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Once at her spot how ever her face will go a bit blank as she sweats. She would have to rely on old fashion good vision. Praying that mothers carrot stew would finally pay off, she would begin looking for any sorts of hints on her Plinth. Worse came to worse she was quickly scrawling down and making rubbings on the paper to copy down the images as well.
perception: 1d20 + 2 ⇒ (1) + 2 = 3

Uktar |

Etna is distracted by the dwarf's amateurish attempt at stealth, enjoying a chuckle once he safely reaches his destination. Unfortunately, she barely notices there actually are any carvings on the plinth right in front of her.
Etna, you can try Appraise untrained as well, just an INT check. The others, alas, are trained only.
Ajaline is able to secure a grappling hook and rope, which should help on the acrobatics attempt.
Adds +2 to Acro attempt, anyone can use it. Can reposition it to go to any plinth--we'll just hand wave the attack rolls, since there's no downside to missing, other than pissong off a few random snakes who're nowhere near enough to lash out at you, and who quickly get lost amid the morass of snakes.
P.S. If you want me to slow down and provide more description, PM me. Since this is a timed special, I'm going a bit in hurry up mode.

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Etna will look back to her stone and groan, unable to find anything to interesting. Instead she will take a 10 on a appraise check, coming up with a 10 as she tries to get any information from the stone.

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Hoping to make due with the copies she made on the paper, she will move onto number one, once again doing her best to be as quiet as possible.
acro: 1d20 + 8 ⇒ (2) + 8 = 10

Uktar |

As Etna starts moving toward the first plinth, she accidentally steps upon some loose rubble, which shifts underfoot, and a small snake lashes out, biting her. She lets out a yelp of pain and quickly hops up on Plinth Island #1.
I don't know if that's supposed to be an acrobatics or stealth check, but either way, it failed. Please make a Fortitude save, Etna.
Also, since Barl's attempt is with the previous 50 posts, I'll mention that you all did observe Barl make a Stealth check of 15, and he just managed to sneak over to Plinth#4, i.e. DC is 15 for stealthing between plinths.

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She will slam her hand over her mouth as one of the snakes digs it teeth into her ankle. Now on plinth 1, she will look down to investigate her ankle before turning to the real objective.
fort: 1d20 + 2 ⇒ (17) + 2 = 19
perception: 1d20 + 2 ⇒ (16) + 2 = 18

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Barl breathes a sigh of relief when he makes it to the plinth, then quickly begins to examine it.
Appraise: 1d20 + 3 ⇒ (13) + 3 = 16
Perception: 1d20 + 3 ⇒ (18) + 3 = 21

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Lorian watched as the others examined at the plinths. Seeing that it would be hard to sneak over, he waited for the more nimble ones to make copies of what was found.
Help with moving the rope to the other plinths

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Never one for jumping around or sneaking, Zavubak looks at the challenge ahead. Realizing he has no experience in animals or snakes at all, he dumps his masterwork breastplate onto the ground, revealing his muscular chest.
He makes a desperate and not so successful leap across to one of the plinths.
Acrobatics: 1d20 + 1 ⇒ (4) + 1 = 5
Fort save: 1d20 + 6 ⇒ (2) + 6 = 8
Perception: 1d20 + 5 ⇒ (7) + 5 = 12
Ya win some, ya lose some... Or ya lose three in a row :)

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With the grappling hook in place Ajaline tries an acrobatic attempt to get over to plinth #5. He grabs the rope in his hand and puts an unsteady foot on the first little island. "Everyone hold still and be quiet. Please! It is nearly impossible to concentrate with all of you moving around. I'm certain that if I can just get over to this thing over here I will be able to tell you what it says." He casts a glare at anyone who looks at him and then without waiting for everyone to stop and be quiet, he tries to balance, walk, swing over to plinth #5.
Acrobatic: 1d20 - 1 + 2 ⇒ (2) - 1 + 2 = 3 (-4 more if it is jumping)
Mister GM, please describe the miserable failure! Assuming a snake bite is in order I'll roll the fort save.
Fort: 1d20 + 1 ⇒ (4) + 1 = 5

