TEXT: Copyright © 2015 Michael Prescott - cbna  - http://creativecommons.org/licenses/by-nc/3.0/ - Find more adventure locations at http://blog.trilemma.com
  v1.0 pg. 1/2
  The SiTuaTion
  An underground shrine at the center of a 
  grassy plain was once a widely known destination 
  for pilgrims in search of miraculous healing.
  Now, with no pilgrims about, the energies of 
  the place have been directed toward a clan of 
  velvet spiders, who have grown to great size and 
  ability.
  RumoRS foR neaRby SeTTlemenTS
  • 
  A generation ago, pilgrims would often 
  come this way, heading out onto the plains 
  for healing.
  • 
  A lone tree stands over a well of the 
  sweetest, clear water.
  • 
  Silken dolls are a sign that fairy weavers 
  are about.
  • 
  Beware of floods during the spring thaw 
  and the rainy season.
  • 
  Haunted ruins make for poor shelter.
  • 
  Keep your eye on the sun and the 
  mountains, or you’ll surely lose your way.
  The leelandS
  The Leeland is a low, grassy 
  flood plain thirty miles wide and 
  sixty long.
  What few trees stand are 
  thick with song birds, while the 
  grasses are home to fat beetles, 
  field mice, rats, rabbits and ground 
  hogs.
  In spring, the region’s stream often 
  overflow their banks and flood large areas of 
  the Leelands - this can happen very suddenly.
  In winter, the land sleeps under a crust of 
  snow and all is silent but the crows.
  leeland encounTeRS (d8)
  1. 
  Songbirds, spying for the pilgrim spirits
  2. 
  Giant elk
  3. 
  A trio of velvet spiders, hunting stealthily
  4. 
  An old pilgrim trail of hard-packed dirt, 
  runs straight to the golden tree
  5. 
  Gatherers from nearby settlements, 
  looking for seed, rabbits, or herbs
  6. 
  Cenops, a giant harrier (15’ wingspan)
  7. 
  Plains fox, emboldened by hunger
  8. 
  Kill site - spider-wrapped rabbit or fox; a 
  shredded elk carcass left by Cenops.
  The ShRine compound
  A low stone wall (not shown) encloses a 
  circular area several acres in size, with the ruins 
  and tree at its center. Originally designed to 
  keep out the floods, most of it has tumbled.
  The RuinS
  Housing for the order that tended the shrine. 
  Many travelers have come and gone since, and 
  evidence can be found of their cook fires, detritus.
  High relief engravings on the walls show the 
  separate journeys of nine pilgrims, each bearing 
  a wound or ailment,  descending to the Face of 
  Panur and then returning home. As they go, they 
  walk in sunlight, though none are healed.
  haunTed RuinS GRanT no Sleep
  The grass spiders (see below) make their home 
  in the ruins. Remnant drag lines (of varying 
  freshness) can be found everywhere, along with 
  countless dried rabbits. Unless they are currently 
  hostile, they are likely to slink away rather than 
  face the 
  adventurers directly, though 
  they may return later 
  (see below).
  pilGRim’S deScenT
  The small stone building shelters the mouth 
  of wide tunnel cut into the bedrock.
  A stair of heavy stone slabs descends to the 
  underground shrine.
  The Golden TRee
  A majestic lerimar tree (80’) stands a short 
  walk from the ruins. Its roots tap the waters of 
  the shrine, so its leaves hang perpetually in the 
  greenish-gold of late summer.
  On the leeland, the tree can be seen from 
  nearly seven miles away.
  haRRieR’S neST
  Cenops nests in the tree at night. It’s 
  extremely dangerous to be out and about at 
  dawn or dusk when he is coming or going.
  Discarded bones litter the ground around it.
  The hole
  Between its roots, a widening shaft drops 100’ 
  to the waters of the flooded shrine.
  A long-dead gnome hangs in a tangle of brittle 
  drag line. If disturbed, it falls into the water.
  The ShRine of panuR implacable
  The water-filled shrine is lit by sunlight 
  spilling through the hole. As the day progresses, 
  the 
  shaft 
  of 
  light 
  traces 
  the 
  walls and water, at noon 
  illuminating the first 
  idol so brightly the 
  shrine is lit like day.
  daShed hopeS
  The original shrine 
  had nothing to do with 
  healing, for Panur is a 
  god of acceptance, not 
  of 
  restoration. 
  Those 
  who 
  came here to plead 
  for healing would instead be 
  relieved of their vain hopes and accept their fate.
  Those not well enough to return home stayed 
  on until their deaths, and their bones were 
  placed in the pool.
  The pilGRim SpiRiTS
  The spirits of the accumulated dead remained 
  in the shrine, however, hoping to protect others 
  from similar disappointment. As their numbers 
  grew into the thousands, they  accrued enough 
  power to offer healing to the living themselves.
  The Glimland missionaries that built the 
  shrine were horrified by this development, and 
  after several tumultuous years, deconsecrated 
  the shrine and left.
