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I cannot do much at the "zoo", I don't have disable device so I am unsure what I could do? I presume that stage is more or less info gathering, seeing what the possible actions are for phase 2. My partner has disable and other stealthy skills so I cannot do much at the "zoo" like I said.

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For 322 I would suggest heading towards where a certain halfling is. Preferably with someone who can make you invisible.

AGamer70 Alt |

Zurnzal listens to the conversation while keeping a lookout. There is awkward silence as he waits for his companion to respond. He looks over trying to figure out what is going on.
Sense motive: 1d20 + 11 ⇒ (15) + 11 = 26 Was waiting for him to do this as it was his contact.

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The vengeful needs to give me a stealth check to avoid being caught by the zoo keepers. There are 6 cages hence 6 seperate disable device and stealth checks.
Doing an abrupt about turn, 322 makes her way to the Wall of Names barely just in time to hear the tail end of the words exchanged.
The man before you is Arminaldi Charthagnion, a cleric of Nethys who intially did not agree with the way the Society’s practice of sealing away artifacts.
Both 322 and Zurnal sense that he's starting to ahave second thoughts and may need more persuasion as well as some means to move him to anotehr location away from the Wall of Names which seems to be pricking his conscience.

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My apologies, it wasn't immediately clear how many rolls I had to do.
Disable Device #1: 1d20 + 11 ⇒ (4) + 11 = 15
Disable Device #2: 1d20 + 11 ⇒ (10) + 11 = 21
Disable Device #3: 1d20 + 11 ⇒ (4) + 11 = 15
Disable Device #4: 1d20 + 11 ⇒ (2) + 11 = 13
Disable Device #5: 1d20 + 11 ⇒ (9) + 11 = 20
Stealth #1: 1d20 + 12 ⇒ (11) + 12 = 23
Stealth #2: 1d20 + 12 ⇒ (20) + 12 = 32
Stealth #3: 1d20 + 12 ⇒ (6) + 12 = 18
Stealth #4: 1d20 + 12 ⇒ (11) + 12 = 23
Stealth #5: 1d20 + 12 ⇒ (17) + 12 = 29
Stealth #6: 1d20 + 12 ⇒ (3) + 12 = 15

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Joliryn smiles at the man's reply.
Aye, you're the man I'm here to help, then. Tell, me, where should we discuss our business?
She smiles at the man, trying to make him feel at ease.
Diplomacy: 1d20 + 4 ⇒ (10) + 4 = 14
Sense Motive: 1d20 - 1 ⇒ (12) - 1 = 11

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As the Vengeful picks the first lock successfully without being caught, he discovers a new problem. The animals in the cage upon his approach takes affront and starts to make noises. Their actions seems likely to attract the attention of one of the many zookeepers but while faced with this, a clera voice cuts in.
“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.” says the creature which has the wings of a bird, the body of a lion, and the head of a ram with sad, wise eyes.
Arcana Check to identify this creature DC 20.
The vengeful swiftly figures out that the creature despite its words is attempting to make a deal with him. Would he hear the creature out.
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Joliryn attempts to make her contact feel more at ease but it seems that the man seems uncertain still while Zurnal's keen observation skills note that the man's eyes keep straying towards the wall of names and steeling himself as if for some inner battle. He also notes this particular cleric although not within the high ranks of the church shows that he isn't a lowly acoyte either.

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Vengeful listens carefully to the creature (especially if it has anything further to say), while hoping someone could tell him what it actually was.
I don't have that knowledge skill. I guess its pretty clear that splitting up isn't a great idea (otherwise this would be a knowledge check I could easily do solo), so maybe we are doing things wrong?

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Well it's true you wouldn't know what the creature is but.........
Having indicated his interest, The Vengeful taking avantage to assume the pose of an interested vistor beckons to the creature to continue.
"I see you attempting to break the locks. I would like to make a deal with you. It is simple and would be of great benefit to both of us. You see whenever you seek to break a lock, the creatures would notice and panic as I'm sure you noticed."
The vengeful knows this to be true as he noticed the animals in the cages get excited at anybody coming nearer to their cages. The creature pauses bfore it continues.
"I would propose that you set me free first and in return, I'd have the creatures behave for I have a unique ability to speak to them. I would of course be in your debt and would be willing to help in any further enterprise here before I make my due exit."

