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2023.05.31 15:26 Centumviri Welcome To Green Valley: 4 Level 1 Adventures in a Ridiculous Rural Village
Welcome to Green Valley
Four Merry Jaunts Through the Bumpkin Quest Campaign
CHAPTER 1: Green Tide Spring Cleaning time! This includes a parade, a festival, and a temple ceremony. These events are haunted by and angry goose hating enchanted broom.
CHAPTER 2: A Cartload of Chickens Folks need to eat. And round here they like to eat massive angry chickens. Somebody's gotta deliver them, and that somebody is your players!
CHAPTER 3: Marvin the Magnificent Simple problems require convoluted solutions. Help Marvin enchant a plow that can pass through stones. What could go wrong?
CHAPTER 4: High Society After earning some respect the players get invited to a high falutin social dilly do. But not as guests. As the help. And this party is gonna need it! The entertainment is about to become a mesmerizing problem.
ADVENTURE MECHANICS - Target Character Level: Commoners or Level 1 - Target Party Size: Four Players - Average Adventure Playtime: 2ish Hours - Tone: Rural Mayhem and Foolishness
Grab the Free PDF Here.
https://www.patreon.com/posts/adventure-to-83830560 I’ve also put these adventures into our *Bumpkin Quest: Campaign Guide
https://www.patreon.com/posts/guide-bumpkin-to-80202231 The guide fills in the details of Green Valley pretty thoroughly. The quests are simple enough to be run in any setting you choose, but if you're interested in more the Guide has about two dozen Custom Maps, 70+ NPCs, Location Descriptions, 20+ Local Legends, and Scores of Adventure and Event Ideas. You can grab the PDF Free at the link above.
Hills Furrow
At the center of the Valley sits a patch of small grassy hills, through which the Slow Water meanders through. Built into these hills is the Village of Hills Furrow. Celebrated by everyone living in The Valley and boasting a whopping population of almost 150, Hills Furrow is the center of commerce and social importance. Well, at least as far as the locals are concerned. Realistically it would be less than a blip on the grand scale of things, a mere kernel of wheat in the silo of civilization, but to those who live here, there is nothing quite like living in the “city”.
The Village itself, like the Valley, is predominantly Halfling, and their fancy dwellings are burrowed into the hillsides as often as possible. These dwellings have been family owned for generations only becomeing available if there are no heirs to pass them along to. Other folk live in well kept two story shingled buildings, most of which house a business on the lower floor and house the Shopkeepers and their families above their workplaces, though a few live in nearby homes. There aren’t many “rental” spaces in town, as property is usually bought up quickly by the Halfling Families, but there are long term options at either of the Inns in town.
Hills Furrow: Locations 1) The Crocked Crow (Inn and Tavern) 2) The Dancing Lamb (Inn and Tavern) 3) The Moaning Toad (Tavern) 4) Granny's Groceries (General Market) 5) Get Nailed (Hardware and Distilery) 6) Gimdurh's Hammer (Smithy) 7) Brenra's Mechanicals (Tinker) 8) Hjoldren's Home Goods (Carpenter) 9) Standard Industries (Office) 10) Fit to be Dyed (Tailor) 11) The Last Loaf (Baker) 12) The Cloudy Cleaver (Butcher) 13) Nature's Medecine (Apothecary) 14) Sheriff's Office 15) Green Valley School House 16) The Waterwheel 17) The Windmill 18) The Undercloak Estate 19) Truefoot Burrow 20) The Meadows Family Hill
The locals are hospitable and friendly enough, but they do not really trust outsiders. Folks from foreign places are good for trade, news, and little else. Those that come through are treated well enough as long as they don’t wear out their welcome. Locals, well, that’s a bit of a different story. The city and area doesn’t operate under a written caste system or social structure, but there is clearly a pecking order, and family heritage matters a great deal to folks in Hills Furrow. Most locals, whether they’ve gotten an education or not, can easily be classified as simple. It isn’t that they are slow of mind or unintelligent, but more that they are unconcerned with matters the outside world considers important. This sentiment has created a general, but friendly, dislike between those that consider themselves Highfalutin and those that clearly are not.
Well now that I've given you the fifty cent tour. Shall we get on to adventure?
CHAPTER 1: Green Tide
We will open our journeys in the Green Valley at Green Tide, the annual celebration of Winter’s End. This adventure is designed to give a tour of Hills Furrow and introduce them to the locals. It will begin with some chores around their house to prepare for the festival and end with a battle involving an enchanted broom. If you did not do Session Zero, this chapter may take a bit longer as we get to know everyone and their characters.
ACT 1: Pre-Festival
The locals spend the week cleaning out their houses and farms. They gather old junk and unused items to be used later in the festival. They also begin preparing what food is left from winter to be used in a celebration and feasts.
Things to do! - Have the Players clean up junk around the house - Have them Find something strange (Perhaps used for a later mystery?) - Have them Decorate their Broom - Have them run a Household Errand (Meet an NPC)
ACT 2: Sweeping Day
A merry festival celebrating Spring cleaning and putting the past behind them. They form a parade, with one member from each house carrying a brightly decorated broom and using it to symbolically “Sweep Away Winter”. The rest of the family marches their winter’s trash and unused goods down to the Fairgrounds. The goods are often traded, while the trash is piled in the fire pit to await burning later. The entire day is filled with fun outdoor activities. Households also symbolically bring their problems to the bonfires to burn them later.
