Raijan flings himself from the balcony, hoping for a softer landing than he receives.
Acrobatics: 1d20 + 7 ⇒ (1) + 7 = 8
He can simulate Feather Fall with a Fly check, I'll add that in case it's appropriate.
Fly: 1d20 + 2 ⇒ (1) + 2 = 3 Ah.
Kaminari tries to elegantly throw himself off the balcony and possibly float down with his Tengu wings but instead falls right into the manor's outer wall.
Failed check means you stay in the square so this was my way of keeping you there. Rourke is up! Cork might have made this an extremely easy encounter, haha. Also thanks to my 1 on a +10 escape artist check.
All hail Cork!
Rourke will use his previous roll to make it down to the manor's outer wall, and assist Cork if he can.
EDIT - At the end of Rourke's turn, he stands next to a seemingly victorious Cork.
"Well done, Cork!"
You can use your standard action to make it down and then you have a move action left so you could go over to them or you can do anything else that involves a move action.
Alright Round 2:
Joof Cork and Mycroft, you're up! The little goblin female doesn't think being grappled is the end for her so she continues to try and escape.
Mycroft again yells from the window, speaking in goblin. .
"I'm sorry but we just can't let you go without asking some questions. If you come quietly now I promise you will not be harmed. As you can see we have not used lethal force yet!
Not sure if that's diplomacy or intmidate.
diplomacy: 1d20 + 7 ⇒ (1) + 7 = 8
intimidate: 1d20 + 3 ⇒ (10) + 3 = 13
Not a great result regardless.
His words are rushed and lack conviction.
The goblin is still shaken from the last round's intimidating words but she seems unaffected by your words this time as she continues to keep struggling in the grapple to get free.
|Cornelius "cork" Dornbirk|
Cork grimaces as he tries to hold onto the goblin. "Hold still! We just want to ask you some questions." He chuckles to himself. "You know, this isn't the first time I've had to hold onto an ankle to keep a female from escaping me." He shifts his grip to get a stronger hold. With a deft twist he gets extra leverage and pulls the fleeing monster off of the wall and onto the ground. He hops on her pinning her to the ground.
maintain grapple: 1d20 + 2 + 5 ⇒ (20) + 2 + 5 = 27 Some serious grappling there!
Since I maintained the grapple, I'm going to pin her.
You pin the little goblin to the ground and after a moment of weakly thrashing about she gives up and surrenders, "Oh no, Plarg they catcheded us!" she mutters to herself before looking at Cork while he pins her. "Plarg says I'm poisonous and full of disease, and if you eat me, you'll die!"
Chase is over! Cork made this way too easy, haha. Feel free to look at the rest of the Chase map before I remove it for the upcoming area. Pretty fun chase when you get to do more than 1 square. :P So what do you do with the goblin now?
As you all get a better look at her, go ahead and do a Knowledge (Local).
"Eat you! Oh miss I don't know what you've heard from this ah, Plarg, fellow but we don't eat anybody."
Knowledge (local): 1d20 + 7 ⇒ (4) + 7 = 11
"Why don't you come along inside? We can talk about why you were looking through things that don't belong to you. Fellows, do you want to escort our guest inside?"
Mycroft stops to think.
"Um, say, is Plarg around here now?"
Diplomacy: 1d20 + 7 ⇒ (2) + 7 = 9
Mycroft knows that goblins are insane and sadistic. They both hate and fear dogs and horses, and adore fire and destruction. The Breakbag goblin tribe live somewhere in the Mushfens near Magnimar. These goblins love the sound of smashing glass and collect bags of broken glass. The rarely seen Wind Whisper tribe lives many miles to the east, deep in the Mushfens, and from the looks of the goblin female she is from this tribe.
More knowledge can be gained with higher local rolls.
With Cork having a, quite literal, handle on things, Davorin leasurly strolls outside while trying to recollect what he knows about goblins.
Knowledge (local): 1d20 + 7 ⇒ (17) + 7 = 24
Once outside, he gives the little rascal an intense glare.
"You want to be my friend, don't you?"
Casting charm person as a spell-like ability. Will DC 15.
Raijan stalks up, feathers still ruffled from his embarrassing fall.
