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You pretty much see what has been described for all above. Most of your colleagues are milling about the entrance to the building, and a middle-aged man with a Varisian accent is now yelling at them to leave.
The doors at the back of the building are closed, and do not have a latch or lock mechanism. Each has a handle made of wrought iron, which can be used to pull them open. The only windows in the building you have seen so far are at the front entrance to the building.

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I say to clerk with Varisian accent in a calm but authoritative voice, "Are you not a merchant? Do you not wish to see at least why were are here? If this is your place, would you not want to find out why these very busy and heavily armed people and my humble self have arrived before you make a hasty decision, which you may at some point regret? What if we were here with with concerns that effect your livelihood, or possibly with a method to earn plenty of gold? Please stop yelling, and listen to reason, which this highly trained ranger, and this upstanding knight will provide in due time."
I step back and look to the ranger and paladin.
Charisma 1d20 ⇒ 8
Perception 1d20 + 1 ⇒ (9) + 1 = 10

Henric Tobbar |

Being late to the party, it will be assumed that Henric is one of those near the front door that was seen by the irate merchantman...
Good sir, I apologize for the inconvenience, but we noticed the burned out building near this one and wanted to make sure nothing nefarious was going on. If I may ask, what happened here? Can we be of any assistance?
Diplomacy: 1d20 + 8 ⇒ (19) + 8 = 27

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Outstanding Diplomacy Roll, Henric!
Tersus Mariska: Let's see, you come into my business after hours, with weapons drawn, and I'm supposed to be happy and reasonable? If you are here to rob me, you won't find much but you are welcome to my inventory - animal hides, barrels of meat, boxes of bones and buckets of hooves. I am Tersus Mariska, this is my knackery, and you are trespassing!
As for the burned building, that was a warning and threat against my life! 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!

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I say to the merchat, "See, it as I said, sir. Calm down, listen to this good man. Our purposes may be intertwined. My studies have taught me life often places people in similar need together. And it appears it is thus."
Charisma 1d20 ⇒ 13
(I do miss my high charisma characters.)

Cily Tosscobble |

I am listening to this exchange with great interest, and hoping one of my team members will ask Tersus Mariska who "they" are and where "they" are and more details about the meat and the scurrying.
I am also considering if perhaps I should quit lurking in the shadows, all things considered . . . On the other hand, I could just stay put and continue monitoring the situation . . .

Henric Tobbar |

You see Tersus, today is your lucky day! If we hadn't seen your burned shed, we wouldn't be here now to help rid you of your vermin problem.
Bluff: 1d20 + 4 ⇒ (2) + 4 = 6
Before Tersus has time to think:
Cily, I think we are safe here. If you would be so kind as to grab the others, we should all have a discussion
If/when Cily comes out of the shadows, Henric will say quietly, so Tersus cannot hear:
But I think it's wise if someone stays outside with our little burden, so as to not confuse the issues.

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A great Diplomacy check, followed by a lousy Bluff check. Sigh. The dice are so fickle...
Tersus: Oh, yes! I can see nothing but good luck coming my way! The little devils will think I informed on them, and come sneaking out of the sewer grate and slit my throat! Then they will murder my family and burn my home. I am just so happy you bumbling fools have bestowed such fortunate circumstances upon me! I would only be luckier if they showed up now and killed us all!

Ophelia Swiftblade |

Ekkie, I think that as long as you show us where the Mauraders hide and fulfill your end of the bargain, we would have no reason not to let you go free, so long as you have returned all of the things you took and promise not to ever take things that don't belong to you again...
Ophelia trails off as the voice inside becomes very loud and angry. She looks at Boyhi.
I wonder what could be happening in there to cause such a commotion. Do you suppose we ought to go see what is going on?

Cily Tosscobble |

I come out of the shadows after hearing Henric's comments and head for the door to gather the rest of our party, nodding affirmatively in response to Henric's whispered comment.
Once out the door I move toward the back of the building and encounter Ophelia with Ekkie and Boyhi, all starting toward the front. I explain what has been going on and Henric's request for a group discussion.
And Ekkie and I will stay out here and keep watch. You will be happy to stay with me and help, won't you, Ekkie?

Henric Tobbar |

Cheer up my good man, we won't let anything hurt you. I haven't been entirely honest with you. We're here because we caught a nasty little goblin creature rooting through our stuff at our Pathfinder Lodge. He led us here, and we all know you have a goblin infestation. I'm not a big fan of those evil little buggers and would consider it an honor to eradicate them for you. They don't have to know you helped us, as we have one of them that can take the blame for you. All you need to do is give us access to your property. Anything you can tell us will be mighty helpful, but all I ask is you remain calm, and remain out of our way.
Diplomacy: 1d20 + 8 ⇒ (4) + 8 = 12

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I say to Tersus, "They may become more bold, taking more and more, until one day, you cannot fight. It is possible, they will eventually take your life for some believed offense. They will over run your neighbors next I believe, taking what they can. Until one day, everyone will have to fight, or live in constant fear. You put off only one thing, that is to wake up with your bed surrounded by them and a dagger at your throat. Your last protest will not be heard."
Whisper to Henric, "He seems to WANT us to leave. I wonder if there is more to his protests."
Perception 1d20 + 1 ⇒ (11) + 1 = 12

Ophelia Swiftblade |

Ophelia nods in understanding to Cily, gives her a discreet wink, and kneels down beside Ekkie again.
Ekkie, Cily is going to stay out here and keep watch while I go try to talk to the man who runs the horse-killing place. You have proven yourself to be very clever and brave, so I trust you to keep watch with her and make sure she is safe. Can you do a favor for me and keep her company, and see that she doesn't get into any trouble? If you do a good job, I may even be able to get you more of that meat you like so much.
Diplomacy: 1d20 + 5 ⇒ (15) + 5 = 20

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Tersus, to Absalon: My point, exactly!
Tersus, to Henric: In the center of the rendering area behind me is the sewer grate, where we wash down the day's waste. They come up through there. Go! Find them!
Ekkie, to Ophelia: I stay. You won't find hidey place in stinky tunnel unless I shows you.
Ekkie, to Cily: You stays right here! Don't do nothing silly!

