The Forrest
The party decides to move into the woods, headed toward the hill to the south. However, before moving out, Hardin spreads his hands in front of the warhorse, and calls Moradin’s healing power forth from the stones of the earth. Before your eyes, the wound on its chest begins to close, and the inflammation of infection clears up. While the wound is still undoubtedly there, it looks quite a bit better for the horse.
The woods are preternaturally quiet, with only the occasional bird call breaking the silence. Dim sunlight, filtering through the canopy, dapples the leaf-covered ground, casting everything in a weird brownish-green hue. The cooler air is a welcome change from the brutal swelter of the open road. While the undergrowth is not as bad as it could be, your travel is slower in the woods than it has been on the road.
Under the cover of the trees, the light fades more quickly toward evening. When it becomes too dark for the company to travel without difficulty, you settle down for dinner and sleep.
Day 5
In the morning, the party is well-rested, and the horse has recovered a little more. After about an hour for the cleric to pray and the wizard to study, the party heads off again. About an hour after noon, you begin to see the slope of the hill before you. After another hour or so, you break out of the woods again. The hill is encircled by an area about two hundred feet wide that has fewer trees than the woods.
Finding nothing of interest around this part of the hill, you begin to follow its gentle curve to the east. After another three quarters of an hour, you have made your way to the southeast of the hill. There, surrounded by scattered trees in the bright sun, you view the small entrance to a cave about 40 feet away. It is about 5 feet wide and 10 feet tall. You can see about 20 feet in before the sandstone tunnel curves sharply to the left.
OOC Notes:
Hardin
Cure moderate wounds die result [2d8+3] 5 + 2 + 3 = 10 warhorse now has 24 hp
Warhorse
Regained 4 hp through natural healing overnight now has 28 hp
I need to know what changes, if any, the spell casters want to make to prepared spells. If I don’t hear from you, I’ll assume the same as yesterday. I also need to know which weapon, if any, each character has ready while walking. If I don’t hear from you, I’ll assume melee weapon.
The green squares indicate the squares actually containing the illustrated trees.