
Horek Varshot |

Horek shrugs. The creature is gone now, and the path forward lies open. The half-orc puts the gold-hilted dagger away in his pack and starts forward, watchful for and ambush or any tracks that might indicate others have come this way.

The Lost City GM |

The party continues through the narrow, whistling canyon for another mile or so, picking your way amongst the rubble and sand. Even though it is clear that this once was a clear road of packed, crushed stone, it has not been maintained for a very long time. As you continue the path widens and the grooved pillars appear more frequently, until it finally opens at the end of the canyon revealing a breathtaking sight.
Before you lies a long, narrow valley surrounded on all sides by desert mountains, roughly two miles wide and six or seven miles in length. Several small streams trickle down from the mountains and flow toward an oasis of date palms that surround a small lake with reeds growing along its banks. The oasis is the only green thing in the valley, as the rest is the light brown and gray of the desert.
Near one end of the valley, not too far from the oasis, stands a stepped pyramid buried in the sand, approximately 60 feet in diameter. A wide set of stone stairs rises up out of the sands on the right side of the pyramid (as you currently looking at it), and run all the way to the next-to-highest tier. The top of the pyramid is adorned with three 30' tall statues.
The statue on the left is of a strong, bearded man holding a balance in one hand and a lightning bolt in the other. The middle statue is of a winged child with two snakes twined around its body. The child holds a wand in one hand and a handful of coins in the other. The statue on the right is a woman, holding a sheaf of wheat and a sword.
Judging from the many mounds throughout the valley, the pyramid was was surrounded by many structures. All have been partially or wholly covered by sand and their stone blocks have been worn smooth by the elements.

Horek Varshot |

The half-orc's fierce face breaks into a grin. "That is a most welcome sight. Where there is water, there is life. And game to hunt." Horek leans his head back to steal a quick glance at the blazing sun. "And shade, as well. Come, let us set up camp and decide what to do next." As they move closer to the half-buried pyramid, Horek finds his eyes flickering more and more often away from the oasis and toward the structure as well as the bounds surrounding it. It makes sense to the half-orc that the stone quarried at the mouth of the canyon were used to build it, as well as the rest of the structures that have been buried with sand over hundreds or thousands of years. What people lived here once, and what of the evil that the creature warned them about?
As they draw closer to their goal, the barbarian keeps a sharp eye out for danger, but also for game that might provide a good meal that evening. But the distraction of the ancient city and the promise of water and shade is too much for Horek to ignore in order to focus on his efforts.
Perception Check DRR: 1d20 + 4 ⇒ (6) + 4 = 10
Survival Check DRR: 1d20 + 5 ⇒ (3) + 5 = 8 to provide food in the wild

The Lost City GM |

The area seems devoid of large game, although you do see lizards, birds, and other small creatures near the water of the oasis.
Anybody want to go with Loges, or try to stop him?

Timbur |

Timbur, already heading for the oasis, doesn’t notice Loges’ absence until the wizard is halfway to the pyramid.
”Ummm, Loges, the oasis is over here?” he calls out helpfully, pointing towards the pond.

The Lost City GM |

Moving towards the pyramid, Loges notices that there seems to be an open door in the side of the staircase, a door with something prone lodged in it. He is too far (ca. 350') away to make any further detail.

The Lost City GM |

As Tollo walks toward the door to the pyramid, he can see that it is a humanoid body of some kind that is wedged in the entrance.
Tollo is now 250' from the pyramid, the rest are 300'.

The Lost City GM |

Tollo keeps an eye out for trouble while continuing toward the figure.
[dice=Perception]1d20+5
Tollo does not see any threats, and the figure in the doorway seems not to be moving.

Ten-Foot Tollo |

Tollo gets within ten feet of the corpse, poking it with the pole. He checks it out for wounds, freshness and whether it's anyone he recognizes, assuming it remains still.
"If you're gonna die in the next half hour, by all means hang out at the oasis if it'll save your life. But this makes me nervous."

