Yes you have a couple options. Give him the notes to cover up possible allegations to the factions and securing their reputation which allows them to continue operating for the greater good without hindrance. Destroying the notes does this as well but, denies the faction any other information in the notes. Or you can turn the notes into any other pathfinder, government body or sell them in which all will be revealed and let the chips fall where they may. Serving the momentary justice that all bad deeds get punished regardless of the consequence. Do you do a questionable act for the greater good of the society or are your ideals such that all deeds must be dealt with equally regardless of the damage they could possibly do? Pick?
“I know this looks bad but, you are making the right decision. I’m not going to try to justify my actions. These notes paint everyone they touch in a negative light. Pathfinders, in situations such as this one, it is important to consider the bigger picture, the greater good, and the unfortunate realities of politics. Skilled orators can take even the hint of scandal and spin it into a mountain to bury their target, preventing almost anyone from seeing the accomplishments and value of the people beneath. Remember what we discovered two years ago, my friends, and the seeds of corruption threatening Andoran that sparked the decision to separate Liberty’s Edge as its own entity. Were this information to become public, members of that conspiracy among Andoran’s politicians would use their oratory against all our works, which would deal a crippling blow to our cause’s influence. They would tarnish not only my own reputation, but the reputation of the Liberty’s Edge as a whole, and by extension, the reputations and of all of the Pathfinders who tirelessly work under our banner to promote the cause of freedom. It may even spell the end of our movement to promote the cause of freedom throughout the Inner Sea and beyond! Thank you for your cooperation.” Colson accepts the notes. J. and Grishan are so impressed with you're ability and investigation she wishes to join the Pathfinder Society. Will you give her your recommendations?
GM Jak wrote:
Kermit already voiced his opinion to give Colson the notes. Does anyone agree or disagree?
A warm light penetrates the growing darkness and Cassiel thanks you profusely for freeing her spirit. J. smiles warmly and tells her friend that she will see her again some day. J. then turns to you. "I want to follow in your footsteps. Freeing spirits that are trapped or in need." As you leave A man in a uniform similar to Junia’s, but with more medals and polish, emerges from a side alley at a brisk pace. “Finally, I found you. I heard around the lodge that a team of Pathfinders was headed in to the Tri-Towers Yard.” Colson bows his head. “My brother was one of many children who died when the earthquake hit. As a result, I take great interest in expeditions leading in to that cursed site. The last Pathfinder expedition seven years ago found his body, and as a result, my family was able to give him a proper burial. Those agents also found some...” Colson pauses, and then continues delicately, “reports about my brother’s after-school activities that would have been quite embarrassing if made public. Did you, by chance, find any information about my brother?”
Final encounter complete A warm light penetrates the growing darkness and Cassiel thanks you profusely for freeing her spirit. J. smiles warmly and tells her friend that she will see her again some day. J. then turns to you. "I want to follow in your footsteps. Freeing spirits that are trapped or in need." As you leave A man in a uniform similar to Junia’s, but with more medals and polish, emerges from a side alley at a brisk pace. “Finally, I found you. I heard around the lodge that a team of Pathfinders was headed in to the Tri-Towers Yard.” Colson bows his head. “My brother was one of many children who died when the earthquake hit. As a result, I take great interest in expeditions leading in to that cursed site. The last Pathfinder expedition seven years ago found his body, and as a result, my family was able to give him a proper burial. Those agents also found some...” Colson pauses, and then continues delicately, “reports about my brother’s after-school activities that would have been quite embarrassing if made public. Did you, by chance, find any information about my brother?”
This wide chamber lies just beyond the hallway where the
“I’ve been waiting for you a long time, Junia. Waiting for you
J. appears to be frozen in fear and shock. Grishan turned to you "She was the last of our group..... and the first to die.... It looks like she never passed on." "Join me Junia, it won't hurt. Then the three of us can be together." The ghost offers a hand to the girl. J. and Grishan are unable to act or speak. What you do is up to you!
This wide chamber lies just beyond the hallway where the
“I’ve been waiting for you a long time, Junia. Waiting for you
J. appears to be frozen in fear and shock. Grishan turned to you "She was the last of our group..... and the first to die.... It looks like she never passed on." "Join me Junia, it won't hurt. Then the three of us can be together." The ghost offers a hand to the girl.
There spirits scream and shout as they pound at the debris. You are trap inside.... for about 30 seconds and the haunt ends. J. appears to be injured and shocked reliving the trauma that befell her peers. "We only felt the shaking in the mausoleum. My poor friends must have been terrified." and she begins to sob. Grishan tries to console her. A pulse of malevolent energy washes over the group and makes hairs stand on end. Grishan and J. both stagger as it hits them. "There is something still here. It's below and coming from the catacombs. I thin..... I need to see what's down there." J. seems like she has found he resolve once again and leads the way to a dark staircase.As you reach the bottom it opens into a corridor. The reek of death chokes this narrow stone corridor, where a trio of corpses slowly rots into the stone.
