
GM Fez |

Down the list!
A spectacularly groomed garden of colorful sand occupies most of this two-story cabaret’s ground floor. A narrow wooden bridge winds about a trio of decorative obelisks dotting the miniature desert. A lavish sitting area filled with divans occupies the second-floor balcony granting a magnificent view of the garden below. Private curtained chambers encircle the garden, where lush rugs, soft mattresses, or piles of throw pillows serve to cushion the repose of clientele in each chamber. A door off the northern balcony opens to a staircase leading down to the street, while another set of stairs to the east leads down to the garden.
Before you enter the building proper the servants insist that you peace tie your weapons, as this is a safe establishment. All this does is make it take a full-round action to retrieve a weapon

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Kelris looks himself over before agreeing to this, "I will be a bit doing this." Kelris smiles as he unstromgs his bow, ties the top on his quiver, ties his flail together then to his belt, unstraps his shield handles, puts his daggers in is back pack. Finally Kelris comes to his Halberd, "I don't really have a place for this, James can you ties this onto my back under my shield?" Kelris hands his friend the weapon.

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James nods to Kelris, "You'll need to tie mine off too, this thing doesn't just slip into a scabbard."

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Oh I like this place already. Put that massive sword away, James, you don't want to poke someone's eye with it! Now now, we know what sort of place this is boys, don't get too excited. You too Merisiel, keep your daggers in a knot. Ha! he joyfully buts his bow away.
Remember, our mission is to find out how they scry on their clientele, find this item, and bring it back to our "benefactor". Kapeesh? Hahaha, see what I did there?
He brushes his hair aside to make himself look more presentable. He has an excited look on his face, you all recognise that this young halfling has never been into one of these establishemnts.

GM Fez |

"An excellent choice sir, it'll be out momentarily. The Dancing Dunes serves as a teahouse by day, a cabaret in the evening, and a more mischievous place in the latest hours of the night. Local movers and shakers employ the Dancing Dunes as a meeting place to discuss important deals and can be seen regularly. Unfortunately it is difficult to meet with them because we insist on the utmost privacy for our guests. Ah, here's your coffee now!" Another servant brings out a pot with a handle sticking straight up from it. Next to it are a dish with sugar, a small container of creamer, and several small cups, large enough to hold a few ounces of liquid at most. When the coffee is poured thick steam comes from the pot as the heady aroma from the beans fills the air.

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"Thank you," Kelris says taking the coffee, blowing on it a bit to cool it down, which is funny because of the heat in Osirian. "So if we would like to get invited to important deals we would come back later or have to apply in writing?"
Here goes nothing, Diplomacy: 1d20 ⇒ 18

GM Fez |

The servant nods and sends another off to collect a teapot and some cups. It smells spicy but seems to be a blend of cinnamon and lime. It is surprisingly refreshing.
In response to Kelris' question the servant giggles and covers her mouth. "Typically you bring the important deals here to be had in secret. But you seem like nice guests, so willing to listen to our rules and are not boors. Let me go get Madame Zelekhati, she may be able to point you to some important deals happening around."
A few minutes after a lovely half-elven approaches your table. "Greetings. I am Madame Zelekhati, the owner of this fine establishment. I have been told you wish to discuss a deal? Please, take a walk with me around the sand garden as we discourse." Good job Kel.

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Thanks, I didn't even hit preview, just posted and hoped for the best.
Kelris smiles, standing and bowing to the woman. "A pleasure to meet you. Madame." Kelris says hoping someone a bit more suave takes over.

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Following along the very excited Halfling interjects, Ahh, hi. Yes, we are very interested to see...what kind of services you provide here. We were told that this place was very practiced at keeping privacy for its users. Can you show us around and explain what protocols you do to keep up this reputation? ...we, we are interested! My, pardon me, you are very beautiful...Yes! Morka is very nervous talking to such a beautiful woman.

GM Fez |

Zelekhati giggles delightedly. "Oh, keeping things private is very easy if you know a few tricks. The thickness of the walls, the fact that you can only reach the private areas by heading down from the second floor, the heavy drapes across the booths. All of these lead to a comfortable privacy that only strong magic can pierce. Nothing is foolproof you understand. Tell me of your group. Why are you so interested in ensuring the privacy of the Dancing Dunes?"

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Perception to aid: 1d20 + 5 ⇒ (3) + 5 = 8
Sense motive: 1d20 + 7 ⇒ (19) + 7 = 26
"The Garden and that ring have something more to do with this place." Kelris thinks to himself
"We are just inquiring for our employer who may want to conduct some business here." Kelris says

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James follows along keeping his mouth shut, he knows social situations aren't his forte. What pretty sand, almost wind sculpted.
Perception: 1d20 + 8 ⇒ (2) + 8 = 10
Sense Motive: 1d20 + 1 ⇒ (12) + 1 = 13

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Perception: 1d20 + 15 ⇒ (18) + 15 = 33
Planes: 1d20 + 7 ⇒ (7) + 7 = 14
Sense Motive: 1d20 + 5 ⇒ (18) + 5 = 23
Honestly a little interested in the potential arcane magics at play, Fethril asks without any false pretense, "So, does the ring let you control the outsider or merely communicate with it?"

