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<blockquote data-quote="Imaculata" data-source="post: 7283057" data-attributes="member: 6801286"><p><strong>The curious bard</strong></p><p></p><p>The party encounters a bard, who asks if he may travel with the party for a while (or until they reach the next settlement). He'll inquire about their adventures, and make their tales into a song. Weeks later the players may notice that other bards have copied the song and sing it at other taverns. There may be slight variations between the different versions of the song, and depending on the bard singing it, there may even be omissions or errors in the telling of the tale. While none of the PC's are named in the song, many a man will be eager to claim that the song is about him.</p><p></p><p><strong>The Portrait</strong></p><p></p><p>On a market the players pass by a small stand where an antique dealer sells old paintings. One portrait shares a stunning likeness to one of the party members, but dressed in very expensive clothes. A distant relative perhaps? Or has the PC been keeping something a secret from his fellow party members?</p><p></p><p><strong>No good deed</strong></p><p></p><p>A local monk asks the players to share some food for the poor. The monk will venture into the poor districts of town later that day, to hand out the food to the needy and the hungry, as he has done for many years. But the next day the monk turns up dead; the victim of a heinous crime. The players may hear about it from the city guards, or from the locals in the tavern. Everyone is stunned to hear that such an honest good man would be murdered in cold blood. His death may tie into the main plot of the campaign in some way, or a side quest, or he may simply be the victim of a mugging gone wrong.</p><p></p><p><strong>The pet rock</strong></p><p></p><p>The party encounters an animated rock, that rolls after one of the party members. The rock seems to be sentient due to a magic spell. It may have been animated deliberately, or by accident by an amateur wizard. The rock understand simple commands, and is small enough to fit in one's hand. The rock lacks any limbs and so it cannot manipulate any objects. It is also unable to talk, but it understands common. It is also unable to jump, but may be able to roll across a ramp to become air born. Stairs however, are a big problem for the little thing. The pet rock doesn't need air, and can roll across the bottom of a lake (if a bit slow) without needing to breath. A dispel magic will turn it back into a lifeless rock, and crushing damage reduces it to dust. The pet rock is light and strong enough to survive falling damage from most altitudes.</p><p></p><p><strong>Salmon crossing</strong></p><p></p><p>The party encounters a natural ford in the river, where dozens of salmon are hopping across. Various locals are standing around with nets, because the salmon are easy to catch. The players can join in and try to catch some fish themselves.</p><p></p><p><strong>The magnificent airship</strong></p><p></p><p>The players pass by a lake, where an incredible looking airship has stopped to get water. Normally the airship would do so without putting boots on the ground, but due to a defect (or battle damage) someone has to operate the water-lifting buckets manually. Four armed crew members (armed with a powerful ranged weapon) stand guard as a fifth secures buckets of water to a line, so it can be lifted up to the airship. The players can inquire about what the crew have seen, and they'll be able to inform the players of any fires, wars, or dragons nearby. The crew of the airship are distrusting of any curious onlookers, and the players would need to convince them of their good intentions if they want to hitch a ride. The airship is a gargantuan vehicle, similar in design to a zeppelin. However, the airship is also armed with several siege weapons and a large harpoon gun on the bow.</p><p></p><p><strong>The scarecrow</strong></p><p></p><p>[ATTACH]91138[/ATTACH]</p><p></p><p>A frightened farmer and an embarrassed wizard stand on the edge of a cornfield, gazing at the middle of the field. When asked what has the two so rattled, they point to an animated scarecrow that is leering at them from the field. The wizard admits that he made a bit of a mistake when trying to assist the farmer with his magic. The thing was supposed to only scare the birds, but after the wizard's spell the scarecrow is now absolutely terrifying, and dangerous too. It holds the farmer's scythe, and its eyes have an ominous yellow glow. The farmer pleads to the players to kill the thing. But as soon as the players enter the field, the scarecrow vanishes, and readies an ambush. The scarecrow takes double damage from fire and can also be dispelled. The cornfield is a bit of a maze, with plenty of opportunities for the scarecrow to ambush the players. The scarecrow attacks with the farmer's scythe and is resistant to blunt weapons.</p><p></p><p><strong>The Weeping Widow</strong></p><p></p><p>A lady dressed in black sits next to a monument on the town/city square. She is mourning the loss of her husband. She will gladly talk to the players and share her mournful tale. But when the players mention her in the presence of other town's people, or when one of the town's people sees the players talking to her, they will encourage them not to do so. They reveal that she is in fact a ghost, and that she only shows herself to some people. They often see people stop to talk to no one near the monument. It is a haunting that many of the locals are familiar with. The players may be able to lay her to rest if they have a priest, or maybe the death of her husband ties into the plot some how.</p></blockquote><p></p>
