Cult of the Hawthorne

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Cult of the Hawthorne
Type Dungeon
Status Explored March 908 TA
Location Teufeldorf
Hex 5211
Campaign The Ranger's Gate
Adventure # 145
Map-teufeldorf city 2.jpg

Wicker Man Cave

Jerak's Charge

It is late in the afternoon when Lieutenant Greyriver knocks on the door asking for the dog-riding hobbit.

Seems you impressed Captain Baker yesterday. He's still laid up at the infirmary after the damage he took in the sewers. But, he said that you are either stupid crazy or stupid brave. He said that you kept asking for a mission. Been right bugging the whole lot at the Fretful Porpentine. Most of them want to run you out of town.

But, I got a mission for you, if you're interested. Probably get you killed, so think about it before you answer.

That thing that killed Booth and those Clankbite gnome boys? That was a cave wight - and you know not to say anything to anybody about it. We're saying it was a bear, and some folk are already repeating the story about a bear killing some townsfolk. So, the rumor is working. But you know what it looks like.

Well, a hunter just a few miles outside of town - a strange fellow named the Deacon - says that he's trapped another one. This one still has its wings and can fly. Says he has it in a cage inside a cave that he uses as his hunting home. Your mission is to go there. Find out if it's real. If it is buy it (gives 500 gp), kill it and burn it. If it's fake, you can keep 50 gold for your troubles and the other 450 gold comes back to me.

Directions are simple, but you have to do this today. The Deacon is threatening to bring it through the streets of Teufeldorf if he doesn't get his money by daybreak tomorrow. Go to Ditchburn. From there, a game trail leads southeast down into the Bryn Mawr.

The Deacon said that he has left a couple of red cloth flags at the few places the path splits. Follow the red flags. When you reach the dead tree with a corpse hanging from it, you should see the cave off to your left about 100 feet. The Deacon will have a fire going and meet you for the exchange.

Take your friends, you will need the help.

The Deacon

Wicker Man Cave Map
The Deacon
Ivy
Khalid

As you crest the hill walking along the path, you hear the distinctive hoot of owls in the distance. At the bottom of the hill, the forest thins - probably the result of a flood down the stream that now trickles over a bridge. A huge dome of black basalt has been exposed by years of washout creating a natural rise from the earth. In the clearing, a large dead oak tree sits sentinel over the stonework. From a lower branch, a corpse hangs, a frayed rope telling his fate.

Looking down the stream, you see a campfire about 100 feet off the road. A game trail moves along the valley bottom connecting the gallows to the fire. A single figure can be seen warming his hands by the fire.

The figure is that of a middle-aged man, with black hair streaked with grey and a short-cropped beard. He is wearing hunting attire, although his features are excessively grimy with dirt and mud.

"Go see the monster for yourselves. But don't venture past the cage. The cave is my sanctuary, and I won't see it disturbed."

NOTE: The Deacon is Victor Weremouth, brother of Baron John Weremouth. He was an Examiner for the Lawsmiths - working on contracts for guild merchants. He was disgraced a number of years back and lost his position at the Counting House. Since then, he has taken to caring for those of the Ditchburn - hiding those that needed protection from the law and the Family.

Deacon is a Cult Leader

Reward = Closing Offer

He is also the Deacon of the Ditchburn Chapel and is preparing for Wicker Man Night in the Old Way.

The Wicker Man is in the back of the cave along with his companion, a witch named Ivy. Ivy is working on the Wicker Man and will free the demon if she feels threatened. The back of the cave also holds a cart and horse - used to bring the brush to the cave.

Ivy is an Old Ones Cultist

NOTE: The party will notice lots of brush bundles in Ditchburn, if they search.

Khalid. In the cage is Ivy's brother Khalid. Khalid is mad and will cry out for help. He is being cared for in the cage, but it will appear that he is a sacrifice. He will try and get the party to take him back to Teufeldorf to be let go - and back to his murderous ways.

Ditchburn

Ditchburn is a small village just outside the eastern walls of the City-State of Teufeldorf. The village sits on a ledge of level ground which drops steeply into the tangled woods of the Bryn Mawr. A single road that runs between the Orc Gate and the New Farthing Gate makes up the principal road in the town - called the Ditchburn. The village boasts a long-abandoned chapel, the Mourning Wood Pub, and several dozen homes. The people of Ditchburn are exceedingly private. Some villagers collect mushrooms and herbs from the forest while others hunt wild boar and small woodland creatures. Few visitors stop at the Mourning Wood Pub, even for a quick pint.

