Hello  everyone and welcome to Grave Plots, where each and every week we bring  you new adventure ideas and plot hooks to get your game going in style.  This week we turn our attention to adventures  involving the mortal threat of petrification.   Adventures involving petrification are found commonly throughout folklore  and mythology, and below you find the seeds for three great adventures  surrounding this iconic topic.
          
The Basilisk
      
                The  Face of Death is a wicked assassin with a reputation for discretion, efficiency,  and for being the only basilisk for hire.   The Face of Death is an advanced half-fiend basilisk assassin whose  clientele consists mainly of particularly wealthy and cruel individuals seeking  to keep a permanent trophy to commemorate the defeat of their enemies.  Even such individuals often hesitate,  however, to hire The Face of Death, not from any moral qualms, but due to his  rates, which are known to be extremely high even for the warlords, vindictive  nobility, and dark religious organizations that form the majority of his  business.  Luckily for the villain on a  budget, The Face of Death has been known to accept certain items or services in  lieu of gold, though even the blackest-hearted villains are hesitant to pay  these alternative prices.  Those who do  find the need to call upon The Face of Death’s services will find that the  price was well worth it: The Face of Death has a 100% success rate during his  11 year career as an assassin, and during that time it has become clear that so  long as his contract remains valid, his loyalty to his employer is unwavering  and his work ethic and efficiency are legendary amongst modern assassins.  
      
                The PCs  have unfortunately earned the ire of Baron Gervon Hemrick, a wealthy landowner  with a reputation for both cruelty and secrecy.   The PCs recently ruined (unintentionally) one of the Baron’s foul  machinations, involving some heroic deed they earlier accomplished.  Unless the PCs possess a particularly great  amount of foresight, the connection between what it was Gervon hoped to achieve  and what the PCs earlier accomplished is not immediately clear.  The Baron, looking to strike at the PCs without  revealing himself, has hired The Face of Death at great cost to permanently put  an end to his problem.  
      
                The PCs  begin to notice something wrong when former associates and even strangers  passing by begin to distance themselves from the PCs.  No one will explain why they are so on edge  around the PCs, but their evasiveness and unwillingness to answer questions  will likely put the PCs on edge.  After  nearly a full day of getting the cold shoulder, a former ally of the PCs  approaches them, apparently relived to see them alive.  He explains that someone has hired The Face  of Death to assassinate them.  This ally  can tell the PCs little about The Face of Death himself, except what is known  by reputation (including the fact that he is a basilisk).  He does, however, claim to have a plan to save  their lives, which he begins telling the PCs.   Their ally is certain (and with good reason) that the PCs probably won’t  survive an attack by The Face of Death, and so figures that their only hope is  to somehow convince The Face of Death to back off.  Based on his reputation, the PCs ally is sure  that The Face won’t accept a bribe or a plea for mercy and so the only resort  open to the PCs is to somehow get the contract canceled.  A few ways to do this include: discovering  who put the hit out on them and convincing them to back down; finding out who  put the hit on them, then killing them; or finding some way to put a stop on  the payment to The Face of Death.  Should  the PCs choose one of the first two options, they will have a lot of  investigation to do in a very short time, followed by a confrontation at the  Baron’s estate (an adventure in and of itself), all the while having to hide  from a dangerous and skilled assassin.   The results of this confrontation will likely shape the PCs’ future  relations with the Baron and the assassin.   If the PCs manage to find a way to cancel the contract without involving  the Baron, then they have only found a temporary solution to their assassination  problem, and as soon as the Baron can round up the funds he sends The Face of  Death after them again.
      
                For  future development, you could have the Baron attempt to involve the PCs (with  or without their knowledge) in some future scheme of his.  If the PCs have killed the Baron, then  perhaps one of his descendants comes after them, seeking vengeance or else to  offer his gratitude for dealing with his foul ancestor.  Additionally, the PCs might have future  relations with The Face of Death, either having to save someone else from his  deadly stare, or meeting him under less hostile circumstances, perhaps to team  up on particularly dangerous job.  The  PCs might want to hire The Face of Death themselves, and conduct an adventure  gathering up the “fee” to pay for his services.
      
The Medusa
      
                Emaria  is a medusa living in a cave outside of the town of Merthania, where the  townsfolk have long been aware of Emaria and bring her regular sacrifices of  gold and silver to ensure the safety of the town from her.  Recently, however, the town has stopped  delivering sacrifices to Emaria’s cave due to the discovery of several young  men who were found turned to stone in their beds.  The occurrences are becoming more and more  common and the townsfolk are planning to leave Merthania for settlements  elsewhere, selling their current lands to a middle-aged wizard looking to  expand his holdings.  However, a few of  the more hard-line townspeople refuse to leave their homes without exhausting  every possible option, and so they have reached out to the PCs to deal with the  medusa living in the nearby cave.  
      