Knowledge (Local): 1d20 + 5 ⇒ (5) + 5 = 10
He gives Davorin a hard side-eye at his enchantment, but doesn't say anything.
This might be the best way to give her a chance to help herself, but I still hate seeing anyone's mind tampered with.
Will Save DC 15: 1d20 + 3 ⇒ (11) + 3 = 14
The goblin looks up at Davorin and smiles, nodding her head, "Yes, we're friends, you me and Plarg, friends forever!"
Davorin also knows that the sewer goblins living beneath Magnimar
don’t normally form large tribes or organizations. They typically survive as scroungers in small family groups. Magnimarian sewer goblins are renowned for getting into places one might otherwise consider completely inaccessible.
There's a 25+ Knowledge roll bit of knowledge if anyone gets that.
As you're talking to the goblin outside of the manor, Sheila Heidmarch approaches you after she's heard news of the break in from her half-elf guardsmen. "What is the meaning of this? I've been told we have found a thief running through our belongings. Make sure you interrogate her thoroughly and make sure you find out who she's working for and why they are stealing from the Pathfinders. I expect a full report once you've investigated this problem. You can find me back in my manor when you are done." She gives the goblin a glare before turning and walking back to her manor.
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Davorin gives the goblin a kind, alibiet slightly canine, smile and kneels down.
"Yes, we are great freinds! You, me and, uh, Plarg... Since we're such good freinds, would you mind telling me what you're doing here? Oh, and Cork, you can let my friend go. We're all friends here, right?"
Diplomacy to raise attitude to helpful: 1d20 + 11 ⇒ (20) + 11 = 31 Dayum! Can we add a category above helpful? :P
Nice roll but not needed at all, once you get her to friendly she's pretty much as helpful as she'll be.
Once Cork lets her go she reaches into her bag and pulls out a small goblin skull that she pats and whispers in Goblin to. "Plarg says we can help! Out in the swamp, we heard stories about the Nightsoil Marauders—a gang of goblins in the longshanks city. When Murg tried to bite off my ear—again!—I left the swamp and came to the city to join up. I met some other goblins outside the city and they sneaked me inside. They took me through the smelly tunnels and made me wait outside their lair. An important-looking goblin with a big, dangly hat came out and stared at me. He said his name was Versevosh. I thought he was the boss, but he said that the big boss is much scarier than him. Versevosh said rude things about me and my tribe and said I’d have to prove myself if I wanted to join the gang. He said I’d have to steal shiny things from a tribe of longshanks in the city. He showed me drawings of what to look for.”
“The other goblins showed me the way through the smelly tunnels to the horse-killing place. I like that place, ‘cause they cut up horses there and you can see their insides and I got lots of dead horse to eat. The goblins said to steal from the big house then go back to the horse-killing place, then they ran off. It was almost sunrise and I could hear longshanks so I hid. Later I sneaked up to the big house and took some shiny things from the small houses, but then you caught me. If you longshanks let me and Plarg go, I'll show you where the horse-killing place is and take you to see the big boss."
Joof hastily rides towards the center of commotion. He dismounts his wolf, inspecting the female goblin and her skull friend.
"Plarg speak to you? Plarg is skull. Most skulls Joof seen never talk. But Joof want to see horse-killing place."
|Cornelius "cork" Dornbirk|
Cork listens with interest to the goblin's story then turns to the others. "It sounds like this is where we should go. It's better than sitting around here waiting for nothing to do."
"Yeah, Versevosh is a big meanie, right Plarg?" she holds up the goblin skull and makes it nod at Mycroft. "If you promise to let me and Plarg go afterwards, I'll take you to the horse-killing place." she says to Joof.
When Mycroft asks about what she was supposed to take she reaches into her backpack and pulls out a Wayfinder with the name Joadric Heimurl inscribed on the inside of it. "I take this!"
"Well, I better grab my gear, then", smiles Rourke. With a quick nod, the swashbuckler bolts back into the house to grab his things.
"Good idea. Joof go wear his cool armour now and return very quick."
The halfling then leans towards his wolf and whispers in his ear, "she very cute, right Jerd?", to which the mount replies with a raspy howl.
"Joof nearly forget", he adds with a ridiculously artificial chuckle, "what is goblin lady's name?"
