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The shifting sands of Osirion have been known to swallow entire communities, wiping them from the face of Golarion. Those same dunes sometimes uncover that which has been lost, revealing secrets from the past. In a nation with a rich and mysterious history, such discoveries set off a rush of exploration, but the deserts are not a safe place, and more than one group of treasure-hunters has donated their bones to the sands.
When Venture-Captain Norden Balentiir contacted you this morning in Sothis, the story was a familiar one. A group of Pathfinders has gone missing in the desert and he would like to send you to find them. You have been asked to meet at his office to discuss the rescue. "Welcome to my office, pathfinders. I hope you are prepared to depart for your mission immediately after briefing. There is no time to waste so we find them alive. First please introduce yourselves." he says

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It's been a while since Sothis has seen my shadow... a tall wiry man of Taldan stock says, his long ponytail hanging down past his shoulders. A gleaming blade bounces on his hip as he walks, denoting his practice of the rondelro blade style.
I'm Patros...of the Cassomir therinors..nice to meet you all. So..straight up rescue mission? Not that every mission is straight up...at least, not in my experience... he says with a chuckle.
just finalizing my level up and making some gear purchases...will add them in a post later if not edited in this one..
edit..ok..purchases...i've been hoarding...cloak of resistance +1, belt of dex +2. headband of charisma +2. minor bag of holding, making buckler +2, ring of protection +1..14k...might add minor stuff after..

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In the center of the room, a large golden-skinned man stands impassively. It is impossible not to notice what might possibly be the largest ax you have seen in a Pathfinder lodge He nods at the others. "I am Malaz Bourreau. It is a pleasure to make your acquaintance. I believe I am as prepared as possible."

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Wielding a large earthbreaker, a half-orc smiles with large tusk at the party. "Yaiho is Yaiho. Yaiho will smash enemies for group."

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A well-postured and red-skinned man strides into the room and appraises each of you before speaking. A pointed tail curls and flicks as he does. Now this is a fine band of Agents. About time. Their strength will honor the Mother well.
"Lutorinus Exsuberia. Osirion is famous for its rigged and trapped tombs. It was good of you to select me for this mission," he says by way of introduction. Hanging from his neck is a warped and twisted holy symbol made of red metal. What once was a pentagram has been mangled into the crude shape of a three-eyed jackal.
________
If it comes to it, I can scout, deal with traps, and help with some conditions. Infernal Healing is his primary HP recovery, so lmk if that's a problem for you. He is also happy to use your own wand(s) as desired.

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The very old man finally speaks up. "I'm Robyyn, and I am as ready as I'll ever be, but a little information could help." Though his age is obvious, his body appears to be in good form, and he seems to command at least some amount of power, as light winds buffet the space in which he stands, creating a swirling of air that constantly plays with his straggly hair and long, wispy beard. Though he seems to walk like everyone else, his feet never seem to touch the ground, as if each steps is a tiny fall that never quite lands.
"What were these other Pathfinders doing, or seeking? Knowing their quest will help us plan ours."

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The large human finally speaks up as well. ”Call me Fahd. I’m not terribly great at finding lost people. But, I am pretty good at smashing whatever made the people go missing,” he says with a scowl.

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After introductions Balentiir explains the situation. "Few months ago a merchant sold location of an ancient tomb in the Parched Dunes to the markets here in Sothis, where the knowledge was quickly brought to the Ruby Prince’s attention. He contacted me to arrange for a group of Pathfinders to explore the tomb and bring back its riches. The group left the next morning. Shortly after entering the tomb itself, they lost contact and have not been heard from since. I am concerned what happened to them and have chosen you to travel to the tomb, find the missing Pathfinders, and complete their mission, if possible."
You can roll what you know about Hall of Seven Scepters

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This was Fahd’s least favorite part of the job….waiting on the smart people to ask boring questions of the higher ups about some crazy tidbit of knowledge that wouldn’t end up meaning anything. He knew he’d have to punch things sooner rather than later, so might as well just head out already.

