"You like pesh, eh? No need to be nervous about it. Alas, I don't carry any myself. I prefer to keep my mind free, especially when dealing with volatile potions. I'm afraid I can't help you."
The sun is sweltering as usual, though thankfully Mahdi provides magical comfort form the heat. From the high hilltop where the monastery rests, the desert sands and pesh field below seem calm, showing no visible patrols from Kelmarane outside the village.
1d100 ⇒ 70
1d100 ⇒ 68
2d4 ⇒ (3, 4) = 7
Passing through the vast field of cacti, you all hear a familiar, obnoxious buzzing sound as you nearly arrive at the scene of the dead gnolls and slain dust digger from the day before.
Amiamble: 1d20 + 9 ⇒ (9) + 9 = 18
Aldebert: 1d20 + 7 ⇒ (5) + 7 = 12
Mahdi: 1d20 + 3 ⇒ (17) + 3 = 20
Pent: 1d20 + 6 ⇒ (1) + 6 = 7
Kul: 1d20 + 1 ⇒ (19) + 1 = 20
Kul and Mahdi are able to spot the source of the buzzing; several stirges are feeding off of the corpses of the gnolls, while a few more buzz around the clearing looking for other sources of food. You feel confident that if you avoid the large clearing, the stirges will likely not be aware of your presence.
At this point, I need to know what the current plan is. Where are you guys headed, and how are you proceeding? I've updated the Roll20 map back to the Kelmarane village map, so you can plot out your next move.