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...
Your hit easily took him down, if you want your change your lemure's target.
...
Yes, it can charge the other and just make the one attack.

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Sal also slips past the dino and comes up behind Salazar, "Keep it up buddy, take the handler out and we can manage the poor lizard better."
Double Move, no need for check for Sal to continue attacking his target.

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Sal unleashes another nasty gore attempt.
Gore - Power Attack: 1d20 + 7 - 1 ⇒ (12) + 7 - 1 = 18 for Piercing + P.A.: 1d8 + 6 + 3 ⇒ (6) + 6 + 3 = 15

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Renart will rush over to the other and stab it with his rapier.
Rapier: 1d20 + 9 ⇒ (18) + 9 = 271d6 ⇒ 6
Edit: Possible crit
Crit Confirm: 1d20 + 9 ⇒ (3) + 9 = 12

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The lemure seeing one lizardfolk drop, turns quickly to leap at the next. Raking a claw against the scales.
Derkhan still struggles to connect with his gladii, as the lizardfolk moves in ways that are head to read.
However, Salazar and The Rouge Rouge have no trouble filling the lizardfolk with holes. It dropping dead from the deep wounds.
I asked a question in discussion about if you just want to move along, if not feel free to take your next turns actions.
The dimetrodon still remains barely interested in the commotion, only turning to watch lackadaisically.
---
Combat Round 3: Bold may act.
Green (Docile and Harmless/8 rounds)
Voices and his Cat and his Lemure
Derkhan
Bedisa
The Rouge Rogue
Dexter
Sal (-9)
Frostwind Can take 2 turns worth of actions.
Active Conditions:

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However the Pathfinders would like to deal with the dinosaur, I will post this section.
With the lizardfolk beast tamers defeated and the dinosaur handled; the group can take the time to make notes on the anatomy of the creatures before heading into the next area.
Applicable Skill Checks: Craft (Painting), Handle Animal, Heal, Knowledge (Nature), Profession (Various), or Survival.

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Bedisa looks at the dispatched lizardfolks then at the overgrown dinosaur. She drops out of her bloodrage and becomes fatigued but would feel guilty taking out a docile animal that isn't hurt them.
"Perhaps we can lead it away or tie it up? Is it tame?"
Bedisa examines the room for a saddle, a bridle, or some indication that it was tame.
"Maybe if I speak in Dracnoic like the lizardfolk, the dino will be less calm."
"Hey buddy, how are you doing?"

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The dinosaur seems to respond to hearing Draconic, turning towards Bedisa. It lets out a low trilling sound.
In the caverns are primitive stone feeding troughs. The ones free to roam the cavern are likely tame enough to not openly attack their handlers, when taken care of.

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Dexter moves up and does his best to befriend the animal. Offering food, making appropriate movements and using a soothing voice. He calls over Bedisa, "Just talk to it in that language a bit, that might help make it a friend."
Wild Empathy + Inspiration: 1d20 + 6 + 1d6 ⇒ (15) + 6 + (5) = 26 may allow an ~1 minute diplomacy check vs. an animal
If it appears friendly enough at that point he'll just have it defend itself while staying in the corner with a pile of fresh food and plenty of water.
He turns to his allies, "Thank you all very much for not harming this guy. Most animals are just used and abused by their handlers and don't deserve to be killed just because we wander into the area they guard."
Once that is all resolved he takes a look around the cavern and among the creatures, trying to record some useful information.
Survival + Inspiration: 1d20 + 12 + 1d6 ⇒ (17) + 12 + (3) = 32

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The dinosaur seems excited to have food so freely given to it, enjoying the free run of the cavern where it can dine on the contents of the trough.
Once the creature is full and friendly, Dexter is able to take excellent notes on the dinosaur as well as the fallen tamers. The markings along the cave depict likely methods they used to tame the creatures.
That gives a success for this encounter! Will post the next encounter in just a moment, before I head to bed.

