Shadows Over Deep Gap
Pre-Session Setup:
Atmosphere: If possible, dim lighting, a background track of ambient forest sounds (wind, occasional distant calls), and a simple map of Deep Gap enhance the experience.
Master File: Keep the revised Deep Gap Master File on hand as your GM reference (townsfolk personalities, key locations, hints of future plotlines).
Plot points/Scenes
Description: Set the stage as evening descends on Deep Gap. Emphasize the clash of the picturesque (sunset over the mountains) and the unnerving (townsfolk gathering with grim faces, smoke rising from an unseen fire).
Sensory Hooks: Describe the smell of woodsmoke mingled with unfamiliar spices, the flickering fire casting long shadows, the quiet chatter of the gathered crowd that dies when the eerie animal wail rips through the night.
NPC Highlights: Begin with brief introductions:
Daisy Caldwell: Eyes weary but fierce, directs final preparations.
Jedediah Forge: Stony resolve, watches the tree line intently.
Walter Foster: Pale under the firelight, clutching a small satchel.
Player Introductions:
Briefly spotlight each player:
How does their character react to the scene? Curiosity, caution, a desire to jump right in?
Any relevant skills or background elements tied into Deep Gap? Ex-hunter, someone well-versed in folklore, etc.
"Choices, Not Obligation"
Clarify to the group: There is no requirement to immediately rush into the woods. This opening presents the chance to question locals, examine the burn setup, or assess the situation before acting. Emphasize player agency.
Skill Check Opportunities:
Notice Clues:
Observant characters (Intellect/Perception, Difficulty 3) spot the odd colors of the bonfire flames, townsfolk clutching protective tokens, scorch marks near the treeline suggesting something far hotter than normal fire.
Gather Lore:
Approaching Daisy or Walter respectfully allows Intellect/Social checks (Difficulty 3) to gain snippets of rumor; things have been "off" since the Meat Camp collapse, the old rituals haven't been needed until now.
Potential Player Splits (and how to handle them):
Social Focus:
Players keen on roleplaying can interact with smaller groups of townsfolk. This will be key later when building relationships or seeking additional information.
Practical Bent: Jedediah's forge becomes a hub for those preferring preparation. Simple weapons can be obtained, hunting gear modified – this foreshadows the unorthodox threats awaiting them.
Lone Scouts: If anyone wants to investigate the treeline (risky!), use that to ratchet up tension. Glimpses of unnatural tracks, distant rustling, etc. build dread until you pull them back to the main scene.
Themes
Eerie Whisperings in the Wind: Throughout the campaign, players frequently hear indistinct whisperings carried by the wind, especially near significant locations or before pivotal events. These whisperings could be remnants of conversations from Meat Camp's past or forebodings of impending danger.Unsettling Shadow Play: Players often notice shadows behaving oddly, sometimes appearing to move independently or taking on unsettling shapes. These shadows intensify the sense of unease and otherworldliness, especially in the vicinity of supernatural occurrences or in the dark woods surrounding Meat Camp.
Mysterious Fogs: A dense, eerie fog frequently descends on Deep Gap and Meat Camp at critical moments, obscuring vision and distorting perceptions. This fog is not just a natural phenomenon but seems to have a will of its own, often appearing to guide or hinder the players' progress.
Abandoned Religious Iconography: Ruined churches, desecrated holy symbols, and abandoned religious sites are a recurring visual theme. They serve as a stark reminder of the town’s lost faith and the encroaching darkness, especially poignant in a town once bound by spiritual beliefs.
Recurring Motifs of Crows: Crows are a recurring motif in the campaign, often observed watching the players or appearing at scenes of supernatural activity. These birds are not just part of the fauna but seem to be ominously aware of the events unfolding in Deep Gap.
Disconcerting Reflections: Mirrors and reflective surfaces occasionally show images that don’t align with reality, hinting at alternate dimensions, hidden truths, or the inner fears of the characters. These reflections can be used to foreshadow events or reveal deeper insights into the storyline.
