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After Gripper finished killing the krenshar, Sumac walks over to pat him encouragingly on the shoulder. Good boy Grip, good teamwork.
As the wolf turns to lick at the halfling's jagged bloody wound, the druid grimaces a bit and casts a cure light wound spell upon himself.
CLW 1d8 + 1 ⇒ (2) + 1 = 3
Still patting and stroking Grip's head, the small druid turns to the centaurs. Thank you Ufel, though it was luck more then anything that brought the beast to us. My comrades and I were happy to bring it down. If you would like the krenshar's body you are free to have it. In turn we would accept your gift of warm furs with honor.
Sumac tries not to be too chatty w/ the normally quiet centaurs, but he asks quite a few questions about the nearby flora and fauna; more questions about the types of furs they have and the beasts they come from.
The small druid also thanks them for the warning of cold weather to the north. He informs them that he has some skill in survival, but asks for any other information they have of the mountains.
diplomacy 1d20 ⇒ 13

Dungeon Master S |

"These mountains are relatively safe, as there is a lot of travel. Occasionally someone goes through unprepared, or leaves food out where the animals can get to it. Just watch yourself and you'll be fine.

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Sumac thanks the centaurs for their advice. He also invites them to stay for a meal if they so wish.
Sumac lets the dwarves (and Grip) worry about securing camp while he tends to more important things.
The halfling turns to the half-orc. Don't be so down Chud. We can eat far better then just plain jerky if you can wait a little. Help me gather a little fire wood... Sumac begins bustling about getting a pot simmering over a small fire. The "plain" jerky softens up nicely in a stew with some quartered potatoes and other bits of plants the small druid tosses in. He even begins cooking some fry bread on a relatively flat rock next to the fire. He looks back to the quiet half-orc with a smile. Camping in the woods doesn't mean we have to eat poorly. A few more minutes and we feast.

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With the beast brought low so quickly, Hack shakes his head, clearing his mind of the foul magical influence. He returns shamefaced and grumbling. Grr, durned cat used some foul magic ta unman me!! Goram thing embarassed me in front of ye, and the centaurs ta boot!! And it didn't even have the courtesy to stay alive so I coudl redeem meself and stick me axe down its gullet!! Cursed thing. Grrr . .

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What is our watch system? I think Sumac is the only party member without night vision. Though Grip and Sumac probably have the best perception modifiers...
The halfling will accept whatever asignment is given him.

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Not me. Fel is good w any shift.

Dungeon Master S |

Computer dead. Will post from elsewhere tomorrow.

Dungeon Master S |

the night passes uneventfully. The next day out the weather begins to get cold, unseasonably so. The furs given to you by the centaurs help, but it's still biting. As you work your way through the pass, numerous trails diverge, start, and cross. Make a survival check to stay on track.

Dungeon Master S |

Sumac and Dagnud are both more than up to the task. Before long you're trudging through the snow. The furs keep you warm enough, but the night could be a bit much. you come across a wagon half buried in the snow. It looks like it would be suitable shelter for the night. It's been here for some time and you don't find any remains.

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The halfling thanks Dagnud and Chud for their help in sorting out the difficult terrain according to the map. Sumac is a little miffed w/ himself, feeling he should have been able to do a much better job all by his lonesome. Yet, he reminds himself that he is now part of a team.
The druid checks things carefully before making camp.
Perception 1d20 + 9 ⇒ (5) + 9 = 14
Sumac's special bond always keeps him paying attention to anything that Gripper seems to alert on.
Grip's scent perception 1d20 + 13 ⇒ (7) + 13 = 20
Assuming everything still seems ok, the party starts to set up camp for the night. Besides gathering wood for the night's fire. The group also digs out the wagon a bit, and uses that as a basis for a shelter. The wagon and then a built wall of snow on two sides angled in keep the wind out and are able to reflect some heat from the small fire.
The halfling wracks his brain to think if there is anything else he could do to make sure he and his comrades survive better.
Survival 1d20 + 9 ⇒ (4) + 9 = 13
Unless any better suggestions, the party keeps the same watch as last night.

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The halfling is also concerned about their charge, Nestor. With the snow and the cold, today was a tough one. The young druid asks Nestor how he is doing. He also carefully observes him to make sure he seems still fit for travel.
Healing 1d20 + 7 ⇒ (13) + 7 = 20

Dungeon Master S |

Sumac takes care of everything. Between shelter, clothes, and a fire, no one needs to make a saves. The wagon yields another 6 sets of cold weather gear. Same watch schedule?

