
Talalmackk Chirronna |

The party wraps up their business with Akare. Akare says goodbye and gets her group of porters and guards moving. In minutes she is just another part of the line of people heading to Solku.
Shortly after the business, the party also begins their journey along the merchant road. Over the day the number of travels spread out as different groups travel at different speeds, with the party being among the faster groups. Soon they are alone on the road.
Each of the next three days passes in a similar fashion. Little of note happens, with occasional moments of excitement. Sighting of prints in the sand, the shadow of a roc overhead, those types of things.
On the fourth day the terrain changes as the passage begins to wind into the mountains. There is less to see but even more to hear. Predators hunting and prey falling is the most common sound, but nothing unusual there.
The party rises on the fifth day and heads out once more.
Please give me a group Survival check. All may roll, including Adaar and Kaepora. All assists will apply to highest roll.

Kaepora |

Survival: 1d20 + 2 ⇒ (10) + 2 = 12
+2 if pertaining to earth outsiders
+4 if pertaining to gnolls
+2 if we are still considered to be in the desert

Talalmackk Chirronna |

The party travels for about three hours higher into the mountains. Every eye scanning as the party knows it is approaching where the reports say the attack took place.
Suddenly the party stops, something seems off. Kaepora calls out, signally that something is to the south west. As the party scans over that way, Kaaras spots something.
Give me a knowledge (local) check to identify the track. Or ask someone in the group to check

Dahrani Al-Jahron |

Dahrani walks over to Kaaras to examine the tracks.
"Let's see if we can figure out what we're following and where they're going...
Survival (tracking bonus included): 1d20 + 12 ⇒ (17) + 12 = 29
+4 for gnolls
+2 for earth outsiders
+2 if we are in the desert
Knowledge (Local): 1d20 + 5 ⇒ (5) + 5 = 10
+4 for gnolls
+2 for earth outsiders

![]() |

Atajinn jumps behind Dahrani abruptly into his shadow.
AHA! Shadows are great for hiding! We should try to tread carefully this time instead of just marching headlong right into danger like the last time. Let's see what sort of humanoid critters we might have here before we go wandering about any further, hmmm?
He bends down and examines the tracks.
After the results are known, Atajinn will attempt to move at half speed to be stealthy by following Dahrani in his shadow.

Talalmackk Chirronna |

Hobgoblins are relatives of goblins, and while not unheard of in Katapesh they are very rare. They are larger than their cousins, and much better organized. Their society is extremely militant in nature, with most groups organized into army like ranks.
They do tend to avoid most arcane pursuits but they have an uncanny knack for alchemy. They are also less insane, though technically not smarter.
Mechanics: The count as goblinoids and have no racial HD (and therefore will be classed). They tend to have good dexterities and excel at stealth.

![]() |

Atajinn tugs on Darhrani's pant leg and whispers.
Careful. These here tracks belong to hobgoblins! I haven't seen a hobgoblin in years and years and years and years! Silly goblinoids are almost as sneaky as I am but far less magical! I bet there's traps to snag the unwary all over this place!
His eyes goes squinty as he looks around nervously and ineffectively.
Looking for traps.

Dahrani Al-Jahron |

Dahrani groans at the antics of the gnome.
"If you think that there are traps, then perhaps I should take the lead on our path. Kaepora can continue to scout ahead for us.
"Kaaras, you and Adaar should stay close in case we miss any signs of ambush. If hobgoblins are anything like their smaller cousins, we're bound to run into some unexpected situation."
Dahrani lets out a lower whistle in the air to Kaepora while gesturing in the direction of the tracks before continuing along the path.
Dahrani will continue to move forward, following the tracks. He'll keep a careful eye for traps while moving along, as well as the road ahead.
Handle Animal (Kaepora): 1d20 + 11 ⇒ (20) + 11 = 31
Perception (traps): 1d20 + 11 ⇒ (16) + 11 = 27
Perception (general scouting ahead): 1d20 + 9 ⇒ (5) + 9 = 14
Survival (to continue following tracks): 1d20 + 12 ⇒ (6) + 12 = 18
Perception and Survival rolls get +2 if we are still in the desert.

