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Stowing her bow, the vine leshy steps forward, excitedly offering a branch. "Howdy there. I'm Zephirine Doughin Tanglefruit. It's pleased to meet ya fleshy!"
"I thinks ya should talk to my fleshy friend Cave-In-Dale."

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Kavendell seems to chafe at the demands by the Qadiran, but nevertheless attempts to remain civil. "We are Pathfinders, sir," he explains, as his fingers lightly strike the keys of his instrument, "as was the late owner of this domicile, the honored Targos Min-Katheer, an esteemed venture-captain with our Society. We have been charged with fulfilling the last wishes of the fallen: to escort his mortal remains on their journey along the Silken Way to his home city of Katheer. There, he shall lie with his ancestors."
The bard glances down at the fresh bodies, "These miscreants identified themselves as devotees of the Mother of Monsters, confirmed by their garb, though" he notes as an aside, "their manners may have been more fitting for worshippers of Urgathoa."
"For," the Taldan continues, "it would seem that they planned to abscond with the body of the honored dead, though for what purpose they failed to say." He glances once again at the fresh bodies, "And now, dear I say, they cannot."

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Also Eltran steps forward now.
"My companions speak the truth! Please also accept my word as a devout follower of the Dawnflower. We are here to pay our respect and only defended the corpse of a heroe of the Society and our own lives." Eltran says and bows with a formal sign of respect.
diplomacy aid: 1d20 + 8 ⇒ (7) + 8 = 15

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The guard captain is taken aback by Zephirine, but eventually extends a gauntlet-clad hand to give her branch a single shake. Kavendell's assurances are enough to put the guard captain at ease. "No doubt that Min-Katheer made enemies of Lamashtu and her followers, as he tried to stamp out any corruption during his posting as venture-captain. He was a just and honorable soul."
"My companions speak the truth! Please also accept my word as a devout follower of the Dawnflower. We are here to pay our respect and only defended the corpse of a hero of the Society and our own lives."
The captain nods at Eltran's words. "See to the body, and if everything appears to be in order, let my men know - we'll see to it that he is taken to the local Sarenite temple and given full and proper funerary rites for your journey. You are more than welcome to accompany them to participate, if you wish."
With that, you can take a look around, or ask any other questions. What do you do? What do you say?

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Unfamiliar with the local customs, Kavendall asks, "Did the deceased leave any testamentary documents or other instructions on how to handle his remains? Per custom or respects, will any of his family be accompanying us on the journey?"

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The guard captain puts his helm back on and readjusts it so that the splint attached to the brow of sits flush and centre on the bridge of his nose. "It was a request of your Ten, so says the sheik; sealed letter from the Decemvirate, a request to see to it that members of the Pathfinder Society are given rein to see him interred with full honours in his family vault in Katheer. Any family as far as I know would be there in the capital."
The captain nods his head to you all. "I'll leave you to do what you must."
- - - - - - - -
You open the curtain to a bedroom lit only by candlelight - heavy curtains have been drawn over the sole window to the west, and though it is dark, you can clearly make out the figure of a body wrapped in linens on a bed in the middle of the room. Various pieces of parchment can be found littered throughout the room, as well as some rather nasty-looking chirurgeon's instruments.
Perception
Durest: 1d20 + 6 ⇒ (5) + 6 = 11
Eltran: 1d20 + 2 ⇒ (1) + 2 = 3
Kavendell: 1d20 + 4 ⇒ (9) + 4 = 13
Vitrack: 1d20 + 4 ⇒ (13) + 4 = 17
Zephirine: 1d20 + 8 ⇒ (18) + 8 = 26
DC 16 Perception check to Identify
Durest: 1d20 + 6 ⇒ (2) + 6 = 8
Eltran: 1d20 + 2 ⇒ (1) + 2 = 3
Kavendell: 1d20 + 4 ⇒ (8) + 4 = 12
Vitrack: 1d20 + 4 ⇒ (14) + 4 = 18
Zephirine: 1d20 + 8 ⇒ (18) + 8 = 26
Zephirine notes a philter of oil that looks out of place - the label has worn away with time, but Kavendell takes a moment and can discern it is definitely magical. Picking up one of the surgical tools and applying a mere dab of the substance to it, Zephirine surmises that it is an oil of bless weapon.
Given the safe condition of the body, and having searched the area, there's not much else to do now. The sun is setting, and tomorrow you will have to seek out a caravan to make the difficult journey through the desert sands with. Does anyone have any preparations or alterations to be done? Night approaches, so we'll be taking an 8 hour rest - you can prep spells, burn any leftover healing spells or abilities, make sure to regain 1*level HP, and all that.[/b]

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Thanks GM!! Do we already know that it would make sense to buy hot weather gear? Do we know how long the trip will take? Faction missions to investigate sites can be incorporated on the route?

