A Birch For Demons (7/8/20) in Orbus | World Anvil
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A Birch For Demons (7/8/20)

Encounters as they travel 2- A lone child that refuses to talk but will hold one of the adventurers' hands, and theirs alone (normally while sucking her thumb). If the child feels threatened, she will run away from the party and they won't be able to finder her again. There are no tracks. IF they look after her for a night, she will leave them a ring of protection (DMG 191).   3- You see a large standing stone inscribed with runes. A DC17 Intelligence check reveals these runes are similar to the ones you studied on the Wildrim Islands. They are burial marker of sorts   Once they reach Auldsod they can go after either lead.   If they pursue the Hag: Information gleaned from people of Birchnod or Vestrin's memory will reveal a particular Witch named Agathis. Purported to be able to call demons into existence to do her bidding.   Three miles in and head north follow the torch lights.   You venture out into the hagswood. You are once again overcome with that feeling of dread and hopelessness you felt when you were last here hunting a Banshee. DC15 Suvival to look for clues. You follow the directions given to you. You move three miles inward and abrubtly turn north. You start to see little flames coming up from the ground. like they are pyre lights. They form a clear path straight ahead. Do you follow?     As you move through the wet marsh land you feel like something is watching you. (DC vs stealth check to see if they see the froghemoth) On a success: You see three tubes sticking out of the water. You can make out little eyeballs on the end of these tubes. Something looking at you from under the bog.   The firey path leads you to a small shack in the middle of the forest. There is light coming from inside and smoke rising out of the dilapidated chimney.   Do you enter the hut?   You push open the door, you find it doesn't even latch to the door frame, its just a thin piece of tree bark that swings open easily at the slightest touch. Peering inside you can see candles and a fire illuminating the interior. Odd items and weird dolls dot the shelves of the wall. You see an ancient old crone with wrinkled skin. She doesn't turn to look in your direction but speaks to you all the same. "What do ya want?"   Raising a demon: "what you're askin' for has got a powerful price. Are you prepared to pay it?" The hag knows all the party members names and will help them raise a demon. She will ask for something in return.   "What can you offer me?   Give me your direwolf?   Give me one of your singin' stones?   y'all seem the capable sort. Folks I think i'd like to keep around. All I ask is a favor. You each will owe me one favor. I will collect some time in the future. You will not know when, You won't know where. But I'll be there, and whatever I ask of you, you do it. No questions.   I'll need some blood. Blood of somebody killed in the last day. A vial of it will be enough. Its essential for this to work.

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