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Know: Local ? What is that? Is that where I hit the guy next to me?
Tempted to make a bee-ing straight for the artifact, Maherpa also knows his skills at survival are marginal and not up for the deep desert.
He thinks that if his companions wish to go the longer route then camels would be wise to speed their travel but waits to see what his companions decide. If there is a consensus to drive into the desert he could consider a wayfinder or compass but that would be risky even so.
Buying: Wand of CLW (2pp)

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Knowledge (local), untrained: 1d20 + 2 ⇒ (2) + 2 = 4
"I do not have that much knowledge regarding the desert, although I think it is wise to buy some scrolls that help us endure the heat. I can speak and read ancient Osiriani, although the phrasebook might be of use even then, it is an ancient language after all."
"I suggest that we all buy camels for the trip. Can someone estimate the distances from these maps? I do have a wayfinder, so whatever we do, that will help us from getting lost. If one of you is confident in leading us straight through the desert we should do that, otherwise let's stick to the road."
Kintampo will buy a camel, (150 gp), saddle (10 gp) and bit (2 gp) and three scrolls of endure elements (75 gp). Total 237 gp
Using those maps, is it possible to gauge the distance between Eto and the site? Kintampo will not take one of the items first, if no one else takes them he will gather them.

GM Art Severance |

Looking at the maps, Kintampo estimates that the oasis marked on the map is about 80 miles ENE of Eto. It lies to the South of the heavily-travelled caravan route between Eto and the city of Shiman-Seth and the Golden Oasis. Following the landmarks (and thus a large part of the caravan route from Eto to Shiman-Seth) on Grandmaster Torch's map, the journey seems to be about 100 miles. Both routes cross the northern portion of the desert known as the Glazen Sheet.
Camels generally travel at about 30 miles per day through the desert, so Kintampo estimates it will, after procuring supplies and without pushing the camels, take 3 days to travel from Eto to the site directly or 4 days to reach it via the caravan route.
Camels are capable of a forced march, but take 1d6 lethal damage for each hour of additional travel each day beyond 8 hours. In theory, the trip takes just over 21 hours overland or nearly 27 hours by the caravan route. However, you would need someone trained in Handle Animal (DC 20) to push the camels to make a prolonged forced march and would need some way to heal the camels of the lethal damage they would take. The camels and the PCs would be fatigued if they travel further than 8 hours in a day (the camels due to the lethal damage and the PCs due to travelling more than 8 hours in a day). Overland movement rules (giving camels a bonus for travelling in the desert).

GM Art Severance |

After you make your Knowledge(local) checks, read all of the appropriate spoilers below.
As a DM, I allow you to take 10 on knowledge checks. It just doesn't make sense to me that you would know basic information on one day and not on another. Therefore, if you roll less than 10, assume you rolled a 10. If you have some ability to improve your knowledge checks, like casting guidance, feel free to do so. You can also obtain information in game by asking around (either making Diplomacy checks to gather information or finding someone specific who has the information.
Your familiarity with the area guides your preparations and helps you to avoid common desert hazards, granting the PCs a +1 bonus on any Survival checks made during the journey.
Knowing this and other details about gnolls’ attack patterns grants the PCs a +2 bonus on any initiative checks in combat involving gnolls.

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Mareq ibn Bolthune al-Shamiri looks about, as if hearing a familiar voice, but this time much more powerful and resonant. His imagination runs wild. It is as if the voice had the power to argue before the supreme celestial courts, or at least the lower courts of Heaven. The world seems different to the ifrit. Ah, well, the world changes frequently these days. I shall continue on, as if I do not notice.
"That Grandmaster Torch seems to be... suspicious. As if he would slit somebody's throat and then vanish the next moment. We ought to beware whatever he says," says Mareq. "Nevertheless, I agree with Maherpa. Going off track, in the deep deserts of Osirion seems unwise. I will buy a camel and provisions for a caravan journey."
Buying: Wand of CLW (2PP), camel, (150 gp), saddle (10 gp) and bit (2 gp) and three scrolls of endure elements (75 gp). Total 237 gp
"This town of Eto is strange to me, as is Osirion in general. It is one reason why the Grand Vizier's Ambassador Percipient is here: to learn of this land of sun, sand and magic."
No Knowledge (local) for Mareq or Husarq.

