
Ietsuna Shohiraj |

Going by Rataji's words I would like to switch up my actions a little please. While at Arliss Hall I would like to try to appear to be a venture captain. It seems like I am in high demand. I will try to get to as many of you as I can.
While at the Arliss Hall Shohiraj gathers a few bits and pieces and creates a Venture Captain disguise.
Time to create disguise: 1d3 ⇒ 1
Disguise check: 1d20 + 11 + 2 ⇒ (8) + 11 + 2 = 21

Aspis Agent |

"Don't look at me for that Marnarius!" Joliryn says while she strolls of in the direction of the Durvin Gest statue.
Assuming we are somewhere between the gates and Skyreach tower
She lingers for a while at the statue and then moves towards the wall of names.

3-2-2 |

322 seems a bit lost and nervous at the large crowd as the group enters through the main gate. Still there's no helping it now. Just go, and work and it can be done. "We should meet, to regroup." the elf says as her allies seem about to splinter. "The 'Center House' should be central? talk back there, in a half-hour?"
Thinking about Shohiraj and Rataji's's words, the elven woman will make a path heading through Baphory's Walk, Seeker's Plaza, and finally the statue of Durvin Gest, keeping a keen eye out for any statues or carvings that are both impressive and relatively unseen for her to slip the animating device onto. Her eyes focus more towards any snippet about Aram Zey.
Let me know what types of check(s) I would need

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With everyone scattering this can get a bit weird in terms of timescale. My best understanding of where everyone's planning to go right now is below. For the moment, everyone is currently at the bolded location next to their name. If you'd like take your substantive action here, let me know, or tell me where you'd like to move instead.
Marnarius, if you want to go to one of the locations below, go ahead and open that spoiler. Otherwise, I'll describe wherever you end up.
Following the noise, you find dozens of Pathfinders eating, drinking, and socializing in what would normally be a lecture hall. It seems this is an event intended to allow young Absalom-based Pathfinders to make connections with recent field commissions from overseas.
..."and you'll see over here rare specimens of the Lirgeni orchid. Note the unique pattern on the petals there. These were sent to the Lodge by Venture-Captain Nieford Sharrowsmith in 4711..."
Carved stone heads dot the gardens, boasting expressions from joy to horror to, in one particular case, frozen in the middle of a disdainful eye-roll. Out of the corner of your eye, you catch a glimpse of a horrible, wicked face from your nightmares, but on closer examination that head smiles innocently.
The heads vary from about two feet to about four feet tall, certainly large enough to be animated. Almost everyone sticks to the marked paths. The few exceptions walk with great care to avoid disrupting the rare plants.
If you'd like to try and install it here, I'll need Acrobatics or some other check to represent getting to the statue, and then three Stealth or Sleight of Hand checks. Or you can move on to another location.
Already carved in larger-than-life proportions, the stone statue of Durvin Gest towers over the surrounding lawn on a pedestal flanked by angelic figures and carved with elaborate friezes depicting some of his most famous voyages.
Several dozen Pathfinders are gathered around the statue, swapping stories and participating in improvised competitions of braggadocio. The nearest cluster listens with rapt attention to a halfling woman.
"...and then, momentarily forgetting about the race entirely, the efreeti hurled a ball of fire at the marid..."
Anything you want to do there? Or on to the Wall?
Arliss Hall will be up tomorrow.

Rataji PBP |

Rataji will pretend to be a raw newbie and try to prise some info out of the vets.

Ietsuna Shohiraj |


Standard Pregen |

In particular, he will look to see how the cages are secured, what guards there are, and most importantly, what the most dangerous beasts in the area are, so that he can focus on rigging the locks on those cages.

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A couple bored-looking Pathfinders stand outside the finely-constructed building. As you approach, one asks,
"I'm sorry, but access to this building is restricted. Who are you?"
The doors to the Water Palace lie open, with a gentle drone echoing from within. Inside, a meditation session showcasing different techniques from the faiths of Tian Xia, Vudra, and the Empyreal Lords.
Maneuvering around the meditating Pathfinders without proving extremely disruptive doesn't seem possible, so you move on to the Training Area.
Several sparring circles have been set up, with crowds gathered to watch the fights. The biggest crowds cheer on fights involving unusual combat styles. A Pharasmin in grey robes wields his holy text as a weapon, a Varisian woman gracefully dances, whipping around a scarf that crackles with arcane energy, and a tengu metamorphoses, taking on ursine features before charging into battle.
As you enter, a mustachioed dwarf beckons, calling out,
"Welcome! One of our guests from overseas, I assume? Please, introduce yourself. Where are you from?"

