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<blockquote data-quote="Imaculata" data-source="post: 7283877" data-attributes="member: 6801286"><p><strong>The corrupted fountain</strong></p><p></p><p>A local fountain only spews filthy brown muck, instead of clean drinking water. According to the locals, this all started a while ago, and the corruption of the fountain is linked to the main plot or a side quest some how. The fountain is surrounded by decay and dead vegetation, where in the past it was always surrounded by beautiful roses. If one of the players is a priest, they may try to consecrate the area to rid the fountain of its corruption. But otherwise they will have to deal directly with whatever malevolent influence is causing it.</p><p></p><p><strong>Malevolent weather</strong></p><p></p><p>For the next couple of days the party is tormented by the most awful weather they have ever encountered. It is as if some dark force is deliberately trying to slow them down. The party is pelted with hale, rain and savage winds. They are cold and miserable, and the journey is extremely exhausting. The terrible weather conditions seem to follow them wherever they go, and even locals may remark on the sudden change in the weather ever since the party arrived at their settlement. This weather will severely test their resolve.</p><p></p><p><strong>Matthias the wise</strong></p><p></p><p>A total stranger informs the players that they should seek out the wisdom of the wizard known as Matthias. Matthias lives secluded, but not far from the nearest settlement, in a lone ivory wizard's tower. He does not like visitors, nor does he tolerate rudeness. However, when the players visit him, he senses the importance of their journey, and welcomes them all the same. The wizard gives them guidance and perhaps gifts to ease their journey. He may also give them an important warning regarding future tribulations. If the players insult Matthias however, he will instantly transform them into a small forest critter, which lasts for 1 day. The old wizard gives the impression of always being in a bad mood, as if the weight of knowing future events is always heavy on his mind. He does not smile and he does not waste time with pointless banter.</p><p></p><p><strong>Strait of the Rotten</strong></p><p></p><p>In a gloomy part of the land, shrouded in a thick green fog, lies a thin watery passage that connects two bodies of water. It runs straight through an ancient abandoned town in a ravine, where the water festers and spreads decay. A curse lies on the ravine and the town within, which sometimes causes the dead to rise. The town is older than any of the locals can remember, constructed from stone, though now it lies in ruins. During the summer people are able to travel through the ravine safely with small boats. But when the fog starts to rise, so do the dead. The dead here all spread poison and disease. Although the water itself is free of undead (they can't swim), it is still a hazardous journey by boat, where one does not want to stray too close to the land. Unfortunately this passage is also the shortest route. The land here is inhospitable, with many rocky crags that cannot be crossed safely with a horse and/or carriage. The town itself is a multi-level maze of tombs and ancient tunnels. It looks as if long ago an earthquake split the town in two, and exposed it to the surface.</p><p></p><p><strong>Dwarven Mine</strong></p><p></p><p>The party encounters the entrance to a dwarven mine. Two large stone doors cover the entrance in the side of the mountain. The DM can roll randomly to determine the condition of the mine:</p><p></p><p>1: The mine has been long forgotten. The doors may or may not be sealed with magic. No dwarfs can be found inside (not alive that is), and not much remains of the wealth once found within.</p><p>2: The mine is still in operation. Two heavily armored dwarf guards stand guard outside and do not let strangers through. Especially if they are not dwarfs themselves.</p><p>3: The mine is haunted. The mine has been long forgotten, and ghosts now are a threat to any intruders. The dwarfs sealed the evil within with powerful magic.</p><p>4: A large malevolent creature has made the mine into its home. It does not suffer intruders lightly and probably has minions to help protect its lair.</p><p>5: The mine is infested with giant spiders. Giant spiders have made this mine their home, and any intruders are likely to become their dinner.</p><p>6: The mine has collapsed. The players may be able to push aside some of the rubble, but the tunnels within are treacherous.</p><p></p><p>The DM can also roll randomly to determine what the dwarfs sought to mine here:</p><p></p><p>1: Coal</p><p>2: Common metals: Iron, Copper</p><p>3: Precious metals: Silver, Gold</p><p>4: Gems</p><p>5: Diamonds</p><p>6: Very rare metals: Mithrel, Adamantine</p></blockquote><p></p>
