
GM Derek W |

So did my end-of-fight post vanish? I'm very confused.
After an exhaustive search of the area, no other threats are in evidence. The party then beds down again, and passes a fairly peaceful night. They awake, ready to tackle the climb into the mountains.
Morning of Day 3.

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Yep, it vanished
With the beast slain, Malfeas retrieves as many arrows as he can, grumbling to himself. He then takes the beast and moves it well away from the camp, hoping any scavengers for the carcass leave them alone. ”Scavenging animals should alert the Centaur of what happened, and we completed their task.” begrudgingly he then adds, ”Nice thrust Gunther.”
He then returns to his watch, fusing over his arrows, questioning if they are warped or otherwise damaged, because he cannot fathom why he missed so many shots.

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Before we retire again for the evening...
"Haku, are you and Esmerelda still hurt? You should both heal up before the next day, just in case something else is out there."
"What an odd animal, eh Esmerelda? I guess that was what those centaurs were warning us about. Their longspear did come in handy." Gunther remarks.
"And good shooting Malfeas. I'm sure your arrow that hit was why it dropped after my hit, I could tell it was badly wounded."

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What was that thing? Haku stares at the cat-like creature's corpse, then looks around. Is anyone still hurt?
I am certainly thankful to have warriors such as you all by my side.
Before going back to sleep, Haku gathers everyone who is injured (which may just be him) and offers a drink from the waters of life.
If just Haku:
Cure Light Wounds: 1d8 + 1 ⇒ (4) + 1 = 5
If Haku and Esme:
Channel Energy: 1d6 ⇒ 5
Next Day.
Haku stands in a nearby stream at sunrise, chanting to the sky. The man is nearly naked, wearing only a loincloth, his sun-bronzed skin covers a taut muscular frame. He chants for almost an hour, the music evidently a well-practiced cadence.
Once he is finished, he walks back into camp, then begins dressing and packing up for the day.

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Malfeas snorts as Gunther compliments his shooting the following day. ”One of 4 Gunther, is NOT good shooting. I have done better with my eyes closed at 30 paces.” As they near the moutains, and the air begins to get chilly, Malfeas will head out of line of sight and change into his cold weather gear.

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This was my first battle. I found it difficult to keep my head straight, without doubt creeping in. I couldn't even swing... Haku smiles sheepishly, Perhaps you were over-excited, my friend. We will do better next time, to be sure!

GM Derek W |

Nestor replies "I am still doing well, friend. Thank you for your concern."
After a quick meal, you begin your journey into the mountains. The pass climbs ever steeper, and before long it it time to rest again for the night.
Nearby you spy a covered wagon half buried in the snow.
I'll assume you all take 10 to investigate, and just give you the info.
Investigation of the wagon uncovers three frozen humans who have obviously succumbed to cold exposure. These explorers foolishly attempted to cross the mountain pass during the cold season and paid with their lives. Fortunately the weather is not as cold now, but during the night the temperature still drops below 40 degrees Fahrenheit for 4 hours (1 a.m.
to 5 a.m.).
The wagon looks like it can fit 5 Medium sized creatures inside, and with the sides and cover still intact, it could provide some protection against the icy wind.
You also see a wood-burning stove with enough fuel to last through the night. The three humans are all wearing cold-weather outfits.

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Malfeas looks at the dead, no pity anywhere on his face. "Do any of you need cold weather outfits? There are three that are not in use." Malfeas takes the bodies out of the wagon, checking to see if they have anything in their pockets. He then drags the bodies far away from the wagon, so scavengers won't bother them.
"We should use the stove and the wagon to protect us from the cold." he says matter-of-factly.
Cold damage starts non-lethal, so if everyone has a few berries, we can eat one and completely recover. We have 2 days left on the Centaur berries.

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For the new day...
Survival for berry scavenging: 1d20 + 8 ⇒ (5) + 8 = 13
If berries found: 2d4 ⇒ (3, 4) = 7
I am good on cold weather gear, my friend. To be honest, it is the first time I have really needed something like this. Holing up in the wagon, sounds like a good idea. Haku looks around. Let me know if any of you get too cold, and I can give you a moment of respite.