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Joliryn sighs.
Look, no one here but me knows what's going on. No one else will find out, and we're helping you out. Everything is fine.
She flashes her charming halfling smile as she speaks.

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@ Vengeful: Your previous checks would do. What happens is the The criosphinx, Parwaxis, is willing to help you create mayhem and he has the ability to speak with the animals and hence direct them.
@ Joliryn: Need a diplomacy check please or bluff
The man still looks to consider Joliryn's words but doesn't seem to be making any kind of decision soon.
Meanwhile on the Vengeful's side, he finds coming to an agreement with the creature easy since it playing into both sides. The creature snarls and bleats and astonishingly the animals within the cages keep silent only making enough fuss to draw the attention of the zoo keepers away from The Vengeful, making his work an easy one.
Meanwhile on the other fronts.....
Waiting for the others.

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True. Rataji would find nothing of interest in Baphory's Walk either and would deemed both a waste of time for him to linger. Which leaves him very free to flitter among places to check on his companions.

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Joliryn and/or Zurnzal could make the check to determine how to make use of cleric at Wall Of Names. Zurnal would need to off this cleric for him to make his mission a success.
The Vengeful is currently unlocking cages at the Menagerie and has come to a sort of agreement with a criosphinx to have maximum Mayhem.
322 is making her way towards Wall of Names.
Rataji is considering his options where to make himself useful here.
I haven't heard from The Professional yet, I may just bot thhat char in order to make this game go faster.
Our deadline is November 3rd, I think it a pity if we spend too much time on the first part.

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Joliryn flashes her halfling smile again as she speaks.
Diplomacy: 1d20 + 4 ⇒ (19) + 4 = 23

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Rataji notices almost nothing unusual about the Menagerie and it takes him some time before he spots his team member. Nothing seemed amiss though he does notice teh rather dangerous looking creatures.
At the wall of names, Joliryn's smile seems to have done the trick as Arminaldi pulls out the documents from the leather portfolio and hands them over.
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 and Marnarius also notice The Professional who winks once and then moves to join them once they gather.

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Human and I'm assuming 10-20 ft at most. If you're next to Joliryn.

AGamer70 Alt |

Zurnzal watches Joliryn as he looks over the papers. "Does that conclude your business with our associate here?" he asks, nodding towards the cleric.
Assuming he says yes ...
"Very well then," he says coldly. Then without warning, he rushes the cleric, his fist drawn back to unleash a mighty blow.
Attempt a knockout blow.
Initiative: 1d20 + 2 ⇒ (17) + 2 = 19
Attack: 1d20 + 13 ⇒ (17) + 13 = 30 Fort DC18 or fall unconscious
Damage: 1d8 + 6 ⇒ (5) + 6 = 11
Sneak attack damage: 1d6 ⇒ 2
Rds unconscious: 1d6 ⇒ 1

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Fort Save 1d20 + 4 ⇒ (8) + 4 = 12
HP 13/28
A swift blow crumples up the cleric as his eyes rolls up in their socket as The Ambitous strikes him in the temple with a heavy blow. Due to the fact that you have successfully lured him away from the Wall of Names means that your actions go largely unnoticed.
What will you do next?

AGamer70 Alt |

Is his round of unconsciousness this round, or do I get another action before he wakes up? (or I suppose I wouldn't even know how long he'll be out.)
Zurnzal quickly looks around to check if anyone has seen them as he leans down to finish off the cleric.
If still unconscious, will perform coup de grace. Minimum damage would be 7+7+1=15, which puts him at 0 hp.
He looks around again, then quietly calls to his associates. "Come give me a hand."
Perception: 1d20 + 11 ⇒ (8) + 11 = 19
He then carries the body into the woods near the wall and finds a place to dispose of the body, hiding it in bushes and covering it up as best as he can. He also takes anything the cleric has that might assist in impersonating him. Robes, holy symbol, belt pouch, any identification.