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I was going to cover this in the next little bit, but I can certainly drop it a touch early:
The route of the Silken Way takes caravans across the corner of the great western erg, or sand desert, of the Keleshite Empire.This desolate waste of wind and sand crosses vast stretches of dunes and salt flats. It reaches temperatures of 130 degrees (54 C) during the day and 40 degrees (4 C) at night. As a result, most travel is done during the morning and evening hours when the average temperature hovers around 95 degrees (35 C).
Even during this time, creatures must make a Fortitude save (DC 15, +1 for each previous check) each hour or take 1d4 points of nonlethal damage. Individuals wearing heavy clothing or any sort of armor (not including shields) take a –4 penalty on this saving throw.
As a result of this extreme heat, almost no one wears armor while out in the desert.
Rests taken by the PCs at night and during the hottest midday hours (provided there is shade and water on hand) are sufficient to allow the recovery from nonlethal damage.
Hot weather gear is only 8 gp, and it will give you a bonus to your Fort saves to stave off the heat.
Price 8 gp; Weight 4 lbs.
Covering your body from head to foot in light, airy cloth keeps you cooler than baring your skin to the sun. This outfit typically consists of a loose linen robe and either a turban or loose head covering and veil. The outfit provides a +2 bonus on Fortitude saves to resist warm or hot weather. This does not stack with any bonuses gained from the Survival skill.

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Durest stands by mostly idle while the others have a chat with the guards, he's not one for conversation and he'd probably muck it up were he to open his mouth. He did however agree that they should accompany the body to the new temple for blessing to make sure nothing happened in the mid-term.
During their travels across the plains he'd forsake his armor and make sure both of his waterskins were bulging with the life-giving essence, loading up his trusty rifle, donning his breathable hot-weather clothing and taking his position as caravan watch. Musket firmly planted into his shoulder incase any unwanted visitors happened to pay them a visit.
preemptive perc roll: 1d20 + 6 ⇒ (17) + 6 = 23

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I would certainly buy a hot weather outfit to wear for our travel.
"So, I admit I'm fairly new to this stuff, but I've not had much luck with things going as intended so far. Any chance our trek to his burial will be less eventful than today has been?" she inquires of her companions as they prepare to bed down for the night. With a slight shrug, she adds "I suppose we'll find out soon enough. G'night and may your roots not shrivel!"

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(You all rest for the night at the local Pathfinder Society Lodge, regaining your usual amount of health and regain your daily abilities.)
You awake and muster in the foyer of the lodge, and after breaking your fast, a porter informs you that the Society has arranged for a number of domesticated dromedary camels for you to make the trek across the high desert to Katheer.
There is one camel for each member of the party, so you all have a mount to call your own for the journey. Each camel also carries sufficient camp supplies and enough waterskins to ration out for the trip.
A fifth camel is provided to carry the body of Min-Katheer, who, after conferring with the sheik's men last night, was consecrated and given the proper funerary services by the clergy of the local temple of Sarenrae. It is waiting there for when you are ready to head out on your journey.
You're now outfitted for the journey, but crossing the Silken Way requires an experienced hand to safely venture through the Great Western Erg (or sand desert) of the Keleshite Empire. To do so, it would be best to accompany one of the so-called "silken caravans" that make the journey through the Silken Way on a regular basis. There is always strength in numbers, and merchants are always on the lookout for trustworthy escorts with a strong sword arm or wizened spellbook.
Local Pathfinder Society contacts here in Lopul have directed you to one such caravan master who is need of help, and can likely be bargained with for passage in their caravan.
You follow the directions the contact gave you,and arrive at a caravanserai at the edge of town, where a dark-skinned beauty sits at a table. She has henna-streaked hair and deep green eyes highlighted with a smudge of kohl, giving them a smoky look. She is dressed in a traditional Keleshite riders' garb, but the utility of such an outfit is accented by luxurious-looking fabrics with rather cosmopolitan cuts - a display of her wealth and and success as a trader, no doubt.
She is joined at the table by a large Taldan man in battered but serviceable half-plate armour, a shorter Qadiri man in a city-dweller's vest and fez, and an Osirian trader in white robes with an elaborate gem-studded pectoral crest.
You wait for a lull in their conversation, and after she chuckles at a joke that the Osirian utters, you're able to catch her attention. "Ah, gentlemen; judging by the line of camels, it appears we have another straggler who would like to add to the train..." She flashes a bright smile, then takes a drag from a wineskin. "Gah. Horrible, rust-tinged vinegar, this is. I ought to start trading in wine, then it wouldn't be so hard to find a decent drink. Unless you've got a dozen barrels of red or white packed in a wagon somewhere, I'm not accepting any new sign-ons. Any more will just slow me down, and I intend to make a decent pace this trip."
This appears to be the only ticket out of town. How will you convince her to take you on?

