(OOC: So two bedrolls, a blanket, and a tent. Does anyone have a McGuyver-like description of how to combine those to fit in that many size-Large mounts with a Survival check? If not, would you prefer to just leave the mounts out in the sand?)
We all cluster together, like a her of horses waiting out a storm, placing the magical mounts on the inside to give them greatest protection and using the available resources to create a windblock against the most direct part of the storm.
(OOC: Okay, the tent could probably hold six people normally. I'm going to let the Survival check provide a shelter for an additional number of people as per the usual rules for feeding or sheltering others (10 does 1 person, +1 more person for each 2 more). So you get 9 from that excellent Survival check. 9 + 6 = 15 - 6 people = 9. And a Large creature takes up four times as much space, so that gets you two horses. You can probably have everyone get on the horse to save ground space or have some of the horses use their flying power to float slightly above the ground while people lie beneath them. That would allow 4 of the 6 horses. I'm not allowed to use common-sense spacing for horses and I have to use the stupid 3.5 square horses in LEW, I think, right? In that case, two of the mounts will be destroyed. Someone can probably carry Talbin as luggage if his mount dies, but losing one more would be crippling. Anyone else have another idea other than those mentioned by Patlin or me?)
Defend the phantom steeds by giving them as much shelter as possible. Tor will also summon a few mounts to provide the phantoms with additional shelter.
(OOC: I hadn't thought of that, but you're right--it doesn't say that the summoned mounts from Mount vanish when they lose all their HP)
*Tor conjures some mounts to block the Phantom Steeds from the sand. Shortly, after those mounts are slain, he has Gur skin them and use their remains to enhance the tent, thus managing to keep all of the Phantom Steeds protected, barely. It is a tight squeeze, and everyone is going to be aching in the morning from all this contortion, but they make it, and finally, the storm blows through and is over.*
Indicating the dead horses, Tor comments again on sandstorms being potentially lethal.
"Let's get out of here while we can. I know we're all sore, but I don't fancy a trek across this dessert on foot. I'd like a lot of miles behind us when the duration expires."
*They continue onward, having lost some time, but not too much, to the sandstorm. Saving all the steeds was pretty crucial, and having done so, they manage to reach the general region they are seeking before the duration expires, entering the eastern region of the Gryphon's Claw, at least according to Gur's best estimates. They are now left with a vast sandy stretch of desert before them and some major exploring and investigation ahead, a la Indiana Jones or Howard Carter.*
(OOC: I hadn't thought of that, but you're right--it doesn't say that the summoned mounts from Mount vanish when they lose all their HP)
*Tor conjures some mounts to block the Phantom Steeds from the sand. Shortly, after those mounts are slain, he has Gur skin them and use their remains to enhance the tent, thus managing to keep all of the Phantom Steeds protected, barely. It is a tight squeeze, and everyone is going to be aching in the morning from all this contortion, but they make it, and finally, the storm blows through and is over.*
Nurlan is impressed, seeing that the brave warrior he knew from the days of the Monemvassian goblin infestation has far more talents than his spiked chain prowess hinted at. "Quite a trick. When did you learn that?"
Later, upon arrival...
"Now we get to the hard part. Where do we look? Any suggestions?"
__________________ Living ENWorld judge and player Jo Guilan, half-elf druid 1, would rather never return to Orussus Nurlan, human bard 5 / fighter 1, is in the Red Dragon Inn
(OOC: General strategy--mundane and magical means of investigation used. The area where this could be located is wide, and presumably the cultists may have searched this area before, so it can't be too easy to find. One tactic for example--4th-level Rangers can speak with animals)
Nurlan is impressed, seeing that the brave warrior he knew from the days of the Monemvassian goblin infestation has far more talents than his spiked chain prowess hinted at. "Quite a trick. When did you learn that?"
"I've been studying the arcane since before I started adventuring, but more as an academic matter than a true vocation. There's some magic in my blood, though, and I had something of a breakthrough recently. I doubt I'll ever master more than a few tricks, but that one sure helped."
Quote:
(OOC: General strategy--mundane and magical means of investigation used. The area where this could be located is wide, and presumably the cultists may have searched this area before, so it can't be too easy to find. One tactic for example--4th-level Rangers can speak with animals)
Tor suggests that finding the cultists might be a step toward finding the shard. He has little to offer in terms of divination.
(OOC: Hmm....Okay. Would you like to search about and use Survival to try to find an oasis or a settlement as best you can? I'm afraid on this adventure, there isn't an NPC around who can chime in, so it's all up to the players to generate ideas. That also gives you guys a lot of freedom, though.)
"Find the cultists... Sure. I imagine if we could find a sign of civilization, we could try discreet inquiries. Any idea where there might be civilization? Should we just continue walking and keep an eye out for intelligent life?"
__________________ Living ENWorld judge and player Jo Guilan, half-elf druid 1, would rather never return to Orussus Nurlan, human bard 5 / fighter 1, is in the Red Dragon Inn
*The group decides to take Nurlan's suggestion, adding to it some survival tips Gur remembers, including looking for signs of nearby oases. After some days of journeying, Gur is able to lead the group to an oasis, which, you can see from the distance, is currently occupied by a small caravan of desert nomads.*