Uktar |

After reaching the safety of the small platform around Plinth#1, Etna is too busy muttering to herself about how stupid she was walking over those broken pieces of statuary to even notice the venom coursing through her veins. After gathering her composure, she notices some fascinating details about the scenes depicted. The images are reflective of a society not of lizardfolk, but rather more serpentlike peoples, performing interesting rituals to some unknown god.
Barl has some wonderful insights from Plinth#4: There seems to be 2 very distinct castes in the ancient serpentfolk society, one depicted noble, tall and clean, while the other caste are smaller, dirtier, more feral in appearance, some even having extra limbs. And Barl is now certain that one successful check examining a plinth is probably enough to glean whatever useful info that is to be found.
Zavubak attempts to jump across the gap to Plinth #3, using the rope to help support his weight. If only his aim were better: he swings wildly past it, letting go of the rope way too late, landing right next to the platform...and on top of a pile of snakes. At least 3 or 4 snakes bite him. He snarls in frustration and steps up to safety. He barely glances at the plinth as the venom goes to work on his system.
Take 1 Con damage, and make another 3 Fort Saves--and yes, you can activate rage if you want. You're in rounds for these saves, making 1/round. Cure=1 save. No need to go into initiative. If another PC wants to leap to aid, they can make one of the appropriate checks and be at your side as a move action, essentially acting before your init. Also, Zav, you can attempt untrained Appraise (i.e. INT check).
Ajaline, not to be outdone, jumps up to grab the rope, lifting his legs up high, trying to remain well above the snakes as he swings over to Plinth#5. Unfortunately, he didn't grab the rope quickly enough, and as he swings over, his posterior drags across a pool. He sticks the landing and appears quite proud of himself...until he has a sick feeling overwhelm him. He turns around and there's a viper stuck to each cheek. They thrash once or twice then let go and slither back into their pit.
Same deal. Take 1 Con damage, and make another 3 Fort Saves. You're in rounds for these saves, making 1/round. Cure=1 save.
And you're also welcome to make Appraise, Knowledge (history, nature, or religion), Linguistics, and/or Perception as well.

Uktar |

Isme offered to allow me to NPC her, because of her work schedule. so....
Isme screws up her courage, muttering to herself, "Slither and slide like a snake. Be the snake, Isme..."
She eases her way into the pool leading to Plinth #2, which so vexed Etna.
Stealth: 1d20 + 3 ⇒ (5) + 3 = 8
Fort save: 1d20 + 3 ⇒ (12) + 3 = 15
You see Isme bite her lip and wince in pain as she tries to slip through the snake pool unnoticed. She reaches Plinth#2 and gathers herself, shaking off the effects of the venom.
Take ten on Kn-Nature, Linguistics and/or Perception
Then she carefully describes images that seem to relate to the Serpentfolk beseeching their god, perhaps even becoming angry toward him, as if he has abandoned them.

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Well, now that it seemed like everyone was at one of their spots she would slip back towards the safer area of land.
stealth: 1d20 + 8 ⇒ (17) + 8 = 25

Uktar |

Isme will join Etna and the oh-so-helpful Lorian back on safer land.
Stealth: 1d20 + 3 ⇒ (19) + 3 = 22
You've sussed out Plinths 1, 2 & 4 thus far. Zav can still make an Appraise check on #4, and Ajaline can still try Appraise, Linguistics & Perception on #5. (plus saves and return trip to entrance)

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"Get Off! You infernal slithering beasts!" Ajaline slaps at the vipers hanging off his backside. Suddenly he feels a bit sick and ill. But he tries to shake it off while he looks at the plinth.
Linguistics: 1d20 + 4 ⇒ (3) + 4 = 7
Assume that is no where near enough to find out anything
He studies it for a few minutes and then claims, "I can make nothing of this. I'm certain that there is nothing useful or meaningful here."
Fort saves:
Fort1: 1d20 + 1 ⇒ (16) + 1 = 17
Fort1: 1d20 + 1 ⇒ (2) + 1 = 3
Fort1: 1d20 + 1 ⇒ (19) + 1 = 20
So what is my total con damage?

