A short list of things (d8 maybe) —
good, bad, dangerous, or interesting —
that can happen on the way from point A to point B.
Point A: The half-sunken remains of a great stone wall at the
edge of the Great Swamp, on the edges of the civilized world, the protruding
towers of which are inhabited by weary elves who stand guard, lighting
campfires close up against the crumbled stone parapets at night....
Point B: The slowly, slowly swirling mud sinkholes at the center
of the Great Swamp, beneath which are the stony remains of the huge colosseums,
amphitheaters and vomitoria of the bygone Age of Marble.
.....
In rough order
of proximity from A to B
1.
A
tower on the wall, miles high, collapses backwards into the Great Swamp. Plumes
of silt and water burst into the air. The stones of the tower float to the
surface, conspicuously stable, and lead like stepping stones to a mud hut.
Inside are feral young women. They are illiterate but prodigal magicians. They
did this. If taught to write - way easier said than done, - their words could
be spirit-consuming limited wishes (save or die, cumulative -1d4 penalty
each time).
2.
Beneath
the wall, behind a cave-in, lies the service tunnel. The service tunnel.
You could walk the whole way to the greatest lost coliseum of all, at the heart
of the sinkholes. It is dry, which is nice, apart from concerning drips by
buttresses of petrified wood. You will need to travel single file if you use
it. Alternate entrances appear at five-mile intervals: ladders leading up
submerged stone towers, capped with manhole covers.
3.
A
particularly dry and hospitable spit of earth is home to the lean-to of Jim the
Elf. He works on the wall. He got a bit lost. He has been here for several
centuries, living (poorly) off the land. He seems really good-humored about it.
He tells dad jokes. If brought back to his post, the party will perhaps learn
that Jim is owed several centuries worth of back pay, and maybe a workelves'
compensation claim. The present budget of the guard elves' guild probably can't
take the hit. The party might be able to get a cut.
4.
Fires
burn green here. No reason. Anyone asked about it will have a theory as
to why, but they are wrong. All of the theories sound plausible. Even testable.
5.
In
the wetter parts of the swamp, Grandmother Catfish takes an interest in your
party and your boat, which she will silently follow for uncomfortably long
periods of time. Grandmother Catfish is 50 feet long and dead. She is a
catfish. She is also a lich, a necromancer of legendary skill and art. She is
very eloquent and a gregarious hostess. She will help you breathe and sleep
underwater, if you want to crash. Company is very rare and her children, also
dead, do not visit. She will feed you real good (think a Game of Thrones-quality
banquet, but consisting of Louisianan comfort food) and not even murder you,
because she likes company more than she loathes all living things. She wants
someone else dead.
6.
A
rotting bridge perches in the swamp like a pier. It comes from and leads to
nowhere. The ghost of a gladiator from the Age of Marble waits, as though for a
ride. He can see the road. There is no road anywhere. He insists he can see the
road.
7.
No
dry or even semisolid land for days. Rafting or boating necessary. Shreds of
rock rasp holes in party transportation. Leaks perpetual. Restful sleep
impossible on account of need for constant bailing, repairs, despair.
Consequences of sleep deprivation (1d6):
1.
Unable
to memorize spells in the morning, or memorized spells are different/mistaken.
2.
Exhaustion.
No HP recovery from resting.
3.
Equipment
sodden and ruined. Lose rations. Leather armour rots. Spellbook pages stick
together. Scroll ink runs.
4.
Hallucinations.
5.
Hopeless.
-2 to saves.
6.
Hopelessly
lost and unaware of it. Going in the wrong direction until some landmark sets
you straight.
8.
Aqueducts
reach out of the swamp overhead. They are crumbling and precarious, slick with
algae. Degenerate orcs cling to their undersides like tree sloths covered in
war paint. The war paint is mostly for show, since the sloth-orcs are genuinely
pretty slothy, but they have bad attitudes and a lot of stick-to-it-iveness. If
the party stays near the aqueducts, the sloth-orcs will slowly, slowly advance
towards them overnight, traversing the aqueducts upside-down with spears in their
teeth and malice in their eyes. They all want their first kill, which would be
the first in the history of sloth-orcdom. If they manage it, the party's
survivors will see the coronation of the sloth orc king, He (or she) Who
Kills First, who will usher in a new age of slow-moving ambition. They will
march the next day for the wall, which they have heard about in legend. They
may spare the rest of the party in exchange for their services as guides.
No comments:
Post a Comment