
GM Burglar |

Unless someone wants to go for the kill-steal, that drops it and ends the immediate fight!
Probably out of combat (or at least cinematic combat at this point, damn it)!
Grald wakes up within 6 seconds of the undead dropping! "Urgh... what happen-" His inquiry is ended by swift chair leg to the head, via one Dalard Fritch.
I believe, aside from the Chels, we've still got outstanding faction missions. No, just spotting the one thing didn't count for Andoran/Silver Crusade; you need more substantial proof.

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Yoinks! I was expecting a pitched battle against undead hordes!
Hiram wipes his sword blade on the dead thing and sheathes it. Turning to Becher, he smiles. "Listen, Becher. You know your dad's history with the Pathfinders, so I know you want to do right by that lineage and allow them to use this property as a house. But don't you also want to do right by Taldor? Your dad, he had an old friend named Dominicus Blelor correct? Honoring your father's memory by signing the deed over to Blelor would do both. You'd honor your father and your country by making Blelor the Lodge leader. And it should salve over your issues with the Crown. What do you say?"
Diplomacy: 1d20 + 7 ⇒ (18) + 7 = 25

GM Burglar |

They're all outside, if you want to fight the 6-7 tier. 1-2 has only a 4 total, 3 of which got stuck behind rainbow walls and are too dumb/got bored/were 'defeated' by clever use of abilities.
Grald looks like he's going to angrily protest, but is quickly silenced with another chair leg. 1d6 ⇒ 3
Ignoring the "fight", Becher responds. "I... suppose you're right. Get the deed out, and let me make sure I'm not signing myself away to Asmodeus first..."

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Well, not such a chore after all, assuming the deeds are in the box.
He takes possession of his wand and holy water and stows them away.

GM Burglar |

I thought I identified the guy we are looking for earlier. What more is there?
You only saw he had a necklace shaped similar to an eagle, which could have numerous reasoning as to why he has it (though it is starts as a good lead.) Finding identification beyond a shadow of a doubt of his now-defunct status within the Eagle Knights (without his knowing) is your faction objective.
-----------Ander spends a minute and some change disabling a trap and picking a lock.
Matchcheck9k: 28 - 21 = 7
Will vs Enchantment: 1d20 + 4 ⇒ (14) + 4 = 18
As you open the chest, however you momentarily get the notion to take the deed and claim this wondrous town for yourself. You can easily shake off the notion, however.

GM Burglar |

There is a lingering magic aura of a second trap that was on the inside of the box that was a Suggestion spell that the t10 on Disable fail by more than 10 and triggered when opening. Your search also turns up a false bottom of the chest, in which you see no traps. It holds another paper, which is also a deed.
Trapception.

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Ander reaches into the lockbox and removes the deed with a triumphant flourish. Here is the deed! The elf then hands it to Hiram to examine. So, Becher, can the Society use this establishment as a base for a new lodge?

GM Burglar |

Nothing, other than the Legend of Zelda thing Ander did. I do want to ask, though; Fritch bashed tied-up Grald into unconicousness. Is anyone taking any pains (Heal check, stabilizes, etc) to prevent him from bleeding out, or do I need to roll stabilizers?
Becher just pushes the deed back to Hiram. "No, it's for that Blelor who sent you, or whatever. I'll sign any paperwork once I can find somewhere else to live..."
Fritch stands, using his new razor-sharp chair leg as a crutch and limps over to a cask, finds a mostly unbroken mug, and resumes drinking whilst being amused by the sock-stuffing Hiram is performing.

GM Burglar |

Outside, the fight against ghouls rages on but eventually quells out; Militia and peasants VS the hungry undead.
Dead Villagers: 1d6 ⇒ 1 A shack lies toppled and one Hawkeye Willis (as well as an amassment of soldiers) lie dead in the street from bite and claw wounds, still gripping a longsword.

GM Burglar |

It's a "handwaved, due to pointless combat" on the tier of "Pinned Wizard" where I'm assuming you can spam disrupt undead (and/or use other spells that won't matter because it's the end of the scenario) around the corners of buildings and play hide-and-go-back-to-death-slowly. You don't have to do that, but there'll be more eaten villagers if you don't. If you want to add to how you're doing it (or not doing it) and whatnot, feel free.

GM Burglar |

Though as I think about it, it's easily solvable in the immediate future before scenario end / ret-connable as of his most recent post as needed. No need to hold up everyone else, though. Closing credits time!
The party, in accidental concert with what guards remain, annihilate their ghoul attackers. The citizens of Railford suffer greatly from the ghoul attacks. Cottages bear smashed doors and smears of blood while survivors of the attack stagger about bearing hideous wounds which require immediate attention. About half the survivors suffer from an injury, and half the injured are also afflicted with ghoul fever. Gnawed corpses lie strewn about the streets, infested with ghoul fever. Using your previous methods, the party cremate the corpses, preventing them from rising as ghouls the following evening.
Grateful for their aid, Becher readily agrees to convert the distillery into a Pathfinder lodge, though he requests that he remain able to continue distilling whiskey. Doing this allows the lodge to continue to be self-sustainable, as well as the added benefit of having a Pathfinder branding. Dalard Fritch returns to his life of drinking excessively and utilizing the almost-entirely prostitute staff of the distillery's bar.
PCs are welcome to stay on in the town for as long as they like before undertaking their next mission. Certainly, the Society welcomes their aid in establishing the new lodge, and should they do so are forever treated with honorary status at that lodge.

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After the dust settles in the town, Opal asks around discretely about the man with the eagle pendant.
Diplomacy: 1d20 + 9 ⇒ (6) + 9 = 15
Do I get any conditional modifiers, or do you need a different skill?

GM Burglar |


GM Burglar |


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Thank you. Opal goed to find Olga and find her a drink.
Olga, I hear you have shared some drinks with [Name]. I'm looking for a friend of a friend and I think he may be ther one I'm looking for, but he seems a bit touchy about his past. Has he said anything to you about his life before he moved here? My friend is very interested in contacting him, and there is Gold in it for you if you help me.
Diplomacy: 1d20 + 9 ⇒ (20) + 9 = 29

GM Burglar |

On the assumption of at least a gold payment, she tells you that "he has zis bird tattoo on his bahck, vith zees nah-bahs and nhames of men he does nhat like to tahlk of. Zer are numbers as vell." She cites off a platoon number, a rank, as well as a few names (most of which sound Andoran.)
I'll get chronicles out as soon as possible (likely after work, since I got bid-ness to get done) though Ander's still got this dead guy he's been carting around like Weekend at Bernie's.