
|  Prothero Crace | 
 
	
 
                
                
              
            
            It's funny in retrospect that we pondered and prepared so much for a DC 15 skill check.
"True, Borax, " agrees Prothero. "And if it is a gnoll or something else waiting to ambush us, perhaps we should go around the oasis and approach from the other side, rather than walking right through the middle of it. And it it's nothing, then we'll have had a nice walk," he adds with a slightly sardonic smile.
He gestures for Darvik to lead the way, if he's willing.

|  Borax Bulan | 
 
	
 
                
                
              
            
            Once again Borax invokes his wayfinder,
Perception wG: 1d20 + 6 ⇒ (19) + 6 = 25
I actually like the fact that we were angst-ridden. I personally prefer it that GMs don't give out the DC's for things the players would definitely not know because the players will unavoidably meta-game. That having been said, I believe that characters would intuitively know the DCs to many things and those should be shared.

|  Prothero Crace | 
 
	
 
                
                
              
            
            Perception: 1d20 + 9 ⇒ (13) + 9 = 22
I agree, Borax, I think it makes it more interesting and shows we're engaged in the world we're playing in and care about our characters. But I still got a chuckle out of it.

|  Sior | 
 
	
 
                
                
              
            
            I try not to ever give out a mechanical number until after the fact. I feel a number or a specified DC breaks immersion. But it's still fun to share how close players came or how much they obliterated it, as in this case.
With a glance, you can see large paw prints in the sand, leading obviously to some nearby rocks. Following the trails, you see the ruffs of creatures behind some rocks. And as everyone saw them, no surprise round at all.
B: 1d20 ⇒ 5
Da: 1d20 + 5 ⇒ (18) + 5 = 23
De: 1d20 + 2 ⇒ (14) + 2 = 16
P: 1d20 + 4 ⇒ (10) + 4 = 14
T: 1d20 + 1 ⇒ (1) + 1 = 2
G1: 1d20 ⇒ 14
G2: 1d20 ⇒ 7
G3: 1d20 ⇒ 1
Order
Darvik
Defah
Prothero
G1&2
Borax
Teric
G3
Three creatures, bipedals resembling the cross between a human and a hyena, emerge from their hiding spots, snarling and... laughing? Knowledge (local)
Darvik, Defah, Prothero! Start us off!

|  Prothero Crace | 
 
	
 
                
                
              
            
            Prothero moves quickly to his left, to get the large rock out of his way, then lets fly an arrow at the closest creature.
Move east a bit, shoot at #2, who should be flat-footed because he hasn't acted yet. Maybe that'll be enough.
Longbow attack, PBS: 1d20 + 6 ⇒ (6) + 6 = 12 Not sure if he still has cover
Longbow damage, PBS: 1d8 + 3 ⇒ (8) + 3 = 11

|  Defah IV Godspeaker | 
 
	
 
                
                
              
            
            Know(local): 1d20 + 1 ⇒ (20) + 1 = 21 Untrained; but I'm assuming that these won't be more than DC 10 anyhow.
Defah casts bless on the party before moving toward the creature in the centre of the map. Everyone has +1 morale to attack and save vs. fear for ten rounds.
Is the rock difficult terrain, or is it providing total cover? If it's total cover, I'll want to change my positioning so that I threaten the enemy with my longspear.
Nethys, bless us with your mystical energy that we might smite these filthy beasts!

|  Darvik Willowbrook | 
 
	
 
                
                
              
            
            Darvik will move to get close to the creature and then will go into Total Defense since he can't reach one. If he sees they have a ranged weapon armed, he'll close the distance on #2 instead.

|  Sior | 
 
	
 
                
                
              
            
            They have spears drawn and at the ready.
The central creature steps to the east out of range from Darvik before slinging a spear at Prothero!
Spear!: 1d20 + 1 ⇒ (3) + 1 = 4
The western one comes out of his hiding spot to lob a spear at Darvik.
Spear: 1d20 + 1 ⇒ (8) + 1 = 9
They are unsuccessful in their attacks. Sad times.
Borax and Teric!

|  Borax Bulan | 
 
	
 
                
                
              
            
            Borax will delay until after Teric, but I'll roll the knowledge local check now
K. Local: 1d20 + 10 ⇒ (20) + 10 = 30 + FI: 1d6 ⇒ 4
Darn, should have used that on an attack!

|  Teric Cain | 
 
	
 
                
                
              
            
            Teric moves to follow Prothero, hoping to help the him. He spots a gnoll flinging a spear at the monk. The Varasian points his crossbow at the gnoll and fires, wincing at the pain from his scarred hands.
Attack: 1d20 - 3 ⇒ (18) - 3 = 15
Damage: 1d8 ⇒ 8

|  Borax Bulan | 
 
	
 
                
                
              
            
