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"mmm beans i would love to sit down and share a meal with you."
-Posted with Wayfinder

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"well...this 'anemic necromancer' you spoke of...do you know if he is still after his lantern? Or is he likely to come looking again after the magic grove is no longer masking it? "
Knowledge (local) - Canibal's Grove: 1d20 + 4 ⇒ (12) + 4 = 16
-Posted with Wayfinder

Ulisha |

"Let's eat the beans out here. I have to live in that cave after all." Ulisha says smiling. "I suppose he might still be looking for it, but more likely he's looking for me. I doubt he that guy would even imagine I'd go to Cannibal Grove, let alone hide his lantern there. The guy's mind runs only one way down the game trail if you know what I mean."
She serves the beans.
"There isn't much out there, just some timid peasant hovels and a place called the Restless Bear Inn. It's a place to stop, but that's about all. Better to sleep there than outside that close to Ustalav." She shivers. "Here, lemme see the map."

The World's Most Interesting GM |

Folio updated. To Cannibal Grove then? See slide 10 for the map marker. Walking, it will take you the better part of a week to get there.

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"Sure, a meal would be nice," Zaratina says and sits down as they share a pot of beans and discuss their next treasure-finding mission.
"Right. Cannibal Grove sounds completely nonthreatening," she says with a chuckle. "But it's got to be done."

The World's Most Interesting GM |

Folio updated. To Cannibal Grove then? See slide 10 for the map marker. Walking, it will take you the better part of a week to get there.
Moved the pertinent slide to the top of the folio stack.

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Hallimir also sits quietly and enjoys the beans whilst observing the maps.
"That is a considerable journey. Are there any other locations of interest that are on the way? If not then perhaps we should return to Daggermark and hire some horses or other transport."

The World's Most Interesting GM |

Hallimir also sits quietly and enjoys the beans whilst observing the maps.
"That is a considerable journey. Are there any other locations of interest that are on the way? If not then perhaps we should return to Daggermark and hire some horses or other transport."
You would have to buy and outfit horses for this particular journey. There are no coaches to the butt-end of Ustalav. Your other options are not much closer. Allenstead is northwest of Tymon (relatively close to the Restless Bear), but small enough that there are no coaches from Daggermark to it. Gralton is on the map and big enough that coaches run there. The River Kingdoms' border with Numeria (the middle of nowhere) is a little bit off the top of the map.

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"Not at all, I was simply curious. But if it is 6 to one, half dozen to the other, Then I suggest we get s good night's rest and get moving."

The World's Most Interesting GM |

Since you are close by, I'll assume you return to Daggermark to get supplies.

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Agreed, Hallimir will purchase his supplies for the journey (basic trail rations as required)
Ready when the rest of you are.

The World's Most Interesting GM |

After six days of hiking toward the River Kingdoms' neglected border with dreary Ustalav the party arrives at the Restless Bear Inn on a gray and overcast afternoon.
This crumbling, moss-choked inn stands alone at the end of a wheel-rutted cart lane. Looming over its squat frame, a dense curtain of foliage marks the border of the Forest of Veils. The sign above the door reads “Der
Restless Bear,” and it seems to refer to a mangy stuffed bear’s head that
lolls upon the wall just beneath the eaves.
From the outside it is remarkably similar to the peasant farm shacks that are dotted throughout the area. These places always seemed to have their shutters closed, their walls flaking paint and looked sad and uninhabited as well as nearly uninhabitable.
On the inside, the inn is a one-and half story hostel with a claustrophobic ambience. It features plain walls, simple wooden doors, shuttered windows, and smoky tallow fat candles that keep the interior in a state of dim light. The upper area is a storage loft filled with dusty boxes and some cobwebs. The only soul in the place seems to a wild-eyed, wild-haired, old human woman with a crooked back and gaunt face.
Everyone mark off six days of trail rations.

