
Zorblag |

The thunder outside draws Groff out to investigate.
Groff Survival Check: 1d20 + 11 ⇒ (7) + 11 = 18
A quick survey of the surrounding makes it clear where the thunder is coming from. The clear skys of the earlier evening are being encroached upon by a bank for clouds blowing in quickly from the northwest and the dry of the day is replaced by what can only be described as a torrential downpour. The leading edge of the rain is just getting to the top of the sylvan hideaway as Groff emerges, and bolt of lightning strikes to the north, with a quickly following second peal of thunder.
As the rain begins to hit Groff he begins to doubt his assessment that water won't kill him. It smells of foul toxins and burns on impact. Apparently highly acidic there's a fleeting thought that this might be part of the reason that there are so few plants in the area.
Acid Damage: 1d4 ⇒ 2
Groff takes 2 acid damage the first round out in the rain. He has learned some of the signs that such an event might happen in the future so his DC checks to detect it when out in the open in the future will be lower.

Zorblag |

1d10 + 5 ⇒ (7) + 5 = 12
Groff retreats back into the sylvan hideaway, and the trap door seems to be plenty of a barrier against the acid rain outside. You hear the hard patter of rain against the ground outside for just over a minute, and then it fades away, apparently continuing to blow to the south east.
After waiting for a bit, when you check outside you see that the ground has soaked everything up, and there's almost no trace that the rain ever happened. The moisture has already disappeared and things are as arid as they were before.
1d6 ⇒ 4
1d100 ⇒ 27
1d8 + 2 ⇒ (4) + 2 = 6
1d20 + 9 ⇒ (2) + 9 = 11
1:35 AM on Manesdag, the fifth of Eostre, 3517 I.R.
Groff Perception: 1d20 + 11 ⇒ (12) + 11 = 23
Helgash Perception: 1d20 + 15 ⇒ (17) + 15 = 32
In the middle of the night both Groff and Helgash hear the sounds of something moving around outside. It sounds like a group of 5 to 10 medium creatures, but there's no evidence that they're stopping at the entrance to your hideaway.

Helgash |

Helgash pauses the perusal of his alchemical formulae book as they both hear the sounds outside - his hand inches to the hilt of the blade sitting next to him, but he simply waits with a nod to Groff.
Zorblag, do we hear any other noises? Like snarls, barking, talking, or anything along those lines?

Zorblag |

There are no sounds other than something walking, and they quickly fade away into the distance, unexamined.
1d6 ⇒ 1
1d100 ⇒ 69
The rest of the night passes without incident, and after breaking camp and making whatever preparations you'd like you're ready to set out on another day.
@Grimm, if you're casting mage armor, do you want to cast it again automatically to refresh it when it wears off during the day while you're traveling?
@Kohran, before making any of your preparations for day two of the expedition please roll a DC 20 Fortitude save for your Hedonistic Drawback.
@Everyone, I assume you'll continue on the road north unless someone says otherwise.
8:00 AM on Manesdag, the fifth of Eostre, 3517 I.R.

Tristan Luckbringer |

At the start of each day Tristan casts Lucky Number on everyone remember your own Number and use at your discretion
Lucky Number, Grimm: 1d20 ⇒ 9
Lucky Number, Groff: 1d20 ⇒ 10
Lucky Number, Helgash: 1d20 ⇒ 5
Lucky Number, Khoran: 1d20 ⇒ 12
Lucky Number, Tristan: 1d20 ⇒ 5
Tristan tries to help with the tracking
survival: 1d20 + 7 ⇒ (19) + 7 = 26

Khoran of the Bone Bears |

Aren't I a silly git for not posting about how I lounged in my luxury bedroll, reading poetry, drinking wine, and smoking my pipe last night... oh well
Fort Save, Hedonistic: 1d20 + 5 ⇒ (19) + 5 = 24

Khoran of the Bone Bears |

Khoran prepares his spells for the day and casts a (rod-extended) False Life.
Temp HP: 1d10 + 7 ⇒ (10) + 7 = 17
He also interrupts the tracking "Get back here Helgash, you've got breakfast to cook, remember."

