
- Joliryn - |

Zurnzal looks at his allies and well... pretty much everyone else too with calculated disdain, playing up his racial stereotype.
His words are carefully calculated with a hint of menace, "we ready to do this mission or what? I've got other, bigger things to do once we succeed."
A flamboyant little halfling breaks into a wide grin. "That depends, Princess. Think you can find your way past the door?"
She slips ahead, opens the door to the meeting room (or wherever), dashes inside, and promptly shuts the door in his face.
That'll teach him to look down on me! Stupid a**!
Once inside, she looks around for the nicest chair, before climbing up into it and plastering a smile on her face.

Noral's Pregen |

The man with obsidian skin is wearing expensive clothes and has the aura of an unbelievably dangerous man! But he usually surrounds himself also with men and women that are far more dangerous than he is!
Everybody knows that Rataji is organised, he is a manager in difficult situations, he is the leader of this group but plays the game very well and knows that this does not mean anything in this organisation!
People might disdain him. People might like to kill him ... but they know that all actions against this organisation will have consequences!

322 the Experiment |

The moody elven woman sits quietly in the shadows... as was her wont. Dressed all in black, she blends in very well, almost going unnoticed until she reaches out to grab a drink. Attentive observers may notice that she drinks little from it; it's almost as if she uses the action of the drink to ensure that she doesn't go unnoticed.
She listens attentively but speaks little.
Professor says I must still work with these Aspis. I will do what Professor says. But when will Professor see that I have the capabilities to work on my own; why always these petty thieves? 322 could do so much more!

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Marnarius impatiently sits in a corner awaiting his orders, just about to finish his second ale, contemplating ordering another. He observes his companions and shrugs...it matters not whom the Aspis stick him with, as long as they play a role in getting him close enough to strike at the hated Pathfinders...they owed him a debt he would take back in blood...

Zurnzal the Aspiring |

A flamboyant little halfling breaks into a wide grin. "That depends, Princess. Think you can find your way past the door?"
She slips ahead, opens the door to the meeting room (or wherever), dashes inside, and promptly shuts the door in his face.
That'll teach him to look down on me! Stupid a**!
Once inside, she looks around for the nicest chair, before climbing up into it and plastering a smile on her face.
Ignoring the jab as it is about the nicest thing anyone has ever called him, he quips with a snear, "it ain't the door I'm worried about, only the beast on the other side who might have just happen to have a taste for halfling. By all means, lead the way."
Let's see if she is this adventurous when there is actual danger...

Noral's Pregen |

”Getting to know each other is important and also to understand our strengths and weaknesses but please beware that I am not amused if we start fighting here and now between us where our actual enemy is clearly the Pathfinder society!“

Zurnzal the Aspiring |

Zurnzal guffaws from his belly, "fighting! This ain't fighting, just a little friendly chatter as we get to know each other."
He smiles his big toothy maw, "I myself come from an arena background. I prefer my kills up close and personal, but am well versed in subtlety, specifically taking an enemy out before they can raise an alarm."