Structure
Exposition
Opening Scene: Arrival and the burning deer carcasses
As dawn's gentle embrace lifts the veil of fog, the untouched wilderness of Deep Gap emerges, a landscape both majestic and foreboding. A band of travelers, hearts pounding with the thrill of the untold, venture forth, their steps a silent testament to the gravity of their quest. The serene hush, a deceptive prelude to the mysteries that lurk, is shattered by a scene that grips the soul with unease.
Encircled by the somber hues of morning, a congregation of hunters stands, their countenances marred by a blend of despair and vexation, around a pyre that whispers horrors into the chill air. The fire gnaws at the flesh of deer, sending shadows to dance macabrely among those gathered.
Drawn by an unsettling mixture of dread and intrigue, the travelers draw near, the air thick with the acrid stench of decay."These creatures," begins a hunter, his voice a mournful echo, pointing toward the flames that devour the deer with unnatural hunger, "bear the taint of corruption, flesh decayed as though claimed by time unpassed. Our arrows brought them low, yet the air was fouled by the scent of their demise, a stench that spoke of death long embraced.
"An elder among them, his gaze heavy with the burden of countless seasons, adds his voice, "In all my years, the wilderness has never whispered such maladies. These carcasses, they're an affront to nature, meat soured by a blight unseen, as if the soil itself spurns their existence, cursing them with rot before their due."A shiver of apprehension runs through the assembly, the weight of the hunters' revelations anchoring in their hearts. The affliction that ravages this land, unsettling the balance of life and decay, hangs heavy in their thoughts.
The hunters, recognizing the shadow of trepidation that falls upon the faces before them, impart a caution borne of hard-earned wisdom."Travel these woods with care," the elder imparts, his voice a somber hymn to vigilance. "The signs of corruption are but harbingers of a deeper malady. Whether the stirring of ancient deities or a darker shift, arm yourselves against the unseen, for this land holds secrets not yet unveiled."The air, once filled with the promise of dawn, now carries a warning, a whisper of changes both grim and unfathomable, as the travelers ponder the path that lies ahead, where the unknown beckons with a sinister call.
Conflict
The Cry Echoes Again
As tension mounts, the creature's cry sounds closer. Use vivid, disturbing descriptions – like ripping cloth mixed with a pained bellow. Focus on the visceral response: townsfolk tensing, animals within the town skittering in fear.
Daisy Caldwell looks to the players: "I can't spare many with the burn underway. You got the grit? Track down what made that, help keep us safe?"
Decision Time
No right or wrong answer here. Player choices significantly impact the flow:
Immediate
Pursuit: Risky, but shows bravery (good standing with Deep Gap). Forge might offer one piece of hastily modified gear as aid.
Preparation: Sensible, townsfolk are understanding. Emphasize the limited supplies Deep Gap has, forcing player creativity to adapt common equipment.
Refusal: This isn't an instant fail, but locals grow distant. Chapter 2 may involve regaining their trust alongside confronting the threat.
Rising Action
The Pursuit Begins
Setting the Scene: Night has fallen, casting the forest in shadow. Townsfolk watch the party depart, a mix of hope and worry in their eyes. Emphasize the firelight fading behind them, a sense of leaving what little safety Deep Gap offers.
Opening Skill Checks:
Survival/Tracking (Difficulty 4): Reveals clear directionality based on large unnatural tracks, snapped branches. A success hints that whatever made these was heavy and moving with erratic bursts of speed.
Intellect/Nature Lore (Difficulty 3): Something is wrong with the undergrowth nearby. Patches glow faintly, an odd black sticky residue coats some leaves.
Climax
Deeper In: Escalating Tension
Sensory Assault: Emphasize unnatural sound more than visuals. Rustles that circle just out of sight, distant crunches as if massive bone shards crack underfoot, even the ordinary calls of forest life seem...distorted.
GM Intrusions:
A patch of ground shifts slightly beneath a character's feet, as if sinking. No immediate consequence, but ramps up the unease.
