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<blockquote data-quote="Imaculata" data-source="post: 7284767" data-attributes="member: 6801286"><p><strong>The Witching Pit</strong></p><p></p><p>In the middle of the forest, the ground slopes down into a large pit. In the center of the pit is a large empty cauldron. At night a coven of witches, dressed in white garments, conduct rituals here. But the pit is abandoned during the day. The witches are neutral and worship nature. If they are disturbed during their nightly ritual, they could turn hostile. The pit is an excellent place for the players to perform their own nature-based rituals. An unearthly calm lingers over this part of the forest and animals here are very tame.</p><p></p><p><strong>Impalement Hill</strong></p><p></p><p>A large hill is covered in long wooden spikes, on which several people are impaled. The victims were probably alive when they were impaled. The players can search the bodies for valuables, though most valuables have probably already been taken.</p><p></p><p><strong>The Sacrificial Stone</strong></p><p></p><p>The party encounters a large flat stone, covered in blood and lined with strange arcane symbols. It is clear that the stone has been used frequently for some kind of ritual sacrifice. The DM can decide whether the blood on the stone is fresh, or very old. The stone itself is supported by several smaller stones, creating a sort of rough table. Optionally the location may radiate evil, if it has been used for evil rituals. If a priest consecrates the area, the stone breaks in two.</p><p></p><p><strong>Wooden Effigies</strong></p><p></p><p>The party encounters a dense forest that is protected by countless wooden effigies. The effigies are small-sized wooden carvings of men with spears, but at night they come alive to protect the forest. The effigies do not pursue invaders beyond the edge of the forest and are vulnerable to fire.</p><p></p><p><strong>The Cursed Forest</strong></p><p></p><p>The party encounters a strange forest where the trees are twisted into bizarre shapes. Strange glowing embers in various colors float through the air and the forest is covered in many odd looking mushrooms. The forest smells strange and the players also feel strange when they enter. Magic is in the air... but it feels wrong. Most disturbing of all, is that among the trees are many shapes of adventurers who have been turned into trees themselves. The players may be able to restore some of these victims to their original form, if they posses the right spells to do so. The forest is protected by dangerous Dryads, who curse any trespassers into wooden mockeries of their former self.</p><p></p><p><strong>The Giant Ferryman</strong></p><p></p><p>On the bank of a treacherous river stands a tall hollow tree with a mouthpiece attached to it, almost like a giant horn. The river is very deep, and swimming across seems like suicide. But if the players blow on the mouthpiece, a giant emerges from the other side of the river. This helpful Ferryman will gladly carry the players across on his shoulders.</p><p></p><p><strong>Night Sprites</strong></p><p></p><p>When the players travel through a forest at night, hundreds of tiny yellow lights appear on the trees and among the many plants and mushrooms. The lights are in fact friendly sprites, who are curious and helpful. The sprites only show up at night and cast enough light to show the players the way through the forest.</p><p></p><p><strong>The Abandoned Gatehouse</strong></p><p></p><p>The players arrive at a toll bridge, with an old gatehouse on either side. The bridge is an old drawbridge that is currently raised. The gatehouse seems abandoned, though there are clear signs that it was very recently in use. Chairs lie toppled on the floor and food on a table is barely a few days old. On the outside there are many holes in the square building and its roof, thus letting in a cold draft and plenty of rain. An eerie feeling takes hold of the players when they enter. A tiny spiral staircase leads up to the top of the gatehouse, from which the players have a good view of the surrounding area. Once again, there is no sign of any guards here. Lowering the drawbridge requires a strength check by operating a mechanism on the first floor, but a simple Knock spell will also do the trick. The reason for the missing guards is entirely up to the DM, but it could tie into the current plot, or there may be monsters that have taken hold of the structure (it makes for a great fortification).</p></blockquote><p></p>
[QUOTE="Imaculata, post: 7284767, member: 6801286"] [B]The Witching Pit[/B] In the middle of the forest, the ground slopes down into a large pit. In the center of the pit is a large empty cauldron. At night a coven of witches, dressed in white garments, conduct rituals here. But the pit is abandoned during the day. The witches are neutral and worship nature. If they are disturbed during their nightly ritual, they could turn hostile. The pit is an excellent place for the players to perform their own nature-based rituals. An unearthly calm lingers over this part of the forest and animals here are very tame. [B]Impalement Hill[/B] A large hill is covered in long wooden spikes, on which several people are impaled. The victims were probably alive when they were impaled. The players can search the bodies for valuables, though most valuables have probably already been taken. [B]The Sacrificial Stone[/B] The party encounters a large flat stone, covered in blood and lined with strange arcane symbols. It is clear that the stone has been used frequently for some kind of ritual sacrifice. The DM can decide whether the blood on the stone is fresh, or very old. The stone itself is supported by several smaller stones, creating a sort of rough table. Optionally the location may radiate evil, if it has been used for evil rituals. If a priest consecrates the area, the stone breaks in two. [B]Wooden Effigies[/B] The party encounters a dense forest that is protected by countless wooden effigies. The effigies are small-sized wooden carvings of men with spears, but at night they come alive to protect the forest. The effigies do not pursue invaders beyond the edge of the forest and are vulnerable to fire. [B]The Cursed Forest[/B] The party encounters a strange forest where the trees are twisted into bizarre shapes. Strange glowing embers in various colors float through the air and the forest is covered in many odd looking mushrooms. The forest smells strange and the players also feel strange when they enter. Magic is in the air... but it feels wrong. Most disturbing of all, is that among the trees are many shapes of adventurers who have been turned into trees themselves. The players may be able to restore some of these victims to their original form, if they posses the right spells to do so. The forest is protected by dangerous Dryads, who curse any trespassers into wooden mockeries of their former self. [B]The Giant Ferryman[/B] On the bank of a treacherous river stands a tall hollow tree with a mouthpiece attached to it, almost like a giant horn. The river is very deep, and swimming across seems like suicide. But if the players blow on the mouthpiece, a giant emerges from the other side of the river. This helpful Ferryman will gladly carry the players across on his shoulders. [B]Night Sprites[/B] When the players travel through a forest at night, hundreds of tiny yellow lights appear on the trees and among the many plants and mushrooms. The lights are in fact friendly sprites, who are curious and helpful. The sprites only show up at night and cast enough light to show the players the way through the forest. [B]The Abandoned Gatehouse[/B] The players arrive at a toll bridge, with an old gatehouse on either side. The bridge is an old drawbridge that is currently raised. The gatehouse seems abandoned, though there are clear signs that it was very recently in use. Chairs lie toppled on the floor and food on a table is barely a few days old. On the outside there are many holes in the square building and its roof, thus letting in a cold draft and plenty of rain. An eerie feeling takes hold of the players when they enter. A tiny spiral staircase leads up to the top of the gatehouse, from which the players have a good view of the surrounding area. Once again, there is no sign of any guards here. Lowering the drawbridge requires a strength check by operating a mechanism on the first floor, but a simple Knock spell will also do the trick. The reason for the missing guards is entirely up to the DM, but it could tie into the current plot, or there may be monsters that have taken hold of the structure (it makes for a great fortification). [/QUOTE]
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