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"It is best if I take the message stone. No doubt the Sapphire Sage will be most favorable to hear my voice, soothing and diplomatic as it is!" says Mareq, as he takes the sending stone.
He gestures to Oronia to take something, as the remaining items seem more appropriate for, and likely to aid, her.
"Too bad we've lost that servant Motaz. He would be an excellent help right now. He could carry all of these things for us."

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Mareq gathers his silks about his, straightens them, and then heads to the market to do his shopping.
"I shall see what I can learn of our destination and journey path while I am buying my camel," he tells Kintampo, Maherpa, Oronia and Lecate.
When he arrives at the camel market, he begins haggling over the camel price.
"WHAT! 150 gold for this fleabitten beast? That is ABSURD! Why, it is likely to drop dead the moment it leaves Eto's gates! The only way I would pay that much is if the camel could tell me the current conditions of the trail along the Glazen Sheet and if there is water in the oases along the way!"
Diplo (gather info): 1d20 + 10 ⇒ (14) + 10 = 24

GM Art Severance |

Gather Information Time: 1d4 ⇒ 1
The camel merchants are hard bargainers, knowing that without their wares, Mareq will just have to walk through the desert. Ultimately, after spending an hour bargaining with three different merchants, Mareq finds one who agrees to throw in information about the Glazen Sheet along with a camel, so long as Mareck pays 150gp.
"My starving children do not thank you, nor do my ears, which will be ringing with insults when I return home tonight and my wife learns that I gave you this information and sold you a camel at this price. Get out of my corral! May the gods have mercy on your parsimonious soul as you ride this magnificent animal through the wastes. I can only hope that you are less miserly with water and feed with her than you have been with gold with me!"
Yes, treat the gather information attempt as the equivalent of knowledge (local).
Does anyone seek to assist Mareq with the camel merchants? If so, make a Diplomacy check to aid.

GM Art Severance |

When Mareq is travelling, is Husarq with him? Husarq's movement rate is 30, whereas a camel's movement is 50. In the desert, speeds are halved (except for the camel, which I'm giving a bit of a bonus). If Husarq walks alongside, the trip will take longer. Camels balk at the very idea of Husarq approaching, much less letting him ride. You will need someone who can tap a DC 20 Handle Animal check to push a camel to carry Husarq if you want him to ride.

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Maherpa just saddles up and moves out, heedless of curses.
Does anyone have create water or do we need to piss away more of our limited WBL by buying additional waterskins

GM Art Severance |

Assuming that everyone agrees to travel by the caravan route, as no one has indicated they want to try to navigate through the wastes, and assuming we will be able to recover camel costs via overcap (see the discussion thread) because you are five players rather than sixth, so the cost of camels can come from the sixth share, I am going to move you ahead.
Anyone who has not attempted a knowledge (local) check or to assist with the diplomacy check to gather information may still do so. Just roll. That said, some of the effects of the checks will apply very soon, so please roll ASAP.
Similarly, anyone who wants to buy anything or call dibs on carrying any of the items Torch gave you still may do so. We will assume that Kintampo scoops up anything remaining, so you have it all along either way.

GM Art Severance |

Following Grandmaster Torch's map, you navigate from landmark to landmark along the well-established and relatively heavily travelled caravan route from Eto toward Shiman-Seth. Though the desert is hot and dry, there are enough travelers that you never lose your way or want for company. Travelling at night under the stars and the comfortingly familiar constellations, you avoid the worst effects of the desert sun. Days are spent at well-marked and stocked waypoints and oases, where you are able to find shade, water, shelter, and refreshment.
Just after dawn after four nights of travel, you reach the hidden oasis marked on Grandmaster Torch's map. The oasis is just beginning to shimmer like a sapphire in the heat of the day.
Life clings around the edges of the oasis 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.
It is four days later. You have reached the oasis marked on Torch's map and need to look for a marker that will direct you toward your goal, labelled "Seeker's Folly" on the map and on the drawing that Grandmaster Torch gave you.