A sudden wave of thick, sweet rot smell forces a Speed defense roll to avoid momentary nausea and disorientation.
kill Check Opportunities: Let the players guide their response to this unsettling chase! Possibilities include:
Stealth: Moving slowly and making Perception checks to better identify threats before stumbling into them.
Ingenuity: Could environment elements be used to slow down/trap the creature? Intellect-based rolls reward problem-solving.
Direct Observation: Risky, but attempting a careful assessment of the surroundings (especially spots where signs of unnatural corruption are thickest) might allow a glimpse of the creature's lurking form – emphasizing disturbing elements before actual combat.
This Should Feel TENSE
This pursuit isn't intended as a full-scale fight just yet. It's more about establishing the creature's unnerving presence, the sheer wrongness of the woods, and building dread before confrontation.
Choice 1: Stealthy Approach
Success: Players expertly use cover and silence. Their Perception reveals signs the creature lurks ahead – mangled tree trunks, a fresh spray of unnaturally colored fluid against a rock. They gain a +1 asset to surprise the creature if/when combat starts.
Partial Success: The creature senses they're near, though it can't pin down their exact location. Surprise isn't guaranteed, but there's a tense moment of potential ambush players could use to their advantage.
Failure: Their noise alerts the creature. A terrifying bellow rings out, its direction close but obscured. Initiative rolls start as it surges towards the sound. Players will be reacting, rather than setting the terms of the fight.
Choice 2: Crafting an Obstacle
Success: Clever thinking (Intellect/Crafting rolls) and group effort slow the creature down. Thick vines could be lashed to create a net-like snare, fallen branches wedged to hinder movement. Even if temporary, players gain time to either set further ambush or reposition themselves.
Partial Success: The obstacle works briefly, but with horrifying consequence. The creature bursts through and suffers damage itself in doing so. This reveals new information – its hide is tougher than expected, some wounds seem to 'knit' unnaturally fast. This makes the combat ahead seem more daunting.
Failure: The creature smashes through hastily made defenses effortlessly. Emphasize its unnatural strength and resilience, building dread over what it takes to truly harm it. Consider a GM intrusion - someone nearly gets swept away in the process!
Choice 3: Risky Observation
Success: A player cautiously assesses the most corrupted area (emphasize risk!) . There's a clear glimpse of the creature – the warped bone protrusions forming its form, the way patches of its body luminesce under moonlight. This knowledge unlocks its stat line for full combat to follow.
Partial Success: They see details (the jagged limbs, sickly light, etc.) but not enough for full creature stats. Still, this observation grants +1 on specific attack or defense rolls against the creature – it reveals one minor point of weakness.
Failure: This triggers combat immediately! The creature senses being watched. The opening round focuses on evasion from an ambush attack more than direct damage as the party regroups from a panicked start.
No Matter the Choice
Regardless of how they proceed, emphasize two things:
This environment is dangerous: Even without facing the creature head-on, the warped forest itself could inflict lasting consequences (toxic spores, unsettling psychic echoes).
There's an unnatural intelligence: Don't make the creature just a beast. Have it circle around players, react to their tactics...build fear of an evolving threat, not just a monstrous animal.
Choice 1: Stealthy Approach
Success: Players expertly use cover and silence. Their Perception reveals signs the creature lurks ahead – mangled tree trunks, a fresh spray of unnaturally colored fluid against a rock. They gain a +1 asset to surprise the creature if/when combat starts.
Partial Success: The creature senses they're near, though it can't pin down their exact location. Surprise isn't guaranteed, but there's a tense moment of potential ambush players could use to their advantage.
Failure: Their noise alerts the creature. A terrifying bellow rings out, its direction close but obscured. Initiative rolls start as it surges towards the sound. Players will be reacting, rather than setting the terms of the fight.
Choice 2: Crafting an Obstacle
Success: Clever thinking (Intellect/Crafting rolls) and group effort slow the creature down. Thick vines could be lashed to create a net-like snare, fallen branches wedged to hinder movement. Even if temporary, players gain time to either set further ambush or reposition themselves.