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Kavendall acquires a set of hot weather gear.
Believing by her company that the woman may be the type of successful merchant reference in the missive he received from the Baron Dalsine, Kavendall approaches her, leading with a long bow in the traditional Taldan manner.
"My Dear Lady, you obviously have an appreciation for the finer things this world has to offer as well as at least some affinity for my countrymen as evidenced by your company." the bard notes. "It would seem, also, that you have the means to obtain such luxuries. Yet, whenever traveling, one must always be on guard to protect what one has--particularly in these sand-filled wastes where many a local seems eager to take your coin with one hand while taking your cloak with the other."
Nodding to his companions, Kavendall notes, "My companions and I are well-skilled and well-armed and, thus, can offer the very protection you and your goods need on your trip to the sands." The bard gestures to his comrades weapons and armor with flourish.
"But that is not all that you would receive, for I, too, am one accustomed to the best life has to offer and would gladly share my accounts and knowledge to edify as well as pass the time during your trek through the sands. Further, I am a man of some means, and of greater contacts--this, too, we could discuss on our journey." The Taldan's man takes on a musical tone as he speaks, accentuating his words with notes from his small keyboard.
"For surely this is not your first journey along the Silken Way. You and your fellows are frequent travelers along it, are you not?"
Sense Motive, Versatile Performance: 1d20 + 10 ⇒ (17) + 10 = 27

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Perception
Durest: 1d20 + 6 ⇒ (2) + 6 = 8
Eltran: 1d20 + 2 ⇒ (9) + 2 = 11
Kavendell: 1d20 + 4 ⇒ (11) + 4 = 15
Vitrack: 1d20 + 4 ⇒ (7) + 4 = 11
Zephirine: 1d20 + 8 ⇒ (13) + 8 = 21
The Qadiri noblewoman smiles at Kavendell's honeyed words. "I must warn you, the last man to talk to me in such a way was my second husband, and he left with a broken heart..." She takes another swig of her wineskin, before continuing; "... not to mention a broken arm, but that's another story all together."
She smiles warmly, then extends her hand in a wry manner, crossing the signals whether a kiss on one of her many rings or a professional handshake would be appropriate. You get the idea that she likes the idea of playing with societal norms and traditions.
"Jamila al-Shafah. A pleasure to make your acquaintance, mister...?"

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"Kavendell--Kavendell Octavianus." the Taldane gentleman responds with a bow. "It is a pleasure to make your acquaintance. As I mentioned, I am no strangers to either peril or danger. Thus, I welcome this opportunity to engage in a relationship that will profit and prosper us both and may it long continue with each of our bones remaining intact."
"You have work, then, for my companions and I as we cross these seemingly endless sands?" he inquires.
He then suggests, "And do tell, how far do your contacts and travels take you? Any dealings with those possibly of my kin or country?"

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Eltran Steps forward as well and bows to Jamira but also the others that are standing near them.
”As my colleague already said it is a pleasure to make your acquaintance. Surely you are in need of protection on a hot road that can have dangers. We have the honor to carry a deceased Pathfinder to his hometown for burial and would be willing to take guard duty so that we are also of value to you!“
Diplomacy aid : 1d20 + 8 ⇒ (2) + 8 = 10

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Eltran's mention of being the honour guard for a fallen Pathfinder immediately draws the entire attention of Jamila, and her face has a bit of a shock to it.
"The late Targos Min-Katheer? Forgive my previous apprehensions... I must insist that you ride with us, if that is the case."
DC 10 Sense Motive
Durest: 1d20 + 3 ⇒ (3) + 3 = 6
Kavendell: 1d20 + 5 ⇒ (15) + 5 = 20
Zephirine: 1d20 + 4 ⇒ (12) + 4 = 16
With a successful Sense Motive check, you're surprised at the trader's quick agreement to sign you on to the caravan at the mention of Min-Katheer, and you have a hunch that she is hiding something in regard to this.

