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ADVENTURE: "Wilmartha's Ghost" or "Smoked-Meat Dreams"
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==Action== However, as Wally will tell any trainers who come to fight (i.e. the PC's), he hasn't seen Wilmartha's ghost for a few months. He's getting worried about her, but he can't enter the swirling eldritch maelstrom that haunts the dreams of anyone spending a night in the smokehouse/gym, because Professor Garden Peaslee is leading up to something really great in his Introductory Advanced Reality-Warping Boolean Algebra (II) class. Wally wants the cultists to take his Beef Jerkin, who can track its old owner through the dreamworld. If the PC cultists will find out what's going on and rescue Wilmartha, Wally will agree to duel with them for a Smokehouse Gym Ham-Hax Glyph, which will be stenciled on a disk of cured pork and can be used to flavor a pot of green beans. Also, if Wally either really likes or really dislikes a particular cultist, he might let them keep an iteration of Beef Jerkin as well... but only after they find Wilmartha! Assuming the players agree, they fall asleep in the Smokehouse's relatively smoked-meat-free utility closet and enter the swirling eldritch maelstrom in their dreams. At this point the Owner should feel obligated to plunge them into a nightmarish world where nothing is as it seems and reality itself is subject to the slightest whim of the Owner... nothing they shouldn't already be used to. After whatever amount of slogging around in the cultists' dreamscapes as seems necessary and amusing, they will come across an entire coven of grown-up Wizards and Witches, holding court in a memory of Narkham's courthouse circa 1680. The coven has captured Wilmartha, who is being indicted for improperly divulging Witch secrets to Wally! The instigator of this proceeding is the coven leader, Jackeziah Mason, who is a withered old crone with a thick Borscht Belt accent who constantly smokes a huge cigar. The cultists can try to reason with the coven, but after suffering enough of Jackeziah's Non-Euclidean insult humor and old Ulthar Catskills jokes, the cultists will probably be ready for a big fight. Have one Witch or Wizard oppose each cultist, with Mason as their leader. The opposing forces will primarily use Non-Euclidean and Decomposing thulhu (Jackeziah, for instance, uses a Tan Jenkin). If the cultists win, they can grab Wilmartha and skedaddle back to the waking world. If they fail, the indictment will proceed, and Wilmartha will be punished. She will have to pay a small fine and promise not to do it again. Of course, the cultists will be banished to a deserted section of the Dreamlands, where they will have to put up with the bearded and finny Gnorriega (a Panamanian amphibian former military strongman) and the flabby Beings from Gibb, who sing old disco standards in really high-pitched voices. This can go on as long as the Owner wants (or as long as the players look like they'll put up with it) before they find their way back to their bodies, which by this time will be hanging by their collars and getting lightly smoked with a lovely apple/mesquite/Xiclotl wood chip blend. The cultists will be unhurt, but they will smell really delicious for the next few weeks (which means they're even more likely to be pestered or attacked by hungry wild thulhu). Wally will apologize, but point out that when you leave meat in a haunted smokehouse long enough you have to expect things like that to happen...
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