Post by David on Jul 2, 2012 19:19:23 GMT -5
After having defeated the avatar of Ghaunadaur, the Elder Elemental God, the heroes make camp on the edge of the jungle beyond the mangrove swamps. Strangely, however, when the heroes awaken, only Daj, Helga, Moonlight, Black Robe, Jamal, and Mizzrie remain. There's no sign of struggle or even of the other heroes leaving. In contrast, however, Tolinar, an elven archer from Mizzrie's former party is with the group. The trackers spend a few hours making sure that there's no sign whatsoever of the other party members before heading into the deep, dark jungle.
The first day out, the rear of the party is attacked by three tigers. Daj tosses a web which catches one and then a slow giving Black Robe and Moonlight opportunities to hold the other two animals. Daj speaks in the tigers defense and Moonlight trades goodberries for the felines' good will.
Dajamira's braid seems to be having trouble now that it holds not just Vertigo but also Ghaunadaur. The half-dryad's sleep is badly marred by nightmares, limiting her ability to regain spells.
The third day, the heroes are ambushed by eleven blood-limbed monkeys with telepathic powers! Daj uses another web to restrict most of the creatures to only mental attacks, but Tolinar and Mizzrie are both nearly slain and it's only Black Robe's healing that saves Daj from a lucky hit.
Helga experiments with protection from evil 10'r to give Daj some chance at rest, with varying degrees of success on different nights. Indeed, the nights that are most restful to the half-dryad prove frightful to the two shamans in the party, although Black Robe and Moonlight largely resist.
On the sixth day, the heroes come upon a large colony of gorillas, but Moonlight speaks with them and gains passage for the heroes through the area. Three more days pass and the heroes finally reach the edge of the jungle, where a slow-moving river fed by a large, hippo-filled lake marks the border with the desert.
A few heroes hunt and in the evening, a strange thing happens -- each member of the party is looking at the stars when they find themselves alone in the firmament. They see six stars that stand out, twinkling in particular colors. Mizzrie, Helga, and Daj manage to recognize each other's spirit-auras among the stars, each gaining a minor boon and another piece of missing equipment. For Mizzrie awakens with her elven chainmail on and once again able to access her drowic powers. Helga regains her dwarven body and armor and Daj finds her wand of frost as well as gains the resistance to magic of a gnome.
Crossing the desert, the heroes encounter jackals the second day, hawks the fourth and giant scorpions on the eighth. Finally, just as their goodberries are about to go bad, the heroes reach th mountains as a sandstorm hits them that evening.
The winds and sand obscure all vision, but the heroes can sense each other based on their personality traits. Nearly everyone correctly notes or is noted, gaining more equipment and/or special abilities from their previous incarnations in the Valley. Only Moonlight and Daj gain no new abilities as they've already gained two. Instead, however, THEY GAIN AN ADDITIONAL item from their equipment.
The first day out, the rear of the party is attacked by three tigers. Daj tosses a web which catches one and then a slow giving Black Robe and Moonlight opportunities to hold the other two animals. Daj speaks in the tigers defense and Moonlight trades goodberries for the felines' good will.
Dajamira's braid seems to be having trouble now that it holds not just Vertigo but also Ghaunadaur. The half-dryad's sleep is badly marred by nightmares, limiting her ability to regain spells.
The third day, the heroes are ambushed by eleven blood-limbed monkeys with telepathic powers! Daj uses another web to restrict most of the creatures to only mental attacks, but Tolinar and Mizzrie are both nearly slain and it's only Black Robe's healing that saves Daj from a lucky hit.
Helga experiments with protection from evil 10'r to give Daj some chance at rest, with varying degrees of success on different nights. Indeed, the nights that are most restful to the half-dryad prove frightful to the two shamans in the party, although Black Robe and Moonlight largely resist.
On the sixth day, the heroes come upon a large colony of gorillas, but Moonlight speaks with them and gains passage for the heroes through the area. Three more days pass and the heroes finally reach the edge of the jungle, where a slow-moving river fed by a large, hippo-filled lake marks the border with the desert.
A few heroes hunt and in the evening, a strange thing happens -- each member of the party is looking at the stars when they find themselves alone in the firmament. They see six stars that stand out, twinkling in particular colors. Mizzrie, Helga, and Daj manage to recognize each other's spirit-auras among the stars, each gaining a minor boon and another piece of missing equipment. For Mizzrie awakens with her elven chainmail on and once again able to access her drowic powers. Helga regains her dwarven body and armor and Daj finds her wand of frost as well as gains the resistance to magic of a gnome.
Crossing the desert, the heroes encounter jackals the second day, hawks the fourth and giant scorpions on the eighth. Finally, just as their goodberries are about to go bad, the heroes reach th mountains as a sandstorm hits them that evening.
The winds and sand obscure all vision, but the heroes can sense each other based on their personality traits. Nearly everyone correctly notes or is noted, gaining more equipment and/or special abilities from their previous incarnations in the Valley. Only Moonlight and Daj gain no new abilities as they've already gained two. Instead, however, THEY GAIN AN ADDITIONAL item from their equipment.