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You are Aspis Consortium operatives, hand-picked by your superiors for one of the most daring missions ever attempted against the hated Pathfinder Society. For centuries the Society has been the hyena of the archaeological world, descending upon legitimate Aspis operations to snatch whatever the Pathfinders want, kill hardworking contractors, and grow wealthy on the profits of their “historical preservation.” As they say, the victors write the history books, and the widely distributed Pathfinder Chronicles paint the Society’s piracy as heroism guided by a moral compass as true as the wayfinder each agent carries.
Despite the thick walls and heavy windows of the rented home that serves as your safe house, the passage of Pathfinders from across the Inner Sea region creates a muted rumble as they make their pilgrimage to the Society’s Grand Convocation, an annual gathering in which Pathfinders tell tales of their exploits, show off their discoveries, and celebrate another successful year. Every additional Pathfinder is another set of eyes to spot trouble and another blade ready to defend the Grand Lodge, yet every voice and footstep makes it even safer to discuss the impending attack.
As you join your Aspis allies, you take a moment to check the missive given to you regarding the mission. Please only read your own spoiler.
Rataji,
Congratulations are in order, my friend! Three years in the Consortium, and you have already earned the silver badge! What’s more, you are in charge of a critical element of the upcoming mission. As the ranking agent on your team, this is your first shot at being in charge, but I warn you that this first team isn’t one you’ll want to boss around; this is a coalition force, and everyone seems to be the favorite of someone else a lot higher up in the food chain. Aim to coordinate, not command.
Look on the bright side, though: after all of those briefings that you had to sit through, now you are the hotshot who gets to lay out the plan. I’ve summarized the objectives below so that you don’t forget, but it’s up to you to make it interesting and inspire your team. You’ll do great.
—————
Hundreds of Aspis agents and sympathizers are assembling throughout Absalom in preparation for an attack on the Pathfinder Society’s Grand Lodge. Most of these teams are in position to sow chaos, lure the Pathfinders’ attention elsewhere, and keep the rest of Absalom from interceding.
You are the lynchpin of the assault. Infiltrate the Grand Lodge, using the festival and throngs of unfamiliar faces to cover your movements. Gather what additional information you need, meet with any informants your team knows about, and lay the groundwork for your assault—split into smaller groups if necessary. Your cue to enter Skyreach—the towering stronghold the Society thinks unassailable—is a speech given by Master of Swords Marcos Farabellus. Agents will start ushering Pathfinders toward one of the lawns and pouring drinks for a toast, giving you a fairly generous window to get inside.
Once inside Skyreach, you have two major objectives: open the Hao Jin Tapestry gateway, and secure the Sky Key in that order. I have included some notes about how to activate the tapestry, as well as the coordinates within the tapestry where our allies are gathered. However, the notes only address how to send one person inside, not how to bring anyone out. It seems Zey is paranoid about even keeping any notes about cracking the tapestry open, and he only stores them in one of the vaults beneath Skyreach—a section called the Antarnicus Wing, used for most of the tapestry’s treasures. Be prepared to break in. Once you have secured the notes, get to the tapestry chamber quickly.
Handle any opposition, open the gateway, and welcome our allies from inside the demiplane. Make sure that they have some sense of where they’re going.
After that, ascend to the small museum where the Society is keeping the Sky Key. It’s the usual routine: take care of any guards, grab the target, get out, and keep the whole operation clean. A second team (listen for the code “Five fingers till Oathday“) should find you soon after; pass them the Sky Key, get out, and congratulate your team.
Mission accomplished.
Make the Patrons proud,
Myrosype
Marnarius,
I promised you I would get you out, didn’t I? After three long years in captivity, cast away by the Pathfinders who cared nothing for your humanity or the life you had left behind, you are finally back. I must accept some of the blame for your being stranded, for it was I who assigned you to that lucrative post; however, it was that fool Aglorn who failed to guard the gate and lost us not only our way into the tapestry but also several of our finest agents. This injustice shall not stand. I would not assign you a mission if I did not have the highest confidence in your abilities, and I consider securing you this particular venture a small step in reconciliation. The Pathfinder Society shall burn, and you shall have the revenge you seek.
There are several hundred of our agents throughout the Grand Lodge ready to inflict damage and provide you the distraction needed to reach high priority targets. Anything you can do to make their jobs easier by preparing a few distractions of your own would help you as much as it would them. I already have numerous arsonists ready, but nobody seems bold enough to do anything about the zoological garden the Pathfinders keep. That’s why we’re fortunate to have a resourceful agent like you, willing to aid these fellow wretched creatures also unjustly imprisoned by the Pathfinders. I am sure they, like yourself, would love a chance to extract some justice from their captors. In addition to the forces within the Grand Lodge, hundreds of people who, like you, wish to escape from the confines of the tapestry are massed by your old base camp. I am sure that if your fellow agents forget where your allies are stationed, you can steer them in the right direction.
Do you remember the weapon I sent you to recover in Hao Jin’s hellhole? After they secured the gate, they snatched it up, and it went right into one of the vaults beneath Skyreach. Find it, and it’s yours to keep and use as you see fit. Wield it in the name of vengeance and the Consortium.
Regards,
Tseka
While you slept last night, a familiar figure wearing a blue coat and mask visited you. She smiled as she stepped over the threshold of your childhood home, whose windows were all bound in chains.
