
Hiram Salatin |

Nodding, Hiram waves at the others to get their attention, and signals that he will move around the other side of the hutt. Like any good hunter, he stalks around to get a different angle on the hutt.
Stealth check: 1d20 + 1 ⇒ (12) + 1 = 13
Perception check to notice anything...or...anyone in the hutt: 1d20 + 1 ⇒ (18) + 1 = 19

Cinders |

Cinders peers closely at the stone.
Knowledge (religion): 1d20 + 5 ⇒ (3) + 5 = 8
If that's the appropriate check and the results are good enough (not likely with that roll), she will explain what she knows. If it's not the right skill or not a high enough roll (more likely) she will shake her head and say:
"I'm sorry, it's unfamiliar to me."

Hiram Salatin |

Knowledge check about the lintel: 1d20 + 2 ⇒ (16) + 2 = 18 or +1 more if Nature is appropriate.
"Hmm...."
Hiram frowns to himself as he stalks around the backside of the hutt, thinking about Karthas' question.
Are there any other exits/entrance than the main one that they are looking at?

DM Max |

A chill breeze blows across the clearing as the sun finally drops below the horizon. Other than the scraping rustling of the branches of the trees surrounding the clearing, not a sound can be heard except for the snorts and shufflings of the companions' mounts, who stand bunched together at the clearing's edge and glance nervously at the stone hut.

Euron Kelredis |

Know (Religion): 1d20 + 3 ⇒ (16) + 3 = 19
"Not sure I like the looks of this place," Euron remarks, still mounted on his elk. "Certainly nature parts it's way for whoever or whatever lives here."
The druid holds his ranseur tighter, looking for a decision from the group on whether to simply mark the location of the hut, or to investigate it further.

DM Max |

The interior of the hut is enshrouded in darkness in the evening twilight. As you crowd in, the magical light on Jamison's greataxe illuminates a scene of ancient wreckage. A collapsed table dominates the center of the room, and the ruined remains of a couple of chairs and a sleeping pallet can be discerned in the detritus strewn throughout the room. A cracked cauldron rests on its side in the remains of a firepit.
As the you gaze around the room, you are shocked to discover a humanoid skeleton impaled on one of the crumbling walls. The limbs are held in place with iron spikes driven through the very bones. What appears to be a ceremonial dagger with a blade made of razor-sharp obsidian and a cat's-eye stone set in the pommel pierces the skeleton's sternum and the stone wall behind. The skeleton's limbs are badly disfigured.
Written in blood, a faded message remains on the wall:
"She failed me. She is Gyronna's now. I cannot afford delay, my love. I travel south to our monastery upon the hillside. I hope you join me for the ritual."

Jamison Walker |

Heal: 1d20 + 7 ⇒ (1) + 7 = 8
Jamison shrugs. What's t' like? Some bad stuff went on in here, no doubt. We sh'ld give this poor soul a proper burial, that's fer sure. Everybody seen all they want to?
After the party is done with their inspections of the body, Jamison will begin to remove the spikes, and will dig a grave using the Enlarge Person and Shovel technique he employed back at the campsite. He will bury the body after conducting the Erastian rites.

DM Max |


DM Max |

Oops! My apologies, Cinders! I missed your post above stating you cast Detect Magic. As Eseldra posted, the dagger is magical. Please feel free to make a Knowledge (arcana) check DC 17 to determine the school of magic involved; if you make the Knowledge (arcana) check, you may then make a Spellcraft check DC 17 to identify the dagger's magical properties.
Anyone else who can cast Detect Magic may make the same skill checks as noted above.

DM Max |

As the companions inspect the impaled skeleton and the obsidian dagger, Tyr stands guard at the door. The wind has picked up and the temperature has dropped noticeably now that the sun has gone down, reminding everyone that early Spring in the northern River Kingdoms is still a very cold time of year. The horses, mules, and elk remain standing bunched together at the clearing's edge, as far from the hut as they can get. Niko paces near them, whining as he repeatedly looks toward the hut.
Other than the obsidian dagger, no items of any value can be found within the ruined furnishings and detritus strewn throughout the hut. Jamison removes the spikes holding the skeleton to the wall, and then digs a grave and buries the skeletal remains in accordance with the Erastian rites. With the grim task completed, the party is left with a decision: Search for another campsite in the dark, or stay here and camp within either the hut or the clearing.

Hiram Salatin |

"Well, time waits for no one."
Hiram stretches and flexes to get the cold out of his muscles.
"No sense in going somewheres else this late...might as well stay here. I'll volunteer to stay with the animals over yonder, and me an' Euron can split shifts. That ok? Then the rest of you can stay in here or set camp close by..."

Cinders |

Oops! My apologies, Cinders! I missed your post above stating you cast Detect Magic. As Eseldra posted, the dagger is magical. Please feel free to make a Knowledge (arcana) check DC 17 to determine the school of magic involved; if you make the Knowledge (arcana) check, you may then make a Spellcraft check DC 17 to identify the dagger's magical properties.
Anyone else who can cast Detect Magic may make the same skill checks as noted above.
** spoiler omitted **
** spoiler omitted **
No worries. :) Cinders doesn't have Knowledge (arcana), although she does have Spellcraft. Is it actually necessary to succeed in the arcana check before the Spellcraft check? I've never interpreted it that way. However, what you say goes.
Cinders shakes her head. "I don't like this place," she says. "I will camp outside and help Hiram with the animals."

