the mystery of jourgand
Jan. 29th, 2018 10:57 am![[personal profile]](https://www.dreamwidth.org/img/silk/identity/user.png)
EVENT TIMELINE
The goal is to get to the castle and take Chronos' Lens
The truth is, a powerful monster lays dormant in a sacred altar located in the woods. The townspeople have to kill and consume flesh in order to keep the island from being decimated and turned into undead creatures at the will of the giant beast. Every month, during the full moon, a captain, who has been frozen in time for 60 years, has the ability to cut a hole into time and send out the Audacity, his doomed, cursed pirate ship, to collect more fresh meat for the village to sacrifice. The only thing he cares about is his daughter, an anomaly in time that shouldn't exist, whose very presence is that cause of events occurring in town. He knows that if he doesn't give into the monster's sick desires, that she, and all the villagers, will die. His crew has been turned into undead pirates who work for the beast, under his command. For centuries, the island has existed, but only until 60 years ago did time begin to reset every full moon so that Reeve could capture more humans to cook and eat. Recently, the events of the Adventure Time Adventurers setting foot onto this island mark the beginning of the end of a terrible, terrible cycle.
2pm
-Meet Chant in the caves
-Verik poisons the water/food. He's been doing this for weeks, trying to get the villagers sick enough. He believes that the time skips are centrally around one of the villagers in town and if he can figure out who, he can escape. He's the only one in town who senses something is wrong with the flow of time, as he's not actually from the island itself. Today, he's put a sleeping poison in the food and water. The animals in town have been getting sicker and sicker as of late, and the people who eat from the poisoned dead meat that Warsh is creating seem to become more fatigued.
-Raiders are protecting the castle from 2-8pm. If anyone nears it, they are ambushed and die
3pm
-Group arrives at the town
-Hags are always there. If anything happens to the fire, the town crashes into the sea and everyone dies. Time resets.
-Verik not at the ruined hovel
-At the inn, a pissed off merchant (Nero) is awaiting someone
-Successful conversation with anyone inquiring about the town will note that a strange girl often spends time at the nearby cliff, overlooking the world below (Elisande). Elisande is eager to get off the island. Unbeknownst to the party, she is the child of the pirate lord who was, until recently, frozen in time in the castle. her existence is actually a time anomaly that is upsetting the flow on Jourgand. She was frozen for nearly 60 years before awakening. Her presence is the cause of the raiders, who believe if they kill the girl then they can get off the island. They are really the ghosts of the pirates whose souls are trapped on the island and were cannibalized by the town when their leader- Reeve, went off to claim the relic. She frequents the abandoned hovel often and considers it her home.
4pm
-Warsh is outside the smokehouse. Inside the smokehouse is a captain's log of Reeve ul Testainne, the pirate lord who is trapped as a skeleton in the castle, and is controlling the flow of time accidentally. Warsh notes that the food's tasted off lately, and can't figure out if it's one of his seasonings or the quality of meat has declined.
-Aelwin is working on a potion that will cause memory erasure. He's used water from the nearby stream which has tainted and poisoned it, causing it to eventually become unstable and explode later at 7pm
-Verik is now at the ruined hovel. He is insane. If anyone is suspicious of him, he will run to the woods and disappear until 10pm. He witnesses a raider camp outside town.
-At the inn, Nero and Morgan are having a fight over a shady business deal that Morgan has deceived Nero with. Morgan sold Nero a tainted (human) meat. It's established that he owns the barn in town and provides the meat that Warsh has been cooking. This is a hook to investigate the nearby barn, which has a secret tunnel leading to a cave that spits out near the raider camp
-Elisande returns home. If the adventurers have provoked her unstable existence, any mention of her father will push time forward an hour
5pm
-Strange resonance from the castle pushes time forward an hour, no matter where anyone is. This is actually caused by Elisande at her home, thinking about her father
6pm
-At this time, if any characters drank or ate, they pass out and time skips to 11pm (or they die by the events of 7pm's conclusion)
-Nero, for instigating a fight, is held at the community center in a slammer. If questioned, he'll tell the characters not to trust Warsh, that something is going on in the smokehouse, as the meat he bought from Morgan was tainted and cooked there.
7pm
-Explosion at Aelwin's house if the characters haven't figured out how to fix Aelwin's potion. The explosion destroys everything (time resets- this should be the first loop that they correct)
8pm
-Raiders capture Feryn as he tries to explore the castle
-Aelwin is located at the smokehouse if the party members succeed in preventing the potion from exploding. He will try to prevent the party from going, but won't physically stop them.
-Warsh retires to the inn for drink. If he's suspicious of the adventurers, he intentionally goes to the fire and douses water on it. Time resets.
