The document describes an adventure hook involving a logging town called Snapped Oak that is being extorted by a band of thieves posing as a traveling carnival. The local priestess of the trickster god Anansi is aware of this and has a plan to turn the tables on the thieves and end the threat to the town. The adventurers are provided two potential adventure hooks to send them to Snapped Oak to investigate.
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The document describes an adventure hook involving a logging town called Snapped Oak that is being extorted by a band of thieves posing as a traveling carnival. The local priestess of the trickster god Anansi is aware of this and has a plan to turn the tables on the thieves and end the threat to the town. The adventurers are provided two potential adventure hooks to send them to Snapped Oak to investigate.
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Summary
The logging town of Snapped Oak provides lumber for a
number of regional towns and cities, and the residents have enjoyed a comfortable lifestyle for years. They have a reputation for good humor, kind-heartedness, and generosity, and travelers and adventurers who spend a night or two usually leave the town with a desire to return someday. The charity of the town has not gone unnoticed, however, by those with a less caring nature. For the last few months, the town has been quietly under siege. A band of thieves posing as a traveling carnival has found a new mark. Discreet threats, blackmail, and other forms of subterfuge have directed a steady flow of coins to the criminals; residents are unaware that they are all being targeted individually, and thus no one has complained for fear of direct retaliation. Only the local priestess, a follower of the trickster god Anansi, is aware of the troubles to her town. True to her worship of Anansi, she has a plan to turn the tables on the thieves that will honor her god and end the threat to Snapped Oak. Adventure Hooks There are any number of reasons for the adventurers to stop in Snapped Oak, but below you will find two potential adventure hooks that may be used to grab their attention and send the party to the little logging town. #1: A wounded young man approaches the party and tells a story about an evil priestess in a nearby town called Snapped Oak who has the town’s residents under her control and steals their wealth. The young man states he is a member of a carnival group that was ambushed after it discovered the truth, and he escaped the town during the previous night. Truth: Anansi has sent the young man (a spirit guide) after a plea from the priestess for help. He makes his way to a nearby temple after telling his tale and cannot be found again. A party member can attempt a DC 5 Charisma (Persuasion) or Wisdom (Perception) check to gain more information or to determine if he is telling the truth. A success reveals that the priestess keeps her treasure horde hidden in a chest buried in a field beneath the carnival leader’s wagon, and she could not access her stolen goods. (In truth, that is where the chest is hidden, but it was buried there by the carnival leader.) #2: On the outskirts of Snapped Oak, a wounded acolyte named Isanan collapses on the road. If provided assistance, she tells a story of betrayal. She explains that the townsfolk are under the spell of a dark god, and she and the town’s priestess have felt a desire to uncover the truth. The evil god has sent a traveling carnival to distract and befuddle the residents’ minds. The source of the evil god’s power rests inside the carnival leader’s wagon. If it is found and destroyed, the spell over the town can be removed. The acolyte cries, wails, and makes every attempt to avoid returning to the town. Truth: There is no dark god—just greed. The carnival’s leader has a chest of treasure buried beneath his wagon, and any attempt at investigating inside or around the wagon results in an attack by the carnival’s members and reveals their true intentions. On a successful DC 15 Wisdom (Perception) check, the party believes the acolyte’s tale but senses there is something she is not sharing with them. The acolyte is a spirit guide sent by Anansi on the priestess’s behalf. Arrival There are three areas for the players to explore:; the town, the chapel, and the field. As the players explore, they may gain additional information that helps them discover the truth. The Town The town of Snapped Oak has all the furnishings of a medium-sized town of modest wealth. The inn and tavern are in excellent condition, and the customers are friendly but reserved and avoid discussion of the carnival or the priestess. The modest homes hold no secrets, and the local business folk put on smiling faces, but any successful DC 10 Wisdom (Perception) check during a discussion with any townsfolk reveals fear. However, the children of the town are unafraid to speak their minds. If a child ever talks about the carnival or the priestess, that child reveals the following: Roll 1d4 (roll again on a duplicate result) for Carnival or Priestess. Carnival 1: “That man from the circus comes every week to Mommy and Daddy. He always smiles because they give him money.” 2: “The carnival isn’t very fun. All they do is juggle and throw knives. But we have to go every night to watch them.” 3: “My friend, Kilp, lives in the house near the field. He said he saw some of the jugglers burying something beneath one of the wagons.” 4: “Father said the circus should have left a month ago, but I think they like our town and want to stay.”