits. Their worst feature, however, is their faces - their noses are little more than two slits while their red eyes bulge, and lower jaws split in half at the chin into two arms, ending in tiny hands, that gape open to reveal a toothed gullet and lolling tongue.
Initiative 22. The tunnel here is about 10' wide, so we will go with the marching order set out above. They are attacking from the front, you will be pleased to hear.