10pm
-Verik comes into town and warns them that the raiders are coming (People think he's insane)
11pm
-Raiders attack the village
-Depending on how things go, if Elisande dies, time resets.
-If Elisande is not in the village, the raiders destroy the town. When the fire goes out, the floating island crashes into the sea. Time resets.
LOOP THREADS:
- Verik poisons the water. Causes blackout from 6pm to 11pm.
- Aelwin creates a memory potion from poisoned water. It explodes and causes GAME OVER at 7pm.
- Raiders camp at the castle from 2pm to 8pm. Attack town and cause GAME OVER at 11pm.
PLOT POINTS:
- Elisande controls time and upsetting her causes time to accelerate. Killing her causes GAME OVER.
- The fire at the center of town keeps the island afloat and putting it out causes GAME OVER.
- Warsh at smokehouse he advises against going in since its dangerous- entering is a DC20 con save that, if failed the character passes out and suffocates. A mask can be acquired from Aelwin's house. It requires notice by DC 10 Invest/Perception check. A successful steal (DC10 sleight of hand) or a successful persuasion check (DC15) or deception (warsh needs it, etc- DC 15) can win the masks. That will allow people to enter and do what they want.
- warsh and aelwin are the only ones in the know about the cannibalism
- The town are cannibals- Aelwin is an accomplished alchemist, working on a potion to help people forget they're eating humans. He's been commanded by Warsh to do so after ???????SOMETHING HAPPENED PRIOR????????. he also provides dank ass meat seasoning.
HOOKS AND SHORTCUTS:
- Warsh at smokehouse contains Elisande's father's journal. NEEDS HOOK
- Barn contains secret tunnel to castle for early raider confrontation. HOOK: Nero and Morgan's argument, Verik witnessing raiders.
- POISON HOOK: Sick barn animals, talk of sickness in town? Maybe paranoia about a plague? Bonus creep: talk of "poisoned meat" that could refer to animals or people.
- JOURNAL HOOK: Elisande, rumors that Warsh is guarding a secret?
- PENDANT HOOK: If the group trades the pendant to the hags, they'll give a Real Fortune to them
INDEPENDENT HOOKS:
- Talk of plague -> Poison OR Secret tunnel
- Verik's raving -> Raiders OR vague hints at other things (cannibalism? magic fire? time loop?)
- Other rumors/hag hints - > Warsh keeping secrets, amnesia potion, Elisande
POSSIBLE CHAINS:
- Hear argument, discover tunnel, confront raiders early, dead end at castle. GAME OVER from potion explosion.
- Investigate dead end, find Elisande, learn about father, upset her and accelerate time. GAME OVER from potion explosion.
- Investigate father, find journal at smokehouse. GAME OVER from potion explosion.
- How does the party find out about the potion? Get frustrated and camp out until they figure out the source of explosion?
- Interrupt potion. Confront raiders early through tunnel. Get through dead end. ?????
so right now we need a reason for the party to investigate poisoning and prevent the explosion AND a reason to investigate the smokehouse more thoroughly
- If Elisande becomes aware that she's the reason all the bad stuff is happening directly, she will try to do whats best for the town and attempt to jump off the island. Time resets.
WHAT THE BARTENDER KNOWS
- There are rumors about a strange scent coming from the smokehouse at night
- Some people say that Verik isn't even from this island. He's mad though, nobody listens to him
- There's been a sickness that's swept town recently. Some people have locked their doors and don't let anyone in. In all his years in Jourgand, there's never been anything that's affected the town this badly
- There's a girl who sits on the cliff at the edge of town. Rumor has it, she's an avenging wraith, and that if you say her name three times in front of a mirror, she'll appear and strangle you to death. They burned down her house a few years ago to try and kill her, but nothing seems to work to get rid of her.
- Some weird cultist that lives in a cave on the outskirts of town. She's a little loose in the head and isn't friendly with anyone in town.
- Rumor has it the hags are old sea witches. Occasionally they'll give a real prophecy if you trade 'em something real good. Witches love things that represent the dead. Maybe you can sacrifice the girl in that damn fire they keep watch over day in and day out (laughs)
- Warsh? He comes in every night around 8pm to grab a drink. Don't know much about 'em.
- Rumor has it the old castle is haunted as shit. Anyone that comes near it goes as crazy as good ol' Verik.
- HE WILL TRADE MORE JUICY SECRETS WITH THE PARTY IF THEY OFFER SOMETHING OF VALUE TO HIM INFORMATION-WISE
THE CASTLE
-Even if the adventurers figure out how to get here, the doors are magically sealed. Requires Elisande's pendant to open
-Reeve is frozen in stasis, holding the lens
THE FORBIDDEN ALTAR
-Contains the wendigo. Has lich properties.
