
Rataji, The Leader |

"Ah yes I can see how this would complicate things. Very well I shall deliver the letter and convince him it is urgent." Rataji ponders and considers his next instruction. "Joliryn and Marnarius if Shohiraj returns with requests for assistance please lend your skills to her. Otherwise you are free to do as you see fit to prepare as long as it does not compromise our group. I shall see you all at the randevu in one hours time. Do not be late for the speech."
With that Rataji leaves with Zurnzal. When approaching the target Rataji is clearly in a hurry and feigns to be out of breath.
"Sir you must come quickly, the Venture-Captian ________ has need of your skills post haste." Rataji hands him the forged letter requesting they meet shortly in a secluded place nearby.
Bluff: 1d20 + 15 ⇒ (19) + 15 = 34
I left the blank because I am not sure what name my character dug up last hour and I assume a venture captain would have the authority to demand a meeting. I am sure with the information gathered last hour I can make it convincing.

Zurnzal the Ambitious |

Don't betray me now, dice!
Zurnzal crouches in some bushes, waiting for Rataji to bring him his prey.
Take 10 on stealth to hide.
Once the half orc is near, Zurnzal charges and strikes him in the back of the skull.
Charge.
Knockout Strike: 1d20 + 13 + 2 ⇒ (1) + 13 + 2 = 16
Damage: 1d8 + 6 + 1d6 ⇒ (1) + 6 + (1) = 8
I hate you, RNG. I really do.

DM Kludde |

A message from Venture Captain Smine? I didn't even know he was here! Meet him in the bushes near the Wall of Names. I better hurry.
In the bushes, the half-orc only meets another half-orc, who strikes a clumsy blow as the first pathfinder look in alarm.
The half-orc takes a step back and casts a spell.
---
Ambitious
---
Skaarr
---
With a quick gesture, the Professional manages to shake the keys from the jacket, and pockets them, while Janira - none-the-wiser - finishes her story with a race through the pillars.
Let me know if I missed anyone's actions

Marnarius, the Vengeful |

Marnarius waits for Shohiraj to return, keeping himself busy with cutting a slab of meat in tiny cubes, throwing them in the air and catching them in his mouth.
When the three of them are together, he proposes a plan. "We've seen little of the northern part of the grounds to far. How about we make a tour to see what's there. Maybe there's another exit that we have to use if things go wrong. And whatever interesting thing we might spot, with the three of us we should be able to take advantage of it. You in?"
Assuming they agree, I'd like to make a tour of locations 5, 8, 7, and 6. If the others don't agree, Marnarius will take the tour by himself. I don't have a specific goal in mind, but Marnarius will keep his eyes open for anything out of the ordinary, of anything that they might be able to exploit.
Perception: 1d20 + 11 ⇒ (8) + 11 = 19

DM Kludde |

Zurnzal whacks the half-orc on the head, but fails to knock him out properly.
He takes a step back, and weaves a spell targeting Zurnzal.
DC 16 Will save or be held
---
Zurnzal
Leader
---
Skaarr (8)
---

The Experiment, 322 |

[dice=Will save]1d20+5
Zurnzal freezes, crying on the inside and cursing the fates who have brought him so low.
I told you not to mess with that "Clark Kent" guy! He seemed suspicious to me...

Rataji, The Leader |

I assume I can hear the spell being cast from where I am?
Spellcraft: 1d20 + 15 ⇒ (12) + 15 = 27
Moving to assist Rataji Casts Hideous Laughter on Skaarr (DC 18 save to negate)
I did not anticipate we would encounter so much trouble.