Things to do! - March in the Parade - Carry Junk to the Bonfire - Meet more of the Locals
EVENT: I Love a Parade The parade will march North from near the Cross Roads in the South up around the hill and back again to the South where it will head for the Fairgrounds. There isn’t anything particularly challenging about this event, but it would be a wonderful place to start leaning into or building local rivalries.
EVENT: Never Seen a Broom Do That… As they come into the home stretch of the Parade one of the local’s Brooms will animate and take off. It will chase folks around the parade. The players can attempt to stop it, but the broom will flee soon after being attacked. It will fly up into the air, attack a flock of geese, and chase them off until it can’t be seen anymore. They can go and collect a fallen goose if they wish. I highly recommend giving it a motorcycle type sound as it flies around hitting folks. Maybe even going as far as giving it a rough gravel angry voice and letting it insult people.
ACT 3: Winter’s End
Winter’s End is a Combination of Groundhog’s Day and Fasnacht, this day gets a little wild. The Festival kicks off at dawn with the Great Gopher Hunt. Gophers are well known spies for The Voice of Winter and thus need to be hunted before they can tell The Voice to delay Spring. Gophers themselves are quite tasty, and are notoriously bad for crops, so this works out economically all around. Throughout the rest of the day families continue to contribute to the Bonfire Pile which often gets quite large. At dusk a large effigy of The Voice of Winter is placed on top of the pile. Once the sun has fully set they light the fire and burn the Effigy. Folk usually dress darkly during the day and brightly at night. After the burning they feast on sweets and treats that were made from goods saved up from winter storage.
Things to do! - The Great Gopher Hunt - Carry Junk to the Bonfire - Meet more of the Locals - The Fairground’s Activities
EVENT: The Great Gopher Hunt The Hunt begins at dawn and takes place all over the Valley. Locals race to collect as many Gophers as possible. It is easiest to kill the Gopher, but there are some that find that distasteful. Instead they live trap the critters. It is a bit tougher to do so, but an option should your players wish. This is most easily played out as a series of appropriate Skill Checks, in which the higher they score the more gophers they obtain.
EVENT: Trash Removal They may find some locals willing to pay them to help cart junk down to the bonfire pile. Not a lot of skill involved in this, but it is a great opportunity to meet locals, and you could throw a runaway cart at them.
Fair Activities They will probably want to take part in Fairground Activities. Players love these types of challenges. Here are a few ideas you can build on. - Axe Throwin: Basic attack rolls on a Round Target. Higher scores equal Higher points. - Bow Shootin: Basic attack rolls on Moving Targets. Higher scores equal Higher points. - Pig Chasin: Catch the greased Pig! Medium DC Challenge requiring three success before three Failures. - Mud Wrastlin: Nothing says bumpkin like a good Mud Wrastlin Pit. Contested Skill Challenges. - Sausage Eating Contest: Increasingly difficult DC Challenge. Eat till you puke! Can also be Pies or Ribs or Little Fish… you know whatever someone wants to stuff dozens of in their gullet. - Tug O’War: Team Strength Challenge. Three to Five Contested Rolls with opposing teams. - Gopher BBQ Cook Off: A Hard Culinary Challenge to see who can BBQ the best Gopher! - Races: Foot and Mount Races based on Three to Five Contested Rolls. I usually include a few odd mounts like a Giant Chicken or some such nonsense.
ACT 4: Day of Ashes
The Day of Ashes is a day of rest, recovery, and reflection. Locals take the ashes from the bonfires and rub their hands in them to symbolize the end of a hard year’s work and hardships of the past. The day ends with a large family feast, typically Pork. Activities this day are light, but many folks head to the Temple for the Calling of Spring Blessings. They put on their fancies and head down to ask forgiveness for over-indulging in the festival and for worship. Well sort of…
Unfortunately, a lot of folks take this as an opportunity to peacock about and practice their one-upmanship over other locals. If you’re looking for inspiration for their outfits look to older photos of the Kentucky Derby. Over the years this troubling practice has caused more than one fight to break out after the service.
*
Things to do! * - Go to Temple and Meet More Locals - Pick a Local Patron!
EVENT: Temple Services The majority of the town comes to Temple on this day. The service is usually longer, and a bit more “Where have most of you been all year?” But otherwise it is a call for the Divine Blessings to touch their crops and protect their lives. It ends with a ceremony in which the locals put their hands into the ashes from yesterday’s bonfire. Once services end they will head outside, where the trouble will begin. Two of the wealthier families will get into it with each other. Starting with a couple of veiled insults, probably before service and continuing afterward. If one of your players is from a local Rich Folk family then they can be right in the middle of it all, otherwise they will have to pick a side. This choice will determine their house Patron moving forward. Tension will increase until folks start drawing up sides, and then someone will throw a rotten tomato at one of the House Matrons. That will blow the lid off the incident and a yokel brawl will break out. For comedy purposes I recommend the instant appearance of several food carts filled with expired products, and maybe a six year old hustler selling big sticks for wacking folks with. As the locals brawl call for perception checks. Who ever rolls highest begins to hear… The Broom returning!