Zorblag |

Following tracks requires a survival check, but detecting them in the first place can be done with perception, which is what Helgash would use for sure.
The nature of the road makes it difficult to find tracks, even ones so recent, but the party does manage to find evidence of a group of 5 or so quadrupeds with paws rather than hooves that traveled from north to south along the road during the night. Details beyond that are impossible to discern as the in the shifting, dusty environment, and even those traces will likely be gone by the afternoon.
@Khoran, a drawback that you can ignore with an hour spent on your own in your camp each night wouldn't be a functional drawback. If you want to avoid the fortitude checks you'll need to either find treasure during the day or seek out entertainment or pleasure in some sort of settlement. The entertainment or pleasure probably won't be possible in the Desolation (which by it's nature is neither entertaining nor pleasurable,) though there's certainly treasure to be found.
On the other hand, you've also chosen a trait which is supposed to be for dwarves, Glory of Old, (here's the description on The Archives of Nethys, and it's clearly giving a benefit that backs up the dwarves inherent racial traits.) If you don't want to roll the fortitude checks I'm happy (even prefer) simply dropping both the drawback and that trait.

Zorblag |

1d6 ⇒ 3
1d100 ⇒ 50
11:20 AM on Manesdag, the fifth of Eostre, 3517 I.R.
After the morning preparations, you head off to the north once more, trudging along the road through the dusty, barren lands that surround you. Once again, there is nothing of note outside the road itself, but after a few hours travel you come to what looks like a crossroads.
Two sunken roads meet here in a depression in the center of the desolate plain. West lie the Black Gates of Tsar, east unknown hills rumored to occupied by goblinoids, orcs, and worse. South leads back to the Camp and Bard’s Gate, and to the north are the fabled lands of spice and riches which have drawn so many to brave these deadly lands in search of their fortune. Surely any who make it this far find their enthusiasm curbed by the sobering scene.
Great scaffolds of heavy wooden beams rise at each corner of this intersection. Suspended from their many yardarms are heavy iron cages like malignant fruit on an infernal tree. These cages hold the picked clean bones and dangling tatters of the unfortunates who have been imprisoned in them and left for the crows. Several of the bones have fallen to the ground beneath the cages and a couple of the cages have fallen to the ground themselves, their heavy chains rusted through and no longer able to support their great weight.
We've moved to the next map, the Chaos Rift, where your location is still shown by the camp icon(now down at the very bottom of the map.)

Tristan Luckbringer |

While Tristan is usually one to explore anything looking interesting and/or pleasurable, the Chaos Rift doesn't seem to be either and he'll opt to bypass it and continue west to Tsar unless someone gives a good reason for exploring the Rift.

Zorblag |

Because the chaos rift goes down instead of up it's not something that's visible from very far away. You can't actually see any of it from where you are, but just know it's there based on the map. Having said that, I'm fine using the maps as a reason to go to places that your characters don't have a way to know about given the slower nature of doing this exploration online.

Khoran of the Bone Bears |

"Ok, some questions. Have any of you tracker types seen any sign of a caravan, especially one leaving the road? There's people out here who might still be worth rescuing. As a second point, if we are taking side trips, how about the building on a hill we passed yesterday? (circled on slide 4) I like loot, and I figure there are better odds in the building that's still standing, rather than the site of a magical devastation."

Grimm Wald |

Grimm shakes his head at any mention of detouring. "We'll find only death out there. Gentlemen, I suggest we stay focused on Tsar."