Partial Success: The obstacle works briefly, but with horrifying consequence. The creature bursts through and suffers damage itself in doing so. This reveals new information – its hide is tougher than expected, some wounds seem to 'knit' unnaturally fast. This makes the combat ahead seem more daunting.
Failure: The creature smashes through hastily made defenses effortlessly. Emphasize its unnatural strength and resilience, building dread over what it takes to truly harm it. Consider a GM intrusion - someone nearly gets swept away in the process!
Choice 3: Risky Observation
Success: A player cautiously assesses the most corrupted area (emphasize risk!) . There's a clear glimpse of the creature – the warped bone protrusions forming its form, the way patches of its body luminesce under moonlight. This knowledge unlocks its stat line for full combat to follow.
Partial Success: They see details (the jagged limbs, sickly light, etc.) but not enough for full creature stats. Still, this observation grants +1 on specific attack or defense rolls against the creature – it reveals one minor point of weakness.
Failure: This triggers combat immediately! The creature senses being watched. The opening round focuses on evasion from an ambush attack more than direct damage as the party regroups from a panicked start.
No Matter the Choice
Regardless of how they proceed, emphasize two things:
This environment is dangerous: Even without facing the creature head-on, the warped forest itself could inflict lasting consequences (toxic spores, unsettling psychic echoes).
There's an unnatural intelligence: Don't make the creature just a beast. Have it circle around players, react to their tactics...build fear of an evolving threat, not just a monstrous animal.
The Encounter: Unnatural Stalker
Creature Stats (These are flexible. Modify further based on party level and how challenging you want to make it)
* Level: 4
* Might Pool: 14, Speed Pool: 10, Intellect Pool: 4
* Movement: Scrambles with bursts of speed. May vanish briefly behind foliage using unnatural stealth
* Defense: Thick hide provides minor armor
* Attack:
* Claws: Inflict standard damage + chance to cause lingering bleeding effect (ongoing Speed pool damage each round)
* Fungal Spores: If injured, emit noxious clouds. (Intellect Defense Roll or suffer nausea (-1 pools), disorientation, possible minor mutation effect lasting a few rounds)
GM Intrusions (Sprinkle these in throughout the fight)
* Environmental Hazards: Ground gives way, forcing an acrobatic dodge for one character
* Unnatural Resilience: A hit seems lethal, but with grotesque sounds, the creature 'knits' back together partially.
* Psychic Feedback: When damaged significantly, the creature's pain inflicts psychic echo upon nearest target (Intellect Damage).
Let's see how choices change engagement:
Choice 1: Stealthy Approach
* Opening Advantage: If successful, players get 1 free round of attacks as the creature seeks them out. Emphasize its confusion (hissing, sniffing at air) while they deal an opening blow.
* Ongoing Tension: Even wounded, the creature uses shadows expertly. Perception/Tracking rolls determine if they get the next clean shot.
Choice 2: Crafting an Obstacle
* Stalling Tactic: Focus on the creature's rage upon breaking free. Perhaps it injures itself further on the obstacles, gaining a lingering movement penalty.
* Failure as Advantage: If the trap utterly failed, it enraged the creature. This may lower its defenses as it becomes reckless, giving player attacks a minor edge.
Choice 3: Risky Observation
* Revealing Weakness: Player knowledge directly alters difficulty. Perhaps they saw glowing nodes as vulnerable spots...this makes certain attacks deal more damage with targeted strikes.
* Cost of Knowledge: Player(s) who risked observation might have lingering spores causing coughing fits (temporary stat drawback), or have minor fungal growths erupting on skin (purely aesthetic for now, hooks for Chapter 2)
Additional Encounter Notes:
* No Clean Victory: This shouldn't be slaughtered outright. Driving it off while learning something of its biology is a greater success.
* Lingering Corruption: If possible, leave remnants: crystalized blood droplets, glowing shed skin...these are both potential clues and disturbing loot.
* Player Condition: Did anyone sustain nasty wounds, spore infection, etc.? This affects how they're received back in Deep Gap and sets the stage for further consequences.
