Session 1

  1. Alastar arrives from out of town, claiming to work for the lord in charge. He's the advance scout of a construction crew and came a few days before to learn more about the area. He's likable and genuinely seems to care about the area.

  2. The local church/cult which actually helps people, unlike the official religion, is not happy with Alastar's appearance. Amy claims to know him from years ago, when he worked with the official church, and he was a charismatic con man. She doesn't trust him or his story.

  3. The regular town crier, a kind of beggar named Bearach, has not been around for a while. It's not particularly unusual for him to go missing for days at a time, but now it's harboring on two weeks. Brigh appreciates picking up some extra cash and doesn't mind, but it's on her mind whether this will be a more permanent position.

  4. Some of Blythe's business is slowing down within the past month or so. Since he has a regular inflow of both travelers and locals, he hasn't noticed much of a drop, but has noticed some of his regulars are failing to call.

  5. The bar is more or less as it always has been. A few people don't show up, such as Bearach or other poors, but as they weren't much of a money sink in the first place, the owner doesn't seem to care. He is a bit annoyed that the cheap swill is going to waste, though.

  6. The painter has noticed that there is more activity at night then there has been in the past. It disturbs his process, having these people go around and whatnot.

  7. That night, Claire's husband tells her that one of their children didn't come home for dinner, and he hasn't heard anything from the other parents.

  8. Next morning, Brigh once agains announces a slowly growing list of missing people at the begining of the announcements.

  9. Alastar is disturbed by the news if asked, and offers to pay Brigh to highlight the news, but neither has the resources nor the authority to do more.

  10. Amy is horrified by the news, especially since several of those she cares for have not been by for a few weeks. She never reported their absence as she figured they had found some luck and she hadn't heard of anyone's death. She does not have anything of monetary value to help, as the church is already tight as it is, and she cannot go without abandoning those that need her. But she does offer amulets with a blessing to anyone who's planning to leave, as well as an acolyte - Kakko.

  11. No adventurers are interested in helping for whatever paltry reward the peasants can scrape together. They will talk, though, and note the closest structure are some ruins about a day's journey away - a few hours off the main road.

  12. The peasants stumble upon the ruins and find a camp outside the entrance. There's half a dozen or so free moving people, and two large cages. One is in the center of the camp and another is closer to the cave entrance. The one in the center of camp seems to hold children; including Claire's child. It's not hard to tell who the leader is - the others follow their orders.

  13. The leader will stop fighting when his group breaks (after 2 bandits fall), Shea will claim that they're bandits and have been here for a few months. Their attempts to attack adventurers coming back with treasure failed spectacularly. Their leader, Bromeir, stumbled upon these ruins and planned to use the location as a headquarters. But first, he'd plunder the riches. The few that came in with him died, and he came out attached to this device he claimed was his phylactery. He ordered his band to find sacrifices for his artifact or they would become sacrifices instead. Shea's predecessor attacked and killed Bromeir, just for him to come back and slaughter everyone who rose against him. They've been going to the town and taking people no one would miss.

  14. Shea hopes to actually grow their strength, which is why they've been going after younger ones. To make them bandits, not sacrifices.

  15. Claire's child (or Bearach) claims that Ailbhe was taken by the monster yesterday. They have to find them! It's cold (20 degree drop) in there.

  16. Shortly inside the ruins, they find a corpse tied to a noose, hanging on the wall. They are devoid of clothing and have a small sign about their neck: it's difficult to see who they are with the decay. Approaching the body to read the sign potentially triggers a tripwire (difficulty 3 perception). This causes the body to drop and poisonous gas to fill a short distance. Anyone breathing it in has to succeed on a difficulty 3 Might Defense task or move one step down the damage track.

  17. They follow noises and eventually run into a pit, about 8-feet wide, with a small corridor on the other side. Characters who attempt to jump the pit ram into the force wall, taking one point of damage for every success they have. The wall has a suppression effect for the trigger words "Challenge the Unwilling," which may hbe heard if they stick around.

  18. Beyond the wall, a hum reveals a device with several glowing tubes, one of which appears to be powering it.

  19. Sower of Chaos - at the final door to meet Bromeir, there is a glowing sigil. Any who touch the Sigil hear what they believe to be the voice of God say: "These people you are with: do not trust them. They have brought you here as a tribute." Intellect Defense 4 to recognize the trap.

  20. On entering the room, Bromeir is at a quarter health from the fight with Ailbhe and Ailbhe is on their last legs.