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A new day dawns in Eto. After meeting late with Grandmaster Torch last night, it was thought prudent to get at least a partial night's rest and refresh yourselves before setting out to the destination marked on the maps. Full health, spells, abilities, etc.
You were told to stick to the path through the desert, though it is plain that there is a more direct way to the destination, though without any sort of trail, path, or landmarks.
How do you wish to proceed? Someone else already has a head start on you.

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If it's possible while we're meeting with Torch, Prothero would like to ask about the shorter route through the desert:
"It's pretty clear from the map that there is a more direct route to where we're going," Prothero suggests to Torch, "is there a reason we need to take the longer path, especially if we're in a hurry?"

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"Perhaps the more relevant question is how does taking the indicated route disadvantage us? "

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Prothero gives Borax a puzzled look, "Well, the indicated route is longer, and we're in a hurry, so the disadvantage seems pretty clear. Do you mean what danger is there in taking the shorter path?"

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"We are led to believe that we must make haste. How do we know? If we arrive per the plans laid out, what undesired outcome will we experience? Perhaps Torch is tricking us into taking the quicker path...or perhaps the slower path is a trap? At this point, we know very little."
Borax was not about to admit that his own ability to discern lies was woefully inadequate. Borax was not about to admit because Borax didn't acknowledge it. After all, Borax was a brilliant man.

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"We have neither a desert guide nor someone familiar with the land. Going off the trail on our own will be simply relying on blind luck. We might even get lost and wander the sands until we die." Teric shakes his head. "If they are ahead of us, we'll find other ways to catch up. Ways more suited to our strengths."

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Borax contemplates what he knows of the geography.
Take G10 (20) + FI: 1d6 ⇒ 2
"Perhaps we should hire someone to guide us"?

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Seems to me we've been relying on blind luck this entire time. Darvik deadpans as the group discusses their options. If time is short, let's go the short way. Hire a guide if we must but lets go.

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"If we are going to take the shortcut, it would be wise for us to understand the benefit in doing so. We would need to purchase supplies prepare our magic to aid in such a desert crossing."
How much would it cost to pay a guide to take us through the short cut? To bad we dn't have the Ranger.

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There are no guides willing to deviate from the route. One saving grace is that the group also looking for Seeker's Folly is likely using the trail as well. After all, this is a 'finders keepers' type of situation.
Really? Even without a ranger, no one is comfortable with their Survival skill?

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Put the survival of the party on the line with one of Prothero's rolls determining if we make it or not? I'm good to go. Maybe some of our charmers could gather some tips first, and Teric can drop some guidance on me. It's only a shortcut, what's the worst that could happen? 8)

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Borax asks around about the dangers off the path.
K. Local Take G10=20 + FI: 1d6 ⇒ 4
I'm surprised the scenario isn't giving up details on K. Geography. I do get annoyed with Pathfinder authors letting a few skills do all the work.

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We probably would be just fine if everyone can take 10 to aid; I don't think anyone's negative on survival after all.
I would just expect standard trackless desert dangers - easily lost (almost impossible to not get lost really), extreme heat, total lack of food and water. As Pathfinders with access to create water and a wayfinder, those dangers probably aren't anywhere near as serious as they would be in a real-world or even remotely realistic game system; but I still like to role-play that my rookie cleric would take them seriously.

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For the knowledge check; The route described in Grandmaster Torch’s map is never used, though the caravan masters are familiar with the destination 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. Woohoo! Additionally, gnoll clans have grown increasingly bold, and abductions along the common trade routes are becoming increasingly common.
Alas, Defah, you cannot take 10 on a skill check to aid another. And yeah, it sort of just abstracts the journey. However, decisions and die rolls do affect the outcome, even if only by a little.

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"I'll say again, if we wish to beat the others to our goal, we should try the shorter route, as they have a head start," offers Prothero. "I think with all of us working together, having crossed the desert with the caravan already, we can figure out how to travel safely."
Mechanically, it seems worth a shot. Prothero will have +4 from Wis, +1 from the info we just got, +1 from guidance from Teric presumably, for a total of +6 and then whatever aid rolls we can succeed on. Think how cool it'll be to have the bad guys show up and find we've beaten them there. If we're not all dead.

