Something About Mary
Contents
- 1 Background
- 1.1 Rumors
- 1.1.1 Go Jump in a Lake
- 1.1.2 False Kitty
- 1.1.3 Hilltopping
- 1.1.4 Fool's Errand
- 1.1.5 Plaster Artifact
- 1.1.6 Snipe Hunt
- 1.1.7 Wolf Bait
- 1.1.8 Sob Story
- 1.1.9 True Kitty
- 1.1.10 Good Joke
- 1.1.11 My Problems Matter
- 1.1.12 Thy Neighbor's
- 1.1.13 Rough Sport
- 1.1.14 Puppies
- 1.1.15 A Good Game
- 1.1.16 Regretful Heirloom
- 1.1.17 Good Wood
- 1.1.18 Infatuation
- 1.1.19 Beacon
- 1.1.20 Watery Ghost
- 1.1.21 A Dark Secret
- 1.1.22 Found Geode
- 1.1 Rumors
Background
In the village of Kresk, at a fairly rough interval of once per month, a very special lady comes to town. She seeks out the best and brightest children and offers them space in her very special boarding school. There is no visitation permitted but they are offered the finest education and upon graduation the very best of them have been heard to return to the village and take their wise and trusting parents away to a life of ease in a land beyond the mist.
Rumors
Kresk is not a large place but it still manages to keep some secrets. Some people know little secrets. Some know big secrets. Some know things that are just plain wrong.
Roll a contested Persuasion against the chosen villager's Insight. Whether successful or not, roll 3d8 and consult the Rumors table (everybody has something to say, but not all of it is valuable). Add the difference on a success or subtract the difference on a fail. On a result lower than 3 the villagers are literally getting up, crossing themselves, and walking away when the character tries to talk. The bartender refuses to take their order and calls a serving girl over to ask them to leave because they have a "cursed smell" to them.
3 | Go Jump in a Lake | 14 | Thy Neighbor's | 4 | False Kitty | 15 | Rough Sport | 5 | Hilltopping | 16 | Puppies | 6 | Fool's Errand | 17 | A Good Game | 7 | Plaster Artifact | 18 | Regretful Heirloom | 8 | Snipe Hunt | 19 | Good Wood | 9 | Wolf Bait | 20 | Infatuation | 10 | Sob Story | 21 | Beacon | 11 | True Kitty | 22 | Watery Ghost | 12 | Good Joke | 23 | A Dark Secret | 13 | My Problems Matter | 24 | Found Geode |
Go Jump in a Lake
You find yourself talking at length with a man named Yavni Hannish. He tells you about the north pond which he claims is haunted by an evil spirit who takes the form of a particularly ill tempered goose. He warns you that the goose carries a curse. If the goose bites you, the wound will never heal and you will wake to fresh blood on your bandages until you eventually bleed to death weeks later. Only holy vestments will stop the bleeding but the curse cannot be lifted until the goose is slain but the goose is immune to metal weapons.
Truth: (Insight 12) The man is a frightful drunk, though well practiced in hiding it. He keeps talking as long as possible, adding sometimes conflicting details so long as the drinks keep flowing.