
Pharasma |

The Bhuka spend the midday hours snacking pre-cooked foods, drinking water, and laying in a torpor on the cave floor, occasionally chattering and laughing but barely moving. A cool breeze comes from the crevasse at the back of the cave and keeps the chamber much cooler than that outside.
Their afternoon rest lasts all afternoon.

Aref Sami Shahrokh |

I have heard stories of this tower, although I thought it a manmade tower and not one of natural stone. I would like to proceed within but I will be needing people to go also, as my arcane focus leaves me vulnerable to physical attacks and there is safety in numbers.
What is the story with the children? How do we keep them safe? I have no wish to see young ones injured or placed in danger.

Pharasma |

The old "DM setup":
1. Option one sees you continuing to Katheer (while I inconveniently do not yet have the Gazetteer). Wetsands seems to be suggesting you might be in danger from Calebra from the air while you travel in this area. So option one has some problems.
2. Which brings you to option two, kick Calebra's ass in its lair (always easier to kill it when you catch it on the crapper isn't it?). This clears the skies of unfriendlies before you travel to Katheer, and also allows you to satisfy Aref's quest, which is finding the temple. The added benefit here would be scoring some cash to spend in Katheer, which would be nice cause Book took your cash and it wasn't in the trunk. Calebra also eats a lot of Bhukas, so you might get some backup out of them, although the little level one Bhukas are way to popcorn crunchy to go up the tower. This plan requires you to ensure the kids are reasonably safe while you 'delve'. Building a stone wall at the entrance of the cave and leaving Turin and Katella there might do the trick.
Jon is curious about what's in the cave. He is waiting. If the crew go into to the cave, he will go in.
What you talkin' about? They are already in the cave.

Wetsands |

Nods at Katella. "Brave."
To the PCs: "You want kill Calebra maybe Bhuka help. But Calebra badbad strong."
What is Calebra? I wanna meet him and give him some cheese.Yes you take me to Calebra now eh?
"Calebra flying lion ugly face. Probably like cheese. You short walk there now. Bigstones finish crap you there." At this Wetsands points out the cave opening.

Aref Sami Shahrokh |

Wetsands, if you would help us to protect the children that would be a most welcome bit of assistance. I know the Bhuka are brave and strong but perhaps Calebra is too powerful. I don't want your courageous warriors to die. Perhaps a couple of your strongest could come with us to help find the dangers that may be within the tower?

Aref Sami Shahrokh |

Nods at Katella. "Brave."
To the PCs: "You want kill Calebra maybe Bhuka help. But Calebra badbad strong."
Ryor Saar'Narlok wrote:What is Calebra? I wanna meet him and give him some cheese.Yes you take me to Calebra now eh?"Calebra flying lion ugly face. Probably like cheese. You short walk there now. Bigstones finish crap you there." At this Wetsands points out the cave opening.
Hmmm... 'flying lion ugly face'....
Knowledge check (I have arcana, dungeoneering and nature, take your pick)1d20 9=16 do I have a clue what Calebra is?
Wetsands |

The Bhuka chatter amongst themselves for a long time with much pointing and hand waving. As they finish there is some foot stomping among those who seem to be his lieutenants, and Bigstones, his burly lotus-addled brother.
"Wetsands come with. These Sandwhisper, Palmseed and Scorpion come too. Bigstones mightiest protect tribes. Tribes most important - many warriors."
He gestures toward three other Bhuka who smile and nod while he's talking. Two are gracile while the third, Palmseed presumably, is stout and has a head like a... well... a coconut.
"Agreed?"
This is the part where you stamp your feet.

Pharasma |

Knowledge check
Aref's best guess is that Calebra is a sphinx, which is confirmed by rumors you have heard among merchants who travel north from Katheer.
Aref's lore on the sphinx suggests that they are good creatures and only a danger to those who would rob the treasures they are tasked to protect. But there are also said to be some who are warped, weakened, and have fallen to evil. These gather their own hoards, or occupy strongholds of their own will. From what you have heard of battles with these creatures good or evil, fighting them in the open is exceedingly dangerous unless you possess ranged weapons of tremendous power.
It could also be a Manticore, which all the Varisians among you know all about. But no mention has been made of the tail, and Wetsands earlier mentioned that Calebra asks "dumb questions", an affectation from which sphinxes are said to suffer.

Aref Sami Shahrokh |

The Bhuka chatter amongst themselves for a long time with much pointing and hand waving. As they finish there is some foot stomping among those who seem to be his lieutenants, and Bigstones, his burly lotus-addled brother.
"Wetsands come with. These Sandwhisper, Palmseed and Scorpion come too. Bigstones mightiest protect tribes. Tribes most important - many warriors."
He gestures toward three other Bhuka who smile and nod while he's talking. Two are gracile while the third, Palmseed presumably, is stout and has a head like a... well... a coconut.
"Agreed?"
This is the part where you stamp your feet.
Thank you, gracious one. *stamp, stamp, stamp* I agree!
When should we go?
Pharasma |

The Bhuka finish their preparations and have an early supper, as do all of you. A few blocks are moved around the mouth of the cave to make a sturdy and defensible entry. Wetsands' burly brother stands in the entry and practices some of his moves with a human sized longsword that he seems to handle with no difficulty... then he says something in Bhuka and falls over laughing on the floor.
Everyone is prepared: Wetsands, Scorpion, Sandwhisper, and Palmseed from the Bhukas and Sydley, Bhodan, Ryor, Pulsifer, Aref, Jon, and Cordoba from the suvivors. Everyone tightens their armor straps and shoulders the extra coils of rope salvaged from the shipwreck.
The young ones and Bhuka warriors big you good look and you set off.
300 XPs for smooth roleplaying and sagely turning potential enemies into your allies. I think that's 900 so far.
I'll post the beginning of the delve this afternoon (I'm just going to morning class.)

Pharasma |

Evening - Pharast 25th, 4708
Now that the direct sunlight of the afternoon has eased the heat becomes bearable. The Bhuka lead you across alternating dunes and packed scrub toward the larger mesas, ancient volcanic plugs eroded into grooved towers. On the ground around you evidence of ordered walls and columns is visible here and there in the form of carved chunks of rock and rows of rubble. On some of the mesas in the distance you can see what looks like entryways and balconies hewn right out of the igneous rock. It’s easy to speculate that the temple is not the only prize here.
Most of these igneous ‘tables’ are stout, but at the core of these one looms much higher, about 500 to 600 feet high but only 350 feet in diameter at the base and possibly 300 feet wide on top. While approaching it the Bhuka keep their eyes on the sky. There are several false alarms when some of you spot birds and what looks like very large wasps flitting in and out of the vertical grooves carved in the sides of the towers. Wetsands tells you again that the entrance is at the top. Climbing the stone columns is going to be exceedingly difficult.
If there is indeed a temple inside this structure there must be ground level entrances, but none are visible around the sand swaddled base, not from the direction you are approaching from anyway.

Pharasma |

Search the tower's base?
Climb? The first 250 feet are DC 15 because the surface is smoother. The last 250 feet are DC 10 because there are more cracks and erosion handholds. You all have +2 because of the rope skills of Sydley and the Bhuka.
By combining take 10 and take 20 you can get up safely in a couple of hours, hauling any heavy armor in a sack behind you.

Pharasma |

Taking 10 on my climb check for a total of 18
A mixture of take 10 and take 20 will get everyone up without any risk of falling. Good climbers will help weak climbers. Everyone will stay in a group. You guys will know when to roll.... I hope you like what I've got in store for you.