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<blockquote data-quote="Imaculata" data-source="post: 7199927" data-attributes="member: 6801286"><p>Time to bring this thread back from the dead...</p><p></p><p><strong>The helpful necromancer</strong></p><p></p><p>In a small cottage out in the wilderness lives a friendly necromancer. There's a cage outside the house with an animated skeleton inside; one of the necromancer's experiments. Inside the cottage are countless shelves with many human skulls and strange jars on them. The necromancer is outside, working on his vegetable garden, while whistling a happy tune and talking to the unresponsive skeleton in the cage. The necromancer is lawful evil, but will gladly sell the players some healing potions. If the players don't have the money, or they seek more powerful potions, the necromancer will gladly send the party on a quest to do some grave robbery for him. The necromancer is also happy to provide directions to the players, or shelter from the rain. The necromancer was banished from a local city/town for his immoral practices, and he is severely disliked by the locals. If any other npc's see that the players have any association with the necromancer, they will shun them too, and the players will quickly gain a negative reputation.</p><p></p><p><strong>The basking basilisks</strong></p><p></p><p>Two basilisks are basking in the sun on top of a large rock. The basilisks will leave the players alone as long as they don't get too close. Nearby are many petrified statues; victims who have been turned to stone by the creatures. The players may be able to undo the effects of the petrification, and return these people to the local village for a modest reward.</p><p></p><p><strong>The dried up river</strong></p><p></p><p>The players encounter a small bridge across a dried up river. Various debris lies in the river; stuff that is usually obscured by the water. But with the river now all dried up, the players are free to search the debris for valuables. The players can also follow the dried up river upstream, to find a human settlement (farm/church/house).</p><p></p><p><strong>The volcanic fissure</strong></p><p></p><p>The party notices that most vegetation in this area is sick and/or dead. The closer they come to the volcanic fissure, the more dead trees they encounter. The fissure is a long crack in the ground from which noxious volcanic fumes rise. The fumes are thick, yellow, and provide heavy obscurement similar to fog or smoke. The area is hot, and the players are at risk of taking constitution damage from breathing in the fumes, unless they cover their mouths when moving through the fumes. The DM may decide that the area is also home to hostile monsters that fit the volcanic theme.</p><p></p><p><strong>All hail the glorious dragon carcass</strong></p><p></p><p>A group of dragon cultists is worshipping a large rotting dragon carcass in the forest. The players may be attracted to this location because of the terrible smell, or because of the chanting. The dragon cultists are hostile, and will defend the carcass if the players dare approach them, or disrupt their ritual. The carcass provides a boost to the powers of the cultists while they are within 15 ft. of it, and spreads a terrible smell that sickens anyone who is not a dragon cultist. Determine the direction of the wind, and if the players are down wind from the carcass, they will be sickened too. Despite the fanatacism of the cultists, no ritual will bring "their god" back to life. But the carcass may be harvested by the players for valuable horns and teeth.</p><p></p><p><strong>The ogres and the catapult</strong></p><p></p><p>Two ogres are playing with a catapult on a hill. They are daring each other to hit various structures in the area, such as a local village, a monastery, and a watch tower. They will wager a bit of gold with the players whether they can hit various targets. The ogres become hostile if the players try to stop their evil games, but they might also be persuated with a successful DC 12 charisma (persuation) check. The ogres are not completely stupid, but one of them may be convinced by the players to climb into the catapult himself, with a successful DC 18 charisma (deception or persuation) check.</p><p></p><p><strong>The old farmstead</strong></p><p></p><p>The party encounters an old dilapidated farmstead by the road. The farm is in a bad state, and seems to have been destroyed by a local threat (this could be a local monster, such as a dragon, or raiders). Inside are the skeletal remains of the farmer, his wife, and his son. The players can search the farmstead for valuables, but any coin is well hidden behind a brick in the fireplace and difficult to find. The party can also choose to spend the night here. The farmstead, while in ruins, does provide partial cover from the rain. There is a well with clean drinking water, but none of the farm animals remain. This location is a great opportunity to foreshadow another threat later on in the adventure. The DM can choose to litter various clues in the farmstead regarding what happend to its occupants, and let the players investigate.</p></blockquote><p></p>