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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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Bark waits to see if his companions can figure out #3 and #5 before heading back to safety.
If they make their checks this stealth move will be back to safety. Otherwise I will move to whichever plinth didn't get identified. Making identification checks also just in case.
stealth: 1d20 + 1 ⇒ (1) + 1 = 2
appraise: 1d20 + 3 ⇒ (3) + 3 = 6
perception: 1d20 + 3 ⇒ (20) + 3 = 23
Fort save: 1d20 + 2 ⇒ (10) + 2 = 12

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Fort save: 1d20 + 6 ⇒ (20) + 6 = 26
Zavubak shakes his arms furiously as he tries to overcome the poison. He's successful in doing so, and feels much better. He folds his arms across his chest and has a close look at Plinth #3.
Appraise (int): 1d20 - 1 ⇒ (9) - 1 = 8

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Thanks for the botting GM! I've got some time before needing to head to bed, so let's see...
Isme takes a deep breath as it becomes apparent the a couple of the remaining plinths are still eluding understanding. She weighs the pros and cons and then decides that the potential knowledge is worth the risk.
"I will see if I can determine anything from one of the remaining plinths," she murmurs as she attempts once more to sneak by the snakes.
Stealth: 1d20 + 3 ⇒ (12) + 3 = 15
Although she comes dangerously close to stepping on one, she manages to safely make it across! Quickly, she turns her attention to trying to inspect the plinth.
Isme will move to #5 and take 10 on Kn. Nature to decipher it unless someone beats her to it. If the two remaining plinths end up identified then she'll stay on safer ground and share what she learned from Plinth #2.

Uktar |

Ajaline successfully shakes off the effects of the poison immediately after getting bitten, but the distraction of his initial woozy state has left him puzzled by the plinth that lies before him.
Just the initial point of Con damage.
Zavubak can't make heads or tails of the plinth in front of him. As he ponders trying to carve off a piece of the plinth to take with him, Barl slips in behind him, and explains what he sees.
"I believe this is some sort of ritual to use these waters to make a curative potion. Take a look at this."
With Barl's instruction, you each are able to make yourself a Cure Light Wounds potion, caster level 3.
FYI: Barl's Fortitude Save of 12 was adequate for him to shake off the poison
Isme joins Ajaline, and learns that you'll only be able to gain the benefits of the potion once. Apparently, the Serpentfolk god is fickle...
Another Victory Point, and you've sussed out all there is to know from these Plinths. The Slave Pens beckon...
Isme, after nearly blowing it for you the first time, I moved you to safety. Since you wanted to continue exploring, we'll let the two successful Stealth checks--yours, and the successful one I made on your behalf-- result in your moving to Plinth#5, and then back to safety.
But that leaves Barl, Zavubak and Ajaline still needing to return to the entrance. Please make your check: Acro, Stealth or ???

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Ajaline is baffled at the things the others are saying about the plinths. He just doesn't see what they depict. But he follows Barl's instructions and makes himself a potion. Then he realizes that he needs to get back off this island. He grabs the rope and swings back.
Acrobatics: 1d20 - 1 + 2 ⇒ (16) - 1 + 2 = 17
This time he does a better job.

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Barl gladly mixes his potion then attempts to sneak past the snakes one final time.
Stealth: 1d20 + 1 ⇒ (6) + 1 = 7
fort save: 1d20 + 2 ⇒ (12) + 2 = 14
He feels another nip but avoids the poison once again.

