The Waking of the Greymoor

The Waking of the Greymoor

by archivist

| Thornwick

Something ancient dreams beneath the marsh. Its dreams leak out as fog, as lights, as whispers — and after centuries dormant, it is stirring.

Alderman Crewe's daughter Elspeth has vanished. Lights have been seen in the Greymoor more often lately. The seal on the old Ashford Mine is weakening. Old Miriam, who has maintained the wards along the marsh edge for fifty years, is tired.

Adventurers gather at the Crossroads Inn on the edge of the fog. The threads are converging. Their choices will decide whether the dreaming thing wakes — and what Thornwick becomes if it does.

A small-scope, low-magic campaign for 3-5 players. Mystery and folk horror over heroic fantasy.