“Oh my dear 322, how does freedom feel? Are you still staring at the sky in wonder and fear? Do you still dream of the doorway between the stars? Have you kept writing in your journal?” The masked woman paused as she looked at you, and then smiled again. “Had you stopped wondering if I would find you again? Hardly. You are as drawn to uncover your own secrets as I am.” Shaking her head as if remembering some sweet memory, she continued. “Clinical experimentations ceased because you demonstrated increased capacity to channel the Lurker’s dark mysteries. I have guided you to Absalom in order to participate in a field study—a live test of your powers. Prepare yourself to work with members of the Aspis Consortium. Assist them to the best of your abilities.”
“You have two other responsibilities, both important to our studies and our allies. The first is this,” she said while conjuring a glassy, hexagonal pad out of dreamstuff. “It emits a resonance similar to the stars beyond, just as you do, so none of your allies will know how to operate it. I have used it to channel cosmic life energies into tiny homunculi, but I suspect that it could animate something far grander. Find a suitable host, attach it without drawing attention to yourself, and activate it when you see fit.”
“Your other task is even more important. At some point during your mission, you will find a simple lantern among your possessions. If opened, it captures the escaping essence of whoever dies near it, ensuring Pharasma never judges the unfortunate soul trapped within. Only one Pathfinder can repair the damage inflicted in the upcoming Aspis attack: Aram Zey. Ensure that the Society cannot call upon his expertise ever again, and I shall ensure his expertise helps you learn more about yourself.” The masked figure raises her arm in a salute. “Godspeed, my curious disciple—whichever gods those may be.” With that the dream ended.
Shohiraj,
After hearing the reports of lesser agents operating under lesser commanders, allow me to express how pleased I am to hear that you have accepted this job. What I have heard from my colleagues about your coworkers sounds equally reassuring; they are all competent in their respective fields. However, none of them can compare to your practical, on-the-job experience I am relying on you to ensure that this mission goes off without a hitch. Each bystander’s scream, nearby explosion, or track left behind is another complication that could jeopardize the operation.
My other agents have been watching the Grand Lodge closely. I have included the incomplete map that they created, noting the locations of your objectives in Skyreach. In addition, the agents report that the Master of Scrolls Kreighton Shaine—normally responsible for managing the keys to Grand Lodge’s vaults but concerned about his ability to keep them out of reach—has delegated several of the keys to one of his protégés, a halfling named Janira Gavix. My intelligence reports that she practically worships the Master of Scrolls, so there is no chance that she would take a bribe. Supposedly she is rather proud of her storytelling prowess, though, and can often be found near large crowds. If you can relieve her of the keys, your infiltration of Skyreach should be all the cleaner. I have enclosed a sketch of the halfling to assist your efforts to locate her.
May silence hide your footfalls,
Kitio Aspenthi, gold agent
Joliryn,
It’s been several years in the making, but the coalition of some of the finest Aspis minds has finally manifested in this approaching assault—a fight to regain the Consortium’s glory and put the Society back in its place. I have not forgotten your earlier contributions, and I have pulled a few strings to secure you a key role in the upcoming operation. You won’t have the tiresome chore of leading the team; one of my colleagues has elected one of his cat’s paws to the role, and I trust you’ll let him parade about while letting you get the real work done. In fact, everyone on your team has powerful connections and probably thinks highly of themselves. I am betting on this, actually, because those connections have been particularly cagey about their own reasons for participating in this raid. Just as a tracker can tell the health and drives of an animal by the spoor it leave behind, you can help me gaze into my colleagues’ minds by discerning what it is that their agents want to accomplish. Keep an eye on your comrades, and report what you can to me about their ulterior motives.
Of course, I would not demand information without sharing some in return. One of my many spies in the Society is a Chelish man named Arminaldi Charthagnion, a disciple of Nethys’ divine secrets. He is unhappy with the Society’s treatment of artifacts, and I have managed to keep him selling me secrets with the promise of helping him liberate a relic or two. I am expecting his latest report soon, but since you will be there anyway, perhaps you might meet him at the Wall of Names and use the intelligence as you see fit.
He won’t acknowledge you as my agent unless you tell him “The wall slithers like a snake through grass.” You’ll know you have the right man if he responds “None would step on so great a serpent.” He should give you what you need to know, and no more need be said. Just try not to spoil his cover or your own by making a scene about it.
I await news of your victory,
Suliji Peshar
Zurnzal,
We have reviewed your work over the past four years, and so far your performance has gone beyond the expectations to which we typically hold our contractors. The Consortium is always on the lookout for resourceful, intelligent operatives who know how to do more than just bash heads together—useful a skill as that is. I have a key vacancy in my roster, but I need more than just a knee-breaker who will knock down what I point at. Consider your current mission a tryout of sorts. At least one of your teammates is taking notes on your performance. Impress them, and you’ll impress me. Do that, and I’ll have a bronze badge waiting for you.
The upcoming attack relies on chaos, and that same chaos can cover your team’s tracks. What could be more upsetting to the Pathfinders than discovering that someone in their midst was a traitor? Of course, you may have to make a traitor by making an upstanding but easily missed Pathfinder disappear. If he happens to be a traitor already, that’s even cleaner. A missing traitor means no alibi, and that means someone disguised as that traitor could pin any number of crimes on him. Whether you do that or not is up to you; after all, an agent able to delegate effectively is just as valuable to me as one who can do the job himself.
Your friend in Tamran

