The Brine soldiers of the Sea Kings have begun to congregate on the north side of the town every few weeks.
Something has “moved” in the Dwindor Swamp. Some presence is stirring, moving and stirring up memories and power that is long dormant. With that a call has sounded in the unheard depths. Evil has answered, ancient evil.
DC 14 Perception: A thicker fog than normal is covering Torrelsons Ford.
DC 15 Perception: Weeds are growing at a faster rate; if spring/summer overgrowing flowers.
Rime Soldier spirits are seen at the east and north edge of town – a half mile away. Patrols are being sent out – never do they go that far. Mercs being hired to augment militia.
Those in the Briarwood have noticed something… A foreign presence, of about a few months, no more. The will of animal creatures about town are suborned by its presence. The small furs nearby have holes in their memory, and a fog covers some moments. No specifics are discernable – normally we can sense the Feywild. None of the usual stuff. We have used common techniques to detect good and evil and nothing has revealed itself.
There was a disturbance. It is an echo from long ago – hundreds perhaps thousands of years ago. There is an ancient call, and some of the creatures of the area have obeyed – their minds are clouded.
Corpse Flower
Giant Bat
Giant Centipede
Rot Grub
Mayor, Josey, Bella, etc.
It started slow. There’s a ghost in the cold mist. Then the ghost casts a shadow in the dim street light. The fog rolls in in the evening and covers these shadows – protecting the soldiers who creep closer at night. Each night the soldiers get closer to the Inn and the central district of the north side of the town. It would appear that the goal is the population center on the north ridge of Torrelsons Ford.
Bella’s cottage = real target
Leaves no tracks
No blood in the ground or snow
The sun descends as it does on any night, but tonight there is something different. Watchers have reported that shadows like the spirit soldiers from the ruins of the ancient enclave to the east are seen to move in the fog. These though come from the west and north, and the fog seems to claw its way further into town each night.
At the base of an ancient cliff outside the north edge of town, whose peak long ago crumbled, a witchy nimbus of green-yellow light bleeds into the sky. Sibilant screams echo across the slough north of town. The fog encloses parts of the town and is driven back with the screams and lights of the townsfolk. After a half an hour, the light dies and the area north of town is left in silence.
1 on D6 per night that a townsperson disappears; 1-5 on D6 that someone is assaulted and escape.
The spirits of soldiers begin to fight in earnest.
Militia doubled – some questionable people added
Baron paranoid locks himself up
Bella is seen trying to leave town on her nature walks and stopped. A mob forms and wants to stone her. She says she was performing one of her normal nature rituals, under the moonlight.
Thefts at the bella, the curiosity shoppe, merchants hall, some figure prowling around lucky ship
She will say watch out for lucky – he’s not as friendly and happy as he appears and there’s a faction in town who wants to take back the position he stole (hint – you may have allies if you move against him?)
Lizard folk send emissary
Shaman explains they have used up the ritual of human form. They have raided an encampment along the edge of the river delta. From a black boat waiting off the shore, they have stolen back the two brethren that were taken captive.
Zombies come from the west, reeking of brine. Six residents of Torrelsons Ford and killed and dragged away, a dozen or more are wounded with burning salt wounds.
PCs must talk down a mob looking to attack anyone who is an outsider.
The six killed and taken come calling on their friends and family.