Kaepora |

Without making a sound, Kaepora circles the group from the air before continuing in the direction that Dahrani gestured to.
Stealth: 1d20 + 12 ⇒ (4) + 12 = 16
Perception: 1d20 + 11 ⇒ (18) + 11 = 29

Kaaras Serpenttongue |

Kaaras stays behind Dahrani, calling Adaar to his side. He keeps his eyes open for anything out of the ordinary.
A survival role to assist tracking

Talalmackk Chirronna |

Initiative is posted. There is a surprise round, but only Kaepora can act in the surprise round for the players.
Suddenly something burst from the ground below Adaar. It appears to be a geyser of sand and Adaar rocks from some kind of blow. As the sand falls it begins to take the shape of a man, though nearly featureless.
Damage 1d6 + 3 ⇒ (5) + 3 = 8
The sandman looks over at the group and seems to speak with a voice like a sandstorm.
"Teerllss rchhsl wch!"
Sandman 4 charges as a standard action and attacks
I need a Will save from Adaar. It is Kaepora's action.

Kaepora |

"Caww Caa-caaaawwwwwww"
Keapora begins to survey the immediate area for additional threats and points them out to the group.
Full Round action doing what he can to spot additional dangers and warn the group from above.
Perception: 1d20 + 11 ⇒ (11) + 11 = 22

Talalmackk Chirronna |

All characters but Kaepora and Adaar, please give me a sense motive check to understand what Kaepora is signalling.
ROUND TWO
Be Aware! These creatures have an AURA. Before you take action, please provide a Will save against the aura if you are within 20 ft of a Sandman. The DC is 14, act accordingly.
It is Adaar's turn. Before beginning though I need two Will saves, one from the attack and one from the aura. Both are DC 14, and again, act accordingly.

Talalmackk Chirronna |

The weather is clear skies currently.
Kaepora is excited about something, but you are not sure what he is trying to make clear.
While you remain flat-footed until you act, you will gain a +2 bonus to AC from the warning.
Adaar seems to have fallen victim to the magic of the Sandman and has fallen alseep.
As Adaar slumps to the ground, another form erupts from below Dahrani. The sandman attacks quickly but Dahrani moves aside easily.
Damage 1d6 + 3 ⇒ (1) + 3 = 4
Sandman 2 charges and attacks Dahrani as a Full Round action.
Kaaras, please give me a Will save and then it is your turn.

Kaaras Serpenttongue |

Kaaras shakes off the drowsiness before stepping back, away from the aura of the sandmen. After getting enough distance between him and the elementals, he casts a spell. A large sphere of fire appears next to the sandman that hit Adaar and crashes in to it!
Move back 30ft and cast Flaming Sphere

Talalmackk Chirronna |

The ball of fire rolls into the sandman and seems to crystalize some of it's form. It makes a crunching sound in place of a scream, a sound similar to sand being grounded together.
Across the pass a second form emerges next to Dahrani and attacks him. The blow barely hits, but still rocks him back.
Damage 1d6 + 3 ⇒ (6) + 3 = 9
Sandman 4 failed his save against the flaming sphere. Sandman 1 charges and attacks Dahrani as a Full Round action.
Dahrani it is your turn. Please make two Will saves, both DC 14.

Dahrani Al-Jahron |

If you look at the map, I actually have to make 4 Will Saves (3 for 3 auras, 1 for slam attack that hit)
Will Save #1 vs. aura S4: 1d20 + 3 ⇒ (4) + 3 = 7
Will Save #2 vs. aura S2: 1d20 + 3 ⇒ (5) + 3 = 8
Will Save #3 vs. aura S1: 1d20 + 3 ⇒ (1) + 3 = 4
Will Save #4 vs. S1 slam: 1d20 + 3 ⇒ (5) + 3 = 8

Talalmackk Chirronna |

Dahrani begins to turn back from the blow but his eyes quickly droop and then he slumps to the dirt below him. He has fallen asleep as well.
The sandman that put Adaar to sleep steps back to get away from the flaming ball beside it. Suddenly it form begins to shrink as it appears the sand that makes up it's form condenses. It now appears to be made of sandstone, though still flexible.
Sandman 4 takes a Move action to retreat a little, then a Standard action to assume the form of an earth element.
Atajinn, it is your turn. Please give me a Will save to begin.

![]() |

Will Save#1: 1d20 + 5 ⇒ (10) + 5 = 15
Will Save#2: 1d20 + 5 ⇒ (19) + 5 = 24
Atajinn steps away from the aggressive Sandmen and retrieves a vial from his Haversack. He quaffs it quickly.
"Aieee!!! SANDMEN!! Quick everyone, drink your twitch tonics or they'll put us all to sleep! Dahrani wake up! We found the Sandmen!"
He whispers an incantation as a small rock lifts up near Dahrani's head and drops directly on his face.
5' Step NW. Move Action - Retrieve a stored twitch tonic. Standard Action - Drink the twitch tonic. *HERO POINT (1)* Additional standard action to waken Dahrani with a rock from Mage Hand.