0-39 | Shadow | In Character

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So that was the final member of their group... Akash could certainly see Brigid's point about her last party, if Orin was typical. Still, it was always nice to have someone to draw the enemy's attention.

"Glad you could join us," said Akash. "Orin, was it?"

"I must agree with Brigid on the subject of clothing. While I am well-outfitted for cold weather, I am lacking in desert experience. Do we need something like snowshoes for loose sand? Once we get there, what will we be facing? Giant insects, perhaps, or unholy guardians? Cultists?"

Hamshanks rubs his temple wearily as Orin shows up late. "As I said, we hope to find nothing there but sand and animals. We can't be sure though- worst case scenario, cultists are there and whatever minions they might find in the scorched desert. You can buy whatever closing you wish at the Qadiran markets, they will doubtless be glad to overcharge some gullible northerners. Keep your eyes open- cults like these often delighted in death traps, tests of faith, that sort of thing." The Venture Captain pauses, clearly hoping you were ready to leave him to his other business.

Aranel Shepherd

"Captain Hamshanks... pft" Aranel stifled her laugh before it overcame her. "Is there travel arranged for us? If so, I think we are ready to depart immediately."

Welcome to Qadira!The Venture-Captain nods. "Of course. You'll be taking the Dragon Wing south. We've paid a man in Sedeq in advance to guide you to your destination- he's no Pathfinder, so don't expect him to stick around. Looking around and seeing no further questions, Hamshanks ushers you out the door "Well, what are you waiting for? Go save the world!" The booming laughter behind you shows what he thinks of that idea and raw recruits in general.

The entire group manages to find the Dragon Wing, though the boat isn't nearly as majestic as its name. It is a simple merchant vessel that looks to have been hastily patched in many places, and gruff looking sailors scurry about securing ropes and loading various crates and barrels onboard. The captain settles you into your "accommodations," which is really nothing but an extra store room with some hammocks strung up (enough for everyone). As soon as the tide turns, the ship is off, sailing southward towards Qadira, and sooner than you realize, you find yourself in the bustling, sweltering city of Sedeq!

You meet the guide you are promised, who informs you he will leave upon the morning and recommends a cheap inn to stay at with fair beer and actual beds. You spend the night in a shabby inn, but the beer is indeed dwarven, and the beds are, well, beds. In the morning you gather in the front room, eating a breakfast of consisting of cold meats, dried dates, a few fruits and some flat bread. The merchant/guide enters the room and greets you all with his wide smile. Soon thereafter, you are trekking through the desert as the sky slowly begins to brighten. Cool winds blow across the sands, making you pull your cloaks tighter. It is an awesome sight, the morning sun breaking across the dunes, and you watch as the grey sands turn a bright yellow under its light.

Now, after a tiring trek through the endless Qadiran dunes, the sun beats down on a maze of red slickstone, with delicate arches and towering columns called hoodoos dotting the landscape. Somewhere within this expanse lies the Citadel of Flame and within, the idol of Moloch. The merchant stops "I go no further, my friends. I will not enter this place. We have heard of it, we know the tales of when the sun burned hot, and men walked out into the desert to offer themselves to the heat." He spits into the sand, as if warding off evil. " I will wait out here, for your return." He retreats under a shaded outcropping and begins to make himself comfortable.

The path descends through a maze of cliffs, opening into a slot canyon of smooth red stone surrounded by towering hoodoos. At the far side, two hoodoos carved into enormous bull-headed men leer down on the canyon, while those nearby look like stylized flames. To either side, the canyon walls rise steeply in a series of rough ledges to the clifftops above. Brass doors on a massive wall of baked gray mud can be seen through an arch at the far side of the canyon.

I will need Survival checks and Fort saves against extreme heat- DC15 for this first save,
Dice Roll: 1d4z
d4 Results: 4
take (4) damage if you fail. You may buy Hot Weather gear in town beforehand if you would like. Full rules for Heat are in the Miscellaneous thread.

First things first - new clothing! Thankfully, there were plenty of merchants willing to offer up their wares for climate appropriate attire. Half were indecent, a good portion of what was left was more elaborate and decorative than needed. Finally Brigid found some clothing appropriate to the culture and climate, light cotton fabrics which provided protection from the sun, yet were light enough to capture each breeze and utilize it.

The trek through the sands was more difficult than expected, and as the day goes on, Brigid finds herself wishing she had spent the coin on the darkly shaded spectacles that a merchant promised would spare her eyes from the brightness of the sands. Sighing, the woman shakes her head as she takes a step forward, panting faintly from the effort of walking in sand.

Eyes flick over at the guide, and true to what the Venture-Captain said, the man departs. Reaching up, Brigid absently tries to wipe sweat from her brow, only to frown realizing there was no sweat there to be had.

"And people make this their home?" she asks incredulously.

The dawn had woken the Kelish Sorceress, and she felt it prudent to pray to the Dawnflower, especially in light of their expedition through the scorching sands of the desert. The breakfast was sparse, but she ate plenty at the party's table in mind of their journey.

Her dresses--altered for Absalom and other cooler climes-- would not do. Thankfully, Sedeq had merchants aplenty, trade being in their blood, so it was easy to find clothing suited for the desert. Dressed head-to-toe in a matching light blue robe veil, and turban, she made her way following their guide.

She bowed her head at the guide who had departed. She hoped the rest of them fared better in the heat. "Every animal can makes its home somewhere. People, no less," she shrugged.

Orin felt like he would be able to handle the
Dice Roll: 1d20+8z
d20 Results: 9 (Total = 17)
heat (17) without a change in clothing. He'd been in enough hot weather to know what to do...he hoped.

Mysty had braved the markets with the "girls" and had brought an outfit that would help keep her cool and had a cape to match, the heat was something she was going to have to get used to (fort
Dice Roll: 1d20+4
d20 Results: 15 (Total = 19)
) although hoot did not mind it he could dress any differently (if needed a fort save for hoot
Dice Roll: 1d20+2
d20 Results: 6 (Total = 8)
). She follows the others and keeps movement to a minimum, this heat was to be treated with some respect.


Upon stepping off the Dragon Wing, Akash was immediately struck by the difference in heat. And this wasn't even the middle of the day! Making sure to fill his waterskin and purchase more appropriate clothing, Akash followed the guide to their... destination?
"You're not taking us to the temple itself? Just, "It's in there somewhere, have fun?" Do we at least know where in this maze the temple lies?" Sure, he didn't expect the guide to go in the temple with them, but this was a little much. Well, not everyone is Pathfinder material.

Dice Roll: 1d20+6
d20 Results: 20 (Total = 26)
Heat (with +2 from clothing)
Dice Roll: 1d20+3
d20 Results: 18 (Total = 21)
Survival (untrained)

Aranel Shepherd

Dice Roll: 1d20+1z
d20 Results: 9 (Total = 10)
Survival (10);
Dice Roll: 1d20+3z
d20 Results: 8 (Total = 11)
Heat Fortitude (11)

Today was not going to be a good day. Even with the light cotton outfit, and a full waterskin, Aranel was nearly instantly overcome with the heat. Take it slow, be careful, she reminded herself. No use. The heat was inside her already.


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