Myth & Mire

The Hunger Behind the Hearth

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Merrick Gorse: The Innkeeper Who Smiles Too Wide

“He’s generous, I’ll give him that. Always a smile, always a seat by the hearth.
Just don’t go downstairs. And if you hear something behind the pantry wall, no you didn’t.”
—Griswold Cain

The Story So Far

Merrick Gorse is a middle-aged innkeeper with strong hands, a soft voice, and an impeccable memory for names. For nearly twenty years he’s run The Hailstone Hearth, a modest roadside inn built against the edge of a wooded bluff. It serves caravan guards, pilgrims, lonely scholars, and—unfortunately—anyone Merrick finds particularly… radiant.

You see, Merrick has a hunger. A very specific one.

He devours joyful people.

Their laughter. Their stories. Their scent. And, eventually, their flesh.

He used to be careful. Once every few months, a traveler wouldn’t check out. He blamed wolves, the river, a jealous spouse. But lately, he’s slipping. He’s needing more. Something inside him is waking up—and it’s not human.

Villagers down the road are whispering. A bard went missing last month. So did a merchant’s apprentice. Now a gruff old groundskeeper is being eyed with suspicion, though he insists—truthfully—he knows nothing.

But Merrick knows.
And his freezer is full.

Who He Is

Merrick Gorse is not a vampire. He is not a ghoul. He is a man—cursed, corrupted, maybe both—but still a man. That’s what makes him terrifying.

He’s charming. Warm. Helpful. He has a daughter in another town (who thinks he’s a tailor). He plays the flute, keeps a tidy ledger, and bakes excellent oatcakes. And he loves watching happy people slowly realize something is wrong.

His feeding is ritualistic. He prepares the cellar with care: candles, ropes, precise incisions. He savors every moment. Sometimes he talks to the body as if it were still alive. He has rules—no children, no cruelty. But those rules are slipping too.

He does not want to be caught.
But he also does not want to stop.

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Where You Find Him

The Hailstone Hearth stands alone on a mossy bluff where old roads converge. Three stories. Warm lights. Timber framing. It feels like a safe place—and that’s deliberate.

Ground Floor

Upper Floor

Basement (Hidden)

The basement has been soundproofed with packed moss, stone, and illusion runes.


Other Faces at the Inn

Tarn Mulley, the Groundskeeper
A sad, grizzled man in his sixties with bad joints and a big heart. Often seen with bloody rags (he butchers game for trade) or digging (he buries roadkill so guests don’t see it). Grunts instead of talks. Loves his beagle, Joshua, more than life.

Red Herring Potential:

He’s innocent. He knows something is wrong but fears he’d be blamed.
If befriended, he might reveal oddities—scraps of meat that look too… clean. Or guests that never say goodbye.


Clues and Hooks

The party may arrive by chance, or on the trail of missing persons.

Things That May Tip Them Off:

While at the Inn:

Optional twist: NPCs arrive while the party is staying—friends or family of the missing. They ask around. Merrick plays dumb. But the players may spot details in the ledger, rooms, or tone that shift the balance.


Should It Come to Blood

Merrick’s Stats (System-Neutral Suggestions)

Basement Combat Twists:


Ending & Outcome

There is no treasure chest. But if Merrick is caught or killed:

Optional haunting: One of the victims lingers. A spirit who didn’t want revenge—just to finish their song, or tell their brother goodbye. A final gift for a player who helped set them free.


Summary for the Storyteller

Merrick Gorse is an encounter in disguise. A full session or one-shot cloaked in warmth and hospitality. The fear doesn’t come from monsters, but from realizing who isn’t a monster—until they are.

Use him to build slow tension.
Drop details that seem benign, then bloom into dread.
Let players notice. Let them wonder. Let them stay the night.

When it breaks open, it should feel inevitable and chilling.
And Merrick will still be smiling.

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