
CariMac |

Wand CLW: 1d8 + 1 ⇒ (3) + 1 = 4
Wand CLW: 1d8 + 1 ⇒ (6) + 1 = 7

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With the narrow corridor and his enlarged companion, Varuna decides it best to stay towards the rear and out of the way of the more martial party members. He pulls out his small bow and fires a shot.
Attack: 1d20 + 7 + 1 ⇒ (9) + 7 + 1 = 171d4 ⇒ 1

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Thoril will charge the big lizard thing. Raging, power atk
atk: 1d20 + 10 ⇒ (14) + 10 = 24
dmg: 3d6 + 14 ⇒ (5, 1, 5) + 14 = 25
-Posted with Wayfinder

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Both Thoril ad Vruna attack the approaching dinobeast, Thoril rushing in and hitting it really, really damn hard with his ridiculously large axe and Vruna by hurling a sling bullet at it. The dinosaur wasn't expecting such resistance, and looks like it's very close to keeling over. One of the Lizardfolk from behind moves closer as well, drawing one of it's javelins as it does, and flings it towards Valeros, aiming for the largest target it can. The javelin flies true, catching the warrior in the shoulder.
Random: 1d5 ⇒ 3 <Valeros>
vs Valros (FFAC 15): 1d20 + 1 ⇒ (19) + 1 = 20 <HIT>
Damage: 1d6 + 1 ⇒ (6) + 1 = 7
ROUND 1
Dinosaur (-26)
Thoril ()
Vruna ()
Lizardfolk 2 ()
Zadim ()
Valros (-7)
Kyra ()
Lizardfolk ()

CariMac |

Kyra moves forward 20 feet. As she moves forward she pulls out her sling, and attacks the dinobeast.
Sling: 1d20 + 3 + 1 ⇒ (10) + 3 + 1 = 14
Damage: 1d4 + 2 ⇒ (2) + 2 = 4

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A strong surge of Pathfinders have overtaken the Zoological Gardens. In doing so, they have found their way to the Slave Pens!
The Zoological Gardens are now claimed, the Slave Pens are now discovered. This is reflected in the updated map.

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Zadim runs to dinosaur taking out another kukri and slashes it with sacred hated.
mwk kukri: 1d20 + 12 ⇒ (6) + 12 = 18
dmg: 1d4 + 5 ⇒ (3) + 5 = 8

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Zadim springs forward, slashing the oversized iguana-shark with a little kukri, but manages to hit a major vein, sending a spray of arterial blood along the wall, which sends some of the locked creatures in the pens on the side into a frenzy. Valros moves forward and finishes it off, severing it's head from it's body, and just as it falls, Kyra sends a bullet flying right over it's shoulder, catching the still emotionless Lizardfolk in the face.
It doesn't take long for you to put an end to their threat once the dinosaur falls, and you have a little time for a short rest, but also to begin to study the area and take notes.
The group can attempt one skill check using one of the following skills: Craft (painting), Handle Animal, Heal, Knowledge (nature), Profession (clerk, farmer, scribe, shepherd, or stable master), or Survival. That is to say, each character can make a single check. It is possible to Aid Another here, but if that's what you want to do, you need to make a roll that is an Aid Another attempt. It's not the highest roll plus Aid Anothers, but rather one character making the check, and everyone else making a roll to Aid Another. A character making the actual roll can Take 10, but not Take 20, and you can not Take 10 to Aid Another.
As you take a few minutes to try to study the different creature's anatomies, and also to start taking some notes on the area, environment, and architecture, you see a strong surge of magic involving the two timelines and realities begin to fluctuate. What was once a large stone wall crumbles away, as if having been battered through, and a new path is opened.
A strong surge of Pathfinders have overtaken the Zoological Gardens. In doing so, they have found their way to the Slave Pens! <Note, you are not finished here yet, but have the option to move on if you like.>

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Kn Nature: 1d20 + 7 + 1d6 ⇒ (15) + 7 + (5) = 27
"Hmmmph, old creatures. Not seen often." He pulls out his journal and jots down some more notes about their finds.
I'm fine wither way, but I don't want to fall behind and miss out on stuff. This really is moving fast, but our posting rates have been a bit slow.

