A small but friendly village nestled into the heart of the Sablewood.
Impulses: Display Hospitality, Provide Respite from Danger
Difficulty: 10
Potential Adversaries: Merchant, Bladed Guards, Stryxwolves
Features
Guest Privileges - Passive: Any overnight visitor is taken in by a family and given shelter for three nights. During this time, the guest's needs have priority
and they can use anything that belongs to their hosts. After three nights, the visitors must trade families or leave the town.
Which family takes in the PCs? What visitor has been abusing guest privileges and what do they want here?
Clover’s Tavern - Passive: At the center of the town is a massive six-story tavern built around the trunk of an ancient tree. The tavern is where most of the
village gathers in the evening. Here, PCs can learn rumors, meet the villagers, and relax. When they leave, the shoes they put up on the clothing line have
minor trinkets inside that reflect how the villagers see them or that provide some minor portent of challenges to come.
What’s the talk of the tavern? What clues do the trinkets left in the PC’s shoes/boots provide?
Preparations - Action: A prominent member of the community approaches the PCs asking for help with unique preparations for the arrival of the town's
leaders, the Faceless Six.
Why are the Faceless Six coming to town? What preparations must be done that the party is particularly equipped to help with?
Leave it to the Trees - Reaction: Spend a Fear when someone abuses guest privileges to summon twelve Young Dryads. They kidnap the culprit and drag
them off to face the justice of the Sablewoods.
Do the villagers notice when this happens? How do they alert the guardians to these abuses, or do the dryads just know? What is the origin of the guest privilege
custom?