* Cypher's Flexibility: Hit points aren't as central in Cypher as they are in some other RPGs. Instead, creature toughness is defined by Level. Our Stalker, at Level 4, is inherently harder to defeat than Level 1 foes, regardless of HP.
* Damage is Narrative: A Cypher system "hit" doesn't always mean literal health point loss. It can be wearing the creature down, finding gaps in its armor, or depleting its resources. Think cinematically!
* GM Intrusion Role: Intrusions often take the place of raw damage reduction. Your players might think one hit was devastating, only to later realize it triggered a terrifying new ability. This keeps fights dynamic.
Approaches for Our Stalker
Let's discuss two ways we can manage its toughness during play:
* Classic Health Pool:
* Assign Health as Level * 3 (12 in this case). Track that. Good if you prefer more conventional HP representation.
* However, remember Cypher creatures can often sustain significant damage before it impacts them mechanically. This fight should feel scary even before HP dwindles.
* Threshold Model:
* Don't focus on the numerical count, focus on tiers! Let's say 3-4 solid hits render the Stalker "Wounded". This lowers its Level effectively (by 1 for example), making it easier to finish off.
* Advantage: Encourages tactical play over HP grinding. Seeing it visibly struggling builds drama.
Player Perception
It's perfectly fine that your players won't know an exact 'health bar' amount. Use descriptions:
* Early fight: "It snarls, but seems more enraged than hurt"
* After good hits: "Foul smelling ichor leaks from a new wound"
* Getting desperate: "It staggers, glowing patches flickering..."
Customization is Key
How challenging was this combat for your players? If they steamrolled it, consider bumping up its stats on your GM reference sheet. If it nearly wiped them out, a more dramatic "weakened" state rather than death offers a different type of victory.
* Cypher Damage Dynamics:
* Player rolls don't neatly subtract from 12. If someone rolls 10 damage, that doesn't necessarily mean the creature is now at 2 HP. Instead, a 10 might represent a debilitating blow that makes subsequent attacks easier, or triggers desperation in the creature which alters its abilities.
* Difficulty Matters: The roll result needed to hit varies. If 10 is easy for your players, they'll deplete HP fast. Make the Stalker elusive to stretch out the battle.
* GM Intrusions:
These are your powerful tools! Instead of the creature just absorbing hits:
* Intrusion on a Player Hit: The strike reveals its hide is even thicker than expected, that portion of the body now more difficult to target.
* Creature Action Intrusion: It releases a sickening cloud – even if this deals no damage directly, it hampers visibility for subsequent player turns.
* Dramatic, Not Mathematical:
Focus on escalating the threat! Use descriptions:
* 0-4 HP left: "Ichor leaks freely, patches of its warped flesh seem to wither, glowing less brightly."
* Even at "zero HP": It might unleash a final, terrifying howl before fully collapsing, or the unnatural force animating it begins to seep into the very ground!
Adjusting Difficulty Mid-Fight
Cypher excels at on-the-fly tweaks! Consider these if the fight's going poorly or too easily:
* Minion Burst: It was carrying fungal 'eggs' within, smaller but still threatening creatures emerge on its 'death'.
* Environmental Change: Spores intensify, every round they linger in the area carries a risk of mutation (this will make players focus on finishing the fight regardless of exact HP values).
Don't Worry about Being "Fair"
Falling Action
GPT
As the final echoes of the Unnatural Stalker's unearthly howl fade into the dense Appalachian night, the players find themselves standing amidst the remnants of what was once an insurmountable threat. The air, thick with a mist of unsettled spirits and the iron scent of rain on old leaves, begins to clear, revealing a scene of serene victory. Here's how you can describe the falling action phase and the discovery of loot and cyphers, complete with stats and a script to read to your players:
Scene Description:
"The forest around you breathes a collective sigh of relief, the oppressive weight that once hung like a shroud over these woods lifting with the defeat of the Unnatural Stalker. Moonlight, silver and pure, filters through the canopy, casting ethereal patterns on the ground where the creature fell. It's here, in this hallowed clearing, that you find remnants of the Stalker's existence, transformed by its demise into objects of power and mystery."