Raijan makes the best reassuring smile he can at Plarg's friend's story. That sounds entirely fair.
Joadric Heimurl. Heimurl. Why does that name sound familiar...
Knowledge (Local): 1d20 + 5 ⇒ (15) + 5 = 20
Everyone be careful. The last time Hedmarch had me follow after some mostly-harmless person with a wayfinder I ended up in a prison hundreds of feet below the earth slaying dragons and bargaining with demons!
So uh... be ready for literally anything.
Kaminari, you know that name because he's a Pathfinder that was also staying at the Varisia Pathfinder Lodge in one of the buildings next to yours.
"Ah, my name's Ekkie!" She follows you back to Heidmarch Manor and Sheila Heidmarch comes up to you as you're gathering your belongings.
"I thought I told you to report back to me when you're done interrogating this ugly creature. Did you find out why she was stealing from us?"
It seems to be because a big meanie named Versevosh wanted her to steal shinies from the longshanks. Since Versevosh apparently is doing so at the direction of some greater evil, we'll go to investigate, but I fully expect to find Asmodeus himself waiting for us once Ekkie's ready to leave.
"Ah good, thank you Ekkie! Mycroft smiles and indicates the wayfinder. "I don't suppose we could have that back? And do you have anything else that you've taken from other houses. We'll need to return everything to their proper owners."
Mycroft blinks at Heidmarch's words. "Uh yes we are still in the process of learning everything we can from our new friend here. As our tengu associate says it seems she's acting at the behest of another goblin who himself serves an unnamed and unknown superior. What is clear is that there is an active group of goblin thieves in the vicinity who have a particular interest in obtaining a wayfinder."
"Ummmm, I guess so." Ekkie hands the wayfinder over and then removes her necklace, handing it over as well.
Sheila Heidmarch nods as she takes the information in. "Well it's settled then, you and this thing will go find the headquarters of these goblin thieves and stamp out any threat they pose to our Pathfinder operations here in Magnimar. Recover any stolen artifacts you may find and discover why the goblins are targeting the Pathfinder Society."
She turns to walk away but stops and adds one more thing, "Taking a stroll through the streets of Magnimar with a goblin is sure to attract the wrong kind of attention so you'll need to disguise her or conceal her in some way. If it were up to me, I would put her in a backpack or a barrel with some holes so she can guide you discretely. Report to me as soon as you complete your mission, Pathfinders." and with that she returns to the manor.
A barrel seems kind of unnecessary... anyone have a cloak with a deep hood?
Rourke returns with his pack and crossbow. Upon hearing Sheila's request for a disguise, the swashbuckler begins to remove his cloak to offer to the goblin.
"Here, take mine". The aasimar offers Ekkie his cloak. "Sorry if it smells like longshank".
Diplomacy: 1d20 + 9 ⇒ (4) + 9 = 13
"I help make the cloak smell better," says Davorin with a smile.
Casting Prestidigitation to make Rourke's cloak smell more goblin-y. Smoke and dead rats , probably
"I'm ready to leave and find what i assume is a knackery."
Either that or an alchemist's lab. Or just a slightly more daring restaurant. Probably with Asmodeus as the head chef.
Raijan turns to Ekkie, Now remember, while you're showing us to the horse-killing place, we're all going to stay very quiet, and try to let Davorin - the pale broody looking longshanks - do any talking.
Diplomacy: 1d20 + 8 ⇒ (17) + 8 = 25
The halfling waves his hand dismissively at Sheila Heidmarch's final statement.
"It will not be problem. Joof walks around Magnimar all day and nobody say anything."
Joof then climbs back on top of Barking Jerd, shifting around a little as he listens to his teammates' conversation.
If everyone is ready, you all head to the Mariska Knackery in Magnimar’s Lowcleft district with Ekkie cloaked to conceal her identity. The knackery stands on the northern edge of the district, two blocks west of the Matador’s Lodge. Lame or old horses, as well as animals and beasts maimed or used up in events at the Serpent’s Run arena or the Matador’s Lodge, are brought to the knackery to be slaughtered and dismembered, and their meat and other remains are sold off.
