
The World's Most Interesting GM |

Light? You mean that stuff that keeps Fomalhaut from being able to move wherever?
And that allows Tawner and Dominic to notice trees and such, and not have to make acrobatics checks every 20 or 30 feet. Yeah, that thing. ;)

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Spellcraft: 1d20 + 9 ⇒ (10) + 9 = 19
Dom's eyes widen at the sight of the lantern and then of Black Maiden reaching for it. "Um, should we allow her to...oh, there she goes. She's got it now. Now we're all just fuel for the lantern..."
He looks back to the north. "Something's happening back at the stones. Get ready. Maybe the cannibal druid is coming to visit."
Dom is fine with the light shed off the lantern with his low-light vision.

The World's Most Interesting GM |

Now he is yes, but someone would have had to provide some light to get here, unless you were traveling reeeeally slowly. I think maybe it was Tawner who had been carrying some light, but I'll give it a look when I post again.
Dominic: 1d20 + 2 ⇒ (4) + 2 = 6
Lydia: 1d20 + 4 ⇒ (14) + 4 = 18
Tawner: 1d20 + 4 ⇒ (4) + 4 = 8
Black Maiden/Lucy: 1d20 + 9 ⇒ (18) + 9 = 27
Dominic: 1d20 + 4 ⇒ (7) + 4 = 11
Lydia: 1d20 + 1 ⇒ (18) + 1 = 19
Tawner: 1d20 - 1 ⇒ (6) - 1 = 5
1d20 + 3 + 5 ⇒ (5) + 3 + 5 = 13
1d20 + 7 ⇒ (17) + 7 = 24
1d20 + 3 ⇒ (13) + 3 = 16

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Lydia peers into the darkness, and points across the stream.
"There's something over there. What is that...an elk?"

The World's Most Interesting GM |

Suddenly the lights around the stones go out. From out of the forest flies a startling sight--a small glowing ghostly apparition surmounted by bear's head. It flies directly toward Black Maiden!
flying bear's head v BM (v flat-footed): 1d20 + 4 ⇒ (16) + 4 = 20 nonlethal damage: 1d4 + 1d6 ⇒ (2) + (4) = 6
There is an audible sound like someone clicking their tongue as the bear and its tiny glowing humanoid body hit the Maiden on the bridge of her nose. The thing's insubstantial body vanishes like sparks on the wind revealing in its wake a diminutive little female humanoid with little dragonfly wings and a large hatpin which she flourishes like a rapier. The bear's head though rolls off into the underbrush along the stream bank.
"HAHA! BULLSEYE!" she cries in high-pitched squeaky delight.
Currently, the diminutive woman is occupying the same square (cube, really) as Black Maiden.
On the opposite shore the party can make out a large deer or elk. It stands there with bits of colored fabric tied or tangled in its long antlers, waiting....
Conditions mist and forested terrain (see map).
Round 1! (Theme ♬)
The Bold May Act!
_________________
__ Black Maiden 6 nonlethal
__ Tiny winged woman
__ Lydia
__ Elk
__ Tawner
__ Dominic
Map updated.
==========
You may roll one Knowledge (nature) and open all the spoilers that apply.

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The black maiden yowls in pain, stepping back and drawing her weapon. She then swings the sickle at the fey as she growls out, sounding more bestial than human, but still attempting to flank with tawner, even if he isn't ready yet.
sickle: 1d20 + 2 ⇒ (12) + 2 = 14
damage: 1d6 + 2 ⇒ (3) + 2 = 5

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It's the tiny winged woman's turn. :) Tawner does have a couple of sunrods. He'll most likely waste his turn digging one out.