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Feel free to still roleplay and take care of any actions in the last area.
The group finds a tunnel leading deeper into the gardens, opening into a large chamber. 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.
This chamber is likely used by the serpentfolk to raise their cobras, mambas and vipers within the pools.
There are 5 plinths on the islands stretching across the room which need to be decoded by the Pathfinders. You will have to navigate either the small islands or snake-filled waters to reach each of the plinths.
Reaching Plinths: A hard Acrobatic check to cross the plinths or an average Handle Animal, Stealth or Wild Empathy check. Or other creative means to cross without risk.
Decoding the Plinths: Once on an island each PC may attempt an Appraise, Knowledge (History/Nature/Religion), Linguistics, or Perception checks to help decode the plinths. A character that can read Draconic makes these efforts easier. Each plinth requires 3 successes to be decoded and each PC may only attempt each check once at each plinth.
---
This isn't combat but we will do it in rounds, so everyone can get a shot at joining in on the daring research!
Research Round 1: Bold may act.
Voices and his Cat
Derkhan
Bedisa
The Rouge Rogue
Dexter
Sal (-9)
Frostwind
Remember Sal took a bit of damage last combat.

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I can zap Sal with my Wand of Infernal Healing if they want.
Bedisa calming talks to the giant dino in Draconic.
"Everything will be alright. Just move over here. There is plenty of fresh food and water."
As the dino is moving, Bedisa will pet it, reassuring it.
==============
In the other room, Bedisa spies all the snakes slithering about. Right before each person crosses, Bedisa will hold out her hand and cast a simple spell on each.
Cast Guidance on everyone. They get a +1 competence bonus on a single attack roll, saving throw, or skill check.

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The Rouge Rogue will sneak across the islands.
Stealth: 1d20 + 12 ⇒ (20) + 12 = 32
Once across, he will attempt to decode one of the plinths.
Linguistics: 1d20 + 10 ⇒ (12) + 10 = 22

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Derkhan leaps from island to island, grinning widely.
Acrobatics: 1d20 + 11 + 1 ⇒ (19) + 11 + 1 = 31
Once on the island, he approaches a plinth.
Perception: 1d20 + 8 ⇒ (1) + 8 = 9

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Dexter gives a quick look to Sal, ”Stay here bud, I gotta sneak past some snakes.”
Stealth: 1d20 + 13 ⇒ (3) + 13 = 16
Perception + Boon: 1d20 + 12 + 1 ⇒ (19) + 12 + 1 = 32

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Cat sneaks to the other end of the cavern to see if there is anything interesting over there.
stealth: 1d20 + 20 ⇒ (1) + 20 = 21
perception: 1d20 + 15 ⇒ (11) + 15 = 26
Ssself can basssh sssnakesss so puny mammalsss can read rocksss! Voices steps up to the edge of the pool getting ready for mre action.
GM, has it been more than 3 minutes for the lemure to disappear? If no, he is getting ready to send the lemure in. If yes, he is getting ready to summon something else.

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I would say you could reach the room within a minute or two, there would be 1 minute left on the lemure summon but you could have rested for a moment to summon something else if you prefer.
The Rouge Rogue is able to easily step through the clouds of snakes without upsetting them, reaching the first plinth. Reviewing the inscriptions he is able to make excellent progress on transcribing the details. It appears the water may have many uses.
Plinth 1: 1/3 Successes.
Derkhan follows next, with an acrobatic flip that lands him next to the plinth. However, as he looks it over he can't make out any substantial discoveries.
As Sal waits patiently at the edge of the pools, Dexter starts to wade through the waters...he almost makes it before he brushes up against one of the vipers. It strikes out biting in to his leg as he climbs onto the island.
Dexter: DC 14 Fortitude save to fend off the venom of the bite, or suffer 1 Constitution damage.
As he grabs his leg he is still able to point out various depictions and repeating symbols to help, The Rouge Rogue with his translating.
Plinth 1: 2/3 Successes.
Cat has no problems gracefully maneuvering past any of the serpents, the rest of the cavern is covered in various carvings depicting rituals and creatures.
---
This isn't combat but we will do it in rounds, so everyone can get a shot at joining in on the daring research!
Research Round 1: Bold may act.
Voices and his Cat
Derkhan
Bedisa
The Rouge Rogue
Dexter and Sal (-9)
Frostwind
Plinth 1 (Purple): 2/3 Successes.
There are 5 plinths on the islands stretching across the room which need to be decoded by the Pathfinders. You will have to navigate either the small islands or snake-filled waters to reach each of the plinths.
Reaching Plinths: A hard Acrobatic check to cross the plinths or an average Handle Animal, Stealth or Wild Empathy check. Or other creative means to cross without risk.
Decoding the Plinths: Once on an island each PC may attempt an Appraise, Knowledge (History/Nature/Religion), Linguistics, or Perception checks to help decode the plinths. A character that can read Draconic makes these efforts easier. Each plinth requires 3 successes to be decoded and each PC may only attempt each check once at each plinth.

