Mustaparta |
A new day dawns in the Osirian trade city of Eto only hours following the meeting with Grandmaster Torch. In exchange for a handful of services, he delivered several maps and sketches of landmarks that collectively point the way to the last known resting place of one or more sage jewels—enchanted gems capable of storing memories of Osirion’s past and reviving the Sapphire Sage Amenopheus’s order. “Those will take you where you want to go,” Torch declared while handing over the maps.
“Deviate from the path if you know what you’re doing.” As an afterthought, he added, “You’re not the only ones who know about that site. I hear a group of foreigners set out from Totra not too long ago and are after the same prize. Sounds like there’s no time to waste.”
Diplomacy and Knowledge (local) may be used to ask around the Eto bazaar and the caravanserais for information about desert travel or any hint of their competition with the rival group.
Carlin Ember |
Agreed. Carlin wheels out of Torch's place, seeing if she can ferret out any information from the merchants and caravan masters. She stops at a coffee seller and grabs a large mug of local blend and some sweets
diplomacy: 1d20 + 12 ⇒ (1) + 12 = 13
insert sad trombone noise here...womp womp...
Mustaparta |
With Willard's aid you learn that the route described in Grandmaster Torch’s map is rarely used, though the caravan masters are familiar with the oasis and the terrain surrounding it. They provide some advice about how to equip properly and avoid common desert hazards, granting the PCs a +1 bonus on any Survival checks made while traveling from Eto to Seeker’s Folly.
Mina Asal |
Mina supports Willard in the bazaar.
"Oh ... that is really a charming side of you I did not know Willard!?" she says to him with a wink.
Auto aid diplomacy.
"I do not know anything about tracking or the desert ... so Babr and I all yours ... we follow!" she says smiling.
Willard Ravenhair |
Any sense for how long the journey is?
Willard smiles at Mina, Thanks Mina, I try sometimes, it doesn't often work, but we do what we can.
Once they depart the city, Willard will tap each of them with a wand to protect them against the desert heat. This is so hot, and the Society keeps sending me to the deserts, Once couldn't we be somewhere where the air isn't trying to kill you? he grumbles
Endure Elements x??? let me know who needs it, got plenty of charges.
Carlin Ember |
me too with the EE wand...great investment...
I grew up in the sand and I can stand it..gets everywhere. I swear after the one mission taking that one agent back to be buried, I was still shaking sand out of my clothes for a month...ugh!
Katswiri |
"I grew up in the sands as well, actually not too far from here. It feels kind of nostalgic, actually. I have some ability to navigate the sands, though am far from an expert. I can likely see the path if we become lost, however."
She's got +5 to survival, and has a Wayfinder for a +2. She can use Natural Divination for an extra +10 twice a day.
"Let me see if my second sight can reveal any advice regarding the trail we seek to travel."
Katswiri drops into a brief trance, summoning up information regarding the trip.
Knowledge:Local, Focused Trance: 1d20 + 9 + 20 ⇒ (1) + 9 + 20 = 30
Before leaving, Katswiri casts Endure Elements on herself. She will also look to take two Natural Divinations for +10 competence bonuses to two skill checks during the day.
Mustaparta |
In trance, Katswiri learns more details.
- The gnoll clans have grown increasingly bold, and abductions along the common trade routes are becoming increasingly common.
- A pair of travelers asked questions about the same oasis a few days ago. One flashed a bronze badge bearing a snake emblem when questioned by customs agents.
- Survivors of the recent gnoll attacks remember that the gnolls often attacked during the hottest time of the day, when the camels were resting and the heat shimmer disguised the glimmer of the gnolls’ weapons.
Torch’s route takes the PCs through the Osirian Desert and into the region known as the Sahure Wastes. Taking Torch’s route allows the PCs to reach the ruins without gaining any advantage, and doing so requires no check. If you wish to travel more quickly, you have two options: mounts and shortcuts. So long as all of you have an overland movement speed of 40 feet or greater, you arrive at the ruins ahead of schedule. Alternatively, the you might decide to cross the desert in a straight line, missing most of the scattered landmarks on Torch’s map. Doing so requires three successful DC 15 Survival checks. If you fail no more than one such check, you arrive ahead of schedule. If you fail two such checks, you arrive with no advantage. If you fail three or more of these checks, you arrive later than expected.
Willard Ravenhair |
Willard consults the map, perhaps if we just rented camels, we could make up time? I'm wary about trying to cut across the desert without a more local guide. I am happy to help cover the cost of rentals.
Katswiri |
"I see....Gnolls raiding along the trade routes. Attacking at noontime, where the shimmer of heat hides their weapons. Two travelers asking about the oasis flashing a bronze badge with a snake emblem. The Aspis Consortium, perhaps? Hmm..." Katswiri sighs. "They do cause trouble, don't they."
Her eyes refocus, and turns to address the group. "The gnolls concern me. Perhaps we can avoid their raiding parties by taking a straight course across the desert, which will also help us reach the destination first. I am familiar enough with navigating the sands that I feel confident I can use my second sight to guide us to our destination. We could also purchase Camels, which would speed our journey greatly. I would be in favor of doing so, but we would need everyone mounted to avoid falling behind, so we would all need a mount of some sort for that to work."
