The Waking of the Greymoor

A three-act folk horror adventure set in and around Thornwick. The threads converge. The players decide what wakes.

Structure

Act

Arrival at the Crossroads

The party arrives in Thornwick and senses that something is not right. Introduce the town, the tone, and the first hint of the fog.

Scene

The Market Square at Dusk

A townsperson is watching the North Road. The bell rings. Gossip is available at the well if the party listens.

Scene

First Night at the Inn

The party settles at the Crossroads. Old men by the well speak of fog-touched strangers. Marta serves. A stranger enters from the north after dark.

Act

The Threads Cross

The party discovers that three problems (missing daughter, weakening mine seal, failing wards) are the same problem. NPCs start to trust them.

Scene

The Alderman's Lie

Alderman Crewe invites the party to the Hall. He asks what they're doing in town. He wants to know if they are hunters. He will not mention Elspeth.

Scene

Old Miriam at Her Cottage

Miriam will see the party if they bring her something useful (news, herbs, a bottle). If she trusts them, she will tell them about the wards. She will not tell them about her bargain.

Scene

The Priest's Confession

Brother Aldric can be led to the edge of saying what he knows. He will never say the name. He may speak in prayers.

Scene

The Boarded Mine

The Cairnwood hills, an afternoon's walk west. The chains on the mine door have been moved. The sunburst is fresh paint over old. Something below can be heard if the party listens long enough.

Act

The Waking

Everything converges. The party goes into the Greymoor. Elspeth is found. The choice is made.

Scene

The Path through the Fog

Tam will take them as far as the tree line. After that, the party is on their own. Will-o'-wisps offer paths. Miriam's wards, if the party has learned them, hold. If not, they flicker.

Scene

The Stone Circle

Half-submerged in marsh water. Nine stones, one central. Elspeth is there. She is Elspeth. She is also not. She will speak to them.

Elspeth greets them by name

She knows who they are. She has been listening through the fog.

Canon
The sleeper stirs

The water trembles. The fog thickens. A pressure builds behind the eyes. The party feels watched by something larger than the marsh.

Canon
The choice

Elspeth offers them a path: maintain the wards in Miriam's place, or undo them. She will not plead. Whatever they choose, she will accept. The sleeper's fate hinges here.

Possible