Judging from the party's reduced movement rate (because of the dwarf), it may take another day to a day-and-a-half to reach what you believe to be the Thorn River Camp. Likely, you'll get there sometime tomorrow afternoon.
After a quick breakfast, the party presses on into the Narlmarches. This leg of the journey is largely more of the same, except the leafy underbrush gives way to great swathes of nettle and blackberry after a couple of hours. The day has grown warmer, a welcome change to Gozran the First's frigid morning.
GM's Screen:
Hex: 2d100 ⇒ (56, 37) = 93
At around lunch-time, the party breaks for a bite and a regroup.
Perception (DC 20):
An unseen presence is nearby; you feel as though you're being watched.
As you eat, a pleasant and lively ditty seems to suddenly begin nearby. It sounds like a tiny fiddle or violin. The jaunty music is so catchy, so contagious, that you feel you must dance to it; your feet begin to itch and twitch, your palms begin to sweat, and a strange euphoria seems to fill your heads and flutter your hearts.
Malaswyn, Ray, and Haldaval (including Shadow): please roll a Will saving throw vs. sonic mind-affecting effects. Tityanna and Harsk: you feel the euphoria and the desire to dance, but do not need to make a save. You may dance, however, if you feel like it. ;)
Tityanna perks up at the sound of the music in the wood, for the first time beginning to fear the interference of the fey in her life. Although, it was becoming more and more clear that her father's hateful description of the odious circumstances of her conception were true.
Tityanna bites her lower lip, and begins moving to the music in something resembling a dance, and her efforts to calm the fears of her companions.
After Tityanna begins to dance, the music seems to be accompanied by a series of giggles and handclaps.
Malaswyn, Ray, and Haldaval:
The save DC is 12; if you fail the save, you begin to involuntarily dance, caper, and shuffle your feet. This does not hurt you, but it does pretty much consume your time; you are efeectively staggered while this music continues.
Malaswyn, you've made your save.
Tityanna:
If you'd like, you've successfully aided either Malaswyn, Ray, or Haldaval in a special Diplomacy check (with your Performance), should one of them wish to take it. They'll get an additional +2 to their roll. Harsk can assist, as well, but you may need to let him know. Tityanna will need to vocalize who she wishes to help.
Untrained Knowledge(Geography):1d20 ⇒ 3
Perception: 1d20 ⇒ 2
Will Save: 1d20 + 2 ⇒ (12) + 2 = 14 +2 if Charm or Compulsion
Ray looks up as he hears the little ditty float through the air and spread through his body, but resists the urge to dismount and dance. He does clap lightly while Tityanna dances.
Keeping your eyes peeled as you dance, you do not see anything amiss. You do, however, hear a small, high-pitched voice from above that seems to be saying: "Go, bigginses! Dance with your great feet!" This is followed by what sounds like a deep-throated chuckle.
Tityanna:
You hear a small, high-pitched voice from above that seems to be saying: "Go, bigginses! Dance with your great feet!" This is followed by what sounds like a deep-throated chuckle.
After about half-a-minute, Shadow--who had been performing a clompy tapdance along to the music--becomes himself again. If it's possible for a horse, he looks slightly embarrassed, but unharmed. The music ends as quickly as it had begun, leaving only the forest-sounds and Shadow's neighing.
Harsk rises early and completes his various physical regiments and prayers, welcoming a new day with Torag's blessings.
As the group travels Harks remains mostly quiet until the playing starts and the dancing begins. Seeing the various members of his group dancing and clapping the dwarf merely stands to the side with his arms folded. How do the bandits of this forest have any time to do their deeds when such things prowl the wilds?
"By avoiding their parts of the woods, I would think." Ray replies. "Or the Faeries may not like them and leave them alone. Which would be strange actually..."
Tityanna considers Harsk's question for a time. "They... are neither good nor evil. They seek only amusement," she answers. "I cannot help but feel," she begins, then arrests herself, "I have observed that Sir Haldaval has been subject to their more harmful pranks, and his has been the most vocal opposition to placating their tastes."