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Beware, you are about to enter an investigation into a creature that when encountered, few have lived to tell the tale. No one will ever blame you for turning back now. 

Go Back

Enter

Don't threaten me with a good time.

On second thought I forgot I have this thing....

In the year 1453, people of the Sebordi province lost contact with three towns on the edge of the Widows. One week and three days from last contact, a party was sent out to investigate. The town of Merryway was empty, with no trace of anyone, no sign of struggle. The second town, Witchhold, they also found deserted and empty minus one person who had been gruesomely murdered. The third town Daleytown was another story.

In Daleyville they found the remains of citizens of all three towns. Blood covered the streets and homes. All but five were slaughtered. The five claimed it had been a single creature that killed everyone. They called it the Greeper. they claimed it could mess with your mind and make you see things that weren't there.  Cindy Aladak, a 13 year old survivor drew this, when asked to recall it.

Since then, no one has gone into that valley. But
you've been contacted by a wealthy benefactor who
believes there is something of great value stored in
a castle called Harper Keep east of Daleyville. He offers
a great sum for its discovery, but people aren't fools. No
one goes into Greeper Vale.  You have your reasons,
but you are actually brave (or foolish) enough to
consider his offer. No one will go with you though,
you must do it alone. And long abandoned,
Greeper Vale is a maze of forest and countryside.
You may be lost forever before finding your way
to Daleyville...or the Greeper may find you before that...and remember, the Greeper can make you see things. So what's before you...may not be.
 
 

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Location 1 the entrance.jpg

North East

Location 2 Meadows.jpg

North

South West

Location 3 Bakers Hill.jpg

North  East

North West

North

Location 3 Overlook.jpg

South East

North East

South West

South

Location 5 the sticks.jpg

South East

North East

the field.jpg

South

north

East

the swamp.jpg

South East

South West

South

the pond.jpg

East

West

North

South

North West

the clearing.jpg

South West

South

merryway.jpg

South

West

South West

East

Location 8 the deep.jpg

South West

South East

East

Location 7 Diamond Trail.jpg

South

North East

South West

Location 9 the shore.jpg

South East

South West

Location 10 the lost path.jpg

 East

North East

South

West

witchhold.jpg

 East

South East

West

North

Location 12 the mist.jpg

North

North West

Location 15 the crossroads.jpg

East

West

South West

location 14 Daleytown.jpg

North

 East

South

Demon trail.jpg

East

Southwest

Location 16 the Dark.jpg

North

Location 17 the keep.jpg

Enter the Keep

Leave the Keep

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Go Back

Go deeper

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Go deeper

Go Back

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wetlands.jpg

South East

East

North East

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West

North

South

Location 18 Wonderhall.jpg

East

North East

Location 19 Rainbow woods.jpg

West

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RUN

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Location 17 the keep.jpg

Enter the Keep

Leave the Keep

Escape

Escape

Escape

Escape

Escape

Escape

Escape

Escape

Escape

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Escape

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As you enter the Widows, you find it hard to believe a place with such beauty can be the home to something so evil. It doesn't feel haunted, or dangerous for that matter. It just feels quiet, abandoned by man. Still, you have a ways to go, and do not feel you should be in this place during the night. The stories of the Greeper probably aren't true, but you plan to make your trip short just the same.....

The meadows are calm and peaceful. Birds sing, butterflies flap around. You imagine this place once was filled with families on picnics or children running around. There is an element of sadness or emptiness in the back of your mind, as though you're visiting a home you left long ago, and no one is there anymore. Part of you wants to stay and understand the feeling, and another part is afraid to...

Baker's Hill, overlooks the Widows with am amazing view. You feel as though you could stay there forever, but the sun is creeping lower in the sky, and you still have a long way to go. This is also the first point in which you can't shake the feeling that you aren't alone. You don't necessarily feel in danger, but you do feel as though eyes are watching you. Perhaps it's the forest, the animals, the insects, the trees unaccustomed to seeing human life in these forests for some time.

Perhaps it's something else...

The Overlook once was a popular  destination for hikers from Merryway, now it's quiet and abandoned. It is overed in a thick fog that almost feels unnatural, as though a form of magic or even something alive that has settled on this once bright place. You can hear the echos of people once hear; talking, laughing, going about the day without a care. This was once a happy place, and it has not seen that for some time.

The field is quieter than it should be. But you supposed this entire place has felt quieter than it should be. The sun is still out, yet you feel a darkness hovering over, looming. You want to turn back, but you know it is just the fear pushing at you. You need to move forward, it's just a matter of what way?

