Narnel |
This one is not embalmed, Do we have anything to keep it from smelling on our way?
If not, I say we say final rites over him, and let him return to the desert in fitting with the cycle of life.
Grog half orc |
Grog uses his wand on the other party members. "Here ya guys go"
Taidus
Clw: 1d8 + 1 ⇒ (1) + 1 = 2
Meran
Clw: 1d8 + 1 ⇒ (4) + 1 = 5
Another on Taidus
Cl2: 1d8 + 1 ⇒ (6) + 1 = 7
Riceak Hawklight |
Being an ordained priest of Sheyln I am more than happy to commend his soul to Pharasma's judgement says the cleric.
Meran Thanlos |
"Thank you Riceak and Grog." she sighs as the healing energy knits her wounds completely.
"Yes let's bury the gentleman. I'm afraid we'll lose the trail if we don't keep moving forward."
GM Fuzzfoot |
It is on the edge of night as well, so you probably should set up camp unless you plan to travel in the dark.
Doodlevain "Doodle" Montafescue |
Doodle volunteers for the first watch. She plans on getting enough sleep to memorize all her magic for the next day after her shift was over.
Taidus Raine |
Sleep, hopefully it will be possible.
Taidus, closes his eyes for a few moments, and then responds to Doodlevain's remark.
I will take first if you like, you sleep through if we are able to.
GM Fuzzfoot |
After a long digging and a short ceremony, you complete your tasks and get some rest. Early in the morning, you strike out again.
Everyone make a DC 15 Fort save for the heat, unless you have another way to avoid the effects.
Following your northwesterly heading, you reach the Zho Mountains near where the river Shat-al-Qadr flows through the Qadiran hinterlands all the way to Katheer itself. The Silken Way is known to pass through the Zho Mountains somewhere near the river, and Hokama recognizes a nearby peak that he knows to mark a secondary pass that connects to the Silken Way on the opposite side of the mountains.
If you follow this pass, you think you should be able to catch up with the caravan—if it has not yet fallen to a murderer’s betrayal. The shaded mountain pass prevents the need for saves from heat dangers as long as heavy clothing or armor is not worn. Otherwise, make another Fort save.
Doodlevain "Doodle" Montafescue |
Doodle uses her second scroll of Endure Elements to stay somewhat protected from the blinding, burning sun.
"I know it's hot, but we really need to hurry. If there is a murderer on that caravan, there's no telling what will happen if we don't get there quickly."
Narnel |
Fort: 1d20 + 1 ⇒ (2) + 1 = 3
Narnel has a restless night, sweating and waking often from the heat.
Going through the pass is not only faster it is cooler. That seem to be the best choice to me.
Meran Thanlos |
Fort Save: 1d20 + 1 ⇒ (19) + 1 = 20
Meran manages to adjust to the heat of the day. "Let's keep moving. We need to catch up with the caravan if we can." The continued movement in search of the caravan gets to her later in the day. She refuses to take off her armor "just in case".
Fort Save for Wearing Armor: 1d20 + 1 ⇒ (3) + 1 = 4
Taidus Raine |
fort: 1d20 + 4 ⇒ (7) + 4 = 11
Taidus, braces himself for the heat, but he hasn't gotten accustomed to the intensity yet. He drinks from his waterskin, but the drinks aren't seeming to help his overheated state.
GM Fuzzfoot |
Narnel and Taidus are fatigued, but everyone else handles the heat better.
The canyon you follow through the mountains opens onto a wider vale, and should connect to the main route of the Silken Way not many miles ahead. However, your attention is arrested by a breathtaking sight: one wall of the mountain valley is occupied by a massive monument. A natural prominence in the red- and brown-veined strata of the rock walls ahead has been sculpted on a grand scale into a gargantuan idol depicting a man seated in the lotus position with a tall, pointed crown on his head. Though the years have worn the features of this sculpture into a nearly smooth finish with cave openings where mouth and eyes should be, there are enough details of face and clothing remaining to recognize the distinctive Eastern features and garb that the statue once bore. An eerie, forlorn song floats on the breeze that brings to mind a sense of bone-gnawing loneliness.
