This is a creepy cult lair, but it's not a self-sufficient community. To survive, the cult must have tendrils into a neighboring community (or several)—this is the easiest way to hook adventurers into it.
- On her death bed, a wealthy widow confesses that her entire life has been lived 'for the beast'. This causes a great stir among her relatives, who are divided between wanting the matter investigated and hushed up completely.
- The cult is straight-up kidnapping people. The town guard has been turning a blind eye, but the cult's bribes are a bit thin, and
- A scholar turns up a roadside tavern, distraught and without possessions. He is telling a tale of being forced to entertain a 'talking lizard' for months by a clan of brothers.
- Old Seree documents reveal a cave up in the hills as the the location of the 'Column of Red Might', reputed to be inscribed with a half-dozen magical incantations.
- A pair of monks were caught stealing whiskey from a public house. The publican's sons gave them a sound thrashing, upon which one of the "monks" fell clean into two pieces, or so it's said.
- Weird-looking brothers have been asking around for trappers with experience with large game—extremely large game.
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How does one enter this area? Or how do the cultists leave? Is it via the Roaring Canyon and the creepy face?
ReplyDeleteYes, exactly. That's why the disguises are close to the face, it's like the vestibule.
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