The Mylingar's Plea

TTouklakos
01

What's Going On?

Mylingars haunt the forest and play with passers-by until they die. These creatures cling to their victims’ necks and ask to play with them. Those who refuse are strangled to death. The heroes make their way through the forest, unaware that it is haunted. Will the heroes survive their encounter with the Mylingars?

02

Quest Hooks

The Black Forest

  • The heroes must cross the Black Forest to reach their next destination.
  • Whilst they are resting, one of them goes missing. (He has been caught by a Mylingar. The heroes will find him in Encounter with the Mylingars).
  • He is certainly in danger.
03

Treasures

Uncommon

Good Luck Talisman

  • Reroll any die.
  • Recharge: When you roll two 1's in a row.
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Common

Cursed Doll

  • A creepy, jointed doll.
  • It always returns to its owner.
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Uncommon

Mystery Potion

  • Removes one random condition.
TTouklakos
04

Travel Encounters

Gloomy Forest

  • Carpet of dead leaves → Bare trees, many are dead → Perception Check DC 12 → Broken wooden toys beneath the dead leaves.
  • Footprints → Recent, belonging to the missing companion; He left an item behind, (Ask the player which one).

Rotting Carcasses

  • Carcasses → Torn apart (by the Automaton), partially eaten (by the Mylingars) → Examination Check DC 12 → Killed by a creature with very slender hands.
  • Pairs of boots → Belong to the compagnon, Left on the path (his Mylingar asked him to take them off).

Human Corpse

  • Person lying on the path → Young man, dead for several days → Examination Check DC 12 → Strangled from behind.
  • Small chain → Broken, a piece is missing (Part of the Good Luck Talisman).
  • Muddy puddle → Message in the mud (Left by the companion, what message?).

Encounter with the Mylingars

  • Reunion → The companion is there; He has a creature on his back.
  • Chuckles → The heroes feel something crawling up the back of their necks.
05

Adventure Locations

"Play with me...."

The Mylingars want to play with the heroes. Their mood will increase if the heroes do as they say, otherwise, it will decrease. When it reaches 6 the heroes are freed, when it reaches 0 they will be killed. Each hero has their own Mylingar with their own mood. They start with a mood of 2, (3 for the companion who has gone missing). Only one positive mood change per ‘room’ (they get bored quickly if the heroes keep doing the same things).

Encounter in the Forest

Dark Forest. Chuckle behind the heroes. Something climbs on them.

  • Presence in the back → Each hero feels a creature perched on their neck, arms tightening around their throats; “Play with me...” → (Say yes) → +1 mood; “Friend! Friend!”.
  • (Try to remove the creature) → It has fused with the hero's skin, (attacking the creature will harm the hero).
  • Foul smell → Deeper in the grove, (Path to Picnic).
  • Narrow path → Big tree visible, (Path to Orchard).

Picnic

Gloomy Clearing. Rancid smell. Rats gnawing on bits of flabby flesh.

  • Tablecloth on the ground → Large picnic, plenty of ingredients and dishes.
  • Swarming jar → Filled with snakes → (Bite off the head) → +1 mood for the hero’s creature that ate it; STR Save DC 12 or 2d10 damage.
  • Mushroom → Large pustules, clearly poisonous → (Lick the pustules) → +1 mood; STR Save DC 12 or Poisoned for the next room.
  • Dish of flabby flesh → Unknown ingredients, bits of hard cartilage, looks worse than anything → (Eat the flesh) → +2 mood; STR Save DC 16 or 2d10 damage and Poisoned until the next Safe Rest; The hero chew on a small key (key of the Automaton's chest).
  • “Eat!” → The creature laughs impatiently → (Don’t eat anything) → -1 mood, “Not funny!”.
  • (After a few minutes) → Box music starts playing, (Path to The Guardians).

Orchard

Abandoned Orchard. Pareidolic faces watching. Wind rustles dead branches.

  • Small orchard → A few items of equipment, a broken wheelbarrow, an axe.
  • Large oak tree → Old, almost dead, a few broken branches → Examination Check DC 12 → A little blood, someone has fallen from the tree.
  • (Take a swing with the axe) → The tree screams in pain; WIL Save DC 12 or 1d6 damage → (3 swings with the axe) → +1 mood for all creatures; The tree falls, curls up and turns to ash.
  • “Punish him…” → The creatures point at the tree → (Do not fell the tree) → -1 mood, “Are you on his side?!”.
  • (After a few minutes) → Music box starts playing, (Path to The Guardians).

The Guardians

Eerie music box. The creatures shudder. Shadows fall on the heroes.