THE LOST WOODS PUZZLE
-Go right, left, right, left, straight, left----
Right: Leads you to the castle
Left: Leads you the entrance of town

The goal is to get to the castle and take Chronos' Lens
The truth is, a powerful monster lays dormant in a sacred altar located in the woods. The townspeople have to kill and consume flesh in order to keep the island from being decimated and turned into undead creatures at the will of the giant beast. Every month, during the full moon, a captain, who has been frozen in time for 60 years, has the ability to cut a hole into time and send out the Audacity, his doomed, cursed pirate ship, to collect more fresh meat for the village to sacrifice. The only thing he cares about is his daughter, an anomaly in time that shouldn't exist, whose very presence is that cause of events occurring in town. He knows that if he doesn't give into the monster's sick desires, that she, and all the villagers, will die. His crew has been turned into undead pirates who work for the beast, under his command. For centuries, the island has existed, but only until 60 years ago did time begin to reset every full moon so that Reeve could capture more humans to cook and eat. Recently, the events of the Adventure Time Adventurers setting foot onto this island mark the beginning of the end of a terrible, terrible cycle.
2pm
-Meet Chant in the caves
-Verik poisons the water/food. He's been doing this for weeks, trying to get the villagers sick enough. He believes that the time skips are centrally around one of the villagers in town and if he can figure out who, he can escape. He's the only one in town who senses something is wrong with the flow of time, as he's not actually from the island itself. Today, he's put a sleeping poison in the food and water. The animals in town have been getting sicker and sicker as of late, and the people who eat from the poisoned dead meat that Warsh is creating seem to become more fatigued.
-Raiders are protecting the castle from 2-8pm. If anyone nears it, they are ambushed and die
3pm
-Group arrives at the town
-Hags are always there. If anything happens to the fire, the town crashes into the sea and everyone dies. Time resets.
-Verik not at the ruined hovel
-At the inn, a pissed off merchant (Nero) is awaiting someone
-Successful conversation with anyone inquiring about the town will note that a strange girl often spends time at the nearby cliff, overlooking the world below (Elisande). Elisande is eager to get off the island. Unbeknownst to the party, she is the child of the pirate lord who was, until recently, frozen in time in the castle. her existence is actually a time anomaly that is upsetting the flow on Jourgand. She was frozen for nearly 60 years before awakening. Her presence is the cause of the raiders, who believe if they kill the girl then they can get off the island. They are really the ghosts of the pirates whose souls are trapped on the island and were cannibalized by the town when their leader- Reeve, went off to claim the relic. She frequents the abandoned hovel often and considers it her home.
4pm
-Warsh is outside the smokehouse. Inside the smokehouse is a captain's log of Reeve ul Testainne, the pirate lord who is trapped as a skeleton in the castle, and is controlling the flow of time accidentally. Warsh notes that the food's tasted off lately, and can't figure out if it's one of his seasonings or the quality of meat has declined.
-Aelwin is working on a potion that will cause memory erasure. He's used water from the nearby stream which has tainted and poisoned it, causing it to eventually become unstable and explode later at 7pm
-Verik is now at the ruined hovel. He is insane. If anyone is suspicious of him, he will run to the woods and disappear until 10pm. He witnesses a raider camp outside town.
-At the inn, Nero and Morgan are having a fight over a shady business deal that Morgan has deceived Nero with. Morgan sold Nero a tainted (human) meat. It's established that he owns the barn in town and provides the meat that Warsh has been cooking. This is a hook to investigate the nearby barn, which has a secret tunnel leading to a cave that spits out near the raider camp
-Elisande returns home. If the adventurers have provoked her unstable existence, any mention of her father will push time forward an hour
5pm
-Strange resonance from the castle pushes time forward an hour, no matter where anyone is. This is actually caused by Elisande at her home, thinking about her father
6pm
-At this time, if any characters drank or ate, they pass out and time skips to 11pm (or they die by the events of 7pm's conclusion)
-Nero, for instigating a fight, is held at the community center in a slammer. If questioned, he'll tell the characters not to trust Warsh, that something is going on in the smokehouse, as the meat he bought from Morgan was tainted and cooked there.
7pm
-Explosion at Aelwin's house if the characters haven't figured out how to fix Aelwin's potion. The explosion destroys everything (time resets- this should be the first loop that they correct)
8pm
-Raiders capture Feryn as he tries to explore the castle
-Aelwin is located at the smokehouse if the party members succeed in preventing the potion from exploding. He will try to prevent the party from going, but won't physically stop them.
-Warsh retires to the inn for drink. If he's suspicious of the adventurers, he intentionally goes to the fire and douses water on it. Time resets.
10pm
-Verik comes into town and warns them that the raiders are coming (People think he's insane)
11pm
-Raiders attack the village
-Depending on how things go, if Elisande dies, time resets.
