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"I suppose we let her lead us to the place which seems to be through the sewers."

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Marianna thinks for a bit before looking at the Goblin. "Little one, Who did you take things from? You said that you stole, but not from us...."

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Marianna thinks for a bit before looking at the Goblin. "Little one, Who did you take things from? You said that you stole, but not from us...."
The goblin indicates her Necklace of Fireballs that she is wearing, along with the Wayfinder. Removing both you notice that the Wayfinder is inscribed with the name Joadric Heimurl, who Shelia (your host) says is also staying at the Manor in the house next to yours.

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"Agreed. I know I would want my Wayfinder returned. Plus, maybe this Joadric might know something of important."
Juis also goes to remove the Necklace of Fireballs, "For safety reasons. Wouldn't want you to lob one of these at us while you guide us. If you behave, I might give it back to you later."

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Agreed that stuff is no Fun. Lots of rest and fluids.

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Apologies. I am fighting bad cold. Monitoring but not in the mood to interact. Sorry

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A lot of people are coming down with the Flu this season. I heard the Flu Shot was only 30% effective this time.

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"Ekkie. My name is Ekkie. And, yes, if you let me go when I lead you there, I will lead you to where you need to go, through the sewers to our lair."
Returning the Wayfinder to Joadric was easy enough as he was staying in an adjacent house to yours. In gratitude, he offers you the Necklace of Fireballs and an Everburning Torch.
Sheila (the Venture-Captain), after that business was concluded, wants you to go with Ekkie, having her lead you to its headquarters, and stamp out any threat to the Society operations in Magnimar, recover any stolen artifacts, and discovery why the goblins are targeting the Pathfinder Society in the first place.
However, it isn't that easy, as Sheila reminds you "You need to think of a way to disguise or hide Ekkie out of the city, wandering around with a goblin will surely attract the wrong kind of attention."

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Juis looks at the others, "Any of you want to hold on to the Necklace incase we might need a fireball later."
He then looks down at Ekkie, "Hmm... a little makeup there and a dress possibly and we can have her looking like a gnome in no time." It is difficult to tell if Juis is joking or not.
Juis starts working on a makeshift disguise for Ekkie.
Disguise: 1d20 + 3 ⇒ (14) + 3 = 17

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If no one else speaks for it, Duncan will take the Everburning Torch and stow it in his pack. "If it's a sewer hunt, we'll like be needing this light. I'll store it until we do, if anyone else wants to carry, be my guest."
As the others put lipstick on the goblin, he readies and double-checks his gear, ready for a bit of action instead of goblin-related foolishness.

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Gahrod snorts in disgust, as though fighting a bad cold.

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Juis hands the necklace over to Okuru.

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Perception: 1d20 + 3 ⇒ (9) + 3 = 12
Looking over Juis' work Ebert says "Looks like a gnome to me."
As everyone prepares their hear Ebert hands Ekkie a little roll and slice of nearly raw meat. "Let us be off then shall we." Ending with a big smile and slinging his pack onto his back. You can hear the multiple scrolls cases strapped to his sides jostle about knocking together making a muffled *Thud*

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Perception: 1d20 + 5 ⇒ (16) + 5 = 21
Marianna nods at Juis's work. "Well done. I see a couple flaws, but nothing that a quick pace and several of us covering her won't cover. I'm glad to see that we have someone trained in the more mundane versions of disguises. " She then heads for the stairs.
"Give me a moment to properly gear up. I wasn't expecting to do things like this for another couple of days." After a couple minutes, the Korvosan warrior returns, fully armed and armored. "I'm ready now. Let's deal with this problem."