ENCOUNTER: Stick In The Eye The broom returns ready to whoop some ash. It will be absolutely bent on cleaning anyone and everyone who is even the slightest bit dirty! If it successfully attacks a character they will have to make a Strength Saving throw or be knocked to the ground and swept clean by the broom. As this would be an awful omen for the year folks are terrified and will be running around screaming. Absolute mass hysteria. If the players were lucky enough to hear it coming they can avoid being surprised by the broom. Otherwise the broom will get a full round to attack before they have a chance to do anything. They’ll have to beat the broom into submission any way they can before it sweeps the whole town into chaos!
CLOSING
After defeating the broom things will settle back down again. Bumpkins are quick to return to normal when things go awry. However, they will have gotten the attention of one of the Wealthy Families in the area and be offered jobs. Which family is really, based on what will work best for them and you as the DM. For gags you might be tempted to have the Yokels pick them up, but that is a hard bit to sustain, and you may be better served keeping them on the side as a comic foil rather than up front. Completely up to you. The session should end with them being invited to meet their new patron tomorrow someplace important.
CHAPTER 2: A Cartload of Chickens
After successfully defeating the Enchanted Broom, our Bumpkins have gained the attention of a possible local Patron. This individual has summoned them to a nearby farm to discuss future work. That work includes proving themselves capable and not just lucky.
ACT 1: Meet the Boss
In this Act the players will meet with their new patron, one of the Family Heads, who that is entirely depends on their choices from the last game. This entire side branch is designed to flavor the background of the campaign, but if you’d rather just have them stay freelancing and independent that’s fine as well. There is also the possibility of “competing” offers should they have second thoughts for any reason. Once they arrive at the meeting spot their Patron will ask them some questions about their ambitions (Class Goals), they will then hand them off to their new “boss” who will assign them their task. They will take them to a nearby barn.
NPC: “Boss” Needs a fitting name for the Family they work for... Character wise, what we got here is a standard “Ranch Foreman” character. They’re tough, A little mean, and completely loyal to their employer. They almost certainly chew tobacco (by the handful), have a tattoo of the Ranch’s Brand, and know where all the bodies are buried. They also have a huge and obvious scar on the side of their head where a Giant Chicken pecked a hole in their skull, so they’re not as bright as they used to be, not at all truthfully. Nor are they actually the Foreman anymore, but no one has a heart to tell them. They’ve been quietly downgraded to Chicken Handler, which is something they seem to remember quite well, but the brain damage keeps them from realizing all that. They can be found wandering the Farm giving strange orders to other Hands. These Hands nod politely and then go back to what they are doing.
Things To Do! - Meet Their Patron - Discuss Their Future - Meet Their New “Boss”
ACT 2: Chicken Dance
Boss will lead them into the odd looking barn. This building is filled with Giant Chickens. These two-three foot fouls have extremely exaggerated features, spiky looking beaks with sharp tooth like edges, big darting eyes, bumpy cracked skin, long gnarled talons, and dirty mottled feathers. They’re more beast than bird. But, they’re good for eatin! These creatures should have a stat block similar to an Axe Beak. When the players enter into the Barn the Chickens will go nuts, obviously deeply bothered by the intrusion. Boss will throw in some deer haunches and the birds will tear them apart in a feeding frenzy. They will then put on a Chicken Suit and begin a flapping dance. (Google Magnificent Riflebird) It should be absolutely captivating and the chickens will become mesmerized, watching every move. Boss will then load two dozen chickens onto a large wagon and lock it. They will have the players push the wagon out while he keeps the Chickens calm. Once outside they’ll hang heavy tarps on the sides of the wagon, and remove the suit. He will then explain to them that they need to keep the tarps on the wagon, and keep the birds well fed, or the chickens will get restless and become violent. When they do need to interact with them someone will have to wear the suit and dance to keep them calm. The bigger the person in the suit the better. Boss will then give them a Map of Green Valley and instruct them to drop off two chickens at each of the outer settlements. They have two days to get this done.
Things To Do! - Head into the barn - Witness The Dance of The Chicken - Push the Wagon out - Get the Costume and Delivery Instructions
ACT 3: Bumpy Roads
They will be off to deliver the Chickens to various locations. There is no specific order to this delivery, they just need to pick a route and go. If they’re short on time they can take the country roads that lead between the outer settlements, but these aren’t as well kept as the main roads are. Whatever road they take and wherever they decide to stop for the night there are problems they will encounter along the way. You can make them random or pick the ones that best suit your players. Most of these should at some point require someone putting on the suit and dancing for the chickens to keep them calm. I would also increase the difficulty of each event. If they fail a dance the Chickens will become restless and start attacking the cart until they are calmed down. Too many failures and the wagon’s cage will break and the remaining chickens escape. They will then have to be rounded up and the cage repaired.