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Eltran is a little surprised.
”Oh, thanks a lot! Are you also a Pathfinder dear Jamila or were you a friend of the late Targos Min-Katheer!? If you knew him it would be a rare opportunity for us to hear stories about his life from someone that knew him. You would honor us with such tales!“ Eltran says with bow.

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"Indeed, it would seem that we know relatively little of the dead with whom we travel." Kavendell lightly strokes his bearded chin, then asks of the woman, "We know, however, that he had enemies in life--enemies with grudges that appear to have lasted beyond the time his soul became severed from his flesh. Do you know much of his enemies? You don't suppose that the cause of his death was unnatural, do you?"
"Likewise, we'd like to know more about the living with which we will be traveling. Though we have just recently met, it seems that I have known you much of my life." the Taldane remarks with a smile and, he hopes, a sufficient dose of charm. "Your companions, however, remain a mystery. What you can tell me of them?"

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"Oh, thanks a lot! Are you also a Pathfinder dear Jamila or were you a friend of the late Targos Min-Katheer!? If you knew him it would be a rare opportunity for us to hear stories about his life from someone that knew him. You would honor us with such tales!"
Jamila smiles at Eltran. "No, I'm but a simple merchant. Can't say I ever had the pleasure of meeting the man, myself."
"Do you know much of his enemies? You don't suppose that the cause of his death was unnatural, do you?"
"Your companions, however, remain a mystery. What you can tell me of them?"
At Kavendell's questions, she shrugs. "Word is he passed naturally - surely if it were the work of a poisoner, there would have been some sort of evidence?"
She motions to her company. "This is Hokama Pashket, a successful water merchant from Osirion."
The white-clad man bows his head, as Jamila continues.
"This one is Mahmoud, a local from Katheer, and business partner of your fellow countryman, Sir.~"
"Gaspar du Mer. The sir is... contentious." the aged man-at-arms finishes Jamila's sentence in a sharp, but not arrogant tone. "In my youth, I dealt in steel - spearpoint and swordblade, given with glee to Taldor's many enemies. I figured, in my twilight years, best to deal with what I know best."
Jamila pipes back in. "Gaspar and Mahmoud here have a rather enterprising and promising business dealing in arms - five camel-loads of Kelesh steel, heading through the Silken Way to fetch double the price in gold selling them to western folk, isn't that right, Gaspar?"
The old knight smiles. "Pretentious types always have a taste for the exotic, and they're going to give their gold to someone, so I figure it might as well be me."
Jamila holds out her hands, as if to give the group a giant, mocking hug. "Now that we're all best bedfellows, can we make it official? With everyone outfitted, we ride from the West Gate tomorrow, at dawn. Sound good?"
Unless there's any other questions, three votes will take us on to the next day.

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Eltran bows.
"As indicated it is a great pleasure to be traveling with you! May the Dawnflower bless our travels."
Given the fact that Min-Katheer's corpse is obviously a target Eltran will try to get a good reading on the merchants and their travelling companions but he is ready to depart.

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Durest stands rather idle his eyes large and wandering at the merchant woman's *cough* assets, mostly her wine however he hasn't had a good drink in a while. "If'n ye've got a caravan tah, sit atop ma'm i'd do better there, never learned to ride a beast myself an' a stable platform would do much better fer me rifle." He thumbed towards the handy rifle slung over his shoulder.
Aside from that i'm afraid i don't have much more for Durest he's not that good of a talker and is really afraid of mucking up the arrangement.