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That's enough to earn you a Victory Point!
For the special, we are under a hard time limit. Unlike with other games, once certain events happen, they just happen right in the middle of what any group is doing, and there will be some times where it will cut you off right there.
Exploring the area further, you stumble upon an odd area. Clouds of steam rise from this balmy chamber’s countless pools. Small, rocky islands abound, separated by cloudy, mineral-laden waters. Each island supports a stone plinth carved with minute glyphs and elaborate pictograms. Sliding across the floors and floating in the pools, thousands of snakes of various species and sizes slither throughout the chamber and bask in its tropical heat. The plinths are scattered throughout the large cave, whose floor is covered almost entirely by shallow, opaque pools swimming with venomous snakes, though you can make out some sort of writing etched into the stone plinths, but you can't make it out without close examination.
The temples priests raise sacred cobras, mambas, and vipers here in natural, mineral-laden hot springs. They etch stone plinths with sacred writings among the hundreds of venomous pets, detailing many secrets of serpentfolk animal husbandry as well as their own version of the Green Faith, a sort of cold-blooded and detached animism.
Each of the 5 plinth stands upon a small island separated from its neighbors by water. For simplicity, lets assume you can get from one plinth to another with a single turn and Acrobatics/Handle Animal/ Stealth/Wild Empathy check. The mineral content of the springs soothes the snakes within, keeping them relatively docile, but they can startle and bite nonetheless. A PC can leap from one island to another with a Hard Acrobatics check <DC 20+>. A PC can instead move through the water slowly with an Average Handle Animal, Stealth, or wild empathy check <DC 17>. If a PC fails one of these checks, snakes bite him. A PC capable of walking on or flying over the water is not at risk of these bites. Once adjacent to one of the plinths, it takes at least one round <check> to make out and record the details contained on them. Each character can only make one check per pillar. At each pillar, you can attempt one of the following. Appraise, Knowledge (history, nature, or religion), Linguistics, or Perception checks with a DC of 17. If you can read Draconic, the DC drops to 14.
So, for simplicity, can I get everyone to post the following for each Plinth each individual character wants to attempt:
1.)
*Acrobatics roll (or other method of moving, like Invisibility or Flight)
*Fortitude Save (vs Poison)
* and a Appraise, Knowledge (history, nature, or religion), Linguistics, or Perception check (Speak Draconic yes/no, Comprehend Languages or other)
2.)
*Acrobatics roll
*Fortitude Save (vs Poison)
* and a Appraise, Knowledge (history, nature, or religion), Linguistics, or Perception check
3.)
*Acrobatics roll
*Fortitude Save (vs Poison)
* and a Appraise, Knowledge (history, nature, or religion), Linguistics, or Perception check
4.)
*Acrobatics roll
*Fortitude Save (vs Poison)
* and a Appraise, Knowledge (history, nature, or religion), Linguistics, or Perception check
5.)
*Acrobatics roll
*Fortitude Save (vs Poison)
* and a Appraise, Knowledge (history, nature, or religion), Linguistics, or Perception check
6.) Acrobatics or other roll to get back out safely
Keep in mind you do not have to attempt any or all of them. And Thoril, you notice that the snakes don't seem to react towards you at all, almost as if accepting you as part of their pit.