Things to Do! - Decide the delivery route - Deliver the chickens - Keep the Chickens calm
Possible Road Events 1) Rough roads cause problems 2) Yokels attempt to see what’s in the cart 3) Bad Weather swamps the road or scares the chickens 4) Pack of Coyotes causes trouble. 5) Chicken Rustlers! Protect the Flock! 6) Wagon breaks and needs repair 7) Cows in the road, someone’s herd is out. 8) Broken Bridge, not gone, just broken
ACT 4: Final Delivery
They’re now closing in on the final delivery. Something needs to happen here to cause them to put the suit on. Or maybe they never took it off! I love that idea, that one of your players just loves the suit and wants to be a chicken… lol… Anyway I’m a fan of having them need to get out of the suit for some reason, maybe a bathroom break, or they stand on a fire ant hill, or a snake slithers up their leg. You know something silly and fun. BUT the zipper is stuck! So they’ll have to try and unstick it and fast! Whatever happens they’re going to get shot at by some hunters looking for a big score who have mistaken the flailing caused by the stuck zipper to be the chicken attacking. After dealing with the Hunters they can go ahead and make the final drop. And head home.
Things to Do! - Head for the final delivery - Get shot at! - Deliver the last chickens
ENCOUNTER: That’s a BIG Chicken! Having two hunters in the field is more than enough to cause a problem for the players. The hunters will almost certainly surprise the players, but you can allow them a perception check, if they succeed they’ll see the hunters just before the muskets go off. It would be OK to down the Chicken Player here if the hunters successfully hit it. They’ll have healer’s kits on hand because, well, this seems to happen to them a lot out here. After the initial attack the players can decide to attack back or try and talk the hunters down. A basic Bandit or Scout stat block should do will for the hunters. If you’re looking for a bit more mayhem, if the hunters miss the players you could have them hit the cage, and you know, bust it open. This may be especially tempting if they
POSSIBLE ENCOUNTER: Big Ol' Frog So there is a giant frog hiding in the mud down in the creek. If a player takes cover behind the banks there is a good chance that the frog will attempt to nab the player as a snack. If it is successful in grabbing a player with its tongue it will immediately head down river, and they'll have to chase it to get their friend back.
CLOSE
When they return, Boss will reward them. How much will depend on how successful they were delivering the birds. If they did a descent job, they will be paid two day’s wages each. If they were completely successful they can have a bonus. However, if the wagon is in bad shape they might have some money deducted. After they’re paid out, they will be dismissed, and told to expect a new assignment next week.
CHAPTER 3: Marvin the Magnificent
After successfully delivering chickens Boss is going to trust them with a more important task. Their employer has requested an item to be created by Marvin the Magnificent. This is a farming community so having enchanted Farming Equipment is extremely desirable. Marvin has done a lot of basic enchantments over the years, but this new one, an The Stone Skipper, a plough whose blade goes ethereal while in contact with stones too large to push away, has really put him to the test. He needs some help with the final enchantments. The players will have to travel to the Ethereal Plane and hit the Blade of the plow with large rocks. But there’s a problem, they’re going to have mischievous Ethereal Sprites attempting to stop them! If they’re successful, which they should be, they get to take the plough for a test drive, and deal with the strange side effects of the enchantment. Angry goats that blink in and out of existence.
ACT 1: To the Tower
They’ll be summoned out to the Ranch where they’ll meet with Boss again. Once there they will notice a large pile of bent and dinged up plows. Boss will explain to them that a recent land acquisition has become problematic. The Fields are filled with large stones just under the topsoil and they’ve damaged a lot of Plow Blades. The Smithing costs are getting out of hand and so their Patron is looking for an alternate solution to the problem. He is sending them to help Marvin the Magnificent, who has taken the job, but run into some complications and needs some help. They may ask about Marvin. Or perhaps the fields that were purchased, so be ready to answer these types of questions. Once they’re done here they can head to Marvin’s Tower, which is just north of town.
Things to Do! - Meet Boss again - Ask some Informational Questions - Head for the Tower
NPC: Marvin the Magnificent Marvin Boudenbaum, AKA Marvin the Magnificent, has lived in town a good number of years, he wasn’t born here but is considered local by most folk. He is a mage of some skill, having mastered spells up to level 3 spells, and is frequently hired by locals to use his magic for anything and everything that their bumpkin brains can cook up. Thing is… Marvin has extraordinary bad luck, so bad in fact that his spellwork has a tendency to go wrong. Typically, it doesn’t go wrong in a dangerous fashion, but there was that time little Timmy Proudfoot was flung into the Astral Sea. Marvin was about to be sentenced for Negligent Magic Murdering when Timmy was suddenly returned by Captain Jinny Steampipe of the Atomic Dustbin (An Astral Spell Ship). Timmy was ok and Jinny and crew spent a few weeks spending some money and telling everyone in town amazing stories of the Astral Sea, so all was forgiven. Marvin, has since taken to having anyone who hires him sign liability waivers, you know just in case. He lives in a small tower just outside of town to the North.
ACT 2: Marvin the Magnificent
As they approach the tower they should see an explosion at the peak of the structure. It should look similar to a fireworks mishap. When it clears there will be no visible damage to the tower, But Marvin will plummet to the earth just off to the side of them, landing in a small pond. He will then come charging out of the pond, laughing hysterically, and riding on a large turtle. Once he gets a few feet away from the pond the turtle will disappear and he will tumble to the ground right in front of the players. He will leap up quickly and turn toward the players. “Behold Travelers, You stand in the presence of Marvin the Magnificent! And everything you have witness was mostly intended!” He will then strike a cool pose with his wand pointed to the sky! “Now why do you approach my tower!?”