Stuff: 1d20 + 6 ⇒ (18) + 6 = 24
Stuff: 1d20 + 8 ⇒ (11) + 8 = 19
Stuff: 1d20 + 0 ⇒ (12) + 0 = 12
Stuff: 1d20 + 5 ⇒ (17) + 5 = 22
Stuff: 1d20 + 6 ⇒ (6) + 6 = 12
Stuff: 1d20 + 1 ⇒ (4) + 1 = 5
Joof, Kaminari and Rourke notice the burned remains of a large shed off to one side of the main building as you approach the Knackery and head inside to meet with the owner, Tersus Mariska, a middle-aged man of mixed Varisian/Chelish ancestry who stands just over 5-1/2 feet tall. He sports a graying walrus-like mustache and speaks with a heavy Varisian accent. "Hello and welcome to the Mariska Knackery. I am Tersus Mariska, what can I do to help you?"
Upon seeing Tersus, Ekkie pulls back the hood of her cloak and points at the man, "That's the longshanks horse-killer!" she shouts before quickly becoming distracted with all the juicy horse meat, drool dripping down her chin as she wanders over to the hanging meat and talks to her skull.
Ignoring Ekkie's antics for now, Davorin adresses Tersus.
Was going to have you make a Diplomacy roll but with a +11 I doubt you'll have trouble, go ahead and do it anyways but I'm sure the result will be this...
Tersus is noticeably flustered when Ekkie reveals herself and nervously tries to hide his fear before Davorin speaks to him in his father's tongue which puts him at ease. "Yes! Please! What could I do? Those little vermin have got me right where they want me! At first, I tried locks and bars to stop them, but the thefts got worse. If there’s any way in, they’ll find it!. Then the big, creepy one, at least a foot taller than me, came one night. It put the fear right into me, I’ll tell you, lurking there in the shadows with its snuffling breath and twitching ears. It said it knew exactly where my family lives and said it’d know if I tried to go to the watch. Then they burned down my shed outside to make their point. So I’ve had to go along with them, leaving the best slabs of meat for them and ignoring the scurrying I hear down in the cellars at night. If I don’t, they’ll burn down my home and murder my family! Please help! The entrance to their hideout is over here." he walks over to a sewer drain in the middle of the cutting room floor and pulls it open.
You get +2 to the check since he sees Ekkie and is flustered, and another +2 for talking to him in Varisian, his father's tongue, so +15 Diplomacy check to make a DC 15 :P
Davorin gives the distraught man his patented smile.
"Not to worry. We'll deal with your problems. Free of cost to boot."
He then turns to the others.
"Shall we? I'm good to go."
Raijan claps Tersus on the shoulder, Don't worry brother. Liberation is at hand.
Ekkie, is this the best way down?
|Cornelius "cork" Dornbirk|
Ekkie nods and motions them to follow as she makes her way into the tunnel of darkness and proceeds just fine since she has darkvision, forgetting that you longshanks require light to see. You spend what feels like almost an hour walking through the clammy, fetid tunnels and the sickening air starts to get to you right as you reach the Nightsoil Marauders’ headquarters where the air clears up a bit and doesn’t smell as rancid and pungent thanks to the goblin inhabitants. ”Here it is! Me and Plarg were never allowed inside so we don’t know our way around in there but can we come along?” She motions ahead to an opening in the side of the sewer tunnels where you can hear a little bit of goblin chatter.
Feel free to line yourselves up however you want along that left side, sorry the map is so small I can't seem to get it much bigger so I hope we can manage. If it becomes too difficult or troublesome I'll try another attempt but I've done so good at hiding up all the good bits that I don't want to redo my work, haha.
Joof instructs his mount to go a bit more forward, peeking into the side tunnel.
"Of course Ekkie can join us. Joof and Jerd be very happy if Ekkie join us. Right Jerd?"
The wolf howls, shaking his tail vigorously.
"Jerd is right. Plarg come too."
Yeah, big maps are always a hassle (I'm looking at you, Wonders in the Weave Part 2), but this seems functional to me.
Davorin nods in agreement with Joof.
"Of course you can join us. Just remember that we are your friends now."
He then hangs back and acts as a rearguard.
Raijan will use his wayfinder to light his way through the sewers, trying to shade it a little to keep it from serving as a beacon to the entire sewer.