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Reading over the list again, but I’m honestly unclear on how we deviated from it. I thought the whole point was to open up communication.

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Exactly. I read over that list very carefully before I decided my approach with Madame what's her face. All Torch told us to do was obtain her her process and get her to agree to share what secrets she had. He never said we couldn't open up our own agreement with the Society. That was his own fault for leaving such an open ended list. :) Granted, this is how Garrett views it and will say as much in character when given the opportunity.

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The naive rogue blinks: "Nefarious? We're Pathfinders! I think the most nefarious thing I've done today is associating with you!"
Bluff: 1d20 + 9 ⇒ (6) + 9 = 15
Sense Motive: 1d20 + 9 ⇒ (18) + 9 = 27

Dungeon Master S |

Poor word choice on my part. The real question is whether or not she knows it's Torch asking. Mechanically it doesn't affect you, it's more for flavor.
Once you finish handing over and reporting, Torch snorts. "I have to say, I don't appreciate the way you so rudely rebuff all that I've done for you. honestly I wasn't sure you'd even complete my list of tasks. I half expected you to leave and tell the Society I just said no. I'm also not a fan of how you you just gave up my name in the house of Madame Zelekhati. I expect more...discretion. Still, you did what I asked, and let it NEVER BE SAID that I, Torch, don't hold up my end of a deal."
Torch has a servant bring forth a map case. He hands it to Narad with a wink. Narad looks at the maps. One is a map of Osirion, clearly marking Eto and an unnamed site to the north. The second map has a much smaller scale and marks the route between Eto and the mystery location. The last sheet has a charcoal drawing that depicts two large rock outcroppings connected by a smooth wall with a single gate. It is entitled “Seeker’s Folly” and signed “V.L.”
The writing on the map and the writing on Torch's errand list is identical.
Torch explains, “Those will take you where you want to go. Deviate from the path only if you know what you’re doing. Otherwise, stick to the landmarks.” He pauses to consider another thought. “Normally this is where I would say ‘pleasure doing business with you.’ However,” he adds with a grisly grin, “I’m going to throw you something extra for free—just because I’m such a caring individual. 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.”

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No worries here, GM. I think players simply love to pile the hate on Torch. I know I do. :-)
Thanks for the game!
Do we want to keep using this thread for Part 2? Or will you create a new one?

Dungeon Master S |

:-) I'll keep this one, but I'll rename it to Part 2. I'll get chronicles out tonight. I'll post the next piece this weekend, but promise not to get underway until Monday (unless of course people all post that they're ready.
Check out the discussion thread for more!

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Desh grunts at Torch. ”You got a handful of jobs done without getting your or your boys’ hands dirty. Let’s just all agree to tough out the scrapes we might earn along the way.”
Would any kind of Knowledge checks let us know what that “V.L.” means?
Knowledge (Local): 1d20 + 3 ⇒ (13) + 3 = 16
At mention of the second group, Desh growls. His suspicious glare at Torch leaves no questions as to whether Desh believes the man knows more about it than simply passing along a rumor he happened across. Nonetheless, Desh uproots his longspear and seems ready to head out.
Very cool! As always, mucho funno, DM S. :D

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Linguistics: 1d20 + 11 ⇒ (14) + 11 = 25
"Aspis, would be my estimation of this other group. You know, I tend to draw out the esses on that word, and separate it into two words," says Kay academically. "I believe that's a more correct pronunciation."
He flicks his eyes over the map and notes to the group. "The writing on the map, and that errand list of Torch's, is by the same hand. Whether it's Torch himself or someone else, I couldn't say. 'V.L.'--could that be Venture-Lieutenant, or something else?"

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Kay seems to have struck a nerve. "whatever Pathfinder. Our business is complete. Go. "
Someone really hit a nerve.
-Posted with Wayfinder

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As they leave, Flyndal grins broadly at the obvious irritation on Torch’s face.

Dungeon Master S |

Posting now, but we can wait to start until you're ready:
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.”
You have your suspicisions, but there's time to ask around. Gather Information or (Local) checks are welcomed. As a reminder, you also have some items left over. THANKFULLY you kept the stone given to you by Amenopheus, which certainly improved upon your already growing reputation. You also have 2 maps...

Dungeon Master S |

When you are ready to go, just post as such.

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Sporting a new—very expensive-looking—breastplate under his clothes, Desh looks at the map. "Good catch on the handwriting, Kay. Though what do we make of it?"
Knowledge (Local): 1d20 + 3 ⇒ (19) + 3 = 22
What items we have left over? Do we basically have access to everything we found in that last Scenario?

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if only hot weather gear was core... sorry, happens to me all the time.
-Posted with Wayfinder

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Good to go; Desh’s observation is on point – should we pick up any special supplies that are CORE?.

Dungeon Master S |

Desh does know a bit about what's going on. 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, Using the map gives you a +1 bonus on any Survival checks made while traveling from Eto to Seeker’s Folly.The gnoll clans have grown increasingly bold, and abductions along the common trade routes are becoming increasingly common. Unfortunately he doesn't get any word about who else is looking. Suppliers, though, do seem to have been nearly cleaned out of travelling gear.

