Imaculata
Hero
The procession
The party encounters a procession of pilgrims. The pilgrims are all very poor, and they are on their way to a local church (this can be any church or temple that the DM introduced earlier in the campaign).
The pilgrims ask for a little food and water; just a day's worth. If any of the players are generous, their party receives a blessing from the pilgrims. This blessing ensures that the players will be safe on the road until the next day. They will not be attacked by any bandits or hostile monsters while this blessing is in effect.
The Shrine
A simple small shrine has been erected by the side of the road, to keep travelers safe. There's a bowl to pay tribute to a local deity, and there is a place to light incense or a candle. A small simple wooden statue of the deity keeps watch over the shrine, and a wooden roof keeps the statue safe from the elements. The players can stop to light a candle, or offer a prayer, to gain a blessing from the shrine. This blessing will keep the party safe from bandits and hostile monsters for the rest of the day.
Optionally the DM could add an npc traveler here who has stopped to pray and to rest. He might be able to give the players directions, and tell them more about the deity depicted at the shrine.
The marshes
The road ahead disappears into the wetlands. The party sees nothing but tall grass and reed ahead, and the ground is soggy and wet. Most of the marsh is shallow, but some parts are deep enough to make the water reach up to their waist. A marsh is considered difficult terrain. The players can attempt a Wisdom (survival) check DC 10, or use a pole, to guide their party through the driest parts of the marsh, and to avoid suddenly stepping into a deeper part of the marsh. If the party has some sort of cart with them, it will get stuck in the deeper areas, unless the players succeed in their check.
Once a cart is stuck, it can only be pushed out of the marsh by succeeding at a Strength (athletics) check DC 12. Otherwise they'll have to leave it behind.
During the day the marshes are full of wild animals, such as various birds, for the players to hunt for food. Hunting them also requires a Wisdom (survival) check DC 10.
The old ferry
The party arrives at a river, canal or lake. The only way across seems to be an old ferry that is little more than a large wooden raft with an old man pushing it across with a pole. If they want to use the ferry, they must pay a fee.
The base price is 1 sp. But if the players look rich, and are dressed fancy, with their riches full on display, then they pay more. The players must pay anything from 1gp, up to 5gp, if they look like they can afford it.
If the players decide to look for another way across, they add half a day of travel to their journey.
The party encounters a procession of pilgrims. The pilgrims are all very poor, and they are on their way to a local church (this can be any church or temple that the DM introduced earlier in the campaign).
The pilgrims ask for a little food and water; just a day's worth. If any of the players are generous, their party receives a blessing from the pilgrims. This blessing ensures that the players will be safe on the road until the next day. They will not be attacked by any bandits or hostile monsters while this blessing is in effect.
The Shrine
A simple small shrine has been erected by the side of the road, to keep travelers safe. There's a bowl to pay tribute to a local deity, and there is a place to light incense or a candle. A small simple wooden statue of the deity keeps watch over the shrine, and a wooden roof keeps the statue safe from the elements. The players can stop to light a candle, or offer a prayer, to gain a blessing from the shrine. This blessing will keep the party safe from bandits and hostile monsters for the rest of the day.
Optionally the DM could add an npc traveler here who has stopped to pray and to rest. He might be able to give the players directions, and tell them more about the deity depicted at the shrine.
The marshes
The road ahead disappears into the wetlands. The party sees nothing but tall grass and reed ahead, and the ground is soggy and wet. Most of the marsh is shallow, but some parts are deep enough to make the water reach up to their waist. A marsh is considered difficult terrain. The players can attempt a Wisdom (survival) check DC 10, or use a pole, to guide their party through the driest parts of the marsh, and to avoid suddenly stepping into a deeper part of the marsh. If the party has some sort of cart with them, it will get stuck in the deeper areas, unless the players succeed in their check.
Once a cart is stuck, it can only be pushed out of the marsh by succeeding at a Strength (athletics) check DC 12. Otherwise they'll have to leave it behind.
During the day the marshes are full of wild animals, such as various birds, for the players to hunt for food. Hunting them also requires a Wisdom (survival) check DC 10.
The old ferry
The party arrives at a river, canal or lake. The only way across seems to be an old ferry that is little more than a large wooden raft with an old man pushing it across with a pole. If they want to use the ferry, they must pay a fee.
The base price is 1 sp. But if the players look rich, and are dressed fancy, with their riches full on display, then they pay more. The players must pay anything from 1gp, up to 5gp, if they look like they can afford it.
If the players decide to look for another way across, they add half a day of travel to their journey.
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