Zorblag |

1d6 ⇒ 2
1d100 ⇒ 98
1d6 ⇒ 1
1d100 ⇒ 35
1d6 ⇒ 1
1d100 ⇒ 45
After some discussion of the caravan and the search for Bishu, you decided to turn back and investigate what looks like it might be a building of some sort back in the Ashen Wastes. Leaving the crossroads with it's cages and silent dead behind, you head south again down the road. The day continues uneventfully, though the persistent silence of the desolation is beginning to wear on you some; other than the noises your own group makes and the low howl of the wind as it occasionally whips up swirls of dust past you nothing else in the arid lands to your left and right makes any sound at all.
Eventually you reach evening rather than any particularly appealing destination, and go through your camping rituals, with Tristan's guarded dance and another bland meal of trail rations. After the three sleepers have drifted off, Helgash and Groff are left to the watch again.
Groff Perception Check: 1d20 + 11 ⇒ (12) + 11 = 23
Helgash Perception Check: 1d20 + 15 ⇒ (16) + 15 = 31
In the dead of the night the two hear the slightly familiar creaking sound of old wooden wheels on a peddler's cart approaching your location apparently from the east.
2:05 AM on Sistersdag, the sixth of Eostre, 3517 I.R.

Zorblag |

Helgash emerges from the trapdoor to the sylvan hideaway to see the same dark figure from two nights ago in the camp, alone and pushing its cart filled with the assortment of mundane items through the Desolation. This time, as it approaches you it holds up a pair of shoes and asks again, just like before, "Buy?"
A quick examination shows that the shoes seem of average quality, and the only thing that stands out about them is that both appear to be left shoes, though the set is otherwise matched as you would expect shoes to be.
The Peddlers asking price for the shoes is once again 50 gold.

Zorblag |

When you decide to go ahead with the purchase, the peddlers nods and smiles, placing the coins into a pouch and handing you the pair of two left shoes. As the dark figure returns to his cart and begins to push it away, it gives you some advice. "Not only old dead guard Black Gates of Tsar, but something greater as well. From blackest pits of pitch and bile a new guardian arose both foul and vile. Beware his breath of clinging death."
Before you have a chance to try to follow up on his questions at all, he disappears into the dark of the Desolation, continuing on his previous route, now leading into the Ashen Waste.
After the peddler is gone a close examination of the shoes reveals that they are just as they seemed. Two mundane, unremarkable left shoes.
This somewhat confusing encounter over, nothing of interest happens for the rest of the night. When the next morning dawns, the group rises and makes their preparations for the new day.
8:00 AM on Sistersdag, the sixth of Eostre, 3517 I.R.
You can make preparations for the day. You'll be heading off the road shortly to get to the indicated area in the Ashen Waste and you estimate you'll reach it around noon unless something comes up along the way.

Tristan Luckbringer |

Tristan prepares for the new day as usual, getting ready for the sightseeing detour
At the start of each day Tristan casts Lucky Number on everyone remember your own Number and use at your discretion
Lucky Number, Grimm: 1d20 ⇒ 8
Lucky Number, Groff: 1d20 ⇒ 10
Lucky Number, Helgash: 1d20 ⇒ 17
Lucky Number, Khoran: 1d20 ⇒ 2
Lucky Number, Tristan: 1d20 ⇒ 18

Helgash |

"Thank you for the..." - Helgash was about to address the wandering figure, but had no chance.
"Maybe you wear one, and I wear the other?" - he chuckled at Groff.
----------
In the morning:
"We had a visit of our travelling peddler again this evening. And before you ask anything yep, he just popped out of nowhere right here... In the middle of nowhere curiously" - the half-orc smiles at his companions - "As requested by Tristan, we completed a purchase - these amazing shoes, for the bargain of ONLY fifty gold pieces. Fronted by our own good Groff right here" - he adds, presenting the shoes to Tristan.
"Not only that, but we were left with two interesting pieces of information - he only deals in gold and not bits - I asked why, and he answered 'Don't care much about what the Usurer wants' - harsh" - he is still smiling - "And as we completed the transaction, he informed us that 'Not only old dead guard Black Gates of Tsar, but something greater as well. From blackest pits of pitch and bile a new guardian arose both foul and vile. Beware his breath of clinging death' - not sure exactly what it means but it sounds ominous, to say the least"