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Hearing a fellow Taldane belittle the noble traditions of the Empire, disheartens Kavendell. He concludes that the man must have allowed himself to become too tainted by the Katheeri man. He gives the two men a pleasant nod, but little else.
At Jamila's request, the bard notes his agreement. "At dawn, then." he responds to the woman. "Although, should you wish to meet anytime before then..." With, perhaps, an overly polite bow and a slight smile, Kavendell makes his exit, allowing his words to linger.
When opportunity next presents itself, the Taldane approaches the water merchant, hoping to make inroads with the man where such seemed impossible among Jamila's other travelling companions. "A water merchant, eh?" Kavendell remarks, "You must, no doubt, be in high demand among these wastes. Where I come from, water is in great abundance. To handle the overflow, we find it necessary to make proper... channels."
Looking for a potential spy among the caravan, Kavendell prays that the foreigner understands his meaning and is receptive to it.
Versatile Performance (keyboard) for Diplomacy: 1d20 + 10 ⇒ (16) + 10 = 26

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Hokama smiles knowingly at Kavendell's words. "Why, my new friend, it just so happens that I am looking to establish contacts and new markets here, so it was if the gods themselves intended it to be. We should speak more, once we make it to Katheer."
Without much more to do but wait, we'll head onto the next morning.
The caravan gathers in the cold hour before dawn and sets out northwest just as the first bit of pink touches the eastern horizon.
You all are given the ignominious rearmost position in the camel train, eating the trail dust of the others - you were the last to sign up, after all.
Directly in front of you are the camels of Hokama Pashket tended by him, his slave Atmar, and a pair of drovers.
(This is just here to make it seem like I was making background rolls, all part of the smoke and mirrors, muahahaha...)
The first day is a long slog through the erg, where you take a break at high noon and cool off under a large tent that the Society included in your provisions. During this rest, any non-lethal damage you would have taken was healed up . You break camp once the sun begins to pass it's zenith, and though the blistering heat is relentless, once dusk comes, you retire to the tent and your bedrolls to await the next day.
(More smoke and mirrors...)
On the second day, the morning passes without much to mention. You make decent time in the morning's travel, and break to avoid the near-130 degree heat for a moment. As the shadows move to the other side of a marking stick placed in the sand by Hokama, he lets you know that it's time to head back out.
You pack up your gear once more, mount your camels, and resume the trek through the sands.
At this point, it's an hour into the journey on the second day - you'll all have to make a DC 15 Fortitude save to avoid taking some non-lethal damage due to the heat. If you choose to wear your armour, you can certainly do so, but you will take a -4 on the saving throw. Addtionally, those of you who purchased hot weather gear can apply a +2 bonus to the save.
Let me know what you're wearing, and make the save with the appropriate modifiers. I'll use those figures then, going forward.

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Earlier
Watching the fleshies talk with interest, Zephy attempts to keep up with the conversations. However, the finer politics of the situation seem lost of the plant creature. Smiling she bows once it seems they have been accepted.
Starting travel
As they head out, they leshy seems quite content in the sun....though she finds the lack of water disturbing. She does her best to keep up with the rest...eying the slaves with displeasure...but keeping her opinions quiet.
As they continue, its quickly apparent she has not yet become accustomed to the heat. Regularly taking long draws at her waterskin, the creature begins to fall behind. "OOOOweee its hot out here! How do you all handle this? I kind of wish I were a cactus today." she adds with a nervous giggle.
Fort (Warm Weather Outift, no armor): 1d20 + 4 + 2 ⇒ (4) + 4 + 2 = 10 Failure

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Durest had forgone his armor but even atop the unruly camel kept his rifle close at hand, trying his best to not touch the hot metal however. Despite the pudgy dwarf sweating profusely it seems he really was used to the heat due to his life growing up in the sweltering Magwani jungles. Honestly the excessive heat was probably good for him.
He cast a weary eye towards Zephi and tipped hit hat ever so slightly, which he continued to wear even ontop of the turban and face-covering cloths. "Wait, ye plant-folk kin jus' change wo' ye are? Truth be told dunnae much bo'yer kin."
Fort(HWG): 1d20 + 5 + 2 ⇒ (13) + 5 + 2 = 20

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Eltran is still wearing his armor and he really feels tired.
Fort : 1d20 + 2 - 4 + 2 ⇒ (4) + 2 - 4 + 2 = 4
”If I wouldn’t hate my human skin so much I would almost change form to get rid of my fur!“ Eltran sighs.

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Recruit a named NPC ambassador, aristocrat, noble, or similar figure to cooperate with the faction with a successful Diplomacy or Knowledge (nobility) check (DC = 14 + your character level + 3 for each of this goal’s checked boxes)?
Never one liking to be uncomfortable, the Taldane does all he can to avoid the ravages of the scorching sun. Donning his recently purchased weather gear, he presses on in the heat.
Fort (hot weather gear, no armor)(DC 15): 1d20 + 1 + 2 ⇒ (9) + 1 + 2 = 12
Nevertheless, it takes a toll on the the relatively delicate nobleman.

