Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Dungeons & Dragons
An endless stream of random encounters
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Imaculata" data-source="post: 6906646" data-attributes="member: 6801286"><p><strong>The procession</strong></p><p></p><p>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).</p><p></p><p>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. </p><p></p><p><strong>The Shrine</strong></p><p></p><p>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.</p><p></p><p>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.</p><p><strong></strong></p><p><strong>The marshes</strong></p><p></p><p>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. </p><p></p><p>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.</p><p></p><p>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.</p><p></p><p><strong>The old ferry</strong></p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>If the players decide to look for another way across, they add half a day of travel to their journey.</p></blockquote><p></p>
[QUOTE="Imaculata, post: 6906646, member: 6801286"] [B]The procession[/B] 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. [B]The Shrine[/B] 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. [B] The marshes[/B] 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. [B]The old ferry[/B] 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. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
An endless stream of random encounters
Top