Dark and deep, the swamp is more filled with life than anywhere else you've been so far. It figures the one place the darkness would avoid a place that's naturally already dark. You would have never thought a swamp could give you comfort, but this is the one place you've been in hours that feels like it normally should feel. However, the swamp presents a bigger problem for you. You know the path up the mountain to Daleytown is north from here, and the large swamp is a barrier blocking you from it. You will have to find a way around it. 

Once a beautiful town, Merryway has been taken back by the forest. The stone structures still stand, and there are the remains of farming equipment, left out long ago. You can tell Merryway was abandoned, and abandoned fast. You wonder what possibly could have made an entire town flee in such a way. Could the Greeper be real? Even if it was, surely it would be gone by now... 

A call echoes in the woods. Was it a bear? Or a moose? You can't say you've ever heard anything like it before. You can still see the footprints from when people ran, as though they've been permanently imprinted into the soil. This place feels chilly, cooler than anywhere before it. You suppose the sun may be setting soon, but still, the temperature drop feels abnormal. The longer you are in this forest, the more you want to leave it.

The shore seems as though it has been poisoned. Across the water lies an exit, but the fog acts like a wall barring anything from getting in, or perhaps you from getting out.

You hear the call again, and it sends shivers through your spine. That has to be some kind of animal, but what? You aren't an expert of animals from this region, so it could be just about anything. That's logically what it is...

Witchhold seems like it once would have been a nice place to live. Set on the shore of a pond, it is quaint and mysterious. Now it belongs to the dark, lost and forgotten. You feel this darkness over you. Your efforts to get out of the forest before nightfall have failed. There is no way you're staying here, so you need to press on and get out as soon as possible. Not because you think the Greeper is real, but you have no idea what kind of actual animals could be in this forest.

The fog takes over and you start to feel truly lost. Lost at night is the last thing you wanted to be here. The paths are fading, and your eyes are starting to play tricks on you. Your heart beats faster and your breathing is rapid. You don't believe in the Greeper. It can't be real, right?

Daleytown stands before you, the smell of death still hangs in the air, and the sounds of the forest seem distant. For the first time you feel as though the Greeper could be real, but you are unsure if it's your doubts, or this forest, or maybe just the creepiness of the area is making your nerves go on high. At this point, you'd turn back if you could, but it's far too late for that. There's only one way to go now. You just hope it's not already too late to save yourself.

Why are you here? You shouldn't be here.

I see you.

Run

Run!!

You're already too late

Why are you here?

GET OUT

GET OUT

Why are you here?

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YOU DID NOT ESCAPE THE GREEPER

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South east

 North

East

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South

Southwest

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Go Forward

Go Back

The Rainbow forest is unlike anywhere you've ever seen before. It feels like another world. As you are mesmerized by the sky. You are surprised by an old man who looks to have been living in the forest for some time. He seems doubtful when you explain why you're there. He tells you of a secret passage to Daleyville hidden in water. He cautions you though, that he fears you don't know what you're getting into. He says you should take heed of the Greeper before you're trapped in this forest forever. He also warns you not to go north west of Daleyville. He says that's where it lives....

I used to come here to fish I think. It was peaceful and quiet. I miss it.

The morning sun shines on you as you exit the Widows. The calls of the Greeper fade, it has stop chasing. At least you hope so. The people from a nearby town notice you. They see the shock on your face along with the exhaustion and clear dishevelment. They can't possibly understand what you've just survived. But you did survive, and with knowledge that is even more important than you could have ever imagined. But now, you have a very important decision to make.....

Contact the Benefactor

Contact the BCC

North West

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North

South

South East

The Ridge.jpg

North

East

wicket.jpg

North

East

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North West

West

The Wicket is thick and twisted. You find yourself trapped and barely able to get out. You find a tree in the middle of it all with a carving in it that says "Don't go beyond the Heartland. It lives past the Heartland."

You contact the BCC with news of what you discovered in the Keep. They are grateful that you did, and tell you you did the right thing. They explain the people searching for the artifacts that is talked about in the book you found aren't searching for them for any good reasons. They are impressed that you were able to make it to the keep and escape with your life. They tell you they may call upon you to help them in the future if needed....

You contact the benefactor who is absolutely ecstatic about what you found. He pays you what he said he said he would. As you are leaving he asks you if you told anyone else what you discovered. You tell him "no," and he seems grateful. As you are leaving you hear him mutter that no one else can know, and then suddenly, everything goes black.

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