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Marnarius thinks again upon the missive and gives a wicked grin as he does so...after those years of captivity, he'll finally have his revenge...and hopefully some Pathfinder blood as well...

Shohiraj | The Professional |

Shohiraj remains silent for now. The fools. Don't they realize they aren't likely to make it out of of this mission alive? Well, I won't let them drag down my chances if I can help it.
The woman continues to silently eye up the others. Maybe, the gold agent's information was wrong, after all, she notes.
Sorry for the delay. Ready to go.

Noral's Pregen |

Rataji asks the group members to assemble so that they can discuss how to proceed on this very critical mission against the Pathfinder society!
”As you all know hundreds of Aspis agents and sympathizers are assembling throughout Absalom in preparation for an attack on the Pathfinder Society’s Grand Lodge. Most of these teams are in position to sow chaos, lure the Pathfinders’ attention elsewhere, and keep the rest of Absalom from interceding.”“
He pauses and smiles at all of you ”But we are the lynchpin of the assault. We will infiltrate the Grand Lodge, using the festival and throngs of unfamiliar faces to cover our movements. Gather what additional information we need, meet with any informants we as a team know about, and lay the groundwork for our assault!“
Then his face hardens and he is suddenly very serious.
”Our cue to enter Skyreach—the towering stronghold the Society thinks unassailable—is a speech given by Master of Swords Marcos Farabellus. Agents will start ushering Pathfinders toward one of the lawns and pouring drinks for a toast, giving us a fairly generous window to get inside. But once inside Skyreach, we have two major objectives:“
Again he pauses to look you in the eyes and see if you are paying attention.
”1. Open the Hao Jin Tapestry gateway, and 2. secure the Sky Key in that order! Is that clear so far?“

- Joliryn - |

Joliryn grins as she looks around at the other agents.
To the half-orc, she asks, "An arena killer? Is that what you are to the Aspis? Just a tool of death?"
Then she turns her gaze to the enchanter and smirks. "Well, don't you sound high and mighty? Are you in charge? Or do you just wish you were?"
She looks at the others next, who have yet to say a word. "You scared of being heard?"
---
As the bossy one finally starts the mission briefing, Joliryn grins, eyes lighting up with mad excitement. Yeah, yeah. Got it. Mingle. Infiltrate. Tapestry. Key."

Zurnzal the Aspiring |

Zurnzal eyes each member as they assemble, I wonder which one might be... never mind, it doesn't matter.
The halfling's badgering elicits a surprising bit of wisdom from him as he simply replies, "where we come from is not who we are, but I will not back down from doing what is needed."
As the male human starts talking, he listens intently hoping for more information about their mission. He snaps a quick response, "Clear!" And 3... well that can just wait for an opportune time.
As the others make their preparations, he pulls a small box out of his pack. Taking a short bit of time, he removes his mask and starts applying his usual disguise... as a boring looking human.
Take 10 + Skill + Kit on a Disguise check to appear Human. (10 + 11 + 2 - 2 = 21) Duration: 1d3 ⇒ 3 times 10 minutes = 30 minutes.
Once complete, an ugly human male stands waiting at the door, ready for the que to go join the 'revelry'.

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Marnarius ignores the side chatter, and focuses in on the leader of this mission. He cares not whom is in charge as long he gets to strike at the Pathfinders...
"Got it..."
...but, he thinks to himself, After that, I have my own agenda...

322 the Experiment |

322 nods as Rataji finishes his briefing. She laughs quietly at Joliryn's prodding. I'll speak when I need to speak, little one. This mission should be entertaining, but matters not; there are far grander forces at work. It is their bidding I'll do. You all just need to get me to where I need to be.
And then, getting to her feet, she does speak up. "So, this tapestry, and the Sky Key... do we know where we'll find them? And someone knows the rites by which we'll open the gateway?"
You'd not like the gateway I would open, that's for sure. You'd all lose your minds at the things I'd show you.

