
Sir Gavin D'Monteforte |

Sir Gavin pauses his strike and lowers his blade. He keeps his shield up, however (just in case). He listens carefully, wondering if he could trust this... creature.
Sense Motive: 1d20 + 3 ⇒ (13) + 3 = 16

GM Beazy |

(Gavin) His words seem truthful to Gavin's ears. He appears to value his life more than his false loyalty to the birdmen.
For the description of most of these birdmen, you determine them to be Dire Corbies. Kikonu's mistress may very well be a harpy as well.
Kikonu himself may not be as base as the others around him though. From the information you've gathered up to this point mixed with new information from the troglodyte here, Kikonu may be something more. Likely a yamabushi tengu of some sort.

Corvus JR |

Corvus listens to the creature and tries to take what he says at face value - the prospect of death being just as likely to bring lies as the truth. Anything to prolong life.
Knowledge (planes): 1d20 + 8 ⇒ (13) + 8 = 21
The more she listens, however, the more she is convinced he's not like the others.
Having suspected what he is, what do I know about a yamabushi tengu?

Mukluk Muletender |

Mukluk stops his looting to listen to the trog speak.
"Sounds like these women have things in common with Treygan's mom..." Mukluk thinks and ponders what is said.
1d20 + 9 ⇒ (2) + 9 = 11 Know (Nature)
1d20 + 12 ⇒ (1) + 12 = 13 Know (Planes)
"Yeah, uh huh...that's what I thought, uh huh."

GM Beazy |

Not wrong, good sir Mukluk.
We have no treasure of our own but if you grant me life, I will turn over my weapon to you. It is very powerful. And the armory just beyond contains as many weapons as you can carry - possibly more." He motions back down the hallway in either direction as he tosses his morningstar to the ground. "My underlings likely attacked out of fear. We have our orders to hold the lower floors, but it's nigh impossible to.

Sir Gavin D'Monteforte |

Listening to his companions, Sir Gavin nods.
"Very well, this trade is accepted."
He points with his sword at the Trog.
"Go then! And DO NOT RETURN!" He thundered.
Intimidate: 1d20 + 7 ⇒ (4) + 7 = 11

GM Beazy |

"Thank uou. Be warned though. Further down these caverns lies the bird's own true master, Nindenzego. He controls all that transpires within these walls, masters." Not entirely shaken by Sir Gavin's attempt at intimidation, the troglodyte champion adds before nonetheless scampering off.
The Morningstar registers as magical to Mukluk's abilities. With little to no effort (given that roll), Mukluks identifies an oily substance secreting from the head of the morningstar. The weapon is in pristine condition despite appearing rusted and it registers as a +1 Cold Iron Morningstar capable of sickening those it strikes. His arcane knowledge sorts out how the magic of the weapon works and surmises having spent innumerable years on the troglodytes person, the weapon picked up its stench and secretes the oil now itself. A truly grotesque marvel.
On a successful strike, the target is overwhelmed by the stench and must make a Fortitude Save DC 15 or be sickened for 10 rounds as per the stench universal monster rule. The same creature cannot be affected again for 24 hours.

Mukluk Muletender |

Mukluk chortles as the examines the morningstar.
"Oh yeah, this one is a fun one. This item right here is why Desna travels. An item like this is near unique, a mystery of modern magic. Oh yeah...who wants to wield this one against the birdmen? I guarantee it will be quite a gas!"
Mukluk offers the morningstar around; he has no desire to use it.
* * *
Mukluk checks out the armory, casting Detect Magic, but then is ready to move on.

Sir Gavin D'Monteforte |

Sir Gavin turns a jaundiced eye on the smelly morningstar.
"Ah, no. Just... no." He stated flatly as his nose wrinkled.
He flicked the blood off of his sword and sheathed it with a single motion.

Corvus JR |

Corvus shows no interest in the morningstar amnd defers to Mukluk's appraisal of the weapon, despite a desire to check it out herself.
She then fidgets as she waits for the group to move on.

GM Beazy |

Searching through the armory, you find mostly mundane weapons - two longswords, four daggers, three short swords, a spear, four heavy crossbows, and 80 crossbow bolts. The big prize of the day, however, is in the ten vials of alchemist's fire that you also find. Upon inspection, nothing detects as magical.
After clearing the armory, you make your way to the room the troglodytes came from and find it to be a sort of fighting pit, currently unused of course, left in somewhat decent condition.
You find nothing of interest in this room.
You now know Kikonu resides upward. You have three paths left to try - the stairs in the first troglodyte room and the two doors in the "door chamber". Where to?

Mukluk Muletender |

"You sure about these Mukluk? Don't you remember that alchemist who blew himself and his entire lab up outside Kaer Maga?"
Mukluk grins.
"Oh yeah, now that was a FIRE!" Mukluk laughs. "The guy was trying to cook up some dire corby that he just caught. Or was it one of them pigs with the gem in his forehead, I forget? A peecarble? A peeknuckle?" Mukluk looks at Gyorgy to see if he remembers.
"Anyhoot, that was a fire. Kept us warm throughout the night, we made camp right there. Cooked us dinner, it did."