Once Marvin finds out they’ve been sent about the plow he will become more nervous looking. “I see, well follow me. We have work to do.” He will then start walking toward the tower… his boots squishing out water. This should give them a little time to ask a few questions. Marvin will be a little subversive about what they need to do. He will attempt to frame it very mysteriously, saying things like “All will be revealed soon.” and “Save your questions! All Answers await us… in the future!” If they ask him about what they witnessed outside, he will tell them he was working on a mount summoning spell designed for lakes and rivers.
Things to Do! - Head toward the Tower - Meet Marvin - Ask Questions
ACT 3: The Cabinet of Mysteries
The inside of the Wizard’s Tower will be far more mundane than they likely expect. At least on the first floor. It will have a sitting room, dining room, and kitchen, as well as a few odds and ends about. Nothing special at all. The second floor, are Marvin’s personal quarters and some room for study, but it is the third floor, where Marvin will lead them, and it will be more of what one would expect in a Wizard’s tower. There will be books shelves, arcane equipment, and storage for components. In the middle of the room will be a tall cabinet.
Marvin will explain to them that the Cabinet is a transportation device, and that he will need them to enter into it with a plow that he has recently enchanted. They will be taken to the Ethereal Plane, and once there they’ll need to take the plow outside and begin hitting it with large field stones. There is a large pile of stones just on the north edge of the tower. They’ll have to do this quickly, before the “others” show up. Who are the others? Hard to say, but there are things that live in the Ethereal Plane that don’t like intruders. The idea is to imbue the Plow with Ethereal Powers so it can pass through large stones while plowing fields. Once they return with the Enchanted Plow, Marvin will have them load it on a cart, pulled by a very smart Donkey, and send them on their way.
Skill Challenge: Enchant the Plow This skill challenge will require five successes before they’re incapacitated by the others. However they decide to do it, they’ll have to successfully hit the plow with five large stones. Failures will result in strange indiscernible entities attacking them. They do minimal damage but could knock people out if there are enough failures.
Things to Do! - Move Through Marvin’s Tower - Enter the Cabinet - Enchant the Plow
ACT 4: Blinking Goats
Upon returning to Boss with the Plow they will be happily greet and paid. Their Patron will be there and will be very pleased with their success. He will ask them to demonstrate the plow’s abilities. Once they get set up out in the field and begin plowing something weird will happen. Every time they hit a stone and the plow’s power activates an Ethereal Goat will manifest and kick or ram the plow, and then disappear. It will feel very similar to what they encountered in the Ethereal Plane. They’ll have to find a way to deal with the manifestations.
ENCOUNTER: Ethereal Goats These goats should function very similarly to Blink Dogs, but I would trim the HP and AC a little to put them in line with the party’s. They will be intent on breaking the Plow not the party, although they will attack the party if they can’t get to the Plow.
Things to Do! - Deliver the Plow - Drive the Plow - Defeat the Ethereal Goats
CLOSE
Once defeated the Boss will come over to yell at them, but the Patron will find the entire thing amusing and more importantly, another impressive demonstration of the player’s skills. He will invite them to the “House” for an important party next week.
CHAPTER 4: High Society
They've definitely been noticed now and have impressed with their ability, unconventional as it may be. They are invited to their patron's home, but not as guests. Though, they might think they were actually invited as guests! They have been brought in to help work the event held out at the Party Field. They will have to gather party supplies, help put up the tent, and then serve the actual guests. During the evening’s entertainment a hypnotist “The Great Dr Hypnotika” will mesmerize the crowd and attempt to rob them all. Hopefully the players don’t fall victim to her schemes. And if they do oh well, they’ll be entertained all the same.
ACT 1: Special Delivery
The players arrive at the Patron’s very nice property. They will be greeted by a properly dressed servant with a clipboard, the Party Planner. The Planner will be rigid and direct. They will immediately begin tasking them about. If they mention that they were invited to the party the servant will laugh “You didn’t think you were a guest? Oh dear, how embarrassing. You’re the help! It is still a great honor to be tasked to help at the Party, but you’re not guests. Now as for your current task. Head into town and gather these supplies. Bring them to the field by noon.” After the instructions are given the servant will go back to their tasks and expect the players to do the same. They will have three stops; The Crocked Crow for Food and Beer, Get Nailed for the Tent and Spirits, and Shalana Proud-Breed’s Tailor Shop to pick up the Dry Cleaning. Feel free to make any and all of these go sideways! Its a good place to toss in some shenanigans as well! They should also be introduced to Dr Hypnotika and her associates.
Things To do! - Go to their Patron’s Home - Meet the Party Planner and Dr Hypnotika - Run their Errands
NPC: Dr Hypnotika Dr Hypnotika and her group will perform for the party. Hypnotica is a Tiefling Mezmerist and illusionist. She has an obnoxiously high charisma and some pretty serious skills to back up her claims. However, she uses those skills to beguile her guests, robbing them blind while they are under her spells. She wears a fine robe with a bedazzled headwrap. She has dark upward spiraling horns, light purple skin, and matching eyes. She wears a monocle and walks with a ceremonially carved staff depicting the "Struggles of the Universe". She is extremely persuasive and even more deceptive. Even if someone were to grow suspicious she can easily talk her way out of trouble.