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As we loom ever closer to unlocking a new area among the tables, going to let us take some more actions! Three plinths should provide the Society with the information needed to catalogue the rituals.
---
Research Round 1 & 2: Bold may act.
Voices and his Cat (x2 Rounds)
Derkhan
Bedisa (x2 Rounds)
The Rouge Rogue
Dexter and Sal (-9)
Frostwind (x2 Rounds)
Plinth 1 (Purple): 2/3 Successes.
There are 5 plinths on the islands stretching across the room which need to be decoded by the Pathfinders. You will have to navigate either the small islands or snake-filled waters to reach each of the plinths.
Reaching Plinths: A hard Acrobatic check to cross the plinths or an average Handle Animal, Stealth or Wild Empathy check. Or other creative means to cross without risk.
Decoding the Plinths: Once on an island each PC may attempt an Appraise, Knowledge (History/Nature/Religion), Linguistics, or Perception checks to help decode the plinths. A character that can read Draconic makes these efforts easier. Each plinth requires 3 successes to be decoded and each PC may only attempt each check once at each plinth.

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Bedisa will try to weave her way through the snakes. Swaine (Bedisa's familiar) will cast a spell (Guidance)
Stealth: 1d20 - 1 + 1 ⇒ (20) - 1 + 1 = 20
If she makes it over there, Bedisa can read Draconic. Swaine casts Guidance again.
Perception: 1d20 + 7 + 1 ⇒ (13) + 7 + 1 = 21

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With the snakes having scattered after biting Dexter, Bedisa wades through with ease and climbs onto the island. With her understanding of Draconic she is able to finish off the rubbings and translation of the first Plinth.
---
Research Round 1 & 2: Bold may act.
Voices and his Cat (x2 Rounds)
Derkhan
Bedisa
The Rouge Rogue
Dexter and Sal (-9)
Frostwind (x2 Rounds)
Plinth 1 (Purple): Complete.

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Bedisa attempt to wade through the snakes once again to another plinth.
Stealth: 1d20 - 1 + 1 ⇒ (9) - 1 + 1 = 9
Assuming she makes it over
Then she'll read over the next plinth.
Perception: 1d20 + 7 + 1 ⇒ (5) + 7 + 1 = 13

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Dexter grunts at the pain of the bite, but tries to put it out of his mind and he quickly pulls away to safety.
Fort plus the guidance I should have used earlier: 1d20 + 7 + 1 ⇒ (7) + 7 + 1 = 15
Wrapping a cloth around the wound, he hollars back to Bedisa where his pig is waiting, "Yes please on that wand, Sal will happily take it. I owe ya one!"
______________________
He then takes a deep breath and focuses on the task.
Stealth: 1d20 + 13 ⇒ (18) + 13 = 31 (Hilly/Rocky Terrain +1)
Perception + Boon: 1d20 + 12 + 1 ⇒ (9) + 12 + 1 = 22

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Voices pushes the Lemure into the water then follows it in striking at the snakes on the surface with his hammer.
earth breaker att 1st: 1d20 + 9 ⇒ (11) + 9 = 20, if hits, earth breaker dam 1st: 2d6 + 7 ⇒ (1, 6) + 7 = 14
earth breaker att 2nd: 1d20 + 9 ⇒ (3) + 9 = 12, if hits, earth breaker dam 2nd: 2d6 + 7 ⇒ (1, 3) + 7 = 11
GM, not sure how you want to handle it since you said it isn't really supposed to be a combat. Maybe we each provide a distraction assist to the others moving to the island? Or maybe it has no effect except us getting bitten. Up to you. I will make a couple of fort saves vs the poison since I probably get bitten no matter what.
fort vs poison 1: 1d20 + 5 + 2 ⇒ (6) + 5 + 2 = 13
fort vs poison 2: 1d20 + 5 + 2 ⇒ (7) + 5 + 2 = 14

