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<blockquote data-quote="Imaculata" data-source="post: 6906808" data-attributes="member: 6801286"><p>Thanks. I try to come up with campaign-neutral encounters that simply add some flavor to the traveling, without diverging too much into a quest or sidequest of their own.<strong></strong></p><p><strong></strong></p><p><strong>The rickety bridge</strong></p><p></p><p>The players arrive at an unstable old rope bridge across a small chasm, 24 ft. across and 10 ft. wide. A waterfall cascades down the side of a mountain, and the rocks are slippery and black. The whole bridge is shrouded in a watery mist and the rotten wooden boards are wet as well. Down below is a 50 ft. drop onto sharp rocks and a shallow stream.</p><p></p><p>The bridge will hold, as long as only one person crosses at a time. But as soon as two people are on the bridge, or if a horse and/or wagon tries to cross, one of the ropes snaps. The players can spot this danger with a Wisdom (Perception) check DC 14. Further more, any animals (such as horses) will refuse to cross the bridge out of fear, and must be coaxed across.</p><p></p><p>When the bridge snaps, the players can either try to jump to the nearest ledge, Strength (Athletics) check DC 12, or try to hold on to the remaining part of the bridge, Dexterity (Acrobatics) check DC 10. </p><p></p><p><strong>The forest of embers</strong></p><p></p><p>The party arrives at the aftermath of a forest fire, right after a heavy rain has extinguished the flames. Much of the forest still glows due to burning embers, which provide low light at night. While on the surface the fire seems gone, a Wisdom (Survival) check DC 10, or poking the ground, reveals that the fire still smolders underground. The forest can be crossed safely, but the players cannot make camp here. A dense mist also covers the forest which provides heavy obscurement, as per the spell Fog Cloud.</p><p></p><p><strong>The cursed cemetery</strong></p><p></p><p>The party encounters a long forgotten cemetery, with the road running straight through the middle of it. A rusty 10 ft. high iron fence surrounds the cemetery, half swallowed by the forest. The tall gate doors hang loosely in their hinges, creaking in the wind. The cemetery is quite large, and it's edges cannot be discerned at first glance. Most of the tombstones have eroded over time, and the tombs look ancient. Especially further away from the road, the cemetery looks older, and a ghostly fog lingers around the trees.</p><p></p><p>During the day the players can encounter a friendly gravedigger here. He feels he should keep an eye on the cemetery, because its inhabitants are restless at night... and may need to be 'tucked back in'. People have long forgotten the names of the people buried here. He feels someone needs to make sure the dead don't go wandering about, and bothering nearby villages. He'll point out that he has a small shack on a nearby hill overlooking the cemetery.</p><p></p><p>At night, the dead crawl out of their graves, and attack anyone that ventures too close to the cemetery. They return to their dead state at the break of dawn. The gravedigger does not return until the next morning, where he checks which corpses are not where they are supposed to be. He then buries them again.</p><p></p><p><strong>The tree-bridge</strong></p><p></p><p>A 25 ft. long tree log bridges a small chasm. It looks like the tree was deliberately cut down for this purpose. Below the tree-bridge is a steep 40 ft. deep leaf-covered decline. Not deadly, but steep enough to cause serious injury. The players must make a Dexterity (Acrobatics check) DC 8 to maintain their balance as they cross the log. They can also choose to safely crawl across the log on all fours, with no check, but this adds between half an hour and 1 hour to their travel time.</p></blockquote><p></p>
[QUOTE="Imaculata, post: 6906808, member: 6801286"] Thanks. I try to come up with campaign-neutral encounters that simply add some flavor to the traveling, without diverging too much into a quest or sidequest of their own.[B] The rickety bridge[/B] The players arrive at an unstable old rope bridge across a small chasm, 24 ft. across and 10 ft. wide. A waterfall cascades down the side of a mountain, and the rocks are slippery and black. The whole bridge is shrouded in a watery mist and the rotten wooden boards are wet as well. Down below is a 50 ft. drop onto sharp rocks and a shallow stream. The bridge will hold, as long as only one person crosses at a time. But as soon as two people are on the bridge, or if a horse and/or wagon tries to cross, one of the ropes snaps. The players can spot this danger with a Wisdom (Perception) check DC 14. Further more, any animals (such as horses) will refuse to cross the bridge out of fear, and must be coaxed across. When the bridge snaps, the players can either try to jump to the nearest ledge, Strength (Athletics) check DC 12, or try to hold on to the remaining part of the bridge, Dexterity (Acrobatics) check DC 10. [B]The forest of embers[/B] The party arrives at the aftermath of a forest fire, right after a heavy rain has extinguished the flames. Much of the forest still glows due to burning embers, which provide low light at night. While on the surface the fire seems gone, a Wisdom (Survival) check DC 10, or poking the ground, reveals that the fire still smolders underground. The forest can be crossed safely, but the players cannot make camp here. A dense mist also covers the forest which provides heavy obscurement, as per the spell Fog Cloud. [B]The cursed cemetery[/B] The party encounters a long forgotten cemetery, with the road running straight through the middle of it. A rusty 10 ft. high iron fence surrounds the cemetery, half swallowed by the forest. The tall gate doors hang loosely in their hinges, creaking in the wind. The cemetery is quite large, and it's edges cannot be discerned at first glance. Most of the tombstones have eroded over time, and the tombs look ancient. Especially further away from the road, the cemetery looks older, and a ghostly fog lingers around the trees. During the day the players can encounter a friendly gravedigger here. He feels he should keep an eye on the cemetery, because its inhabitants are restless at night... and may need to be 'tucked back in'. People have long forgotten the names of the people buried here. He feels someone needs to make sure the dead don't go wandering about, and bothering nearby villages. He'll point out that he has a small shack on a nearby hill overlooking the cemetery. At night, the dead crawl out of their graves, and attack anyone that ventures too close to the cemetery. They return to their dead state at the break of dawn. The gravedigger does not return until the next morning, where he checks which corpses are not where they are supposed to be. He then buries them again. [B]The tree-bridge[/B] A 25 ft. long tree log bridges a small chasm. It looks like the tree was deliberately cut down for this purpose. Below the tree-bridge is a steep 40 ft. deep leaf-covered decline. Not deadly, but steep enough to cause serious injury. The players must make a Dexterity (Acrobatics check) DC 8 to maintain their balance as they cross the log. They can also choose to safely crawl across the log on all fours, with no check, but this adds between half an hour and 1 hour to their travel time. [/QUOTE]
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