Tag: Location

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  • Journey's End

    *When Arriving:* As the light of the carriage fades and the sound of the horses drift into the darkness, You step across the increasingly soft ground and see what at first looks like a mountain or large sculpture that you then realize is the [[Pile …

  • Stitcher's shed

    *Arriving* You think the shed may have once looked imposing to some poor soul as they took the final steps of their journey to the gallows, but now, hunched over in the dark you feel a tinge of sympathy for the place. A tinge that soon fades when you …

  • Gallows

    *Arriving* The gallows is empty now, but the new rope tells the tale of a recent execution. The empty frame stands about shoulder height with a platform and trap door. The empty space underneath is overgrown with weeds. *DC17 or passive perception 15* …

  • Ersvhick

    *As the travelers make their way to the town, roll a d4 and subject them to a torment listed* 1. [[A faceless Horror rises from the swamp]] and attacks them 2. They see a [[flaming carriage]], driven by burning steeds and a shrieking animated skeleton. …

  • Pile Cemetery

    *Arriving* The first thing you notice is the stench. Decades of rotting corpses being tilled over, exhumed, reburied, and built on in this damp environment has done little to mask the smell of decay. The next thing you notice is the size of this …

  • Lydia's Hut

    *Arriving* You make your way towards the hut, you see several barrels and rusted farming equipment around the side. Tied up front is a large animal that you guess from this distance is some sort of cattle. It stands on the other side of the hut, sleeping …

  • cellar

    *Arriving* You walk down a rickety staircase, enveloping yourself in the stale gloom. It is cold down here. Cold and dark. *Any character that has no light source makes a DC 12 dex check* *Fail* You miss a step and tumble the rest of the way down the …

  • inside the shed

    You are temporarily blinded as you pass from the darkness to the light of what appears to be a crude laboratory with shelves full of magical paraphernalia, the floor littered with old hay, white chalk circles, and empty bottles of varying sizes. there is …

  • silent woods

    *Arriving* The pale sunlight that is little more than a putrid glare amongst the oppressive clouds disapeers as you make your way into the silent woods. Lydia leads you down a narrow path that winds through the ancient trees. *Ask them which order they …

  • clearing

    *Arriving* As you walk closer to the hill you see There are 8 lines of medium sized stones radiating out from the tree. the tree has many charms and bundles of bones, feathers, teeth, and skin hanging from it's branches. You see carved across the entire …

  • Old Svalich Road

    *arriving, after resolving the raven* You see that the huit is nestled up against steep foothills and tangled underbrush to the east that stretch to your left and right as far as you can see in the thick forest. Which admittedly is not very far. You see …

  • Gate of borovia

    *Arriving* The fog spills out of the forest to swallow up the road behind you. Ahead, jutting from the impenetrable woods on both sides of the road are high stone buttresses looming gray in the fog. They run about 30 feet in either direction before , …

  • svalich woods

    *Arriving* Towering trees, whose tops are lost in heavy gray mist, block out all but a death-gray light. The tree trunks are unnaturally close to one another, and as you walk, you notice the woods have the silence of a forgotten grave. As you make your …

  • barovia valley

    *Arriving* You emerge from the woods into the broad daylight. Though calling it daylight is being generous. The entire landscape is cast in a pallor, overcast skies looking disapprovingly from above. You are in a valley, skirted on all sides by trees. …

  • river ivlis

    *info, give to players as fit* The river is roughly 50 feet wide. 10 feet deep. two stone bridges cross it at [[town borovia]] and [[Tser falls]]

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