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Knowledge (history): 1d20 + 11 ⇒ (8) + 11 = 19
"Would that 'ancient tomb' you mention be the Hall of Seven Scepters? That's the final resting place of Alkhet Utmari, a powerful merchant prince from the early 1200's AR; it would have been around here, and seems to fit your description." After a nod confirming that his guess was right, Robyyn continues. "He was said to have six wives, but no heirs. Each wife got a scepter similar to the one Alkhet always carried, each one as a wedding gift. Presumably, they were all buried together, or the tomb wouldn't have earned the name it did."

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Listening to the mission report, "Yaiho understand. Yaiho rescue other pathfinders and crush enemies in tomb."

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"A Merchant Prince? Bet he spent a substantial amount of coin on keeping people like us out. Unless Robyyn has more history to share or the Venture-Captain has any final words of wisdom, those Pathfinders aren't getting any younger," Lutorinus says, eyeing the door. Probably not anymore alive-er either... corpse retrieval missions usually end quite predictably.
________
GM, unless we know we are pressed for time/in danger, Lutorinus would like to scout for traps before the party proceeds throughout the tomb. In the interest of saving us from an extended solo back-and-forth posting spree, his MO is to cast an extended Find Traps spell, T10 on his perception to search (36 w/ Find Traps), stealth as far as possible while under an extended Invisibility (T10 if possible, +17 w/o invis, +37 w/ invis), noting all traps, and then reporting back. Finally, going through with the party and disabling traps as needed. If it matters, his emergency escape plan is to cast Deeper Darkness on a small item and hauling ass back to the party.

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”I say! We cannot leave our brothers lost behind unclear lines! “ he takes a last puff on his pipe before packing it.
”The only thing worse is slavery. And we will never allow that to happen. “

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History: 1d20 + 11 ⇒ (8) + 11 = 19
Malaz nods at Robyn's summation of the facts. The slyph seems to be well informed. This bodes well.

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"Yes you are correct. This is Hall of Seven Scepters and you seem more knowledgeable of this than I am." Balentiir remarks
"Now, if you have finished asking your questions, I'd like to urge you to depart for the tomb. You may purchase equipment before leaving, but make it quick. Time is not on our side and chances of rescuing our colleagues are growing smaller each moment."
Heat will be a serious issue so I need to know do you have heavy armor, enough provisions and any protection against heat dangers.

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Fahd has a magical chain shirt and would be happy to buy a wand of ensure elements for the group if that would help with the heat.

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Lutorinus has his own Endure Elements prepared and will cast it daily, but he can use a wand(s) to keep everyone else cool. GM, when you say provisions, you mean you want us to have/track rations?

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Medium armor. Like Fahd, I can also invest 2 PP on a wand of Endure Elements

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Medium Armor.

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Mithril shirt (light) and will prepare and drink endure element extract each morning...
I say, the sand will be bad enough, but the heat nigh unbearable.

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GM, when you say provisions, you mean you want us to have/track rations?
No, I don't keep meticulously track of rations in society games. I meant supplies in general, like healing. Im just assuming you have enough food and water. Do you have any preference whether you want travel by foot in 9 days, in 4 days by horse, or 13 days as part of a caravan?

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If we are burning resources like wands to avoid the heat, having horses seems like the best option. That's my vote. Good with what the table wants.

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The journey to the Hall of Seven Scepters is mostly uneventful. Leaving Sothis behind, you travel southwest, following an ancient trade route for much of the way there. On this road, you encounter few others, just merchants or travelers making their way to or from the great city.
On the final day on the trade route, the directions they were given require them to leave the simple trail and venture south into the trackless desert. This sun-baked land has few markers and little in the way of respite from the relentless heat.
To stay on trail you need to make 4 survival checks, each DC 10.
A character in very hot conditions (above 90° F) must make a Fortitude saving throw each hour (DC 15, +1 for each previous check) or take 1d4 points of nonlethal damage. Characters wearing heavy clothing or armor of any sort take a –4 penalty on their saves. A character with the Survival skill may receive a bonus on this saving throw and might be able to apply this bonus to other characters as well (different check).
nonlethal damage on failed save: 1d4 ⇒ 2

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Lutorinus, more annoyed with the sun's glare constantly find its way into his eyes than the heat, looks over his travel companions. "Anyone need protection from the heat? Fahd's generosity has afforded us such luxury."
________
90+ Fahrenheit should still be good for Endure Elements, right? With Lutorinus and Roderick providing their own Endure Elements, this trip will cost us 4 charges from the wand a day. If we run out of charges, Lutorinus can start preparing 4 additional casts.