Loot Discovery:
"As you step forward, the ground beneath your boots whispers secrets of ancient battles fought and lost. Among the dew-kissed leaves and twisted roots, you uncover treasures borne of the Stalker's essence."
Loot and Cyphers:
1. Shadowglass Shard
Type: Cypher
Effect: This shard of darkness, cold to the touch, can envelop its bearer in shadows, granting invisibility for up to 10 minutes. However, the longer one remains hidden, the more they feel an unsettling presence, as if being watched by unseen eyes.
Usage: Single use. After its power is expended, the shard dissolves into a puff of black mist.
Narrative Script:
"Holding the Shadowglass Shard in your hand, you feel a chill that seems to seep into your very soul. As it activates, the darkness wraps around you like a cloak, hiding you from view but whispering secrets of a world unseen."
2. Echoes of the Lost
Type: Cypher
Effect: This small, intricately carved whistle, when blown, emits no sound to the human ear but calls forth the echoes of those who have perished in the forest. These spirits may offer guidance, reveal hidden paths, or share warnings of impending dangers.
Usage: Single use. After its use, the whistle crumbles to dust, its melody lingering in the air like a memory.
Narrative Script:
"As you blow into the Echoes of the Lost, the silence that follows is deeper than the night. Then, slowly, voices begin to whisper on the wind, each tale a thread in the tapestry of the forest's hidden history."
3. Mantle of the Stalker
Type: Equipment
Effect: This cloak, woven from the essence of the Unnatural Stalker, offers protection against the creatures of the dark. Wearers gain a +2 bonus to defense rolls against supernatural entities for 24 hours.
Special: No depletion, but its protective essence fades after 24 hours, becoming a simple, though eerie, garment.
Narrative Script:
"Draping the Mantle of the Stalker over your shoulders, you feel a surge of power, a primal force that guards your back. The cloak seems alive, its shadows moving of their own accord, standing sentinel against the night."
GPT
As the final echoes of the Unnatural Stalker's unearthly howl fade into the dense Appalachian night, the players find themselves standing amidst the remnants of what was once an insurmountable threat. The air, thick with a mist of unsettled spirits and the iron scent of rain on old leaves, begins to clear, revealing a scene of serene victory. Here's how you can describe the falling action phase and the discovery of loot and cyphers, complete with stats and a script to read to your players:
Scene Description:
"The forest around you breathes a collective sigh of relief, the oppressive weight that once hung like a shroud over these woods lifting with the defeat of the Unnatural Stalker. Moonlight, silver and pure, filters through the canopy, casting ethereal patterns on the ground where the creature fell. It's here, in this hallowed clearing, that you find remnants of the Stalker's existence, transformed by its demise into objects of power and mystery."
Loot Discovery:
"As you step forward, the ground beneath your boots whispers secrets of ancient battles fought and lost. Among the dew-kissed leaves and twisted roots, you uncover treasures borne of the Stalker's essence."
1. Heartwood Blade
Type: Weapon (Artifact)
Effect: This blade, carved from the heartwood of an ancient tree whispered to have witnessed the dawn of Appalachia, deals an additional 2 points of damage to creatures born of darkness and shadow.
Depletion: 1 in 1d10 – each use risks the blade's return to the earth from whence it came.
Script:
"Grasped in your hands, the Heartwood Blade feels both ancient and alive. Its edge gleams under the moon's gaze, a silent promise of protection against the encroaching dark."
2. Veil of the Wisp
Type: Cloak (Cypher)
Effect: When worn, this ethereal cloak renders the wearer nearly invisible in low light, granting an asset to all Stealth tasks for one hour.
Usage: Single use, after which the cloak dissolves into motes of light, seeking the next shadow to hide.
Script:
"As you drape the Veil of the Wisp over your shoulders, the forest's whispers grow louder, secrets of hidden paths and unseen dangers shared with a newfound friend."
3. Echo of the Hollow (Cypher)
Type: Audio Recorder (Cypher)
Effect: This delicate, crystal orb can capture and replay the last words spoken by a creature before its death, revealing truths and secrets otherwise lost to the silence.