Shohiraj | The Professional |

"Clear." Shohiraj responds, curtly. "Get in. Open the portal. Obtain the item. Get out. Make sure no one is the wiser."
She looks at the others, but then addresses the leader, Rataji, "And you are certain that these others are up for a clandestine operation?"
"It is better to shed any dead weight now--before we make a run at climbing the tower."

Noral's Pregen |

”I do not see myself as the leader of this group. I just recently received my silver badge and many of you are not far away from that goal ... so little separated us in rank and little will separate us in achieving the goals of this mission I hope!“ he says with a semblance of respect but also a clear undertone that we all know what happens if we fail.
”Regarding the details you asked for: I have received some notes about how to activate the tapestry, as well as the coordinates within the tapestry where our allies are gathered. However, the notes only address how to send one person inside, not how to bring anyone out. It seems Zey is paranoid about even keeping any notes about cracking the tapestry open, and he only stores them in one of the vaults beneath Skyreach—a section called the Antarnicus Wing, used for most of the tapestry’s treasures. We have to be prepared to break in. Once we have secured the notes, we get to the tapestry chamber quickly.
We handle any opposition, open the gateway, and welcome our allies from inside the demiplane. Of course, we make sure that they have some sense of where they’re going.
After that, we ascend to the small museum where the Society is keeping the Sky Key. It’s the usual routine: take care of any guards, grab the target, get out, and keep the whole operation clean. A second team (please all listen for the code “Five fingers till Oathday“) should find us soon after; we pass them the Sky Key, get out, and then: Mission accomplished!!!“ he says with concern and excitement at the same time.

- Joliryn - |

Dead weight? Stupid *****! Only a fool looks just with her eyes. I oughta show her what real dead weight looks like... Burn her to a crisp and drop her corpse on --
Easy. Reel in that temper.
Joliryn's eye twitches, and her smile turns cold. She glares at Shohiraj, then looks at Rataji.
"We'll get it done," she says forcefully.

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As you formulate your plans to set events into motion, a quick check on the time shows you have about two hours before your "deadline". At that point, it's Tapestry or death. But, that's for the future. For now, there is groundwork to be done! You each have your missions.
Each hour, you can wander, meander, and see three different places. At any of those places, you may investigate or actively interact once per hour. You may travel as a group, in smaller groups, or even as lone agents. The choice is yours.

Noral's Pregen |

”I know that all of us are somebody’s darling in the upper Aspis caste. What information can you share with the rest that might be valuable? What would be your suggested course of action?!“ Rataji asks expectantly.

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No map that would help anything. All but 1 of you has an individual mission tucked away in your missive to accomplish. :)

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Marnarius smirks at Shohiraj. "You are spunky little one...I like you...best you worry about not being the dead weight we have to carry out of here..."
Marnarius give a curt bow to Rataji. "I'll be back before zero hour..."
The slayer makes his way to the Menagerie...once there he uses the available cover to make himself unseen...
Stealth: 1d20 + 12 ⇒ (20) + 12 = 32
...and then he eyes the layout...
1d20 + 11 ⇒ (6) + 11 = 17

322 the Experiment |

322 nods at the others with a smile and an eye lift before making her own way out of the safe house.
Each hour, you can wander, meander, and see three different places. At any of those places, you may investigate or actively interact once per hour.
What are the different places that we can visit?
Can we do one interaction per place, or only one interaction during the hour?
- Joliryn - |

"It's a party, pal. I suggest we have fun."
Joliryn heads up to the party and spends the first little while at the Wall of Names. She looks around to see if there's anyone there who might see her if she spits on it!
Perception to see who's around: 1d20 + 2 ⇒ (14) + 2 = 16
Rest of her turn is pending...

Shohiraj | The Professional |

At the safe house, Shohiraj takes the time necessary to perfect a disguise.
Disguise (Take 20):20+11=31
Then, once ready she heads towards Sky Reach, hoping to spot her quary--one Halfling named, Janira Gavix.
Perception: 1d20 + 12 ⇒ (13) + 12 = 25

Zurnzal the Aspiring |

I also do not know anything about the Grand Convocation, even out of character and am wondering, like 322, what places we can visit. Thanks!