[QUOTE="Imaculata, post: 7283877, member: 6801286"] [B]The corrupted fountain[/B] A local fountain only spews filthy brown muck, instead of clean drinking water. According to the locals, this all started a while ago, and the corruption of the fountain is linked to the main plot or a side quest some how. The fountain is surrounded by decay and dead vegetation, where in the past it was always surrounded by beautiful roses. If one of the players is a priest, they may try to consecrate the area to rid the fountain of its corruption. But otherwise they will have to deal directly with whatever malevolent influence is causing it. [B]Malevolent weather[/B] For the next couple of days the party is tormented by the most awful weather they have ever encountered. It is as if some dark force is deliberately trying to slow them down. The party is pelted with hale, rain and savage winds. They are cold and miserable, and the journey is extremely exhausting. The terrible weather conditions seem to follow them wherever they go, and even locals may remark on the sudden change in the weather ever since the party arrived at their settlement. This weather will severely test their resolve. [B]Matthias the wise[/B] A total stranger informs the players that they should seek out the wisdom of the wizard known as Matthias. Matthias lives secluded, but not far from the nearest settlement, in a lone ivory wizard's tower. He does not like visitors, nor does he tolerate rudeness. However, when the players visit him, he senses the importance of their journey, and welcomes them all the same. The wizard gives them guidance and perhaps gifts to ease their journey. He may also give them an important warning regarding future tribulations. If the players insult Matthias however, he will instantly transform them into a small forest critter, which lasts for 1 day. The old wizard gives the impression of always being in a bad mood, as if the weight of knowing future events is always heavy on his mind. He does not smile and he does not waste time with pointless banter. [B]Strait of the Rotten[/B] In a gloomy part of the land, shrouded in a thick green fog, lies a thin watery passage that connects two bodies of water. It runs straight through an ancient abandoned town in a ravine, where the water festers and spreads decay. A curse lies on the ravine and the town within, which sometimes causes the dead to rise. The town is older than any of the locals can remember, constructed from stone, though now it lies in ruins. During the summer people are able to travel through the ravine safely with small boats. But when the fog starts to rise, so do the dead. The dead here all spread poison and disease. Although the water itself is free of undead (they can't swim), it is still a hazardous journey by boat, where one does not want to stray too close to the land. Unfortunately this passage is also the shortest route. The land here is inhospitable, with many rocky crags that cannot be crossed safely with a horse and/or carriage. The town itself is a multi-level maze of tombs and ancient tunnels. It looks as if long ago an earthquake split the town in two, and exposed it to the surface. [B]Dwarven Mine[/B] The party encounters the entrance to a dwarven mine. Two large stone doors cover the entrance in the side of the mountain. The DM can roll randomly to determine the condition of the mine: 1: The mine has been long forgotten. The doors may or may not be sealed with magic. No dwarfs can be found inside (not alive that is), and not much remains of the wealth once found within. 2: The mine is still in operation. Two heavily armored dwarf guards stand guard outside and do not let strangers through. Especially if they are not dwarfs themselves. 3: The mine is haunted. The mine has been long forgotten, and ghosts now are a threat to any intruders. The dwarfs sealed the evil within with powerful magic. 4: A large malevolent creature has made the mine into its home. It does not suffer intruders lightly and probably has minions to help protect its lair. 5: The mine is infested with giant spiders. Giant spiders have made this mine their home, and any intruders are likely to become their dinner. 6: The mine has collapsed. The players may be able to push aside some of the rubble, but the tunnels within are treacherous. The DM can also roll randomly to determine what the dwarfs sought to mine here: 1: Coal 2: Common metals: Iron, Copper 3: Precious metals: Silver, Gold 4: Gems 5: Diamonds 6: Very rare metals: Mithrel, Adamantine [/QUOTE]
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