Imaculata
Hero
The wounded knight
A severely wounded knight lies along side the road, the victim of a horrible beast. The DM can randomly decide what manner of beast it is, and what wounds the knight has. He pleads the party for healing. The DM may also decide that the knight is poisoned by the creature, which the players will need to detect in order to save his life.
If they help him, he promises to reward them. They should seek him out at his mansion in a nearby city, where he offers them food, lodging, and gold. The knight can also point the party in the direction of the beast that attacked him. But they will need to succeed at a wisdom (survival) check DC 16 to track it down.
The crone's hut
The players see a large tree in the distance, with a small hut hidden amongst its branches. A simple elevator with a counter-weight, takes the party up to the hut. An old crone lives here. She is only here during the day. At night she is out collecting herbs and magical components.
The crone offers to help the party, if they fetch some very specific herbs for her from a nearby treacherous location. In return she will make the party some healing potions, and provide directions. If they hand her the wrong ingredients, she will feel betrayed, and will attack the players.
The meteor
At night the party is witness to a meteor landing in a nearby forest. They will need to succeed at a Wisdom (survival) check DC 14 to locate where the meteor crashed. During the day it will be nearly impossible to locate the meteor. The meteor has caused a large crater, and set several trees on fire. The meteor can be harvested for precious metal, which can be used to forge weapons of a powerful steel at a skilled blacksmith. But the meteor may also be guarded by evil demonic creatures who hitched a ride along with it.
A severely wounded knight lies along side the road, the victim of a horrible beast. The DM can randomly decide what manner of beast it is, and what wounds the knight has. He pleads the party for healing. The DM may also decide that the knight is poisoned by the creature, which the players will need to detect in order to save his life.
If they help him, he promises to reward them. They should seek him out at his mansion in a nearby city, where he offers them food, lodging, and gold. The knight can also point the party in the direction of the beast that attacked him. But they will need to succeed at a wisdom (survival) check DC 16 to track it down.
The crone's hut
The players see a large tree in the distance, with a small hut hidden amongst its branches. A simple elevator with a counter-weight, takes the party up to the hut. An old crone lives here. She is only here during the day. At night she is out collecting herbs and magical components.
The crone offers to help the party, if they fetch some very specific herbs for her from a nearby treacherous location. In return she will make the party some healing potions, and provide directions. If they hand her the wrong ingredients, she will feel betrayed, and will attack the players.
The meteor
At night the party is witness to a meteor landing in a nearby forest. They will need to succeed at a Wisdom (survival) check DC 14 to locate where the meteor crashed. During the day it will be nearly impossible to locate the meteor. The meteor has caused a large crater, and set several trees on fire. The meteor can be harvested for precious metal, which can be used to forge weapons of a powerful steel at a skilled blacksmith. But the meteor may also be guarded by evil demonic creatures who hitched a ride along with it.
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