Thearor Leafsplitter |
"So, follow Torch's guidance, risk getting lost in the open desert, or rent some mobile food and follow Torch's guidance. Not sure I like any of those options. At least the third one could keep us from starving for a while."
Mina Asal |
Mina nods.
"I am fine with everything here! Let us just get going."
Katswiri |
"First, let me attempt to see if one route is more dangerous than another."
Katswiri will use her Gift of Prophecy to ask the question: "Can an attack by the Gnollish clans be avoided by taking the straight path through the desert?"
Divination, 90% success: 1d100 ⇒ 26
Regardless of outcome, Katswiri will purchase a Camel rather than looking to potentially rent one. She can use it as a pack beast going forward to carry supplies in other missions.
Mustaparta |
"First, let me attempt to see if one route is more dangerous than another."
Katswiri will use her Gift of Prophecy to ask the question: "Can an attack by the Gnollish clans be avoided by taking the straight path through the desert?"
[dice=Divination, 90% success]1d100
Regardless of outcome, Katswiri will purchase a Camel rather than looking to potentially rent one. She can use it as a pack beast going forward to carry supplies in other missions.
No, there will be a fight.
I didn't find how much time the journey will take, but my assumption is that Torch's route is 2 days. So you have decided you want camels?
Katswiri |
"We are almost certainly going to be attacked, regardless of our route. We should be prepared, especailly around noontime."
"Let us go and purchase camels. Having seen the way, I am certain I can lead us directly to our destination with the help of my second sight. I would suggest we do so to maximize our time, unless there are strong objections?"
Katswiri buys a Camel at the market for the trip.
Willard Ravenhair |
Camels it is then! Okay Katswiri, lead us onward! Willard looks very out of place, except the dust scarves and desert clothing the Ulfen produces from his pack look well-worn and travel stained; and he sets a dusty parasol on his shoulder to help keep the heat off the raven perched there.
I'm content to use the wand of Endure Elements as needed to get us through the travel period without discomfort. Let me know how many charges are expended as we go. I've got plenty.
Thearor Leafsplitter |
I would appreciate these of your wand, and encourage heavy group use of my CLW wand as at least partial repayment.
"Buying camels? Okay . . .. How do you pick a camel?"
Katswiri |
Katswiri smiles. "You should check its feet to make sure it has no sores or damage, and its gait to make sure it has a strong stride. Ask to mount it for a short ride before purchase to ensure it will take you, to ensure it doesn't bite you too aggressively and to test how well it walks under load. Be careful though, as they are often somewhat ill-tempered, and can spit." She seems to ponder for a moment before adding. "We should probably make sure they're not too afraid of Babr, too."
Carlin Ember |
Well..first of all...look for the horses with the humps... Carlin says with a giggle.
No..but Kat's right...they can be temperamental... she says when looking around for a good camel.
i'll spring for one and the gear for it...got gold to spend...
Willard Ravenhair |
I've ridden camels across Quadira on the Silken Way, they should be similar yes? I think that was the first time we were assigned together on a mission Carlin? I learned much about the desert, but am still not a good judge of which camel won't spit on me...
Mina Asal |
“I agree on using camels. Babr will try not to scare them!!“ the Aasimar says with a look her celestial tiger.
Babr, the Celestial Tiger |
“Grrr … “
Babr growls but then lies down and yawns.
Mustaparta |
You get camels and leave Eto. After a day of travel you arrive on an oasis. The oasis shimmers like a sapphire in the midday heat. Life clings around its edges tenaciously, with only a few hardy plants nestled amid the rocks managing to survive in patches around the area. Finches bathe in the water, resting on an abandoned harness. Trash and castoffs from travelers litter the area, and a small brick hearth is the only permanent fixture.
Everyone roll two perception checks.
Mina Asal |
perception : 1d20 ⇒ 7
perception : 1d20 ⇒ 19
Babr, the Celestial Tiger |
perception : 1d20 + 6 ⇒ (13) + 6 = 19
perception : 1d20 + 6 ⇒ (3) + 6 = 9
Willard Ravenhair |
Willard Perception 1: 1d20 + 3 ⇒ (8) + 3 = 11
Willard Perception 2: 1d20 + 3 ⇒ (9) + 3 = 12
Munnin Perception 1: 1d20 + 10 ⇒ (12) + 10 = 22
Munnin Perception 2: 1d20 + 10 ⇒ (9) + 10 = 19
Willard, likely oblivious to what's going on around him, will be screeched at by his familiar, in Skald, declaring what the oblivious spellcaster missed....
Katswiri |
Perception: 1d20 + 10 ⇒ (7) + 10 = 17
Perception: 1d20 + 10 ⇒ (5) + 10 = 15
Katswiri automatically fails perception checks based on hearing, and gets -4 on opposed perception checks like against a creature's stealth check.
Are we heading on the straight path, or is this Torch's route? I was going to try for the straight one if we could to go as fast as we can.
If its the straight path, should I start making Survival checks?