[QUOTE="Imaculata, post: 7283057, member: 6801286"] [B]The curious bard[/B] The party encounters a bard, who asks if he may travel with the party for a while (or until they reach the next settlement). He'll inquire about their adventures, and make their tales into a song. Weeks later the players may notice that other bards have copied the song and sing it at other taverns. There may be slight variations between the different versions of the song, and depending on the bard singing it, there may even be omissions or errors in the telling of the tale. While none of the PC's are named in the song, many a man will be eager to claim that the song is about him. [B]The Portrait[/B] On a market the players pass by a small stand where an antique dealer sells old paintings. One portrait shares a stunning likeness to one of the party members, but dressed in very expensive clothes. A distant relative perhaps? Or has the PC been keeping something a secret from his fellow party members? [B]No good deed[/B] A local monk asks the players to share some food for the poor. The monk will venture into the poor districts of town later that day, to hand out the food to the needy and the hungry, as he has done for many years. But the next day the monk turns up dead; the victim of a heinous crime. The players may hear about it from the city guards, or from the locals in the tavern. Everyone is stunned to hear that such an honest good man would be murdered in cold blood. His death may tie into the main plot of the campaign in some way, or a side quest, or he may simply be the victim of a mugging gone wrong. [B]The pet rock[/B] The party encounters an animated rock, that rolls after one of the party members. The rock seems to be sentient due to a magic spell. It may have been animated deliberately, or by accident by an amateur wizard. The rock understand simple commands, and is small enough to fit in one's hand. The rock lacks any limbs and so it cannot manipulate any objects. It is also unable to talk, but it understands common. It is also unable to jump, but may be able to roll across a ramp to become air born. Stairs however, are a big problem for the little thing. The pet rock doesn't need air, and can roll across the bottom of a lake (if a bit slow) without needing to breath. A dispel magic will turn it back into a lifeless rock, and crushing damage reduces it to dust. The pet rock is light and strong enough to survive falling damage from most altitudes. [B]Salmon crossing[/B] The party encounters a natural ford in the river, where dozens of salmon are hopping across. Various locals are standing around with nets, because the salmon are easy to catch. The players can join in and try to catch some fish themselves. [B]The magnificent airship[/B] The players pass by a lake, where an incredible looking airship has stopped to get water. Normally the airship would do so without putting boots on the ground, but due to a defect (or battle damage) someone has to operate the water-lifting buckets manually. Four armed crew members (armed with a powerful ranged weapon) stand guard as a fifth secures buckets of water to a line, so it can be lifted up to the airship. The players can inquire about what the crew have seen, and they'll be able to inform the players of any fires, wars, or dragons nearby. The crew of the airship are distrusting of any curious onlookers, and the players would need to convince them of their good intentions if they want to hitch a ride. The airship is a gargantuan vehicle, similar in design to a zeppelin. However, the airship is also armed with several siege weapons and a large harpoon gun on the bow. [B]The scarecrow[/B] [ATTACH=CONFIG]91138._xfImport[/ATTACH] A frightened farmer and an embarrassed wizard stand on the edge of a cornfield, gazing at the middle of the field. When asked what has the two so rattled, they point to an animated scarecrow that is leering at them from the field. The wizard admits that he made a bit of a mistake when trying to assist the farmer with his magic. The thing was supposed to only scare the birds, but after the wizard's spell the scarecrow is now absolutely terrifying, and dangerous too. It holds the farmer's scythe, and its eyes have an ominous yellow glow. The farmer pleads to the players to kill the thing. But as soon as the players enter the field, the scarecrow vanishes, and readies an ambush. The scarecrow takes double damage from fire and can also be dispelled. The cornfield is a bit of a maze, with plenty of opportunities for the scarecrow to ambush the players. The scarecrow attacks with the farmer's scythe and is resistant to blunt weapons. [B]The Weeping Widow[/B] A lady dressed in black sits next to a monument on the town/city square. She is mourning the loss of her husband. She will gladly talk to the players and share her mournful tale. But when the players mention her in the presence of other town's people, or when one of the town's people sees the players talking to her, they will encourage them not to do so. They reveal that she is in fact a ghost, and that she only shows herself to some people. They often see people stop to talk to no one near the monument. It is a haunting that many of the locals are familiar with. The players may be able to lay her to rest if they have a priest, or maybe the death of her husband ties into the plot some how. [/QUOTE]
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