Usage: Single use, shattering after the message is delivered.
Script:
"Holding the Echo of the Hollow in your palm, it pulses with a heartbeat of its own. As you listen, the orb offers a voice from the beyond, a final message wrapped in sorrow and wisdom."
Resolution:
"As you gather these items, their stories intertwining with your own, the forest around you seems to watch in silent approval. These relics, born from darkness and nurtured by the land, now serve as beacons of light guiding you forward. The path ahead is uncertain, and dangers lurk in the shadows still, but armed with the echoes of the past and the promise of the future, you continue your journey through the heart of Appalachia."
"Take a moment, heroes, to breathe in the night air, rich with the scent of pine and the promise of dawn. The Unnatural Stalker is no more, but your story, woven into the fabric of these ancient woods, is just beginning."
Resolution
The Calm After the Storm
As the echoes of the final confrontation fade into the dense fog of the Appalachian woods, the players find themselves standing amidst the remnants of an ancient and unnatural battle. The Mist Walker, now dissipated, leaves behind a silence punctuated only by the distant cry of a lone raven. This marks the end of the immediate threat, but the resolution phase of your campaign delves deeper into the aftermath of this supernatural conflict.
Recovery and Reflection:
The players, battered and possibly bearing both physical and psychic scars, must take time to heal. This isn't merely a matter of regaining hit points but confronting the deeper traumas inflicted by their brush with the uncanny. They retreat to a safe haven, perhaps an old, forgotten cabin or a secluded hollow known only to the oldest families, where they can rest and tend to their wounds.
As they recover, they reflect on the events that transpired. The GM prompts each player to share a moment of personal growth or a haunting memory from their ordeal. This not only aids in their characters' recovery but also deepens their connection to the eerie world of Appalachia.
Redemption and Atonement:
For those whose actions during the campaign veered towards moral ambiguity or outright darkness, the resolution phase offers a chance for redemption. A character might seek forgiveness from those they wronged or undertake a quest to make amends, possibly guided by a cryptic prophecy or a plea from a spectral figure bound to the land.
This journey for atonement can lead players through forgotten graveyards, into the heart of blighted forests, or to the doorstep of a wise woman who demands a heavy price for her guidance. Their quest for redemption might not fully erase their deeds but can offer solace and a path forward.
Adapting to the Consequences:
The landscape of your campaign is forever altered by the players' confrontation with the Mist Walker. Perhaps the entity's dissolution has lifted a curse that plagued the land, leading to an uneasy peace among the mountain folk. Or maybe its death has caused a power vacuum, inviting other, less comprehensible entities to creep into the fringes of reality.
Players must navigate these changes, forging new alliances or confronting emerging threats. Their actions might lead to a tentative harmony with the supernatural elements of Appalachia or set the stage for future conflicts.
Looking Ahead:
As the resolution phase concludes, the players and their characters are left to ponder their place within the mythos of "Old Gods of Appalachia." They've become part of the tapestry of tales that weave through the region, spoken of in hushed tones beside crackling hearths.
The GM leaves them with a lingering question: What legends will they inspire, and what shadows will stir in response to their deeds? As they venture forth, the land watches, ancient and inscrutable, ready to unveil its next dark secret.
Backdrops
Locations
The Whispering Woods of Eldritch Hollow
Sight:
The Whispering Woods stretch endlessly, a labyrinth of gnarled trees and thick underbrush that twists under the weight of untold secrets. A perpetual mist clings to the ground, obscuring the path forward and making the forest seem as if it's floating. Sunlight struggles to penetrate the dense canopy, casting dappled shadows that dance and shift, playing tricks on the eyes. Old, forgotten ruins, covered in moss and ivy, emerge from the fog like specters, their origins lost to time.
Sound:
Silence reigns supreme, broken only by the occasional crack of a branch underfoot or the distant howl of a lone wolf. The wind carries whispers, voices of the past that speak in tongues lost to man, rustling through leaves and making the trees seem to murmur secrets to those who dare listen. A creek, hidden from sight, babbles somewhere in the distance, its water cold and clear, a lifeline in the oppressive silence.
