
Strange Old Lady |

Zoltan and Mira pull Lenna over to the altar. Lenna examines it and
The runes on this altar tell of how the Dwarves labored to construct the crucible. During the process, the worship of Torag normal to these dwarves dropped of steeply as more and more attention was poured into the construction of the Crucible. From what you can tell, it became something of an obsession.
You find a small, secret compartment on the back of the altar. Inside of it are two potions and a very old, crumbling piece of paper.
If you can read Dwarvish, read the second spoiler.
"I, Oleg Stonejaw, High Priest of Torag, record the decline of my people. When construction of the Crucible began, it was seen as a matter of great pride for our people to construct so great an artifact. But soon it became a psychosis of my people and they forgot the greatness of Torag.The design calls for etching a crossbow bolt with something dripping from it onto the inside of the Crucible. I am concerned as I suspect this may be the holy symbol of an obscure deity but my voice is no longer heeded."
The wooden carving you found before had a crossbow bolt with a drip falling from it etched onto it.

Lenna Obon |

"I found something. They look likes runes in another language that I can't read. I wish I have a scroll of comprehend language."

Mira Everest |

"Want me to take a look?" If that crossing took less than ten minutes Mira's scroll should still be active.

Strange Old Lady |

Yeah possibly. Let me roll for how long it's been. You guys haven't taken 20 on anything.
Minutes elapsed: 1d20 ⇒ 6
Yep! It's trivial for Lenna to tie the rope to the boat's neck thing that sticks up in front then you pull it to yourself then Zoltan pulls you to the island, if that's what you guys want to do.

Lenna Obon |

"Yeah, go ahead."

Mira Everest |

Sounds good, once she gets in she'll hand off her end to Sunreturn so he can pull them back afterwards.
After a bit of maneuvering, Mira crosses to the island and examines the altar. Perception: 1d20 + 11 ⇒ (9) + 11 = 20
She peers at the runes for a moment, then runs her hands over them and frowns. "Huh." Pressing down, she pops open a hidden compartment to reveal two dusty bottles and a crumbling note. Her eyes widen as she reads it, and she quickly relays what she learns to the others. Information in the spoilers.

Sunreturn |

Sunreturn ponders this symbol.
Knowledge Religion: 1d20 + 3 ⇒ (9) + 3 = 12

Lenna Obon |

Lenna stares at the symbol with intense eyes.
Knowledge (Local) to see if she heard anything related to this obscure deity from the locals: 1d20 + 4 ⇒ (2) + 4 = 6

Lenna Obon |

"Nope. No idea. Geez, it is almost as bad as their ancestors greeding for gold."
Lenna looks away with hands spread out in manner of shrug.
"If we are done here, let's go deeper. The walls might tell us more dwarfish history."
As the company moves deeper into the caverns, Lenna turns her head at a certain interval and her body moves erratically. Her eyes also glows blue with the power of the detect magic spell as her head twists left and right.
Perception: 1d20 + 14 ⇒ (8) + 14 = 22

Sunreturn |

"Chief of the dwarven gods. If his priest was concerned, we have reason to be as well."

Sunreturn |

"What are these potions?"

Lenna Obon |

Before they move...
Lenna's eyes glows and she looks at the potions.
Spellcraft on Potion #1: 1d20 + 7 ⇒ (11) + 7 = 18
Spellcraft on Potion #2: 1d20 + 7 ⇒ (6) + 7 = 13

Mira Everest |

If Lenna has trouble with either of the potions, Mira helps out with some glowing eyes of her own. Spellcraft: 1d20 + 9 ⇒ (15) + 9 = 24
Then she thinks back on that symbol they found, trying to recall anything that might help decipher its meaning. Linguistics: 1d20 + 4 ⇒ (20) + 4 = 24

Strange Old Lady |

Lenna determines that the first potion is one of eagle's splendor and Mira determines the second is a potion of beast shape.
Mira considers the holy symbol but can't make out what it is. She thinks that if she could find other talismans associated with this holy symbol, it would make it easier to learn some things about it.

Mira Everest |

"Sounds good to me!" Mira helps maneuver the boat to retrace their steps and get everybody back on the mainland. Before starting toward the exit, she passes the second potion over to Sunreturn. "This one's great, it turns you into an animal. So if you ever feel like living the dinosaur lifestyle..."

Sunreturn |

"To the exit, yes. And turning into a beast could be useful. I will take it if none mind."