DM Max |

Is it actually necessary to succeed in the arcana check before the Spellcraft check? I've never interpreted it that way. However, what you say goes.
Well you know, that's a good question. I'd never thought about it much before either, but in reading the descriptions of Detect Magic and the Spellcraft skill, it seems to imply that you have to identify the type of magical aura present to then identify the item's magical properties. However, I think it would be reasonable to say that if two people are checking the item and one person identifies the aura with Knowledge (arcana) and tells the other, then the second person could make the Spellcraft check. What do you all think?

DM Max |

So what do you all do with the obsidian dagger found in the hut and the obsidian dagger Euron found in Kressle's possessions?
The party sets up camp on the far side of the clearing from the ruined hut. Jamison wards the area in which the companions sleep with his Alarm spell. Thankfully the night passes uneventfully, although no one rests well due to the disquieting presence of the ruined hut - the stylized eye above its door seeming to glare at them through the darkness.
Scattered clouds moving in from the west greet the companions as the chill morning dawns. The companions quickly and quietly gather up their gear and depart the disturbing clearing.
The group makes their way back to the wide, slow stretch of the Thorn River - the only potential crossing point they have encountered south of the ford at which the bandits were camped.
Crossing the river here requires each person and animal to make a DC 10 Swim check. Each person can roll for their own mount: the riding horses have a Swim skill of +3; Hiram's mules each have a Swim skill of +5; Euron's elk has a Swim skill of +11; and Niko has a Swim skill of +1. Aiding spells such as Guidance can be used on people and mounts. You don't need to worry about drowning - failed Swim checks only result in adding 1 hour to the time spent exploring this hex for each failed check, so you may not be able to finish exploring this hex today if there are a lot of failed Swim checks.
Alternatively, you may continue exploring the southwestern side of the Thorn River by moving on into hex 5-E or explore hex 5-D; you just won't get xp for exploring hex 4-D until you explore the eastern side of the river in this hex.
Once you get to the other side of the river, or if you choose to move on to either hex 5-E or 5-D instead, each person please make a Survival check and a Perception check.

DM Max |

Is the Swim check something we can take 10 on?
Since the Swim skill doesn't have a 'Try Again' paragraph under its description, I think it would be reasonable to be able to take 10. However, anyone with a penalty to their Swim skills (such as for low strength, encumbrance, and/or armor check penalties) will still need to roll, as taking 10 would not allow you to succeed.
So Karthas, you and your mount can take 10.

Cinders |

Sounds good. Cinders has a net +1 to Swim (+2 Str, -1 armour check penalty), so she'll take 10 as will her mount.
Perception: 1d20 - 1 ⇒ (2) - 1 = 1
Survival: 1d20 - 1 ⇒ (6) - 1 = 5
Cinders walks right into the wall in front of her. ;)
Cinders nods. "I agree. The river looks easy enough to cross." She approaches the river, kneels down and tentatively touches the water with her hand. She withdraws it quickly and hesitates for a few moments. Then she stands up again, removes her robe, folds it up and places it in her pack. The others can notice burns on her arms and neck where her skin is visible. She takes a deep breath and wades into the water, leading her mount behind her. As the water rises to high to walk, she switches to swimming.
Once she's reached the other side, she takes her robe back out and dons it again.

Hiram Salatin |

Hiram dismounts to attempt to cross the river.
Swim Check for Hiram: 1d20 - 1 ⇒ (9) - 1 = 8 [+1 skill, -2 encumberance]
Swim check for Gerti: 1d20 + 5 ⇒ (12) + 5 = 17
Swim check for Matti: 1d20 + 5 ⇒ (8) + 5 = 13
Please note, there was not adjustment made for the mules for encumberance primarily becuase I do not know how much they are carrying...I will draw up a google doc if anyone is so interested to help us keep track...especially if they are hauling party gear.
Sputtering as he exits the river, he shivers slightly as he tries to calm the mules. They calm easily, but Hiram still seems nervous about losing his balance and going under in the middle of the river.
Perception check, aid another: 1d20 + 1 ⇒ (6) + 1 = 7
Survival check, aid another: 1d20 + 5 ⇒ (1) + 5 = 6
May I carry one of the daggers? If so, Hiram would have wrapped the "eye" bit up in a bit of cloth specifically, and stuffed it deep in a saddlebag.

Euron Kelredis |

Euron grins as he sees his companions swim. Shooting Niko a sidelong glance, he remarks, "Glad to see we found some friends who ain't afraid to get wet!"
Swim: 1d20 + 6 ⇒ (12) + 6 = 18
* -2 to the above for the mwk hide shirt.
Once across, Euron walks over to his elk, and pats down some of the water from it's fur. Niko seeks out a spot in the middle of as many people as possible before he begins to shake violently, spraying drops of water everywhere. With the others shocked looks at the animal, the wolf stretches and yawns innocently.
On the far side:
Survival: 1d20 + 10 ⇒ (16) + 10 = 26
Percept: 1d20 + 8 ⇒ (4) + 8 = 12
The elk shouldn't need a check since a Swim speed in the printed description means it's automatic - or so I read somewhere...

DM Max |

4Dx: 1d100 ⇒ 97; 1d100 ⇒ 9
Total Survival check = 28
The party successfully makes its way across the wide, slow stretch of the river, with only one slight mishap when Hiram loses his balance and goes under for several moments in the deepest water. Even with the slight delay caused by the river crossing, the companions make excellent time mapping the area on the eastern side of the Thorn River. The party finishes their exploration in the northern reaches of the area just as the sun reaches its zenith.
Hex 4-D is successfully mapped - 20 xp for everyone. It's just before noon and you all are in the northeastern corner of hex 4-D (just west of the southern most corner of hex 3-E). Where to from here? Would you like to return south to map either hex 5-D or 5-E, or travel east through areas previously mapped to explore the unmapped eastern hexes?