Our first location is going to be something very specific and adventure ready.
Cheva's windmill is a unique windmill that you could add to nearly any setting. It could be uninhibited, or filled with the thieves, cultists, beasts, or war band of your choice.
Inside Cheva's windmill natural flight is impossible.
This windmill is three stories high, each story being about 25ft above the previous. And on the outside of course is a giant fan which captures wind energy.
Throughout the structure there are pullys and wenches. They are continuously active even if there is no wind. There are 3 different locations on each floor with a one man elevator up or down to the next floor. The pullys power the elevator, and the character must pull a lever and wait a full round to get to the next level.
To get on to the roof, you must climb a 30 foot ladder which is 10 to climb,characters can take 10 and take their time and climb 10 ft per round.
Cheva was an engineer who designed this windmill around a hundred years ago. He was notably obsessed with capturing wind energy in all of its forms.
There is basement in the windmill where the mill's work would be done. A few dormant machines sit ready to process grains.
If the characters happen upon the secret door, there is a second basement. This basement seems to be a living quarters, and it can be assumed that Cheva lived here while he designed the structure.
The area is much smaller, and contains a bedroom, a library, a study, and a kitchen.
This basement actually houses the ghost of Cheva to this day. He resides in the library and openly speaks to any characters who wonder in there.
If any character can make a 30 perception/spot check passively, make one for them, they may notice a hidden alcove in the study that hides the "windswept periapt".
Cheva complains that he can't move or leave the basement because of the restriction of movement that he himself placed on this structure. He wants you to place his seeing stone onto the center of the windmill.
Doing this task will require a few climb checks, either up the fan blades from the ground, or a quick jump from the roof to get right behind the center of the wheel.
When you return, Cheva will thank you and want to reward the PCs for their effort.
He asks you to go into the library and take out a specific book, and read a passage from the 3rd chapter while standing in front of the alcove in the study.
The passage reads:
"He hides in plain view, he the once was. The winds of change, never ending, never faulting, never forgiving."
Once this is read out loud, the reader is smashed into the wall by the wind that has been captured by the Windswept Periapt. 2d6 damage, and the player is pinned against the wall. A Str check of 25, will let them escape, and they can be assisted by any party members. 1d6 additional damage is dealt each turn while they are pinned.
Once this effect has been triggered, Cheva reveals his true intentions, which is to trap any visitors and use their magic items to fuel the Windswept Periapt for as long as possible.
He attacks the party, fully able to move. Depending on his level he may use telekenesis to attack with some implements while he floats neat the ceiling which is fifteen feet in the air.
Otherwise he may try to block the entrance after making a quick escape if the tide turns on him.
He is unable to leave the compound, and may be hunted down by the party.
The windswept periapt once removed by PCs can be sold(8k) or be used for its effect.
Cone, 100 feet
Sphere, 50 foot radius
Range 1,000 ft.
Natural flight is not possible in this area for 1 day.