Cult of the Hawthorn

Ditchburn Chapel is not really empty. It was once the home to the Nightstalkers, who abandoned the chapel after a ceremony there in 768 TA went terribly wrong. While attempting to manifest Mona, the Moon Goddess, from her slumber, the priest summoned something far more sinister - the Hawthorn Man - a massive tangle of tentacles and mouths. All the priests at the summoning were killed except one, an altar boy who escaped into the City-State. There he informed the authorities who promptly shut down the building - after losing six knights who were sent inside to recon. According to the Crown, the building is still under quarantine.

The current Cult of the Hawthorn is run by the Deacon - really Victor Weremouth - who rankles at his brother's wealth, power and clout. Ivy is the cults high priestess. Khalid is Ivy's son, who went crazy going into the barn to escape a rain shower. The Deacon, Ivy and Khalid have now all gone into the building. And, they are all having the dreams - which is driving The Deacon to build the Wicker Man - to do it in the Old Ways. But really it is a vessel for the Hawthorn Man.

Chapel of the Hawthorn

An old chapel sitting in the shadow of the walls of the City-State, the building is unremarkable. It has no windows, but that was a common practice in the wilderness days of the City-State. A large set of wooden doors, bound in steel bar entrance. A simple lock and chain keep visitors away.

It holds an ancient evil. Those who are not converts will almost certainly run from its entrance DC 20 Will Save Fear.

Dream #1

You are walking across a plowed farmer's field. It is spring, and the sky is a deep blue. A white cloud bank is in the distance. The field is filled with furrows, recently planted. You can see small green shoots pushing up from the broken, brown earth. There is a smell of clover and mint in the air, swirled along by a gentle warm breeze. You hear the rustle of leaves from the trees which surround the field on all four sides. Beyond that, a brook babbles. You are content. You can see several large roots in the center of the field - a perfect place to sit and relax....

You wake up refreshed and happy.

Dream #2

You reach the twisted mass of green and brown roots at the center of the field. It is odd that they are here - perhaps it was too much work for the farmer to remove them. They must be part of an old tree that once stood here. You close your eyes, the warm breeze caressing your face and arms and legs. You look down, surprised that you are dressed in a simple peasant's shift - but, the fabric is soft and gentle. As you look up, the roots have sprung into a mighty tree - a hawthorn tree with plump red berries hanging in clusters. If only you could reach them. You smile....

You wake up happy but very hungry.

Dream #3

You are sitting on the roots of the hawthorn tree looking up. Through its branches, you can see the deep blue sky. The cloud bank in the distance has come closer, but it is still miles away. Plenty of time for you to enjoy the afternoon before the rains come. Your attention is drawn away by the sound of voices far, far away. The serenity of the moment is lost, and you are angry. Looking back, you notice that a rope swing has appeared in the branches of the tree - a thick, knotty rope - ancient by the looks of it twists up into the branches. A simple wooden bench beckons for you to sit. As you do, the calmness of the hawthorn returns.

You wake up happy but a bit pensive of upcoming events.

Dream #4

You are swinging back-and-forth from the rope bench in the hawthorn tree. The breeze feels cooler now, rushing by your bare legs and arms. But, the sunlight is still warm and yellow and wonderful. Your hunger returns as you pump your legs to get higher and higher into the branches. If you swing high enough, you should be able to pluck a hawthorn berry. The branches holding the swing sway with your weight - helping your quest. And suddenly, you clutch a handful of berries. You can imagine their tart, slightly sweet taste. A taste from your childhood, when you mother made hawthorn pies.

Do you take a bite?

Ditchburn Status

The Chapel of the Hawthorn is surrounded by a dozen guards - oddly wearing the livery of House Weremouth - three golden rooks on a blue background. Both streets in Ditchburn have guards posted within sight of each other. There is nobody outside.

A tall, thin knight is clearly in charge, standing outside the church doors - commanding the activities of the area.

Astrid West

The head of the squad is Astrid West - head of the baron's personal guard - She is a tall, thin, red-headed woman that looks to be in her late 20's or early 30's. Despite a sword cut on her face, she appears to be both beautiful and exceedingly tough.

  • Baron John ordered us to check out Ditchburn - he's doing a favor for King Vince who is stretched a bit thin with all the happenings in town. We are looking for cultists.
  • True, but they are really looking for Astrid's Uncle Victor. Troublemaker he is.

High Priest Kindheart left earlier - said there was nothing we can do for those dozen that ran into the old church early this morning. Our orders are nobody leaves the church.

My men are "testing" the villagers. Having them drink a potion the priest brought. If they throw up, they are cultists and we are to take them into custody. Four men per test group - two groups.

DC: If the party seems too interested, Astrid will have them "tested". Of course, the test is fake, but it is supposed to root out cultists - thus the reason they are being kept in their own homes.

Both doors are now chained with large chains and padlocks. Both have a silver key (holy symbol of Geb) nailed to them.