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<blockquote data-quote="randomling" data-source="post: 450682" data-attributes="member: 8432"><p>It’s half a day’s journey to the Six Mills, through thick forest. (4 hours, on foot.)</p><p>Random encounters, getting more likely every hour as you get closer to the source of the evil. Evil, magical forest encounters.</p><p></p><p>The Six Mills.</p><p>You reach the Six Mills – a ring of six vast windmills surrounded by mist. It’s completely silent, and a successful Spot (high DC, maybe 25 or something? 10th level, someone will make that) reveals an ethereal, screaming face at the window of one of the mills – but it quickly disappears. As you walk into the circle, the fog thickens. Turning and walking out will do nothing once you’ve started to walk in – the fog just gets thicker and thicker as you keep moving. If you stay still, nothing happens. But if you walk far enough (it takes about 10 minutes) the fog clears completely and you are left standing at the edge of a thick forest in grey daylight with a 100-ft wall in front of you.</p><p></p><p>You can scale the wall (Climb check? DC?) but if you follow it right for about 20ft you come to a door. It’s open. Go through to see a vast edifice of a grey stone building set in even huger gardens. It looks completely deserted. Going in and exploring the first floor reveals what seems to be a completely empty building. It looks like a monastery, it’s full of (seemingly abandoned) dormitories, kitchens, prayer rooms, training rooms, the works. No stairs, either, just a vast first-floor mansion. Or so it seems.</p><p></p><p>The one strange thing is that in the middle of the mansion is a kind of zoo. The caged animals are all revolting. Snakes, dire rats, some not-very-intelligent evil monsters. If you free them, they’ll attack you. And in the middle is, caged or dimensional anchored or something, a very powerful evil outsider of some kind. Free it, and it will not only attack you but set off an alarm that brings hordes of evil clerics and monks to you. And they will attack you.</p><p></p><p>But the last will flee – you can pursue him, and he’ll lead you through a secret door and underground...</p><p></p><p>More later!</p><p></p><p>Three questions though:</p><p></p><p>1) What bizarre things can turn up in a evilly magical forest?</p><p>2) I want there to be a few things that are creepy and out-of-place in the castle. But like what?</p><p>3) What debauched and evil practices can be carried out downstairs? I'm thinking there'll be (at least) loads of undead, and hordes and hordes of gnolls, classed orcs and kobolds. Evil clerics and monks of Vecna here.</p></blockquote><p></p>
[QUOTE="randomling, post: 450682, member: 8432"] It’s half a day’s journey to the Six Mills, through thick forest. (4 hours, on foot.) Random encounters, getting more likely every hour as you get closer to the source of the evil. Evil, magical forest encounters. The Six Mills. You reach the Six Mills – a ring of six vast windmills surrounded by mist. It’s completely silent, and a successful Spot (high DC, maybe 25 or something? 10th level, someone will make that) reveals an ethereal, screaming face at the window of one of the mills – but it quickly disappears. As you walk into the circle, the fog thickens. Turning and walking out will do nothing once you’ve started to walk in – the fog just gets thicker and thicker as you keep moving. If you stay still, nothing happens. But if you walk far enough (it takes about 10 minutes) the fog clears completely and you are left standing at the edge of a thick forest in grey daylight with a 100-ft wall in front of you. You can scale the wall (Climb check? DC?) but if you follow it right for about 20ft you come to a door. It’s open. Go through to see a vast edifice of a grey stone building set in even huger gardens. It looks completely deserted. Going in and exploring the first floor reveals what seems to be a completely empty building. It looks like a monastery, it’s full of (seemingly abandoned) dormitories, kitchens, prayer rooms, training rooms, the works. No stairs, either, just a vast first-floor mansion. Or so it seems. The one strange thing is that in the middle of the mansion is a kind of zoo. The caged animals are all revolting. Snakes, dire rats, some not-very-intelligent evil monsters. If you free them, they’ll attack you. And in the middle is, caged or dimensional anchored or something, a very powerful evil outsider of some kind. Free it, and it will not only attack you but set off an alarm that brings hordes of evil clerics and monks to you. And they will attack you. But the last will flee – you can pursue him, and he’ll lead you through a secret door and underground... More later! Three questions though: 1) What bizarre things can turn up in a evilly magical forest? 2) I want there to be a few things that are creepy and out-of-place in the castle. But like what? 3) What debauched and evil practices can be carried out downstairs? I'm thinking there'll be (at least) loads of undead, and hordes and hordes of gnolls, classed orcs and kobolds. Evil clerics and monks of Vecna here. [/QUOTE]
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