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"That is eazy enough to say, but unless Nightsoil Marauders had become less cautious, there should be traps there that I won't like to bother with"
Alys starts pretending to be annoyed
"Lets go friends, It seem that our little thief is no use after all"
he starts walking away from Ekkie leaving her watching at his back with his hands holding each other at his back and then stops to say
"...but maybe she could serve as Dog-Food"
As he says that, his voice usually jovial gets cold, and to put emphasis on his words he pulls a dagger from his sleve.
Intimidate: 1d20 + 7 ⇒ (5) + 7 = 12

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"The little ones are so amusing. They talk just like the real thing. Always have to watch the halflings. They could move around unnoticed by the nobles, but if you watched carefully, they could run the show from the shadows." Khain muses to himself "I wonder if we would have to lower ourselfves to having goblin servants in the manor? They seem to be prevalent."

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Travis watches Alys closely, and positions himself so that he can interfer with the blade of the halfling. He trust the little one not to make that kind of mistake, but one can never be sure.
Suddenly, he has an idea.. He winks back to Alys from behind the goblins back, and stands in front of him in a theatrical way.
"No, you will not hurt Ekkie! He is my friend, and friends protect eachother!"
Travis cracks some knuckles and 'prepares' for a fight.
He turns around to face Ekkie, and whispers (loudly enough for the others to hear): "Listen initiate, I know Alys and he is.. dangerous. But I am sure that if you could help him get back in touch with the Big Boss, that his mood would improve. And anyone that is on the good side of Alys, is a good friend to all of us. Would you like to be our friend?"
Diplomacy:1d20 + 4 ⇒ (13) + 4 = 17
Travis also looks at Manczar, and with a nod tries to say "Let go of him."
The same easy eyes can be seen glancing over to the dwarf, and to his bow. He nods again, sure that the dwarf understands what he means.

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"On the morrow, we go in. Through the horse rending place. Ekkie comes too. Tonight we wash up for dinner. Ekkie too, she needs to be cleaned thoroughly."
Jory wrinkles his nose.

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Looling to Alys Manzcar speaks in a calm tone as if pleading.
But I think Eekie can be of help Alys. She can lead us to the Big Boss or someone who can do it, can't you Eekie? We should give her an initiation. test with us. If she can lead us there without harm maybe we can have her join our gang. What do you all think? Do you want to help us out Eekie?
Diplomacy1d20 ⇒ 14

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Jory grabs Ekkie with a firm hand:
"First part of our initiation, you get to meet Mr. Lye Soap and his wife Mrs. Hot Water." Jory pulls Ekkie away to clean her up.

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Clearly confused with all the happenings and "tall stories" happening around him, Rutilus shifts his gaze from the goblin to one of his Pathfinder companions, than to another, and yet another, barely able to comprehend the audacity of their claims.
The moment Thrune mentions "heading out to find information", Rutilus volunteers to help him out - "Yes, it's a good idea. I'll go with you"
Inwardly, Rutilus doubted, and he even could not care less, that they will really find anything useful, but he just wanted to be as fas as possible from "goblin bathing and being friends with her (it?)" business.

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"We shall return post haste."
When Khain and Rutilus are far enough away from their companions and the goblin to be out of earshot, Khain adds:
"I don't know if I was more looking for information or a drink to settle that whole little bit back there. I know almost nothing about this City or it inhabitants, but I am sure if we head to a tavern we can find out at least where this place is and hopefully a great bit more."
Diplomacy: Gather Information1d20 + 10 ⇒ (15) + 10 = 25
Common facts or rumors: DC 10
obscure or secret knowledge: DC 20+
Time to complete: 1d4 ⇒ 3 hours

GM Nightfeather |
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Jory Redcap, in an experience that he will remember for the rest of his days, yet never speak of, successfully washes an adolescent goblin woman. Ekkie spits and screams at first, but eventually begins dunking herself under the hot water of the wooden tub in the clothes washing facility off the kitchen, blowing bubbles, and singing:
Goblin filth and goblin grime,
Ekkie smells bad all the time.
Dwarf scrubs Ekkie ears to toes,
Now goblin Ekkie smells like rose!
---
Khain and Rutilus find a quiet tavern in the Capital District frequented by government workers and scholars. A few minutes conversation with the barkeep and they learn that the the Mariska Knackery is in Magnimar’s Lowcleft district. 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.
---
The group regathers at the Lodge, and Ekkie is put under the watchful eye of the newly rededicated half-elf, Ebrylis. Over the course of an elaborate dinner of roast goose, oxtail soup, steamed and spiced vegetables, and freshly baked bread (all served with various vintages of Varisian wine, as appropriate to each course and with the palate of each diner considered), Sheila Heidmarch tells the Pathfinders about the goblins of Magnimar and the nearby Mushfens.
Among the things you learn:
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.
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.
After dinner, Sheila advises you to learn all you can from Ekkie about the Nightsoil Marauders, and in the morning, to set out and see if you can find their lair and learn why the goblin was sent to her Lodge in particular.