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I myself do not. But the offer is much appreciated.
Once everyone is accounted for, he looks to the path.
Now lets see about this trail.
survival: 1d20 + 8 ⇒ (16) + 8 = 24
survival: 1d20 + 8 ⇒ (18) + 8 = 26
survival: 1d20 + 8 ⇒ (17) + 8 = 25
survival: 1d20 + 8 ⇒ (13) + 8 = 21
Or take-10...lol there go all my good rolls for the day.

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Survival DC 10: 1d20 + 9 ⇒ (8) + 9 = 17
Survival DC 10: 1d20 + 9 ⇒ (16) + 9 = 25
Survival DC 10: 1d20 + 9 ⇒ (15) + 9 = 24
Survival DC 10: 1d20 + 9 ⇒ (15) + 9 = 24
More use to cold climate, Yaiho feels more uncomfortable in the extreme heat and takes Lutorinus up on their offer.
With tongue out panting. "Yaiho like magic that helps with sun."

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”Good luck traveling with this crew! Seems impossible for you lot to lose the path,” Fahd grins as he sits back and takes it easy.

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Robyyn offers his new endure elements wand to Lutorinus each morning, to ensure Robyyn can handle the heat during the trip.
Was prepared to aid another on Survival as well, but it looks like we're more than covered for that.

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90+ Fahrenheit should still be good for Endure Elements, right? With Lutorinus and Roderick providing their own Endure Elements, this trip will cost us 4 charges from the wand a day. If we run out of charges, Lutorinus can start preparing 4 additional casts.
Thanks for the reminder, endure elements is enough.
You have no problems navigating the desert. The rolling dunes of the Parched Desert seem to go on and on, without change. Beyond each ridge is another, and another, and another. But then comes a sudden change. Just over the next ridge lies a nest of bones, rocks, and sand—a very large nest. Some very territorial scorpions are present in nest when you approach.Scorpion: 1d20 + 2 ⇒ (6) + 2 = 8
Scorpion: 1d20 + 2 ⇒ (3) + 2 = 5
Scorpion: 1d20 + 2 ⇒ (3) + 2 = 5
Scorpion: 1d20 + 2 ⇒ (2) + 2 = 4
Scorpion: 1d20 + 2 ⇒ (12) + 2 = 14
Scorpion: 1d20 + 2 ⇒ (2) + 2 = 4
Scorpion: 1d20 + 2 ⇒ (1) + 2 = 3
Scorpion: 1d20 + 2 ⇒ (15) + 2 = 17
Fahd bin Stavain: 1d20 + 2 ⇒ (10) + 2 = 12
Robyyn: 1d20 + 8 ⇒ (13) + 8 = 21
Lutorinus: 1d20 + 9 ⇒ (11) + 9 = 20
Malaz: 1d20 + 2 ⇒ (11) + 2 = 13
Yaiho: 1d20 + 3 ⇒ (10) + 3 = 13
Roderick: 1d20 + 10 ⇒ (11) + 10 = 21
Robyyn, Lutorinus and Roderick go first! Link to map under my name.

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"Yaiho, looks like you'll be fulfilling that smashing you promised us," Lutorinus says. A wand slips into his hand from his sleeve and the party feels a gentle but unclean encouragement.
________
Unless these Scorpions turn out to be much more than they appear, I don't think any big buffs will be needed here... Bless from Wand on party.

