I don't have access to the hex mapping program I'm using while I'm at work, so bear with me. If you look at the MAP, the forest hex with nothing marked in it is where Perlivash and Tyg live. The Temple of the Elk is in the hex SSW of there. I haven't marked it, but if you go south from where P&T live instead of SSW, the next hex is where the Thorn River bandit camp was. That is, it's SSE of the Temple of the Elk. Given all that, where do you want to go next?
Adam recommends going NW through the empty space, then East through the forest where Perlivash and Tyg live, and then NE through the empty space. (although it seems like we already explored that space)
Question: Where were the mite lair and kobold caverns?
So is the plan to head straight back to Oleg's? If so, we could go east to the bandit camp (hex D4) and then head NE on the trails that lead to Oleg's. Although, I wouldn't mind exploring one more hex (the one to the NW as Adam suggested - hex C3) and then heading NE back to Oleg's.
Alternatively, we could head east past the bandit camp and explore hexes E4 and F3 as we head back to Oleg's.
So from the Temple of the Elk, we could head NORTH to explore hex C3 and then head EAST to Oleg's; forego exploration and just head EAST to Oleg's; or travel SOUTHEAST past the bandit camp and then explore hexes E4 and F3 before heading NORTH to Oleg's.
You set out the next morning. Even though you've been through the area of the bandit camp several times, you spend most of the day making sure you didn't miss anything. As you make your way southeast, following a trail you hadn't previously taken, Bea almost rides into a thin line across the path before her keen-eyed halfling passenger spots it. As soon as Havrin gets a good look at it (and after he's kicked himself mentally for missing it; in hindsight the thing stands out like a sore thumb) he sees where the line ties onto a log trap.
Havrin:
You're able to tell that it's apparently been there for about a week, and you're pretty sure it was made by humans.
"Good eyes, Adam," Havrin compliments the halfling bard as he slides down from his horse. The stoic ranger crouches to examine the trip wire.
Bea wrote:
"Havrin, what do you make of it? Trap?"
"Definitely a trap, Bea," Havrin responds as he follows the wire to the hidden log trap. "As near as I can tell it's been here for about a week. I'm pretty sure it was made by humans."
DM Carbide, it's been longer than a week since we defeated Kressle and her gang, hasn't it?
"This was definitely placed here after we defeated Kressle and her gang," Havrin adds. "I suspect that word of Kressle's defeat and what we're doing here has reached her masters, and that this trap was placed here for us..."
Given the nature of the trap and its setting, Havrin can disarm it using his Survival skill. It takes a few minutes, but at the end he has it rendered harmless. (Nothing attacks while he's working.)
Amazingly, Havrin finds a few bootprints around the trap, and shod hoofprints nearby. The trail, such as it is, seems to follow the trail you're on, but is soon lost in the welter of other creature tracks that have come and gone since the trap was set.
The night passes uneventfully, and the next day you continue into the plains. Again, you passed through here on the way to the mite lair, so it'll only take a day or so to finish exploring it. You have a brief encounter with a sort of wolf that none of you recognize, but it runs off after taking a nip at one of the horses.
Dice rolls:
Miscellaneous roll E: 1d100 ⇒ 60 Miscellaneous roll W: 1d100 ⇒ 90 Miscellaneous roll A: 1d100 ⇒ 31 Knowledge (Nature) check: 1d20 ⇒ 3
With the exception of the striped wolf, nothing else disturbs you during your explorations. Because of the lack of cover, the party can spread out over a wide area without losing track of each other; Havrin has taken a longer lead on point, and Katya is off to one side checking out some plants that looked like they might be useful ones (they weren't; it was the more common false anhalon). Jacyn is keeping an eye on Havrin and Katya, since they're farthest away from the main body and Bea and Jacyn are riding by the base of a rocky crag that provides potential cover for an attacker. It is at this point that Adam, Bea, and Simn all spot an overgrown fissure in the rock at the crag's base. It's about 5' wide; what do you do?
Bea puts up her hand to signal Jacyn to stop, then slips down from her horse. In a low voice, she says, "Wait here - I'll check it out." Cautiously, she approaches the fissure to investigate.
Bea, parting the low brush around the fissure you see that it's fairly deep; at least, you can't see the bottom. There's no particular smell to it other than dirt, and you hear nothing notable either.
Jacyn gives the gnome a hand down before dismounting himself. Stretching his hands overhead, he lets out a ywan and says, "I was beginning to get saddlesore anyway. Hopefully this will prove interesting, the past couple days have been fairly dull."
Katya sighs softly as she bends back up from looking at the false Anhalon plants. Stretching and raising her arms over her head, she looks towards the forest and stares at the dark canopy of the trees for a time. "You have secrets... I know you do, there's a reason no one has ever claimed the Stolen Lands. I just hope discovering your secrets doesn't get me killed."
Moving back to her horse, Katya mounts up and heads back to the group at a slow pace.
By the gnome's light, you can see that the fissure is roughly thirty feet deep, and it appears to open up between twenty and twenty-five feet down (i.e., there's an open space at the bottom).
Jacyn retrieves the rope, handing Adam enough slack to secure himself, and wrapping the other end firmly around Smoke's saddlehorn, "Just to be safe.", he explains.