| Ddraig Goch |
"We know these things are active at night, and I sure can't see in the dark."
"If evil is active in the night, then I will be active to meet it," noted Ddraig, wryly, "and there will be enough light to track by. And besides, it will be easier to follow both the tracks and the music than just the music. I am happy to to go."
| Fabes DM |
Righto, seems you've pretty much all agreed to follow said tracks. If any of you have plugged your ears somehow, you gain +2 to Will defence vs the song, but you also take -2 to Perception checks.
The band of warriors follow the tracks of the villagers by lamplight, until they reach a local landmark.
A tall, narrow hill looks out of place among the low, rolling meadows of pasture that surround the town. One hundred and fifty feet high, a treacherous winding path leads up the hill toward the summit, which is overgrown with dead and dying trees. Broken bits of masonry and the remains of worked stone walls lie scattered around the hillside.
| Healaugh |
| Ddraig Goch |
Well, it applies to anyone who plugs their ears in some manner. And you resisted the attack THIS time. :D mwahahahaha
I presume, therefore, that the reason that Ddraig wasn't affected is because he was indoors when the music started ... but then he came outside while the music was playing.
I'm confused. But then, I'm a dragon of very little brain ...
| Healaugh |
In game terms, Ddraig made his save against the singing this time around, so he couldn't be affected by it. Nor could the rest of the party once they had made their saves. However, if another batch of singing starts up, we're all equally vulnerable again, because it would be a different attack.
That's the broad outline. The specifics depend on how that particular hazard is written. We might all be immune for 24 hours or 10 minutes. Hence Healaugh's precautionary ear stuffing.
| Fabes DM |
OK, the singing 'attacks' you every hour. If it doesn't 'hit' your Will defence, then you're fine - you are immune for that hour. If it does 'hit' you, then you are dominated until you can make a successful saving throw, and when you do, you are immune until the next 'attack'. Sorry to confuse people, I just didn't bother putting 6 attack rolls in, partly for speed and partly to increase the sense of mystery. Your characters don't know that they will be attacked again every hour, but now you obviously do.
| Healaugh |
Looking around him, Healaugh wonders what the history of the place is, and what its original purpose might have been.
In the immortal words of Ynyr, he doesn't wonder long. History on strange outcropping (1d20 6=7)
| Nechtan of the Krutne |
Nechtan gets the others to wait for him halfway up the hill, as he approaches alone, as stealthily as possible.
If another roll is needed: Stealth (1d20+8=17)
| Fabes DM |
Nechtan
Everybody else
| Ynyr the Artificer |
As he walks up the hill, Ynyr, too, tries to summon up any small fact, from his vast store, that would throw light on where we are.
What is this place? (1d20+6=9)
His knowledge, though immense, obviously does not stretch to this part of the world.
| Fabes DM |
The group reassembles at the top of the hill, in the light of the plucky bard's lantern. I am assuming lantern in one hand, wand in t'other.
You appear to be in a bare piece of earth with potholes and such around. At each cardinal point, there are copses of trees, you think. You have come up on the eastern side of the hill and are now facing northwest. Ahead of you is a barren copse of trees about 50 feet away.
| Greylan Mooneye |
Hey guys, this is where I do something shi-tty. What really needs to happen is for me to drop all the pbps I'm involved in. I can't quite bring myself to do that, so instead I am trimming them. Lame, I know, but it's not like I've been contributing to this game much. I hate to think of Greylan bringin' ya down! Sorry all! Sorry Fabes! I love ya, but I'm barely keepin' it together over here! Snip Snip, Kiss Kiss!
| Fabes DM |
>>>>MAP OF THE COPSE AND ENVIRONS<<<<
The trees count as difficult terrain that provides concealment as they are also bushes/undergrowth. The bits of masonry count as difficult terrain. The light green surroundings are slopes that require a DC 10 Athletics check to move around on and also count as difficult terrain. A failed check results in a slide of 1 square down.
Oh yes... what are you all doing. No need for initiative rolls.
| Healaugh |
Planting himself firmly at the centre of the copse, Healaugh's eyes narrow as he tries to work out the purpose of the place.
Moves to P13
Nature to work out intended use of copse (1d20 9=29)
| Fabes DM |
Healaugh advances into the copse, picking his way through broken masonry. Once, many years ago this must have been a large stone building of some kind, but now the open area of the hill is the only testimony to the foundations. Nature has reclaimed the rest.
I am assuming that everyone else follows in order to stay in the lantern light.
Ynyr, Nechtan