The World's Most Interesting GM |

Everyone mark off six days of trail rations.
6 days of rations would be 6 gallons of water (which you can refill at streams and rivers and such along the way), and 6 days worth of trail rations (or similar food stuff), each. You can of course hunt and forage along the your way as most of the region is wilderness. Hunting and foraging will extend the time it takes to get to your destination.

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Hallimir bought 12 days worth of rations in Daggermark (6 Marked off)
Entering the Inn, Hallimir approaches the old woman.
"Why Hello there. We are travelers from the city of Daggermark. We have been traveling for several days and I was wondering if we might trouble you for some fresh food and some ale." Hallimir reaches into his pocket and pulls out some copper and silver coins and holds them in view.

Blanch |

This common room feels like a cave, its sagging rafters clogged with yarn, shabby ribbons, and odd miniature knick-knacks that reinforce its claustrophobic atmosphere.
"'Frrresh?'" The woman looks a bit confused.
"It's five kopper per night, per guest. Food and boarrrd included." she says in a thick eastern Ustalavian (think of Boris and Natasha from The Rocky and Bullwinkle Show) accent.
She spits on her hand and holds it out to Hallimir to clasp.

Blanch |

"Why vould prrretty young zing like you vant to go zerrre? Niet girrrl, you rrremind me too much of myself maybe five orrr ten yearrrs back; charrrming and charrrismatic." She spits on the packed dirt floor. "I bet you have to beat boys off vith club."
She retreats to a back room to prepare the party's food.

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When the old lady returns, Hallimir turns to her and explains "Well you see, a friend of ours has requested that we retrieve an item that she has stored very near the grove, but alas we know very little about the place beyond the name. Any directions or information you could provide would be of great help"

Blanch |

"Niet. I vill not help you. Prrrecious little girrrl herrre is so small and veak, faintest hurrrikane kould knock her overrr. Za zings zerrre vould eat you up and spit you out. Pitooy!" She spits on the floor again.
She serves the party a warm porridge the color of the floor, and the walls, and most things that you've seen thus far in Ustalav.
"Now eat yourrr grrruel. It vill make you big and strrrong like Blanch." She flexes one bulging bicep, and smiles, showing all five of her teeth.

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"Now, now, I can assure you that the young lass will be quite safe....firstly, she is a skilled fighter in her own right. I have seen her javelin pierce the heart of a man from 30ft....and secondly, she has the three of us to assist with any problems. We are all more than capable of dealing with any surpises."
diplomacy: 1d20 + 5 ⇒ (16) + 5 = 21
"But I am curious....to what things in the grove do you speak of?"

Blanch |

After some time, Blanch eventually breaks down and tells the party how to get to the grove, adding "But you'll be sorrry. You'll see."
"But I am curious....to what things in the grove do you speak of?"
"It vas wherrre famished shaman vorrrked his black mirrracles. Zey say zat old drrruid vas mad. Zey say he vas kannibal. Zat he vould turrrn into beasts, and hunt forrrest forrr human prrrey to feed upon zeirrr flesh. Zey say Old Dead-Eye stuck him in forrrm of ackurrrsed bearrr forrr otherrrs to hunt. My old man use to say zat bearrr over doorrr vas shaman, but stopped bekause it vas bad forrr business. Now eat yourrr grrruel beforrre it gets kold."

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Zaratina eats her gruel, trying very hard to hide her amusement at being called small and weak.
"It's like the boys back home are speaking through her."

The World's Most Interesting GM |

So staying the night? Going to the grove? What's the plan?