The World's Most Interesting GM |

The light question was pre-unbury the lantern question (i.e. what were you doing to not stub your toe back then?). Whether it turns out that was a sunrod, a lantern or a light spell I just was curious as to what it was and who was holding it... probably not Fomalhaut.
concentration (cast defensively): 1d20 + 10 ⇒ (13) + 10 = 23[/dice]
She flies back into Maiden air-space triggering an AoO.
sickle: 1d20 + 2 ⇒ (2) + 2 = 4 damage: 1d6 + 2 ⇒ (1) + 2 = 3 Miss!
It is like trying to strike a leaf on the wind. The Maiden's sickle swipes just seem to blow the tiny chipmunk-sized creature about its whispering blade.
"Hoho! First we were ghostess now we are bandits!" the little wild woman squeals into the Black Maiden's ear. Then she stops in midair and like Mivoni gentleman brigand points her needle at the Maiden's nose and says: "Stand and deliver! Your lantern, or your life!" Then she darts back in and with her free hand glowing with eldritch power reaches out to grab at the relatively huge and heavy lantern.
touch v BM (touch): 1d20 + 8 ⇒ (19) + 8 = 27 Hit!
BM Will DC 17: 1d20 + 2 ⇒ (17) + 2 = 19
"Oh, dang it! That should have worked!" she complains.

The World's Most Interesting GM |

Conditions mist and forested terrain (see map).
Round 1! (Theme ♬)
The Bold May Act!
_________________
__ Black Maiden 6 nonlethal
__ Tiny winged woman
__ Lydia
__ Elk
__ Tawner
__ Dominic
Map updated.

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"No existence can possibly be without its troubles, is it?" Lydia laments as she advances on the little creature from behind. "Nothing worse than facing the loss of the very things that define you...."
[dice=touch of gracelessness, DC 15, flank?]1d20+5[/dice]
Dexterity penalty: 1d6 ⇒ 2

The World's Most Interesting GM |

Sorry, I had already rolled your attack of opportunity BM. I'll let yours stand this time though as it only means the Maiden has enraged the little creature making it more likely to trigger her transformation into pit fiend form. It's all good.
The Maiden's sickle nicks her tiny attacker, though not as badly as she might have guessed.
Lydia's touch lands but has likewise less than full effect.
Diminutive girl fort save: 1d20 + 1 ⇒ (18) + 1 = 19
The elk bounds across the river to gore Dominic with its antlers, but only lands a glancing blow.
Elk acrobatics (jump): 1d20 + 15 ⇒ (2) + 15 = 17
Elk gore v Dominic (v flat-footed): 1d20 + 3 ⇒ (11) + 3 = 14 damage: 1d6 + 2 ⇒ (1) + 2 = 3
Conditions mist and forested terrain (see map).
Round 1! (Theme ♬)
The Bold May Act!
_________________
__ Black Maiden 6 nonlethal
__ Tiny winged woman (link to knowledge check) -1 Dex, -3 hp
__ Lydia
__ Elk
__ Tawner
__ Dominic -3 hp
Map updated.

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Tawner draws his sword. Squinting at the little winged creature, Tawner says, "Finally something your rabbit can handle. We've got the lantern. Let us not waste our effort here."

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"I'd be fine with that if one of you can stop this rack of venison!" Dominic steps back and lashes the elk. Simultaneously, he tries to distract it with arcane energy.
Attack (SC): 1d20 + 6 - 2 ⇒ (19) + 6 - 2 = 23
Damage : 1d4 + 1 ⇒ (4) + 1 = 5
Spell Combat to cast Daze on the elk. Will save DC13

The World's Most Interesting GM |

Will: 1d20 + 2 ⇒ (6) + 2 = 8
The elk stops, and looks at Dominic like a curious collie might.
Conditions mist and forested terrain (see map).
Round 2! (Theme ♬)
The Bold May Act!
_________________
__ Black Maiden 6 nonlethal
__ Tiny winged woman (link to knowledge check) -1 Dex, -3 hp
__ Lydia
__ Elk -5 hp
__ Tawner
__ Dominic -3 hp
Map updated.

The World's Most Interesting GM |

"How could you!?" cries the little woman tearfully. "I'm a fairy!"
Feint v Black Maiden DC 10: 1d20 + 9 ⇒ (1) + 9 = 10
Conditions mist and forested terrain (see map).
Round 2! (Theme ♬)
The Bold May Act!
_________________
__ Black Maiden 6 nonlethal
__ Tiny winged woman (link to knowledge check) -1 Dex, -3 hp
__ Lydia
__ Elk -5 hp, dazed
__ Tawner
__ Dominic -3 hp
Map updated.