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Manzcar will procure some raw meat from the kitchen as well as a little ale and water for Eekie as part of the interrogation in hopes that with the food and drink the goblin will be more apt to talk.
Manzcar will meet with everyone else and discuss tactics on the talk with Eekie.
I have brought some food and drink for Eekie in hopes that with a full stomach and a little ale in her she would be more pliable as it were. In my opinion we need to know are the following…
Is she a sewer goblin?
Who gave her orders to come here?
What was she supposed to do here?
What was she to do after accomplishing her task?
Can she lead us to or tell how to reach the people that sent her?
What are the numbers of the people that sent her?
What are their armorments?
What traps are awaiting us?
Those are the many thoughts that I have, but I am sure you all have your thoughts and questions as well. So the bigger picture would be how are we to go about this interrogation
Manzcar looks to the others for their thoughts on the matter.

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Travis is no expert in the matter, so will leave the questions to the others.
He will however seek council with Sheila Heidmarch, as to what the fate of the goblin woman will be (after giving Ekkie the ol' paladin evil eye).
He will make sure nobody does anything not befitting a member of the Society.

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It seems our little goblin wants to be friendly, but Khain is not sure if it is because of the group, being setup, fear of Alys, or sheer adoration of the dwarf. Khain tends to lean toward some strange cross-racial love fest. With that being said, taking care of the golbin's needs (food, security, future) seems like the best course of action. Maybe the goblin can be mentored and used to benefit the greater order of things. Khain doesn't know what the Society's take on this would be, but maybe in compensation for the goblin's crime, he can assist the Society in the resolution of this cancer of the city. A little information can go a long way. All of Manzcar's questions are good ones. Khain is not sure he will be very useful in securing the goblin's trust, but he can try. but, if not the carrot, then the lash.

GM Nightfeather |

Travis finds Venture-Captain Heidmarch in her study, going over some papers. Once he's made his intent in speaking to her clear, she nods and holds up a hand. "The goblin was caught in the act of thievery. There are...various authorities in the city we can turn her over to once your group has obtained the necessary information. Anyone from one of the Church militias to the Hellknights. It'll be up to you lot."
With that, she indicates that Travis is dismissed and rises to go herself, no doubt planning to retire for the evening. But then she says, "Oh, one more thing. If you do wind up taking that creature out into the streets, find some way of disguising her or concealing her. Don't want to start a panic, or lose access to her prematurely."

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"If I could be so bold, Captain?"
Travis waits for her to nod or give an appropriate signal.
"Will all those authorities give her the same punishment? If it's death she will face, no matter where we bring her, then..."
Travis pauses.
"I'm sorry, I should not bother you with these kinds of trivial matters."

GM Nightfeather |

You sense the presence of evil when studying Ekkie.
The group has a long few hours trying to make sense of Ekkie the Goblin's story. She makes a significant dent in the Heidmarch Manor larders, frequently has long conversations with the skull she refuses to part with in the goblin tongue, and has to be constantly reminded to stay on point. She tells you the basics of her story:
"Even 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.”
Someone finds a stick of charcoal and some paper, and Ekkie makes crude copies of the drawings she was shown. You all easily recognize the two images, the Glyph of the Open Road (symbol of the Pathfinder Society) and a wayfinder.
"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."
It becomes clear that Ekkie is incapable of describing how to find the headquarters of the gang, their numbers, or their defenses. She was only shown to the entrance of their part of the sewers. She is willing to show you the way, but in return, wants you to release her outside the city so she can return to the swamps.

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Manzcar will listen intently and try to keep Eekie on track but can’t help to wonder what it must be like living as a goblin. Once she has completed her stories Manzcar will address the group.
I for one have no problem with the conditions that Eekie wants. I have never been a fan of the law when it does not coincide with what is right and good. To be able to connect with the Big Boss is well worth the conditions in my opinion.
What say the rest of you?

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"She has broken the law, and should be punished appropriately. However, I believe that by helping us find the leader(s) of the gang, she will have done plenty to make up for that mistake."
Travis will look at Ekkie with a stern gaze.
"That is... Ekkie must swear upon her friend Murg to never ever return to Magnimar. If she does, Travis.." *points to his chest* "..will have to find her and have her put in jail."
He turns around, and faces the others.
"What say you, my fellow Pathfinders?"