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@Kavendell: In regards to your question, you're good: I had a spoiler for you in my last post, which I'll repost here.
Non-lethal Damage taken:
Eltran: 1d4 ⇒ 1
Kavendell: 1d4 ⇒ 3
Zephirine: 1d4 ⇒ 4
A good portion of the party feel the relentless heat of the sun bear Down upon them, and find that the afternoon's travel already has them a touch exhausted.
About an hour or so after breaking mid-day camp, a sudden wind blows in off the erg, carrying a wall of dust and grit — the makings of a sandstorm.
I'll need either a successful DC 15 Survival or DC 20 Perception check to keep Hokama's camel train ahead of you in sight during this storm.

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survival: 1d20 + 6 ⇒ (14) + 6 = 20
Durest keeps his distance in the pack pulling the brim of his hat low, the caravan at the edge of his sight. He grabbed rope from his pack and handed it off to his party tying a knot to the back of his camel and leading them behind the tracks of the lead caravan.
"Keep up now, we lose them n'we're good 'is dead!"

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Survival : 1d20 ⇒ 2
”Durest, you really are an expert tracker! I would not have seen these clues!!“

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Survival (aid): 1d20 - 1 ⇒ (1) - 1 = 0
"These dunes look the same as the other ones did back there. Most likely they're sand.". Kavendell adds, perhaps trying to appear helpful, but definitely displeased with having to go further into this hated country than he had ever imagined.

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Through Durest's wise ways of tracking Hokama's camels, you all come to a clearing - you're able to draw nearer to the water seller’s camels during a slight lull in the storm.
A cry from the merchant’s young slave boy rings out as he points into the blowing sand where several humanoid creatures approach, most smaller than humans and all muffled in heavy robes. Each stranger’s head has a great helm wrapped in keffiyehs, and each faceplate has only a small eye slit to keep out the fury of the storm. Each holds a curved sword, and it is clear they are converging on your position.
Roll for initiative!
Durest: 1d20 + 2 ⇒ (15) + 2 = 17
Eltran: 1d20 + 4 ⇒ (5) + 4 = 9
Kavendell: 1d20 + 3 ⇒ (20) + 3 = 23
Zephirine: 1d20 + 2 ⇒ (12) + 2 = 14
Hobgoblins: 1d20 + 2 ⇒ (19) + 2 = 21
Goblins: 1d20 + 6 ⇒ (12) + 6 = 18
Round 1:
Battlemap!
1a: Kavendell (-3 NL)
1b: NPCs, Enemies - Hobgoblins (x3), Enemies - Goblins (x9)
1c: Durest, Zephirine (-4 NL), Eltran (-1 NL)
Given that the scenario mentions the slave-boy Atmar warning you of the raiders, we'll say that you have time to draw weapons and gear-belts from your camels before they approach in their current positions.
The NPCs are as follows, top to bottom - Camel Drover, Hokama, Atmar, Camel Drover.
Kavendell wins the initiative, and will act first before the raiders!

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"Goblin raiders?! This place is e'en more accused than I had e'er imagined " Kavendell mutters upon seeking the assailants approach.
"To arms!" he cries out, his voice rising above the din like a song. "Whether foul zealots of Lashmashtu or greedy brigands, we shall put these beasts to the sword."
Inspire courage=. Allies gain +1 competence bonus to attack and damage rolls.
The bard then moves to place himself between the incoming goblins and the caravan crew.
If mounted, Kavendell will instead spend a move action to dismount.

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Kinda forgot about the camels; the battlemap provided in the scenario has Hokama's trained camels laid down to provide soft cover, but I suppose there's four large camels unaccounted for. If anyone wants to fight mounted, let me know, otherwise to make things a little cleaner, we'll say you have them tied up to the most conveniently placed lone palm tree right off the map, and have already dismounted.