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PER - Juis Helfro: 1d20 + 0 ⇒ (1) + 0 = 1
PER - Nylthe & Aconite: 1d20 - 2 ⇒ (16) - 2 = 141d20 + 4 ⇒ (3) + 4 = 7
PER - Marianna: 1d20 + 5 ⇒ (20) + 5 = 25
PER - Gahrod: 1d20 + 4 ⇒ (19) + 4 = 23
PER - Ebert: 1d20 + 3 ⇒ (17) + 3 = 20
PER - Duncan: 1d20 + 6 ⇒ (5) + 6 = 11
PER - Okuru: 1d20 + 0 ⇒ (15) + 0 = 15
Following Ekkie’s directions you head to the Mariska Knackery 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.
On their way into the knackery, enough of you notice the burned remains of a large shed off to one side of the main building, and point it out to those that weren't so attentive. This was an object lesson from the Nightsoil Marauders, who threatened to burn down the knackery unless the owner agreed to help them by providing them with supplies of offal and other meat and allowing them to use the knackery’s sewer drain as a hidden means of getting up onto the city’s streets.
Tersus Mariska, a middle-aged man of mixed Varisian/ Chelish ancestry who stands just over 5-1/2 feet tall, runs the knackery. He sports a graying walrus-like mustache and speaks with a heavy Varisian accent.
Ekkie identifies Tersus as the “longshanks horse-killer,” having caught a glimpse of him when she came up from the sewers. Drool drips down her chin in the presence of all the meat in the knackery.
What do you do?

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Duncan bites his lip as he sees Ekkie start to melt down when brought near the horse-meat at the knackery. He whispers to Okuru, "Can you get attention focused on something else? I think we're about to lose her here."

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Greetings Mr. Mariska, I have good news for you. We are here to end the banditry of the Nightsoil Marauders. The time of fearing their threats is over.

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Marianna looks a little at Ekkie and nods, before quickly moving forward. Coming up behind Nylthe, she nods at the butcher. "We've been asked to deal with the threat. If you don't mind letting us pass through, We can deal with your 'problem'," She gestures toward the burnt shed,"And we can all be on our way."
Diplomacy(Aiding): 1d20 + 5 ⇒ (2) + 5 = 7 ...or not

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Diplomacy: 1d20 + 3 ⇒ (8) + 3 = 11
Letting the others focus on keeping Ekkie under control, Juis greets the horse-butcher. "Yes. As my companions have stated. We are here to deal with the banditry that has been going on here. Can you let us pass so we can deal with the threat efficiently as possible."

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"Goblins? We haven't had any problems with them. Be gone, all of you." and he moves to prevent you from entering the slaughterhouse.
He is extremely anxious...

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Sense Motive: 1d20 ⇒ 5
Juis frowns and tries to think how they will deal with this obstinate person.

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Unsure of the butchers intentions Ebert listens to his words
Sense Motive: 1d20 + 3 ⇒ (17) + 3 = 20
"What brings about such anxiety for you sir?" Ebert seems concerned with the mans mental wellbeing.
Diplomacy: 1d20 + 6 ⇒ (10) + 6 = 16

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We have seen the marks of their brigandry outside, do you truly seek to extend their terror?
Diplomacy Aid: 1d20 + 3 ⇒ (6) + 3 = 9

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Usually unsure how to best react in social situations, Duncan is satisfied to let the others take the lead in discussion with the butcher. He does think it odd that the man who so obviously has problems with goblins would deny that. He listens intently, ready to bring weapons to bear should it come to blows.
He is also keeping an eye on Ekkie and Okuru making sure things are well in hand still.

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Unsure of the butchers intentions Ebert listens to his words
[dice=Sense Motive]1d20+3
"What brings about such anxiety for you sir?" Ebert seems concerned with the mans mental wellbeing.
[dice=Diplomacy]1d20+6
Any Diplomacy Aid for support here?

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Hearing Abert mention the man is anxious, Juis attempts to help coax information out of him.
"If you are in trouble, I'm sure we could help. Or perhaps there is something else to it."
Diplomacy Aid: 1d20 + 3 ⇒ (13) + 3 = 16

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Sense Motive: 1d20 + 4 ⇒ (9) + 4 = 13
Gahrod continues to watch the drama play out.