Lenna Obon |

"Take it. I'm no dino material. And take this dexterity boosting potion, it's way useful for you guys than me since I am always in the backline."
Lenna's fingers loosen and reveals the potion in its full glory.

Lenna Obon |

Lenna facepalms.
"Never mind. It's a charisma boosting potion. I got it mixed up with cat's grace. I think I will keep this one unless Zozo wants it."
Yeah, I had to look at the site to see what spell give +4 dex. I pretty much assumed that eagles represents dexterity due to their natural agility and movement.

Sunreturn |

Sunreturn points to the far side at the northwestern bend.
"I can stand there and lift."

Lenna Obon |

Quite confused with token position. Shouldn't we all be near/a river away from the exit?

Mira Everest |

Yeah, to get off the island we can just do everything in reverse - I think our only problem now is how to get to the exit itself.
Mira positions herself opposite Sunreturn, ready to ferry the others onto the next peninsula.

Zoltan, Wishgranter |

Assuming we can use the rope now to pull the boat back and forth, it should be no problem to get everyone across. Can we pick up the boat? If so, I drew a line where I think we can use the same approach to cross, puling across at the corners.

Sunreturn |

I got it into my head that we would search the various areas, but that doesn't make sense if they're this barren. I've moved Sunreturn to correct.

Strange Old Lady |

Yes that arrangement gets you to the exit. Feel free to give me feedback on this dungeon puzzle in discussion. I’ve used it once before and I tried to make the goal/possibilities clearer this time. Let me know if you think the difficulty in solving it was appropriate and fun or just a frustrating bog down. 500 more xp each for finishing this puzzle and 100 each for getting the info from the altar.
You come into a stone hallway with more Dwarven runes etched into the walls with many rude things scribbled over them in draconic.
The pictures associated with the runes suggest they tell the classic tales of Dwarven history.
A portion of the stone on the right side of the hallway has collapsed into a small heap of rubble. At the end of the hallway, you see there is a T with passages leading to the left and right.

Sunreturn |

K History: 1d20 + 3 ⇒ (13) + 3 = 16
"These pictures. They tell the classic tales of the Dwarves."

Lenna Obon |

"I think we all heard those at least once in the tavern. Next. So which way are we heading? Left or right?"
Lenna gestures the left entrance then the right.

Mira Everest |

Mira refreshes her dancing lights and sends them soaring down each passage in turn, searching for anything that distinguishes them. Then she scans for magical auras while Liz sniffs the air. Perception: 1d20 + 11 ⇒ (15) + 11 = 26

Mira Everest |

Nope, Liz can't speak, that sort of emotional alert was exactly what I was going for! "Liz smells something scary to the left and something gross to the right. Hold on, let me bring the lights over." Mira's standing in the T junction and looking both ways, sending the lights down each passage as far as they'll go. Does she see/detect anything of note?

Mira Everest |

"Ack!" Mira winces and yanks the bolt from her shoulder, which only makes her wince again. "Ouch. Well, I think I found a trap." She peers forward carefully for any sign of further danger.

Sunreturn |

"Wherever that bolt came from, we should go. There is either a trap to guard against our passage, or an enemy doing the same."

Mira Everest |

"Looks like right it is!" If no one objects, Mira starts down the corridor to the right. She moves low to the ground and leans forward, sweeping and tapping with her axe to test for further tripwires or trapdoors.

Sunreturn |

Sunreturn will steadily plod along at the rear of the group, quarterstaff in hand.

Lenna Obon |

Lenna shrugs and follows Mira.
"I rather take gross over scary."