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@322- One per hour.
@All- Here is the list of all locations. Your missives should lead you to a general area.
- 1. Gate: A pair of massive, steel doors stands open during all but the greatest emergencies. This is the only official entrance to the Grand Lodge.
- 2. Skyreach: This five-towered fortress houses the offices of the Society’s most important figures as well as countless libraries and storage facilities. Many of its floors and hallways are off-limits, meaning few know the full extent of what lies within.
- 3. Water Palace: This low, pagoda-roofed manor is a place of quiet study and meditation. It also houses many of the Society’s relics from beyond the Inner Sea region.
- 4. The Center House: This home of Ustalavic design has remained off-limits by order of the Decemvirate for as long as anyone can remember. On some nights, lights shine from within, suggesting its two towers are haunted.
- 5. The Mausoleum: This stone-columned fortress is dedicated to unlocking the greatest mystery of all— death. Scholars study everything from burial practices to the necromantic arts of long-faded civilizations. The guiding rule is that no innocents are harmed, and even the creation of undead is relatively rare.
- 6. The Quadrangle: Many of the dormitories and classrooms for initiates in training are in this set of ivycovered stone buildings.
- 7. Arliss Hall: Many resident Pathfinders inhabit modest flats in Arliss Hall, which is a maze of featureless corridors. There are many more halls and rooms than there are residents, and it is believed that none other than venture-captains are allowed into the central courtyard.
- 8. Starhall: This keep has a high, domed tower on its east end, and it holds much of the Society’s knowledge about worlds beyond Golarion and the Material Plane.
- 9. Outbuildings: These include residences for visiting Pathfinders, stables, smithies, bathhouses, warehouses, Pathfinder-only shops, and more.
- 10. Menagerie: Pathfinders sometimes bring back exotic creatures for study or domestication. Many of these animals and magical beasts are dangerous and must be corralled. The zoo’s rotating population attracts visitors from across the city.
- 11. Training Arena: Only a wooden fence and benches surround this dirt-floored arena. It is here that Pathfinders spar and practice their fighting techniques.
- 12. Temporary Structures: When the outbuildings are insufficient to house visitors, tents spring up here to manage the overflow. During the Grand Convocation, this area is especially packed thanks to the Pathfinders who have journeyed here from thousands of miles away.
- 13. Wall of Names: This curving wall of black glass is a memorial to Pathfinders who have perished in the pursuit of knowledge, and each such name appears on its surface. A thick copse of trees provides visitors some privacy at this solemn place of reflection.
- 14. Seeker’s Plaza: This small shrine houses bronze statues of some of the Society’s most important members.
- 15. Baphory’s Walk: This pathway is infamous for its waist-high carved heads from the Mwangi Expanse. At random intervals and when nobody is watching, the faces can change their expressions in an instant.
- 16. Statue of Durvin Gest: This 20-foot-high stone statue depicts Durvin Gest, one of the founders of the Pathfinder Society and widely considered to be its greatest adventurer.
- 17. Repository: This is a featureless building of gray stone with no doors or windows. The way inside is among the venture-captains’ best-kept secrets.
- 18. Southgrove: This stretch of trees is purposefully left untended, providing visiting Pathfinders who need a break from the city space to retreat.
Knowledge (local) or Diplomacy to find a place, learn information in casual conversation, or find a lead on your goals.
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.
In anticipation of the Grand Convocation, there is an especially high concentration of beasts from the far corners of Avistan and Garund, and 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.
Eyeing the layout Marnarius sees a nearby zookeeper and the glint of a keyring hangs from his belt.
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 surface. More trees grow in tight formation to the west, where the copse abuts the Grand Lodge’s wall.
Despite the huge number of visitors at the Grand Lodge, the Wall of Names has relatively few visitors; most Pathfinders visit the site either before or after the Grand Convocation’s main festivities—the better to reflect in peace. 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.
One man walks slowly along the wall, stopping from time to time to read a name. All the while, he nervously strokes a leather portfolio clutched tight to his chest.
Shohiraj spends a few moments back at the safe house working on a semi-decent disguise before heading out to Sky Reach. Looking around she doesn't see Janira anywhere around. Unfortunately Shohiraj may have to ask around for where Janira is through the crowd.

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Map of the area is in Pregens link above. Will move it to its own once Google Drive stops acting up. :)

Zurnzal the Aspiring |

Zurnzal looks at the clock and his teammates that remain. He gives a toothy grin, "I'm headed out to uh... gather some intel from a reluctant source. Anyone wish to join me?"
He'll start meandering at the Temporary Structures (12), head through the outbuildings (9) and then to the Training Area (11) in the first hour.
I'll wait on any rolls or targeted investigation until I see if someone is coming with and/or if there are further descriptions of those areas.

