Chosen Required: Minimum 1, maximum 3.
Setting: Canadian Rockies.
Summary: Word has filtered to the Prytaneum about a lake house in the Canadian Rockies that is supposedly starting to show the signs of a haunting. Chosen are being sent to investigate the claims and to record any strange occurrences.
Part One: Chosen are transported through the Hearth to the fireplace in the lake house, which is empty and a bit eerie. This stage is simply RP-based: have your character(s) speak to each other and set up for at least an overnight stay in this strange house. Unexpectedly, they find many signs of recent habitation; if this building is haunted, then it has only started recently. Whenever you feel ready, move to part two.
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Part Two: You venture out together or separately to see what you can find in the various rooms in this two-story lake house. Roll 1d20 and compare your roll to the list below. Each Chosen rolls 3 times and responds to 3 different prompts before moving on to part three.
1: A scratching sound startles you; it's just a branch against the window.
2: The fourth stair to the second floor lets out a startling groan every time you step on it.
3: A whistle in the attic proves to be only a cracked window.
4: You turn a corner and come face to face with -- oh. A man's overcoat.
5: Something brushes up against the back of your neck. You smack it, and come up with a dead mosquito.
6: As you walk down a hall, something grabs you by the ankle. It turns out you're just caught on an electrical cord.
7: With a thud, something falls off a high shelf. You startle and turn, and see it is due to a bird, which you chase out of the house.
8: The phone rings insistently. When you pick it up, no one is there.
9: The television comes on of its own accord.
10: Running footsteps come from above you, going so far as to knock a picture crooked.
11: You enter a room that is at least ten degrees cooler than all the others in the house. After a minute or two, it slowly warms back up.
12: A breeze passes through that carries with it the distinctive smell of a lake in summer.
13: The lights go out, and a faintly glowing orb floats in front of you. You blink, and it's gone.
14: All at once, for no apparent reason, you become dizzy and your vision goes black. You awaken less than 30 seconds later, sprawled out on the floor.
15: For just a moment, water seems to slosh around your ankles. You'd think it was just your imagination, except your shoes are damp...
16: You pick up a picture to look at it more closely. For a moment, all of the people within look blue and bloated, like they've been drowned. Then it returns to normal.
17: From an open doorway, a shadow falls into the hall. It seems to be looking your way. When you approach, it disappears.
18: The feeling of a ghostly hand on your shoulder is lingering and undeniable.
19: Something whispers in your ear, "Come to the water...come to the water..." When you turn, it goes silent.
20: After investigating the bathroom cabinet, you close the door -- and, in the mirror, you come face to face with an unearthly woman. She's only there for a moment before she disappears.
2: The fourth stair to the second floor lets out a startling groan every time you step on it.
3: A whistle in the attic proves to be only a cracked window.
4: You turn a corner and come face to face with -- oh. A man's overcoat.
5: Something brushes up against the back of your neck. You smack it, and come up with a dead mosquito.
6: As you walk down a hall, something grabs you by the ankle. It turns out you're just caught on an electrical cord.
7: With a thud, something falls off a high shelf. You startle and turn, and see it is due to a bird, which you chase out of the house.
8: The phone rings insistently. When you pick it up, no one is there.
9: The television comes on of its own accord.
10: Running footsteps come from above you, going so far as to knock a picture crooked.
11: You enter a room that is at least ten degrees cooler than all the others in the house. After a minute or two, it slowly warms back up.
12: A breeze passes through that carries with it the distinctive smell of a lake in summer.
13: The lights go out, and a faintly glowing orb floats in front of you. You blink, and it's gone.
14: All at once, for no apparent reason, you become dizzy and your vision goes black. You awaken less than 30 seconds later, sprawled out on the floor.
15: For just a moment, water seems to slosh around your ankles. You'd think it was just your imagination, except your shoes are damp...
16: You pick up a picture to look at it more closely. For a moment, all of the people within look blue and bloated, like they've been drowned. Then it returns to normal.
17: From an open doorway, a shadow falls into the hall. It seems to be looking your way. When you approach, it disappears.
18: The feeling of a ghostly hand on your shoulder is lingering and undeniable.
19: Something whispers in your ear, "Come to the water...come to the water..." When you turn, it goes silent.
20: After investigating the bathroom cabinet, you close the door -- and, in the mirror, you come face to face with an unearthly woman. She's only there for a moment before she disappears.