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Perception: 1d20 + 8 ⇒ (10) + 8 = 18
Planes: 1d20 + 7 ⇒ (7) + 7 = 14
Sense Motive: 1d20 + 9 ⇒ (2) + 9 = 11
What a beautiful garden. But wouldnt the shifting confuse and annoy your clients? It seems a very strange feature...Us? Yes. Our unnamed employer wishes to use your facilities in the near future. We are just scouting it out!

GM Fez |

Well, I'm real glad I prepped the map so far ahead of time...
"Oh, surely you must be joking!" she titters. Her path meanders onto the foot bridges leading through the sand gardens. [b]"This is merely a family heirloom and the thought of losing it plagues me constantly. And I made my name on using my powers to sculpt sand however I pleased. Sometimes it just happens when I walk around these gardens. She is obviously lying.

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William looks at the pony and says "Neat trick", but then becomes more alert as the hair on the back of his neck begins to stand.
Will Save: 1d20 + 2 + 2 ⇒ (15) + 2 + 2 = 19

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Will save: 1d20 + 3 ⇒ (15) + 3 = 18
I am surprised that I made the save
"Interesting, so that is how you get peoples secrets?" Kelris asks honestly.

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Merisiel, like Fethril, is completely untouched by whatever it was that Zelekhati tried to do. She notes with some satisfaction that the mere presence of the elves is helping the humans persevere. She glances at the halfling to see if he, too, is okay.

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Oh? What are you doing there...?
Will;Spellcraft?: 1d20 + 6 ⇒ (3) + 6 = 91d20 + 7 ⇒ (19) + 7 = 26
Guys! I think she is casting sl... as he becomes subject to whatever she does.

GM Fez |

Madame Zelekhati is visibly distressed that all of you have shaken off the sleepiness induced by her 'sculpture'. I think now would be a good time to move into combat rounds...
Merisiel: 1d20 + 6 ⇒ (10) + 6 = 16
Fethril: 1d20 + 7 ⇒ (8) + 7 = 15
Kelris: 1d20 + 5 ⇒ (3) + 5 = 8
James: 1d20 + 8 ⇒ (2) + 8 = 10
Sandmen: 1d20 + 7 ⇒ (19) + 7 = 26
Zelekhati: 1d20 + 6 ⇒ (5) + 6 = 11
A humanoid figure pops out of the sand in the other nearby gardens, unleashing another wave of sleepiness. The horse runs back to Zelekhati and takes up a defensive position. DC 16 Will saves vs an enchantment (compulsion) [mind-affecting] spell like ability. The elves automatically succeed.
Order 1st Round
Sandmen [R: 0, B: 0]
Merisiel, Fethril
Zelekhati
James, Morka, Kelris

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"Ah well, what can you expect from a half-breed? I suppose I was too hopeful. This is all very unfortunate, but it was your decision."
Fethril quickly calls on the power of Nethys to aid his allies.
Bless ~ +1 to attack and saves vs Fear

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"We are indeed scouting out the area for an employer." Kelris says Swinging out at the closest Sandman.
Adamantine Halberd: 1d20 + 10 ⇒ (11) + 10 = 211d10 + 9 ⇒ (1) + 9 = 10

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"Wake up!"
Merisiel wakes up James.
I think William is his PC in the Ironfang game we are in.
You would be correct. My multiple personalities aren't staying in their lanes today.. Sorry

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"Surely you're not just scouting out the area for an employer."
"Actually, that is not entirely too far from the truth. The mage switches to elven before going on. "Peut-être que si vous appelez vos 'invités' extra-planaires, nous pourrons poursuivre notre conversation de manière plus civile."
Diplomacy: 1d20 + 4 ⇒ (14) + 4 = 18

GM Fez |

"This is civil enough for me, don't you think? And speak so that all of your companions may hear, otherwise you're just being rude." Despite what she says the two outsiders shift from their 'solid' forms back to 'sand' forms and sink back down into the gardens. "So what is it you actually want?" Zelekhati is still defensive, but willing to listen, for the moment.

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Morka snoring in the corner, making it difficult to have a civil conversation since he is so loud. Everyone knows that Bards snore really loud!

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"I think we found out really, do you all not?" Kelris looks at the sand traps, "You enchant your guests get themt o tell you their secrets and then sell those off?"

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Merisiel goes to wake up Morka.
"Or the sand creatures eavesdrop while hidden. Our employer wanted to know how you learned so many secrets. So now we know. And he wanted you to share what secrets you've learned with him. That's your choice. You can work with him, and stay in business, or you can no longer be in business once we tell everybody what you are doing.
I would advise you to be practical here."