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Stealth: 1d20 + 9 ⇒ (3) + 9 = 12
Fortitude Save: 1d20 + 6 ⇒ (1) + 6 = 7
Knowledge(religion): 1d20 + 6 ⇒ (12) + 6 = 18
Stealth: 1d20 + 9 ⇒ (16) + 9 = 25
Fortitude Save: 1d20 + 6 ⇒ (16) + 6 = 22
Knowledge(religion): 1d20 + 6 ⇒ (1) + 6 = 7
Stealth: 1d20 + 9 ⇒ (11) + 9 = 20
Fortitude Save: 1d20 + 6 ⇒ (2) + 6 = 8
Knowledge(religion): 1d20 + 6 ⇒ (1) + 6 = 7
Stealth: 1d20 + 9 ⇒ (5) + 9 = 14
Fortitude Save: 1d20 + 6 ⇒ (12) + 6 = 18
Knowledge(religion): 1d20 + 6 ⇒ (3) + 6 = 9
Stealth: 1d20 + 9 ⇒ (15) + 9 = 24
Fortitude Save: 1d20 + 6 ⇒ (3) + 6 = 9
Knowledge(religion): 1d20 + 6 ⇒ (19) + 6 = 25
Stealth: 1d20 + 9 ⇒ (15) + 9 = 24

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Before attempting to reach all the plinths, Varuna pulls out a small alchemy set and sets it down. He quickly mixes a few vials, and a dash of powder together and then chugs it down. Varuna also cracks open a small ampule and drinks that as well.Taking 1 min to prepare an extract of Heightened Awareness. Also using antitoxin for +5 vs poison.
He cautiously enters the water and goes slowly as to not bother the writhing snakes. If possible, will take 10 on stealth for a 24, otherwise use the rolls.
#1
Stealth: 1d20 + 14 ⇒ (13) + 14 = 27
Fort: 1d20 + 8 ⇒ (16) + 8 = 24
Kn Nature: 1d20 + 9 + 1d6 ⇒ (12) + 9 + (1) = 22 Passed stealth and knowledge
#2
Stealth: 1d20 + 14 ⇒ (18) + 14 = 32
Fort: 1d20 + 8 ⇒ (3) + 8 = 11
Kn Nature: 1d20 + 9 + 1d6 ⇒ (4) + 9 + (5) = 18 Passed stealth and knowledge
#3
Stealth: 1d20 + 14 ⇒ (11) + 14 = 25
Fort: 1d20 + 8 ⇒ (11) + 8 = 19
Kn Nature: 1d20 + 9 + 1d6 ⇒ (12) + 9 + (3) = 24 Passed stealth and knowledge
#4
Stealth: 1d20 + 14 ⇒ (1) + 14 = 15
Fort: 1d20 + 8 ⇒ (6) + 8 = 14
Kn Nature: 1d20 + 9 + 1d6 ⇒ (1) + 9 + (3) = 13 Failed both
#5
Stealth: 1d20 + 14 ⇒ (2) + 14 = 16
Fort: 1d20 + 8 ⇒ (11) + 8 = 19
Kn Nature: 1d20 + 9 + 1d6 ⇒ (16) + 9 + (1) = 26 Failed stealth, passed knowledge
Stealth: 1d20 + 14 ⇒ (11) + 14 = 25

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So from what i understand all i need is 5 perception checks
perception1: 1d20 + 5 ⇒ (12) + 5 = 17
perception2: 1d20 + 5 ⇒ (14) + 5 = 19
perception3: 1d20 + 5 ⇒ (7) + 5 = 12
perception4: 1d20 + 5 ⇒ (1) + 5 = 6
perception5: 1d20 + 5 ⇒ (1) + 5 = 6
Thoril just moves through the water, the snakes not really paying attention

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Ok, Varuna rocked it.
Zadim however, is not so lucky, being bitten twice by deadly snakes as he attempts to make his way across. The first time is the worst, where they just seem to dig in deep.
Zadim takes 1 Con damage
Fort 1: 1d20 + 6 ⇒ (3) + 6 = 9 <Zadim takes 2 Con Damage, -1 Fort, -4 HP>
Fort 2: 1d20 + 5 ⇒ (12) + 5 = 17 <Zadim overcomes the poison's deadly wrath.>