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Teric shakes his head. "If you're intent on this, I'll try to help, but I think this is risky."
If you think you can do it, Teric will help with Guidance and Aids. Does someone have a wayfinder?

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Borax has a wayfinder and will lend it to whomever is going to lead the party.
@Sior, so Torch wants us to take a short cut or take the normal trade route? I think I have been confused by that.

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Unless someone has strong objections, I'm up for it the shortcut. With the Wayfinder, I can take 10 and get a 16 (or an 18 with the wayfinder, if getting lost is what we're worried about), so a couple of successful Aid rolls will get us to a 20. If the DC is much higher than that, we may be out of luck.

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Amenopheus wants whatever's at Seeker's Folly. Torch told you one way to get there and that someone else has already left to find it. As stated, Torch doesn't care how you get there. It's not his business any longer. It is up to you how to proceed. Take the long safe way and hope you get there first, or the short way which may prove dangerous and hope to get there first. Or find other means to increase your speed as you go on your journey.

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The DC is only 15 to avoid getting lost and we have a map (though I think the scenario is intentionally giving us +0 for the map. If you can Take 10 and hit 16, 18 with the wayfinder, then I don't think we'll have problem as far as getting lost. The only other issue is traveling through the desert. You may want to explore Endure Element options or appropriate clothing.

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Teric hold the map for Prothero, pointing out Seeker's Folly and trying to help him maintain a straight path. "Let's get moving. This shortcut had better work." He repeatedly casts Guidance to give the Monk a small blessing.
Aid another, Survival: 1d20 ⇒ 9

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Prothero studies the map carefully for a long while, then sets out to lead the group on the shorter route, regularly looking to his comapnions for input and ideas.
Take 10 on Survival for 16, +2 more to avoid getting lost

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Aid Another: 1d20 ⇒ 8 Bah, my sense of direction is lacking. Much like my wife without a GPS when she drives.

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After lending his wayfinder to the monk, Borax attempts to assist as best he can.
Survival Aid Another: 1d20 ⇒ 14

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Now this is where I would have you roll two more successful Survival checks in this game's version of a skill challenge. However, with a DC of 15, you automatically pass them and make good time across the desert. Yippee!!
The journey to the destination is an uneventful one. Prothero keeps everyone on track with his astute senses, though he freely accepts help when offered it. The wayfinder and the advice from the townsfolk seem to make the journey a piece of cake and you make good time across the Jundland Wastes. Oh, wait, wrong setting. You're in Osirion, not on Tatooine.
After quite some time of travel, you spot something shimmering ahead. Getting closer, you see that it is a lovely oasis, shimmering 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 harnesses. Trash and castoffs from travelers litter the area, and a small brick hearth is the only permanent fixture.
Will take Perception checks at this point. Can Take 10 but not 20 at this juncture.

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"Doesn't look too unknown," suggest Prothero as he looks the place over carefully, "but it looks like a lot of folk have left gear here over the years. I wonder if the water is safe?"
Take 10 on Perception for 19

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"It looks as if others have taken refuge here for a while. We might as well do the same to refresh ourselves. Maybe we can use what others have left."

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After retrieving his wayfinder, Borax eyes the oasis suspisciously...
Perception + Guidance: 1d20 + 6 ⇒ (5) + 6 = 11

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Prothero raises a hand, signalling the party to stop, then slips his bow from his shoulder. As he nocks an arrow, he says quietly, "I saw something moving behind a couple of rocks, there on the far side of the oasis. I'm not sure what it was, it looked like a fur coat or some fabric, it might have just been flapping in the breeze. But a gnoll darting behind a rock might look like the same."
Flicking his eyes from side to side, in case there's any other movement nearby, he asks, "Any preference on how we handle this?"