Imaculata
Hero
The gazing gorge
A rocky gorge is covered in stone eyes that look like they can move. The party senses they are being scryed upon. The party can attempt a group stealth check DC 16, to pass through the gorge unseen. The eyes can provide valuable intel about the players to one powerful intelligent foe who may live in that area (a wizard, vampire lord, lich or dragon for example). If the players fail the check, they notice the eyes following their every move. The eyes only provide images for their master, not sound.
Curse of the Mirror Marsh
These wetlands stretch far and wide. Magic users can sense that the water radiates transmutation magic. The players will notice the water is not very deep; it barely reaches beyond their ankles, and casts a perfect reflection. Over the course of an hour of travel however, the reflections actually become perfect clones of the players, but with hostile intentions.
The bridge of thorns
This stone bridge is covered in thick walls of magical thorns, to stop any travelers dead in their tracks. Normal fire cannot burn away the thorns, only magical fire will do. The party can also attempt a group strength check (athletics) DC 16 to cut their way through. Upon succes, they each gain 1 level of exhaustion but are able to cut through the thorns before they regenerate behind them.
The Last Stand
The party encounters a long stone bridge across a deep ravine. There is a stone gatehouse with busted wooden doors in the centre. The bridge shows the aftermath of a great battle where an army made their last stand. Corpses are draped across the side, scorch marks of spells are visible everywhere, weapons and shattered shields lie scattered about; It is a dreadful sight. To cross the bridge, the party must climb across a pile of bodies just beyond the gatehouse (the players won't see it until they pass the gatehouse). An aura of necromancy lingers in the era, and the players may spot the occasional twitching hand. The feeling of utter despair is almost overwhelming, and the players must save against fear if they decide to cross. Alternatively they can take the time to lay the bodies to rest; a time consuming task, but it will end the aura of despair that lingers in the area. Alternatively, the DM may choose that some of the corpses are not quite dead, but not alive, and attack the players if they approach.
A rocky gorge is covered in stone eyes that look like they can move. The party senses they are being scryed upon. The party can attempt a group stealth check DC 16, to pass through the gorge unseen. The eyes can provide valuable intel about the players to one powerful intelligent foe who may live in that area (a wizard, vampire lord, lich or dragon for example). If the players fail the check, they notice the eyes following their every move. The eyes only provide images for their master, not sound.
Curse of the Mirror Marsh
These wetlands stretch far and wide. Magic users can sense that the water radiates transmutation magic. The players will notice the water is not very deep; it barely reaches beyond their ankles, and casts a perfect reflection. Over the course of an hour of travel however, the reflections actually become perfect clones of the players, but with hostile intentions.
The bridge of thorns
This stone bridge is covered in thick walls of magical thorns, to stop any travelers dead in their tracks. Normal fire cannot burn away the thorns, only magical fire will do. The party can also attempt a group strength check (athletics) DC 16 to cut their way through. Upon succes, they each gain 1 level of exhaustion but are able to cut through the thorns before they regenerate behind them.
The Last Stand
The party encounters a long stone bridge across a deep ravine. There is a stone gatehouse with busted wooden doors in the centre. The bridge shows the aftermath of a great battle where an army made their last stand. Corpses are draped across the side, scorch marks of spells are visible everywhere, weapons and shattered shields lie scattered about; It is a dreadful sight. To cross the bridge, the party must climb across a pile of bodies just beyond the gatehouse (the players won't see it until they pass the gatehouse). An aura of necromancy lingers in the era, and the players may spot the occasional twitching hand. The feeling of utter despair is almost overwhelming, and the players must save against fear if they decide to cross. Alternatively they can take the time to lay the bodies to rest; a time consuming task, but it will end the aura of despair that lingers in the area. Alternatively, the DM may choose that some of the corpses are not quite dead, but not alive, and attack the players if they approach.
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