GM Art Severance |

As you dismount and line our camels up for water call, you get a chance to look about Lamashtu's Flower. Grandmaster Torch's notes indicate that you should look for a marker just West of the oasis, which in the hour before sunset will indicate where Seeker's Folly lies
You should have plenty of opportunity to rest and regain spells before travelling on....
Oronia's Perception Check: 1d20 + 9 ⇒ (8) + 9 = 17
Maherpa's Perception Check: 1d20 + 2 ⇒ (19) + 2 = 21
Kintampo's Perception Check: 1d20 + 3 ⇒ (9) + 3 = 12
Mareq's Perception Check: 1d20 + 2 ⇒ (16) + 2 = 18
Lecate's Perception Check: 1d20 + 4 ⇒ (2) + 4 = 6
You notice no indications that anyone else is at the oasis or has been to it recently. However, the blowing desert sands quickly obscure signs of passage, so it is difficult to say for sure. You may have beaten the other group to this point.
Maherpa's keen sight spots the marker you seek, some 100 feet to the West of the pool. Oronia might see it, too, depending on what causes her Perception check to increase from +9 to +12.
I am posting a map of the oasis. I only have email addresses for two people to invite. You can either try to access the map, which will trigger a request for permission that I will promptly grant, or you can email your email address to me at artseverance@yahoo.com and I will invite you to the maps.UPDATE: I figured out how to change the access. You should all be able to just click on the link to access the maps now.
Husarq's tile is set off to the side of the map so you can immediately bring him in if (when) Mareq summons him.

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Diplomacy, aid Mareck: 1d20 - 1 ⇒ (3) - 1 = 2
Kintampo went with Mareck to the cameldriver. He was just inspecting the teeth of a big camel when the creature decided to spit the insolent Garundi in the face. Needless to say that did not help Mareck's efforts to get some information out of the man.
Mareck, did you share the information with the rest of us?
- - - - - - - -
At the oasis Kintampo dismounts and waters the animals. "Oronia, you have the maps, where should we look for that landmark?"
Item distribution: Mareck: sending stone, Oronia: field notebook plus maps
GM, Kintampo's perception modifier is +6, you might have the sheet from when he was lvl 1, I did a lvl1 rebuild and leveled him

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As the small group moves out along the trail from Eto, Mareq describes what he learned from the camel seller.
"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. The oasis is known as 'Lamashtu's Flower.' That does not sound well-omened, I must say."
Although far from the Glazen Sheet at the moment, Mareq watches the horizon obsessively. Upon being asked, he tells his companions that the camel seller also indicated that gnoll clans on the Glazen Sheet have grown increasingly bold, and abductions along the common trade routes are becoming increasingly common.
"I do not wish to be abducted by hyena-men," he says with a smile. "The gnoll-folk rarely respond to diplomatic overtures by tasty looking ifrit, I've been told."

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Lecate kneels down and splashes water on his face. It has been a a long four nights in the saddle.
He is glad to have reached the Oasis and now that Maherpa has spotted the marker, Lecate motions the party over to the oasis for some refreshment before we head out to the marker.

GM Art Severance |

Oronia's Perception Check: 1d20 + 9 ⇒ (18) + 9 = 27
Maherpa's Perception Check: 1d20 + 2 ⇒ (11) + 2 = 13
Kintampo's Perception Check: 1d20 + 6 ⇒ (4) + 6 = 10
Mareq's Perception Check: 1d20 + 2 ⇒ (11) + 2 = 13
Lecate's Perception Check: 1d20 + 4 ⇒ (7) + 4 = 11
Oronia hears a quiet, yipping bark from behind one of the boulders on the far side of the pool. She does not understand the language.
Oronia's Sense Motive Check: 1d20 + 8 ⇒ (19) + 8 = 27
Oronia's Linguistics Check: 1d20 + 7 ⇒ (17) + 7 = 24
However, she recognizes the bark as the language of gnolls and its intent to alert others to the presence of prey.