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Due to Veruna's genius at deciphering and understanding the secrets locked within the Draconic writtings, not only do you learn enough to provide the Society with new insights into serpentfolk society and biology, but also discover the ritual importance of the hot springs. By
performing a short rite, you can transform a vial of the water into a potion of cure moderate wounds. The potion retains its potency for 30 minutes, and a PC can benefit from the water’s healing properties only once during this adventure.
This concludes the Zoological Gardens area. However, you can now travel to the Slave Pens, as the way back to the Temple District has been cut off.
Time to travel there: 1d6 + 4 ⇒ (4) + 4 = 8
Need to know what all buffs you still have up after this time.
Beyond the zoological gardens are the serpentfolk slave pens, mostly occupied by sickly, depressed human captives. Recently captured Azlanti prisoners, however, have begun stirring up trouble, and a slave revolt is just beginning as the Pathfinders arrive. Claustrophobic cells line the walls here, many crowded with three or four miserable-looking humans. The halls converge on a hewn-stone chamber lit with braziers and choked with herb-scented smoke.
More to follow later.

CariMac |

Great job guys. I doubt Kyra could have pulled off any of those checks.

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As you approach, you see a pair of reptilian creatures up ahead. These creatures handle the disgusting work of cleaning, tending, and especially disciplining the captives while other, more powerful creatures magically break the wills.
The entire area reeks of a foul stench, and you think that if get much closer, it will grow significantly worse.
Map updated. You have an opportunity to attempt to sneak up on them if you want to. There is a really good chance that they will notice attempts to cast spells, though, or anything else that causes too much noise.

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If that is 8 min, then Varuna still has Heightened Awareness for another 10 min or so.
Always interested in alchemical tinkering, Varuna will perform the ritual at the spring. He will take several vials so he can experiment with it later. I understand that he really only gets 1 potion.
Kn Local: 1d20 + 9 + 1d6 ⇒ (6) + 9 + (6) = 21
"Hmmph, troglodytes, dirty creatures. Stench can make you sick. These ones experienced, battle hardened." As wayangs are known to, Varuna will blend into the shadows to sneak up on them, looking like nothing more than a shadow himself.
Stealth: 1d20 + 14 ⇒ (12) + 14 = 26

CariMac |

Guidance has both a verbal, and somatic component. I'm afraid I'll call them down on us if I to cast.
Kyra knows she isn't stealthy. She'll move back down the hall for a few feet, and cast guidance on whomever wishes it. "This won't help me much. I'll go down the hall last."

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Because of the time constraints for this, it would be appreciated if everyone could post if they want to attempt it or not (not just here, but in general), just so we all know who is up to date and ready to go.
Perception 1: 1d20 ⇒ 18 <detected>
Perception 2: 1d20 ⇒ 13 <detected>
Even over some of the ambient noise going on around them, both of the reptile creatures spot both Varuna and Valros creeping forward, and his a warning to the other just in case. They do not cry out loudly in their bestial tongue, so you are pretty certain that they are alone here in the immediate area.
Kyra: 1d20 ⇒ 7
Thoril: 1d20 + 2 ⇒ (11) + 2 = 13
Valeros: 1d20 + 3 ⇒ (18) + 3 = 21
Varuna: 1d20 + 4 ⇒ (16) + 4 = 20
Zadim: 1d20 + 2 ⇒ (13) + 2 = 15
===========================
Trog 1: 1d20 + 5 ⇒ (8) + 5 = 13
Trog 2: 1d20 + 5 ⇒ (17) + 5 = 22
SURPRISE ROUND <only a single Move or Standard Action>
Valeros ()
Varuna ()
Zadim ()
Thoril ()
Kyra ()
ROUND 1
Trog 2 ()
Valeros ()
Varuna ()
Zadim ()
Trog 1 ()
Thoril ()
Kyra ()

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The high-flying Pathfinders have taken control of the Temple Plaza! In doing so, they have found out how to access the Temple itself!

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"Let's kill theese heretic-jerks!"
Zadim makes a step out of the corner and precisely looks at Trog2.
studied target as move action

CariMac |

Kyra will once again cast Bless on the party in preparation for a fight.

