CCVV-0088: Difference between revisions

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{{Template:CCVV Header}}
{{Template:CCVV Header}}
=Grass Lawn=
=Dusty Road=
[[File:Time-Icon.png|40px]] Behind the lodge lies a wide, open stretch of grass, ringed by tall trees and kept short by nothing anyone's ever seen tending it. In better days it was a place for guests to sit out an afternoon, and it still looks the part: soft ground, good light, the lodge rising handsome and proud at one edge, the mountains of the pass towering beyond. On a calm day it's the most peaceful spot in Vulture's Vineyard.
[[File:Time-Icon.png|40px]] The Dusty Road is the pass's original road, worn soft and pale under a century of boots and cart wheels, and mostly forgotten now that the Well Worn Road carries the real traffic. Grass grows up through the ruts in the middle of it, and thin trees lean in close enough on both sides that their branches nearly touch overhead. A few old houses still front onto it, mostly shuttered, their gardens gone to seed and gone wild again.


It stays peaceful a little too well. The wind that moves the trees at the lawn's edge never seems to reach the grass in the middle, which lies flat and still no matter the weather, and sound carries strangely out here, footsteps and voices going quiet a few paces sooner than they should. None of it is anything you could point to. It's just that the lawn is calm in the way a held breath is calm, and most visitors find they don't linger as long as they meant to.
Walk it alone and you'll believe, for a little while, that you're the only person left in Vulture's Vineyard. The quiet isn't unpleasant, exactly. It's the kind of quiet that makes you very aware of your own footsteps, and of how far you'd have to shout before anyone on the Well Worn Road would hear you.


==Event==
==Event==
Roll 1d6 on a 6, For just a moment the grass in the center of the lawn lies down flat, all at once, as though something very large passed low overhead. You look up. Nothing but sky, and a single vulture, turning.
Roll 1d6 on a 6, Fresh cart tracks cut through the dust, too fresh for a road nobody uses, and they lead in only one direction. Mind(1); success: they were made within the last day, and they're headed toward the Arcanium Tower. Failure: whoever passed this way is long gone by the time you notice.


==Local Gathering==
==Local Gathering==
Roll 1 time on this table
Roll 1 time on this table below
{| class="wikitable" style="color:black; background-color:#efeae2;border: 2px solid #B21224;"
{| class="wikitable" style="color:black; background-color:#efeae2;border: 2px solid #B21224;"
! Roll 1d6 !! Townsfolk
! Roll 1d6 !! Townsfolk
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| '''2''' || Nobody Here
| '''2''' || Nobody Here
|-
|-
| '''3''' || [[Toby Marsh|<span style="color:#A6932B">'''Toby Marsh</span>]]
| '''3''' || [[Corwin Ashby|<span style="color:#A6932B">'''Corwin Ashby</span>]]
|-
|-
| '''4''' || [[Gabriazar|<span style="color:#A6932B">'''Gabriazar</span>]]
| '''4''' || [[Gabriazar|<span style="color:#A6932B">'''Gabriazar</span>]]
|-
|-
| '''5''' || [[Main Page|<span style="color:#A6932B">'''Person</span>]]
| '''5''' || [[Fenwick Quillbarrow|<span style="color:#A6932B">'''Fenwick Quillbarrow</span>]]
|-
|-
| '''6''' || [[CCVV-1203|<span style="color:#A6932B">'''Rival</span>]]
| '''6''' || [[CCVV-1203|<span style="color:#A6932B">'''Rival</span>]]
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==Travel Locations==
==Travel Locations==
*North to the '''[[CCVV-0072|Storage Shed]]'''
*South to '''[[CCVV-0078|Well Worn Road]]'''
*West to the '''[[CCVV-0088|Dusty Road]]'''
*West to the '''[[CCVV-0073|Arcanium Tower]]'''
*East to the '''[[CCVV-0071|Gazebo]]'''
*East to the '''[[CCVV-0089|Grass Lawn]]'''


{{Template:CCVV Footer}}
{{Template:CCVV Footer}}
[[Category:CCVV-Location]]
[[Category:CCVV-Location]]
__NOTOC__
__NOTOC__

Latest revision as of 15:08, 27 July 2026

Dicey Dangers, The Creepy Creature of Vulture's Vineyard Game by Joel Hills

Dusty Road

Time-Icon.png The Dusty Road is the pass's original road, worn soft and pale under a century of boots and cart wheels, and mostly forgotten now that the Well Worn Road carries the real traffic. Grass grows up through the ruts in the middle of it, and thin trees lean in close enough on both sides that their branches nearly touch overhead. A few old houses still front onto it, mostly shuttered, their gardens gone to seed and gone wild again.

Walk it alone and you'll believe, for a little while, that you're the only person left in Vulture's Vineyard. The quiet isn't unpleasant, exactly. It's the kind of quiet that makes you very aware of your own footsteps, and of how far you'd have to shout before anyone on the Well Worn Road would hear you.

Event

Roll 1d6 on a 6, Fresh cart tracks cut through the dust, too fresh for a road nobody uses, and they lead in only one direction. Mind(1); success: they were made within the last day, and they're headed toward the Arcanium Tower. Failure: whoever passed this way is long gone by the time you notice.

Local Gathering

Roll 1 time on this table below

Roll 1d6 Townsfolk
1 Nobody Here
2 Nobody Here
3 Corwin Ashby
4 Gabriazar
5 Fenwick Quillbarrow
6 Rival

Travel Locations

CCVV-Icon.png The Creepy Creature of Vulture's Vineyard ********************************************************************************************************************************************