As The party proceeds they at some point will double over in pain. With an headache for an 1d4 hours. When they are doubled over they will see the same swamp. Except this time there vision will pan over to the side or east. There the party will see a dark cave. And 12 bright glowing eyes. Soon a 30 foot long 6 feet wide and 10 foot tall monstrosity crawls out of the cave. It has a head like an armored helmet with 12 eyes and a onyx like crown. 2 huge claws on the end of its big strong’s two nerist extreamedes. It has 2 pincers and 6 legs on each side these legs are pointed like a spiders but look as strong as uranium. It has a body like a lion, only a lion with scales. It has a row of spines with webbing in between running down its spin. It has a 15 foot tail of long ovals and about 14 of them. At the very end is the tail of scorpion with a huge 2 foot stinger. This beast lumber to the side and seems to be circling you. Like a cat it dart forward and sinks one of its 4 legs into you. It opens its mouth to reveal rows of teeth starting and the front of it mouth going to the back. The teeth are rotating like a chainsaw blade. The teeth in front are dripping with black oily venom. It sinks its teeth in as you all simultaneously wake from your vision.
Author: Lucian Rogers
Encounter on the road
Two massive stone statues overlook a rickety bridge. They are thousands of years old and built by a powerful temple as an attempt to intimidate any who would wish to cross into their domain. As the party crosses in front of these statues, one noticeably turns as if taking note of the party and a crow goes flying off into the distance glistening in the morning sun (wings of black lyrium.) This bird is carrying information on the party’s appearance and location. Party finds a graveyard of Obinew a little way down the path. It is quite elegant and many of the items within are likely worth a great deal of coin. Signs along the edges of the graveyard warn that a curse shall be placed on any who disturb those who have passed on. This curse allows the creature of the black swamp to find the party at any time. A gentle snow begins to fall on the party, only a few snowflakes every couple of seconds. A success on a DC15 Perception check reveals that these large snowflakes have images hidden on them – some faces, some homes, some rolling hills, but from Quasqueton. After a minute or two of these snowflakes, they begin to fall faster except now each snowflake has a different letter on it – H,E,L or P. The snowflakes stop as abruptly as they started. About fifty feet from the back of the graveyard is a mine. The party finds the body of an assassin in the mouth of the mine. She has her armor torn open by a large set of claws and is missing an arm. She has gold in one pocket and a scroll in the other with an assignment – to kill the party. The high priest’s crest or signature on this contract. The party finds an abandoned mine. This could belong to dwarves, orcs, or some other race. There are still bloodstains on the walls and there is an area at the back. There are five stone doors guarded by magic. One door has a spirit rune with a tortured spirit imaging on it, another has a smoldering ember and a bright flame above it. Another has large gray storm cloud and a single massive lighting bolt. The fourth door has the japanese tsunami and the sea made of pure ice. Lastly is a door of pure black Lirum. This door has 4 slots in it each about 1 foot by 6 inches and a spitet, ice, fire, & lighting rune in the slot. If all crestails are put into the door it opens into a loot room with monsters. All the doors open when pushed except the black door. Behind each door is a circular room with 2 entrances and exits. The door they came in and a door at the back. The back door is covered in a huge chunk of black Lirum. The room behind the black lirum sealed door contains 1, 1 foot by 6 inch crestail for the corresponding door they came through. (spirit for spirit lighting for lightning and so on.) in the acutail room they are in there are 4 writhes and 1 specific demon, rage, pride, dispar, terror. The specialty demon corrupts the wraiths make them elemental wraiths of their element. The demons and wriths are summoned by the black lirum cunk in the back of the room. Once all the crystal have been collected the black lirum door opens to reveal treasure and some monsters. In the room there are 10 will-o-wisps, 1 arcane horror, 2 fear demon, and 2 greater and 2 lessers shads. Once they have killed the monsters they will have the version of the best in the black swamp.
The Road of Lost Lives
When you head up the path to the monastery you will see dead body that look mostly eaten about 5 miles up the path ( party * 10.) When you pass they will make a gurgling noise. Shortly after they will stand up and attack the party. When they die a Baby will crawl out of the ground and raise them. When you kill The necromancer all the thrall will die. There will be more half eaten body all over the path along with other animals. The DM rolling a natural 20 will result in the same thing with an animal. 1-5 bear * 1d4 6-10 lion * 1d6 11-15 giant slugs * 1d10 16-20 is ogres * 1d20.