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Knowledge (nature): 1d20 + 11 ⇒ (6) + 11 = 17
Mostly interested to know if they are mindless (for hex purposes); information about any resistances/immunities they might have, and what their weaker saves are would also be helpful if the roll is good enough.
Robyyn studies the scorpions briefly, and considers his normal strategy of slowly whittling away at the creatures' defenses before moving against them aggressively. But he sees an opportunity he can't pass up, and quickly calls out the arcane words that empower a magic web. He fans his arms out in the direction he wants, and the web flies forth, trapping some of the scorpions between the various boulders in the sand.
Note: web requires anchor points to work. The map shows a bunch of rocks/boulders throughout the landscape around the scorpions; my idea is that those are effective anchors for a ground-level web that would effectively trap the spiders. If you disagree, then I would like to retcon and not waste the spell; please let me know.

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Shoot my post yesterday is gone.
Roderick examines the scorpions.
Indeed, good show on the web. I will try to dispatch any not fully involved.
He uses his wings to fly up/forward 20' and then hurls a quick burning bomb at the closest unentangled scorpion.
Bomb, higher,range 20': 1d20 + 11 - 8 + 1 ⇒ (14) + 11 - 8 + 1 = 18
for Explosive dmg : 4d6 + 3 ⇒ (6, 3, 5, 3) + 3 = 20 10'r splash, 7 fire dmg (DC14 for half).
(so if hits, 21hp on front bug, 7hp or 3 on next bug) first is on fire.

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They're mindless, no resistances or immunities except mind-affecting of course. Web spell works just fine.
Reflex: 1d20 + 3 ⇒ (12) + 3 = 15
Reflex: 1d20 + 3 ⇒ (2) + 3 = 5
Reflex: 1d20 + 3 ⇒ (1) + 3 = 4
Reflex: 1d20 + 3 ⇒ (10) + 3 = 13
Reflex: 1d20 + 3 ⇒ (19) + 3 = 22
Reflex: 1d20 + 3 ⇒ (7) + 3 = 10
Only one scorpion marked by orange dots is unaffected by the web. Roderick's bomb misses its target narrowly, though one nearby receives minor burn (3 hp). Those two advance toward their attackers.
Reflex vs fire: 1d20 + 3 ⇒ (12) + 3 = 15
Next Fahd, Malaz and Yaiho

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Fahd pulls and drinks his extract, something he should have specifically done earlier in the day. ”Let the ones not webbed come to us! Set our defenses and take them out one at a time!”

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since the bomb missed the (FF?)/touch AC then (wow) it is treated as a grenade/splash weapon and may hit the original target or others.

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Yaiho rushes over to stand next to Roderick as he hears Fahd's suggested about defenses. He plants his feet firmly into the sand as he swings his maul over his head. "Yaiho defend."
Move: 30'
Free: Rage (Guardian Stance) AC jumps to 21.

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Roderick looks down at Yaiho from his height....
Good Yaiho, do take care swinging that maul up here.

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since the bomb missed the (FF?)/touch AC then (wow) it is treated as a grenade/splash weapon and may hit the original target or others.
Whoops, I have to retcon this. That does hit _Touch_ AC (and it takes full damage). How could I have forgotten this

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No worries. I thought I had TAC in my macro - but I didn't, so easy to miss. I will add for next time. :)

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Malaz steps up to place himself between the scorpions and the team. If he can get close enough, he even takes a swing at one that avoided the web.
+1 Butchering Ax (Bless): 1d20 + 12 + 1 ⇒ (4) + 12 + 1 = 17
Damage: 3d6 + 10 ⇒ (2, 3, 2) + 10 = 17

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Malaz misses his target, while scorpions struggle to break free of the web. Ones that succeeded tearing themselves out of web move closer to their prey.
CMB: 1d20 + 10 ⇒ (17) + 10 = 27
CMB: 1d20 + 10 ⇒ (15) + 10 = 25
CMB: 1d20 + 10 ⇒ (6) + 10 = 16
CMB: 1d20 + 10 ⇒ (15) + 10 = 25
CMB: 1d20 + 10 ⇒ (2) + 10 = 12
CMB: 1d20 + 10 ⇒ (12) + 10 = 22
2nd round: Robyyn, Lutorinus and Roderick

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Lutorinus looks first the impending conflict to the Southwest, then to the trouble skittering over from the Northwest, and finally back to Robyyn. He sighs.
"Come up with something before I turn into scorpion food, yeah?" he asks before slowly walking between the trio of arachnids and the old man. "Bless-ed Mother, let the weak crash against the faithful like the surf against the cliffs."
________
Malaz, you don't appear to be on the map! Shield of Faith on self, move. Modified AC in the statline.

