The storm wall stands a mile beyond the ring of cairns—in every direction at once.
Same map, labeled. Keep this one on your side of the screen.
A—The Pool. The story everyone believes. Heals (1 free hit die/day at its edge); dawn-and-dusk reflection shows the door and the blue figure; answers one spoken question per person, ever, with a single image.
B—The Welcome Hearth. The truth. Kettle hook = staff half (it rings); three sitting stones = keys; the chamber is below (dashed). Tarek is always near.
C—The Scratched-Ending Rock. Every carving begins FOR. Wis save DC 12 when lingering or your finger starts tracing. Merren is here most hours.
D—The Dry Well. The Djinni’s breath. Echoes return wrong, sometimes adding “…for whom?” Dropped items surface in the ash pit—Tarek returns them at breakfast.
E—Keeper shelters. Sahra, Ilyra, Tarek; guests bed down here. Watches are stood in pairs.
F—The Cairn Ring. One psychic flash per PC. The scorched contract (two-handed signature) is the Geryon clue. Take nothing—the storm bulges toward a taker.
G—Party arrival. Where the storm let them through. Saharel’s night-scene pawprints trace the full cairn line—never one print inside.
The Unfinished Oasis is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC. Stat blocks adapt content from the System Reference Document 5.1 (CC-BY-4.0, Wizards of the Coast).