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Death Frost Doom
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===The trek=== The first thing the players meet is an old hermit who watches over the graves of the cult's victims (they were mostly children). Closest thing to a normal nice NPC the author has made in a long time. He tries to convince them to move on, with many dire warnings, then with non-lethal-but-desperate force if they persist, running away in terror if they keep on pressing on rather than be at ground zero to what he suspects might be coming. Directly by the graveyard too is a magical well of "fuck you" that looks and seems no different to any other well and is perfectly functional. The water also seems perfectly normal and it's only if you drink it that you learn it applies a permanent debuff that causes nearly half your nights to no longer count as rest at all (and in the case of spellcasters, cannot regain their spells if they suffer the ill effects), that sure seems reasonable.
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