That old farmhouse that was abandoned ages ago might just have an overgrown family plot upon it. And adventurers are pretty good at finding such things—and discovering that there might be more to the area than they think! You can use any of these details as starting points to flesh out some other interesting things if the player characters choose to look around a bit more. If you want to roll randomly for one, use the handy number provided with each entry to figure out your result on a d12. You can also pick the one that works for the area in which your characters currently linger.
d12. Curiosity
- Why are there white panels of fabric draped over the oak trees in the area? And why does that fabric shimmer and dissipate when touched?
- Three tiny fey riding on bumblebees zoom through the area, apparently racing each other. Is that cursing? Was that a dart that one of them just sent at another? Wait—are they not friends with each other?
- Each stone grave marker has unusual patterns of moss growing up on it. The moss smells wondrous—like a turkey dinner. But is that the ancient language of storm giants hidden amid bits of moss? Really, that moss smells very good. Does it taste as good as it smells? Maybe it wouldn’t hurt to try it? Besides, maybe you can read more of those language bits if you scrape away a bit of the moss and eat it….
- The wooden grave markers are now petrified. One has crumbled open, revealing a steel blade within the former wood. Does each marker have a weapon piece in it?
- A stagnant pond in the middle of a circle of graves has bones floating in it. They don’t look like human bones.
- One open grave reveals passages underground. Where do they lead? One might surmise to other graves, based on the angle of the passages. But perhaps it’s best to test that theory, yes?
- The area is filled with freshly cut flowers placed on every obvious grave, and some not so obvious graves—except for one area. The statue of the weeping, winged woman has tears of blood dripping from stone eyes. Each patter of blood hits the soil below and soaks in instantly. The plaque on her base reads: Maelfrentha Voeur II. The words that were once on the plaque under the name are now scratched out so deeply that the stone beneath the plaque also bears gouges. Below the plaque, someone scrawled, in mud, these words: “Maybe you should leave now.”
- Each time you pass a grave marker, a chime rings out. You really want to hear them all. Maybe several times.
- Maybe you shouldn’t step in the heaping mound of offal and scat that someone or something left on a grave. It’s very fresh, and the flies love it. The pile seems to have drawn a few carrion eaters, too.
- That persistent rainbow that you’ve been following for the past several hours or days leads to a very specific grave.
- Maybe it’s not a good idea to try to untangle all the vines from around the forgotten plot’s other greenery and gravestones. It seems to have a mind of its own. You can see, amid the vines, skeletons, but you’d have to look more closely to figure out what creatures died here.
- You were not aware that so many squirrels could exist in one area before now. Where exactly did they all come from? They weren’t there moments ago. And why do you see a scary sort of intelligence in their glistening eyes? Are they all holding nuts in their mouths and tiny little hands?