  • Large Automaton → 1 Automaton/hero, wire-like hands, trying to tear the creatures off the heroes’ backs, (would kill the heroes).
  • (Hero takes a hit) → -1 to their creature’s mood; It clings on tightly.
  • (Examine the automaton corpses) → Bleeding in large pools of blood; Opening in the back, small bed, tiny chest → (Finesse Check DC 12 or use the key found at the Picnic) → Broken toys, 1 Cursed Doll (the creatures are afraid of it).
  • (After a few minutes) → The pools of blood grow and draw the heroes in, (Path to House on the Cliff).
Automaton
Lvl 2 large
24
Heavy Bleeding.

When damaged, terrain within 2 spaces becomes difficult. (Automaton are not affected).

  • Iron Grip..

    On Hit: Grappled.

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House on the Cliff

Dilapidated Terrace. Waves crash below. Many crows fly overhead.

  • (The heroes wake up) → “Get up, you lazybones!”, the creatures give them a few light slaps.
  • Cawing → Dozens of crows in the sky → (Perception Check, DC 12) → Not real crows, look like the automatons.
  • Large cliff → The ocean below; The heroes have intrusive thoughts.
  • “Throw something!” → The object will be lost forever, (Ordinary item: +0 mood, Equipment: +1, Valuable item: +2) → (Don’t throw anything) → -1 mood.
  • Ruined house → Humming coming from inside, (Path to Kitchen).

Kitchen

Messy Kitchen. Humming of an off key tune. Old woman stirring a cauldron.

  • Untidy shelves → Flour, eggs, sugar, cream, cherries, cocoa, 1 Mystery Infusion.
  • Old woman → Cooking in a cauldron, hasn’t noticed the heroes; The creatures whisper.
  • “Throw the witch into the cauldron…” → The old woman seems frail and can be thrown in easily → (Refuse) → -3 mood, they strangle the heroes, “Throw her in! Throw her in!”.
  • (Throw the old woman into the cauldron) → +2 mood; The creatures cheer and chant, “Cook the witch! Cook the witch!” → (Cook the witch) → (Path to Witch Broth).
  • (The old woman sees the heroes) → “No! Not you!”, she panics at the sight of the creatures and collapses (dies of a heart attack).
  • Small room → Curtain as door, (Path to Hangman).

Witch Broth

Boiling Cauldron. The creatures sing loudly. Feet writhe in pain above the broth.

  • The creatures’ song → They seem to be singing a recipe that requires: S (Stir), C (Cumin), P (Pepper), R (Reduce), H (Heat), T (Taste), all in a specific order (order to be worked out: H, R, C, P, S, T).
  • (Try to understand the recipe) → (A hero describes how they try to understand it) → Skill Check DC 12, (Cannot use the same skill twice) → Success: A clue; Failure: A consequence.
  • Clues:
    • H comes before R.
    • P comes after C and is adjacent to it.
    • T is in the second half.
    • R is in the first half.
    • C is in the first half.
    • If S is in the second half, then it comes before T.
  • Consequences:
    • Disgusting meal → -1 mood, “It looks awful...”.
    • Acid splash → DEX Save DC 12 or 2d10 damage.
    • Cauldron melts → -1 mood; The liquid pierces the cauldron and the floor; Cannot continue.
  • (Find the recipe) → The creatures drink the broth, +2 mood, “Yum!”.
  • (Drink the broth) → Heals 2d6 HP; STR Save DC 12 or Slowed until the next meal.

Hangman

Tattered Bedroom. Full of dust. A spider hangs from the ceiling.

  • Small beds → Some of the same creatures are sleeping (they are defenceless); One is holding the other piece of the Talisman of Good Fortune.
  • “Let's play a game! Mhhh... What am I thinking of?” → The creature wants to play Hangman. (Answer: SORROW). → (For every wrong letter or word) → -1 mood.
  • (Try to get a clue) → (A hero describes how they try to get one) → Skill Check DC 12, (Cannot use the same skill twice) → Fail: Must guess a letter; Success: Guesses a letter, with no mood penalty if they fail.
  • (Find the word) → The creature is ecstatic, it laughs before yawning; The creature disappears, freeing the hero (it went to sleep in one of the beds).
06

Aftermath and loot

Why are the Mylingars here? Who cursed them? Could more of them appear? Did the heroes kill the Mylingars whilst they slept? How will the forest react to the creatures’ deaths? Will the heroes find their way back?

Feel free to change the elements you don't like and keep the best ones for building with your fellow players the best story for your table.

Thank you for playing and happy rolling :)