Summoned Creature |

The lemure moves forward and slashes into the ball of snakes with its claws.
claw 1st rnd att: 1d20 + 2 ⇒ (9) + 2 = 11, if hits, claw 1st rnd dam: 1d4 ⇒ 1
claw 2nd rnd att 1: 1d20 + 2 ⇒ (15) + 2 = 17, if hits, claw 2nd rnd dam 1: 1d4 ⇒ 1
claw 2nd rnd att21: 1d20 + 2 ⇒ (19) + 2 = 21, if hits, claw 2nd rnd dam 2: 1d4 ⇒ 3
DR 5/good silver and immune to poison

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The Rouge Rogue will move over to another island and attempt to decode another plinth.
Stealth: 1d20 + 11 ⇒ (9) + 11 = 20
Linguistics: 1d20 + 10 ⇒ (4) + 10 = 14

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Edited: Messed up some of my DC's on the table.
Bedisa isn't as lucky as she wades to the next island, this time accidentally kicking a young asp that was swimming by.
Bedisa: DC 14 Fortitude save to fend off the venom of the bite, or suffer 1 Constitution damage.
The bite is distracting enough to stop Bedisa from being able to make progress on the plinth.
Dexter having suffered one bite already, takes his time watching for the snakes that can blend into the pool's water. His improved method allows him to cross with ease and begin pointing out more symbols for Bedisa to translate.
Plinth 2: 1/3 Successes.
The snakes seem to give Voices a wide berth whether by familiarity or reverence, but it is short lived as his club begins to crush heaps of snakes. His lemure joins in thrashing about in the water. Many of the snakes scatter but they both suffer bites in the chaos. Voices overcomes the first bites effects just as another sinks fangs into his scales. Will give the others a bonus to crossing islands due to the snakes being preoccupied.
Not that they needed help, but The Rouge Rogue slips through the fleeing snakes to the 2nd island but isn't able to identify some of the weathered inscriptions.
With the distraction of the lemure thrashing in the water Derkhan can easily cross to the next islands but struggles to make any progress.
---
Research Round 3: Bold may act.
Voices and his Cat (x2 Rounds)(-1 CON)(DC 14 Fortitude)
Derkhan
Bedisa
The Rouge Rogue
Dexter and Sal (-9)
Frostwind (x3 Rounds)
Plinth 1 (Purple): Complete.
Plinth 2 (Purple): 1/3.

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Quick rolls to prevent a slowdown, crashing for the night.
Stealth: 1d20 + 13 ⇒ (15) + 13 = 28 (Hilly/Rocky Terrain +1)
Perception + Boon: 1d20 + 12 + 1 ⇒ (9) + 12 + 1 = 22

Agent Bot |

Agent Bot loading systems; Alchemist, Slyph. (Will contact Frostwind to see if they are withdrawing but for now will let them help.)
Round 1 Actions:
Frostwind works to catch up with the group, sneaking through the waters.
Stealth: 1d20 + 4 ⇒ (16) + 4 = 20
Stealth: 1d20 + 4 ⇒ (8) + 4 = 12
She manages to reach the 2nd island but suffers a bite, as her rushing stirs the waters.
Fortitude: 1d20 + 4 ⇒ (17) + 4 = 21
The venom isn't able to take hold in her veins.
Round 2 Actions:
Knowledge (Nature): 1d20 + 8 ⇒ (5) + 8 = 13
Round 3 Actions:
Appraise: 1d20 + 8 ⇒ (5) + 8 = 13
While on the 2nd island she struggles to make sense of the composition or value of the plinths, as they work.

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Dexter is able to begin working on the 3rd plinth as the others work to finish with the 2nd, having learned the movements of the snakes to easily maneuver past.
---
Research Round 3: Bold may act.
Voices and his Cat (x2 Rounds)(-1 CON)(DC 14 Fortitude)
Derkhan
Bedisa
The Rouge Rogue
Dexter and Sal (-9)
Frostwind
Plinth 1 (Purple): Complete.
Plinth 2 (Blue): 2/3.
Plinth 3 (Teal): 1/3.

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Fortitude 14: 1d20 + 7 ⇒ (18) + 7 = 25
Bedisa shrugs off the snake bite. "This is nothing!"
With Dexter pointing over symbols, Bedisa starts translating.
Perception: 1d20 + 7 ⇒ (6) + 7 = 13
Her Draconic is a bit rusty. "Does that mean east or apple or snake?".