As the sound of rumbling grows louder, the ground
This effects the entire room Reflex save DC 20 for half
I dislike this haunt btw
A pulse of malevolent energy washes over the group and makes hairs stand on end. Grishan and J. both stagger as it hits them. "There is something still here. It's below and coming from the catacombs. I thin..... I need to see what's down there." J. seems like she has found he resolve once again and leads the way to a dark staircase.As you reach the bottom it opens into a corridor. The reek of death chokes this narrow stone corridor, where a trio of corpses slowly rots into the stone. Heal DC15:
The corpses appear to be months old and show no sign of physical injury. Gear: Each of the items is marked with a Glyph of the open road and one sheet of paper appears to be an inventory list with Dreng's signature on the bottom.
Three suits of leather armor, three short swords, three oils of magic weapon, two potions of cure light wounds, a scroll of remove disease, a wand of lesser restoration (6 charges), and a wand of protection from evil (18 charges), a collection of excavation tools and sundry items, and 105 gp This appears to be the stuff pilfered from the storage shed.
She leads you through the decrepit school house, which is unnaturally silent.The small classroom is all that remains of a once great school. School benches and chairs are scattered about in a haphazard fashion and a chalkboard hangs crooked from a single nail on the western wall. The sound of the ocean beating against the cliffs in the distance is the only thing that breaks the silence. J. brushes dust of the name plates until she finds he own broken desk. Perception DC20: You feel a slight vibration and the hairs on the back of your neck stand up. It feels like some malevolent energy is building.
Those that pass can act on the Haunt before it goes off. 1 action each as if it were a surprise round.
After two more channels the Haunt dissipates, the ghostly children and debris turn into mist that rushes out of the room and down the hall. J. appears to be injured and shocked reliving the trauma that befell her peers. "We only felt the shaking in the mausoleum. My poor friends must have been terrified." and she begins to sob. Grishan tries to console her.
Deciding to approach the shed you see a large sign hanging on the back, it reads:“Entry to above ground structure in the ‘Yard is strongly discouraged. It contains an dangerous supernatural force. Items in the yellow box are for emergencies only. Signed, V-C Dreng” The storage shed was once locked, but its lock is damaged and no longer functions. It contains various supplies used by the archaeological teams that work here including large rolls of twine, wooden stakes, brushes, sacks, shovels, trowels, and various measuring implements. However it is currently in a state of disarray looking like it was recently plundered. The only thing remaining is a small box labelled "Use against of Haunts". Inside are 4 intricate vials filled with a liquid and metal shavings and a description of how to use them. Haunt Siphon:
These glass vials are held within stylized cold-iron casings etched with strange runes, necromantic designs, or other eldritch markings. Within the vial rolls a small wisp of white vapor, churning as if caught in a miniature vortex of air. To capture a haunt’s energies within a haunt siphon, you need only twist the metal casing to open the vial in the same round that the haunt manifests (a standard action)—this can be before or after the haunt has acted. You must be within the haunt’s area of influence to use a haunt siphon. When you activate a haunt siphon, it deals 3d6 points of positive energy damage to a single haunt. If it deals enough damage to the haunt to reduce the haunt’s hit points to 0, the mist inside the haunt siphon glows green—if it does not reduce the haunt to 0 hit points, the haunt siphon is still expended and becomes nonmagical. It may take multiple haunt siphons to destroy powerful haunts. A haunt siphon that neutralizes a haunt can no longer be used to harm haunts, but it can be used as a grenadelike splash weapon that deals 1d6 points of negative energy damage with a direct hit. Every creature within 5 feet of the point where the haunt siphon hits takes 1 point of negative energy damage from the splash. "Umm I think we should visit my class first." J. seems distracted as she looks towards an old building.
"I don't think staying around here is going to help us anymore. I guess it's time to goto the Tri-yard courtyard." Junia seems a bit uneasy but, determined still. As she sets off towards the exit of the arboretum. The grounds of the old Tri-Towers Yard have been cleaned up in the last several years, and several old ruined school buildings that stood too close to the cliff’s edge were demolished. All of the gnarled old trees were removed and new flowering bushes and trees have been planted in their place. Despite these efforts, the few ruined classrooms that remain look sad and forgotten. Just inside the gate sits a small, locked storage shed marked with the Pathfinder’s Glyph of the Open Road.
As the sound of rumbling grows louder, the ground
Haunt-Falling Debris: 2d6 ⇒ (4, 1) = 5 Will Saves The Scarlet Fox: 1d20 + 2 ⇒ (15) + 2 = 17
This is the Haunt Dreng Warned you about.