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sorry guys been a hectic few days
"It vas wherrre famished shaman vorrrked his black mirrracles. Zey say zat old drrruid vas mad. Zey say he vas kannibal. Zat he vould turrrn into beasts, and hunt forrrest forrr human prrrey to feed upon zeirrr flesh. Zey say Old Dead-Eye stuck him in forrrm of ackurrrsed bearrr forrr otherrrs to hunt. My old man use to say zat bearrr over doorrr vas shaman, but stopped bekause it vas bad forrr business. Now eat yourrr grrruel beforrre it gets kold."
Hallimir looks at his bow of gruel, then glances momentarily towards his pack on the floor containing his trail rations beforesmiling at the old woman.
"Well I suppose it is fortunate for us that he is no longer around"
He then relucantly takes a bite from the bowl of grey mush.
"i say we stay here and rest for the night and we head out in the morning" as blane settles in and gets comfy.
"Agreed, it is getting late and we had best gather our strength in case these storeies are more than myth"

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"Thank you for giving us directions, ma'am," Zaratina says.
She nods to the others. "I don't mind resting and heading out in the morning. Better searching under rocks and logs by day than by night."

The World's Most Interesting GM |

Blane: 1d20 + 3 ⇒ (8) + 3 = 11
Hallimir: 1d20 + 6 ⇒ (7) + 6 = 13
Zaratina: 1d20 - 1 ⇒ (19) - 1 = 18
The party rests through the night though the scraping of tree limbs against the outside walls, and the creaking floors make it far from restful.
After a gruel-filled breakfast, and a final muttered "You'll be sorrry. You'll see." the party makes ready to leave.

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Do we still have Airyn?
"Well thank you for for your...err...hospitality, Ma'am"
Hammilir turns to the rest of the party, "Everyone ready to set off"

The World's Most Interesting GM |

The skies are dark and overcast as the companions approach the place Blanch directed them to. Crimson thistles have overtaken a clearing, punctuated by a ring of mossy standing stones known to Blanch and (presumably) to other locals as Cannibal’s Grove. In the center, a neglected stone slab bears ancient stains and gouges. An unhealthy-looking mist blankets the area obscuring the ground at your feet, and muffling the sounds around you. Worse, the only noises are a constant unnatural-sounding burbling that echos through the megaliths.
Mists Thick tendrils of mist rise from the ground and grant concealment to all creatures beyond 5 feet. Concealment gives the subject of a successful attack a 20% chance that the attacker missed because of the concealment.
Map updated. What would you like to do?

The World's Most Interesting GM |

Do we still have Airyn?
Checking.

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"Let's find the stream," Zaratina says, feeling her way forward between the thicker brush and the circle of stones.
"There's a path here," she calls through the mist.

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"lead the way Zaratina...this place makes me uneasy"
perception: 1d20 + 6 ⇒ (12) + 6 = 18
Hallimir draws his curve blade as he follows Zaratina through the eerie mist, keeping a stern watch as the unnerving ambience causes his senses to heighten.

The World's Most Interesting GM |

I moved folks closer to the stream--the source of the burbling noise.
Map updated.

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"We're looking for an island, right?" Zaratina says before cautiously moving up and down the edge of the stream until she finds the island.

The World's Most Interesting GM |

Blane: 1d20 + 3 ⇒ (11) + 3 = 14
Hallimir: 1d20 + 6 ⇒ (16) + 6 = 22
Zaratina: 1d20 - 1 ⇒ (13) - 1 = 12
Zaratina easily finds the pile of rocks mentioned in the journal.
Hallimir notes a eerie green light from under one of the boulders.
Strength check (DC 10) to shift the rock.
The stream on the map is swift, but shallow enough to be forded (difficult terrain).

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Blane will walk over to the pile and see if he can move the rocks to see what the green light is.
str check: 1d20 - 3 ⇒ (18) - 3 = 15
Shifting the rock out of the way. "hey guys look at this."
Blane holds up the glowing object to show everyone

The World's Most Interesting GM |

As Blane unearths the human skull with it's lambent glowing eye sockets and length of chain driven into its crown the forest around the party suddenly becomes a riot of activity at all the shrubs and trees shudder with movement. At the same time small woodland creatures hoot, call, and chatter all about.
Then the party notes the dancing ghost lights emanating from the stone circle.
Map updated. What do you do?