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no mount needed. ;-)

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I forgot, the sandstorm brings with it the following condition to this battle: Due to the strong winds and blowing sands, anyone who doesn't have a narrow-slitted desert helm (such as ones that the goblin and hobgoblins are wearing) suffers a –2 penalty to melee attack rolls and Perception checks, and a -4 penalty to ranged attack rolls.
vs Atmar, soft cover: 1d20 + 2 ⇒ (3) + 2 = 5
vs Drover A: 1d20 + 2 ⇒ (5) + 2 = 7
vs Drover B: 1d20 + 2 ⇒ (7) + 2 = 9
vs Kavendell: 1d20 + 2 + 2 ⇒ (4) + 2 + 2 = 8
vs Kavendell: 1d20 + 2 ⇒ (14) + 2 = 16 - hit
vs Eltran: 1d20 + 2 ⇒ (9) + 2 = 11
vs Eltran: 1d20 + 2 ⇒ (8) + 2 = 10
vs Zephirine: 1d20 + 2 + 2 ⇒ (19) + 2 + 2 = 23 - hit, crit chance
vs Zephirine: 1d20 + 2 ⇒ (10) + 2 = 12
Kavendell Damage: 1d4 + 1 ⇒ (2) + 1 = 3
Crit confirm vs Zephirine: 1d20 + 2 + 2 ⇒ (5) + 2 + 2 = 9 - no confirm
Zephirine Damage: 1d4 + 1 ⇒ (3) + 1 = 4
The goblin raiders rush in, filling gaps in the defenses and slashing jagged, curved blades that meet the cultural norms of the area. Their offense is rag-tag, and they have trouble actually landing blows, even despite the party's flat-footedness. In the initial clash, Kavendell takes 3 damage, and Zephirine takes 4.
The taller hobgoblins stay back after sending in their diminutive infantry line, loosing volleys of arrows from shortbows.
vs Drover B: 1d20 + 2 ⇒ (5) + 2 = 7
vs Kavendell: 1d20 + 2 - 4 ⇒ (8) + 2 - 4 = 6
vs Zephirine: 1d20 + 2 ⇒ (10) + 2 = 12
They end up being no more than a nuisance rather than any actual threat, however.
Everyone is up!

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Eltran steps back, draws his whip and tries to trip the leader with the mask.
”I cannot believe that you dare to attack us!!“
Whip reach trip Combat Maneuver : 1d20 + 5 + 2 ⇒ (9) + 5 + 2 = 16

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Durest quickly loads an alchemical charge from his belt into the rifle and fires at the goblin directly to his north threatening to surround Zephrine and Kavendell. He can't quite tell if he managed to hit the greenskin but attempts to shout out over the ring of his weapon and the raging sandstorm. "Don' get surrounded keep yer backs clear n' watch fer flankin!"
attack(Pb): 1d20 + 4 + 1 + 1 - 4 ⇒ (10) + 4 + 1 + 1 - 4 = 12
damage(pb): 1d12 + 1 + 1 ⇒ (10) + 1 + 1 = 12
dice break down real quick attack is close range and against goblins woo, so +4 from my bab+dex+mw quality, +1from point blank, +1 for attacking goblinoids, and the -4 from the desert storm. On damage its a +1from masterwork and point blank respectively.

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@Eltran: Was that a copy-and-paste of the first fight? The hobgoblin leaders are nowhere near you, the only hostile being a goblin 10' SW of you. The trip will succeed against him, if that's your intended target.
The blast of smoke disperses from the end of Durest's musket, and he sees his target lying with his face in the sand, motionless. The goblin's surrounding allies are taken aback by the loud report of the firearm, perhaps never having seen such a weapon in their short, hardscrabble lives.
Eltran (likely) trips his target, and Durest blasts a sneaky gobbo dead. Kavendell and Zephirine are up!

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Yes, sorry - wanted to do another action and did not delete. I am attacking the green goblin.

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@All - don't forget to add bardic performance +1 competence bonus to attack/damage
Kavendell moves to protect the caravan members. Five foot step
Then, he swings his blade at a goblin before him.
Melee (longsword) w/inspire, w/sand: 1d20 + 3 + 1 - 2 ⇒ (4) + 3 + 1 - 2 = 6
Damage (S): 1d8 + 2 ⇒ (8) + 2 = 10

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Zephirine nods to the wisdom imparted by her companion and slaps at one of the foes with a vine as she steps backwards.
Sadly, the sand stinging her eyes causes her to flinch...pulling her blow high. Sighing, she pulls out her bow in anticipation.
Attack goblin below me (signified with blue arrow) then 5 ft step back and draw bow.
Imp Unarmed vs solo foe: 1d20 + 3 - 2 + 1 ⇒ (4) + 3 - 2 + 1 = 6
B Damage?: 1d4 + 2 + 1 ⇒ (1) + 2 + 1 = 4