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While we're at it, will zap Dexter/Sal with a wand of Infernal Healing. For 1 minute, they gain fast healing 1.

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Swaine can cast Guidance at will right? Just checking since it wasn't on your last perception roll.
And will note Sal being full healed over the next minute.

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Yes! Thank you - I sometimes forget about Swaine. He's an Emissary familiar.

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I love Emissary familiars! I figured that was it.
With her second attempt Bedisa is able to just make out the faded symbols.
Plinth 2: Decoded (for real this time).
---
Research Round 3: Bold may act.
Voices and his Cat (x2 Rounds)(-1 CON)(DC 14 Fortitude)
Derkhan
Bedisa
The Rouge Rogue
Dexter and Sal
Frostwind
Plinth 1 (Purple): Complete.
Plinth 2 (Blue): Complete.
Plinth 3 (Teal): 1/3.

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The Rouge Rogue attempts to decode a plinth and if successful moves to another island.
Linguistics: 1d20 + 10 ⇒ (2) + 10 = 12
Stealth: 1d20 + 11 ⇒ (16) + 11 = 27
Don't know where I stand but if the plinth on the island I'm on is already done just reverse the order.

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Acrobatics: 1d20 + 11 ⇒ (18) + 11 = 29
Perception: 1d20 + 8 ⇒ (19) + 8 = 27
Derkhan leaps to the next island inspects the plinth.
"Come on, reveal your secrets, rock."

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Derkhan and The Rouge Rogue both cross to the next island without trouble. Once there Derkhan begins checking for similar symbols to the previous plinths, finding a few. The Rouge Rogue couples a few of the symbols in the wrong order and has to start anew.
Plinth 3: 2/3 successes.
Nearing completion of their task within the pools, the Pathfinders continue their work. Feel free to take more actions.
---
Research Round 3: Bold may act.
Voices and his Cat(-1 CON)(DC 14 Fortitude)
Derkhan
Bedisa
The Rouge Rogue
Dexter and Sal
Frostwind
Plinth 1 (Purple): Complete.
Plinth 2 (Blue): Complete.
Plinth 3 (Teal): 2/3.

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Bedisa stealths across, trying to avoid the snakes.
Stealth: 1d20 - 1 + 1 ⇒ (8) - 1 + 1 = 8
Some snakes bite at her I assume
Fortitude: 1d20 + 7 ⇒ (20) + 7 = 27
Then she tries to translate some of the runes with the help of Swaine.
Perception: 1d20 + 7 + 1 ⇒ (4) + 7 + 1 = 12

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**HOUSE GM ANNOUNCEMENT**
Waves of junior agents have gained control of the animal pens and have begun moving farther in.
GMs, the Area B is now accessible, and Area A is now controlled.

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Dexter keeps searching for more clues.
Plinth 3 Perception + Boon Round Four: 1d20 + 12 + 1 ⇒ (18) + 12 + 1 = 31

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Bedisa and Voices continue fending off venomous bites, and wouldn't be surprised if they are immune after this adventure!
Dexter expertly finishes the last of the decoding as the rallying call of Pathfinders rings out in the Zoological Gardens.
Having decoded enough of the plinths, you can now make some sense of the rituals taking place in these pools. By partaking yourself and filling a vial with water from below, you can transform it into a Potion of Cure Moderate Wounds.
Each PC can make 1 vial. It lasts 30 minutes and you can only receive healing from the waters once this adventure.
That is the second Victory point for this section! Good work everyone. Incoming initial post for the Slave Pens!

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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 you arrive. On the other side of the slave pens should be the surface and the Temple Plaza.
The Slave Pens have two initial options: Heading into the cells to battle the slave-tamers (Combat) or helping assist the growing rebellion (Research). As before there are some optional battles waiting within the Slave Pens, time permitting and group willing. 2 votes will move us into that section. We do still have an Aid Token which we should try to use in the next encounter to keep it moving.

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Combat again? I also suggest we burn the token on Inspire Courage right at the start.

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Combat works for me.
"I don't know about you guys, but any slaver needs to be eliminated. The Warrior's Ring would want me to eliminate the slavers then free the slaves."