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“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!” Tersus does show you the sewer entrance that the goblins use.
Wishing you luck (more for his sake and livelihood than your own), Ekkie leads you on your way down in the sewers to the Headquarters of the Nighsoil Marauders...
SLIDE 16
You have a RED box, go ahead and put your icons in there. What do you do with Ekkie?

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Juis looks at the others, "Should we let Ekkie run now? Out of the sewers of course."

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Marianna looks thoughtful for a moment, before looking at the little troublemaker. "What do you want to do right now, Ekkie?"

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"I think we should continue to hold her until we are at teh door of these Nightsoil fiends. Getting lost down here in this smelly place does not interest me in the slightest." says Duncan wrinkling his nose at the smell to punctuate his feelings.

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Ekkie, it would be a real kind thing if you were to lead us down here, otherwise I might get lost he says.
1d20+8 diplomacy
"I have never been allowed inside! I don't know my way around. Now, I held up my end of the bargain, I got you here without trouble, and the items I took have been restored. Let me go!"
She appears to be telling the truth, she doesn't know her way around.

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Sense Motive: 1d20 ⇒ 1
Juis can still not read the goblin that well. "Might as well let her go. A bargain is a bargain."

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Sense Motive (N): 1d20 - 2 ⇒ (10) - 2 = 8
Sense Motive (A): 1d20 + 4 ⇒ (11) + 4 = 15
She's telling the truth, Nylthe.
Nylthe smiles coldly at Juis's pronouncement, Well said.

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Shrugging at the will of the others, even though he thinks its a bad idea, Duncan won't stop them from letting Ekkie go. He looks around the environs for a trace of the Marauders' comings or goings.
Perception: 1d20 + 6 ⇒ (18) + 6 = 24

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Duncan, far from concerned about Ekkie, takes a moment to look down the hallway and SPIES 3 GOBLINS WAITING IN AMBUSH!!!!
Init - GM: 1d20 + 6 ⇒ (1) + 6 = 7
Init - Juis Helfro: 1d20 + 1 ⇒ (20) + 1 = 21
Init - Nylthe & Aconite: 1d20 + 7 ⇒ (1) + 7 = 81d20 + 2 ⇒ (19) + 2 = 21
Init - Marianna: 1d20 + 1 ⇒ (20) + 1 = 21
Init - Gahrod: 1d20 + 4 ⇒ (4) + 4 = 8
Init - Ebert: 1d20 + 4 ⇒ (8) + 4 = 12
Init - Duncan: 1d20 + 6 ⇒ (14) + 6 = 20
Init - Okuru: 1d20 + 3 ⇒ (15) + 3 = 18
COMBAT ROUND 1=============================
Aconite
Juis
Marianna
Duncan
Okuru
Ebert
Gahrod
Nylthe
RED
GREEN
BLUE
Entire team - you are up!

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Juis begins to chant, "Let their strikes aim true and the divine guide their hands."
Cast Bless: Everyone gets +1 attack, +1 vs Fear | 10 rounds.

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Spying the goblins, Duncan calls out, alerting everyone to their presence. Unshouldering his longbow, Duncan steps up for a clear line of sight, and fires an arrow at Blue.
Duncan longbow, PBS, bless: 1d20 + 5 + 1 + 1 ⇒ (1) + 5 + 1 + 1 = 8
Bleh...

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Aconite bares his teeth in a challenge as Nylthe sheathes him in force Mage Armor
Once his protection is ready he surges forward, snapping for the first goblin.
Bite: 1d20 + 3 ⇒ (9) + 3 = 12
Damage: 1d6 + 2 ⇒ (1) + 2 = 3

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Seeing the Shadow canid charge at the one goblin, Marianna mentally shrugs and follows suit, charging the other goblin in the front.
Attack(Bless, charge): 1d20 + 5 + 1 + 2 ⇒ (5) + 5 + 1 + 2 = 13 For: 1d8 + 3 ⇒ (7) + 3 = 10