            Darvik seemed more than capable of handling a single gnoll by himself, so whip already in hand, Borax moves forward behind Defah and drink his shield extract.
"Let's teach these foul gnolls what they are up against."
+4 to AC for 2 minutes

|  Darvik Willowbrook | 
 
	
 
                
                
              
            
            OK, since a spear could be both a thrown and melee weapon (at least I think it is in Pathfinder) I would have stopped and played Total Defense.
Darvik closes on the gnoll that sneaked up behind him (#1) and swings his scimitar at it, however dodging spears is harder than it looks.
Scimitar: 1d20 + 7 ⇒ (2) + 7 = 9 for Damage: 1d6 + 6 ⇒ (4) + 6 = 10

|  Prothero Crace | 
 
	
 
                
                
              
            
            Prothero's face tightens in a grimace of pain as the gnoll's spear hits him between two ribs and cuts deeply. He stumbles backward a step, causing the spear to pull painfully free and drop to the sand, blood running down its shaft before it falls. "Damn you, you'll pay for that!" he says through gritted teeth.
He takes a quick, stabilizing breath and slowly exhales, then calmly raises his bow and looses two arrows at the gnoll that hit him.
5-foot step back, flurry at #3
Flurry with Longbow, PBS, Bless: 1d20 + 5 + 1 ⇒ (9) + 5 + 1 = 15
Longbow damage: 1d8 + 3 ⇒ (3) + 3 = 6
Flurry with Longbow, PBS, Bless: 1d20 + 5 + 1 ⇒ (10) + 5 + 1 = 16
Longbow damage: 1d8 + 3 ⇒ (6) + 3 = 9
Status: 11/19 hp

|  Defah IV Godspeaker | 
 
	
 
                
                
              
            
            Defah moves over to get between the gnolls and their apparently preferred target.
That's enough of that, you scum!
And then he'll try to stab #2 with his spear.
longspear, bless: 1d20 + 4 + 1 ⇒ (20) + 4 + 1 = 25
piercing, destructive smite: 1d8 + 4 + 1 ⇒ (4) + 4 + 1 = 9
confirmation roll: 1d20 + 4 + 1 ⇒ (18) + 4 + 1 = 23
crit bonus damage: 2d8 + 8 + 2 ⇒ (4, 8) + 8 + 2 = 22

|  Sior | 
 
	
 
                
                
              
            
            Ah, yes, forgot about that. Sorry. Yes, Teric did hit the gnoll with his shot, cursed though his hands are!
With a flurry of arrows and a well-placed spear, the two eastern gnolls are felled!
The one by Darvik, seeing his allies fall, decides that no reward is worth this and turns tail.
Out of Combat
With the gnoll threat dispersed, you are able to survey the oasis at your leisure. Consulting the map, you see reference to an oasis and that you have met up with the trade route. The destination should only be a few hours away.

|  Teric Cain | 
 
	
 
                
                
              
            
            "Good work, everyone! Mangy gnolls are a damned nuisance." He spots the wound Prothero has taken and uses his wand to heal it. Afterward, he pokes around the items left at the Oasis.
CLW: 1d8 + 1 ⇒ (8) + 1 = 9
Perception: 1d20 ⇒ 7

|  Prothero Crace | 
 
	
 
                
                
              
            
            Prothero breathes a good deal easier as Teric heals his wound and the torn flesh knits back together. "Thank you, Teric. Much appreciated."
Once Teric is finished, Prothero walks over and takes a closer look at the gnolls, then says, "I worry about the one that got away, I hope there aren't more of them waiting to take us on. Fortunately, these three were foolhardy enough to take on a larger group."
He takes a quick look around the oasis, then says, "Well, we were in a hurry before, seems we should keep hurrying." He then suggests they get moving again.
Perception to look around oasis, Take 10 for 19
Status: 19/19 hp

|  Borax Bulan | 
 
	
 
                
                
              
            
            With the gnolls defeated, Borax takes one minute to prepare another shield extract. He then takes two more minutes, one to search the gnolls and see if he can determine why they here waiting in ambush, and the other to search the around the hearth and determine what has transpired.
Perception = Take 20=25 on both searches

|  Sior | 
 
	
 
                
                
              
            
            As you search the area, you notice something a bit peculiar. A weathered, partially buried marker about 100 feet west of the oasis matches the description in Grandmaster Torch’s notes. The peculiarity lies in the fact that its shadow points in a different direction than your own. Instead, it points to the direction your notes indicate that Seeker's Folly lies awaiting your arrival.
The gnolls themselves have little of value. A couple spears each, makeshift rusted armour, and a very bad smell of rotting meat. Nearby, however, you spot a hastily buried cache of objects, no doubt their previous plunders. In addition to a mundane silver cup and a hodgepodge of coins, their ill-gotten gains include an alchemy crafting kit , a vial of antitoxin, and two flasks of alchemist’s fire.
You have made very good time up until now. You may continue at your leisure or refresh yourselves at the oasis. Your decision.