  Now, after endless years with only spiders to 
  love, the spirits are keen for people to watch over.
  To those who listen for them, they speak as an 
  inchoate hiss, a roar of whispers just below clear 
  understanding.
  Any who drink the water may receive the 
  pilgrim spirits’ gifts while in the shrine. This 
  includes a subtle rejuvenation and greatly 
  accelerated healing, even of otherwise permanent 
  injuries or disease.
  They love the spiders dearly, and harming 
  them is sure to cause great chaos and anger 
  among the spirits.
  idolS of panuR
  Two idols dominate the shrine. The first, the 
  woman with nothing, greets pilgrims with 
  a look of sadness and an empty bowl. Despite 
  their long journey, she seems to convey, there is 
  nothing for them here, nor anywhere.
  The second, the implacable visage, will take 
  burdens of misery (or vain hopes) from any who 
  kneel before it.
  Any who place an offering in the bowl are 
  thumbing their nose at Panur, and earn the 
  favor of the pilgrim spirits.
  The bone 
  WaTeRS
  Flooding 
  has 
  gradually 
  raised 
  the water level in the 
  shrine, and it is now 
  nearly 20’ deep. A constant 
  temperature, it seems icy in summer 
  and balmy in winter.
   The submerged floor is buried in bones - rib 
  cages, skulls, thighs - all furred with algae.
  A giant carp (11’) makes lazy circuits, nosing 
  in the murk for crayfish. If the pilgrim spirits are 
  displeased for any reason, it will be aggressive 
  with swimmers, biting, buffeting and dragging 
  them under.
  an Adventure Location by Sean Winslow and Michael Prescott
  IN THE CARE OF BONES
  
  Copyright © 2015 Michael Prescott - cbna  - http://creativecommons.org/licenses/by-nc/3.0/ - Find more adventure locations at http://blog.trilemma.com
  v1.0 pg. 2/2
  The hiGh pRieST’S boneS
  The pilgrim spirits have kept the carp from 
  disturbing high priest’s bones, which lie directly 
  below the face, the spot he took his own life.
  His garments are rotted away, but on the 
  skeleton are the silver circlet and the  bronze 
  sword (see over).
  hiGh pRieST’S Tunnel
  Now completely submerged, a 100’ tunnel 
  connects the shrine with the condensarium. 
  There are no bones here.
  Precious little light reaches the far end of the 
  tunnel, and only when brightest daylight shines 
  from the shrine’s ceiling shaft.
  The swim is difficult, and drowning a real 
  risk. Those who have the pilgrim spirits’ favor 
  might be aided by the carp.
  condenSaRium
  At the far end, an ornate circular platform 
  stands just above the waterline. While the shrine  
  is sparsely decorated, all that stops here.
  The platform is inlaid with a riot of color - 
  chips of blue lapis, green jade, mother of pearl, 
  black mica, turquoise and red agate all swirl 
  toward a central point.
  There, on a disc of gold, stands the condenser 
  (see right).
  mildeWed chambeR
  Beyond the condensarium is the meditation 
  chamber of the high priest. At bright noon, a 
  faint, algae-green glow comes from the tunnel, 
  but it is pitch black here otherwise.
  The floor is as colorful as that of the 
  condensarium.
   A mildew reek comes from ruined and rotted 
  furniture - a writing desk, cot, vestment stand 
  and scroll rack.
  The scrolls are ruined, but if enough scraps 
  are pieced together, they are clearly a log of 
  numerous surreal experiences, either visions or 
  mad ravings. Careful research will point to the 
  panoply scroll (see right).
  The spectre of the high priest is trapped 
  here by the power of the pilgrim spirits. Unable 
  to accept his fate with the equanimity of his 
  faith, his shade is contorted by long-festering 
  anger. He strikes from the darkness with a 
  ghostly version of his brass sword.
  a cluTch of WhiTe VelVeT
  Fifteen giant spiders, each the size of a large 
  dog, dwell in and around the shrine.
  They are bone white, with a dense coat of fine 
  bristles, making them seem clad in white velvet.
  They are intelligent, and form a sort of 
  community, spending most of their time hunting 
  plains rodents (alone, or in threes) or sharing the 
  latest rodent-hunting tips.
  They are active whenever it’s warm, though 
  they avoid moving when Cenops is near.
  Descended from jumping spiders, they spin no 
  webs but leave a sturdy ‘drag line’ whenever they 
  leap or pounce - which they can do to a distance of 
  about 15’ horizontally, and 10’ directly upwards.
  Fresh drag lines are thick threads of gray 
  silk as strong as braided rope. They must be 
  moistened weekly or they become brittle.
  GifTS of The boneS
  The pilgrim spirits have long watched over 
  this clan for generations, and their love has 
  magnified the spiders’ natural  gifts:
  SpideR’S WiSh
  A spider’s wish, honed to a fine point over a 
  lifetime of watching and waiting, is that you stay 
  very still and look over there.