The Lost City GM |

Tollo gets a better look at the body lying in the doorway. Judging from its ears, it seems to be some type of hobgoblin or hobgoblin-like creature, but looks like no hobgoblin the halfling has ever seen.
It's skin is a tan color like the sand, and it is wearing no armor, instead covered with hundreds of small scars all over its body. Unlike normal goblinoids, this creature almost has a snout like a gnoll, and its hands end is claws. It carries a scimitar in a rough scabbard across its back and is dressed in a loincloth.
A large, black crossbow bolt is sticking out of its head, right between the eyes.
Judging by the decayed state of the body, the goblinoid has been here for at least a few days.

Ten-Foot Tollo |

Tollo whistles.
"And they say I'm ugly."
He turns toward the others at the oasis.
"HEY! RECENT HISTORY, LOGES! ISN'T THIS A FIND? RECENT VIOLENCE AFOOT!"
Survival (untrained): 1d20 - 1 ⇒ (6) - 1 = 5
Knowledge-Local (untrained): 1d20 + 1 ⇒ (15) + 1 = 16

Loges the Wise |

Turning in the direction of Tollo, the youth shrugs his shoulders.
If you will, Timbur, we should just take a look.
Loges joins Tollo. The wizard casts detect magic.
knowledge local: 1d20 + 8 ⇒ (15) + 8 = 23
survival: 1d20 + 1 ⇒ (12) + 1 = 13

The Lost City GM |

Nothing about the creature or any items is magical.
A breeze comes down from the mountains, bringing with it the smell of a distant fire as the sun begins its quick descent toward the horizon. The birds in oasis date palms begins to roost for the night, and far off in the distance, the howling of a wolf of coyote can be heard.
Zaaid, who has been holding the reins of your sole remaining camel with some effort speaks up. "So do I let the camel drink from the pond? He's near to pulling my arm off here! Is it safe?"

Horek Varshot |

Horek realizes belatedly that the others are heading toward the pyramid instead of the oases and angles his path to join them, catching up quickly thanks to his long, distance-eating strides. He approaches the body and looks it over as well, along with the others.
Survival Check DRR: 1d20 + 5 ⇒ (20) + 5 = 25 to examine the body
The half-orc points to the corpse. "Strange that the scavengers have not been picking at the remains of this one. Maybe it is poisonous to eat. Or they will not approach the body for some other reason." The exact reasons are beyond Horek's knowledge, so he moves to join Zaaid in controlling the camel, making his way over to the oasis. "Let me look over the place first. The water might be foul, though it is unlikely." The half-orc accompanies the desert nomad to the oasis and examines the water and local plant life before letting the camel drink.
Survival Check DRR: 1d20 + 5 ⇒ (10) + 5 = 15 to examine oasis, including the pond to see if the water is good to drink

The Lost City GM |

Horek
The half-orc takes a look at the water of the oasis. At first glance it appears clear and most likely is good drink, but one can never be too careful. As he gets closer, he notices something very odd: every square foot within 15 feet of the pond's edge is covered in animal and humanoid bones. Judging from the size of the pond and the density of the bones, there must be thousands of corpses here, and a few of them still have meat on the bones.
------------------------------
Loges
The body is wedged between the stone door and door frame, which looks indistinguishable from the rest of the pyramid. If the wizard had to guess, he would think that it would be very difficult to spot the door if it were closed.
Because the door is barely being held open, however, very little of the room beyond is visible. From what Loges can see, it opens into a chamber that is carved from the same stone as the pyramid's exterior.

Zuberi Ogbonna |

Not having noticed the half burried bones Zuberi's attention is mainly focused on looking towards the pyramid but waits for Horek to confirm the water is safe before going anywhere.

Ten-Foot Tollo |

Tollo nods, lips pursed.
"Yup, you sure love your magic tricks."
"As for this sap, I'm guessing a trap got him when he opened the door and he was poisoned to boot. Not hurtin' anybody to leave him here wedging the thing open, so Mr. Doorstop gets to stay where he is I'd reckon...."
The halfling then starts walking back to the oasis.

