Thursday, August 30, 2012

Interlude: The Rendezvous

It's been slow around here for a while, but with good reason. I've had two weeks of school workshops, with Gen Con sandwiched in between them, followed by the first week of the new school year. There's also a new Star Wars roleplaying game, required reading. Even so, detailed here is another Interlude, this one presenting maps for a hidden cavern behind a waterfall. I apologize for the poor quality of the maps; I'm still trying to prepare better-quality versions of them.

-Nate


Interlude 25: The Rendezvous
There are times when pirates, and others, need a quiet place to hold a meeting. This precludes the local public house, and sometimes even a person's home has too many ears around it. For that reason, an out-of-the-way, hard-to-notice location is ideal.

This rendezvous serves that purpose well. The cave is located behind a waterfall; for that reason, it requires a DC 25 Search or Spot check to notice, followed by a DC 20 Climb check to gain entry. Failure on the latter means that a character is swept away by the cascading water, and thus must make a DC 20 Swim check to keep from being pushed under by it. Other characters are free to help, however.

The cave could be used for any number of purposes in a campaign; a few of the possibilities are detailed here.

  • Any manner of ne'er-do-well could use the place for secret meetings, such as smugglers, a cult or the like.
  • The location is ideal for hidden treasures, perhaps the end point of an old map.
  • Alternately, the site could be considered sacred by the local native population--perhaps in conjunction with one of the other options.



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