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<blockquote data-quote="Imaculata" data-source="post: 7405445" data-attributes="member: 6801286"><p><strong>Lair of the Beast</strong></p><p><strong></strong></p><p>The party stumbles upon the lair of a dangerous creature; a natural cave that smells of death. In the lair are the remains of its usual prey, and perhaps various valuables that the creature did not digest. Does the party linger to collect valuables and risk the creature coming back? Optionally the creature may have young that attack the players.</p><p></p><p><strong>Tremors</strong></p><p><strong></strong></p><p>The party is startled by a minor earthquake during their travels. The event may be a natural phenomenon, or perhaps it is caused by something supernatural that resides in the vicinity. The players can use a Survival check to determine which of the two is the case.</p><p></p><p><strong>The Haunted Cathedral</strong></p><p><strong></strong></p><p>The party encounters an old cathedral. The roof is broken and looks charred from a fire that must have happened a long time ago. It looks like it has been abandoned for a long time. The plants surrounding the cathedral are dead. Things refuse to grow here. From a distance the party may hear a bell toll, but the cathedral is silent and abandoned upon approaching it. During the day the cathedral is a silent and spooky place. But at night the events of the tragic fire repeat themselves in ghostly form. Both the fire and the people trying to escape the cathedral seem real, unless interacted with (treat this similar to a very convincing illusion). If the party believes the fire to be real, it can harm them, just like normal fire would. As people scream to escape the fast spreading fire, at some point the roof will collapse, and the ghostly memory ends. The cathedral is once again an abandoned ruin.</p><p></p><p><strong>Desert Mummies</strong></p><p><strong></strong></p><p>The party passes through a rocky valley, where various hollowed-out partitions in the wall are filled with the mummified remains of an ancient people, along with possessions they were meant to take with them into the after-life; coins, boats, vases, urns, jewelry, statuettes, weapons and armor. The valley is a cemetery, where the dead have been mummified naturally due to the dry climate. The dead sit upright, placed in natural poses. Stealing from the dead could cause the party terrible misfortune.</p><p></p><p><strong>The Forest Guardian</strong></p><p><strong></strong></p><p>In an old forest, the party encounters a large stone statue of a warrior, sculpted as if dressed in ancient armor, and armed with a very large stone sword. Flowers grow on the statue, and birds perch on it. A clay bowl in front of the statue contains various offerings, to repay it for its service. If the statue senses that nearby good or neutral creatures are in danger, it animates and helps to protect them, while fighting off any that would harm them. The Forest Guardian cannot communicate. It does not speak, nor understands any language. When the threat has passed, it will return to its original position and fall back into an eternal slumber. Alternatively, the DM may rule that the statue considers the party as intruders, and that it will defend the forest from them.</p><p></p><p><strong>The Phantasmal Bridge</strong></p><p><strong></strong></p><p>Across a foul and foggy swamp, a sturdy looking stone bridge has been built. The bridge looks strong, but this is but an illusion that is covering up the real bridge. Touching the railing may reveal it for what it really is. Upon stepping onto the bridge, nothing will happen at first. But halfway across, the players will suddenly plummet down into the swamp below. Once the illusion is broken, it is revealed that the bridge is broken, and has been for quite some time. Hungry creatures await the unlucky victims in the swamp below, ready to drag them to their death.</p><p></p><p><strong>The Telling Tree</strong></p><p><strong></strong></p><p>The party encounters a bizarre looking tree, with its branches bent in strange shapes. The tree looks as if it almost has a human face, and tiny fey creatures can often been found near it, along with lots of flowers. The tree responds to questions, and can give directions. Although it cannot speak, it will try its best to answer any questions that are asked by bending its branches and pointing. The tree can only answer questions that relate to the surrounding area, such as the location of nearby towns and outposts, or things that the tree may have overheard from travelers, or from the fey creatures.</p></blockquote><p></p>
[QUOTE="Imaculata, post: 7405445, member: 6801286"] [B]Lair of the Beast [/B] The party stumbles upon the lair of a dangerous creature; a natural cave that smells of death. In the lair are the remains of its usual prey, and perhaps various valuables that the creature did not digest. Does the party linger to collect valuables and risk the creature coming back? Optionally the creature may have young that attack the players. [B]Tremors [/B] The party is startled by a minor earthquake during their travels. The event may be a natural phenomenon, or perhaps it is caused by something supernatural that resides in the vicinity. The players can use a Survival check to determine which of the two is the case. [B]The Haunted Cathedral [/B] The party encounters an old cathedral. The roof is broken and looks charred from a fire that must have happened a long time ago. It looks like it has been abandoned for a long time. The plants surrounding the cathedral are dead. Things refuse to grow here. From a distance the party may hear a bell toll, but the cathedral is silent and abandoned upon approaching it. During the day the cathedral is a silent and spooky place. But at night the events of the tragic fire repeat themselves in ghostly form. Both the fire and the people trying to escape the cathedral seem real, unless interacted with (treat this similar to a very convincing illusion). If the party believes the fire to be real, it can harm them, just like normal fire would. As people scream to escape the fast spreading fire, at some point the roof will collapse, and the ghostly memory ends. The cathedral is once again an abandoned ruin. [B]Desert Mummies [/B] The party passes through a rocky valley, where various hollowed-out partitions in the wall are filled with the mummified remains of an ancient people, along with possessions they were meant to take with them into the after-life; coins, boats, vases, urns, jewelry, statuettes, weapons and armor. The valley is a cemetery, where the dead have been mummified naturally due to the dry climate. The dead sit upright, placed in natural poses. Stealing from the dead could cause the party terrible misfortune. [B]The Forest Guardian [/B] In an old forest, the party encounters a large stone statue of a warrior, sculpted as if dressed in ancient armor, and armed with a very large stone sword. Flowers grow on the statue, and birds perch on it. A clay bowl in front of the statue contains various offerings, to repay it for its service. If the statue senses that nearby good or neutral creatures are in danger, it animates and helps to protect them, while fighting off any that would harm them. The Forest Guardian cannot communicate. It does not speak, nor understands any language. When the threat has passed, it will return to its original position and fall back into an eternal slumber. Alternatively, the DM may rule that the statue considers the party as intruders, and that it will defend the forest from them. [B]The Phantasmal Bridge [/B] Across a foul and foggy swamp, a sturdy looking stone bridge has been built. The bridge looks strong, but this is but an illusion that is covering up the real bridge. Touching the railing may reveal it for what it really is. Upon stepping onto the bridge, nothing will happen at first. But halfway across, the players will suddenly plummet down into the swamp below. Once the illusion is broken, it is revealed that the bridge is broken, and has been for quite some time. Hungry creatures await the unlucky victims in the swamp below, ready to drag them to their death. [B]The Telling Tree [/B] The party encounters a bizarre looking tree, with its branches bent in strange shapes. The tree looks as if it almost has a human face, and tiny fey creatures can often been found near it, along with lots of flowers. The tree responds to questions, and can give directions. Although it cannot speak, it will try its best to answer any questions that are asked by bending its branches and pointing. The tree can only answer questions that relate to the surrounding area, such as the location of nearby towns and outposts, or things that the tree may have overheard from travelers, or from the fey creatures. [/QUOTE]
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