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The halfling looks on in surprise as the cleric get knocked out, but shrugs.
I was done with him. But why on golarion did you do that? He had already given me what I came for...
She seems more curious than mad, though.

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No one else seems to have noticed you perform the deed as The Ambitious swiftly strips and keeps everything he deems needed.
A swift check points out a rather deserted and thick clump of bushes.......
With that out of the way, Both The Artist and Ambitious are clear to do whatever they wish to do next. Perhaps meeting at the prearranged spot?

AGamer70 Alt |

Since we did 2 actions here, is that our 2 "turns"?
Zurnzal nods his head. "You are right. You got what you needed and then I got what I needed. Now we can pin our actions on him and he can't defend himself of the accusations. Unless there is something else someone needs, we should head over to Skyreach to await our signal."
If we have time, I'll use the items I retrieved from the cleric and my disguise kit to attempt to disguise myself as him.

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That is correct. You guys are done here. Yes you may have enough time to disguise yourself as the cleric. Moving everyone along.
Soon the time comes as ushers begin informing everyone in attendance to gather on the north lawn for a speech by the Master of Swords. This is your cue, for as everyone moves to that central location, it leaves the lower halls of Skyreach nearly abandoned. The party have no difficulty regrouping, sharing any discoveries, and slipping into the massive building.
Along the way, 322 notices an enormous statue, 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.
See Maps - 2nd Slide.
She also notices a lantern’s presence as a sudden weight and a chill that is undeterred by her clothing.

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It would be easy for you to climb up the statue. It'll take 3 rounds for it to attach but if someone spots you, you'll know that it'll be taken away.

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Assume that all of part 1 has being completed. You are all together and is passing by the statue.

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Joliryn keeps a grip on the handle of her kukri, ready for the plan to go south, and to have to fight her way out.

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322 will than take her time climbing the ginormous statue and placing the lantern in the perfect position.
can T10 if possible for 12, or do I have to roll?
climb if needed: 1d20 + 2 ⇒ (2) + 2 = 4
climb if needed: 1d20 + 2 ⇒ (11) + 2 = 13
climb if needed: 1d20 + 2 ⇒ (6) + 2 = 8
climb if needed: 1d20 + 2 ⇒ (6) + 2 = 8
climb if needed: 1d20 + 2 ⇒ (14) + 2 = 16
climb if needed: 1d20 + 2 ⇒ (5) + 2 = 7
climb if needed: 1d20 + 2 ⇒ (14) + 2 = 16
climb if needed: 1d20 + 2 ⇒ (4) + 2 = 6
climb if needed: 1d20 + 2 ⇒ (3) + 2 = 5

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Taking 10 is fine.
With Rataji's help, Nobody notices 322 climb up the statue and attach the device.
Some OOC info; if you animate the statue during your infiltration attempt you can cause a distraction which allows someone who failed a "infiltration" (= stealth of bluff check to re roll it with a +2 bonus. I'll take it you'll wait with animating the statue till you think it will cause the most distraction as it's most advantageous then
Even though most of the fortress’s personnel are enjoying the festivities, there are still some Pathfinders patrolling the halls and watching for trouble.
As you are walking around inside you can hear commotion outside, you can't be 100% sure but it sounds almost as if an elephant is rampaging around outside and the screeches of birds flying all over the grounds can be heard as well accompanied by the growling of some large predators and the running feet and screams of humanoids trying to either get away - or towards said predators
Each time you travel from location to location you need to try to go unnoticed with either a stealth of bluff check, individual choice on which one. Thanks to Jolyrins Intelligence gained from a certain now dead 'Cleric' you all get a +2 on stealth checks (not bluff) for this

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You would but Invisibility wouldn't last that long unfortunately.