DM Kludde |

Seeing the half-orc held, Rataji concludes this is a hold person spell at work. His own hex seems to have little effect, but fortunately he spots Marnarius passing by, who was just scouting out the grounds.
Will: 1d20 + 10 ⇒ (9) + 10 = 19
The Experiment suddenly has a vision of the half-orc being in trouble, and now clearly sees him from across the field, even though nearby bushes conceal him.
I'm not putting up a map, because you should all be pretty close. Ambitious is next to the orc, Leader in close range (30 ft), Experiment and Vengeful are in medium range (60 ft)
The cleric casts a spell, and then tries to get away!
Moving 20 feet is the direction of Leader and Vengeful
Professional and Artist are too far away :(
---
Zurnzal
Leader
Experiment
Vengeful
---
Skaarr (8)
---

DM Kludde |

Attempting the save is a full-round action. You did make it, though

Rataji, The Leader |

Rataji attemps to decipher the spell.
Spellcraft: 1d20 + 15 ⇒ (5) + 15 = 20
Then checks to make sure there isn't any witnesses.
Perception: 1d20 + 2 ⇒ (4) + 2 = 6
If the coast is clear he moves to the man and uses his Dazing Touch
DazingTouch: 1d20 + 2 ⇒ (14) + 2 = 16
DC 18 Will or become Dazed for 1 round. This side mission is becoming more trouble than it is worth.

The Experiment, 322 |

322 is enjoying the festival. So many people happy, enjoying the spectacle and wondering if she can
fend off the darkness for another day. Sadly she cannot, as it crawls off and points to the bushes, forming the image of the Ambitious.
"Oh! He needs help."
Wrapping the cloak around her, she heads off towards her foe. She speaks in two voices: those of Aklo and Auran.
"Oh. You again."
She bends the darkness around the foe's head and tries to drive him insane.
Will Save DC 17 or become confused for 7 rounds.

DM Kludde |

Will: 1d20 + 10 ⇒ (12) + 10 = 22 vs daze
Will: 1d20 + 10 ⇒ (19) + 10 = 29 vs confusion
The half-orc is the target of a true assault on his mind, though he manages to fend of the compulsions by sheer unadulterated stubbornness.
---
Ambitious
Leader
Experiment
Vengeful
---
Skaarr (8)
---

Marnarius, the Vengeful |

As Marnarius makes his tour of the Lodge grounds, he notices the struggle going on. What are they doing there?
He walks over, trying to act as casual as possible, thinking of a plausible scenario in the meantime. I might be able to poison an arrow, making it seem like the attack came from afar. Would take a while for the poison to do its work, though. Maybe better to just pin him to the ground. He studies the half-orc, always looking for opportunies.
Double-move to stand next to our target, study as a swift action. Intention to grapple next round.

DM Kludde |

The cleric, being surrounded by three agents now, steps away fro Marnarius and tries to weaken his resolve
Cause fear, I need a DC 15 Will or be frightened
At this point, I'd assume the Pro and the artist would be within 60 feet and have some idea of where the Ambitious is, just so you don't have to be sidelined.
---
Ambitious
Leader
Experiment
Vengeful
Professional
Artist
---
Skaarr (8)
---

The Experiment, 322 |

Realizing he is too well guarded against the horrors of the dark, 322 opens her cloak, which has become immeasurably cold. The half-orc briefly feels an intense coldsnap.
"Freeze! My ally requires you!"
Fort Save DC 17 or he takes 4d6 ⇒ (3, 3, 5, 6) = 17 cold damage

DM Kludde |

That's actually 7d6, so: More damage: 3d6 ⇒ (2, 2, 2) = 6
Fort: 1d20 + 5 ⇒ (13) + 5 = 18
The half-orc shivers as the intense cold washes over him, but shows no sign of giving up.
---
Ambitious
Leader
Experiment
Vengeful
Professional
Artist
---
Skaarr (19)
---

DM Kludde |

Zurnzal finally manages to take out the half-orc, a well-aimed blow to the temple doing the trick. Cut up and bruised, the man lies bleeding on the ground, his skull crushed.
On first sight, nobody seems to have noticed the fight, but it is only a matter of time before someone finds the body. (Unless you hide it, of course).
Combat over. Let's hear what Zurnzal does with the body, and how he wants to proceed with his mission, and then we can move onto the second part.

Marnarius, the Vengeful |

Will save: 1d20 + 7 ⇒ (12) + 7 = 19
Marnarius suffers flashbacks from his time in the Tapestry and is wracked by bouts of anxiety, but grits his teeth and bears through the spell cast on him.
Will follow Zurnzal's lead on how to handle the body.