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The goblins continue their pesky assault in a clatter of curved blades and bawdy curses.
vs Atmar: 1d20 + 2 - 4 ⇒ (2) + 2 - 4 = 0
vs Kavendell: 1d20 + 2 ⇒ (9) + 2 = 11
vs Kavendell: 1d20 + 2 + 2 ⇒ (20) + 2 + 2 = 24 - crit
vs Kavendell: 1d20 + 2 + 2 ⇒ (2) + 2 + 2 = 6
vs Zephirine: 1d20 + 2 + 2 ⇒ (8) + 2 + 2 = 12
vs Durest: 1d20 + 2 + 2 ⇒ (20) + 2 + 2 = 24 - crit
vs Durest: 1d20 + 2 + 2 ⇒ (7) + 2 + 2 = 11
The goblin that Eltran tripped attempts to get up, and one of Hokama's camel drovers takes the opportunity to bash the goblin with a walking stick.
Drover (club) vs Goblin: 1d20 + 0 + 4 - 2 ⇒ (12) + 0 + 4 - 2 = 14 - hit
The hobgoblin commanders shift around and find clear shots with their bows, then loose another volley of arrows.
Shortbow vs Eltran: 1d20 + 2 ⇒ (14) + 2 = 16 - hit
Shortbow vs Zephirine: 1d20 + 2 ⇒ (6) + 2 = 8
Shortbow vs Zephirine: 1d20 + 2 ⇒ (16) + 2 = 18 - hit
Crit Confirms:
vs Kavendell: 1d20 + 2 + 2 ⇒ (14) + 2 + 2 = 18 - crit
vs Durest: 1d20 + 2 + 2 ⇒ (16) + 2 + 2 = 20 - crit
Damage:
Crit vs Kavendell: 2d4 ⇒ (3, 3) = 6
Crit vs Durest: 2d4 ⇒ (3, 3) = 6
vs Eltran: 1d6 ⇒ 3
vs Zephirine: 1d6 ⇒ 3
vs Goblin: 1d6 ⇒ 5
(Forgot the Goblin who incurred the AoO's attack)
vs Drover: 1d20 + 2 ⇒ (14) + 2 = 16
Damage: 1d4 ⇒ 3
The southernmost goblin and drover exchange blows, Durest and Kavendell feel the cold sting of a sharp blade opening their skin, and Eltran and Zephirine find themselves in a one-sided game of catch with a pair of barbed hobgoblin broadheads. Time to seek revenge, as everyone is up!

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So sorry. Eltran is not a damage dealer!!
Eltran steps forward and with his whip and tries to trip the green goblin flanking Kavendell.
”Zephirine, attack the goblin flanking Kavendell!!“
Whip reach trip Combat Maneuver green goblin : 1d20 + 5 + 2 ⇒ (7) + 5 + 2 = 14

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Kavendell feels the sting of the goblin's precise thrust as he tries to keep the other goblins from approaching the caravan members. Seeing his kitsune companion attack the green opponent, the human bard seeks to finish the monster.
2nd round of inspire courage
Melee (longsword) w/inspire, w/sand v. green: 1d20 + 3 + 1 - 2 ⇒ (12) + 3 + 1 - 2 = 14
Damage (S): 1d8 + 2 ⇒ (4) + 2 = 6

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Durest shrinks back at the strike from the tiny goblins and quickly loads another round. "Keep close damnit n' hittem with all ye got!"
He then targets the little green devil that shanked him and pulls the trigger only to hear a resulting click and puff of smoke. "Fer *bleep* sake, th' heats ruinin me ammo!"
attack(PB): 1d20 + 4 + 1 + 1 - 4 ⇒ (1) + 4 + 1 + 1 - 4 = 3
damage(pb): 1d12 + 1 + 1 ⇒ (9) + 1 + 1 = 11
Holy molley batman that hurt, Also don't forget that getting knocked prone provokes AoO so it doesn't waste a turn to strike when they fall. Free 5ft, move reload alchemical, standard shoot the one directly east and disappoint.

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Turning towards Kavendall, Zephirine prepares to engage....but stops short as she sees he's no longer being flanked. "Uh, so...I'm gonna deal with these here then." she announces.
Turning back towards to opponents to retalliate, she gingerly touches the sap oozing from her scalp...looks at her hand slowly...and collapses to the ground.
Unconscious. Darn NL damage.