Rataji PBP |

Ack! Not the plan, not the plan!
Me? An amazed, starstruck expression colors his face.
"I'm just a scholar - of sorts - from Mwangi."
His accent is Magaambyan.
"Mostly I do research on matters of nature and arcana as I do have some skill in those areas. But unless you want to chat about the he rattles off some obscure text on nature from the expanse here"
"I fear I would make a poor conversationalist. I'm afraid I live vicariously through the heroics of agents, perhaps, like yourself. I have been looking forward to this convocation for months and was hoping to learn about all the exciting adventures the rest of you have been on or that are planned."
He is fairly gushing at this point.
"Tell me, good dwarf, have you been to the north where the snow never melts? Or the lands where golems are common? Or perhaps the country where the women outnumber the men by 10-1? I want to hear about it all!"
Bluff: 1d20 + 15 ⇒ (2) + 15 = 17 to pass as being a noob
Diplomacy: 1d20 + 12 ⇒ (15) + 12 = 27 to encourage them to open up to him

Ietsuna Shohiraj |


Ietsuna Shohiraj |

bluff: 1d20 + 11 ⇒ (2) + 11 = 13

Rataji PBP |

Are we allowed to peek into the other players spoiler? I expect not, but I hate to miss some of the story.

3-2-2 |

322 strides through and plant-lined walk glancing at each stone head in turn, but frowning.
It's a trick here, not real. Minor illusion magic any apprentice could do. It's not anything important - certainly not her.
Still, the elf shakes her head and continues on. The squat heads have some bulk but little to no mobility or options. Yes, that is a reason to disqualify them.
Head over to Seeker's Plaza?

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Rataji doesn't seem any stranger than the other people in attendance, so he doesn't attract suspicion. He picks up the following useful bits of information:
The guard doesn't look impressed, responding sarcastically,
"Yeah? And I'm the Ruby Prince. Go bother someone else!"
Where to?
Trees surround the small hill that bears a curving wall of black glass, providing visitors some privacy as they read any of the thousands of Pathfinder names inscribed on the black glass surface. More trees grow in tight formation to the west, where the copse abuts the Grand Lodge’s wall.
Even with the numerous trees that shield the monument, the dull roar of agents testing each other’s wits, theories, and strength invades this solemn space.
Among the few visitors is a Chelish man in the black and white robes of a priest of Nethys. He slowly walks up and down the length of the monument, reading names and nervously clutching a leather portfolio.
The columned arcades of Seeker's Plaza spread out in several directions, expanded repeatedly to make space for more "heroes" of the Society. Most visitors head towards the the central corridors, where Gregaro Voth, Selmius Foster, and other founding fathers are honored.
The courtyard where you enter celebrates more recent accomplishments. Entering from the south, statues greet you on the other three walls, and two larger constructions, surrounded by velvet ropes, vie for space in the central area.
Closest to you, you find the following statues. While it's not very crowded, getting close enough install the device might take some explanation (Bluff or alternate solutions), and then installation without attracting suspicion requires three Disable Device or Sleight of Hand checks.
West Wall
A bony, hook-nosed woman in a plain dress glares down at the plaza, fiendish heritage evidenced by her two small horns and pointed tail. She stands as if beginning a spellcasting gesture, with the horned owl on her shoulder posed as if about to take flight. But the true focal point of the statue is the eyes, which seem to follow the viewer wherever they go, and those who stare back for too long find themselves strangely unnerved...
The plaque beneath the statue reads:
Vetis
Venture Captain
Distinguished Archivist
Ornelos Chair Professor of Metavancian Enchantment Theory, Acadamae
Savior of the Society, Ruby Phoenix Tournament Champion, Breacher of the Hall of Wards, Vanquisher of the Runelord Krune
East Wall
Nine fluffy tails somewhat obscure the heroic pose of a Kitsune riding a magic carpet. Though lifeless, his eyes seem sharp and knowing; one side of his mouth curves into a sly grin.
The plaque beneath reads:
Awe and be Inspired young Pathfinder by the likeness of Kayama Liong whose silver tongue and agile wit kept all of Golarion asking:
"What does the fox say?"
North Wall
A man sits astride a winged pig. Both are heavily armored, and covered in holy symbols of Iomedae.
His plaque reads:
Aster Fournisechs, Paladin of Iomedae
Slayed Kurshu the Undying, Herald of the wicked goddess Lissala.
Courtyard #1
The larger statue in the courtyard appears to be massive scorpion-like creature, with unusually angular and geometric features. One large eye dominates its face. At first glance, it might be easy to overlook its rider, if not for her dramatic draconic wings. Though scaly, clawed, and bearing a snout full of pointy teeth, the construct rider's childish glee betrays her gnomish origin.
The plaque reads:
Zapit and "Fluffy"
Delver of Rachikan, Charter of the Scar of the Spider, and Presser of Buttons of All Varieties"
Courtyard #2
The other central statue is only slightly smaller. An elf, bow drawn in a dramatic pose, sits astride a massive mammoth, armored in barding emblazoned with the Glyph of the Open Road. The remnants of a crushed babau are visible under one of the mammoth's massive feet.
The plaque reads:
Lari and Tiny
Veterans of the Tanglebriar, Defenders of Nerosyan, and Heroes of the Fifth Mendevian Crusade, and Openers of the Gates of Jormudun

