
| Dungeon Master S | 
 
	
 
                
                
              
            
            322: You don't see any out here (You're currently at the statue of Guest, correct?)

| Zurnzal, The Ambitious | 
 
	
 
                
                
              
            
            Zurnzal waits, studying the target as well as the situation. With Joliryn aware of his presence, he simply looks for either an opening or a sign that he should intervene.

| Marnarious | 
Do I see or hear anything interesting from the people around me as I move about, before causing calamity? BTW, before setting out, I would have used one of my two doses of deathblade poison on my sword.
Moving through the menagerie, Marnarious casually picks a few of the more robust and vicious looking specimens to release. He casually walks up to the cages and uses his body to block sight of him unlatching the cages. As pandemonium ensues, he is able to quickly release more beasts while hiding in the press of the crowd. Mission accomplished, he grabs hold of Rataji and moves to hide near the doors of Skyreach, waiting for the guards to rush out so they may enter, posing as part of the panic stricken mob.
Stealth: 1d20 + 12 ⇒ (11) + 12 = 23

| Dungeon Master S | 
 
	
 
                
                
              
            
            Marnarius, the cages are definitely locked. There is someone walking around with a key ring, but it's going to be tough to get your hands on it. You could try to simply pick the locks yourself though. (Keep the stealth roll for now.)

| The leader, Rataji | 
 
	
 
                
                
              
            
            "Ah, my good friend, there you are!" exclaims Rataji as he notices Marnarious.
The Aspis' silver agent approaches is colleague with a swift pace and places himself in front of him:"My friend... let me say I commend your initiative, as I can see you have found and ingenious and spectacular way to provide entertainment to our pathfinder friends! Yet I must reccomend caution. After all a surprise is that much better if delievered at the opportune time! So I'd suggest we study this place a little more before doing anything rash..." Rataji smile widens as he speaks, but his eyes never leave Marnarious' betraying no amusement at all.
After having finished speaking Rataji walks near his team mate and urges him to follow:"In the meanwhile we could put our resources togheter. It dawned on me we don't have much in terms of first aid and healing abilities and I suggest we invest some of our funds into some sort of magical healing device... what do you think, my friend, don't you think that's a good idea too?"

| The leader, Rataji | 
 
	
 
                
                
              
            
            I've got 210 gp, if everyone contributes we could get a wand of CLW for 125 gp each. And I think everyone could profit from a potion of invisibility, stealth is all well and good, but being invisible helps... a lot! XD

| Joliryn, The Artist | 
 
	
 
                
                
              
            
            322 has a wand of Cure Moderate with 10 charges, and healing spells, and each character starts with at least a potion of Cure Moderate, some of us have pots of Cure Serious. Is pooling for a second wand that much of a priority? Also, would it not potentially waste the small window we have to achieve our individual objective to reconvene the whole group and find a merchant? All but 2 of us also havee access to invisibility, either via spells or potions, The Slayer and 322 are the only ones without them, and even then, 322 has significant concealment and stealth bonuses.

| Dungeon Master S | 
 
	
 
                
                
              
            
            Nothing new on the knowledge roll, and no, you guys are free to start executing.
While it might be less realistic, in a PbP we could spend a week over analyzing the timing mechanism for distractions.  You guys should feel free to execute your missions.
Rataji, can you make a bluff roll to aid in your distraction (if I'm reading you correctly.)

|  The Experiment 322 | 
 
	
 
                
                
              
            
            322 starts examining the statue of Guest more carefully, and slips a glassy, hexagonal pad from her pack and attaches it to the statue.
"How lifelike this statue looks," she comments to no one.

| Dungeon Master S | 
 
	
 
                
                
              
            
            322: Unfortunately, the statue is atop a sizeable plinth. You're confident that you can sneak up there, but you'll need to do a little climbing. There are a few people standing on the plinth listening to the stories. If the story telling keeps up, it'll be a good distraction.
Joliryn: Your attempt at intimidation seems to be the kick he needs. He's about to give it up, but when he looks at the wall the names of the dead his treason gets to him... He tries to speak up, but he can't muster a strong voice.

