The Crystal Graves
Nestled in the forest just outside of Lith is a cemetery. The grave markers and headstones are made of crystal that glow faintly at night, the words etched into them shining in the darkness. The ethereal lighting is enhanced by glowing beds of flowers that litter the ground above the graves, inviting visitors to lean in for a whiff of their fragrance. From the trees hang strands of moss that caress those passing through, seen as the gentle and loving touch of the dead.
Noctre puts high value on how they tend to the graves of the dead. Gardens are grown atop each one, a memorial to the deceased and a therapeutic method for dealing with their grief. They're lovingly cared for and treated with the utmost respect.
This peace was not to last.
Someone is digging up the graves and stealing the bodies within. They take no jewelry or finery with them, just the corpses or bones. It's thought to be a necromancer, or perhaps a follower of Woqueren, but they can't find where the bodies have been taken, nor who took them.
Acquisition:
The party, passing through the city, finds the job of hunting the perpetrator on a notice board. The note from the guard states that anyone interested must see the guard captain for more details on what they know and what is needed.
Upon meeting the captain, the party can ask questions about where the captain thinks the bodies may have been taken or what they might be needed for. His guess is a ritual, but for what, he can't say for sure. For where they may be, he doesn't have any leads.
The Crystal Graves:
Arriving at the graveyard, the party will have to look for hints as to where the bodies were taken. Are there drag marks? No? Then how did they transport the bodies? The party can search the area for any use of magic and follow that trail to a crypt in the back of the cemetery. The lid has recently been moved; after pushing it open, the party finds a set of stairs that lead into a dungeon where they will face floor traps and undead.
They wind their way through the dungeon until they reach the final chamber. Inside, they find the stolen bodies have been stacked into a pile on a large altar. A man will be hunched over the pile with a dagger, tearing open the rotting flesh to consume. He will not notice the party at first, but will turn at the slightest sound. He's tall and thin from malnourishment. His clothes are mere rags, but he holds a beautifully carved staff. The man is cursed by the staff to eat the dead, not thinking of anything but his next meal.
Resolution:
- The party can try to reason with him to give up the staff if they figure out that he's cursed. The GM will determine the roll needed to persuade him.
- The party can try to take the staff from him by force or attack, prompting him to fight back. He will be a wizard or wizard equivalent; it's dependent on the game.
Ending:
- If reasoned with, the party can let him go and return to the captain and explain what happened. They have the option to tell the captain who it was or keep it to themselves.
- If they kill him, the party will still return to the captain to explain the situation and assure him that it's resolved.
- They can take the staff and risk being cursed, or they can destroy it.
Rewards:
- A monetary reward. It's up to the GM as to the appropriate amount.
- A cursed staff if they choose to keep it.
Backdrops
Threats
- Undead with chunks missing from their flesh
- The cannibal mage, boss
Genre:
- Thriller
Triggers:
- Cannibalism
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