GM Nightfeather |

Ekkie cheerfully agrees to whatever is asked of her, so long as some part of the negotiation includes her being returned to her swampy home. Her experience in Magnimar has been interesting, and did include eating horse, but overall, she's decided she's not a city goblin.
The night passes uneventfully, with Heidmarch guards keeping a careful eye on Ekkie through the small hours.
In the morning, you receive a note from the Venture-Captain along with your hot breakfasts wishing you luck and advising you to report in when you have solved the problem of the Nightsoil Marauders. A confused laundress also arrives with a large wicker basket equipped with arm straps so that it might be worn like a backpack. Before scurrying from the room, she says, "I was told this was for...transportation?"

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Manzvar sits there quietly almost as if in a trance eating his brwakfast slowly and with indifference. He has a wide range of weaponry upon him as if he was expecting anything and everything. Cold iron, silver, and regular weapons all at his disposal.
After some time he looks up
Yes let us go it is a good day.

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Travis looks at the array of weaponry upon Manzcar's body.
"Manzcar, why are some of your weapons made from an exotic, yet more brittle variant of regular steel? Silver is fine for wearing around your neck, and cold iron intrigues me, but why forge them into weapons? Surely, there are better and stronger materials out there?"
Travis look at his own gear, simple and clean.
The sword he carries looks as though it should have a long pole attached to it, yet he carries it on his belt like any sword would be hung.
"Great thinking Jory, I was unsure as to what to do with Ekkie, but you have taken care of it nicely. Will you be carrying it?
Q1: Does Travis notice a shield between Manczar's gear?
Q2: Can the necklace, which has 2 'orbs' remaining, be split into two necklaces, with each one 'orb'?

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Manzcar’s shield is set beside him as he gets his pack readied. He gives the palladin a quizical look at his question about the differing metal types.
I’d thought a palladin would know, but then again I was born and raised to do this.
Turning to Travis,
My father has taught me to be prepared in all situations my good palladin. I have been trained since birth for this day. Some creatures of evil are not harmed by normal steel or iron. Devils, Demons, Were-creatures, and evil Fey all require different metals in order to do proper damage. Then there are the different types of weapons are needed for different types of undead. Slashing for some and bludgeoning for others. Therefor I must be prepared for any and all of them at my side with my shield.
Looking to the others,
if everyone is prepared we should be off to the horse cutting place. Right Eekie?
Manzcar gives a little wink and nod to Eekie.

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Mhmm, you do have a valid point.
I am less prepared than you it seems, trusting a bit more in my faith in our Lovely Lady. I *do* have learned some techniques to help with the wicked. But I'll be sure to turn to you, if the going gets tough.
Travis winks, and looks at Manczar's shield, measuring its weight and strength from a safe distance.
You look like a man that I will enjoy having next to me.
He turns to the others.
No disrespect for you lads! I am fully aware that our shields can not protect us against all the dangers out there, but it's a feeling that I know. I'm sure I will learn to enjoy Alys' knives, Jory's arrows and Khain's magic just as much.
Travis turns on his award-winning smile, and winks.

GM Nightfeather |

The necklace is a single magic item, so one person must carry it with both orbs attached. Actually, go ahead and let me know who's carrying it right now.
No armory to loot at Heidmarch manor, but you should pass several weaponsmith's shops after you make your way down into the Lowcleft district and before you arrive at the Mariska Knackery if you wish to make a quick purchase.
I need perception checks from everyone please.
With some coaxing, Ekkie clambers into the laundry basket and Jory hefts it onto his back with little trouble. The sun is still low in the eastern sky, but Magnimar is stirring, and there many people already busily making their way through the streets.

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As the group was leaving together, Manzcar will turn to his new Palladin friend;
You know I am sure we will be passing a shop or two on our way if you wanted to pick up something less pointy and a little more for bashing. Morningstar would be my choice. They are solid and due a good bit of harm when you connect with a solid blow.
perception check1d20 + 0 ⇒ (9) + 0 = 9

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Since nobody expressed interest in the necklace, I am assuming Travis still has it safely tucked away, out of reach of little goblin hands. He doesn't like the thought of it hanging around his neck, though.
"Thanks Manzcar, for your help in the matter. I believe I will pick up one of those light maces, it seems to be quite light and handy. I wouldn't want to poke holes in my garment with the spikes from that morningstar"
With a smile, he turns to face Jory.
"What do you think, master dwarf?"
Just in case, here is a diplomacy check to see if the man wishes to lower his price ever so slightly to help the Pathfinder cause, and the church of Shelyn!
Diplomacy: 1d20 + 0 ⇒ (4) + 0 = 4
Well, that didn't work as well as I thought. Should have figured, a blacksmith not being a fan of Shelyn...
Perception: 1d20 + 0 ⇒ (16) + 0 = 16

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perceptiom: 1d20 + 7 ⇒ (16) + 7 = 23
Alys looks at Manzcar's arsenal with curiosity and throws starts speaking, his words have the tone of a joke, but anyway Alys allways seem to be joking so...
"All that shure looks expensive, where did you get that?
Who do I need to kill? hahaha just kidding... Its much easier to steal them"
Alys shrugs his small shoulders
"Anyway please dont spend much time looking at stuff, wether it slash, pierce or crush, any weapon its the same if it serves its function of killing.
You never know, my little daggers can hurt more than a greatsword if you know where to hit"

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Smiling at Alys Manzcar says
This I know. The sneaky types can do more damage if they can get the drop on someone, but I was born more strong than sneaky I suppose and thus my training went towards that. Most cases my sword will do just fine but I have heard and studied tails of undead creatures that can’t be hurt by poking or slashing but only hiting with blunt force and then others that can only be cut. The world today is full of the unusual.