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Part Three: Despite your experiences and potential fears, the quest requires you to spend the night in this house, and so you settle down to sleep. When you finally drift off, you find yourself in a strange dream:
It starts off as a mangled memory of a beloved summer vacation. A lazy day with something sinister behind it. Everyday actions are colored with an edge of something uncomfortable and unfamiliar, and a dull ache takes you over. Something is calling you to the lake, and so you follow the feeling, or a sound, or a voice. It seductively invites you to dive in to the waters, and you cannot fight it.
Cold water jars you awake. You find yourself at least ankle-deep in the lake behind the lake house, where an ethereal woman with hair the color of moonlight watches you with cold eyes.
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Part Four: The woman tells the Chosen that she is the nymph of this lake and she desperately needs their help: there is something she must show them at the bottom of the lake. She promises their safety, holding out a hand toward them, blinking at them slowly. They can either agree to follow her, or she will drag them forcibly beneath the water's surface.
Either way, roll 1d4 and match your roll to the prompts below:
1-2: Once they are below the water's surface, Chosen find themselves within safe pockets of air, being guided deeper toward the bottom of the lake. Here they find an SUV with three sleeping twenty-somethings contained within. The woman tells the Chosen that she's been protecting them, keeping them in stasis and 'haunting' the lake house in her efforts to get someone to come help. They must bust open a door [HP: 20] in order to rescue those within and bring them to the surface for medical care.
When completed, collect a bonus 5XP and roll 1d100 for loot, matching to the below:
3-4: Once they are beneath the water's surface, Chosen find themselves within safe pockets of air, being guided deeper toward the bottom of the lake. Here they find a strange piece of electrical equipment that has been rusted over by time, but still clearly has functioning lights on one side. As they get close to it, the woman seems to lose her mind, looking at them like she doesn't recognize them. She immediately lashes out, grabbing at them and trying to drown them.
It seems obvious that she was leading them to this strange gadget, and likely it is the source of her madness. However, it has 50 HP, and each time they attack it the lady deals them 5DMG. If they choose to attack her first, she has 20HP.
When the barrel is destroyed, collect a bonus 10XP and roll 1d100 for loot, matching to the below:
When completed, collect a bonus 5XP and roll 1d100 for loot, matching to the below:
1-40: Fish Oil: Coat your weapon with this oil and add 2 to your final damage that round. The vial contains 5 uses.
41-75: Fish Scale Cloak: Despite its flimsy, shimmery appearance, wearing this coat into battle awards your character with an extra 3HP. It regenerates between battles.
76-100: Nymph's Pearl: This is a magical material that can be used to create a magical weapon later down the line. More detail to come!
41-75: Fish Scale Cloak: Despite its flimsy, shimmery appearance, wearing this coat into battle awards your character with an extra 3HP. It regenerates between battles.
76-100: Nymph's Pearl: This is a magical material that can be used to create a magical weapon later down the line. More detail to come!
3-4: Once they are beneath the water's surface, Chosen find themselves within safe pockets of air, being guided deeper toward the bottom of the lake. Here they find a strange piece of electrical equipment that has been rusted over by time, but still clearly has functioning lights on one side. As they get close to it, the woman seems to lose her mind, looking at them like she doesn't recognize them. She immediately lashes out, grabbing at them and trying to drown them.
It seems obvious that she was leading them to this strange gadget, and likely it is the source of her madness. However, it has 50 HP, and each time they attack it the lady deals them 5DMG. If they choose to attack her first, she has 20HP.
When the barrel is destroyed, collect a bonus 10XP and roll 1d100 for loot, matching to the below:
1-40: Corrupted Fish Oil: Coat your weapon with this oil and add 2 to your final damage that round. The vial contains 5 uses.
41-75: Corrupted Fish Scale Cloak: Despite its dark, corroded appearance, wearing this coat into battle awards your character with an extra 3HP. It regenerates between battles.
76-100: Black Pearl: This is a magical material that can be used to create a magical weapon later down the line. More detail to come!
41-75: Corrupted Fish Scale Cloak: Despite its dark, corroded appearance, wearing this coat into battle awards your character with an extra 3HP. It regenerates between battles.
76-100: Black Pearl: This is a magical material that can be used to create a magical weapon later down the line. More detail to come!
After completing either option in part 4, can now collect a bonus 15XP for having completed this quest.
Yay, lets start a thing.
