From the upcoming volume of DRINK.
Aberrant mist snakes between the stilts of a longhouse. Beneath the structure, a pool of swirling fuchsia filth stretches beyond torchlight. The carousing noise of kindly folk sounds from beyond a heavy set of doors.
Stilted longhouse (creaking timbers overtaken by moss and flowers, extends over the mire)
Chiming hagstones (hung from joists and rafters, ring in the wind)
Above: heavy doors (muffled carousing emanates within)
Around: stinking mire (loathsome stench, slithering things breach the surface)
Deep and endless. If drowned, awaken at a random location having gained 1 aberration.
Slithering things (4d4)
Schools of fish and aquatic plants melded into grotesque flesh. Eyes emit pink-purple smoke.
HP 4 morale 6 tough skin -d2 flesh protrusions d4
Unstable vessels: When reduced to 0 HP, it bursts with pink-purple plasma. All nearby test agility or take d4 damage. Steaming entrails cover them. It takes 1 hour to wash away the stink.
An assemblage of a thousand primitive minds. It knows not desire, but pain-wrenched noise.
Stepping Inside
Dead silence (stale air, nothing stirs)
Colorful hagstones (densely bunched, hang from rafters)
Rusted implements (pitchforks, scythes, nets, spears, haphazardly stored along walls)
Dust (blankets everything, decades old)
Animal tracks (paws, hooves, feet, mark a path directly through room)
Ahead: curtains (fishing nets, flowers sprout between floorboards)
Main hall
Floating pollen (pink-purple, itches and tingles, saturates the air, induces vertigo)
Test toughness or sneeze violently. Repeat tests each round until successful.
Shifting dimensions (floors groan, walls splinter, observing pains the mind)
If attempting to measure the room, test presence or take 1 damage.
Faded timbers (columns and walls depict seasons, harvests, and figures with flower crowns)
Long table (seats a few dozen corpses, overtaken by the corpse garden)
Corpse garden (claims the table and its diners, roots grow into open jaws, eye sockets smolder with pink-purple light, pollen dances above lush flower beds)
Whiff and test presence DR12. If passed, DR of anomalies is reduced by -2 for 1 hour. If failed, fall under control of the washerwoman until cleaned of pollen.
Hagstone mound (piled three men tall at the table’s far end, graces the washerwoman’s feet, pollen covered critters deliver stones, baubles, and bits)
d4 plunder, 1 unclean scroll, and 1 occult treasure can be found within.
Washerwoman (hanged from rafters, burst belly, entrails form the garden)
Offering a hagstone grants one passage. Encourages outsiders to pick from her garden. Shuns those that approach uninvited.
Above: ladder (disappears into rafters, birds flutter, smell of cinder)
To the path singed
Below: stairs (a door stands a few hundred steps down, opens to bat infested caverns)
To the path severed.
Ahead: left door (pink frame, painted poppies)
To the path dreamt.
Ahead: right door (green frame, deep gouges, skeleton rests upright)
To the path remembered.
Washerwoman, deirdre
The garden’s roots sprout from the belly of a washerwoman. Her flowering entrails burrowed into the throats of her killers, hairs prod their smoldering minds. Hangs there limp. Eyes burn with pink-purple smoke. She speaks softly, larynx crushed, commanding one to listen close.
HP 19 morale – warp barrier -d4 hagstone hail d4 attacks, d2 damage
World tree: Roots tremble. Reality warps. Contents within the house divide and merge.
Each turn, she causes 1 random anomaly (d3) and mutates 1 random beast (d3).
Traverse 3 anomalies to reach the washerwoman.
Knot-bound: Severing her rope causes billows of pink-purple smoke to escape her lungs. Her eyes go dark. She is free.
She is full of pain and hate. Pain that her kin would see her hanged. Hate for herself that she let them do it. It pours out of her, engulfing most of everyone she’s ever known. Now her sole focus is to deliver the hummingstone to Sorcha.
Anomalies
1: Pit of Undoing (roots tear the hall atwain, miasma seeps from the newly formed chasm, debris floats above the pit, a tangle of thorny vines squirms overhead)
Cross the vines, test strength DR12, d2 damage from thorns or fall to the debris field.
Cross the debris field, test agility DR12 or slip into the miasma.
Falling into the miasma, the PC is unmade and made again, waking at the next travel event alive but not the same. Reduce a random ability -d3 and gain 1 aberration.
2: Green Hole (crushing sphincter of entwined vines, dilates and constricts in sporadic spasms)
Test agility DR8 + d6 to traverse unharmed or take 2d6 damage as you are spit out the other side.
Can be held open with combined strength of +6 or test strength DR16, 2d6 damage if failed.
3: Beyond the Veil (the house stretches incomprehensibly, shadows grow, minds break)
Test presence DR12 or lose yourself within the expanse. Repeat the test each round until successful. If failed 3 times, emerge from the shadows at the next travel event haggard and gray, with no sense of how long you’ve been gone. Reduce all abilities -1.
Beasts
HP 3d3 morale 4 no armor special
1: Dripping quill-thing, sickly spines, d4 + infection
2: Foaming screech-wing, wrapping patagium, d4 + grapple, DR10 to escape
3: Blind carcinogen-pig, burrowing claws, d4, test strength DR12 or reduce armor by 1 tier
This post is a WIP excerpt from the upcoming volume of DRINK.
If you want to help support the DRINK series, pick up a community copy over at my itch page. Leave a comment or rating if you want to see more.
https://shortrestpress.itch.io/drink

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