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You sense Tersus is tired of arguing with you.
Tersus: Come, I will show you.
Tersus takes a lantern and proceeds toward the back of the building. The illumination reveals the structure is open, like a large barn. The floor is stone, and heavily stained by years of processing. Heavy chains, hoists and hooks hang from the thick rafters. There are no windows, and the only other feature of the building you notice are a pair of large wood doors at the back of the building, which are barred from the inside against opening by a large 4x4 timber.
Against the inside walls are the products of the knackery: barrels of animal fat for the chandlery; piles of hides for the tannery; boxes of bones and hooves for the fertilizer and glue mills; and barrels of meat, for delivery to owners of carnivores (you have heard the Watch is a customer, as they possess several guard dogs).
In the center of the floor lies a large, grimy metal grate. Tersus points to the grate, and says, The little monsters come in and out through there. I tried locking it, even putting a weight on it at night, but that never stopped them. After I was threatened with death, I dared not block it. Below the grate is the sewers. I know not where they go or what they do down there. Find them and eliminate them - otherwise, I am ruined.

Henric Tobbar |

Thanks Girdark...
Henric kneels down on the floor and moves the everburning torch to the entrance to see if he can see anything of note
Perception: 1d20 + 1 ⇒ (13) + 1 = 14
To the group: maybe it's time we talk to our captive and see if this is the right spot. We should also figure out what to do with her, I don't really feel like keeping an eye on her, especially if we run into anything dangerous

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The torch reveals a ladder that drops down from the rim of the grate hole to a stone platform approximately 10 feet below. The ladder and the area below it are caked in grime. The sewer is 15 feet wide, composed of two five-foot walkways, with a center five-foot channel filled with murky water. The tunnel here runs both north and south into darkness. Even from this distance, numerous footprints are visible in the grime along both walkways.
A map has been added to the Facebook Group Files area.

Ilindir Silvénan |

Ilindir falls in step with the other members of the party. He wrinkles his nose at the stench welling up from below, as well as the smells of old blood, rancid fat, and all of the other things that work into the cracks and crevasses over the years. Finally, despite himself, he cracks a bit of a smile. “The glamorous life of adventurers…”

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Tersus, to Absalon: Crawling into the sewers has never struck me as a desirous activity to perform.
An Everburning Torch is an otherwise normal torch that has a continual flame spell cast on it. This causes it to shed light like an ordinary torch, but it does not emit heat or deal fire damage. Therefore it cannot be used to start a blaze.

Henric Tobbar |

Fine, I'll go first, but the rest of you have to chip in for my laundry bill. Someone should go tell Cily to come inside. We can bring Ekkie along, but I'm not going to be responsible for her. If she doesn't want to come, I guess we can cut her loose.
Henric grits his teeth and begins climbing down the ladder. Keeping a close eye on the sewer as he makes his way.
Perception: 1d20 + 1 ⇒ (17) + 1 = 18

Cily Tosscobble |

Cily and Ekkie are getting tired of just standing around and waiting and nothing happening! Cily is also increasingly concerned about the welfare of her companions, having heard nothing from them for so long.
Hey, Ekkie. I'm thinkin' we've been forgotten, what do you think? I'm thinkin' we should sneak into the warehouse and see what's goin' on, see if everyone is OK. Are you with me?

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Ekkie doesn't even wait to respond to Cily. She scampers around to the front of the knackery, runs through the front door, and makes a beeline for the rear of the building, drool running down her chin. As she passes the counter, Tersus shrieks, There's one of the little devils now!
Ekkie makes a beeline to one of the barrels of meat, and happily crams a large chunk into her mouth, while stuffing her pack with more. I is ready now, she declares, and swiftly climbs down the ladder into the sewer.

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The group needs to establish a marching order. It appears Ekkie and Henric are taking a lead.
There is a sewer map in the Facebook group that will be a file which is updated as things change. I am also putting a file there which contains the rules for jumping from one sewer walkway to the opposite walkway across the channel of gunk.

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Ekkie lands on the sewer platform. She adjusts the goblin skull under her arm, pats it reassuringly, and says to Henric:
Ekkie: (Whispers) Plarg says we gots to be sneaky-sneak! Or, nasty Marauders will see us and shoots us! Gots to go this way...
Ekkie draws her little sword, and starts moving toward the north.
Stealth: 1d20 + 23 ⇒ (16) + 23 = 39
She seems to blend into the shadows and disappear in the darkness...

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I will follow those who make their way in the world with bits of metal fastened onto wood swinging them around in the most peculiar fashion. I am hoping the priestess will follow close behind me.
Absalon says, "Men with steel clothing and shields, check. Priestess with healing spells, check. Staff loaded with offense spell, check. Stealthy stabby person, check. It seems we are ready as we can be. Okay, lets go have a look-see."