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As the woods rustle with activity and malice, Hallimir's eyes dart from tree to tree, adpoting a defensive posture as he tries to locate any danger or threat.
"Blane, grab that thing and get back overe here, its best if we stick together", then the ghostly dancing lights catch his eye,
"What....is that", he says quietly as he steps up next to Airyn, Blade at the ready.

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Blane panics alittle and tries to cover up the light not able to block it all he throws it on and moves back over to the rest of the group.
im guessing the green circle is the light from the skull so i moved it with blane

The World's Most Interesting GM |

Blane: 1d20 + 9 ⇒ (7) + 9 = 16
Hallimir: 1d20 + 6 ⇒ (7) + 6 = 13
Zaratina: 1d20 + 4 ⇒ (11) + 4 = 15
1d20 + 7 ⇒ (14) + 7 = 21
1d20 + 3 ⇒ (20) + 3 = 23
1d4 + 1 ⇒ (1) + 1 = 2
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 Blane!
flying bear's head v Blane (v flat-footed): 1d20 + 4 ⇒ (3) + 4 = 7 nonlethal damage: 1d4 + 1d6 ⇒ (1) + (1) = 2
The whole ghastly thing goes flying over Blane's head, and into the undergrowth. Revealing a tiny little female humanoid with little dragonfly wings and a large hatpin which she flourishes like a rapier.
"No fair! You moved!" she cries in a high-pitched squeaky voice.
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....
==========
You may roll Knowledge (nature) once and open all the spoilers that apply.
Mists Thick tendrils of mist rise from the ground and grant concealment to all creatures beyond 5 feet. Concealment gives the subject of a successful attack a 20% chance that the attacker missed because of the concealment.
Forest Terrain A line of light forest undergrowth grows along the edge of the stream. A stand of trees next to the stone circle counts as both trees and light undergrowth. Most of the stream is considered difficult terrain.
Round 1! (Theme ♬)
The Bold May Act!
_________________
__ Elk ready
__ Little flying woman
__ Airyn
__ Blane
__ Zaratina
__ Hallimar
Map updated

The World's Most Interesting GM |

Airynbot studies the little pixie-like creature and draws his sickle.
"My goodness there are so many strange creatures to learn about on his plane! Is that a 'grizzly bear', or a 'nautilus' or perhaps some sort of 'croissant'?"

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"No, no," Zaratina corrects Airyn. "It's a formian. Do you think we can outrun it?"
She moves to guard Blane's retreat and readies her trident attack the sprite if it approaches.
Trident: 1d20 + 5 ⇒ (5) + 5 = 10
P: 1d8 + 6 ⇒ (8) + 6 = 14

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Hallimir is startled by the flying bear head for a moment and then addresses teh tiny flying woman (he has no idea what she is).
" Greetings, I am Hallimir and we are travellers, new to this region. We mean you no harm...why do you threaten us so?"

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knowledge nature: 1d20 + 9 ⇒ (3) + 9 = 12
" well tinkerbell im not just gonna stand there and let you stick me with that toothpick. Which let me ask why do you want to attack me anyway?"
Blane will move and waits for a response from the critter. If it wont talk and discuss things out then blane will evil eye it for -2 atk dc15 fail8 rounds success 1 round.

The World's Most Interesting GM |

The decorated elk ford's the stream. The pixie-like being throws a tantrum in midflight.
"My joke! No fair! No fair! You're ruining my joke!" she pouts and then vanishes from sight seemingly without moving.
Mists Thick tendrils of mist rise from the ground and grant concealment to all creatures beyond 5 feet. Concealment gives the subject of a successful attack a 20% chance that the attacker missed because of the concealment.
Forest Terrain A line of light forest undergrowth grows along the edge of the stream. A stand of trees next to the stone circle counts as both trees and light undergrowth. Most of the stream is considered difficult terrain.
Round 2! (Theme ♬)
The Bold May Act!
_________________
__ Elk
__ Little flying woman
__ Airyn
__ Blane
__ Zaratina
__ Hallimar
Map updated