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<blockquote data-quote="Imaculata" data-source="post: 6910134" data-attributes="member: 6801286"><p><strong>The watering hole</strong></p><p></p><p>The party stumbles upon a small pond, where animals often drink. The pond is filled with fresh water, and it is easy to hunt animals here in the early morning hours. It is a perfect place to rest during the day.</p><p></p><p>Hunting for game is a Wisdom (survival) check DC 10 in the early morning, or DC 14 during the day. If the players visit the pond at night, they risk running into predators, who hunt near the pond as soon as darkness falls.</p><p></p><p><strong>The old mine tunnel</strong></p><p></p><p>An old mine tunnel in the side of a mountain is boarded up. The players can attempt to remove the boards carefully, with a Strength check DC (12), or they can simply smash the boards violently (no check). But this increases the chance of them making their presence known to hostile creatures inside the mine. There's also a small wooden sign next to the entrance, but time has faded away the text. The players can attempt an Intelligence (Investigation) check DC 14, to decipher the faded text. If successful, it reads that the tunnel is a short cut towards where the players are currently heading.</p><p></p><p>On the inside the mine looks long abandoned, and low light conditions apply. The players can attempt a Wisdom (Survival) check DC 11 to safely reach the other side of the tunnel, thus shortening their travel time by 2 hours. If they fail, they get lost, and add 2 hours to their travel time instead. If they also made a lot of noise when entering, the DM may decide to throw in some hostile creatures as well, on top of getting lost.</p><p></p><p><strong>The talking cat</strong></p><p></p><p>The party passes by an old stone wall, no more than 10 ft. high. It is covered in plants, and many of the stones have come loose over time. An orange tabby cat lies lazily on the wall. It yawns as the players pass. It does not mind being touched, as long as no one attempt to pick him up.</p><p></p><p>Surprisingly, the cat can talk. His name is Spyracus, and he speaks very politely. He has been the familiar of a local witch for a very long time, and she gave him the gift of speech. Unfortunately the witch is no more. The cat is very intelligent for a cat, and only shares information with the players if they give him a treat. For a cat, he is a quite a business man. He is reluctant to join the party, unless they give him a very good reason to do so. Because he rather enjoys his lazy life.</p><p></p><p>He is quite fond of fish, and understands the value of reliable information. He'll happily share his knowledge of local rumors, directions and hostile creatures, if they pay him for it with something tasty.</p></blockquote><p></p>
[QUOTE="Imaculata, post: 6910134, member: 6801286"] [B]The watering hole[/B] The party stumbles upon a small pond, where animals often drink. The pond is filled with fresh water, and it is easy to hunt animals here in the early morning hours. It is a perfect place to rest during the day. Hunting for game is a Wisdom (survival) check DC 10 in the early morning, or DC 14 during the day. If the players visit the pond at night, they risk running into predators, who hunt near the pond as soon as darkness falls. [B]The old mine tunnel[/B] An old mine tunnel in the side of a mountain is boarded up. The players can attempt to remove the boards carefully, with a Strength check DC (12), or they can simply smash the boards violently (no check). But this increases the chance of them making their presence known to hostile creatures inside the mine. There's also a small wooden sign next to the entrance, but time has faded away the text. The players can attempt an Intelligence (Investigation) check DC 14, to decipher the faded text. If successful, it reads that the tunnel is a short cut towards where the players are currently heading. On the inside the mine looks long abandoned, and low light conditions apply. The players can attempt a Wisdom (Survival) check DC 11 to safely reach the other side of the tunnel, thus shortening their travel time by 2 hours. If they fail, they get lost, and add 2 hours to their travel time instead. If they also made a lot of noise when entering, the DM may decide to throw in some hostile creatures as well, on top of getting lost. [B]The talking cat[/B] The party passes by an old stone wall, no more than 10 ft. high. It is covered in plants, and many of the stones have come loose over time. An orange tabby cat lies lazily on the wall. It yawns as the players pass. It does not mind being touched, as long as no one attempt to pick him up. Surprisingly, the cat can talk. His name is Spyracus, and he speaks very politely. He has been the familiar of a local witch for a very long time, and she gave him the gift of speech. Unfortunately the witch is no more. The cat is very intelligent for a cat, and only shares information with the players if they give him a treat. For a cat, he is a quite a business man. He is reluctant to join the party, unless they give him a very good reason to do so. Because he rather enjoys his lazy life. He is quite fond of fish, and understands the value of reliable information. He'll happily share his knowledge of local rumors, directions and hostile creatures, if they pay him for it with something tasty. [/QUOTE]
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