Shohiraj | The Professional |

Knowledge (local) re Kreighton: 1d20 + 11 ⇒ (15) + 11 = 26
Knowledge (local) re Janira: 1d20 + 11 ⇒ (3) + 11 = 14
Knowledge (local) re Sky Key: 1d20 + 11 ⇒ (6) + 11 = 17
Knowledge (local) re Tapestry: 1d20 + 11 ⇒ (11) + 11 = 22
Knowledge (local) re Convocation: 1d20 + 11 ⇒ (12) + 11 = 23
Shohiraj considers what she knows about each of her targets as well as the event scheduled at the Grand Lodge.
Of course, if Shohiraj lacks any of the above information, her plan will need to be altered accordingly.

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Marnarius grimaces upon seeing the keys on the zookeeper; he knows he's not spry enough to pick those keys off without alerting the man and knows he can't fight without alerting everyone else...
He'll remain hidden and wait till the zookeeper is out of view before sneaking to the reinforced cages, thinking they'll make a bigger splash if freed... while eying the Sphinx, he wonders if the beast might easily overpower him so decides against doing that cage first. Thus he tries the double-headed vulture cage to start. He checks for traps first and then tries to quietly calm the creature before working on the locks...
Stealth: 1d20 + 12 ⇒ (14) + 12 = 26
Perception: 1d20 + 11 ⇒ (7) + 11 = 18
Animal Handling: 1d20 + 1 ⇒ (12) + 1 = 13
If he can keep the vulture calm, he'll attempt to pick the lock, hoping the animal won't try to escape till after he leaves...
Disable Device: 1d20 + 11 ⇒ (19) + 11 = 30
GM, kinda winging this so let me know if you need a different sequence of DCs

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Marnarius watches the area carefully and waits for just the right moment. Spending a moment he does what he can to calm to wild culture. He is able to keep it calm enough not to bash through the cage as he unlocks the lock, tossing the mechanism underneath the cart.
While one animal freed is good and all Marnarius feels that three would provide a suitable distraction.
The criosphinx notices you unlocking the Vulture cage and a soothing and well spoken voice whispers to you from the cage. "I may speak of what the future holds for one who would heed the wise words of a sphinx" The Sphinx nods towards it's lock. "“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.” Sense Motive to decipher the meaning.
Nope those rolls were perfect. You need a Stealth, Handle Animal and Disable Device.
The man turns to Jorliyn “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.”
Shohiraj disguises herself as best as possible to look like Kreighton. Though it takes nearly the first hour the assassin finally gets some good distance in her mission as she waits at the Statue of Durvin Gest!
Doing a bit of wandering Zurnzal notices that the Wall of Names seems to be fairly sparse of large groups of people. 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 surface. More trees grow in tight formation to the west, where the copse abuts the Grand Lodge’s wall.
Despite the huge number of visitors at the Grand Lodge, the Wall of Names has relatively few visitors.

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Can I take 10 on the Sense Motive check? I think I know the Sphinx's general meaning either way but I'm guessing I need to nail the check regardless...
Sense Motive: 10 + 11 = 21
Marnarius grins and whispers to the Sphinx, "I think I know your meaning noble one..."

Noral's Pregen |

Before you all venture out:
”If you share information with me regarding your suggested course of action then I might be able to assist you!“
Check his profile and if you think he might be a good supporter please tell me.

Zurnzal the Aspiring |

As several Aspis allies rush off to work on presumed missions from their sponsors, Zurnzal asks Rataji to step off to the side for a second. He quickly whispers...

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@322- What is your plan?

Noral's Pregen |

”Zurnzal, I am happy to support. I do not know what your true intentions are for this but I can surely support this endeavour! Let me check out the current situation with some information gathering. Maybe then I can give you some names!“
Diplomacy- Information Gathering to learn as much as possible about what is currently going on in town and the Pathfinders : 1d20 + 12 ⇒ (20) + 12 = 32

322 the Experiment |

322 decides to find her way to the statue of Durvin Gast. Ahh, to turn their own monument against them, what a delight that could be! The Professor would be most proud of this, for certain.
Once she has it in sight, she conjures some shadows to help her slip up to the statue unseen.
Conjuring her cloak of darkness (active for 1 hour, 6 of 7 hours remaining, grants +6 to AC and +4 to Stealth)
Stealth: 1d20 + 10 + 4 ⇒ (19) + 10 + 4 = 33
Once at the statue, she draws a strange hexagonal object from her bag, that seems to almost be made of dreamstuff rather than any physical material. She sticks it up on the statue's back, then slips away.
She then decides to visit Skyreach, doing her best to learn what she can about the layout of the area, in particular which of the different Pathfinder leaders have offices here and where those are located.
Diplomacy, gather info: 1d20 + 4 ⇒ (20) + 4 = 24
She is seeking Aram Zey's office, in particular, though she won't do to any restricted areas unless she learns something specific that leads her to believe it can be done with little risk.

