Editors Note: This is a direct copy of my campaign notes and they have not been edited for clarity. They may not be comprehensive to what you actually played, as I generally use stuff like this as a guide and improvise off of it.
The cottage is simple but well kept. On the small dining table in the center of the room sits a vase with a few lilies and pink carnations. There are two doors in the cottage, one on the left wall, and one on the back wall.
They are now free to look around the cabin.
When she is interacted with: The girl looks up at you, her eyes red from crying. She has a distinct and viscous scar on her left cheek, you guess a deep cut by a knife. She asks, “Who are you? What are you doing here?”
In response to any other questions: She points to the wall opposite her, behind you, and says “father died today”. On the far wall of the bedroom hangs a painting: a portrait of the girl as a small child and her father. Neither are smiling.
While you inspect the painting she says, “I had to leave. I don't think anyone bothered to look for me.” in a far more adult voice.
They turn around and find themselves in a tavern.
You are standing in the middle of a lively tavern. Serving girls thread the crowded tables, bringing drink and food to the rowdy patrons. The back of the tavern is a long bar, staffed by two bartenders, a tiefling and a very large steelborn. Through the windows you see city streets shrouded in night and covered by a light ongoing snowfall. The mood of the crowd is light and jovial. Loud bursts of laughter echoing throughout the hall.
They must find the dark haired woman. They can ask around, roll 1d4, that is how many people they need to ask till they find someone who has seen her. The bartenders and serving girls both know where she went and will readily give the information. “Young brunette with a nasty scar? I saw her. She left a few minutes ago with some handsome bloke.”
As you open the front door, the sounds of the tavern change. The laughter is still there, but it sounds hollow, it sounds forced. All the patrons and staff are staring at you, laughing.
The city streets are unfamiliar to you. You are at a 3-way crossroads, the roads in every direction well lit by lamp posts every 10 feet. The air is cold and crisp. The sky is filled with thousands of eyes, all of which are searching the city streets, you can sense they are searching for something.
DC 13 Wisdom (Survival) to follow partially filled tracks in the snow.
You follow the tracks through unfamiliar streets for a few blocks. You track the footprints into a poorly lit alley. You spot a body lying on the ground, the blood leaking from the corpses’ chest coloring the snow a deep crimson.
Pause for any investigation, do your best to encourage inquisition, and reward questions.
As you approach the corpse, and find the girl. She's a little older now, maybe a year or two, and much thinner. Clearly malnourished. Her torn and bloody clothing hanging loosely from her emaciated frame. She’s sitting on the ground shivering, her knees to her chest, her hands covered in blood. She looks up until your faces, tears streaming down her cheeks, and says, “the pig had it coming” with an angry, furrowed brow.
Time for questions.
The alley is suddenly flooded with a bright light coming from the far end of the alley. A loud voice calls out, “what are you doing there?!” You look and are blinded by the light.
Your vision slowly recovers, and you are now standing in a large stately room. Even in the dim of the night you can see fineries hanging from every wall, the room reeks of wealth. A warm wind blows in through the open window, where the eyes are watching you. Across from you is a bed with an eldery man sleeping soundly in it.
DC 13 Wisdom (Perception) to spot Sylmorn, now in her late 20’s-early 30’s, in a black cloak standing quietly by the bed.
Sylmorn pulls out a dagger and raises it above her head, clearly about to plunge it into the sleeping man.
If interrupted: Sylmorn looks at you and quietly whispers, “I needed the money.” before stabbing the dagger into the man's chest.
Sylmorn looks up at you, “We’re almost there, just hold on.”
You are in another tavern, very unlike the earlier one. Smoke fills the air, the room is quiet and subdued, and in disrepair. In the back of the room you see her at a table with 5 others, they are close together and hunched over something. From their body language it is clear they do not want to be disturbed.
DC 13 Group Dexterity (Stealth) to approach the table next to theirs nonchalantly, and not be regarded with suspicion.
Once you are close enough, you can hear the people around the table having a discussion,
“I'm telling you, the place is filled with riches. All we need to do is go in, kill the priest, maybe one or two nuns, and…”
Sylmorn is standing in the cathedral, facing you. The seals on the ground glow brightly with green-blue light. In her hands is the Eye of Infinity. She looks at you, frowns, and says “I’ve killed a lot of people. Some of them deserved it. Most didn’t. But I think this made up for it. And if it didn’t, showing you how to do it again should. Just do what I do.”
Sylmorn jams the Eye into its slot, and you watch as the color drains from her skin. She falls to the ground, unmoving. There is a great roar and the top of the cathedral is torn away. The shadow reaches down before being consumed by the Eye of Infinity.
You wake up on the floor of the cathedral.