Doodlevain "Doodle" Montafescue |
Doodle wasnt expecting to see such a large statue, so she pulled out her parchment and did a quick sketch to record it for posterity. As she was sketching, she heard the forlorn song. "Any idea where that's coming from?"
Narnel |
Well that is something you do not see every day.
Hmmm... I would guess the sound comes from the wind blowing through those caves, but we should be careful as I may be wrong.
Riceak Hawklight |
The cleric will also sketch the statues so that he can carve a similar statue in praise of Sheylyn.
GM Fuzzfoot |
The song is truly captivating.
Everyone make a Will save, DC 16
You are subject to a sonic mind-affecting charm effect - you desire to climb up the side of the monument, to the cave that resembles its mouth. Make climb checks each round, DC 10, to ascend or fall if you fail. Speed is 1/4 your normal movement.
Narnel |
Honestly, I rolled a 1. The + 2 would not help.
Hmmm, Pretty
Narnel starts walking to the statue following the sound.
Climb: 1d20 + 5 ⇒ (18) + 5 = 23
GM Fuzzfoot |
Narnel and Grog start climbing. All of Hokama’s crew are captivated and walk toward the monument in a daze.
You have 2 rounds of actions before something else interesting happens... if you don't want to use them, just say so in order that I know we can move on.
Doodlevain "Doodle" Montafescue |
Doodle turns to the others who resisted the save. "Can we stop them, or should we follow and Pretend to be effected too? Maybe get the drop on whoever is doing this?"
Riceak Hawklight |
Depending on what has captivated them, we might not want to see what happens. Let me try something
The cleric grasps his holy symbol and begins to pray to Shelyn Goddess, hear my prayer. Something has entranced these souls and we know not their intent, perhaps with your blessing the half-orc will become my friend and over come this enchantment?
he prays as he casts charm person on the half-orc. Will save DC 13
GM Fuzzfoot |
Interesting idea, but while it may make him your friend, it doesn't keep him from continuing to be captivated.
Taidus Raine |
Taidus, after resisting the ear-piercing drone of whatever seems to have entranced a few of the other, looks on as a few are climbing the walls. He chugs a potion real quick, than reaches out with his bulging arm and tries to pry Grog from the wall.
mage armor pot
imp grapple: 1d20 + 7 ⇒ (6) + 7 = 13
GM Fuzzfoot |
Ok, after 3 rounds, a winged woman flies out of the mouth of the structure, swooping down on Atmar. She seems to be the source of the singing.
Doodle: 1d20 + 6 ⇒ (20) + 6 = 26
Grog: 1d20 + 0 ⇒ (15) + 0 = 15
Meran: 1d20 + 5 ⇒ (18) + 5 = 23
Namel: 1d20 + 4 ⇒ (3) + 4 = 7
Riceak: 1d20 + 1 ⇒ (17) + 1 = 18
Taidus: 1d20 + 2 ⇒ (6) + 2 = 8
Harpy: 1d20 + 2 ⇒ (7) + 2 = 9
Round 1: (Bold may act)
Doodle, Meran, Riceak, Grog (climbing)
Harpy
Taidus, Narnel (climbing)
GM Fuzzfoot |
Meran's countersong works wonders, giving everyone entranced another save against the effects, which succeeds.
It also succeeds in making the harpy angry, and she screams in protest. Then a magic missile slams into her, and she howls in pain. In response, another harpy flies out from the mouth.
The first harpy tries to lift the slave-boy off the ground, but fails to hold him long enough to take off.
1d20 ⇒ 3
Round 1: (Bold may act)
Taidus, Narnel (climbing)
Round 2: (Bold may act)
Doodle, Meran, Riceak,Grog
Harpy (red), Old Harpy (green)
Riceak Hawklight |
The cleric will seek the blessings of Shelyn for luck and give a bit of that to the monk.
Bit of Luck (Sp): You can touch a willing creature as a standard action, giving it a bit of luck. For the next round, any time the target rolls a d20, he may roll twice and take the more favorable result. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.