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Marnarius attempts to decipher the Sphinx's riddled words and from what he can tell the creature is simply trying to tell him that the animals will try to break out unless someone, the Sphinx, can tell them to wait for the perfect opportunity.
The man points to the Wall of Names. "Look at how many there already are, young Serpent. How many more will be added if I cooperate with teh Aspis Consortium?"
The Grand Convocation is particularly crowded this year. In addition to agents from all over Golarion, several dignitaries from Absalom are in attendance.
Although both Kreighton Shaine and Marcos Farabellus have made appearances, nobody has spotted the Master of Scrolls Aram Zey. It’s not especially surprising, given Zey’s dislike of crowds and dealing with the public.
Several dozen Pathfinders have begun unloading kegs from carts on the Center House lawns, likely in anticipation of Marcos Farabellus’s big speech. It’s an open secret that he intends to announce that the longawaited reconstruction of the Sky Key has concluded.
Although nearly every Pathfinder at the Grand Lodge is allowed to wander about and relax, several dozen are on guard duty on the walls and in Skyreach. Most of these assignments are punishments for debts
incurred to the Society or bungled expeditions. Part of the reason that Aram Zey hasn’t been seen yet is because he is supervising these patrols.
Two of the unfortunates assigned to guard duty are Loshari and Telandril, part of a team sent to Isger to recover a relic lost during the Goblinblood Wars. The venture was a debacle and resulted in part of a town being set on fire and inadvertently let goblins loose in the town square. Most blame Loshari, but Telandril stubbornly insisted on sharing the punishment—likely so that he could lecture her further.
Nearby the Wall of Names you notice Jorilyn speaking with a man in a secluded corner near the woods.
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. Among them is Janira Gavix, an aide to Master of Scrolls Kreighton Shaine.
Climbing up the statue unnoticed doesn't seem too difficult at first as 322 begins to plant the device.
Will need 2 more Stealth checks. :)

Noral's Pregen |

As soon as the opportunity presents itself Rataji shares with you the information gathered.
”Listen up everybody. The Grand Convocation is particularly crowded this year. In addition to agents from all over Golarion, several dignitaries from Absalom are in attendance.
Although both Kreighton Shaine and Marcos Farabellus have made appearances, nobody has spotted the Master of Scrolls Aram Zey. It’s not especially surprising, given Zey’s dislike of crowds and dealing with the public.
Several dozen Pathfinders have begun unloading kegs from carts on the Center House lawns, likely in anticipation of Marcos Farabellus’s big speech. It’s an open secret that he intends to announce that the longawaited reconstruction of the Sky Key has concluded.
Although nearly every Pathfinder at the Grand Lodge is allowed to wander about and relax, several dozen are on guard duty on the walls and in Skyreach. Most of these assignments are punishments for debts incurred to the Society or bungled expeditions. Part of the reason that Aram Zey hasn’t been seen yet is because he is supervising these patrols.
Two of the unfortunates assigned to guard duty are Loshari and Telandril, part of a team sent to Isger to recover a relic lost during the Goblinblood Wars. The venture was a debacle and resulted in part of a town being set on fire and inadvertently let goblins loose in the town square. Most blame Loshari, but Telandril stubbornly insisted on sharing the punishment—likely so that he could lecture her further.“

Zurnzal the Aspiring |

Zurnzal's eyebrows raise at the last part, oh that could work. That could work really well. Especially if Loshari is looking hard for redemption he might fall right into what we need.
When he gets a chance he whispers to Rataji, "can you help me find Loshari and Telandril? One or both of them will be perfect."
Using the information provided, Zurnzal will meander towards Skyreach first to investigate, looking for the two guards. If no luck he will then check the walls for them.

322 the Experiment |

322 keeps her eyes cautiously on the famous halfling and the other luminaries as she works to secure her package on the statue. Well, the Professor certainly can never be faulted for taking it easy on me....
Stealth, cloak of shadows: 1d20 + 10 + 4 ⇒ (9) + 10 + 4 = 23
Stealth, cloak of shadows: 1d20 + 10 + 4 ⇒ (5) + 10 + 4 = 19