Khoran of the Bone Bears |

At breakfast
"You're serious, he's out here peddling junk... Believe it or not, wake me up next time, this is obviously something beyond just weird"
Khoran will take the time to fully examine the shoes
including a full detect magic analysis,
Spellcraft, aid another, familiar: 1d20 + 7 - 1 + 1 ⇒ (14) + 7 - 1 + 1 = 21
7 ranks -1 int +1 guidance
Spellcraft if needed: 1d20 + 7 + 3 + 2 + 2 + 1 ⇒ (6) + 7 + 3 + 2 + 2 + 1 = 21
7 ranks +3 trained +2 int +2 aid another +1 guidance
----------
Before heading out into the waste, Khoran will cast false life (extended by his rod). When we leave the road, he will cast Nature's Path, to make our travel to the 'tower' easier...
Temp HP from False Life: 1d10 + 7 ⇒ (4) + 7 = 11

Zorblag |

The shoes continue to stubbornly be simply two left shoes.
@Khoran, you can also roll for the day for your Charm of the Thriceborn if you'd like.
After finishing with your morning preparations you set off south along the road once more, continuing on it until you reach a point where you must head out into the Desolation proper to reach your intended destination. Once you enter the Ashen Waste proper, a seemingly continuous wind blows, carrying with it a perpetual cloud of a fine, powdery dust. The omnipresent dust gets into everything and covers it with a fine coating of chalky powder. It is not uncommon to have coughing fits as a choking coat forms inside your open mouth. It is also often difficult to see. Even when the wind is not blowing, a constant haze hangs in the air creating a feeling as if one is within a fog bank.
1d3 ⇒ 1
1d100 ⇒ 14
1d20 + 12 ⇒ (13) + 12 = 25
1d20 + 11 ⇒ (15) + 11 = 26
1d20 + 15 ⇒ (3) + 15 = 18
1d20 + 19 ⇒ (6) + 19 = 25
1d20 + 11 ⇒ (10) + 11 = 21
1d20 + 12 ⇒ (18) + 12 = 30
For the first hour of so of travel off the road the monotony of this bleak land is broken only by the occasional barrow mound raised by the armies of old to inter their honored dead, so take note when you see a collection of bits of metal glinting through the haze about 100 feet to the north of your path through the otherwise largely featureless plain.
10:55 AM on Sistersdag, the sixth of Eostre, 3517 I.R.

Khoran of the Bone Bears |

Khoran points with his longspear and speaks, words slightly muffled by the bandana he has tied over his face as dust protection, "That looks like metal - and it shouldn't be shiny if it's been out here a long time"

Khoran of the Bone Bears |

"Caravan?"
"How should I know? I would've thought we'd see tracks if it was from the caravan... but I think we should check it out..."

Tristan Luckbringer |

Khoran of the Bone Bears |

Well, clearly, we tromp on over to the exposed metal, keeping our eyes peeled for traps, ambushes, and so forth...

Zorblag |

You make your way north, towards the glints of metal, proceeding with caution. As you get closer you see a haphazard collection of daggers, spikes, broken blades, and barbed bits of armor collected on the ground. You don't have time to puzzle over what they might be though as their true nature becomes evident when they leap to life in a whirlwind of steel and attack.
Everyone should roll a DC 20 perception check to avoid being surprised and act in the surprise round, and then roll initiative regardless of the check result.

Khoran of the Bone Bears |

Perception: 1d20 + 7 + 3 + 4 + 1 + 2 + 2 ⇒ (15) + 7 + 3 + 4 + 1 + 2 + 2 = 34
7 rank +3 trained +4wis+1 trait+2 racial +2 alertness
"Hey, it's moving a bit!"
Init: 1d20 + 4 ⇒ (20) + 4 = 24
+3 dex +1 Ioun Stone
@Zorblag: What Knowledge skill?