NPCs: Clapper and Bob Hypnotika brings with her two assistants. Clapper the suit wearing Kenku who will perform wondrous displays of mimicry and slight of hand, and her strongman Bob the Kobold. Bob wears a leopard print strongman's outfit and is amazingly swole, particularly for a kobold, and capable of lifting upwards of 400lbs. Bob doesn't do much else other than get hit with things. in the act.
ACT 2: Put up the Tent
After they finish running their errands they will be tasked with putting up a large party tent. This Act is an ongoing Skill Challenge and should have a constantly distracted feel to it. First they have to unpack the tent. Then they have to realize some pieces are missing, they’ll have to form a solution to that problem. After that wind should cause some problems as the tent is at least being pulled up. This is a great moment for some wondrous tom-foolery.
Things To do! - Unpack the tent - Deal with missing parts - Secure the tent during the wind gusts
ACT 3: Put These On
After they finish putting up the tent they’ll be sent to the Servant’s Quarters to bathe and change. They’ll get a little time to explore and snoop if they wish. Afterward they’ll be tasked with helping in the kitchen, but unfortunately the cooks are going to have been playing a drinking game all afternoon and are no longer fully capable of doing their jobs. This would make a great moment for some sort of mini-game where the players have to determine whether or not the cooks are doing the right things. Once the dinner has been completed they will have to serve the guests. This is a good place to insert gossip and help them meet a few other folks.
Things To do! - Get changed for the party - Deal with the drunk cooks - Serve the guests drinks and food
ACT 4: An Evening to Remember
At some point in the evening things are going to start sliding downhill. Some of the locals will have become extremely inebriated and will need to be encouraged to leave, or just moved off to the side as they’ve already passed out, before the show begins. Once the show begins the locals will become fixated on the goings on. “The Great Dr Hypnotika” will have put an additive in the drinks for the that will make everyone more susceptible to her powers of persuasion. Once the show starts she will have them all doing silly things, those who drank have disadvantage on saves against her powers. She will end the show asking the guests to display their most valuable treasure, a with a hypnotic pattern and then send her assistants out to collect those treasures. The players will have to “do something” about the thieves.
Things To do! - Deal with Drunks - Watch the Show - Stop the Criminals
ENCOUNTER: Hypnotika's Gang This encounter doesn't have to be a fight. If Hypnotika is caught she may claim it was all part of the act and simple return the valuables with a "no harm, no foul" type attitude. This will be he go to in an attempt to avoid a fight, but if the character persist in some kind of retribution or punishment the situation will devolve into a combat. Hypnotica herself is an Illusionist Wizard but is low on spells after the show. Clapper is a low level rogue and Bob a Barbarian, and should play out as such. Even with Skills they are combat adverse and will be looking for an opportunity to flee rather than fight. They do have a getaway wagon out front that they'll be headed for if things go south.
CLOSE
We’re assuming the Bumpkins at least attempted to stop the robbery. This will draw a lot of attention to them. Their Patron will be well pleased with them, and let them know they will be getting much more important jobs in the future. The guests will also take note and will begin treating them all a bit better. They’re all essentially Folk Heroes at this point for secondary backgrounds. Their Patron should reward them with something very nice as the party kicks back in. They will need to finish out the nights work of course.
QUEST-LINE CLOSING
Congratulations! Your Players have completed their first Quest-line! Hopefully it was a delightful experience. But now that they've finished what comes next? Well, here are some ideas.
Reward Them! They've been doing some rather Adventurous things lately, and therefore should now have a Class Level under their belt, so the real D&D world now opens to them! Maybe it is time for some real adventuring gear. No more sticks, stones, and burlap sack armor.
Folk Heroes? There's a good chance that the Valley is Speaking the News about them and their exploits while drinking in the taverns. They may have even earned the actual Folk Hero Feat! Maybe someone would be interested in giving them a task!
Simply Go Exploring! There are a lot of places in Green Valley that we only dipped our toes into. You could have them head down to Stinkmarsh, or maybe climb up the cliffs of Longridge. The world (Well, the Valley) is wholly open to them.
Explore Local Legends There are lots of local legends they can look into! Hopefully they search out something that isn't too far over their heads!
Continue Working for their Patron It would be an easy DM go to simply to have them continue working for their current Patron. They've probably been impressive enough fo a family to be interested in keeping them on.
Establish Themselves as Adventurers! Maybe they want to set up a Adventurers for Hire business? This "Heroes Guild" approach is really appealing to a lot of players and absolutely plays into Bumpkin Quest. Just remember, this is a place of low key problems that locals make really big deals out of. So the idea of slaying dragons shouldn't really be on the table... that is until an actual dragon shows up! Which one day absolutely should.
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2023.05.31 15:26 Centumviri Welcome To Green Valley: 4 Level 1 Adventures in a Ridiculous Rural Village
Welcome to Green Valley
Four Merry Jaunts Through the Bumpkin Quest Campaign
CHAPTER 1: Green Tide Spring Cleaning time! This includes a parade, a festival, and a temple ceremony. These events are haunted by and angry goose hating enchanted broom.
CHAPTER 2: A Cartload of Chickens Folks need to eat. And round here they like to eat massive angry chickens. Somebody's gotta deliver them, and that somebody is your players!
CHAPTER 3: Marvin the Magnificent Simple problems require convoluted solutions. Help Marvin enchant a plow that can pass through stones. What could go wrong?