| Joliryn, The Artist | 
 
	
 
                
                
              
            
            Joliryn reigns in her aggravation and takes a deep breath before speaking, but keeps her tone icy to remind him the threat still stands.
Intimidate: 1d20 + 14 ⇒ (12) + 14 = 26
"You've been providing us with secrets for a while now. We already have a number of reports you wrote that would implicate you in anything that happens today. Think of how many relics we've helped you liberate and decide if right now is really the best time to be changing your mind."
If he still refuses Joliryn will signal Zurnzal to advance in a final attempt to get her information before letting the half-orc do what he needs to.

| Dungeon Master S | 
 
	
 
                
                
              
            
            You can roll again, or you can distract him from the wall... or both.

| The leader, Rataji | 
 
	
 
                
                
              
            
            Very well then. Let's keep the money.
"On second thought... See the man there? Let's get him some place where he can be persuaded to to discuss these cages' security..." says Rataji suddenly changing his mind for no apparent reason.
So Rataji moves towards the man with the keys waving his hands in a friendly way:"Over here! Sorry ser, but we think..." - Rataji points at Marnarious - [b+"We think there's something wrong with the cages! Could you please come with us and check? It could be really important!"[/b]
Bluff check: 1d20 + 15 ⇒ (7) + 15 = 22
I hope there's a nice secluded spot where we can deal with this one with impunity...

| Dungeon Master S | 
 
	
 
                
                
              
            
            Your forceful demeanor is enough. You've pushed the heartbroken Pathfinder over the edge, and he gives you what you're looking for: HERE. Zurnzal, he's all yours now.
SM: 1d20 + 4 ⇒ (8) + 4 = 12 You both manage to scare the daylights out of the manager. If the menagerie were to get messed up, it'd be his head... Now what?
322 is pretty sure no one saw her place the device.... pretty sure.
HOUR 1
322:
1. Locates a statue
2. Places the device.
3.
Joliryn:
1. Locates the sage by the Wall of Names
2. Convinces the contact to hand over the goods.
3.
Marnarius:
Moves to the Managerie
2. Works a scam to get the keys...
3.
Rataji:
Tour of the area.
2. Works a scam to get the keys...
3.
Shohiraj:
1. Locates Janira by the Statue of Durvin Guest
2. Lifts the keys right out of the gate.
3.
Zurnzal:
1. Locates a potential mark in Joliryn's contact.
2.
3.

| Dungeon Master S | 
 
	
 
                
                
              
            
            There is one close by actually, on the other side of the wall of names, there's little in the way of crowd and plenty of trees to cover whatever it is you're about to do.

| Zurnzal, The Ambitious | 
 
	
 
                
                
              
            
            Zurnzal nods at Joliryn, motioning with his head to get the man on the other side of the wall for more privacy. He then skulks around, following if she gets him to do so.
Bluff to pass message: 1d20 - 2 ⇒ (19) - 2 = 17
Stealth: 1d20 + 12 ⇒ (17) + 12 = 29

| Dungeon Master S | 
 
	
 
                
                
              
            
            Joliryn is free to try to talk him into it.

| Joliryn, The Artist | 
 
	
 
                
                
              
            
            Joliryn registers Zurnzals signal and maintains her conversation with the sage as she secures his report and stores it in a safe place on her person.
"In return for you information, we promise to protect you from any ill effects once we leave the Wall of Names. So as to avoid any more eyes seeing us talk, we're moving somewhere more private. I'm not going to get this far just to risk someone overhearing what I'm about to tell you."
Joliryn points towards a more secure location.
Intimidate: 1d20 + 14 ⇒ (2) + 14 = 16

| Dungeon Master S | 
 
	
 
                
                
              
            
            Since you've broken him already, it's easy enough. His head hangs low, and he never even sees Zurnzal. Now, how you handle it is up to you...

| Zurnzal, The Ambitious | 
 
	
 
