Hmm, how can I procrastinate more on updating small mercies...
"You heard the voice, do you agree?"
Of course they do, why wouldn't they!
After the last corrupted townsman falls, all you're left with is the sound of waves and the creak of buildings in the sea wind. The feeling of being watched is omnipresent- an itch that burrows under the collar and tries to sink into the soul. A cursory search of the dead, both the recently killed and the others by the dock reveals little. This place was not an epicenter of conflict. The weaker corrupted were likely forced here by their stronger (and hungrier) brethren, and the other bodies were the unlucky few who tried to flee to the sea.
The only thing of value is a fragile silver locket, from the bottom of which is suspended a small sphere of luminescent glass. A memory well, designed to keep a warm bit of the past around with its owner. Little use to its deceased owner, but perhaps it can find a purpose with you.
Item Gained: Hopeful Locket (Grants Ability: Hopeful Memory U:1/-)
Hopeful Memory: For 3 rounds, you can avoid the largest source of hope damage each round. In addition, there's a 50% chance to gain an additional point of hope whenever any hope is gained.
Very little moves as you continue through the port town. Scraps of paper and cloth skitter across the ground, mementos of life driven by wind, but there's a distinct lack of anything larger than rats- though those exist in plenty. Multitudes of glittering eyes regard you from gutters and the dark spaces of open windows. Such creatures do not fear the corruption, and they will gleefully feast on anything you leave behind.
A voice, human and whole, catches your ear as you pass a row of small shops. The voice sings in a crisp, clear tenor, moving through a funeral dirge with a grace that bespeaks a lifetime of practice. The singer isn't visible, but the voice seems to be coming from a seamstresses shop with a variety of fine dresses in the window.
A. Ignore the singer and move on. (+5 Gloom)
B. Burn the shop down.
C. Enter the shop through the front door.
D. Encircle the shop, then breach from all sides.
E. Call out to the singer.