The Experiment, 322 |

"That was exciting." 322 almost dances as Zurnzal smashes the Half-orc's head. "Oh, where are we going? Can I help?"
Wrapping the cloak around herself, 322 blends into the shadows as she sneaks along.
Stealth: 1d20 + 10 + 4 ⇒ (16) + 10 + 4 = 30
She can help you like that for another hour or so.

DM Kludde |

The nearby bushes provide a perfect spot to lay a body to rest. If the mayhem will turn out as the Consortium intends, an extra body on the floor will not be suspicious, so long as no pathfinder finds it until then.
That concludes our second hour.
Ushers move across the ground, telling everybody to gather on the north lawn, where Marcus Farabellus is about to give his speech. A huge glyph of the open road is suspended in midair, and the master of swords appears: Greetings pathfinders! ...
This is the key moment the infiltrators have been waiting for. Now is the time to sneak in!
A cold chill touches your side, and you feel your pockets becoming heavier. When you inspect them, you see a small lantern has been deposited. By someone...
Can I have disguise or stealth checks?

Marnarius, the Vengeful |

Marnarius tries his best to blend into the crowd, keeping to the rear of the big group and keeping his eyes hidden behind his wide-brimmed hat. See them milling about, all cheerful and excited. Like they don't have a care in the world. They really don't know what kind of damage they've done. They don't want to know. But they'll learn soon enough...
Stealth: 1d20 + 12 ⇒ (17) + 12 = 29

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stealth: 1d20 + 8 ⇒ (17) + 8 = 25
Waiting for the go ahead from the Leader Jolyrin tries to sneak in unnoticed
Not sure if the +2 from my hand out applies here, but if it does that's another +2 to stealth (for everyone in the party)

The Experiment, 322 |

Should I reroll my stealth check?
Stealth: 1d20 + 10 + 4 ⇒ (8) + 10 + 4 = 22
322 is having quite a fun time doing all of this sneaking around. Hope they know where to lead her...

DM Kludde |

The party enters skyreach unseen, save for the Ambitious, who receives a courteous nod from a 'fellow' pathfinder.
Skyreach is a huge building, with uncounted areas marked as restricted, or off-limits. Ducking into one the many dark alcoves, the party manages to avoid a pathfinder patrol - three adventurers looking a bit sullen and depressed. The group then makes its way into the basement. Winding corridors, uncounted doors and staircases and basement within basement within basement, there seems to be no end to the underbelly of the tower, until finally a corrdior dead-ends into a door, which has a name shield bearing the name 'Antarnicus Vault'.
Assuming that's where you wanted to go

Marnarius, the Vengeful |

Marnarius hisses under his breath once they've passed the Pathfinder patrol. "Did you see them? Did you see them? Stupid rookies. I feel insulted that this is the Pathfinder Society that's caused us so much grief. Amateurs!"
As they walk on, Marnarius is silent, nurturing his foul mood. As they reach the vault door, he nods to Shohiraj. "Are you taking point? The place is probably trapped. I suggest we take our time to study things. I'll be your backup."
Assuming all agree, Marnarius slowly approaches the door, keeping his eyes and ears open.
Stealth: 1d20 + 12 ⇒ (9) + 12 = 21
Perception: 1d20 + 11 ⇒ (5) + 11 = 16
If there's enough time, I would like to Take 20 on Perception to check the door for traps, after the initial roll above.

DM Kludde |

Is here enough time? You're deep in the basement of a building stuffed to the brink with adventurers hostile to you. It's only a matter of time before they figure out something is going on. You decide how much time you have :-)

The Experiment, 322 |

322 notes the added weight, wondering when she will use it and if it will help her sleep untouched by the darkness. What a joke.
She notices the Antarnicus Vault, 322 looks around for anything suspicious.
Perception: 1d20 + 2 ⇒ (4) + 2 = 6
Well she tries to, but what could be inside that vault? Her mind races, thinking of the goodies that lay inside.

DM Kludde |

The Aspis agents have not managed to find any of the traps the Society is so famous for...