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Valeros, Thoril, and Varuna move closer and arm themselves while Zadim and Kyra step closer to see around the corner and buff up.
One of the two Trogs (2) takes a few steps back, drawing a javelin and flinging it at Varuna.
Javelin vs Varuna (AC 19): 1d20 + 3 ⇒ (13) + 3 = 16 <miss>
ROUND 1
Trog 2 ()
Valeros ()
Varuna ()
Zadim ()
Trog 1 ()
Thoril ()
Kyra ()

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Varuna moves as fast as his little legs will take him.
Double move
Preemptive Fort save: 1d20 + 3 ⇒ (18) + 3 = 21

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Both Varuna and Valeros move in a lot closer, trying to occupy good tactical spots before the reptilian men can react fully, but as they get closer, the overwhelmingly terrible stench coming from the creatures hits them. Varuna manages to plug his nose and breath from his mouth to mitigate it. Zadim hangs back, continuing to study his target of choice.
I've drawn a small purple line on the map, indicating the threshold for the stench ability. If you cross it, please give a Fort Save please.
The other Trog (1) grabs for his own javelin, then moves back closer to the other, itself attempting to set up an advantageous position before hurling it at Valeros.
Javelin vs Valeros (AC 20): 1d20 + 3 ⇒ (6) + 3 = 9 <miss>
ROUND 1
Trog 2 ()
Valeros ()
Varuna ()
Zadim ()
Trog 1 ()
Thoril ()
Kyra ()
I've gotten a few comments about the game speed and posting rates. Can we try to post more often, as the game is on a strict schedule, and I don't want people to miss some of the cooler events by not making it. It's perfectly fine to post out of order, (and I'll put everyone's action in order as we go through the round, making small alterations if needed), and please be as detailed as you can. Adding some RP in too is recommended, as the basic idea is that the party is thrown together and doesn't know anything about each other.

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Drawing his overly large axe while moving to base the creatures, Thoril gets a big nasty wiff of the there last smell.
fort: 1d20 + 7 ⇒ (20) + 7 = 27
-Posted with Wayfinder

CariMac |

Kyra moves forward toward the battle. She pulls out her sling as she moves.
Double Move

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Valeros steps to the closest enemy and stabs him with the short sword while slashing with the longsword trying to cut off his arm 5-foot step and full attack
+1 Longsword: 1d20 + 7 ⇒ (2) + 7 = 9
dmg: 1d8 + 6 ⇒ (1) + 6 = 7
mwk short sword: 1d20 + 6 ⇒ (19) + 6 = 25
dmg: 1d6 + 3 ⇒ (3) + 3 = 6
It seems that he hasn't fully sobered, yet

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Can I get a Fort save for Valeros, (and anyone else that crossed the purple line), and I believe thats a crit threat on your short sword.
-Posted with Wayfinder

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Kyra gets closer, drawing her sling, but staying far enough away not to suffer the same fate as Valeros, who suddenly begins clutching his stomach, on the verge of retching up his last meal. Thoril, luckily is able to hold his sickened stomach in check as he gets closer with his massive axe, but just as he gets into position, the Trogs move, jumping into a flanking position and attack him.
Acrobatics to leap over the table DC 15: 1d20 + 8 ⇒ (8) + 8 = 16
Claw 1 vs Thoril (AC 16): 1d20 + 7 ⇒ (3) + 7 = 10 <miss>
Damage: 1d4 + 1d6 + 3 ⇒ (4) + (5) + 3 = 12
Claw 2 vs Thoril (AC 16): 1d20 + 7 ⇒ (6) + 7 = 13 <miss>
Damage: 1d4 + 1d6 + 3 ⇒ (3) + (6) + 3 = 12
Claw 1 vs Thoril (AC 16): 1d20 + 7 ⇒ (18) + 7 = 25 <HIT>
Damage: 1d4 + 1d6 + 3 ⇒ (3) + (6) + 3 = 12
-
Claw 2 vs Thoril (AC 16): 1d20 + 7 ⇒ (14) + 7 = 21 <HIT>
Damage: 1d4 + 1d6 + 3 ⇒ (3) + (4) + 3 = 10
ROUND 2
Trog 2 ()
Valeros (sickened)
Varuna ()
Zadim ()
Trog 1 ()
Thoril ()
Kyra ()