                When  the PCs arrive at the cave, they find the interior to be filled with startlingly  accurate stone sculptures of human men and women, apparently in the middle of  their daily activities.  As they pass  through the cave the sculptures become increasingly more elaborate in their  detail.  Near the back of the cave an  enchantingly beautiful medusa is caressing her latest statue work; hearing the  PCs approach, she pulls the hood of her cloak down to shield her eyes and turns  to greet them.  If the PCs appear ready  for battle Emaria attempts to forestall them, telling them in a merry voice  that it’s been so long since she last had visitors to her cave, and that she  would prefer not to be forced to hurt the PCs in self-defense, fingering the  hem of her cloak as she speaks.  If the  PCs make any mention of the petrified townsfolk, Emaria express genuine concern  and professes her innocence, begging the PCs to believe that she had nothing to  do with the attacks in town (which is, in fact, true).  If the PCs engage her in conversation about  the statuary in her cave, the eccentric medusa reveals that sculpture has been  a passion of hers for the better part of two centuries, and asks what the PCs  think of her work.  If this doesn’t  satisfy the PCs, she then proceeds to demonstrate her rather amazing talents on  a small block of stone.  PCs who ask  about the stopped offerings get Emaria’s response that she assumed the village  fell on hard times; if the PCs ask what happened to the rest of her treasure,  she explains that every month a priest of Pelor comes by to collect her regular  donation to the widows’ and orphans’ fund.   If the PC’s still don’t believe her she is prepared to fight, though she  uses her gaze attack only if it seems her life is in real danger.  If the PCs do believe her, she requests their  help in finding the real culprit and clearing her good name.
      
                A short  investigation should reveal that a local wizard named Herman Bellheart has been  hoping to purchase the land that Merthania is located on so that he can expand  his own private holdings and conduct research on the unusual minerals found beneath  the town.  The townsfolk will also tell  PCs (rather bitterly) that since the attacks started it looks like Bellheart  will get his chance to conduct his research after all.  From there, a short jump should lead the PCs  to the conclusion that the wizard is responsible for the petrification  attacks.  The wizard flat-out refuses to  see the PCs, and if they want to speak to him they will have to fight their way  up his tower, battling constructs and bound elementals on the way.  Once the PCs reach Herman, he realizes they  have him beat and so admits to everything, allowing the PCs to take him into  custody to face trial.  If the PCs attack  him, he immediately opens up with flesh to stone and fights a rather short but  fierce fight to the death.
      
The Mad Druid
      
                Oscar  Pios is a druid hermit living outside the town of Wellrest, and has been  conducting astrological research in order to divine the future.  Oscar’s research has led him to the  conclusion that Wellrest is about to suffer an attack of immense proportions,  as a horde of basilisks and cockatrices will descend on the town in the very  near future.  Oscar has tried to warn the  town about the coming attack, but the townspeople seem to believe he is mad  beyond belief and making things up in order get a little attention.  Still, determined to save the town, Oscar  conducted a little traditional research and formed a plan.
      
                The PCs’  aid is soon after requested with great urgency by the town’s mayor, as his town  has apparently come under attack from a mad druid.  The mayor explains that the spellcaster is  simply too powerful for the town guard to contain, and unless the PCs can do  something the town’s entire population will fall prey to the madman.  He explains further that the druid in  question is none other than a local hermit named Oscar, and that the madman is succeeding  in the systematic conversion of the town’s populace from civilized humanoids  into furry little rodents, weasels specifically.  The mayor blames himself for not paying  closer attention to the hermit, and believes that if he had been more on point  then this whole thing could have been prevented.  
      
                The  druid can be found in the townsquare, calmly polymorphing townspeople while militiamen struggle pointlessly  against an entangle spell.  When  the PCs confront Oscar he calmly explains that he is doing this for the  townspeople’s own good, and when the basilisks and cockatrices come the  townspeople will be grateful he thought to save them.  He promises to turn everyone back once the  invasion has concluded, and he tries to send the PCs away with that.  Should the PCs choose to fight and do any  damage to Oscar he moodily retreats, claiming that they’ll be sorry come the  morning! 
      
                The  next day, PCs who hang around the town witness an unusual sight: a horde of  basilisks and cockatrices descends on the town from all directions, petrifying  everyone in sight.  Particularly  observant PCs may notice that, while all other forms of life seem to be  becoming petrified, any remaining weasels seem perfectly immune; in fact, the  high concentration of weasels seems to have put the monsters on edge, and soon  after noticing the rodents, they turn and flee in the other direction.
      
Interested PCs may track down Oscar, who is very forgiving of how he was earlier treated, to receive more unlikely but possibly accurate prophesies.