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"How could you!?" cries the little woman tearfully. "I'm a fairy!"
"We can see that! That's why we're not fooling around!"
Lydia summons the ambient lost souls to shield her before pressing in on the little prick.

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Seeing the elk neutralized for the moment, Dom casts a protection spell and then steps up to support Black Maiden and lashes out with his whip.
Spell combat to cast Shield, then move and attack the winged woman
Attack(SC): 1d20 + 6 - 2 ⇒ (19) + 6 - 2 = 23
Damage : 1d4 + 1 ⇒ (3) + 1 = 4

The World's Most Interesting GM |

Tawnerbot slowly and wetly makes wades across the freezing stream to get closer to the action.
scimitar v little fairie: 1d20 + 2 ⇒ (10) + 2 = 12 damage: 1d6 + 2 ⇒ (6) + 2 = 8
*SWISH!* goes his scimitar right between Lydia and the Black Maiden.

The World's Most Interesting GM |

Conditions mist and forested terrain (see map).
Round 3ish! (Theme ♬)
The Bold May Act!
_________________
__ Tiny winged woman (link to knowledge check) -1 Dex, -5 hp
__ Lydia
__ Elk -5 hp, dazed
__ Tawner
__ Dominic -3 hp
__ Black Maiden 6 nonlethal
Map updated.

The World's Most Interesting GM |

"You big jerks! I don't wanna play anymore." She withdraws up into the mist.
Likewise the elk does too on its turn, unless Lydia wants to do something.
End Combat(?)

The World's Most Interesting GM |

Where to precisely? It is night in Ustalav.

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I apologize for the non-responsiveness. Thanks for keeping me in there.
"We need to get out of the woods. Maybe back to The Restless Bear. And find Dibbler sometime this week." Tawner frowns at his sword. It seems to miss a lot.

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"We missed the good food and the soft beds." Tawner turns and winks at the others.

Blanch |

Dominic: 1d20 + 2 ⇒ (8) + 2 = 10
Lydia: 1d20 + 4 ⇒ (11) + 4 = 15
Tawner: 1d20 + 4 ⇒ (1) + 4 = 5
1d20 + 20 ⇒ (4) + 20 = 24
So that leaves the quest to the Numerian frontier (journal updated). At the pace set by the party's slowest member it will take over a month (33 days) to get there on foot without any stops (or hustling), longer if you spend time foraging. There are no roads there or back to Daggermark once you find what it is you seek so carriage travel is out. You might consider heading back to Allenstead for supplies (+7 days) as there isn't much in the way of supplies in your immediate location. The biggest 'town' here are the three structures clustered around Blanch's place (The "inn", the wood shed, the chicken coop and the outhouse). The only substantive community between where you are and the quest site are the River Kingdom known as the Protectorate of the Black Marquise the most piratical of River Kingdoms. Southeast of that is Rookwarden the ancient dwarven fortress in Loric Fells rumored to be currently held by an army of trolls and goblins.
"Beds!? Vat you think this is!? Seat down I vill fix for you the grrruel. Oi, now fire is goink out."
The woman tightens her babushka, grabs up a huge double-bladed axe, and stomps outside muttering to herself.

Ulisha |

Accompanying her notebook entry, Ulisha filled the next several pages with crude maps, complex equations, and further notes. She apparently returned to the Pathfinder’s cave mentioned in her previous entry. By observing the angle of the ridgeline and her current position, she was able to calculate the crash site’s probable location. The last page on the matter includes a detailed map into Numeria with various landmarks and a destination. An addendum written in recent ink warns, “Tread lightly. Numeria remains a mystery to the rest of the world. Those who stay too long draw unwanted attention.”
To find out what your character knows or can find out about Numeria, roll one check (Knowledge (history), Knowledge (local), or Diplomacy (gather information)) and open all that spoilers that apply.