"Umm I think we should visit my class first." J. seems distracted as she heads into the old building. She leads you through the decrepit school house, which is unnaturally silent. The small classroom is all that remains of a once great school.School benches and chairs are scattered about in a haphazard fashion and a chalkboard hangs crooked from a single nail on the western wall. The sound of the ocean beating against the cliffs in the distance is the only thing that breaks the silence. Perception DC15: You feel a slight vibration beginning.
A large sign hanging on the back of the shed reads:“Entry to above ground structure in the ‘Yard is strongly discouraged. It contains an dangerous supernatural force. Items in the yellow box are for emergencies only. Signed, V-C Dreng” The storage shed was once locked, but its lock is damaged and no longer functions. It contains various supplies used by the archaeological teams that work here including large rolls of twine, wooden stakes, brushes, sacks, shovels, trowels, and various measuring implements. However it is currently in a state of disarray looking like it was recently plundered. The only thing remaining is a small box labelled "Use against of Haunts". Inside are 2 intricate vials filled with a liquid and metal shavings and a description of how to use them. Haunt Siphon: These glass vials are held within stylized cold-iron casings etched with strange runes, necromantic designs, or other eldritch markings. Within the vial rolls a small wisp of white vapor, churning as if caught in a miniature vortex of air. To capture a haunt’s energies within a haunt siphon, you need only twist the metal casing to open the vial in the same round that the haunt manifests (a standard action)—this can be before or after the haunt has acted. You must be within the haunt’s area of influence to use a haunt siphon. When you activate a haunt siphon, it deals 3d6 points of positive energy damage to a single haunt. If it deals enough damage to the haunt to reduce the haunt’s hit points to 0, the mist inside the haunt siphon glows green—if it does not reduce the haunt to 0 hit points, the haunt siphon is still expended and becomes nonmagical. It may take multiple haunt siphons to destroy powerful haunts. A haunt siphon that neutralizes a haunt can no longer be used to harm haunts, but it can be used as a grenadelike splash weapon that deals 1d6 points of negative energy damage with a direct hit. Every creature within 5 feet of the point where the haunt siphon hits takes 1 point of negative energy damage from the splash.
Grishan's face holds a look of sudden realisation and embarrassment. "Yes I do remember now. My brother Colson had asked me to gather information on my classmates and their families. Those are the notes I complied but, never delivered. The realisation that my own family had such a dark past upturned my beliefs and I was unable to decide what to do."
"Call me J. and I guess it's time to goto the Tri-yard courtyard." Junia seems a bit uneasy but, determined still. As she sets off towards the exit of the arboretum. The grounds of the old Tri-Towers Yard have been cleaned up in the last several years, and several old ruined school buildings that stood too close to the cliff’s edge were demolished. All of the gnarled old trees were removed and new flowering bushes and trees have been planted in their place. Despite these efforts, the few ruined classrooms that remain look sad and forgotten. Just inside the gate sits a small, locked storage shed marked with the Pathfinder’s Glyph of the Open Road.
Colson is Grishan's Older brother. Their father used the confusion of a rebelion to change their house/family name. Their father and family before them used to be Tyrants. Case D4 in the notes has Details on J. mother. They paint her in a fairly negative light and say she really "got around" in her youth. She also bore a child from one of these trysts and given J. is an only child that person is likely her true father. This is not the story her mother told her about her father. She was also a cultist at some time, the cult in question is featured heavily in the Skykey special. Spoilers they were the not evil but misguided guys.
The Ghoran woman seems to be wary but, does not stop you from approaching the statue. Searching the Statue you do not find any dangers. However you do find a hollow area underneath the lion. Inside you find several notes that are written in what Grishan tells you is his own script. Notes are in the Maps Appraise DC15:
The information in the notes is very lucrative. You figure you could sell it for at least 500 gold pieces to the proper broker. Liberty'sEdgeFaction: The third note has a section labeled Case Maldris. You know that the current head of the Liberty's Edge faction is Colson Maldris.
I have returned J. seems unsure but, eager to retrieve the notes and learn what has Grishan bothered. Especially since the statue is now in sight. The plant woman has calmed down with the groups attempts to calm her and she is all right with you checking the statue if you leave all harvesting equipment at the door (IE. Slashing weapons.)
The case is related to Grishan's Father. You can conclude that Colson Maldris is too young and was unmarried to sire a legitimate child at the time. In other news I have returned. Grishan's face holds a look of sudden realisation and embarrassment. "Yes I do remember now. My brother Colson had asked me to gather information on my classmates and their families. Those are the notes I complied but, never delivered. The realisation that my own family had such a dark past upturned my beliefs and I was unable to decide what to do." J. on the other hand looks shaken at the notes of her mother and the possibility that she has likely been lied to about the identity of her father. Organized Play Characters
Alias
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Faina
Arna Kaarnatar
Ellea
Justiina
Siriel
Inkivääri
Emmi Kaivosoja 564
Emmi Kaivosoja 445