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<blockquote data-quote="Imaculata" data-source="post: 6915253" data-attributes="member: 6801286"><p><strong>The termite hills</strong></p><p></p><p>The players stumble upon a large colony of termites, who have constructed tall spires. The players notice some skeletons and their belongings in garbage piles among the spires. The termites are vermin swarms, who can react aggressively to the footsteps of invaders. The players can make an Intelligence (Nature) check DC 10 to determine this hazard. But if they pass a Dexterity (Stealth) check DC 14, they can pass quietly and unharmed.</p><p></p><p>If the players try to search the garbage piles however, they'll have to succeed at a Dexterity (Sleight of Hand) check DC 14 for each pile, or the termites will attack. They can find various common adventure items, such as 2d20 gold, potions, weapons, and maybe a magical item. </p><p></p><p>They can also choose to go around the spires, but due to difficult terrain this adds another hour of travel time.</p><p></p><p><strong>The whispering swamp</strong></p><p></p><p>The party arrives at a fog covered swamp. Small bubbles of air rise up from the depths of the swamp, and the remains of various wagons can be seen, half submerged in the water. Dead trees hang over the water, with dead water plants draped across their tendril-like branches. On the water the party can see will-o-wisps in various colors. The will-o-wisps are not hostile at first, and merely try to lure the players into the swamp, by whispering things to them.</p><p></p><p><em>"Our lady welcomes you, weary traveler.."</em></p><p><em></em></p><p><em>"You must meet the lady of the lake..."</em></p><p><em></em></p><p><em>"Follow us, and be welcome..."</em></p><p></p><p>But if the players wander into the swamp they'll eventually get hopelessly stuck. The swamp acts as an Entangle spell. Underwater plants wrap around their feet, and the mud sucks them deeper and deeper, until they can barely move forward or backward. This is when a horrid hag attacks them. The will-o-wips can be added to this fight as back up for the hag, to raise the difficulty.</p><p></p><p><strong>Overlook rock</strong></p><p></p><p>The party spots a massive stone head of an idol, at the top of a cliff. The statue warns the players not to come any closer with a booming voice, or he will destroy them. If the players continue anyway, the statue will fire some fireballs from its eye sockets, which deliberately miss (it is only a warning after all). As soon as the party gets behind the statue though, it is no longer able to see them, or fire at them.</p><p></p><p>The party can attempt to climb up the cliff with a Strength (Athletics) check DC 14. The statue is actually the home of a crazy wizard, who just wants to be left alone. He has constructed his house inside the statue, hoping that it would scare people away. The players may be able to get the wizard to help them, by passing a Charisma (persuasion) check DC 12.</p><p></p><p><strong>The undead ferryman</strong></p><p></p><p>The party arrives at a treacherous river, lake or swamp. From the distance a dark hooded figure in a ferry approaches. Upon closer inspection, he is a skeleton dressed in a tattered black cloak.</p><p></p><p><em>"Thou seeketh passage? What will thy payyy... wanderer?"</em></p><p><em></em></p><p><em></em>The undead ferryman holds out his skeletal hand, awaiting payment by each player and npc who wants to cross. If the players are generous, he will take them across swiftly, and without trouble. But if they are feeling cheap, he might take them on a treacherous ride, and drop them off quite far from their intended destination.</p><p></p><p>He'll also remark to anyone who is cheap: <em>"Thou gets what thou payeth forrr... wanderer..."</em></p><p><em></em>Or if they are generous: <em>"Thou art committed to thine journeyyy... wanderer."</em></p></blockquote><p></p>
[QUOTE="Imaculata, post: 6915253, member: 6801286"] [B]The termite hills[/B] The players stumble upon a large colony of termites, who have constructed tall spires. The players notice some skeletons and their belongings in garbage piles among the spires. The termites are vermin swarms, who can react aggressively to the footsteps of invaders. The players can make an Intelligence (Nature) check DC 10 to determine this hazard. But if they pass a Dexterity (Stealth) check DC 14, they can pass quietly and unharmed. If the players try to search the garbage piles however, they'll have to succeed at a Dexterity (Sleight of Hand) check DC 14 for each pile, or the termites will attack. They can find various common adventure items, such as 2d20 gold, potions, weapons, and maybe a magical item. They can also choose to go around the spires, but due to difficult terrain this adds another hour of travel time. [B]The whispering swamp[/B] The party arrives at a fog covered swamp. Small bubbles of air rise up from the depths of the swamp, and the remains of various wagons can be seen, half submerged in the water. Dead trees hang over the water, with dead water plants draped across their tendril-like branches. On the water the party can see will-o-wisps in various colors. The will-o-wisps are not hostile at first, and merely try to lure the players into the swamp, by whispering things to them. [I]"Our lady welcomes you, weary traveler.." "You must meet the lady of the lake..." "Follow us, and be welcome..."[/I] But if the players wander into the swamp they'll eventually get hopelessly stuck. The swamp acts as an Entangle spell. Underwater plants wrap around their feet, and the mud sucks them deeper and deeper, until they can barely move forward or backward. This is when a horrid hag attacks them. The will-o-wips can be added to this fight as back up for the hag, to raise the difficulty. [B]Overlook rock[/B] The party spots a massive stone head of an idol, at the top of a cliff. The statue warns the players not to come any closer with a booming voice, or he will destroy them. If the players continue anyway, the statue will fire some fireballs from its eye sockets, which deliberately miss (it is only a warning after all). As soon as the party gets behind the statue though, it is no longer able to see them, or fire at them. The party can attempt to climb up the cliff with a Strength (Athletics) check DC 14. The statue is actually the home of a crazy wizard, who just wants to be left alone. He has constructed his house inside the statue, hoping that it would scare people away. The players may be able to get the wizard to help them, by passing a Charisma (persuasion) check DC 12. [B]The undead ferryman[/B] The party arrives at a treacherous river, lake or swamp. From the distance a dark hooded figure in a ferry approaches. Upon closer inspection, he is a skeleton dressed in a tattered black cloak. [I]"Thou seeketh passage? What will thy payyy... wanderer?" [/I]The undead ferryman holds out his skeletal hand, awaiting payment by each player and npc who wants to cross. If the players are generous, he will take them across swiftly, and without trouble. But if they are feeling cheap, he might take them on a treacherous ride, and drop them off quite far from their intended destination. He'll also remark to anyone who is cheap: [I]"Thou gets what thou payeth forrr... wanderer..." [/I]Or if they are generous: [I]"Thou art committed to thine journeyyy... wanderer."[/I] [/QUOTE]
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