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<blockquote data-quote="Imaculata" data-source="post: 6911922" data-attributes="member: 6801286"><p><strong>The burning fields</strong></p><p></p><p>The players stumble upon a group of thugs, armed with torches and swords, trying to set fire to the crops of a local farmer, because he refused to give them their 'protection money'. The players can duke it out with the bandits, who will flee if it seems they are losing, and even more so if the players kill the leader of the group. They can attempt to intimidate the thugs into leaving, with a Charisma (Intimidation) check DC 14. The thugs prefer not to get into a fight with people as well armed, or better, as them.</p><p></p><p><strong>The old mill</strong></p><p></p><p>The party stumbles upon an old broken mill. The mill is full of holes on the outside, and looks long abandoned. Inside everything is covered in dust and cobwebs. The players can climb to the top of the mill, and use it as a look out, to get the lay of the land. But the mill is haunted, and if they spend the night at the mill, they will be plagued by terrifying sounds and nightmares. They will be unable to get a full night's rest here.</p><p></p><p><strong>The old bear</strong></p><p></p><p>The party finds a small fresh water stream. They can refill their water skins here and rest. But suddenly a bear walks out of the bushes, and stops to have a drink. At first it pays the party no mind, but this may change depending on how the players behave. If they upset the bear, they can try to calm it down with a Wisdom (Handle animal) check DC 14.</p><p></p><p><strong>The unmarked grave</strong></p><p></p><p>The players notice an unmarked grave by the side of the road. A medium sized stone has been placed at the end of the grave, as a replacement headstone. The players can dig up the grave and rob it, earning them 15gp in jewelry. But the very next night a ghost will find them and attack them for doing so.</p><p></p><p><strong>The pumpkin patch and the scarecrow</strong></p><p></p><p>An old scarecrow looks after a humble pumpkin patch. If the players try to take one of the pumpkins, the scarecrow comes alive, and tells them to put it back. The scarecrow is actually an animated object. It will not attack the party, but it can provide them with information, as long as they leave the pumpkins alone. If asked, he'll say that he belongs to a wizard, who lives nearby. He'll refuse to provide directions to the house of the wizard, unless the players succeed at a Charisma (Persuasion) check DC 16. He'll also warn the players that the wizard doesn't like visitors.</p></blockquote><p></p>
[QUOTE="Imaculata, post: 6911922, member: 6801286"] [B]The burning fields[/B] The players stumble upon a group of thugs, armed with torches and swords, trying to set fire to the crops of a local farmer, because he refused to give them their 'protection money'. The players can duke it out with the bandits, who will flee if it seems they are losing, and even more so if the players kill the leader of the group. They can attempt to intimidate the thugs into leaving, with a Charisma (Intimidation) check DC 14. The thugs prefer not to get into a fight with people as well armed, or better, as them. [B]The old mill[/B] The party stumbles upon an old broken mill. The mill is full of holes on the outside, and looks long abandoned. Inside everything is covered in dust and cobwebs. The players can climb to the top of the mill, and use it as a look out, to get the lay of the land. But the mill is haunted, and if they spend the night at the mill, they will be plagued by terrifying sounds and nightmares. They will be unable to get a full night's rest here. [B]The old bear[/B] The party finds a small fresh water stream. They can refill their water skins here and rest. But suddenly a bear walks out of the bushes, and stops to have a drink. At first it pays the party no mind, but this may change depending on how the players behave. If they upset the bear, they can try to calm it down with a Wisdom (Handle animal) check DC 14. [B]The unmarked grave[/B] The players notice an unmarked grave by the side of the road. A medium sized stone has been placed at the end of the grave, as a replacement headstone. The players can dig up the grave and rob it, earning them 15gp in jewelry. But the very next night a ghost will find them and attack them for doing so. [B]The pumpkin patch and the scarecrow[/B] An old scarecrow looks after a humble pumpkin patch. If the players try to take one of the pumpkins, the scarecrow comes alive, and tells them to put it back. The scarecrow is actually an animated object. It will not attack the party, but it can provide them with information, as long as they leave the pumpkins alone. If asked, he'll say that he belongs to a wizard, who lives nearby. He'll refuse to provide directions to the house of the wizard, unless the players succeed at a Charisma (Persuasion) check DC 16. He'll also warn the players that the wizard doesn't like visitors. [/QUOTE]
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