  As often as not, when they need it to, 
  something will chance to catch the attention of 
  their quarry. The sunlight on a leaf, perhaps, or 
  the uncanny swaying of the grasses in the wind.
  luck of The hiGhly obSeRVanT
  When a spider brings its full attention to a 
  target, it can influence any small motion left to 
  fate. Thrown, hurled, shot, tossed or abandoned 
  objects, the direction of a walk taken at random 
  to make water away from the others - all of these 
  can be influenced by a watchful spider.
  The ThRee STRaTeGieS
  The spiders are aware that the shrine is the 
  somehow the cause of their prosperity, but they 
  don’t understand why.
  The strange, two-legged statue in the 
  shrine, and the stony face beyond are endlessly 
  fascinating to them, and strangely calming. A 
  spider knows nothing if not acceptance.
  The sight of actual, living humans prompts 
  great discussion in the clan. Perhaps the humans 
  can learn something of the shrine?
  The spiders cannot agree on the manner to 
  proceed, and at various times they will try three 
  main strategies, all of which involve staying out 
  of sight.
  There is a friendly bet between the spiders 
  which strategy will pay off first.
  The Way of WaiTinG unTil VeRy neaRly
  Taktak and Shuffa have a plan that isn’t very 
  subtle - draw the adventurers’ attention to the 
  golden tree using spider wishes, and then push 
  them in the hole.
  It hasn’t occurred to them that this might 
  prove fatal to the adventurers (plains rodents are 
  pretty good with holes, in general).
  The Way of SimilaR foRmS beinG TempTinG
  Boklit, cleverest of the spiders, can weave 
  with great skill. She and three of her kin will try 
  to tempt adventurers with gifts.
  At first they will leave these in the grass in 
  the adventurers’ path - tiny humanoid ‘dolls’, 
  featureless and of gray silk.
  If the gifts are not collected, Boklit and 
  her friends will attempt to place among the 
  adventurers’ belongings when they stop to 
  rest or sleep, and will start crafting dolls that 
  look like the adventurers. She cannot capture 
  likenesses, but she can render a person’s build 
  and equipment with startling detail.
  Boklit is terrified of direct contact with 
  humans. If she truly must intervene (e.g. if she 
  catches wind of Kekphlet’s plans, below), she 
  will bring forth her most desperate invocation, 
  the gray puppet.
  The GRay puppeT
  Boklit’s puppet is a silken doll, 5’ in height. 
  She has been working on it for several seasons, 
  for just such an occasion. 
  If set forth with a push, Boklit can direct 
  its motion by will alone (for what is more 
  happenstance than a puppet?)
  She has been practicing for some time and 
  though there is no strength in its limbs, she can 
  make it walk, run, even dance merrily.
  She 
  puppets 
  it 
  with 
  great 
  precision,  
  although she harbours a number of alarming 
  misunderstandings about how humans move.
  The puppet is a work of art, but not sturdy. If 
  it is abused it will soon be surrounded by a frizzy 
  halo of broken fibres.
  It is also spectacularly flammable.
  The Way of GenTly Then all of a Sudden
  Kekphlet has lied to the others about his 
  strategem. He claims he will try to drive the 
  adventurers off, all the better to redouble their 
  curiosity.
  His actual intention is to lure adventurers 
  away where they can be caught and eaten. (Or 
  perhaps poisoned, maimed and webbed to the 
  ground in some quiet part of the field for later.)
  Kephlet may taste the memories of any he 
  devours, and he will use this to full advantage.
  The RelicS of panuR
  The condenSeR
  A heavy contraption of brass filaments that 
  converge on a sturdy, round base. It catches 
  the miseries and vain hopes removed by the 
  implacable face and condenses them to a few 
  drops of essence, deposited into one of two cloudy 
  glass vials.
  When it is discovered, it is pointing toward 
  the main shrine. The essence has dried up, but 
  the dust and flakes in the vials are a powerful 
  concentrate: one is the vain hopes of seventeen 
  people, the other the agonizing misery of forty 
  three, enough to throw a small town into despair.
  Don’t drink it.
  The panoply ScRoll and SilVeR ciRcleT
  There is one way to use the essence, a long 
  ritual meditation in which a minute quantity is 
  consumed.
  If the ritualist is wearing the silver circlet, 
  the ritual transmutes the essence into a powerful 
  hallucinogen that produces prophetic visions.
  Visions from the essence of vain hope reveals 
  heroes, great teachers and triumphs of courage.
  Visions from the essence of misery reveal dark 
  secrets, conspiracies, blasphemers and traitors.
  The bRaSS SWoRd
  A ceremonial blade used by the high priest on 
  pilgrims whose despair could not be extracted 
  by the implacable face. It is not well balanced, 
  but is a blade of slaying against those suffering 
  burdens of misery.
  The blood of the high priest permanently 
  stains it.
  
SOURCE: textdata/thevault/Trilemma Adventures/Trilemma 15 Care of Bones.pdf