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Etna will be their to high five everyone as they get back to safety. "Well now that was quite the pain in the butt wasn't it" she will grin at Ajaline before carrying out the ritual to create a potion. After bottling it she will face the group. "Let's see where else these tunnels lead "

Uktar |

While Ajaline learned little from the Plinths, he did learn a valuable lesson from this misadventure. This time, he clasps the rope with his hands and his legs, and while he stumbles a bit with the landing, he did not pick up any venomous hitchhikers along the way.
Barl once again demonstrates that the best stealth boost for a dwarf is a strong constitution, being bit yet again but shrugging off the deleterious effects of the venom.
Since the new area is open, I'm forging ahead a bit. Zavubak needs to make stealth or acro check, and perhaps some fort saves, but it won't prevent the party moving forward. Just slip in those checks when you can, Zav.
While the rest of the party was busy trying to investigate, Lorian's mind wandered...and his drifting eyes spotted a passage with a very distinct upward slant. After gathering yourselves...and your potions (I'll assume you each has one unless someone speaks out), you head up towards what you hope will lead to the Temple Plaza high above.
After about: 1d6 + 4 ⇒ (2) + 4 = 6 minutes, there's a noticeable change in the air, but not necessarily for the better. Instead of the scent of exotic animals, there's a decided stench of humanoid sweat and blood.
When you reach the top of the stairs, the stench is nearly overwhelming. You're in a disgusting common room, with dishes and unfinished meals and overturned mugs on the table. There are two long hallways, one stretching to the North the other to the East, with obvious celldoors lining both. While you don't hear or see anything distinct, it's fairly obvious most, if not all, of the cells are filled.

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Before heading out she would have slipped her chain shirt and buckler back on. Once they were at the new area she would begin to look about the room they had walked into. perception: 1d20 + 2 ⇒ (4) + 2 = 6
After checking out this room she would begin heading towards the hall way to the south, directly across from where they entered unless another member of the party wants her to slow down and wait.

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Barl looks around the new room as well and follows Etna down the hallway.
Perception: 1d20 + 3 ⇒ (14) + 3 = 17

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"Listen guys, we need to keep a eye out for the keys. I know that these men are technically already dead, but I can't just let them lie in these cells like that. They at least need the opportunity to leave it once before the bubble ends."
After letting her point be known she will move up towards the slight hallway near the prison blocks, rolling perception and stealth as she begins to peak through the door, unless she sees a trap.
perception: 1d20 + 2 ⇒ (10) + 2 = 12
stealth: 1d20 + 5 ⇒ (12) + 5 = 17

Uktar |

It's a room containing thousands and thousands of records.
It would take hours and hours to sift through the room, and anything you tried to take back with you would crumble into dust transitioning through time. A basic scan with Detect Magic and Take Ten perception yields nothing else.

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She will blink at the records for a second before shrugging and turning around. Their was nothing she could do in this room. Next on was to the be end of the hallway.
stealth: 1d20 + 5 ⇒ (13) + 5 = 18

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While still in the Gardens
Zavubak picks up his breastplate and brings it over his head. "Hmph. Well done, everyone. My apologies for not being able to contribute more. Such knowledge is... Beyond me." He looks down for a moment before leaping back towards the entrance. He fails again and as he's letting out an angry growl, he gets bitten, but shakes off the snake before its poison can cause any effect.
Acrobatics: 1d20 - 1 ⇒ (4) - 1 = 3
Fort: 1d20 + 6 ⇒ (18) + 6 = 24
Now in the Slave Pens
"A jail of sorts..." He looks at each of the cells. "I know what it is like to be a prisoner. But that is a talk for another day." He rushes on after that comment follows behind Etna, looking for anything odd.
Perception: 1d20 + 5 ⇒ (1) + 5 = 6