                
                
              
            
            Zurnzal sneaks up to the Pathfinder, then uses his hand in a spear form and jabs it right below the occipital bone of the skull, trying to break his spinal cord in a single blow.
Sneak Death Attack: 1d20 + 13 - 2 ⇒ (11) + 13 - 2 = 22
Damage on hit: 1d8 + 6 + 1d6 + 4 + 2 ⇒ (4) + 6 + (5) + 4 + 2 = 21
If the attack hits, DC 13 Fort save or instant death.

| Marnarious | 
Marnarious follows Rataji and the keeper around behind a pen, talking excitedly about a deformity in the fence and how easy it would be for the creatures to escape. As soon as they have some privacy and are able to accost the man without witnesses and interference, Marnarious will step up behind him and stab at him with his sword
vs. FF, + flanking, sneak attack, and assuming the person is human.. If not human, -2/-2
Attack: 1d20 + 13 + 2 + 4 ⇒ (3) + 13 + 2 + 4 = 22
Damage: 1d8 + 6 + 4 + 2d6 ⇒ (2) + 6 + 4 + (2, 5) = 19
Attack: 1d20 + 8 + 2 + 4 ⇒ (4) + 8 + 2 + 4 = 18
Damage: 1d8 + 6 + 4 + 2d6 ⇒ (5) + 6 + 4 + (1, 3) = 19
If hit, 2 consecutive DC 20 Fort saves or Con Dmg: 1d3 ⇒ 3 for 6 rnds

| Dungeon Master S | 
 
	
 
                
                
              
            
            Joliryn lures the sad man to a more secluded area. She looks up at his face and it turns ashen. His expression changes to one of confusion and anguish. Then, the body drops as Zurnzal takes his place. Murder is done. Not fort needed
With shocking ease and skill Marnarius shanks one of the zookeepers. His keys are yours for the taking, but you look nothing like a zookeeper...
322 is pretty sure no one saw her place the device.... pretty sure.
At this point everyone has completed at least one piece of your first hour. Many of you are done. If you're not, keep going, if you are, feel free to move on.
HOUR 1
322:
1. Locates a statue
2. Places the device.
3.
Joliryn:
1. Locates the sage by the Wall of Names
2. Convinces the contact to hand over the goods.
3.
Marnarius:
Moves to the Menagerie
2. Works a scam to get the keys...
3.
Rataji:
Tour of the area.
2. Works a scam to get the keys...
3.
Shohiraj:
1. Locates Janira by the Statue of Durvin Guest
2. Lifts the keys right out of the gate.
3.
Zurnzal:
1. Locates a potential mark in Joliryn's contact.
2. THIS
3.

| Zurnzal, The Ambitious | 
 
	
 
                
                
              
            
            The kill made, Zurnzal casually disrobes the now dead man, donning his clothes and trying to make it fit right. He then hides the body in some brush. "What was his name?", he asks without blinking an eye.
-Posted with Wayfinder

| Joliryn, The Artist | 
 
	
 
                
                
              
            
            The halfling shakes her head while pinching the skin between her eyes.
"Wish I'd realized you were going to kill him. Oh well, he probably wouldn't have been useful much longer." As Zurnzal gets into the man's cloths Joliryn tells him that his name was Arminaldi Charthagnion and she sums up the information he provided her, particularly the bits about Aram Zey and avoiding his office and how closely the two had worked together.
"Alright, hurry up, we need to get moving, what's next?"

| Zurnzal, The Ambitious | 
 
	
 
                
                
              
            
            "More efficient to plug the leak now; can't risk him escaping and it'll make sure he doesn't rat you out, too.", the half-orc answers. "So did I have anything interesting in those notes?", Zurnzal chuckles.
"Very well, I'll follow your lead again until the next phase of our mission begins."
-Posted with Wayfinder

| Zurnzal, The Ambitious | 
 
	
 
                
                
              
            
