
The leader, Rataji |

Oh... I don't think you need to speak plainer the issue is if we can trust it or not...
"And... hypothetically speaking... could this king among beasts be trusted to keep his subjects in line until the proper time?" says Rataji unconvinced still...
Sense Motive check: 1d20 + 2 ⇒ (19) + 2 = 21

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"oh.... absolutely. " 1d20 ⇒ 8
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You think he means it.
-Posted with Wayfinder

Zurnzal, The Ambitious |

When the party returns together, Zurnzal heads over to Shohiraj. "I do not know your methods yet, but I have intel leading that there are traps leading to Aram Zey's office and perhaps other doors in Skyreach. We should expect magical wards and glyphs, and an illusion on one of the bookshelves. I trust that you are prepared for these measures."

Dungeon Master S |

Yes, you think he's trustworthy. He clearly doesn't enjoy being a display piece... The sphinx delivers by speaking to the nearby animals via magic. They all seem to calm down and stay away from the doors. "When I tell them, they will give you all the chaos your little hearts desire. Still, I can't open the locks. Seems like you've got some work to do."
Even with keys there are still other zookeepers around. It'll take a stealth check to do this on the DL.

Joliryn, The Artist |

As Marnarious works on unlocking the cages Joliryn shakes her head.
"What Zurnzal means to say is that Aram Zey's office is heavily protected with magic, so much so that my contact does not even know how many spells are on the door. The illusion spell Zurnzal mentioned is a scroll, we should only have to deal with it if we give Aram Zey cause to fight, which I would not suggest given his magical abilities, I can detail his comost tactics later if need be."
She pauses for breath and to see how close the slayer is to finishing.
"I also have detailed information on the tunnels below Skyreach that may help us avoid patrols. The warning about traps may very well be true, as I'm sure the Master of Scrolls is not the only one assisting in the defense of this place. "

Dungeon Master S |

Your stealth roll gets you through one cage, but I still need more (make 2 more.)
Once this is done, I'll make a large scale update.

The leader, Rataji |

Rataji, now convinced the sphinx can be trusted to sate its thirst for revenge against the pathfinders, nods his assent:"Very well then. Let us, in a show of good faith, proceed to open your cages. We trust you to uphold your part of the bargain and get revenge on these thieves and cut-throats only at the most opportune of time..."

Dungeon Master S |

Marnarius, with the assistance of the sphinx, manages to open enough cages that he's confident in his plan to sew chaos. True to his word, the sphinx seems to be keeping the animals calm...for now.
Is there anyone who still wants to achieve any goals in particular before trying to get inside? Once everyone checks in, I'll advance to either other grounds goals or to Skyreach.

Dungeon Master S |

Zurnzal, I don't remember if you made a disguise check yet. If so, can you remind me with the post? If not, make one now.
As you all reconvene, trumpets sound to start the show. “Pathfinders, please get settled. All campus-wide events are closing. All venture-captains and field agents are invited to gather on the north lawn for refreshments and the keynote address in several minutes.”
Here you stand, surrounded by many hundreds of your most hated foe. The self-righteous Pathfinder Society. They sleep comfortably at night labeling themselves heroes, though they murder your kin routinely as a matter of course. They live in ignorance of their nature.
Here you stand in the heart of their organization. It's not just the riffraff. Their leaders and shiny examples of hypocrisy stand here.
Here you stand, with your plan in action. You know that failure is tantamount to death. Once the Society realizes what you've done, they will not take you prisoner. They will execute you.
One of the Pathfinder scum takes the stage. They call him the "Master of Swords." You are not impressed. He begins, “As most of you know, one our greatest triumphs of the decade has been the location and exploration of the lost sky citadel, Jormurdun. Those of you who joined the Jormurdun expedition may recall the unusual artifact that we discovered on that mission: the Sky Key. The key gave us a momentary glimpse of the past—an unparalleled opportunity to meet and interact with a lost civilization. Unfortunately, the key was not whole. So, for the past year, teams have scoured Golarion in search of its missing components. I’m pleased to announce today, the Sky Key is whole! Soon we will again bridge the divide to ages past and…”
Your time is now.
The sphinx makes good on his word. Animals crash and squeal leaving their cages. A statue of Durvin Guest comes to life. Pathfinders begin to scream. Other Aspis agents begin sewing their own chaos. you didn't even know there were here!
In a moment, your door opens. You can dash into Skyreach now.
you feel a dense cold in your pouch. You reach down to feel that an agent has delivered a lantern. Use this. Make it count.

