After a journey of a sen'night your band has reached the foothills of the Yatils without incident. Before you is the winding path leading into the grim mountains; behind is the escort of horsemen riding south for home. Fortunately, you have sure-footed, mountain-bred horses given to you to assure a swift passage to your destination. Vellum map secured safely, there is naught else to do but proceed with the quest to find the Lost Caverns of Tsojcanth.
Acquaire holds the Rod of Temperature Control high as she rides her horse, helping keep the area around you warm. That said, the winds that get through are chilly and you huddle in your cloaks as you ride. (Imagine a bus depot with heated lamps in the dead of winter -- warmer but not exactly warm.)
Before they left, the guides suggested that the horses could probably make seventeen miles per day on the trail (much less, off of it). By your reckoning, you'd make maybe ten per day on foot, so you are glad for the horses. (So approximately 5 hexes per day)
An examination of your map reveals that the track through the mountains has numerous branches. At the end of each track is a number, evidently standing for something unknown. The clerics, scholars, mages, or townsfolk cannot tell you anything about their significance, except that it is likely that at one of the sites are the caverns you seek. Obviously, the map is incomplete, for from what you know of this part of the world, there are mountains where nothing but blank space is shown on the chart. With this map you must somehow find where the treasure is hidden. The more direct your route to the caverns, the less the likelihood of injury or death from the many perils of the journey. A scrap of parchment with a bit of doggerel on it might be a clue, or it might be of no use whatsoever, save to mislead you.
OOC: The party has so far taken the red marked path and is at the end of it. I will be using these maps to show progress and encounters, with the red line showing where you've already been.
Actions?
Hit points and marching order
Grimes 46/46
--Furuk 59/59
Dieter 31/31 < magic missile x2, sleep, continual light, stinking cloud, rope trick, lightning bolt, slow, Evard's black tentacles, arcane eye >
--Dandy 33/33 < CLW x6, Bless, Hold Person, Find Traps, Augury, Silence 15', Remove Curse, Dispel Magic, Speak with the Dead, Glyph of Warding, Protection from evil 10', CSW, create food and water >
Castinus 34/34
--Acquaire