            Assuming I can look at Joliryn's link
"Hmm... traps on the door. We'll have to see if our 'securities' expert is up to snuff.", Zurnzal handing the notes back after doing his study.
-Posted with Wayfinder

| Dungeon Master S | 
 
	
 
                
                
              
            
            All but Marnarius have achieved their goals already (due to some sweet dice rolling and good ideas.) Let's wrap Marnarius up, then everyone can take some actions (if desired) in hour 2. If everyone accomplishes their goals in the first hour we can advance from there.

| The leader, Rataji | 
 
	
 
                
                
              
            
            Rataji gives Marnarious a reproachful look:"Temper, temper... we could have done this in a much less gory way my friend. Now we'll have to sort out how to get rid of the body, which is a nuisance" so saying the wizard kneels near the dead zookeeper and retrieves his keys.
"Fortunately" he adds pointing at the caged beasts "our captive audience seems to be a bit hungry... but first we may want to make this unfortunate worker a bit more confortable, after all he has no use for those clothes anymore" and as he finishes speaking his face is lit by a warm and caring smile...
I trust we can dispose of the body and get the clothes. Rataji has great bluff but no disguise though

| The leader, Rataji | 
 
	
 
                
                
              
            
            Yes but if we do that in the open we risk getting stopped (and/or attacked by the creatures). Maybe we could ask someone of the grouo with good disguise rating?
Rataji nods:"That's a fine sentiment. But what do we do if these creatures get out of their cages while we are nearby? I'm willing to feed them, not to get fed to them..."

| Dungeon Master S | 
 
	
 
                
                
              
            
            A voice calls to you and seemingly only the 2 of you, Cometh hither..." When you turn to look, an androsphynx in a nearby cage winks at you...

| Marnarious | 
Startled by the interruption of the conversation, Marnarious turns quickly, trying to identify the source of the voice. Finaly seeing the animal wink at him, he cautiously approaches the cage. Yes...??? Marnarious is worried by the strange talking animal, but does his best to hide it behind nonchalance.
Bluff: 1d20 + 8 ⇒ (18) + 8 = 26
Perception: 1d20 + 11 ⇒ (5) + 11 = 16
Sense Motive: 1d20 + 11 ⇒ (10) + 11 = 21
Knowledge Nature (Untrained): 1d20 ⇒ 6

| Joliryn, The Artist | 
 
	
 
                
                
              
            
            Joliryn turns to Zurnzal.
"Seems we both got what we needed. Mostly anyway. You got a plan on what to do as the sage? Let's go find the others and make sure no one blew our cover. "

| The leader, Rataji | 
 
	
 
                
                
              
            
            Rataji smiles at the androsphynx and moves a bit closer to the creature's cage:"Oh, hello there! I was under the assumption these pathfinder did not imprison sentient beings! Truly the scounderels know no shame! So... what can we do for you, our newest friend?"
Diplomacy check: 1d20 + 12 ⇒ (4) + 12 = 16

| Dungeon Master S | 
 
	
 
                
                
              
            
            The Sphynx replies, "“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 from the Menagerie team

| The leader, Rataji | 
 
	
 
                
                
              
            
            Sense Motive check: 1d20 + 2 ⇒ (2) + 2 = 4
"I can't tell if this beast can be trusted to try to eat us alive if we release it or not..."
"I gather you want us to let you go free... yet I'm unsure about your intentions... being caged is a terrible thing and it can turn the friendliest of creatures into a vicious assassin..." Rataji answers trying to keep his options open...

| Dungeon Master S | 
 
	
 
                
                
              
            
            "Indeed, especially if the caged is a leader amongst lesser animals. A pity this is my fate. Were I free I could keep the animals calm, until it is time to make sure they are anything BUT calm..."
Sense Motive DC 20 for me to speak plainly.

| Zurnzal, The Ambitious | 
 
	
 
                
                
              
            
            "With our leader's permission, I believe I should take the lead while in Skyreach. Let our poor contact take the heat for our actions. The confusion will buy us some time as we leave this place."
 
	
 
     
     
    