Cabin in the forest

as the fire rages on finn will feel the slight patter of raindrops as he runs through the forest as clouds begin to darken the sky

Finn will come across a large river flowing river and have to make a dc 10 athletics saving throw if he chooses to cross. if he fails he will take 1d10 damage from being thrashed around and wash up some place up shore. a single guard will follow if he tries and begin to drown 2 thirds of the way. if he chooses to save the guard he must make a dc 13 athletics check and the guard will not attack him upon being rescued, as well as 15 gold for saving his life. he will come across a large clearing and see an cloaked figure heaving a large bag with a dead deer poking out and several mushrooms and roots falling out occasionally. he will invite Finn to his home to recuperate.

khai and Jake will come across an old cabin with an old lady chopping firewood out the front. she will invite them in and they she and her husband would be happy to have guests. they will have a small mimic in the form of a boot as a pet. she will offer to purchase their fancy robes for 10 gold each.

if finn follows the man home he will arrive at the cabin. the couple will make them stew and the man will tell them they have the presence of those who have lost a great many things, and if they like he could consult the boiling's for them. for a gold each he will boil a large pot of water with around 20 peculiar shaped wooden objects, with many sides each carved with a symbol. as the water boils the objects will toss around eventually resting on a symbol

"what you seek will settle north amongst a hidden kingdom," as well as the image of a large hand losing its grip on something

if tashi and charlie is playing he will add "they also speak of an unexpected reunion"

cottage wife will offer to carve new holy symbols out of wood if they ask

**Weather will be an intense thunderstorm, with dark clouds casting a shadow over everything**

the only way out of the jonah province is through traders rest, or cross a very large river rapids.

if party chooses to cross river rapids they must make a 18 athletics saving throw.

if failed take 3d10 damage and roll a d20. if 10 or under return to starting side of river

if party chooses to go through traders rest they will see a large group of cloaked figures, some wearing the leather bassinets seen in the dungeon, approaching from the opposite side. 2 cloaked figures will enter each tavern asking tavern goers for

A Half orc named

a dragonborn named

a halfling named rafe

If hunters find party:

they will exclaim they had a good paying job and life was easy. they cant let the party leak the news to the public. they know the rat king retreated north to escape capture but he didnt tell anyone where he was going, only a select few guards.

if party chooses to go around traders rest:

large river: 15 athletics saving, if failed take 3d10 damage and roll a d20. if 10 or under return to starting side of river

small river: 10 athletics saving, if failed 1d10 and roll d20 if 10 or under return to starting side

as they walk through the forest an injured mule will run past them, on its back several large saddles and bags that look to be full. it will have 7 hitpoints and only running at 35 ft per turn due to a limp.

party size

a pack of wolves are pursuing it, but stop to attack the players when they see them

if the mule is caught in its saddle bags it will contain:

1. 5 wheels of cheese wrapped in cloth
2. 5 flasks of water
3. 7 loaves of bread
4. 2 bags of flour
5. shovel
6. Rope, Hempen (50 feet)
7. 30 sheets of paper
8. 2 empty pitchers
9. 5 tankards
10. 1 dagger and crossbow with 20 bolts
11. 1 set of common clothes
12. flask of mead
13. lantern

players can pick a random direction to walk (1d8) or do a perception skill check (12 if raining 8 if night 5 if not) to try and figure out compass directions.

Find the rat king