Zurnzal, The Ambitious |

Huh, can't believe I forgot about that; was more worried about the execution at the time.
Disguise: 1d20 + 11 + 2 - 2 ⇒ (17) + 11 + 2 - 2 = 28
With help from Joliryn, Zurnzal adds the finishing touches, walking as the Nethysite Pathfinder.
"Let's go. We have a job to do."

Dungeon Master S |

Getting in through the doors is one thing, getting what you want is another. You can navigate as a singular group (everyone must use the same type of check) or as a slightly separated group. If you go slightly separated you can go stealthy or in disguise. If something goes wrong though, one group would be about a round away...

Dungeon Master S |


Dungeon Master S |

No new map yet. I'm waiting to see if the group all agrees to use stealth or disguise. That determines the next map...

Dungeon Master S |

In the midst of the chaos, you slide inside the fabled Skyreach. The tower is by no means empty. You use the maze of hallways, rooms, and stairwells to try to hide your presence. Thanks to the intel you received, it's a little easier All these rolls have +2 added after the fact.
322: 1d20 + 10 ⇒ (9) + 10 = 19
Joliryn: 1d20 + 8 ⇒ (6) + 8 = 14
Marnarius: 1d20 + 12 ⇒ (4) + 12 = 16
Rataji: 1d20 + 1 ⇒ (16) + 1 = 17
Shohiraj: 1d20 + 15 ⇒ (3) + 15 = 18
Zurnzal: 1d20 + 12 ⇒ (3) + 12 = 15
It is ONLY by virtue of the intel that you avoid a patrol on your way to the basements. The basements descend into subbasements beneath Skyreach, in turn spiraling out like hollow roots to cryptic galleries hidden where few Pathfinders tread. There the Society stores countless artifacts, magic items, priceless works of art, and unique texts—especially those they want to keep safe and out of YOUR hands. You eventually make your way to the famed Antarnicus Wing where a massive and locked door impedes your progress...
Map is updated.

Marnarious |
Frantically searching each vault they come to Marnarious becomes very focused and intent. "My weapon! Its here somewhere, and I MUST have it back!" he keeps muttering to himself.
As they approach the door, he checks it quickly for traps. Taking ten for 21 Once he is finished, he steps back. "One of you magic types should look for magic traps as well. It would not do to call down the Pathfinders upon us after getting this far!"

Dungeon Master S |

Marnarius doesn't find any traps in his search.
You haven't been in any interesting rooms yet, but a door like this certainly hides interesting things...

Dungeon Master S |

Standing rule at my tables. Whenever a chest or door is opened, even one that isn't trapped, is that everyone's mini is in their actual position.

Dungeon Master S |

Nope, should be fixed. Sorry about that.

Dungeon Master S |

The key works like a charm. Unfortunately the key only disarms ONE trap. Shohiraj immediately recoils in seeing a traps she didn't notice. A rune glows and a mystical vapor surrounds her for a moment.
Will DC 17.
Regardless, afterwards she feels fine (a Spellcraft DC 20 identifies the spell.)
She opens the door gently. Rows of low shelves laden with scrolls, books, and the odd relic line this well-lit hall. At its far end stands a small fountain that emits a small amount of steam—enough to keep this dry room’s humidity constant. Six decorative columns, each one densely carved with animal imagery and fanciful whorls, stand along the walls, and a pair of lounging lizard statues rest on a dais at the north end of the room.
Map is up

Joliryn, The Artist |

Spellcraft: 1d20 + 10 ⇒ (7) + 10 = 17
"No, no it can't. Unfortunately I don't recognize the spell, so I have no idea what to expect here. Anyone else?"
Joliryn looks at the other casters of the party.

Dungeon Master S |

The professional SEEMS fine....
Now what?