CHAPTER 4: High Society After earning some respect the players get invited to a high falutin social dilly do. But not as guests. As the help. And this party is gonna need it! The entertainment is about to become a mesmerizing problem.
ADVENTURE MECHANICS - Target Character Level: Commoners or Level 1 - Target Party Size: Four Players - Average Adventure Playtime: 2ish Hours - Tone: Rural Mayhem and Foolishness
Grab the Free PDF Here.
https://www.patreon.com/posts/adventure-to-83830560 I’ve also put these adventures into our *Bumpkin Quest: Campaign Guide
https://www.patreon.com/posts/guide-bumpkin-to-80202231 The guide fills in the details of Green Valley pretty thoroughly. The quests are simple enough to be run in any setting you choose, but if you're interested in more the Guide has about two dozen Custom Maps, 70+ NPCs, Location Descriptions, 20+ Local Legends, and Scores of Adventure and Event Ideas. You can grab the PDF Free at the link above.
Hills Furrow
At the center of the Valley sits a patch of small grassy hills, through which the Slow Water meanders through. Built into these hills is the Village of Hills Furrow. Celebrated by everyone living in The Valley and boasting a whopping population of almost 150, Hills Furrow is the center of commerce and social importance. Well, at least as far as the locals are concerned. Realistically it would be less than a blip on the grand scale of things, a mere kernel of wheat in the silo of civilization, but to those who live here, there is nothing quite like living in the “city”.
The Village itself, like the Valley, is predominantly Halfling, and their fancy dwellings are burrowed into the hillsides as often as possible. These dwellings have been family owned for generations only becomeing available if there are no heirs to pass them along to. Other folk live in well kept two story shingled buildings, most of which house a business on the lower floor and house the Shopkeepers and their families above their workplaces, though a few live in nearby homes. There aren’t many “rental” spaces in town, as property is usually bought up quickly by the Halfling Families, but there are long term options at either of the Inns in town.
Hills Furrow: Locations 1) The Crocked Crow (Inn and Tavern) 2) The Dancing Lamb (Inn and Tavern) 3) The Moaning Toad (Tavern) 4) Granny's Groceries (General Market) 5) Get Nailed (Hardware and Distilery) 6) Gimdurh's Hammer (Smithy) 7) Brenra's Mechanicals (Tinker) 8) Hjoldren's Home Goods (Carpenter) 9) Standard Industries (Office) 10) Fit to be Dyed (Tailor) 11) The Last Loaf (Baker) 12) The Cloudy Cleaver (Butcher) 13) Nature's Medecine (Apothecary) 14) Sheriff's Office 15) Green Valley School House 16) The Waterwheel 17) The Windmill 18) The Undercloak Estate 19) Truefoot Burrow 20) The Meadows Family Hill
The locals are hospitable and friendly enough, but they do not really trust outsiders. Folks from foreign places are good for trade, news, and little else. Those that come through are treated well enough as long as they don’t wear out their welcome. Locals, well, that’s a bit of a different story. The city and area doesn’t operate under a written caste system or social structure, but there is clearly a pecking order, and family heritage matters a great deal to folks in Hills Furrow. Most locals, whether they’ve gotten an education or not, can easily be classified as simple. It isn’t that they are slow of mind or unintelligent, but more that they are unconcerned with matters the outside world considers important. This sentiment has created a general, but friendly, dislike between those that consider themselves Highfalutin and those that clearly are not.
Well now that I've given you the fifty cent tour. Shall we get on to adventure?
CHAPTER 1: Green Tide
We will open our journeys in the Green Valley at Green Tide, the annual celebration of Winter’s End. This adventure is designed to give a tour of Hills Furrow and introduce them to the locals. It will begin with some chores around their house to prepare for the festival and end with a battle involving an enchanted broom. If you did not do Session Zero, this chapter may take a bit longer as we get to know everyone and their characters.
ACT 1: Pre-Festival
The locals spend the week cleaning out their houses and farms. They gather old junk and unused items to be used later in the festival. They also begin preparing what food is left from winter to be used in a celebration and feasts.
Things to do! - Have the Players clean up junk around the house - Have them Find something strange (Perhaps used for a later mystery?) - Have them Decorate their Broom - Have them run a Household Errand (Meet an NPC)
ACT 2: Sweeping Day
A merry festival celebrating Spring cleaning and putting the past behind them. They form a parade, with one member from each house carrying a brightly decorated broom and using it to symbolically “Sweep Away Winter”. The rest of the family marches their winter’s trash and unused goods down to the Fairgrounds. The goods are often traded, while the trash is piled in the fire pit to await burning later. The entire day is filled with fun outdoor activities. Households also symbolically bring their problems to the bonfires to burn them later.
Things to do! - March in the Parade - Carry Junk to the Bonfire - Meet more of the Locals
EVENT: I Love a Parade The parade will march North from near the Cross Roads in the South up around the hill and back again to the South where it will head for the Fairgrounds. There isn’t anything particularly challenging about this event, but it would be a wonderful place to start leaning into or building local rivalries.
