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What Granny Says

A Folk Horror One-Shot Adventure Discoveries. Elsha has always been a troublesome child,
but her behavior has recently taken a turn for the worse.
By DragnaCarta She's broken things and broken curfews (no child is allowed
outside after dark, for fear of the annis), and just today came
In this adventure, the characters must investigate the mystery back from playing goodness-knows-where instead of doing
of disappearing children in a small, suspicious village, and her chores. (Elsha is Steffan's first child from another
combat a fearsome annis hag with gruesome designs. marriage.)
I. On the Road Developments. Before the characters can inspect the
sleeping infants, there comes a knock at the door: an elderly
Set-Up. The characters are traveling south, on an old dirt neighbor named Selma. If allowed inside, she rudely accosts
road that passes through the isolated village of Oakhill. the characters, cursing at them, jabbing a shriveled finger in
Steffan, a relative of one of the characters, relocated to the air, and demanding they leave before they bring any
Oakhill several years ago, and the characters hope to find further "misfortune" upon the town.
food and shelter for the night at his home.
Details. To the west lies the Ironwood, a foreboding and III. Steffan & Mirna's Bedroom
gnarled forest. The village of Oakhill lies just ahead to the Details. This room contains a larger bed sized for two adults
south, its border less than a minute's walk away. The fields and a small crib sized for two infants.
nearby are covered in tall, sickly yellow grass. Prompt. The crib is empty and the window is open.
Prompt. As the characters approach, they notice a strange Discoveries. Some parts of the crib are lightly dusted with
object—almost resembling a small tapestry or animal hide— cocklebur seeds, and there's a small pile of reddish dirt on the
strung up between two wooden poles just up ahead. A man is windowsill. (Steffan and Mirna know that the Nettletree
kneeling in front of it, his head in his hands, and another man Graveyard on the village's edge is known to have both reddish
—Steffan—is standing beside him, appearing to console him. soil and cocklebur plants.)
Discoveries. The "tapestry" is the flayed skin of a child—a Developments. Mirna checks the vegetable patch, and
young girl, called Gilda while alive. The kneeling man, who is finds that Elsha is nowhere to be found. She and Steffan ask
named Caradoc, is—or was—her father. Steffan has been the PCs to investigate these clues while they ask the
comforting him, offering to aid him with the girl's burial, and neighbors for any leads.
is heartened to see the characters. The girl is rumored to be
the latest victim of "the annis," a forest-dwelling monster that IV. Nettletree Graveyard
hunts children and displays their gruesome remains for their
families to see. The annis has a calling-card: a small twig Details. The graveyard is bounded by a small wooden fence
fetish left at the site of each flayed child. and patches of cocklebur plants grow. At its center stands a
Steffan and his wife are concerned, because they recently tall oak tree, whose leaves strangely resemble those of the
found such a twig fetish in their twin sons' crib, and they're nettle plant. A skeletal figure hangs from a noose on the tree.
worried that the infants might be in danger. Steffan would Prompt. The characters are watched by a small creature
like the characters to come home with him, and to help with leathery, purple-black skin (a boggle named Mogwort),
protect his home from creatures who might try to take them. who hides behind one of the gravestones and attempts to flee
Developments. The group is approached by a man who if the characters approach. (Mogwort is very bad at hiding,
Steffan calls "Airic." (Airic, a human druid, is the town's and can easily be seen wherever it goes.)
Wisdom, which means that he serves as a political and Strife. The characters must chase Mogwort as it criss-
religious leader.) Airic greets Caradoc kindly and urges him crosses the graveyard using its dimensional rift ability
to return to the village without burying Gilda, which Airic and/or make a successful DC 13 Charisma (Persuasion)
suggests may rouse the annis's anger. Airic then warns the check to convince it to speak with them.
characters to continue on down the road, and not to tarry in Discoveries. If lured or caught, Mogwort denies any
Oakhill. "Outsiders," he warns them—sparing an unfriendly knowledge of the infants' fate. It admits, however, that Elsha
scowl toward Steffan—"are not welcome in our village." has visited the graveyard on numerous times to discus
practical jokes and mischief with it, but that it's felt that
II. Steffan's House Elsha's interests have taken a dark turn in recent weeks, for
Details. Steffan's home is a small, three-room cottage with an which it blames the "iron coin" that Elsha carries and
adjoining workroom (for Steffan's carpentry) and vegetable whispers to.