The Town of Monks From The Forgotten Monastery
When you get there it will be like a normal town a herbalist, a blacksmith, a general good store a town hall, all the average buildings you would expect in a town. There is in the highest furthest point from the center of town a temple to the deities of the sky, earth water and peace. If you ask around town the locals will complain about being foggy in the head and tired (same as you if you stay more than 1 day.) When you go to the temple you will find a ancient pricet. Who will be praying and will be whispering and if you eavesdrop will hear “we are all shadow in the setting sun, a drop of water on a slab of granite, a tadpole in the pond, we are so small yet have the power to destroy the world but never mend it, I pray to you Obinew for the strength of titans the power of gods the speed of lion and the wit of Argentahl. For the blessing of your child the beast of envy temptation jealousy and greed.” At which point the silver knight will enter to speak of the towns folk riddled with a clouded mind. The high priest will tell of an ancient temple to gods of the sky where travelers would sometimes stop to pray for safety on their journey and that the priest that worship there have not sent word to the town recently. He will also say that The town holy doctors say it is some curse of some sort and beyond them to lift. As you leave he will caution to pray to the “gods” sky_,peace_,earth_or land_, and water_. He will mutter under his breath “I have sent the dolls on their way to you mighty lord of power.” If you talk to the holy healers they will say “The curse is the kind an angry God who would curse a city and any one who does something foolish will be treated harshly.” They will also give you (A full group * 3) potions of thin air (allowing people to breath at extremely high altitudes.)
Those fish bit hard
As you approach the town the entire party doubles over in pain. They all see a flash a vision of a dark forest or swamp. There are tall trees that overlook a murky dark green river of thick fluid like molasses. The trees have vines in them that look like an old hands burned and charred flesh. Then out of nowhere a monkey with huge bat wings, a lion’s tail and 2 gigantic front fangs. This monkey has long spindly arms and short densely muscled back legs. The Molack (or monkey) Dives toward the water and grabs a fish. The fish has 2 dorsal fins 4 fins on each side and a long tail. It Screeches as it is picked up and release a ear shattering screech. When it screeches you can see row upon row of sharp teeth going back to the back of its throat. As the molack prepare to fly away 30 of the fish jump and take numerous bites. The Molack only ends up escaping with its life.
The Silver Knight
When the party arrives they are taken to the inn where they are provided room bed food and drink. In the morning they ( after a large breakfast) are taken to the stables/training yards behind the inn. There they will see a group of horses gathered around a haystack. A group of 20 elite horses (taller than most horses and rippling with coils of muscles.) In the middle of these horses is a horse that is considerably taller than all the elites, its coat is of a color like onyx and its mane of a shade like silver or diamond. Then in the background there is a tall man (6’7) wielding a greatsword and destroying a training dummy. The knight has a hand axe which could be thrown up 100 feet with incredible accuracy (it’s magic and always hits) (now make a history check Dc 14) Lore says that the greatest soldier in the army are promoted to the kingsguard and one guard was so great he became the king general. This was one of the 5 hand axe his army. (damage, accuracy, elemental power, Can be controlled by user and always comes back to them, and axe of the shield tooth.) He will say you can call him Cedric or the silver knight, his eyes have a strange glow as well (he is a silver dragon.) He will go with you to the town if you split the rewards equally.
Into The Tavern
The party starts with a late night of drinking with wild rumors and far fetched story of their greatness! As the night grows late a traveling merchant catches the eye of the party. In the morning when asked about his tall tale he will say “I am just a traveling merchant from the mountain of the tallest peaks in the world where the air is so thin only best and trained can venture. I takes a path through the mountains which ends with a town of strong hearty monks. These monks were complaining about having a hard time thinking or even communing with the great gods of the sky and the gods of peace.” The Merchant will then tell of how he traveled far and wide to acquire only the best merchandise for the right price. How he sells the best and strongest horse and mounts. How they were trained on the tall peaks and have the endurance and strength of one of the mighty god themselves. He will say that a contract has been put up for the person or party that helps the monk with the clearance of their mind. He says to send all those who are interested in taking the contract to the town of Yolth (or another town.) If the party then does not go they will be hazy in the head and it gets worse with every day until their body compels them to enter a trance and go to this town.