Strange Old Lady |

Your lights float ahead of you into a dark chamber, announcing your presence. You are greeted by the stares of three dinosaur skeletons, each dripping gore, and the baleful glance of a kobold holding a twisted wooden staff and wearing dark robes.
Mira: 1d20 + 6 ⇒ (11) + 6 = 17
Zoltan: 1d20 + 2 ⇒ (12) + 2 = 14
Lenna: 1d20 + 4 ⇒ (20) + 4 = 24
Sunny: 1d20 + 3 ⇒ (15) + 3 = 18
Skelly 1: 1d20 + 10 ⇒ (7) + 10 = 17
Skelly 2: 1d20 + 10 ⇒ (14) + 10 = 24
Skelly 3: 1d20 + 10 ⇒ (17) + 10 = 27
Skelly 4: 1d20 + 10 ⇒ (2) + 10 = 12
Caster: 1d20 + 1 ⇒ (7) + 1 = 8
Acro skelly 2: 1d20 + 8 ⇒ (16) + 8 = 24
Reflex skelly 3: 1d20 + 7 ⇒ (11) + 7 = 18
Talon 1: 1d20 + 11 ⇒ (9) + 11 = 20
Talon 2: 1d20 + 11 ⇒ (16) + 11 = 27
Bite: 1d20 + 11 ⇒ (16) + 11 = 27
Foreclaws: 1d20 + 6 ⇒ (11) + 6 = 17
Dam: 2d6 + 8 ⇒ (2, 3) + 8 = 13
Dam: 1d8 + 8 ⇒ (3) + 8 = 11
Foreclaws: 1d6 + 4 ⇒ (5) + 4 = 9
Talon 1: 1d20 + 11 ⇒ (16) + 11 = 27
Talon 2: 1d20 + 11 ⇒ (20) + 11 = 31
Bite: 1d20 + 11 ⇒ (18) + 11 = 29
Foreclaws: 1d20 + 6 ⇒ (18) + 6 = 24
Dam: 2d6 + 8 ⇒ (3, 4) + 8 = 15
Dam: 1d8 + 8 ⇒ (4) + 8 = 12
Foreclaws: 1d6 + 4 ⇒ (5) + 4 = 9
Talon 2 confirm?: 1d20 + 11 ⇒ (3) + 11 = 14
Two of the skeletons prove very fast. One leaps over one of the pits in the floor while the other races around one. They both unleash a hail of bony attacks (33 damage to Mira, 15 Lenna, 12 to sunny, and 9 to Zoltan).
Everyone GO!!!! Technically, Skelly 3 is before Mira but he's just going to move so I won't make her wait to post. The pits act as DC 15 permanent Create Pit spells.

Sunreturn |

Sunreturn tries to recognise the creatures.
K planes: 1d20 + 3 ⇒ (4) + 3 = 7
K rel: 1d20 + 3 ⇒ (19) + 3 = 22
While boosting his allies.
Bless

Strange Old Lady |

Sunreturn recognizes the dinosaurs as bloody skeletons, undead creatures that regenerate their health and cannot be finally killed without holy intervention.
Deathless (SU): A bloody skeleton is destroyed when reduced to 0 hit points, but it returns to unlife 1 hour later at 1 hit point, allowing its fast healing thereafter to resume healing it. A bloody skeleton can be permanently destroyed if it is destroyed by positive energy, if it is reduced to 0 hit points in the area of a bless or hallow spell, or if its remains are sprinkled with a vial of holy water.

Mira Everest, Raptor Form |

Ooh, nice that we've got a bless going then! Her skin shredded by this sudden assault, Mira looks almost as bloody now as the skeletons. Still, she wastes no time in transforming and comes back with a shredding of her own. She stabs and slashes with horn and talon, then decides to pursue a more direct approach of smashing them to bits. Full-attacking first the right skeleton, then the left one, and taking a 5-foot step to the right if she makes room. Bite and claw attacks are bludgeoning, the rest are not. Modifiers for Power Attack and bless.
Gore Damage: 1d8 + 15 + 4 ⇒ (5) + 15 + 4 = 24
Crit Confiration: 1d20 + 17 - 2 + 1 ⇒ (15) + 17 - 2 + 1 = 31
Crit Bonus Damage: 1d8 + 15 + 4 ⇒ (7) + 15 + 4 = 26
Talon Attack: 1d20 + 17 - 2 + 1 ⇒ (1) + 17 - 2 + 1 = 17
Talon Damage: 1d8 + 15 + 4 ⇒ (6) + 15 + 4 = 25
Talon Attack: 1d20 + 17 - 2 + 1 ⇒ (14) + 17 - 2 + 1 = 30
Talon Damage: 1d8 + 15 + 4 ⇒ (5) + 15 + 4 = 24
Bite Attack: 1d20 + 17 - 2 + 1 ⇒ (10) + 17 - 2 + 1 = 26
Bite Damage: 1d6 + 15 + 4 ⇒ (1) + 15 + 4 = 20
Claw Attack: 1d20 + 17 - 2 + 1 ⇒ (8) + 17 - 2 + 1 = 24
Claw Damage: 1d6 + 15 + 4 ⇒ (3) + 15 + 4 = 22
Claw Attack: 1d20 + 17 - 2 + 1 ⇒ (16) + 17 - 2 + 1 = 32
Claw Damage: 1d6 + 15 + 4 ⇒ (4) + 15 + 4 = 23