patch. It hasn't seen Elsha since this morning, but knows that
Prompt. When the characters arrive, they overhear Mirna, Elsha likes to sit alone on the Graystone Barrow, a small hill
Steffan's wife, frustratedly berating Elsha, Steffan's daughter, that lies a quarter-mile to the southwest of town. Mogwort
for nailing several plates to a wall. As the characters enter, also warns the characters that small fey have been
they can view Elsha's handiwork and see her depart for her disappearing from the woods and nearby area—something
punishment (re-weeding the vegetable garden). Mirna greets has been hunting them.
the characters warmly and welcomes them. (She just put the
babies down for a nap in her and Steffan's bedroom.)
Developments. The village Wisdom, Airic, can be seen Discoveries. The sprites' bows and poisoned arrows have
approaching the graveyard, flanked by a mob of a dozen been removed and destroyed. If freed, the sprites can tell the
villagers (true neutral commoners) carrying pitchforks and characters that Granny is no human witch, but a cruel annis
clubs. The characters can easily escape the mob if they flee hag—the same annis hag who flays children's skin. From
swiftly. Otherwise, Airic and the mob corner the characters overhearing her monologues to Marsh, the sprites believe
and provide an ultimatum: Leave town immediately, or be that Granny intends to devour the two infants in order to bear
hanged from the tree as an example to other outsiders who two daughters and begin a hag coven. (Hags can ordinarily
would bring misfortune upon the town. beget only one daughter at a time, which is why Granny is
brewing a special potion that will allow her to have two.)
V. Graystone Barrow The sprites can tell the characters that pixies are powerful
Details. This hilltop is dominated by large boulders, short spellcasters, who will doubtlessly provide aid if freed.
greyish grass, and large patches of loamy soil. It overlooks the Developments. Granny finishes her potion, drinks it, and
Ironwood forest, whose treeline begins a quarter-mile from transforms into her horrifying annis hag form as she
the base of the hill. prepares to devour the infants.
Prompt. Child-sized footprints lead through the soil up Strife. The characters must rescue the infants, either by
toward the hilltop. Elsha can be found huddled behind one of fighting Granny alone, by rescuing the sprites and joining
the boulders at the top, whispering to something held in her them in battle, or by distracting Granny while another
hands. character slips inside and spirits the babies away. (Only
Developments. If approached, Elsha slips her held object killing Granny, however, will halt her threat for good.)
into a pocket and whirls to challenge the characters,
suspiciously demanding to know who they are, and
commanding them to leave "her" hill.
Discoveries. If the characters make a successful DC 12
Charisma (Intimidation) check or a DC 20 Charisma
(Persuasion) check, or otherwise convince Elsha to speak
with them, she admits that she "borrowed" the baby twins
and "hid" them at "Granny's cottage," hoping to scare her
parents.
Elsha is frustrated at being forced to move to Oakdale, at
her father remarrying, and—most recently—at all of the new
attention her younger half-brothers are getting. A few weeks
after the babies were born, she was approached by a friendly
old woman named "Granny" who gave her the iron coin
Elsha currently holds. Through the coin, Elsha and Granny
were able to communicate through whispers, with Granny
encouraging Elsha to act out in order to show her parents
how upset she was, finally culminating in "temporarily"
kidnapping the babies.
Elsha can give the characters directions to Granny's
cottage, and can tell them that Granny invited her to return to
the cottage that evening at sundown (in flagrant violation of
the village's strict curfew). She also notes that Granny's
cottage is guarded by a "big, lumpy giant named Marsh."
VI. Granny's Cottage
Details. Granny's cottage lies a mile into the Ironwood, in a
marshy section of the woods called the Leamurk. Small glass
lanterns strung up from nearby trees contain a dozen
imprisoned sprites, who give off flickering blue and green
light. Inside of the cottage, Granny bustles about, mixing
strange ingredients into a brewing cauldron as two infants
cry from a basket near the hearth. The cottage's interior is
illuminated by six imprisoned pixies trapped in glass jars,
who give off flickering indigo and violet light. (The pixies are
bruised and battered from Granny shaking the jars to hurt
them).
Prompt. An ogre named Marsh stands sentry outside of
the cottage. (Marsh is easily distracted, especially by small
animals or magical tricks, but swiftly roused to anger if he
sees a humanoid creature that Granny has not personally
approved.)

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