Breaking and Entering
ACTIONOvercome DC 37 Acrobatics, DC 35 Athletics, DC 35 Nature, DC 35 Stealth, DC 35 Thievery
The PCs scale the walls, calm the guard dogs, hide from guards, and unlock gates.
If a PC successfully Breaks and Enters, they can attempt a DC 35 Perception to notice a set of keys carried by a guard or resting in a somewhat hard-to-reach area, allowing for that PC to take the Steal Keys Opportunity.
Pathfinder #149: Against the Scarlet TriadOGL