-If Elisande is not in the village, the raiders destroy the town. When the fire goes out, the floating island crashes into the sea. Time resets.
LOOP THREADS:
- Verik poisons the water. Causes blackout from 6pm to 11pm.
- Aelwin creates a memory potion from poisoned water. It explodes and causes GAME OVER at 7pm.
- Raiders camp at the castle from 2pm to 8pm. Attack town and cause GAME OVER at 11pm.
PLOT POINTS:
- Elisande controls time and upsetting her causes time to accelerate. Killing her causes GAME OVER.
- The fire at the center of town keeps the island afloat and putting it out causes GAME OVER.
- Warsh at smokehouse he advises against going in since its dangerous- entering is a DC20 con save that, if failed the character passes out and suffocates. A mask can be acquired from Aelwin's house. It requires notice by DC 10 Invest/Perception check. A successful steal (DC10 sleight of hand) or a successful persuasion check (DC15) or deception (warsh needs it, etc- DC 15) can win the masks. That will allow people to enter and do what they want.
- warsh and aelwin are the only ones in the know about the cannibalism
- The town are cannibals- Aelwin is an accomplished alchemist, working on a potion to help people forget they're eating humans. He's been commanded by Warsh to do so after ???????SOMETHING HAPPENED PRIOR????????. he also provides dank ass meat seasoning.
HOOKS AND SHORTCUTS:
- Warsh at smokehouse contains Elisande's father's journal. NEEDS HOOK
- Barn contains secret tunnel to castle for early raider confrontation. HOOK: Nero and Morgan's argument, Verik witnessing raiders.
- POISON HOOK: Sick barn animals, talk of sickness in town? Maybe paranoia about a plague? Bonus creep: talk of "poisoned meat" that could refer to animals or people.
- JOURNAL HOOK: Elisande, rumors that Warsh is guarding a secret?
- PENDANT HOOK: If the group trades the pendant to the hags, they'll give a Real Fortune to them
INDEPENDENT HOOKS:
- Talk of plague -> Poison OR Secret tunnel
- Verik's raving -> Raiders OR vague hints at other things (cannibalism? magic fire? time loop?)
- Other rumors/hag hints - > Warsh keeping secrets, amnesia potion, Elisande
POSSIBLE CHAINS:
- Hear argument, discover tunnel, confront raiders early, dead end at castle. GAME OVER from potion explosion.
- Investigate dead end, find Elisande, learn about father, upset her and accelerate time. GAME OVER from potion explosion.
- Investigate father, find journal at smokehouse. GAME OVER from potion explosion.
- How does the party find out about the potion? Get frustrated and camp out until they figure out the source of explosion?
- Interrupt potion. Confront raiders early through tunnel. Get through dead end. ?????
so right now we need a reason for the party to investigate poisoning and prevent the explosion AND a reason to investigate the smokehouse more thoroughly
- If Elisande becomes aware that she's the reason all the bad stuff is happening directly, she will try to do whats best for the town and attempt to jump off the island. Time resets.
WHAT THE BARTENDER KNOWS
- There are rumors about a strange scent coming from the smokehouse at night
- Some people say that Verik isn't even from this island. He's mad though, nobody listens to him
- There's been a sickness that's swept town recently. Some people have locked their doors and don't let anyone in. In all his years in Jourgand, there's never been anything that's affected the town this badly
- There's a girl who sits on the cliff at the edge of town. Rumor has it, she's an avenging wraith, and that if you say her name three times in front of a mirror, she'll appear and strangle you to death. They burned down her house a few years ago to try and kill her, but nothing seems to work to get rid of her.
- Some weird cultist that lives in a cave on the outskirts of town. She's a little loose in the head and isn't friendly with anyone in town.
- Rumor has it the hags are old sea witches. Occasionally they'll give a real prophecy if you trade 'em something real good. Witches love things that represent the dead. Maybe you can sacrifice the girl in that damn fire they keep watch over day in and day out (laughs)
- Warsh? He comes in every night around 8pm to grab a drink. Don't know much about 'em.
- Rumor has it the old castle is haunted as shit. Anyone that comes near it goes as crazy as good ol' Verik.
- HE WILL TRADE MORE JUICY SECRETS WITH THE PARTY IF THEY OFFER SOMETHING OF VALUE TO HIM INFORMATION-WISE
THE CASTLE
-Even if the adventurers figure out how to get here, the doors are magically sealed. Requires Elisande's pendant to open
-Reeve is frozen in stasis, holding the lens
THE FORBIDDEN ALTAR
-Contains the wendigo. Has lich properties.
THE LOST WOODS PUZZLE
-Go right, left, right, left, straight, left----
Right: Leads you to the castle
Left: Leads you the entrance of town
