Here are some more locations from my campaign prep. I'm thinking I might do a post a day to commemorate the last week of Google+.
Once, Giants lived here, as evidenced by... (1d6)
1. A stone hand, the size of a full-grown man and
yellow with lichens, rise out of the damp moss. A unicorn grazes in its shadow.
If the unicorn is followed, the it will lead the PCs to their original destination
safely and within hours. A character eating its flesh gains +1HD but loses -1
SPI.
2. A pictogram of a very large figure, possibly a
queen, chiseled into the side of a flat rock. The pictogram is partly overgrown
by ferns and pine-roots; if cleared, anyone touching its crown will receive a
blessing (1 reroll, to be used at any point), unless sworn to the New Faith.
3. A large heap of stones, possibly a grave of
old. Among the stones live a large gulon (HD 2), its diet of ancient bones and
cursed gold having rendered it near deathless. If reduced to 0 HP by ordinary
weapons, it returns to life in 1d6 rounds.
4. A giant skull, overgrown with moss to the point
of appearing as a boulder, where 2d4 owl-gnomes live (4HD, hatchets: dmg 1d6+piercing,
agile: HARD to hit, small/-1d8 but fights as medium size). Cruel and cunning,
they will use trickery and guises to lure travelers into their lair to be
butchered.
5. Between unnaturally square boulders lives a
bramble-beast (7HD, Bark skin: as plate, Crushing blow: 1d10+knockback, Huge +2d8),
almost indistinguishable from the shrubbery it lairs in. 6. Enormous bones reach up from the mire, shaggy with lichens and blackened vines. Druids congregate here at moonlit nights, divining the past and sinking sacrifices in the dark water. On such nights (1-in-6 chance), sleep is impossible in this square; on the following three nights, double chance encounter checks must be done.
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