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Lorian looked over the prison "Looks like I will have to add this to the places I have visited. Not a nice place and depends on ones outlook on life. he said looking at the prisoners Do you plan on spending the rest of your life here? Point out where the keys are! he shouted, working to rally the prisoners.
Use Rallying Cry (Bard-Arcane Duelist ability) to try rallying the prisoners to see where the keys are.
Intimidate: 1d20 + 8 ⇒ (20) + 8 = 28

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"It doesn't seem like they understand you," Isme calmly points out. "And while I can understand the desire to help them, remember that what we're looking at is just a small slice of a time long past. If we were able to truly change the past then I imagine Kreighton Shane would have shared that with us."
She pauses a beat. "Or never sent us here at all."
As the group continues on, the half-elf looks around with curiosity...
Perception: 1d20 + 5 ⇒ (13) + 5 = 18
Initiative: 1d20 + 3 ⇒ (17) + 3 = 20

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Etna will begin to slowly creep her way up the stairs to get a peek. So far there had been no signs of enemies, though she could hear Lorian trying to get some information from the prisoners.
perception: 1d20 + 2 ⇒ (6) + 2 = 8
init: 1d20 + 4 ⇒ (20) + 4 = 24

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Barl is sorely disappointed that all these records will be once again lost to time. But with a limited window, he knows they must press on.
perception: 1d20 + 3 ⇒ (10) + 3 = 13
initiative: 1d20 + 3 ⇒ (14) + 3 = 17

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"She is right. I don't think we can save these people. And even if we could... Trying to bring them back would have them meet the same fate as Shaine's flower demonstration." He smiles grimly.
Zavubak continues up behind Etna and has a look around the corner.
Perception: 1d20 + 5 ⇒ (19) + 5 = 24
Initiative: 1d20 + 1 ⇒ (1) + 1 = 2

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The stench is nearly overwhelming to Ajaline but the site of all of these humans penned up like animals ignites a smoldering rage inside of him. "Whatever creatures are responsible for enslaving all of these humans in these kind of conditions -- they will pay for this outrage!" he says in a quiet and threatening voice.
He continues on down the corridor looking for something to take his anger out on. The room of records seems to be useless to him, everything is written in Draconic, so he moves on with the rest of the group.
Perception: 1d20 + 3 ⇒ (14) + 3 = 17
Initiative: 1d20 + 3 ⇒ (7) + 3 = 10

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Zavubak turns back to the others and speaks quietly, "Be wary. A kind of pungent stench arises from the bottom of these stairs, quite unlike that of the human captives."

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"I think I have a guess what could have done this to these people. We have been seeing alot of snakes around here after all.
Etna will begin to climb up the stairs, trying to see what was at the top with out warning what ever was giving off that smell the others were detecting.
stealth: 1d20 + 5 ⇒ (10) + 5 = 15

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Not having any luck in freeing the prisoners, Lorian followed the others as they checked out the area.
Perception: 1d20 + 2 ⇒ (2) + 2 = 4
init: 1d20 + 4 ⇒ (2) + 4 = 6

Uktar |

Etna sees what is obviously an interrogation/torture chamber. There are 2 Humanoids (Reptilian) discussing something in Draconic.
just 'cuz: 1d20 ⇒ 4
just 'cuz: 1d20 ⇒ 9
just 'cuz: 1d20 ⇒ 11
They seem quite oblivious to Etna's presence. On the other hand, Etna, please make 2 fortitude saves, as the stench becomes nearly overwhelming.

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Etna will try to keep from gagging as she tries to move back down to tell everyone what is up their.
fort: 1d20 + 2 ⇒ (20) + 2 = 22
fort: 1d20 + 2 ⇒ (19) + 2 = 21

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"Ok guys, it looks like we got two more of those lizard guys, but they don't seem to have noticed us yet. I say we charge up the stairs and hit them hard before they got a chance to fight back or raise a alarm. Sound like a plan?"
If they all agree Etna will move into position so that she could charge one of them on the first round of combat.