A1a. The Saint's Greeting
Location: Master Bedroom, Guest Bedrooms
Characters: The Scarlet Saint
When this adventure begins, read:
‘Tis the night before solstice, and no creature is stirring.
The old timbers creak and the fire is roaring.
In your hands rests a letter, all wrinkled and creased,
That bestowed you this cabin from your great aunt, deceased.
A long snowy journey through wild northern lands,
Saw you safe to this shelter from winter’s demands.
As you sit by the hearth, your bellies well stuffed,
Your thoughts turn to details the letter discussed.
Your aunt’s written words gave you little advice,
Instead Agnes trusted one line to suffice:
“It’s yours now, my dears, but please keep in mind,
“Be gracious to those who belong here in kind.”
As the eve stretches on, your thoughts start to drift
To sugar-plums, dancing, and other sweet gifts.
At last, you retire and surrender to sleep,
While under the floorboards, a slow shadow creeps . . .
Invite each player to introduce themselves, including:
their name
their appearance
their relationship to Aunt Agnes (if any)
what they prepared for last night’s meal
whether they’re sleeping in the master bedroom or a guest room
how they’re currently dressed and sleeping (e.g., neatly tucked in, or sprawled across the bed)
When the players have finished introducing themselves, read or paraphrase:
You each drift in pleasant dreams, your thoughts warm and sluggish. Your minds flicker through joyful scenes: a crackling hearth; a gallant dance; a field of fresh-fallen snow.
But beneath it all, a shadow lingers.
One by one, tendrils of shadow wrap around your dreams, encircling and piercing them like roots around stone. Your dreams fracture, then snap. You feel yourself rising, thrust almost violently, toward a dim, bitter light.
Your eyes snap open. The bed lies beneath you, its comfortable plush suddenly icy and hard. Your muscles feel frozen—petrified, even—refusing to move even an inch at your command.
Then, you see it—the shadow crouched atop your bed.
It is lanky, wearing a loose blood-red cloak lined with white wool. A deep hood covers its face, enshrouding all features but a pair of glowing, unblinking eyes. Long sleeves cover its uncanny, too-long arms—until one lifts and reaches slowly toward you.
Your heart screams in your chest, but your muscles ignore your commands. A hand slips from the sleeve: blue-gray, with long, near-skeletal fingers. Slowly, the hand presses against your chest, radiating any icy chill like the Sun radiates warmth.
With a thrust, the figure pushes its hand into your chest, moving through fabric and flesh like putty. You feel its bony fingers wrap around something inside you, and your insides erupt into burning pain. Your chest rises, its insides suddenly hard and brittle.
The figure slides its hands upwards through your neck, your skull, and your face, until it reaches your eyes. It withdraws its fingers, then—with a gentle, near-tender motion—draws your eyelids closed.
When you open them again, the figure is gone.
All of you awaken at once. Your muscles unfreeze, your bodies able to move once more—but each of you is suddenly wracked by vicious, thundering coughs, expelling clouds of black dust into the air as something within your chests still burns.
A heartbeat later, three knocks echo from the lodge’s front door.
Any player sleeping in the Master Bedroom also notices that the locks on Agnes’ strongbox have begun glowing a faint silver, and that small inscriptions have appeared on them.
Investigating the Coughs. A player who succeeds on a DC 5 Wisdom (Medicine) check can trace the pain in their chest to their lungs.
Investigating the Room. A player who inspects any of the players’ beds and succeeds on a DC 5 Wisdom (Perception) check finds a small lump of coal wrapped in the bed’s linens.
Investigating a Window. A player who looks out one of the windows finds a blizzard roaring outside, the limbs of the forest’s nearby trees lurching in the storm’s fierce winds.
If the players investigate the knocking, proceed to A1b. The Visitor at the Door.
If the players decline to investigate the knocking, it repeats one minute later—but this time, as a fierce pounding on the door.
If the players investigate, proceed to A1b. The Visitor at the Door. Otherwise, proceed to A1c. The Visitor at the Window.