The next two landmarks will be the overtly bad ones. No positive spin on this, a Hazard is just a place you want to avoid.
Unless...
Well, let’s make this one a place that you’ll want to avoid unless you’re looking for a very specific thing, which will be the Treasure point in our site map.
EDIT: Looking back on this sentence above I can confirm that I abandoned this and just made it an awful place you wouldn’t want to go to. Enjoy!
Let’s take a prompt to get things moving.
Hazard Prompt: Earsplitting Screams
Something leaps out at me here. We could break this prompt down into just “Ear Splitting” or “Splitting Screams”. We’ll make this place horrible one way or another. How about a weird hermit that wants to take the ears of anybody who passes through. Perhaps they’re pretending to be a seer, but they’re actually just an ear-collecting weirdo. Let’s run with that.
We’ll roll on a few spark tables to give us a bank of ideas to pull from or discard:
Sky: Pale Streaks
Fauna: Placid Canines
Feature: Desecrated Waterfall
Wonder: Pleasure Water
Drama: Banishment Letters
Appearance: Sickly Crude
Voice: Strong Friendly
Desire: Knowledge Recognition
The description for hazards says “push through or turn back” so I’m taking that very literally here and trying out a completely linear site.
Site - Grotto of the Ear Warlock
Key
Circle: Feature
Triangle: Danger
Diamond: Treasure
Line: Open path
Crossed Line: Closed path
Dotted Line: Hidden path
Arrow: Entrance
Dotted Arrow: Hidden entrance
Locations
Entrance: Amid slippery crags, crude wooden barriers shelter an opening behind a waterfall. This looks to be the only way ahead without turning back.
1: Tunnels wind down to a tight squeeze. It’s tough to fit through but somehow impossible to return back through. Only the Warlock knows the Terric Mantra required to reopen the passageway.
2: Steam rises from vents in this crooked cavern. Breathing in the steam causes a pleasing sensation at first, then intense muscle spasms (lose d6 VIG). Breathing through a damp cloth protects against this.
3: Amidst stalactites and foul pools, the Ear Warlock bathes. Though he appears sickly, cloaked in rags, he booms with a welcoming voice. He won’t outright say that he’s a Seer, but does everything to suggest that to the Knights. In fact, he has no power beyond knowing the tricks of this grotto. If Knights ask for guidance he offers baseless predictions in return for an ear. Cutting off an ear causes d6 VIG loss and holds no power for the Warlock, simply adding it to his collection.
4: Two matted old dogs sleep on a bed of slimy moss. They seem utterly content, occasionally stealing an ear from their master’s collection.
5: The Warlock’s sleeping quarters, if you can call it that. A heap of rags for a bed, a small metal chest hidden within, containing the letter of banishment he received from the ruler of the Realm. The warlock has boarded up the passageway and warns the Knights that only the worthy should pass through.
6: One tight squeeze after another, the rocks like sandpaper. An utter dead-end, though the Warlock insists that the worthy can find passage through. In fact, there is another Terric Mantra allowing passage out into the wider world, but he would only reveal it out of true desperation or a chance to redeem himself in the eyes of the Realm.
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Please a few words on what the Ear Warlock tells the knights when they find out that they can't leave. Or what Plans he have with them.
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