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<blockquote data-quote="Grumbleputty" data-source="post: 7294592" data-attributes="member: 31985"><p><strong>The Geese</strong></p><p>Just outside of town the party finds a gaggle of geese loitering along the path, unattended. Nearby lies a basket and a shepherd's crook, implying that someone was leading the geese to market up until a short time ago. The situation looks like something sinister may have taken place.</p><p></p><p>If the party investigates, the young goose-girl responsible for the geese is found a short ways off the path, having a secret tryst with someone she shouldn't be having a tryst with. it could be a person from a different social class, or from a rival town, or from a different humanoid race. One or both of them may be betrothed to another, or have taken up religious orders that don't allow for canoodling in the woods with anyone. In any event it's complicated, and now that the party knows their secret it could either prove advantageous or complicate the party's lives.</p><p></p><p><strong>The Herd</strong></p><p>The party stands above a valley they need to get across in order to continue on their quest. Down in the valley, a massive herd of creatures slowly makes their way along a course perpendicular to the party's own. The creatures could be a colossal swarm of locust-like creatures, or a slow-moving herd of giant dinosaurs, or even some sort of mass-migration of humanoids. In any event, the party could either wait for the herd to pass (which will cost them time) or pass through the herd, with appropriate skill checks to avoid being devoured or trampled.</p><p></p><p><strong>The Huntsmen</strong></p><p>The party hears the yapping of dogs growing closer as they pass through the woods in a relatively civilized area. A small animal runs up toward the party, looking pleadingly at them before dashing into one of the party's sacks as the sounds of the dogs draws nearer.</p><p></p><p>The party has stumbled across a hunt, being carried out by a decadent group of nobles. The animal they are hunting is actually a commoner who has been polymorphed into the creature by the unscrupulous Master of the Hunt to provide the nobles with a more skilled quarry (the nobles may or may not know this, or care).</p><p></p><p><strong>The Sandwhirl</strong></p><p>As the party treks through the desert, they encounter a massive whirlpool of sand, nearly a mile across. If they wish, they can stand in the current of sand and "ride" it to the other side, saving them quite some travel time but requiring some skill-checks to avoid sinking into the sands and becoming trapped. The further the party gets toward the center of the swirl the faster they'll go, but the harder it will be to get out when they reach the other side. Then there's the matter of the cause of the sandwhirl, a cluster of massive purple worms performing a strange mating ritual at the center.</p><p></p><p><strong>The Noble</strong></p><p>The party meets a young man or woman of Nobility, seeking a worthy cause in order to earn an inheritance, impress a true love or qualify to join a military order. If the party can succeed at some skill checks they may convince the noble to join whatever cause they're pursuing. The NPC may prove to be a burden or a great help to the party, or could simply be an agent of the Big Bad sent to betray them at an inopportune time. </p><p></p><p><strong>The Sea of Grass and Ghosts</strong></p><p>The party must pass through a vast prairie of waving grass. Along the way they find a few ruined structures that resemble docks, or the rotted hull of an ancient boat, hinting that long ago there was a sea here. At night, the ghosts of massive prehistoric sea creatures swim through the grasses, while ghostly pirate ships sail the eerie waves of grass. The ghost ships might lead the party toward long-forgotten wrecks loaded down with booty, or a means to travel quickly across the prairies, or just a menace to overcome.</p></blockquote><p></p>
[QUOTE="Grumbleputty, post: 7294592, member: 31985"] [B]The Geese[/B] Just outside of town the party finds a gaggle of geese loitering along the path, unattended. Nearby lies a basket and a shepherd's crook, implying that someone was leading the geese to market up until a short time ago. The situation looks like something sinister may have taken place. If the party investigates, the young goose-girl responsible for the geese is found a short ways off the path, having a secret tryst with someone she shouldn't be having a tryst with. it could be a person from a different social class, or from a rival town, or from a different humanoid race. One or both of them may be betrothed to another, or have taken up religious orders that don't allow for canoodling in the woods with anyone. In any event it's complicated, and now that the party knows their secret it could either prove advantageous or complicate the party's lives. [B]The Herd[/B] The party stands above a valley they need to get across in order to continue on their quest. Down in the valley, a massive herd of creatures slowly makes their way along a course perpendicular to the party's own. The creatures could be a colossal swarm of locust-like creatures, or a slow-moving herd of giant dinosaurs, or even some sort of mass-migration of humanoids. In any event, the party could either wait for the herd to pass (which will cost them time) or pass through the herd, with appropriate skill checks to avoid being devoured or trampled. [B]The Huntsmen[/B] The party hears the yapping of dogs growing closer as they pass through the woods in a relatively civilized area. A small animal runs up toward the party, looking pleadingly at them before dashing into one of the party's sacks as the sounds of the dogs draws nearer. The party has stumbled across a hunt, being carried out by a decadent group of nobles. The animal they are hunting is actually a commoner who has been polymorphed into the creature by the unscrupulous Master of the Hunt to provide the nobles with a more skilled quarry (the nobles may or may not know this, or care). [B]The Sandwhirl[/B] As the party treks through the desert, they encounter a massive whirlpool of sand, nearly a mile across. If they wish, they can stand in the current of sand and "ride" it to the other side, saving them quite some travel time but requiring some skill-checks to avoid sinking into the sands and becoming trapped. The further the party gets toward the center of the swirl the faster they'll go, but the harder it will be to get out when they reach the other side. Then there's the matter of the cause of the sandwhirl, a cluster of massive purple worms performing a strange mating ritual at the center. [B]The Noble[/B] The party meets a young man or woman of Nobility, seeking a worthy cause in order to earn an inheritance, impress a true love or qualify to join a military order. If the party can succeed at some skill checks they may convince the noble to join whatever cause they're pursuing. The NPC may prove to be a burden or a great help to the party, or could simply be an agent of the Big Bad sent to betray them at an inopportune time. [B]The Sea of Grass and Ghosts[/B] The party must pass through a vast prairie of waving grass. Along the way they find a few ruined structures that resemble docks, or the rotted hull of an ancient boat, hinting that long ago there was a sea here. At night, the ghosts of massive prehistoric sea creatures swim through the grasses, while ghostly pirate ships sail the eerie waves of grass. The ghost ships might lead the party toward long-forgotten wrecks loaded down with booty, or a means to travel quickly across the prairies, or just a menace to overcome. [/QUOTE]
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