Standard Pregen |


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Broad pavilions and awnings shade segmented pens containing animals from around the world, ranging from harmless rodents and fowl to hulking dinosaurs from Tolguth, a giraffe mutated by the Mana Wastes, and war beasts from the Hold of Belkzen. A few heavily reinforced cages hold even stranger creatures, such as an immense two-headed vulture, a ram-headed sphinx, and an armor-plated serpent with fangs the length of a broadsword.
A constant parade of sightseers walk past the fenced enclosures. More than a dozen handlers patrol the fences, explaining to onlookers where each creature comes from and other trivia.
Each enclosure’s fence is thick enough to prevent the creature inside from breaking out before handlers might calm it. The enclosures all have heavy padlocks keeping them closed.

Aspis Agent |


Standard Pregen |

Stealth: 1d20 + 12 ⇒ (9) + 12 = 21.
Disable Device: 1d20 + 11 ⇒ (13) + 11 = 24.

Ietsuna Shohiraj |

If she is here I would like to steal her keys. Not sure what I need to roll, stealth then slight of hand?

3-2-2 |

Sorry, thought my last post was in spoilers too but I guess I missed the tag
She strolls around the walls and sizes up the carved images.
Vetis: A mage. Intriguing, but arcana is the least likely to be maintained by the stars. Reliably anyway.
Kayama: ...This fool is one of their elites?
Aster: That certainly would be an impressive resume. Of course it easy to claim to kill a creature whose probably been dead for millenia. Besides, how useful could a rider be when faced with divine wrath?
Zapit: Now that is formidable. But it is also a gnome. Could Fluffy have been an illusion? Well, regardless the statue itself certainly seems solid stone.
Lari: That name sounds familiar...
The elf allows herself a small grin. Yes, these could be perfect test subjects. If only the area was less busy and crowded and cramped. I will need a distraction.
Musing, she makes her way towards the Statue of Durvin Gest. There is still time, and perhaps one of her allies could assist.

The_Ambitious |


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The man responds to Joliryn, “None would step on so great a serpent.”
After a moment’s hesitation, he then adds, “But perhaps it is a fool who invites the viper into his home.”
He retains his clutch on the portfolio.
1d5 ⇒ 3
None of the guests or guides notice Marnarius tampering with the lock on a cage holding a pair of wooly rhinos, but the animals stir somewhat. You can try a Handle Animal to calm them down.
Shortly after you step away from that cage, a weird, squawking voice calls out.
"You! With the hat! Come hither and hear wise words of what your future holds!"
The voice is coming from a nearby cage, where a creature with the wings of a bird, the body of a lion, the head of a ram, and sad, wise eyes waits, wings flared into a dramatic pose.
1d20 + 10 ⇒ (7) + 10 = 17
You get the impression that it is trying to pass a secret message about cooperating with you.
Already carved in larger-than-life proportions, the stone statue of Durvin Gest towers over the surrounding lawn on a pedestal flanked by angelic figures and carved with elaborate friezes depicting some of his most famous voyages. As you approach, you see one of your colleagues. Shohiraj and 322 are both arriving here at about the same time.
Several dozen Pathfinders are gathered around the statue, swapping stories and participating in improvised competitions of braggadocio. The nearest cluster listens with rapt attention to a halfling woman. Shohiraj, she matches the description you have been given.
"...and Durvin Gest abandoned the pirate queen, commandeering The Silken Purse for his next mission. He couldn't have predicted what the queen got up to next..."

Ietsuna Shohiraj |

Bluff check I think
Pass Message: 1d20 + 11 ⇒ (7) + 11 = 18
Shohiraj then attempts to blend into the crowd and move toward the halfling.
Stealth: 1d20 + 15 ⇒ (14) + 15 = 29

Standard Pregen |

Marnarius glares at the restive animals, cowing them into submission.
Listening to the strange beast, he moves over to it, indicating that he is happy to listen to its 'wise words'.