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Per usual, Esmeralda will check the cripple's leg to make sure he is still doing well enough.
"Lend me a hand Haku? It will not bode well for us if our friendly neighborhood cripple's lbum leg goes all gangrenous on us at the top of the pass. I wonder if we could use some of the wood from this wagon to fashion a splint or brace or something to help his journey? Mr. Nestereez, do you still have any feeling at all? Bet my dog can't carry you and all our stuff still. I will double or nothing on the dog being a little small to pull the wagon. You look smart though. I bet you can figure us a solution if there is one to be found! Broken people always seem to be brighter than unbroken people."
Heal: 1d20 + 5 ⇒ (19) + 5 = 24
Inevitable Survival Check to set up camp: 1d20 + 5 ⇒ (16) + 5 = 21
Esmeralda will wait to commune with nature until after she has determined whether or not berries are to be found this day, and the likelihood of plants on the pass. . .
A Berry Hunt! Edit: Err, Survival: 1d20 + 5 ⇒ (17) + 5 = 22
If Berries Found: 2d4 ⇒ (1, 4) = 5
K. Nature: 1d20 + 8 ⇒ (1) + 8 = 9 To determine weather for the day ahead. Good to know what to wear!
K. Nature: 1d20 + 8 ⇒ (15) + 8 = 23 To Determine likelihood of plants between here the next camp according to the map
If Esmeralda finds berries, she will memorize Goodberry and make berries. If there are none to be had, Esmeralda will memorize Cure Light Wounds.
If Esmeralda determines there will be no plants this point on, she will memorize Obscuring Mist, otherwise she will memorize Entangle.

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How are you doing Nester? Haku checks to make sure he is still doing well. Sorry, as for actual healing skills, I am still quite the novice.
Survival to set up camp: 1d20 + 8 ⇒ (13) + 8 = 21

GM Derek W |

To Haku, Nester says: "I am feeling well enough, thank you. My leg cannot be improved by any ordinary healing."
You are able to scavenge some berries from the local mountain shrubs before reaching this frosty level.
The weather tomorrow is hard to predict. There should be more plants when you begin your descent later tomorrow.
You lay down to sleep, and before long the chill in the air grows quite noticeable.
I will need each of you to roll four Fort saves. If you're in the wagon, add +2; add +2 if you have a fire going in the stove and +5 for cold weather gear - total of +9

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Malfeas shivers through the night watch, thankful to have both the wagon and stove to keep warm.
Fort 1: 1d20 + 9 + 3 ⇒ (8) + 9 + 3 = 20
Fort 2: 1d20 + 9 + 3 ⇒ (14) + 9 + 3 = 26
Fort 3: 1d20 + 9 + 3 ⇒ (8) + 9 + 3 = 20
Fort 4: 1d20 + 9 + 3 ⇒ (5) + 9 + 3 = 17

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Haku checks everyone over when he is on watch, if anyone is looking particularly bad, he places his hand on his or her forehead. Untouched by the Seasons: Endure Elements for 1 hour; I can do this up to 6 times.
Fort 1: 1d20 + 9 + 3 ⇒ (2) + 9 + 3 = 14
Fort 2: 1d20 + 9 + 3 ⇒ (10) + 9 + 3 = 22
Fort 3: 1d20 + 9 + 3 ⇒ (15) + 9 + 3 = 27
Fort 4: 1d20 + 9 + 3 ⇒ (16) + 9 + 3 = 28

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Fort 1: 1d20 + 3 + 9 ⇒ (1) + 3 + 9 = 13
Fort 2: 1d20 + 3 + 9 ⇒ (19) + 3 + 9 = 31
Fort 3: 1d20 + 3 + 9 ⇒ (12) + 3 + 9 = 24
Fort 4: 1d20 + 3 + 9 ⇒ (7) + 3 + 9 = 19
"Ah, 'tis cold, cold, COLD!" Gunther exclaims. "One of the reasons I left Ulfen! I don't like the cold!"