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Sorry. Out with the family today so I haven't had th opportunity to make final purchases for Garrett. I can do that as we move on though so as not to keep us bogged down!

Dungeon Master S |

You guys will have to choose a way of getting to Seeker's Folly.
1. Torch's rare and possibly risky way
2. The "normal" way.
3. Straight line through the desert.
Walking or mounts.
We don't want to have a few days of posts debating the pros and cons. Let's say unless you REALLY don't like a group plan I'll go with the majority as soon as people chime in.

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Kohi hasn't purchased or anything, but that's fine. She's ready to rock as-is (besides, I think my longspear (which did nothing last scenario) wasn't legal until just now... As for preferences, she's always been fine with letting Desh/Flyn take point; no reason to stop now.

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Somebody else already recommended Endure Elements. If that's done; I'll pay for mounts for the party.
"If there was a grain of truth to Torch's warning that another group is also en route to our destination, we should make haste! If he's lying, we'll just be done sooner. If he's telling the truth, well..."

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“Our tracking skills aren’t bad,” Flyn says, indicating Desh and himself, “though I don’t know that I’m willing to bet our lives on strutting through the desert in a bee-line. I don’t care much for Torch, but the map is probably our best bet.”
Straight line through sounds way too risky. There might not be water, or hazards we can't predict. That leaves Torch’s path, if we want to make up time. Hopefully our competition took the slow path.

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Flyn makes a very good point. Straight paths in the desert are typically not a good idea. I second that we follow Torch's map. I think mounts are a good idea! Now the question is... What kind of Medium sized mount can we find for Garrett in the desert that is Core?

Dungeon Master S |

The fact that camels are Bestiary 2 and therefore NOT core is a bummer, but you can find pack horses to go through the desert, they just won't have a name...

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CRB, page 159
Medium Mounts:
- Donkey or mule
- Horse
- Horse, heavy
- Horse, heavy (combat trained)
- Horse, light
- Horse, light (combat trained)
- Pony
- Pony (combat trained)
There are arabian horses, so I'd guess that horses would do OK in the desert. They certainly move faster than we can walk. (50 ft) That might mitigate the fact that we might be in a race for time.

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Desh nods along with Flyn’s assessment. ”it might get us there quicker. And if scar-face is trying to get us killed,” he grins his feral grin, ” … we’ll just have to show him how hard that is.”
I only have 24 gold, but I”m happy to spend it offsetting costs for mounts or feed or rations or whatever. Consider my 24g (in the pot) of these expenses.
Also, does Desh know anything about the local gnoll tribes that may help us avoid or navigate any encounters we might have with them?
Knowledge (Local): 1d20 + 3 ⇒ (13) + 3 = 16
Once we’re provisioned, Desh is ready to rock and roll.

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Just a light horse would work for Desh, though 24g only gets me 1/3 of the way there ... and doesn't even cover saddle and saddle bags and whatnot.
Flyn, what are the odds you'll cover me on this one. :D

Dungeon Master S |

Desh doesn't know anything not already posted.

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I'm happy to pay for the mounts. But, if you're concerned about cost, the donkey/mule is in the Core Rulebook, and it only costs 8 GP. It has the same stats as a pony (40 ft speed).
FAQ on donkeys/mules

Dungeon Master S |

Using the maps provided by Torch (that you worked hard to obtain) gives you a lesser-known, but solid path to follow. No Survival checks allowed.
Check in with a pair of perception checks. Once everyone has checked in, I'll advance.

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Perception: 1d20 + 9 ⇒ (13) + 9 = 22
Perception: 1d20 + 9 ⇒ (14) + 9 = 23
I think Garrett will spring for a riding dog, but I have to double check to make sure they are Core...

Dungeon Master S |

The trip seems to be going as planned. You come across an oasis, as expected. Dismounting, you approach. 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.
Before getting too close you spy a trio of gnolls who aren't hiding well. Hiding a little better is a creature in the sand, but it's hard to see (Knowledge (Dungeoneering) to ID.)
Baddies: 1d20 + 0 ⇒ (4) + 0 = 4
Desh: 1d20 + 3 ⇒ (17) + 3 = 20
Narad: 1d20 + 10 ⇒ (9) + 10 = 19
Garrett: 1d20 + 5 ⇒ (11) + 5 = 16
Flyndal: 1d20 + 3 ⇒ (14) + 3 = 17
Cëanel: 1d20 + 9 ⇒ (9) + 9 = 18
Kohi: 1d20 + 3 ⇒ (17) + 3 = 20

Dungeon Master S |

Wow.... Okay Pathfinders go first.

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Desh pulls out his bow and draws an arrow back to his cheek.
"Which one, Kay?"
Draw shortbow, then ready an action to fire on the target of Kay's choice (once he knows more about the mystery creature).
damage: 1d6 + 4 ⇒ (3) + 4 = 7
sneak attack damage: 2d6 ⇒ (6, 6) = 12

Dungeon Master S |

It's an aberration called a Dust Digger. It burrows under your feet and sinks the earth beneath you...
Desh: Will shoot shortly
Kohi: Go
Narad: Go
Kay: Go
Flyndal: Go
Garrett: Go
Baddies: TBD (if they're lucky)
Blue: 0
Red: 0
Black: 0
Digger: 0