Horek Varshot |

Horek raises a hand, stopping Zaaid from approaching the pool. The half-orc points at the water bank with its grim version of driftwood. "Bones. Animal and humanoid both. The water looks fine from here, but judging by the remains..."
Warning the others to stay well away, he takes a long look along the bank well beyond the perimeter of bones. He looks for tracks of animals and the like. Mainly he is looking for prints that lead away from the pool...
Perception Check DRR: 1d20 + 4 ⇒ (2) + 4 = 6
I want to see if there are tracks of animals leading away from the oasis, or just toward it. Or not...

The Lost City GM |

Horek: There are tracks leading both away and toward the pool. The number of tracks leading toward the pool outnumber those leading away about 3 to 1.
Also a reminder to everyone: when you are attempting something that's not too hard, "taking 10" can be a good thing.

Ten-Foot Tollo |

After the more nature wise party members have relayed this information, Tollo starts thinking up a plan.
"Alright, so we got animals dying at the oasis but some flee. That could mean the water's tainted or there's something in there. So what if we prop the door to the pyramid open with something besides Mr. Doorstop there, then we take our friend Mr. Doorstop and tie him to my pole and use him as a decoy to draw out whatever might be in the water."
He shrugs.
"It sounds silly, I know, but it's worth a try right?"

Zuberi Ogbonna |

After Horek's declaration Zuberi started paying more attention to the Oasis again. "The Oasis isn't too big so could a mundane predator leave so many bones... Is it some more potent beast enhanced by magical forces?"

Drimm Stonehammer |

"Water is not our problem lads, food is. I can make almost anything edible and even purify that water if you want, but do not forget that I can also create water for us. So unless we are going to go fishing, maybe let's examine this odd structure. Perhaps this is where the rest of the caravan was taken."

Horek Varshot |

Horek nods in agreement with what's been said so far. "Food will be a problem as you said, Drimm. But if we can catch the animals before they reach the oasis, we won't have to worry about whatever lurks there." The half-orc turns to Zaaid. "For now, let us keep our remaining camel well away from the water. Either something is lurking within the pool or the water is tainted in some way." The barbarian is betting that it is a creature, judging by Timbur's noting that animals headed away from the water are running rather than walking normally.
The half-orc is willing to explore the pyramid with the others, if they are keen on doing so. Horek advises that they set up camp near the pyramid, so as to ambush animals headed toward the oasis, taking them down before they reach the water and whatever danger lurks there. They could also let some of the game past them and see what happens to them at the pool. The stone structure also seems a good place to ride out any further storms and speaks of this to the others as well.
Yeah, that oasis seems a bit dangerous. And as Drimm said, we are set so far as water goes. We can set our base closer to the pyramid and pick off game animals on their way into the oasis as they come. We might also let some through to see what happens down there as well.

The Lost City GM |

You find a place to camp on a small hill near the pyramid in the lea of an ancient wall. It blocks the wind while allowing you to keep an eye on the surrounding countryside.
After cataloging your supplies, you decide that you have enough supplies to last all of you for two more days. The camel can feed on the plants near the oasis, although you'll have to keep a tight watch on him, as you don't know what the threat in or near the water might be.
Do you want to do anything else before you head into the pyramid? Do you want to take up Tollo on his idea on using Mr. Doorstop (love that name) as bait?

Horek Varshot |

As discussion turns to using Mr. Doorstop as potential bait, the half-orc shrugs. "That one is already blocking the door, we should leave it there for now in case it closes up when the body is removed. Also, if there is something dangerous in the water, it might attack whoever moves the corpse to the edge of the pool. Better that we keep watch for game and see what happens. We have two days of food, so we can just watch to see what happens to the local animals for today and tomorrow. After that, we must hunt."
Nothing at the moment. Definitely have a watch posted, and keep an eye out for animals approaching the water to see what happens. I think we leave Mr. Doorstop where he's at. He's doing a fine job. :)

Ten-Foot Tollo |

Tollo crosses his arms.
"Yeah- so we stick a big rock in the door instead. So what? And like I said we tie him to my pole like a marionette and stay away from the water's edge that way."
"Game will be easier to come by if we eliminate the competition, is all I'm saying. And if the stupid camel gives us the slip..."