Correct on both counts
I sent my Bonisagus necromancer to look for the Canaanite necromancy secret. Instead of the freezing temperature and deep snow, he had to face desert and sand storms. So the temperature extreme are reverse, but the problematic is the safe: hostile, unusual environment, difficult to forage/source food on the go.
The first choice he made was to go for a low footprint expedition: a local guide/scout, an experience warrior, an interpret-negotiator and a servant. The idea was to trade off the powerful offensive/defensive aspect of a large group in favour of a more stealthy approach, requiring less resources.
Also, I dismiss the idea of a flying vessel - although it is relatively simple to craft, possibly a bit too easy - because of "flavour" and I don't like the idea to completely skip the interaction with the locals and the ability to retreat at will. It feels to easy, but I won't blame you for choosing a safer/easier option. A flying boat allows you to have a secure lab at disposal, without wasting time for set up.
- Redundant skills. I made sure that survival skills, area lore and relevant languages were at least known by one characters at 3 or 4, and the expert at 6.
- First invested item: one pendant with ReIg Protection against +10 damage by fire, Group; Veil of Invisibility, Group, and ReAu(Te) Protection against Sandstorms, Group as well. All the effects are within 30-35 effect levels.
- Second invested item: Laboratory-in-a-Trunk, also an invested item with two effects MuTe(Aq,He) to shrink items, using the dynamic container option and a ReTe(Aq,He) to pull in and out items of the trunk.
- A minor item replicating the effect of the Convenient Warehouse (MoH, p69) to carry food, with an animal requisit to handle meat product.
He manufactured himself the first item, but had to paid Verditius magi for the other items.
This is only the list of items and preparation he made specifically for this strip. He had a long list of spells and a few personal magical items to handle spirits and his personal protection, but it is "everyday" uses items, so not specific for expedition with special weather conditions and requirements.
I believe it took about 10 years to be ready between gathering information, learning some language and lore skills, building up his Arts, creating items and gathering enough vis and resources to pay for the other items, and finally finding a local guide, despite his Blatant Gift.
Airships and teleportation spells are quite obvious means to make the journey easier ... and the story more boring. I assumed that OP wanted a more epic and Odyssean tale, and thus had already rejected such magic.