GM Nightfeather |

I'm going to go ahead do the Perception rolls for Jory and Rutilus and move us forward.
Jory perception: 1d20 + 9 ⇒ (1) + 9 = 10
Rutilus perception: 1d20 + 4 ⇒ (20) + 4 = 24
Following the directions gleaned from the bartender the day before, as well as Ekkie's spectacularly inexact and nearly indecipherable hints, you make your way to the Mariska Knackery.
Most of you notice (and point out to those who didn't) the burned remains of a large shed off to one side of the main building.
A short middle-aged human man with a graying walrus-like mustache is wearily pushing a broom in front of the business's main doorway. When he sees that you are approaching him with purpose, he stops, leans the broom against a wall, and rubs his hand down the front of his clean white apron. He clearly doesn't think you've come to buy horse meat.

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On the way Jory buys some blunt arrows.
Jory addresses the man:
"We would like a tour. I am from a monastery far away and do not see places like this often."
Jory holds up a single gold piece.
"This could be yours."

GM Nightfeather |

The man's eyes narrow suspiciously. "Don't give tours. One gold will get you two pounds of flesh or five pounds of offal."
The top of the basket on Jory's back flies open and Ekkie's head pops out as she squeals with delight. "Both!" she cries.
"Offal, innards, guts, and meat!
All the parts is good to eat!"
The man's eyes widen in obvious fear. He starts to back away and trips over the low step at the open entry. He falls heavily, breath exploding from his lungs in an audible grunt. He chokes out, "I paid! I paid and put out the meat like I was told!"

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Alys is amused by the events, first the harsh Dwarf, then A grown man affraid of a Neat and clean goblin
"Oh!, how come you be afraid of my green friend here;
A creature like her having a brain residing in his skull...is already a miracle in and of itself. But you seem te have some real reason for fear, perhaps you've met my friends the Nightsoil Marauders"
"So Im here on official buisness, so let us pass, now; the paid was nice so we are pleased... for now"
Alys starts his little ruse and finish with a tone that says "Do not discuss with me"
Bluff: 1d20 + 8 ⇒ (18) + 8 = 26

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"Then lets go"
Alys says to his partners with his usual smile and a wink.
"But, just a momment let me see that first..."
then he turns to the burning remains, pass next to the owner and starts examinate them lightly, more of curiousity than to try to find something.

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"So, I know we should have spoken about this, but what will out marching order be in the sewers? Also, who will be carrying a light? I have either a sunrod or a hooded lantern I would be happy to carry. I would rather carry the sunrod, as it is a little easier for me to manage and cast. Also, what is the plan with Ekkie here? I also have a mapmaker's kit to aid in us not getting lost down there, but admittedly, I am a poor sense of direction. If someone is better than I, I will happily loan them my kit."
Mapmaker's Kit: +2 circumstance bonus to avoid becoming lost

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"I can my good man, but it runs out awfully quick. I would have to recast every ten minutes, but for you I would be willing."
Cast Light on Manzcar's shield. I still have my sunrod lit for myself.
Sunrod: This 1-foot-long, gold-tipped, iron rod glows brightly when struck as a standard action. It sheds normal light in a 30-foot radius and increases the light level by one step for an additional 30 feet beyond that area (darkness becomes dim light and dim light becomes normal light). A sunrod does not increase the light level in normal light or bright light. It glows for 6 hours, after which the gold tip is burned out and worthless. Source: CRB

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"Seeing as I myself have my hands full, I'm not the one most likely to hold a torch or anything, but seeing as we are going underground.."
Mhmm, I only seem to have one left...
"I will keep mine at the ready, for when the other ones go out? I don't know how long we will be down there, or how long that sunrod lasts exactly, so maybe it's good to have one extra? How about the rest of you? How are you faring on the light-situation?"

GM Nightfeather |

Alys quickly determines that the burned out remains are those of a storage shed that appears to have contained barrels, crates, and large rolls of waxed paper. No doubt these were used to package the grisly products of the knackery.
Seeing the halfling at the shed, Tersus Mariska says, "Don't burn anything else, please! One warning is enough! Don't send the big one back, I've done everything she told me to do!"