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Roderick hurl a pair of bombs at those 3 approaching him and Vaiho
”Fire in the hole!“
Bomb, range, pb: 1d20 + 11 + 1 ⇒ (12) + 11 + 1 = 24 vs Touch AC
for Explosve dmg : 4d6 + 3 + 1 ⇒ (1, 5, 4, 5) + 3 + 1 = 19 10'r splash, 7 fire dmg (DC14 for half).
Bomb, range, pb: 1d20 + 6 + 1 ⇒ (8) + 6 + 1 = 15 vs touch AC
for Explosve dmg : 4d6 + 3 + 1 ⇒ (1, 1, 3, 4) + 3 + 1 = 13 10'r splash, 7 fire dmg (DC14 for half).
first bomb on middle scorpion with splash on top burning scorpion .
Second bomb on bottom scorpion with splash on middle scorpion .
Burn on orange : 1d6 ⇒ 3

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Orange's reflex: 1d20 + 3 ⇒ (10) + 3 = 13
Middle's reflex: 1d20 + 3 ⇒ (20) + 3 = 23
Both hit and Middle scorpion takes little less damage from splash. Bottom which is marked green is now near death. They both attack Yaiho.
orange's claw: 1d20 + 8 ⇒ (7) + 8 = 15
green's sting: 1d20 + 8 ⇒ (2) + 8 = 10
damage: 1d6 + 6 ⇒ (2) + 6 = 8 Fort save DC 19
Fahd, Robyyn, Malaz and Yaiho, your turn

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Malaz misses his target, while scorpions struggle to break free of the web. Ones that succeeded tearing themselves out of web move closer to their prey.
[Dice=CMB]1d20+10
[Dice=CMB]1d20+10
[Dice=CMB]1d20+10
[Dice=CMB]1d20+10
[Dice=CMB]1d20+10
[Dice=CMB]1d20+102nd round: Robyyn, Lutorinus and Roderick
Don't forget to roll for their movement too. One CMB to break free (not grappled), then another CMB to move through the web (unless they were on the very edge and all of their movement is through non-web squares). Being large, though, that's likely to not be the case.
Have any scorpions died yet? Robyyn's next action will depend on that. If there are any dead scorpions, if you could identify them on the map, that will help.

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None of the scorpions have died yet. One did not move out from web.
CMB for movement: 1d20 + 10 ⇒ (13) + 10 = 23
CMB for movement: 1d20 + 10 ⇒ (19) + 10 = 29
CMB for movement: 1d20 + 10 ⇒ (3) + 10 = 13

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Yaiho sweeps his maul with a wide swing at both scorpions in front of him before trying to slash the one directly in front of him with his razortusk.
+1(+3) Furious Earthbreaker vs Orange: 1d20 + 16 ⇒ (11) + 16 = 27
Damage: 2d6 + 12 ⇒ (1, 3) + 12 = 16
+1(+3) Furious Earthbreaker vs Green: 1d20 + 11 ⇒ (12) + 11 = 23
Damage: 2d6 + 12 ⇒ (1, 3) + 12 = 16
Bite (Razortusk) vs Orange: 1d20 + 8 ⇒ (16) + 8 = 24
Damage: 1d4 + 5 ⇒ (2) + 5 = 7
Full Round attack (Continues Guardian Stance Rage)

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I don’t see Fahd on the map. Could someone place him for me? Anywhere is fine. I’m a phone poster so I struggle with that. Thanks in advance.