GM Beazy |

Jean perceives nothing out of the ordinary beyond the left door. It does smell as of it was burned recently. Upon opening the door, a foul smell permeates your nostrils. This foul-smelling chamber drips with moisture—it runs down the walls in rivulets amid thick tangles of nasty-looking fungus. Three washing bins in the walls are completely clogged with heaps of even more repulsive molds and mushrooms, some of which have grown to prodigious size, like the large mound of burnt green mold sprouting dozens of purple-capped mushrooms in the center of the room that appears to have been set ablaze at one point. Nothing else remains of interest that you can see.

Mukluk Muletender |

1d20 + 9 ⇒ (20) + 9 = 29 Know (Nature)
Mukluk looks at the mold, then pokes it with his pick. Taking a small dab of it, he gives it a solid taste.
"Oh yeah, this is one of them carnivorous pay comics! I just know it. It's just like Ivy."
Mukluk points out his find to others, offering a taste.

Corvus JR |

Unsure what they're precisely doing, Corvus follows along with the crowd - silent. The thoughts of her friend are now more and more frequent and the general banter and lack of urgency are starting to antagonise her.

GM Beazy |

Unable to have ever been seen from outside the room, as you reach the other side of the pile of burnt plants, you stumble upon a round bladed weapon - chakram - jutting from the side of the phycomid, still attached to the hands of it's eaten away owner who lay beside the beast. In addition, a smattering of gold coins lay surrounding the fallen adventurer. These total 660 gold. It appears as if his allies wasted no time in making their escape from this beast and had no choice but to leave his fallen corpse (and valuables) behind. The chakram is covered in green liquid and both the chakram, the cloak about his shoulders, and the bracers on his wrists radiate magic upon observation.
+1 Corrosive Chakram

Mukluk Muletender |

1d20 + 12 ⇒ (19) + 12 = 31 Spellcraft - chakram
1d20 + 12 ⇒ (12) + 12 = 24 Spellcraft - cloak
1d20 + 12 ⇒ (16) + 12 = 28 Spellcraft - bracers
"What we got here?" Mukluk examines the items, offering them around to others. "These are kind of neat, ain't they?"
He will explain what they do and look to Jean to lead on.
"What's next, I wonder."

GM Beazy |

Moving to the other door and popping it open you see that a tangle of stalactites and stalagmites fill this low-ceilinged cavern, with only a five-foot-wide path that runs along the southern wall being clear of obstruction. The cavern winds around a ways until you emerge into the light of the out walls of Brinewall. It would seem this is a second entrance to beneath the castle from outside. Realizing you have but one option left for continuing your infiltration of the castle, you turn and move back towards the stairs in the grand banquet hall where you first encountered the troglodytes. There you move to the stairs that lead up into the main floor of the castle. A large table lies in shambles in the middle of this room, while crumbled suits of armor bearing decorations of dragons twisting around castle towers lie in heaps along the walls. A flight of stairs winds up along a curved wall to the north. The air in this room feels stuffy and carries an eye-watering reptilian stink which is backed by the sound of reptilian squabbling just out of sight.
"I killed the tick! It's mine for eats."
"No, I saw it first, so it's mine!"
The two don't seem to be paying any attention to your group as you approach. You count for possible ways out of this hall beyond the way you came. Three doors - one along each wall - lie slightly ajar as the two troglodytes bicker amongst each other. The fourth exit is a pair of stairs that lead towards the upper level of the castle.
Although the room is in disarray, you recognize a number of documents, maps, and troop lists that date back to the night Brinewall was attacked. This room has sheltered the documents somewhat, but they’re still damaged. All that can be pieces together from the documents here is the fact that the guards believed the citizens of the village below were rioting, and that several of the buildings had caught on fire. They were preparing to mount an expedition to investigate and bring order, but there is no indication of their success or failure.
Several ruined beds lie in various states of disrepair in this room, their moldy mattresses piled into a filthy heap against the northern wall. It appears to be a barracks. Two troglodytes sleep here.
You notice a secret latch in the south wall that opens a passageway into the grand hall throne room beyond.
A large number of ruined bunks have been heaped into a nest- shaped mound in the center of this room.
Before ever opening the door, you hear a barking voice. "Ahahaha! Yes! YES! Perfect! Continue! Continue! It's perfect for my masterpiece!"
When you open the door, rotting, faded banners hang from the walls of this long hall, depicting a stylized castle sitting on a seaside cliff. Thick stone pillars support the ceiling, while at the far end of the hall sits an old wooden throne, its back carved to resemble the towers of a castle wrapped in the coils of a serpentine dragon. Welcome to the throne room.
At the east end of the hall, a wild eyed Tian man with a bristly goatee, deep red skin, and a prodigious nose idly toys with a strange weapon—a combination sickle and weighted chain —and when he cackles in delight as you enter, inviting you to be seated as his “latest masterpiece” concludes.
The stairs wind up for a minute then open into a chamber whose furniture—couches, drawing tables, and empty bookshelves—lie in disarray, with the exception of one writing desk and chair in the center of the room, its surface heaped with pages of parchment and paper. Two doors - one south, one west - lead from this room as does another set of stairs leading down across from where you enter.

Jean LeFavre |

Stealth over to the Western door with a dagger in hand 1d20 + 10 ⇒ (2) + 10 = 12
Look back at the rest and motion [pantomime] Eyes + 2 + Room + Slit Throat[/pantomime]
And....Jean launches a dagger at the nearest one if he can.
Attack 1d20 + 7 ⇒ (3) + 7 = 10
Damage 1d4 + 1 ⇒ (2) + 1 = 3 Sneak Attack Damage? 2d6 ⇒ (2, 4) = 6