Aspis Agent |

Intimidate check if required: 1d10 + 14 ⇒ (10) + 14 = 24

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The sphinx cries out, "A time comes when the shackled shall walk among men, voicing their grievances with a hundred horns. These children—who strain at false laws—know not that the time is not today, but no man can chide them, for he knows not their tongue. Their castle of chains shall fall away, and only a lion or sheep shall be their herald, calling out to let them know that their time in the sun has arrived.”

Rataji PBP |

Are we still dealing with the first area? Rataji was going to wander through nearby areas after finishing in the quadrangle. If he can spot Marnarius or Zurnzal he would like to pass a message to them.

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We are still on the first "round" as some people have more involved tasks than others, and some people have need to visit multiple locations. You're welcome to head somewhere else and see what's going on.

Standard Pregen |

"So the shackled have leader, one who lets them know when it is time? Such a leader, whether he be a lion or a ram, would be quite useful, especially if he himself were not shackled..."

Rataji PBP |

Head over towards the Outbuildings then. Its on the way towards Skyreach.

3-2-2 |

Shohiraj, feel free to look at this.
"It's good to see a known face. I have a thought, but I need advice on how to sneak or distract people. You seem...gifted at that, yes?"

Ietsuna Shohiraj |

Assist 322 stealth: 1d20 + 15 ⇒ (20) + 15 = 35
Do I get a super duper bonus effect for a crit on that? :)

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Janira smiles as the elf makes her request, "I'm always happy to share some lessons, but I've been hogging the limelight for quite a while. Why don't you hop on up here and talk about something you've done, and then we'll see what you could have done differently." She gracefully jumps off the bench, and motions for you to climb up.
A Charisma check will help keep Janira and the crowd interested. Since 322 doesn't have Bluff, I'll let you use a Knowledge check relevant to your story to come up with accurate details as well.

Ietsuna Shohiraj |

Perception to spot keys: 1d20 + 12 ⇒ (3) + 12 = 15
Slight of hand to steal keys: 1d20 + 17 ⇒ (7) + 17 = 24
She moves toward Janira hoping she remains unseen and makes an attempt at where she thinks the keys are.
Use my stealth roll from when I arrived here?

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"Indeed, such a leader could only command if his bonds were broken. the sphinx says before subtly turning its head towards the lock on its cage, and emitting a strange series of sounds, seemingly combining roars, bleats, birdsong, and various other noises. Marnarius recognizes this as speak with animals, a power common to this kind of sphinx.
In a nearby cage, two albino lions burst into activity, roaring while the male shakes its mane furiously. Spectators and keepers alike flock to the cage. Not long after, the occupants of other cages who were docile just moments ago join in, preening and performing for the audience.
The sphinx's distraction will make it much easier to unlock cages without getting caught, and will ensure animals don't try to break out before the proper time.
Marnarius Arcana: 1d20 + 3 ⇒ (20) + 3 = 23
The outbuildings consist of all manner of facilities, ranging from warehouses and stables to smithies and alchemical workshops to private residences. Some of the residences are playing host to private parties.
Anything in particular you're looking for?

The_Ambitious |

Is he going to be any trouble?
Zurnzal doesn't actually know what's going on with the two of them, but Aspis' interest in a specific Pathfinder likely bodes well for his own agenda

Aspis Agent |


3-2-2 |

Her scowl and search for the rogue is interrupted when she suddenly notices that the halfling seem to be calling out to her. And putting the eyes of the crowd on her as well.
Eyes wide, 322 slowly walks towards the center stage and begins, cautiously speaking.
"There {cough} there are many Gods. We know this. Gods of light and of dark and of fire and of rain. Some are good, and some are bad, and a few care little either way. But while we may not always understand their full design, at each one's core a God has a goal and a set of beliefs and codes it lives by.
The Gods we know of course. But there are other beings worshiped in the night. Things beyond our world and our lives, that some seek to draw strength and purpose from. and those Gods are cold and alien, and to supplicate to them invites nothing but tragedy.
I...I heard of an instance once, where a set of wise scholars thought to tap into some of the sloughed-off power from one such creature. Their motives were, opaque. They may have even convinced themselves that they did so for the betterment of their own world, for their cult's regalia was filled with masks and icons of birds and fish and creatures of Golarion. They even sought to touch to Beyond carefully, not directly through their own hands but through the intermediary of a...boy, raised for that very purpose. And at first there was great success. The boy grew strong. At first alone and weak, he could touch things from afar, fly to the highest point in the sky, and even knit wounds together again.
But not everything was as simple as it seemed, and everything has its cost. The ghostly strength invited in madness and crippled focus. Mended flesh was sealed with strange worms of decay. The Beyond-worshippers saw these things, but were too convinced of their own superiority to be afraid. They tried first tightening their methods.
It did not work - the boy grew stronger
They then tried to drain some of his strength out of him.
It did not work, the boy resisted and several were slain.
Undeterred, they found holds on the boy, threads that would tie him to them even as they set him out a distance away. Surely that would give them the benefits of this Beyond strength with none of the risk?
And for a while it worked. But they kept forgetting that what they were doing was not normal. And The bizarre and wild and uncontrollable are unsafe for many reasons, not the least of which is that they stand out. And There were other creatures out there who could see the group's hubris and their triumph. And those creatures had other plans."
She trails off silently at this vague ending. After a moment, she wordlessly excuses herself and heads back into the crowd.
Knowledge Religion, to describe an Outer Gods-esque cult: 1d20 + 11 ⇒ (12) + 11 = 23
If Know Planes would be more appropriate given the story I told, take 6 off of the above.