GM Art Severance |

Oronia's Initiative Check: 1d20 + 1 ⇒ (5) + 1 = 6
Maherpa's Initiative Check: 1d20 + 2 ⇒ (13) + 2 = 15
Kintampo's Initiative Check: 1d20 + 3 ⇒ (15) + 3 = 18
Mareq's Initiative Check: 1d20 + 2 ⇒ (4) + 2 = 6
Lecate's Initiative Check: 1d20 + 0 ⇒ (3) + 0 = 3
Gnolls' Initiative Check: 1d20 + 0 ⇒ (19) + 0 = 19
The gnolls have noticed you, but have not yet noticed that you noticed. They appear to be waiting for you to make camp and doze off.
Until you take some aggressive action, combat will not commence. For convenience of tracking actions, you may each take a round of full-round actions. I will let you continue to do so until you take some agressive action. In other words, you will get a full round of surprise now. If you take an aggressive action in that round, the next round will be a normal combat round. If you don't do anything aggressive, you may get additional rounds before combat actually initiates. The gnolls will get checks to see if they can figure out what you're up to.
Kintampo, then Maherpa, then Mareq, then Oronia, then Lecate. Once combat initiates, the gnolls will go at the top of the round.
Please state your actions for the first "surprise" round, keeping in mind you could get more if your actions are not aggressive.
I've marked the map to indicate where the gnoll noise originated.

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"Well, then," mutters Mareq when he learns of the gnolls. He pulls forth a bag, opens it and reaches inside. He pulls out food. Then a wineskin. Then a dented brass lamp. It is tarnished and has see better days. If somebody were to look closely, they might see a small puff of smoke (steam?) coming from the tip of the lamp.
"I'm getting water," he says as he walks over to the oasis and then dips the lamp into the edge of of the small pond. He holds it under the water, and holds it, and holds it.
"Oh yes. Come forth, come forth, come forth," he mutters to himself. He grins and his eyes gleam hatefully. "Wake up, you lazy f~!$. Time to die for your 'no good, lazy water-blooded, weakling son.' How do you like the water now, Chainer of Childhood, Killer of Dreams, Shit of a Dog? Come die, die, die..."
Lecate, nearby splashing his face, can see the brass lamp bubbling and dissolving beneath the water until nothing is left but the coalescing of hissing steam into the hulking body of... Husarq al-Shamiri, efreeti thrall of Mareq ibn Bolthuni.
Perception: 1d20 + 0 ⇒ (9) + 0 = 9

Husarq |
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"I appear, oh my Master," says the efreet with a deep bow before Mareq. "How may I serve you today, Great One, Superb Lord of Lords, Master of My Worthless Skin?"
Mareq looks at Husarq and spits in his face <ptew>!
"Bring water, thrall! And hurry about it," says Mareq loudly, the sound carrying across the sands of the oasis.
Husarq looks at Mareq and raises his black as soot eyebrows when he hears Mareq shouting at him. Not that such is abnormal, but... he's noticed Mareq has been keeping his insane hatred in relative check when near his new companions.
Perception: 1d20 + 5 ⇒ (3) + 5 = 8
He internally shrugs (Never let him see you shrug at him!) and says, "Aye, my Master. Water."

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Lecate talking with Meherpa as he builds a fire suggests we build it to the west of the oasis in a normal voice he says the wind will carry the smoke away from the camp ground and the oasis and the camels. Lecate will attempt to gather(roughly) the party around the campfire, to the west of the oasis, to prevent the party from being spread out.
In addition, he is concerned when the impending battle ensues the camels are not stolen or killed or scattered.
After helping set up the campfire, Lecate will brush down the camels, actually preping them for the upcoming melee.
Moving them to the south side of the oasis and tying them together as well as to stakes so they are not easily scattered, even if they pull up from the stake they are tied to.
Perception: 1d20 + 4 ⇒ (12) + 4 = 16

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Oronia gains 1 for traps, 2 for her glasses. And 1 for the level she gained. Further, she would spend the coin to buy the camel because camels rock. The biggest change for her is that she can channel now.
In a soft voice she smiles to the others, a gentle touch on Maherpa's arm, then to Lecate's.

GM Art Severance |

The Pathfinders have made their camp, keeping a wary eye on the rocks where the gnolls are hiding. The gnolls have not yet stirred.
If you want to make any other preparations, go ahead and do so. Otherwise, take a normal surprise round and combat will begin. Please make sure your icon is in the location on the map where you want it to be.

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Before she hit 3, yes, but at level 3 those numbers are all increased by 1. I'm updating the character on here now.

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"Are they likely to not just pelt us with ranged weapons if you do that? Do you think you could sneak up on them."