The desert is full of surprises. A week after the storm that had for so long seemed eternal finally stopped, bandits were already pouring into the Morasti Desert, eager to get set up in preparation for the merchants to come. One such group was lead by a half-elf named Pincuri, and it had a lot of promise. The half-elf herself lead the way into the desert on the back of a steeldust mare, wielding a heavy chopping blade, and although the group was small, they were determined, and had more than its fair share of the exceptional, including an elven huntress, two tieflings one strong the other cunning, a mercenary of the Old People, a half-orc sorceror and a human renegade monk, from the Monestary of the Desert Wind no less. Along with them were a dozen of others, less fortunate they possessed no extraordinary skill, but knew how to wield a blade, a spear or a bow. As they headed into the desert, they found camels. The creatures where big, larger than the camels seen in the pens and markets of the human kingdoms, with thick, wiry fur, and spikes of bone lining each flank. Where did they come from? Hadn't the desert been ravaged by the storm for years? No one, elf, human, half-orc or other has ever seen such camels before. Beyond the mystery however, life is a welcome sight, it means water, and in this case meat. The creatures prove rather resilient and foul tempered. When six arrows fail to bring one down, the half-orc must unleash a bolt of lightning. Had they not, there is little doubt the creature's strong hooves would have crushed one of the archers, but it certainly produced a lot of meat, albeit dry and tough. An extra food source is always welcome, and in the meantime, as long as a distance of about 100ft is maintained, the camels are not  aggressive. Of course their presence means there are also predators, so eyes are peeled as the bandits scour the shimmering sands for a base of operations.<br/><br/>Curiosity is not the strong point of people in this trade, but the sight of animals is enough to rouse even them, and by night a few stories and theories are exchanged. Perhaps the animals came across the mountains, perhaps they were bred by the Lindrani, a kingdom across the desert famed for their skills with animals, or maybe the storm birthed them, that would explain the tough hides and bony spikes. In any case this question will no doubt draw expeditions much like the three ruin sites, and  they too will hopefully carry valuable goods.<br/><br/>On the third day an oasis is found, and the group camps here. The oasis is surrounded by plants that blossom into leaves of tough sharpness, and trees with smooth bark. A further mystery, and plants certainly didn't wonder into the desert since the storm. Water is a valuable resource in these lands, and so its must be shared with animals, and hopefully travellers. The camels do not show up, they drink infrequently, but at dusk some predators make an appearance. Their shape is like that of a dog, lithe and agile with glistening fangs, but they have sand coloured scales with purple on the chest, and their feet sprout long, thick claws. Behind bony ridges, beady yellow eyes observe the humanoids, stubby tails flitting from side to side. The three of them move as a pack, and there is a tense moment when they approach to drink, taking turns whilst the other two stand watch. They eye the group, but such creatures are not their usual prey it seems, as beyond snapping at woman who wonders a bit too far from the others they do not bother the bandits, and when enough steel is flashed they retreat, their high pitch howls a little painful to the ear.<br/><br/>It does not take long for one of the braver merchants to show up. Two caravans, four guards, the battle is brief and bloody. The elf, his tribal roots long forgotten, trades in camels and horses, though on his first venture he took only the products made of them, wary of carrying goods that demands their share of the water supply. That is not a concern for him now, as he died defending his cargo, which is soon devised among the victors. Pincuri takes the lone captured horse to keep hers company and try and breed the pair. Low on coin, what silver is found goes to the exceptional individuals first, but everyone gets something of the merchant's wares. One guard survives, as does the merchant's daughter, and they are taken in for now, their fate to be decided, though the girl is fearful. That night there is a celebration at the oasis, the limited reserves of alcohol depleted, a single sip of arak dearly bartered for.<br/><br/>Filled with confidence, the bandits seek a second mark and meet disaster. A caravan, heavily laden and guarded well, is forced into a rocky gorge to try and escape them, but when they follow in the ambush is sprung. Mercenaries, tasked with thinning the bandits hoard, set to this task with bloody efficiency. Mounted on horses, their blades and spears cleave bodies, whilst archers pick out those who try and climb the rocks. The bandits are funnelled into narrows passage, where a mounted mage invokes eldritch words from a script, causing flames erupt, filling the passage and killing many. Pincuri and a few of the braver bandits fight, but a spear takes out the half-orc sorceror, and the leader herself falls to arrows and the blade of the mercenaries' leader, an ageing half-orc with brownish skin and a permanent scowl of one who has led such scenes of organized, precise culling before. Fighting seems hopeless, the mounted mercenaries hold too much of an advantage on the floor of the gorge, and retreating up the walkway leaves them vulnerable to the archers on the opposite side, who have chosen the spot well, as stones have been arrange to provide them with cover. This is their battlefield, fighting them here offers them the upper hand, yet to flee would require passing through the flames. Six manage this, burned but persisting, and a young half-elven girl manages to climb the rock face without getting an arrow in her back. If any others survived, they went another way, which seems unlikely. The individuals find themselves at the top of the gorge, they cannot stay here, they will exposed once the cavalry once they loop around, they need to  lose the mercenaries in the endless sands.