#11 Throughout the week, the same scarecrow seems to turn up in fields the PCs walk past.
#12 How come the children’s nursery rhyme keeps referring to one of the PCs by name? And worse, why is the rhyme about eating slugs, bugs, and thugs?
#13 Every bad person the PCs meet during the next three adventures is rumored to have a henchman called Grust the Merciless. Grust regrettably never actually makes an appearance.
#14 The same face keeps appearing in crowds everywhere—a rotund, somewhat ruddy complexioned fellow with a huge, flat, red nose. Chug Hoppwell is actually the PC’s biggest fan, and takes great joy in following their exploits—he’s merely admiring them and has given up his job and home to see them in action as much as possible.
#15 Everyone in the village seems afraid of one of the PCs. As the PC crosses the street, people cross to the other side; as the PC enters a tavern, a drink is poured and no charge made; when the PC approaches a shop, it closes. The PC actually resembles an infamous murderer and pirate called Thrashnan who terrorized the village a summer ago. The locals cornered Thrashnan, who had kidnapped a trio of innocent villagers, in a barn. Terrified that he would escape the local barred the barn doors and set fire to the place. As he and his prisoners were burning, Thrashnan swore he would come back from the dead. The villagers, of course, will never willingly reveal what happened but begin to discuss what to do about the return from the dead of the infamous killer.
#16 Throughout the adventure, a wolf pack is heard howling.
#17 The same magpie follows the PCs throughout the week—a sure sign of ill-fortune: one for sorrow as the old rhyme goes.
#18 In the graveyard, the PCs each find a grave with their name upon it, most dating from the same year a century ago.
#19 As the PCs enter the tavern, the town clock strikes noon, and at that exact moment, Chape, the tavern owner’s dog, expires at their feet.