Characters
Strong Start
Meeting Drusilla, the medicine woman.
Scenes
- Meet Drusilla.
- Return to Wardenwood.
- Downtime
- ‣
- Orc Knights of St Ydrith.
- Next options
- Go to Bittermold Keep to end the curse of Wardenwood
- Delve into the Wardenwood Well to see what is causing the curse.
- Go to the Red Thorn bandit camp and deal with Greaves Redthorn.
- Deliver the bones of the Green Knights back to the Myre Castle Ruins
Secret and Clues
- [x] The people of Wardenwood are sick. Their skin is pale and clammy. Their bodies are flabby. Their bones weaken. They have persistent coughs.
- [x] Drusilla is giving them poultices and essential oils to stave off the sickness.
- [x] Drusilla believes the Knights of St. Ydrith out of Graywall Priori (1406) have something deep in their cellars causing the sickness of the wood and of Wardenwood.
- [ ] Drusilla – Witch of the Gloaming follows the way of Mugdulblub – The Elder Ooze.
- [ ] Drusilla – Witch of the Gloaming has been cursing the people of Wardenwood with an oozy bloody altar to Mugdulblub – The Elder Ooze beneath the town.
- [ ] An ancient ghoulish glass eye of Mugdulblub now held deep in Bittermold Keep can cure the curse of the people of Wardenwood.
- [ ] The trees of the Gloaming are cursed by Unduluk the Marrow Fiend – Herald of Almazzat. They drip a strange milky liquid. The cult of Marrow wants to shatter the border between the world of Marrow and the Gloaming. Each tree is its own small tear between worlds.
- [ ] The Knights of St. Ydrith will cut through anyone or anything they think is in the way between them and “true evil”.