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hehe, fair enough! And too true on the 1, seems like everyone has had one lame roll. We all catch colds and are at -10 stealth from all the sniffling

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Fort: 1d20 + 9 + 4 ⇒ (14) + 9 + 4 = 27
Fort: 1d20 + 9 + 4 ⇒ (19) + 9 + 4 = 32
Fort: 1d20 + 9 + 4 ⇒ (16) + 9 + 4 = 29
Fort: 1d20 + 9 + 4 ⇒ (1) + 9 + 4 = 14
Liar! Err, sense motive: 1d20 + 3 + 1 ⇒ (18) + 3 + 1 = 22

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Okay, so after giving it much thought, the feat that fits best is Endurance. It was either that or Self-Sufficient, and I finally settled on Endurance. I will have the character profile updated within the hour.
This possibly means that I might get a +4 to my Fort saves, which would bring my lowest up to 18. But it's ok if I don't get a bonus this go round. This wasn't the reason that I took Endurance anyway. ^_^

GM Derek W |

You pass a chilly night, but make it through only a bit worse for wear.
Esmerelda takes a moment to speak with Nestor:
You continue on your journey. As the pass winds around a large mountain, you spot a light glinting from a ledge some 50 feet above your current location.
A small statue of a woman complete with a nearby shrine rests on the ledge.

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"Do you mind hanging out here a while? I need to ask Nip to do me a favor really quick like. Might get us up there. Feel free to try other stuff if you like."
Esmeralda looks up at the shrine, and ponders a moment, then turns to her bird and speaks in sylvan,
Esmeralda then waits patiently for her thrush to complete its task.

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As the group stops to examine the shrine, Malfeas poorly attempts to stifle a groan. "Why must we examine everything? A shrine on a ledge does not progress our mission." He then leans against a nearby tree and begins examining his fingernails out of boredom.
Examine away, but Malfeas has no interest, and will be ready to go whenever you guys are.

GM Derek W |

Nip completes his task and soon enough Esme has a rope attached to the ledge, ready for climbing. Haku is able to tell that the figure is not a god or any particularly religious person at all. Perhaps a closer look, with a different sort of knowledge is needed?

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Esme slips out of her backpack, sticking pen and paper in her belt pouch, and hangs the backpack from her dog's saddle. Once she is carrying almost no weight, she heads up, using the rope to aid in her climb. Climb: 1d20 - 1 ⇒ (20) - 1 = 19

GM Derek W |

As the group reaches the ledge, they get a better look at the statue. It is carved in the figure of a woman. She appears to be an adventurer of some sort, and if the statue is of any indication, she may be of noble birth. The glinting light seen from the path is the sun’s reflection off a number of coins and gems in the shrine’s offering bowl.

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Esmeralda shrugs at the shrine, and tosses in a silver coin. "Never disrespect the locals. You never know who is watching. . . You guys climb down first. If I get hammered on the way down, I want a cleric waiting for me!"
After the others climb down, Esmeralda gathers up the rope, drops it down, and attempts to make it down free style.
Climb: 1d20 - 1 ⇒ (8) - 1 = 7
Edit: Ouchies!
Acrobatics (in case it will help . . . : 1d20 + 1 ⇒ (6) + 1 = 7
Nope, no help there!

GM Derek W |

Esmerelda starts down, but looses her grip and slides roughly down the steep side, landing hard on the path below. When Haku puts the coin in the bowl, he feels a sense of warmth overcome him for a moment.

GM Derek W |

The party proceeds down out of the mountain and camps for the night at the base. The next day, you proceed further north into a dense bog. 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. You spend another night camped in the bog.
In the morning you press onward, and the thick rolling fog begins to disperse, allowing you to see where you step. Despite the increased visibility, this area of the swamp is difficult terrain, as the muck and vegetation thicken further.
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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At the sounds of humming, Malfeas does his best to fade into the woodwork, sneaking around the house to see what is humming.
Stealth: 1d20 + 6 ⇒ (18) + 6 = 24
Perception: 1d20 + 8 ⇒ (19) + 8 = 27

