“ It is rumoured that a sort of little people living deep in the green woods have magic acorns. If they throw and hit someone with by one of these acorns the victim will experience temporary madness for a small duration of time, making the babbling victim easy to capture of kill.”
“ People that live in cities no longer have any contact with the gods. There was a pact between the gods, humans, and animals. We could talk to the gods and the trees were the witness' to the pact. When the trees started getting cut down to make cities the pact was broken by the destruction of the witness'. So now only those that live with nature can speak to the gods and/or animals. Some trees grow tall creating darkness that scares men and they are not able to go near them. If they could they could again speak to the gods.”
“ An adventuress, Semma, has returned to her home village, but something has gone badly wrong: it's the furtive glances, the conversations that stop when she approaches, the childhood friends who now have no time for her. She returns to the town or city and enlists your party to help her find out what's going on.
The party must find out what is wrong: something (perhaps a Cthulhoid monster, perhaps a gang of vampires, perhaps just a bunch of bandits) is extorting obedience from the villagers by threatening their loved ones with at least death. Once the source is discovered, Semma and the party and a few brave yeomen (and women) must deal with the threat by finding its base and defeating it, and then deal with the remnant corrupted villagers who willingly served the Evil Force. These may prove to be the most difficult foe...”