On approaching the Oasis, Katswiri will gesture and cast Shield of Faith on herself. "Remember, we are going to be attacked at some point in our trip. This type of place seems like a potential spot for an ambush. Be careful."
She dismounts, and leads her camel with a soft clicking sound. "Good boy, follow me."
Mustaparta |
Munnin and Carlin notice gnolls hiding behind rocks. Carlin also notices a mound in the sand brownish patch on northwest side of pond, which is made by a burrowing creature. The gnolls grab their spears and prepare for a fight.
Carlin: 1d20 + 6 ⇒ (19) + 6 = 25
Katswiri: 1d20 - 4 ⇒ (5) - 4 = 1
Mina Asal: 1d20 + 9 ⇒ (18) + 9 = 27
Rogarch: 1d20 + 9 ⇒ (13) + 9 = 22
Thearor: 1d20 + 3 ⇒ (6) + 3 = 9
Willard: 1d20 + 5 ⇒ (8) + 5 = 13
Babr: 1d20 + 4 ⇒ (18) + 4 = 22
Munnin: 1d20 + 2 ⇒ (5) + 2 = 7
Gnoll 1: 1d20 + 2 ⇒ (10) + 2 = 12
Gnoll 2: 1d20 + 2 ⇒ (9) + 2 = 11
Gnoll 3: 1d20 + 2 ⇒ (6) + 2 = 8
Dust digger: 1d20 + 4 ⇒ (5) + 4 = 9
Surprise round: First Carlin. Map on slide 3
Carlin Ember |
Gnolls...and some critter made that pile of sand by the pond...watch yourselves...don't know what it is... Carlin warns, pointing out the gnolls. She sends a trio of mystical darts at the closest gnoll.
MM: 3d4 + 3 + 1 ⇒ (4, 2, 3) + 3 + 1 = 13
i tried to add my token on the side of the map...didnt work..lol
Mustaparta |
The balls of magic almost knock out the gnoll and all three use their move action to move toward your group.
Munnin and then First round for Mina, Carlin, Babr and Willard
Willard Ravenhair |
Munnin squawks, flying off Willard's shoulder, and flies straight up from the approaching combat with a disdainful look at the Arcanist.
Willard withdraws a wand, pointing it in the direction of the rapidly closing gnolls, and two beads of force fly toward the gnoll...
Magic Missile: 2d4 + 2 ⇒ (2, 2) + 2 = 6
Mina Asal |
Mina immediately moves forward and readies to cast a scorching ray when the borrowing creature comes out.
scorching ray fire, ranged touch: 1d20 + 1 ⇒ (18) + 1 = 19
Fire damage: 4d6 ⇒ (4, 2, 3, 4) = 13
Babr, the Celestial Tiger |
Mina also points to Babr and asks him to attack the gnoll on the right.
"Get them!" Mina shouts and Babr runs.
Double move for Babr.
Mustaparta |
First gnoll drops dead and mound on sand seems to move closer to the party. One gnoll strides as double move.
Mustaparta |
Forgot Rogarch isn't anymore in group. Thearor's and Katswiri's turn next
Second gnoll throws spear at Babr and misses.
Spear: 1d20 + 3 ⇒ (2) + 3 = 5
Katswiri |
Katswiri moves forward and gestures, a resounding boom echoes out around the gnoll near Thearor.
Placing it behind the Gnoll to avoid hitting Thearor.
Sound Burst, DC 15 Fort Save or Stunned 1 round: 1d8 ⇒ 6
Mustaparta |
Fort save: 1d20 + 6 ⇒ (13) + 6 = 19
The gnoll is only annoyed by boomin sound.
Next Carlin, Mina Asal and Willard
Carlin Ember |
ok..posting two actions..firsy if i can see the sand critter..second if not...
burning hands, DC 16: 5d4 + 4 + 1 ⇒ (1, 4, 3, 3, 4) + 4 + 1 = 20
MM: 3d4 + 3 + 1 ⇒ (4, 2, 4) + 3 + 1 = 14
Willard Ravenhair |
Willard closes with his companions, using the parasol he carries for balance, and pointing the wand at the gnoll, while sparks of energy fly out, slamming into the creature.
Magic Missile: 2d4 + 2 ⇒ (2, 3) + 2 = 7
Mina Asal |
Mina just orders Babr and delays herself.
Babr, the Celestial Tiger |
Mina orders the celestial tiger to attack!!
The white tiger growls, and charges with full force to the gnoll.
Bite attack, charge : 1d20 + 2 + 7 ⇒ (14) + 2 + 7 = 23
Bite B/S/P damage : 1d6 + 2 ⇒ (4) + 2 = 6
Defensive Abilities from Celestial Template: DR 5/Evil; Resist Cold, Acid & Electricity 10; Spell resistance 10
Mustaparta |
Magic and charging tiger kill other gnoll and the other runs away as his mates lay dead. Suddenly ground beneath Thearor and Mina becomes unstable and sand starts to shift. Make a Reflex save DC 15 or you are entangled, starfish-like sand creature now visible
Thearor and Katswiri