[QUOTE="Imaculata, post: 7199927, member: 6801286"] Time to bring this thread back from the dead... [B]The helpful necromancer[/B] In a small cottage out in the wilderness lives a friendly necromancer. There's a cage outside the house with an animated skeleton inside; one of the necromancer's experiments. Inside the cottage are countless shelves with many human skulls and strange jars on them. The necromancer is outside, working on his vegetable garden, while whistling a happy tune and talking to the unresponsive skeleton in the cage. The necromancer is lawful evil, but will gladly sell the players some healing potions. If the players don't have the money, or they seek more powerful potions, the necromancer will gladly send the party on a quest to do some grave robbery for him. The necromancer is also happy to provide directions to the players, or shelter from the rain. The necromancer was banished from a local city/town for his immoral practices, and he is severely disliked by the locals. If any other npc's see that the players have any association with the necromancer, they will shun them too, and the players will quickly gain a negative reputation. [B]The basking basilisks[/B] Two basilisks are basking in the sun on top of a large rock. The basilisks will leave the players alone as long as they don't get too close. Nearby are many petrified statues; victims who have been turned to stone by the creatures. The players may be able to undo the effects of the petrification, and return these people to the local village for a modest reward. [B]The dried up river[/B] The players encounter a small bridge across a dried up river. Various debris lies in the river; stuff that is usually obscured by the water. But with the river now all dried up, the players are free to search the debris for valuables. The players can also follow the dried up river upstream, to find a human settlement (farm/church/house). [B]The volcanic fissure[/B] The party notices that most vegetation in this area is sick and/or dead. The closer they come to the volcanic fissure, the more dead trees they encounter. The fissure is a long crack in the ground from which noxious volcanic fumes rise. The fumes are thick, yellow, and provide heavy obscurement similar to fog or smoke. The area is hot, and the players are at risk of taking constitution damage from breathing in the fumes, unless they cover their mouths when moving through the fumes. The DM may decide that the area is also home to hostile monsters that fit the volcanic theme. [B]All hail the glorious dragon carcass[/B] A group of dragon cultists is worshipping a large rotting dragon carcass in the forest. The players may be attracted to this location because of the terrible smell, or because of the chanting. The dragon cultists are hostile, and will defend the carcass if the players dare approach them, or disrupt their ritual. The carcass provides a boost to the powers of the cultists while they are within 15 ft. of it, and spreads a terrible smell that sickens anyone who is not a dragon cultist. Determine the direction of the wind, and if the players are down wind from the carcass, they will be sickened too. Despite the fanatacism of the cultists, no ritual will bring "their god" back to life. But the carcass may be harvested by the players for valuable horns and teeth. [B]The ogres and the catapult[/B] Two ogres are playing with a catapult on a hill. They are daring each other to hit various structures in the area, such as a local village, a monastery, and a watch tower. They will wager a bit of gold with the players whether they can hit various targets. The ogres become hostile if the players try to stop their evil games, but they might also be persuated with a successful DC 12 charisma (persuation) check. The ogres are not completely stupid, but one of them may be convinced by the players to climb into the catapult himself, with a successful DC 18 charisma (deception or persuation) check. [B]The old farmstead[/B] The party encounters an old dilapidated farmstead by the road. The farm is in a bad state, and seems to have been destroyed by a local threat (this could be a local monster, such as a dragon, or raiders). Inside are the skeletal remains of the farmer, his wife, and his son. The players can search the farmstead for valuables, but any coin is well hidden behind a brick in the fireplace and difficult to find. The party can also choose to spend the night here. The farmstead, while in ruins, does provide partial cover from the rain. There is a well with clean drinking water, but none of the farm animals remain. This location is a great opportunity to foreshadow another threat later on in the adventure. The DM can choose to litter various clues in the farmstead regarding what happend to its occupants, and let the players investigate. [/QUOTE]
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