|  Borax Bulan | 
 
	
 
                
                
              
            
            Borax as surprised by the present of a crafting kit.
What would an alchemy crafting kit be doing out here?
Already in possession of identical items, Borax lets the rest of the party help themselves before taking any of the alchemical items.

|  Teric Cain | 
 
	
 
                
                
              
            
            Teric picks up one of the flasks of Alchemist Fire. "A handy sort of thing. I'll take one if you don't mind. The rest don't concern me much."

|  Darvik Willowbrook | 
 
	
 
                
                
              
            
            Looks like junk to me, well, maybe this flask is useful. Darvik will take the other alchy fire if no one else does. The coin might be useful though.

|  Darvik Willowbrook | 
 
	
 
                
                
              
            
            You don't have to ask me twice, however I'm a fairly sturdy fellow. Perhaps Teric should take it?

|  Borax Bulan | 
 
	
 
                
                
              
            
            Borax comments, almost absent-mindedly,
"It only lasts an hour. Best wait until we are likely to need it."

|  Prothero Crace | 
 
	
 
                
                
              
            
            Prothero collects the antitoxin and assorted treasure and says, "I'll hand it off to whoever needs it when the moment comes, for now, let's keep moving."
Are we tired enough from the desert crossing that we need to refresh ourselves in order to avoid being fatigued, or can we keep moving?

|  Sior | 
 
	
 
                
                
              
            
            You are welcome to continue. It is only midday at this point.
When you are ready to depart, you find the shadow from the marker still pointing in the same direction. Following it and your map notes, you head on your way to Seeker's Folly, hoping the time you saved will put you ahead of any other eyes searching for the ruins.
The remainder of the journey through the desert proceeds uneventfully, with only the rise and fall of the dunes to break the monotony. A low, uneven hill of granite appears on the horizon to the northwest, presenting the only shelter for miles around. Although the crag appears solid from a distance, on closer examination there is a wide fissure in the rock sealed by a heavily weathered stone wall fitted with a large iron door, partially buried by sand
The wall is about 30-feet high with the rockface on either side rising slightly higher.
Will have a map up shortly.

|  Prothero Crace | 
 
	
 
                
                
              
            
            As they approach the massive rock with its peculiar entrance, Prothero offers a thought, "Since we know there are some fond of ambushes in the desert, this seems like a fine place for one, while we're all focused on the mystery of a door into a hill. Keep an eye out, and I'll see what I can piece together about this door."
He moves closer to the stone wall and iron door and studies them carefully.
Perception: 1d20 + 9 ⇒ (10) + 9 = 19

|  Sior | 
 
	
 
                
                
              
            
            Checking the wall and door, you see traces of carvings, possibly inscriptions of some sort which have since been ravaged by the sands over immeasurable time. You also see that the sand outside these gates has not been disturbed for some time. It would seem that whoever was also after whatever is contained within has not yet reached their destination.

|  Borax Bulan | 
 
	
 
                
                
              
            
            Concerned the writings and the sand may be hiding a trap, both magical and mechanical, Borax takes time to search it.
Perception T20 = 25
"Can anyone detect magic in the area?
If nothing radiates magic, Borax will attempt to decipher the inscription without saying the words aloud. First he'll Take 10 to see how complex/obscure the language is. Take 10 Linguistics =19 +Inspiration (GM is suppose to roll).

|  Borax Bulan | 
 
	
 
                
                
              
            
            Can Borax take a tracing of the writings? I'm guessing the scenario doesn't even contemplate that. Assuming Borax did not find any mechanical traps
"I suppose there is only one course of action."
Borax prepares an extract of True Strike.

|  Prothero Crace | 
 
	
 
                
                
              
            
            After the Pathfinders study the doorway a while, Prothero says, "Well, I guess there's nothing for it but to take a look." He steps up the the door and attempts to open it.
Not clear if there's an obvious handle or if opening it is supposed to be part of the challenge. Just in case, here's a Str check:
Str check: 1d20 + 2 ⇒ (5) + 2 = 7 And an impressive one, at that.

|  Darvik Willowbrook | 
 
	
 
                
                
              
            
            Darvik will try to open the door once he sees the struggles of Prothero.
Strength: 1d20 + 4 ⇒ (12) + 4 = 16

|  Sior | 
 
	
 
                
                
              
            
            Prothero lunges at the door, but to no avail.
Darvik swears he can feel the door budging as he presses, but they remain sealed.
Defah finally tries his dwarven might and pushes until his feet churn the sand beneath him in a comedic manner.
Now if you were to combine your efforts...
 
	
 
     
    