Dungeon Master S |

Nester conducts himself well, and his limp doesn't seem to get any worse, even after such a hard day's exertion.
The night passes uneventfully. The next morning is cold, but not like yesterday. Nonetheless, shelter would go a long way. It's a long boring day of walking. Nester talks ad nauseum about all manner of subjects, perhaps his droning keeps predators at bay. Finally, as your attention turns to shelter for the night, everyone easily spots a cave spilling forth some light. The cave is nearly 50' over the path. It's a steep bluff, but there's no danger of injury to slide down, though crambling up is not a sure thing.

Dungeon Master S |

rests in the shallow cave. (history or nobility check?) The glinting light seen from the path is actually the sun’s reflection off a number of coins and gems in the shrine’s offering bowl.

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As long as Sumac doesn't see anything dangerous he quickly ties off one end of the rope and throws the other end down. Then he loads a bullet in his sling to guard while his friends climb up.
The halfling waits for his comrades before approaching the cave/shrine.
Untrained History 1d20 + 1 ⇒ (1) + 1 = 2 The druid is more a "live in the moment" kind of guy
Untrained Nobility 1d20 + 1 ⇒ (15) + 1 = 16
Gripper scrambles up the steep slope while the others are using the rope.
Climb 1d20 + 5 ⇒ (16) + 5 = 21

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Once at the top, Fel considers the shrine and offers his considered opinion on it.
Know: History 1d20 + 4 ⇒ (15) + 4 = 19
Know: Nobility 1d20 + 4 ⇒ (12) + 4 = 16

Dungeon Master S |

A rope makes it DC 5. A knotted rope makes it DC 0

Dungeon Master S |

There isn't anything new to the shrine. There are hundreds of coins (copper through platinum) There are also a few gems.

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Chud awkwardly scrambles up the rope. Once atop, he also carefully inspects the shrine.
Know: History 1d20 + 9 ⇒ (16) + 9 = 25
He stares around wide-eyed at the sea of coins surrounding the shrine.
It would appear that many people have paid homage to this figure by sacrificing coin...a foolish endeavor if you ask me, especially when you consider the thousands of destitute people in the world, all of which could have benefited from such generosity far more than a chunk of rock. Misplaced generosity at its finest.
The usually mild-mannered half-orc's tone changes to one of disgust, a shift that is odd to his comrades. Chud spits on the ground.
Fools.

Dungeon Master S |

there is nothing in the cave Nor does anything ready magic

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As long as the dwarves can verify there is no secret/hidden tunnel in the back of the cave. (dont want goblins jumping us jn the middle of the night and taking us down to goblintown) Sumac votes setting up camp in the cave. The halfling gathers some wood for a small cook fire and starts to prepare a simple meal for the party.
Same watch schedule as last two night.

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By the firelight, Fel captivates his friends with a tale of Lady Kayle and Maejerex. The story is exciting and as far as anyone knows, mostly true. Fel's creativity may have gotten away with him, but it was all for the honorable purpose of entertaining and amazing, so any artistic license must surely be forgiven.

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The night passes (peacefully, turn to page 40) (quietly until something happens, turn to page 63)
Choose your own adventure.

Dungeon Master S |

forgive me for my poor posting rate. My computer is under the dead right now so turn to page 40. if all goes well Mike will come over and work his raise dead computer magic

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Survival checks to find our way? Are we looting this shrine or no? Fel votes no.

Dungeon Master S |

I'm back! Just updated Crimson Throne, now here... hang on

Dungeon Master S |

By the end of the next day, you leave behind the cold of the mountains, only to replace it with it's opposite. Nearly to your goal you find yourself crossing a fen. Thick blobs of fog dance in between large tickets as the foul stench of swamp gas pollutes the air. Several exotic species of vines twist along the vapor-shrouded path, creating an ethereal seeming tangle. At random intervals, a splash of fetid water sounds in the distance, signaling the presence of frogs or other bog creatures. Travel is slow, and while you had hoped to make it to Pier's End by nightfall, it's not going to happen. Towards the end of the day, the fog begins to thin and you can see where you're going. A large log rests across a dirt path, standing five feet tall. A moldering wood door covers one of the hollow ends of the log, and a makeshift mud chimney emits a thin wisp of blue smoke. From behind the crude house come the sound of someone humming an off-key tune.

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Away put our weapons! he means us no harm!
Fel goes up noisily and shouts a friendly greeting.

Dungeon Master S |

You guys will need to define "all frequencies". What languages?

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knowledge: Local what makes sense? 1d20 + 8 ⇒ (19) + 8 = 27

Dungeon Master S |

humming sounds the same in every language.

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You guys will need to define "all frequencies". What languages?
I just meant we start with talking and don't charge the log house in full attack
Sumac uses the common tongue, unless the log home strikes him as a halfling abode.