Imaculata
Hero
The old broken aqueduct
The players encounter an old broken aqueduct. A simple sandy road passes beneath it, but the ancient stone structure has collapsed where it crosses the road. It seems the debris has been cleared a long time ago. There is a forested ravine on one side of the road, where some remains of the aqueduct can be seen near the bottom, along with a few broken support columns sticking out through the trees. On the opposite side of the road is a steep forested hill, where the aqueduct is at its lowest height. The structure can be seen from quite a distance, although it is mostly obscured by trees here. The players can get water at the aqueduct, but with a successful Intelligence (nature) check they may determine that the water is old and stale, and may make them sick. Alternatively the DM may decide that the water is fresh and harmless. The DM may also rule that hostile intelligent creatures have made the ruined aqueduct their home, and block the players from passing. The aqueduct is 160 ft. tall at its highest point.
The devastated forest
The party passes through a forest where many trees have been destroyed and/or overturned. It seems a great beast must have violently passed through (or over) the forest, leaving a path of destruction in its wake. The forest is difficult terrain and slows the movement of the players. Depending on the type of beast responsible, the DM may also throw in other details regarding the devastation. If the players get involved in combat in this forest, all the overturned trees and uprooted plants, greatly hamper their movement.
Fertility Festival
A local settlement is celebrating a fertility festival in honor of a local fertility deity. A golden statue of the deity is prominently displayed on the town square while flower-necklaces are handed out to people by handsome boys and girls. Monks wearing a headdress in the shape of the patron animal of the deity, scatter flowers on the floor and hand out wooden statues of the deity, as they lead a procession through town. The festival involves much music, dancing, drinking, and unruly behavior, with a lot of skimpy clothing and costumes. Young and old take part in the festivities, and inns and taverns do good business on this day. The festivities last until the next morning.
The Whispering Sword
In an ancient nearby tomb lies a magical sword, waiting for a hero to pick it up, and fulfill its desire for vengeance. The sword whispers to people when they sleep near the tomb, giving them visions of where the tomb is, and pleading to them to help fulfill the sword's purpose. The dreams may even cause them to sleep-walk all the way to the location of the tomb, but once they reach the entrance, they always wake up. Opening the tomb requires a modest strength check. Inside the tomb is the final resting place of the sword's previous owner. He/she was unable to complete their quest, and was buried with the sword. The sword is intelligent and has magical properties. After being picked up, it will occasionally whisper to its new owner if they stray too much from the sword's intended goal: To slay the villain that its former owner intended to kill. Once that goal is completed, the sword thanks the wielder, and becomes a normal sword again.
Big pile of something
The party encounters a big pile of droppings by a giant creature. A sample can be taken for use as a magical ingredient, and the smell of it tends to keep local wildlife at bay. Don't expect to be welcomed into any inns or taverns though.
The players encounter an old broken aqueduct. A simple sandy road passes beneath it, but the ancient stone structure has collapsed where it crosses the road. It seems the debris has been cleared a long time ago. There is a forested ravine on one side of the road, where some remains of the aqueduct can be seen near the bottom, along with a few broken support columns sticking out through the trees. On the opposite side of the road is a steep forested hill, where the aqueduct is at its lowest height. The structure can be seen from quite a distance, although it is mostly obscured by trees here. The players can get water at the aqueduct, but with a successful Intelligence (nature) check they may determine that the water is old and stale, and may make them sick. Alternatively the DM may decide that the water is fresh and harmless. The DM may also rule that hostile intelligent creatures have made the ruined aqueduct their home, and block the players from passing. The aqueduct is 160 ft. tall at its highest point.
The devastated forest
The party passes through a forest where many trees have been destroyed and/or overturned. It seems a great beast must have violently passed through (or over) the forest, leaving a path of destruction in its wake. The forest is difficult terrain and slows the movement of the players. Depending on the type of beast responsible, the DM may also throw in other details regarding the devastation. If the players get involved in combat in this forest, all the overturned trees and uprooted plants, greatly hamper their movement.
Fertility Festival
A local settlement is celebrating a fertility festival in honor of a local fertility deity. A golden statue of the deity is prominently displayed on the town square while flower-necklaces are handed out to people by handsome boys and girls. Monks wearing a headdress in the shape of the patron animal of the deity, scatter flowers on the floor and hand out wooden statues of the deity, as they lead a procession through town. The festival involves much music, dancing, drinking, and unruly behavior, with a lot of skimpy clothing and costumes. Young and old take part in the festivities, and inns and taverns do good business on this day. The festivities last until the next morning.
The Whispering Sword
In an ancient nearby tomb lies a magical sword, waiting for a hero to pick it up, and fulfill its desire for vengeance. The sword whispers to people when they sleep near the tomb, giving them visions of where the tomb is, and pleading to them to help fulfill the sword's purpose. The dreams may even cause them to sleep-walk all the way to the location of the tomb, but once they reach the entrance, they always wake up. Opening the tomb requires a modest strength check. Inside the tomb is the final resting place of the sword's previous owner. He/she was unable to complete their quest, and was buried with the sword. The sword is intelligent and has magical properties. After being picked up, it will occasionally whisper to its new owner if they stray too much from the sword's intended goal: To slay the villain that its former owner intended to kill. Once that goal is completed, the sword thanks the wielder, and becomes a normal sword again.
Big pile of something
The party encounters a big pile of droppings by a giant creature. A sample can be taken for use as a magical ingredient, and the smell of it tends to keep local wildlife at bay. Don't expect to be welcomed into any inns or taverns though.
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