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Esmeralda shrugs at the shrine, and tosses in a silver coin.
. . . When Haku puts the coin in the bowl, he feels a sense of warmth overcome him for a moment.
Anything happen to Esme when she dropped in a silver?
"Ouch! Good thing I made more berries this morning! I am good. Little known fact goblins bounce, gnomes do not."
Esmeralda eats berries as needed to recoup, and then climbs back into her dog's saddle.
"I have no idea who it is, but there is a whole mess of treasure waiting for some bandit. I would guess it is a trap or something. No one leaves that much wealth unattended. There sure is a lot of it though."
Esmeralda is NG, so she is highly tempted to steal a whole mess of treasure, but her innate goodness prevents her from being able to do so.
Later that night: As Esme is helping set up camp, she pulls each party member aside for brief periods of time. Sometimes to help berry pick, others to help set up her tent or sort gear. As she gets them alone, she tells each one, "Nestoreez isn't actually wounded. He fakes it for sympathy. . . and he is carrying a weapon. Be wary of someone so dedicated to a lie."

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Huh, well he does a well enough job of faking it. That makes me wonder, though. I am sure that the Captains know about this, there is no way that he would be able to fleece them... Why would they send him, unless they have no intention of making a trade... Haku frowns slightly.

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Assuming this conversation happens before Malfeas crept off to scout the humming thing
”This deception was expected. People by nature feel more like helping the weak and pathetic. By executing this ruse, there is a better chance he will get a more favorable trade for the Society. For example, you’re a sap, and decide to give a silver piece to the poor. You then see two people, a health robust man, and a weak, frail, pathetic man. Who do you give the coin to? Exactly. Our job isn’t to question the Society’s motives or who they send, our job is to get him there and back safely with the artifact.” explains Malfeas curtly, in perhaps the longest string of words you’ve heard from him.

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Esmeralda bows to her companions wisdom, and decides to keep her mouth shut until she reports in to the venture captains of her success.
"Nestoreez, I have explained your ruse to my companions, and we have agreed that we should let your deception, artifice, feint, gambit, shenanigans, ploy, hoax, and sham continue on. You are the expert we were assigned, but I do hope if worse comes to worse, you allow your cane to come of good use. Hmm. subterfuge and shenanigans are my words for today. Shenanigans is fun to say. That is what I will use for you now. The gimp's shenanigans!"
Esmeralda searches the area around her camp on her watch, looking for berries..
Survival: 1d20 + 5 ⇒ (8) + 5 = 13
If Esme finds berries, she memorizes Entangle and Good Berry, otherwise, she memorizes Cure Light Wounds and Entangle come morning.
If Berries: 2d4 ⇒ (2, 1) = 3
Venturing up to the house, Esme peers at the house, from a safe distance, looking for any sign of life (aside from the frogs and vines).
Perception: 1d20 + 11 ⇒ (5) + 11 = 16

GM Derek W |

No berries today, Esme - sorry.
There are no signs of activity from inside the house, but as you creep closer you can hear more humming from the other side of the log. Malfeas creeps just around the log to see a kobold bent over, tending a patch of thistles. It occasionally speaks to the plants. as if to small children.
Malfeas and Gunther also notice a large crocodile resting mostly submerged in the bog near the north end of the house.

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Confident in the Gnomes ability to attract attention and start a conversation about plants, Malfeas continues to creep along, ready to strike if the need arises.
Kobold loving plants, it’s Esme’s long lost sister!!! Lol. My goal is to be a bit away from the party, so Malfeas doesn’t get caught in any AoE the Kobold might throw. Also, I am readying an action to shoot the Kobold if she tries to cast a spell.

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Gunther silently indicates with hand gestures the location of the large crocodile to the rest of the party.
Basicly just wave at them to attract their attention and point out the croc.
He listens to the mutterings as he approaches the front of the log house, waiting for a bit to ensure that Malfeas has time to get into place before calling out a greeting (in Draconic if the voice is using Draconic, otherwise in Common).

GM Derek W |

The kobold jumps up at hearing Gunther's voice speaking Draconic. She replies:
She begins casting a spell as the crocodile moves towards Gunther.
Malfeas, make your attack roll!