Rataji PBP |


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Apologies for the brief post. Forum goblins attacked the previous draft.
The crowd remains silent for about a minute after 322's story trails off, the previously jovial mood effectively killed. Before too long, a pair of half-elves, a man and a woman, get up, and try to get things back on track with a bawdy story about infiltrating Katapesh's temple of Calistria.
This doesn't come back to me!
Before beginning to make his leave, trying to remain inconspicuous.
The intelligence that Arminaldi, the traitorous priest of Nethys, gathered details numerous passageways leading through the lower half of Skyreach. When traveling to the vaults beneath Skyreach or to the Hao Jin Tapestry chamber, you and your allies gain a +2 bonus on Stealth checks to avoid Pathfinder patrols.
In addition, Arminaldi spent considerable time assisting Master of Scrolls Aram Zey catalogue scrolls, and the cleric took notes about what spells he identified: “Aram Zey typically relies on his learned magical abilities to invoke destructive and defensive magic, but his scroll collection indicates that he has many written incantations that feature powerful wards and glyphs. He made sure that I filed a particularly powerful illusion spell near one end of his office’s shelf, the better to snatch it up in case of intruders. Avoid his office at all costs unless invited, for there are too many protective spells sealing the door for me to parse what each of them is, much less how to unravel them.”
Rataji is able to locate the residence of a particularly obnoxious rival from his Magaambya days, but it seems empty. The Pathfinder is likely somewhere else on the grounds, either participating in the revelries or on duty.
[ooc]At this point I think pretty much everyone is done their first round of actions, except perhaps those at the Wall. The rest of you can regroup and swap stories and/or get help from the others.[/spoiler]

Standard Pregen |

Stealth: 1d20 + 12 ⇒ (6) + 12 = 18.
Disable Device: 1d20 + 11 ⇒ (15) + 11 = 26.
Stealth: 1d20 + 12 ⇒ (8) + 12 = 20.
Disable Device: 1d20 + 11 ⇒ (19) + 11 = 30.
Stealth: 1d20 + 12 ⇒ (18) + 12 = 30.
Disable Device: 1d20 + 11 ⇒ (18) + 11 = 29.

The_Ambitious |


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Marnarius is able to unlock cages of the most fearsome monsters before more zookeepers approach to investigate what's going on, and escape without attracting notice.
Perception: 1d20 + 14 ⇒ (14) + 14 = 28
Examining the keys closely, Shohiraj is able to identify which keys are used most frequently, as well as a few of exceptionally high quality that likely correspond to the most important locks.
That will make it faster to find the right key for a given lock. Is there anything in particular you were looking for? If so, Disable Device or Appraise might be appropriate.
[/spoiler]
Zurnzal follows Arminaldi into the quieter wooded area separating the Wall of Names from the rest of the grounds. He seems completely oblivious to the fact that he's being followed.
Zurnzal Stealth: 1d20 + 12 ⇒ (8) + 12 = 20
A Perception: 1d20 + 3 ⇒ (6) + 3 = 9
If combat is happening, Zurnzal can take a surprise round, followed by a regular round. Assume you're a move action away from melee range. Joliryn, if you're joining in, you can also take a regular round (no surprise)
A: 1d20 - 1 ⇒ (1) - 1 = 0
Z: 1d20 + 2 ⇒ (1) + 2 = 3
J: 1d20 + 4 ⇒ (9) + 4 = 13
If you're done this round, feel free to read the spoiler below and swap notes. This is a good time to review your patron's note/briefing, and see if there's anything else you want to do before heading into Skyreach.
While the areas where food and drink are served are busy, you're able to find an empty tent on the outskirts where you can talk privately.