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<blockquote data-quote="Shadowdweller00" data-source="post: 6946416" data-attributes="member: 6778479"><p><strong>Make Off with the Cutlery: </strong>(Urban/Wilderness, Day)</p><p>The party comes across a couple animated dishes and some animated silverware walking down the road (on magically constructed legs). These objects were the result of a miscast spell inside a mage's house. If the PCs pay the objects too much attention, the animated objects becomes frightened, scatter, and try to run away and hide; screaming piteously all the while. The objects can speak and understand common, but aren't very interested in talking. They can be threatened into servitude or caught and sold as curios for about 100 gp a piece. They are motivated primarily by wanderlust, and might be convinced to march to a particular location if the PCs can convince them that there is something interesting there.</p><p></p><p><strong>Giant's Lair: </strong>(Wilderness, Day)</p><p>The PCs come across a cave containing an encampment of some sort: Bedding, a campfire, clothing, human bones that seem to have been recently eaten, possibly some treasure. If they decide to do so, the PCs can ambush the monster - be it a giant or whatever else. Because the PCs start out with the advantage of awareness, the GM can safely up the encounter difficulty a bit. Make sure that there are signs in the lair of how many enemies live there and/or how difficult they might be.</p></blockquote><p></p>
[QUOTE="Shadowdweller00, post: 6946416, member: 6778479"] [B]Make Off with the Cutlery: [/B](Urban/Wilderness, Day) The party comes across a couple animated dishes and some animated silverware walking down the road (on magically constructed legs). These objects were the result of a miscast spell inside a mage's house. If the PCs pay the objects too much attention, the animated objects becomes frightened, scatter, and try to run away and hide; screaming piteously all the while. The objects can speak and understand common, but aren't very interested in talking. They can be threatened into servitude or caught and sold as curios for about 100 gp a piece. They are motivated primarily by wanderlust, and might be convinced to march to a particular location if the PCs can convince them that there is something interesting there. [B]Giant's Lair: [/B](Wilderness, Day) The PCs come across a cave containing an encampment of some sort: Bedding, a campfire, clothing, human bones that seem to have been recently eaten, possibly some treasure. If they decide to do so, the PCs can ambush the monster - be it a giant or whatever else. Because the PCs start out with the advantage of awareness, the GM can safely up the encounter difficulty a bit. Make sure that there are signs in the lair of how many enemies live there and/or how difficult they might be. [/QUOTE]
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