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Knowledge (Local), Guiding Spirit: 1d20 + 6 ⇒ (16) + 6 = 22
Knowledge (Local), Guiding Spirit: 1d20 + 6 ⇒ (17) + 6 = 23
"Numeria used to be just your typical barbarian badlands before something they called 'The Rain of Stars' - something exploded in the sky and rained fire, terror...and scores of alien wonders, including skymetals. You've heard of Numerian steel, right? Adamantine? Cuts through iron like suet? Most of it came from The Rain of Stars. You might say it was thing that ever happened to Numeria...of course, barbarians aren't known for embracing change or welcoming that which is different. The skymetals have made them a world power, of sorts, but those aren't really the most interesting things to come out of whatever it was that rained down on them. It may have been a ship from another world. The skymetals were just what it was made of, but what it was *carrying*...well, there's reports of alien engineering, creatures, and engineered creatures on a whole other level from golems or Alkenstaran clockwork - but that's all hard to sort out and verify when the locals' first instinct is usually to destroy them and cannibalize them for more skymetals."

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"I think we ought to head back to Allenstead for supplies. Maybe Dibbler can get us a little closer to make up the time difference. Maybe to Daggermark and then we can travel through Loric Fells, trying to avoid Rookwarden and the trolls and goblins."

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"I like your idea Dominic. Head to Allenstead and then get as far as we can." He considers what Lydia said. Hmmmmm. Next, he considers what Lucy said. Sounds like Lucy. And finally, he considers what Blanch said. Unreliable? What does that mean?

The World's Most Interesting GM |

Allenstead it is!
A week (or more--if you need to forage) you arrive back in Allenstead were you are greeted by a banner announcing that today is: 2 for 1ish Toilsday! at the Saugage-Inna-Bun™ cart and a number of people seem to be wearing Throat's Trick Tabbards™, regular tabbards with humorous sayings scrawled on them, like: "Little Snapdragon Firework Man", "I'm with a Very Low IQ Individual", "Sleepy-Eyed Bastard", "A 5, Tops" "Witch-hunt!" or "No Collusion!".

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Lucy rests her head in her hands.
What has my life turned into...
To Dibbler she smiles.
Oh Dibbler... your favorite long distance customers could use a time saving lift! You can stay in civilization this time around, oh how I envy you...

The World's Most Interesting GM |

Just a quick note, if you plan on taking the Sausage-Inna-Bun™ carriage to the wilderness board of Numeria you will be carrying it about half the time.

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Thought that was a good plan too, Lucy. But it looks like there's a long walk ahead of us. I need to start creating my dietary meal plan. Let's see. Day 1...trail rations...Day 2...more trail rations...

The World's Most Interesting GM |

There are no roads from Allenstead to where you are trying to get to. There is barely a path back to Tymon (the only local big town). However there are roads between Tymon, and Daggermark, and Gralton.

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Tawner purchases twenty trail rations for the journey and buys a Saugage-Inna-Bun™ for the day. He is weary and carries a tinge of guilt. Sarenrae. Bring us hope. Me. That I may bring good to the Society. He says nothing to the group and continues to eat the ready made meal.

The World's Most Interesting GM |
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"Sure you don't want more Saugage-Inna-Bun's™ for the road?" asks Dibbler. "It's 2 for 1ish Toilsday!"
And indeed they never seem to go 'bad'.
With Lucy's and Tawner's supplies the party makes a good start. It takes about six-weeks to make the trek through the rough, forested region around the Echo Wood, and the grimly beautiful Loric Fells--places said to be the home of innumerable horrible monsters, such as goblins, giants, trolls, ghosts, wyverns, hags, demons, dragons, and indescribable insane fey creatures. (Apparently you are too low level to bother with.)
The trees become sparser as the party climbs into the Numerian foothills, and if Ulisha's map proves true their ultimate goal, a fragment of a thing fallen from the sky 9,000 years ago.*
Ahead a series of switchbacks rises to a low summit. The view is phenomenal at the crest of this hill, where Ulisha’s map indicates the crash site. Vast plains extend to the north, where clouds gather on the horizon. To the south, the Sellen River cuts a definitive border between the River Kingdoms and Numeria.
Map updated.
* For reference sake about 9,000 years ago on Earth, people in what is modern Iran where discovering the uses of barley in making beer, and soup. It takes them a bit longer to figure out bread technology--which when they finally did was the greatest thing since unsliced bread! Elsewhere, people were for some reason starting to domesticate cats. I think they are still working on it.