Smell:
The air is heavy with the scent of pine and damp earth, a fragrance that envelops you, rich and grounding. There's an underlying note of decay, a reminder of the cycle of life and death that governs the forest. Occasionally, a faint whiff of woodsmoke teases the senses, suggesting a nearby settlement or a traveler's campfire, hidden within the woods' embrace.
Taste:
Breathing in deeply, the air fills your mouth with the taste of mist and greenery, an almost palpable flavor of nature in its wildest, most primal form. The tang of fallen leaves and mushrooms lingers on the tongue, a testament to the forest's undisturbed solitude and the mysteries it guards.
Touch:
The ground beneath is a carpet of moss and fallen leaves, soft yet uneven, challenging every step. The bark of the trees is rough against the skin, some as old as the hills themselves, their trunks broad and imposing. The mist, cool and damp, clings to your skin, a gentle caress in this world of shadow and silence.
Magic:
There's an undeniable presence of magic here, a current that flows beneath the surface, palpable to those sensitive to its call. It's a magic as old as the mountains, wild and untamed, manifesting in the glowing fungi that light the underbrush or the sudden, inexplicable chill that raises the hairs on the back of your neck. The forest itself watches, ancient and knowing, its magic a deep, resonant chord that binds all of Eldritch Hollow together.
Threats
Environmental Threats: The Silent Watchers
Fog-Choked Evenings:
As the sun dips below the horizon, a thick, unnatural fog rolls in from the hollers, obscuring paths and hiding the predatory eyes that watch from the darkness. Characters might lose their way, stumble into hidden dangers, or feel the chilling touch of something unseen.
Whispering Winds:
The wind carries voices, sometimes guiding travelers safely home, other times leading them astray or into madness. The air might carry the scent of decay or the faint melody of a child's lullaby, no source to be found.
Supernatural Threats: The Unseen and Unforgiving
Cursed Grounds:
Areas tainted by dark rituals or tragic events may harm those who dare trespass. The ground itself rejects the living, causing disorientation, draining vitality, or invoking visions of the past that claw at the mind.
Spectral Apparitions:
Spirits bound to the land or seeking vengeance might manifest to confront or mislead the unwary. Their touch can freeze the soul, their gaze induce despair, or their presence foretell doom.
Mechanical and Magical Traps: Legacy of the Forgotten
Warding Sigils:
Ancient symbols etched into stone or hidden among the roots of trees can trigger protective spells, unleashing arcane energy to ensnare or repel intruders, or perhaps even alter reality around them.
Guardian Constructs:
Carved from the heartwood of elder trees or forged in shadow, these constructs protect sacred sites or treasures. They move with a life of their own, attacking those who disturb their slumber with limbs of stone and vine.
Hostile Characters and Monsters: The Blood of the Land
Haints and Hellions:
Creatures born from the darkest corners of Appalachian lore, from the shape-shifting wampus cat to the malevolent witch seeking fresh souls for her cauldron. They hunt not just the body, but the spirit, leaving scars that fester long after.
The Touched: Those who have delved too deeply into the old magics or found themselves lost in the dark hollers may return... changed. No longer fully human, they act with motives inscrutable and desires born from beyond the veil.
Conceptualizing Threats:
When presenting these threats, immerse your players in the sensory experiences of the Appalachians. Let them feel the oppressive silence of a cursed grove, the sudden drop in temperature as a spirit draws near, or the vertigo of magical disorientation. Describe the eerie beauty of a witch's charm, glowing with eldritch light, or the grotesque allure of a monster camouflaged by the forest's embrace.
The threats in "Old Gods of Appalachia" are as much a part of the narrative tapestry as the heroes who confront them. They are reminders of the ancient pacts and secrets that bind the land, challenges to be overcome, and mysteries to be unraveled. Each encounter should leave the players with more questions than answers, drawing them deeper into the lore and danger of the Appalachian wilds.
Plot type
Chapter: Chase
Related Characters
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