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Seeing Thoril surrounded, Varuna gets in flanking position on one of the lizardmen and stabs it with his needle like rapier.
Attack: 1d20 + 9 + 2 + 1 ⇒ (3) + 9 + 2 + 1 = 151d4 + 4 ⇒ (1) + 4 = 5
Will Parry and Riposte if attacked
Parry: 1d20 + 9 + 2 + 1 ⇒ (10) + 9 + 2 + 1 = 22
Riposte: 1d20 + 9 + 2 + 1 ⇒ (19) + 9 + 2 + 1 = 311d4 + 4 ⇒ (4) + 4 = 8
Confirm: 1d20 + 9 + 2 + 1 ⇒ (16) + 9 + 2 + 1 = 281d4 + 4 ⇒ (1) + 4 = 5

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Varuna spring into action, going to Thoril's aid, but even while attacking the creature from behind, it's scaled hide is just too thick, and the light blade is deflected tot he side harmlessly.

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Valeros bearly holding his breakfast of comming out moves to the flanking position around it to avoid aoo to the creature with red scales and double slices it with swords.
+1 Longsword: 1d20 + 8 ⇒ (1) + 8 = 9
mwk short sword: 1d20 + 7 ⇒ (7) + 7 = 14
Bless, flanking, sickened
But the breakfast manages to ger free during attack making Valeros to miss.

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Thoril will hit the one next to the little ugly humanoid thing
atk: 1d20 + 8 ⇒ (9) + 8 = 17
dmg: 3d6 + 8 ⇒ (3, 3, 1) + 8 = 15
-Posted with Wayfinder

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Valeros joins the Thoril sandwich but luck does not guide his blow. Luckily Thoril manages to get in a strong swing. It's not enough to neutralize one of the threats, but it's still a good one.
ROUND 2
Trog 2 (-15)
Valeros (sickened)
Varuna ()
Zadim ()
Trog 1 ()
Thoril ()
Kyra ()

CariMac |

Kyra moves forward and casts Spiritual Weapon. A floating glowing scimitar floats in the air next to the uninjured Trog. She direct it to attack it (Trog 1). "Don't worry it won't hurt you unless I ask it to." she says to her allies.
Spiritual Weapon Scimitar: 1d20 + 7 + 1 ⇒ (4) + 7 + 1 = 12
Damage: 1d8 + 1 ⇒ (1) + 1 = 2
Round 1 of 4

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Zadim continues to run towards the battle.
Fortitude Save: 1d20 + 6 ⇒ (20) + 6 = 26

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Zadim moves in closer, able to keep his breakfast down while Kyra calls on her faith to take tangible form and strike out. It doesn't draw blood this time, but does appear near the fight.
In such a good position, the other Trog rakes both claws down Thoril's chest, leaving horrendous bleeding wounds just as Thoril strikes back.
The other joins in too, hoping to end one threat before moving on to another. (I'm sorry, I'd like to pick another target and spread out the damage a bit, but I really can't think of any reason these guys would do so with the current situation.)
Claw 1 vs Thoril (AC 16): 1d20 + 7 ⇒ (2) + 7 = 9 <miss>
Claw 2 vs Thoril (AC 16): 1d20 + 7 ⇒ (9) + 7 = 16 <HIT>
Damage: 1d4 + 1d6 + 3 ⇒ (1) + (2) + 3 = 6
ROUND 4
Trog 1 ()
Trog 2 (-15)
Valeros (sickened)
Varuna ()
Zadim ()
Thoril (-28)
Kyra ()