Adventurer 7: GM Notes:

Basic plot

back to civilization, a year off, dealing with kudzu back to civilization: - let them have it if they want it, not that far out into the forest Year off: - starts in late spring, a summer and a winter pass - ask them what they want to do - see a Statue of the group; brave Twitch & Vardan leading a pack of huddled villagers, backed up by Abigail, Didi, and Krill - twitch's companions (Itch, Hectic, and Tic) restless, venture out into the lands and forest. Hectic meets another Shadow (Lepsy) - meet a farmer who you saved from the Winter widow, and his twin boys, Abigail and Wildire Random Forest encounters: - corpses of the Order of the Sanctified Sky (killed by gazelles, bodies were eaten by giant cats). - meet three forest gazelles, with great black crows resting on them. gentle, precise, nimble movements: - greetings, strangers. one gazelle after another nods it head - we are on pilgrammage between the holy spots of the forest - will make clicks and whistles if asked a question they do not want to answer - it is traditional for travellers to exchange gifts. what would you have of us? - in return, ask what they value most. if they answer truthfully, the gazelles will ask for something trivial in return. if they lie, will ask for something truly dear from them - small gift, carved bit of horn. entire thing is incredibly intricately carved, probably would take hundreds or thousands of man hours to do. The carving are all of deer having wild, passionate sex Goblin night market - goblins come from the muck from unwashed dishes - limestone - iron sword - piece of lumber - rapist duck - fortunes told - cave of wonders - leads to square universe of pure abstract forms - witch in black Ryu robes with bone arm, filthy giant butcher with his tagalong pet, the creepying gray boneless femur stealer - pay in dirty dishes Grandma Vern, The Home Maker: - inciting incident: Gilby: a visiting trader, sells trinkets, metal stuffs, sugars and spices on the border. Late 20's bearded, short, wheedling aspect. Has a cart with donkey's - visited Terracord to the South, the place had an ill aspect to it. A bad smell, a miasma in the air, the people seemed sickly and sallow. There were WitchHammers there investigating, but I had a bad feeling and left after just an hour - **secret info**: the place smelled like rotten cantolope Terracord: - town of 250, 6 main buildings in town (inn, mayor's office, general store, miller, silo, Silas). Another 25 various houses in farmsteads around the main town. - WitchHammer investigating: 2 half-elf rangers (Martin and Sarah), dwarf fighter (Rocktree, heavy plate armor, helmet, shield, axe), Wizard (Wilberforce, thin, young, sickly, black robe), lady Paladin (Suune, dead) - mayor of the city, Wilcox. Fat, elderly, well dressed but slovenly. Had some money and retired here after a scandal (embezzling) WitchHammers will try to warn them off: - Martin is their leader, stand offish, not very comunicative. Will try to warn them off, failing that will try to fob them off on missions outside the village until they can be addicted - will suggest they put on a bandanna/gaiter over mouth to keep out the foul humors - claims their Paladin died when trying to lay on hands; the foul miasma suddenly focused, spiraled in, and killed him. will show you his grave. Notes 1: - town has a sickly, swampy smell to it, like rotting fruit. - The air seems to have a slight, yellowish tinge to it - the town garrison, 10 soldiers. They seem ennervated, tired - the people seem tired, somewhat sallow, like they're not getting enough to eat or they are missing some nutrients in their diet or something - if pressed, people will become agitated and retire to bed - feeling of being watched - grave of the dead. some died of heart attack and malnutrition Notes 2: - think there should be more people? - does it get worse indoors? - notice a torn up area. "there was a great storm, and the house that was there fell down". This happened 5 weeks ago - think it happened 3 weeks ago? also weirdly large amount of effort to clean up the area Mission 1 to explore a potential site: - up the road 8 miles (South), then turn right at the large rock. Can't miss it. Go off road 200 yards. - reported by a peasant up there - investigate, find a jumble of rocks(horse sized), laid atop each other making a crude shelter between them. Rocks haven;t been moved, but the dirt around them has been disturbed. Like you took a giant brush and twirled it around in the dirt there. Flakes of dried black substance in the shelter, bits of gray skin, and a single long gray hair. maybe 2 yards long. Mission 2 to explore a potential site: - a large dead tree that is laying on its side - thoroughly rotted, probably laying here for a year. disturb beetles, ants, spiders, pill bugs - not related to events at all - Night-time in terracord - if people are alone and asleep, make a difficult d20 roll to see if they notice the tendrils. if they do not notice, they pass a terrible night. dreams of suffocating, of being buried alive, of pure joy at the experience. Wake up tired, haggard - have everyone make a save at night, just to make things less clear Exposes: - see someone feeding from a tendril at night - cut someone open and see the black blood - see the tendril-umbilical mark left on them from the feeding - cut open a wall - open the silo Traps: - drinking, heavy - cellar, collapse - kill a sickly/young black beast, host a celebration, then infect them - tunnel battle: - tentacles from walls, from ceiling. try to restrain and inject - one, last, sickly black beast - vern herself, wounded, has a knife (has a locket, gold, "to samantha", engraving of a young lady. not sure how old it is) Clean up: - turn in their final witch heart, make their final report - report to terracino, Patricho - take measurements for their gold head - grand ceremony, city square, hundreds of guards, assembled priesthood - polish national anthem, please rise