<br/><br/>They have a head starts, and make  good use of this, sweating under the hot sun. But any hope of losing those who seek their deaths is quickly dashed, for a bird trails them. A few birds had been seen before, passing overhead, but this one is different, it hovers, or soar in circles, always staying close to them, hanging back, placing itself in front of the sun to make it a difficult target. It is the pet of the mage, and it will track you. The plan now becomes to find a defensible position, not an ideal one, but the alternative is to fight cavalry in the open desert. Denhala, the half-elven girl, is disturbed into silence by the death she saw. She follows Cricket, still in survival mode, gripping her notched shortbow in a hand that grows steadily slacker as fatigue sets in, one step after the other across the sands. Fizza the human woman is older and little more collected, thankful to Cardinal Pride who helped her through the fire. Her curved blade is sheathed, and she listens to any plans being formed on how to survive this, contributing where she can.<br/><br/>Up ahead, rock is visible once again, and that promises terrain that may thwart the cavalry. However it proves to merely be a dip into a small valley, the far side a cliff face, too steep to fight from. It is a deathtrap, or would be, where it not for the door and four windows carved into it, the edges worn by time it was easy to miss. Mahsati recognizes is as a temple of her people from long ago. Once the outer wall would have been carved to show a scene from their stories of creation, the weather must have erased them with its unyielding persistence and no one there to protect the carvings. With no better option the group approaches the entrance, 3ft wide and 6 tall. Sand has spilled in through the opening into the temple's main room, and in it are the prints of a creature that dragged itself inside fairly recently it seems. Still, the air inside is mercifully cool, the small entrance should provide a choke point, and based on the designs of her people the elf knows there will be no back door, they need only guard one entry point, but they also cannot flee. Inside the wall carvings are still clear, though they are from a tribe Mahsati's shared little with. She recognizes the Wind Spider, and perhaps the figure with the sack over her head is Lalitha, who brought meat to those starving. The rest of the figures and animals however she does not recognize, nor can she tell how the two she does fit into the story. The room is 60ft by 75ft, featureless, is was likely picked clean by the Verkilen in the earlies days of their campaign of slaughter. In the walls on either side is an uncovered doorway, whilst a staircase spirals up in wall opposite the entrance. Based on the height of the windows, there are at least fours rooms on the next flaw, a good 25ft above. There is no sign of any creature in this main room, so unless it has become one of the wall carvings it will be somewhere else in the building.<br/><br/>It is impossible to known how far the mercenaries are behind them, it could be as little as six hours and as many as twenty two, but it seems that when they do catch up, this will be the location.<br/><br/>OOC: a map of the temple - https://docs.google.com/drawings/d/1fXduPEsLdUetGJqqxwde24FquWnEH1EtAhXuJpwMn-8/edit<br/><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Cricket</div><div class="spoiler_body">Going through the fire dealt you 4 points of damage, and whilst on the ridge an arrow pierced your chest for 8 points of damage. Your share of the loot is 4 silver and a fine camelhair carpet.</div></div><br/><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Mahsati </div><div class="spoiler_body">Going through the fire dealt you 3 points of damage. Your share of the loot is 4 silver and two combs carved from horse bone.</div></div><br/><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Cardinal Pride</div><div class="spoiler_body">Going through the fire dealt you 11 points of damage (before resistance). Your share of the loot is 4 silver and a whip made from horse's tail hair.</div></div><br/><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Albron </div><div class="spoiler_body">Going through the fire dealt you 6 points of damage (before any resistance), and on the bottom of the gorge a horse's hoof struck you for 3 points of bludgeoning damage. Your share of the loot is 4 silver and 3 square feet of finely treated camel hide.</div></div><br/><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Khait</div><div class="spoiler_body">Going through the fire dealt you 5 points of damage (before resistance). Your share of the loot is 4 silver and a coat made from horse hide.</div></div>