EVENT: Never Seen a Broom Do That… As they come into the home stretch of the Parade one of the local’s Brooms will animate and take off. It will chase folks around the parade. The players can attempt to stop it, but the broom will flee soon after being attacked. It will fly up into the air, attack a flock of geese, and chase them off until it can’t be seen anymore. They can go and collect a fallen goose if they wish. I highly recommend giving it a motorcycle type sound as it flies around hitting folks. Maybe even going as far as giving it a rough gravel angry voice and letting it insult people.
ACT 3: Winter’s End
Winter’s End is a Combination of Groundhog’s Day and Fasnacht, this day gets a little wild. The Festival kicks off at dawn with the Great Gopher Hunt. Gophers are well known spies for The Voice of Winter and thus need to be hunted before they can tell The Voice to delay Spring. Gophers themselves are quite tasty, and are notoriously bad for crops, so this works out economically all around. Throughout the rest of the day families continue to contribute to the Bonfire Pile which often gets quite large. At dusk a large effigy of The Voice of Winter is placed on top of the pile. Once the sun has fully set they light the fire and burn the Effigy. Folk usually dress darkly during the day and brightly at night. After the burning they feast on sweets and treats that were made from goods saved up from winter storage.
Things to do! - The Great Gopher Hunt - Carry Junk to the Bonfire - Meet more of the Locals - The Fairground’s Activities
EVENT: The Great Gopher Hunt The Hunt begins at dawn and takes place all over the Valley. Locals race to collect as many Gophers as possible. It is easiest to kill the Gopher, but there are some that find that distasteful. Instead they live trap the critters. It is a bit tougher to do so, but an option should your players wish. This is most easily played out as a series of appropriate Skill Checks, in which the higher they score the more gophers they obtain.
EVENT: Trash Removal They may find some locals willing to pay them to help cart junk down to the bonfire pile. Not a lot of skill involved in this, but it is a great opportunity to meet locals, and you could throw a runaway cart at them.
Fair Activities They will probably want to take part in Fairground Activities. Players love these types of challenges. Here are a few ideas you can build on. - Axe Throwin: Basic attack rolls on a Round Target. Higher scores equal Higher points. - Bow Shootin: Basic attack rolls on Moving Targets. Higher scores equal Higher points. - Pig Chasin: Catch the greased Pig! Medium DC Challenge requiring three success before three Failures. - Mud Wrastlin: Nothing says bumpkin like a good Mud Wrastlin Pit. Contested Skill Challenges. - Sausage Eating Contest: Increasingly difficult DC Challenge. Eat till you puke! Can also be Pies or Ribs or Little Fish… you know whatever someone wants to stuff dozens of in their gullet. - Tug O’War: Team Strength Challenge. Three to Five Contested Rolls with opposing teams. - Gopher BBQ Cook Off: A Hard Culinary Challenge to see who can BBQ the best Gopher! - Races: Foot and Mount Races based on Three to Five Contested Rolls. I usually include a few odd mounts like a Giant Chicken or some such nonsense.
ACT 4: Day of Ashes
The Day of Ashes is a day of rest, recovery, and reflection. Locals take the ashes from the bonfires and rub their hands in them to symbolize the end of a hard year’s work and hardships of the past. The day ends with a large family feast, typically Pork. Activities this day are light, but many folks head to the Temple for the Calling of Spring Blessings. They put on their fancies and head down to ask forgiveness for over-indulging in the festival and for worship. Well sort of…
Unfortunately, a lot of folks take this as an opportunity to peacock about and practice their one-upmanship over other locals. If you’re looking for inspiration for their outfits look to older photos of the Kentucky Derby. Over the years this troubling practice has caused more than one fight to break out after the service.
*
Things to do! * - Go to Temple and Meet More Locals - Pick a Local Patron!
EVENT: Temple Services The majority of the town comes to Temple on this day. The service is usually longer, and a bit more “Where have most of you been all year?” But otherwise it is a call for the Divine Blessings to touch their crops and protect their lives. It ends with a ceremony in which the locals put their hands into the ashes from yesterday’s bonfire. Once services end they will head outside, where the trouble will begin. Two of the wealthier families will get into it with each other. Starting with a couple of veiled insults, probably before service and continuing afterward. If one of your players is from a local Rich Folk family then they can be right in the middle of it all, otherwise they will have to pick a side. This choice will determine their house Patron moving forward. Tension will increase until folks start drawing up sides, and then someone will throw a rotten tomato at one of the House Matrons. That will blow the lid off the incident and a yokel brawl will break out. For comedy purposes I recommend the instant appearance of several food carts filled with expired products, and maybe a six year old hustler selling big sticks for wacking folks with. As the locals brawl call for perception checks. Who ever rolls highest begins to hear… The Broom returning!
ENCOUNTER: Stick In The Eye The broom returns ready to whoop some ash. It will be absolutely bent on cleaning anyone and everyone who is even the slightest bit dirty! If it successfully attacks a character they will have to make a Strength Saving throw or be knocked to the ground and swept clean by the broom. As this would be an awful omen for the year folks are terrified and will be running around screaming. Absolute mass hysteria. If the players were lucky enough to hear it coming they can avoid being surprised by the broom. Otherwise the broom will get a full round to attack before they have a chance to do anything. They’ll have to beat the broom into submission any way they can before it sweeps the whole town into chaos!
CLOSING
After defeating the broom things will settle back down again. Bumpkins are quick to return to normal when things go awry. However, they will have gotten the attention of one of the Wealthy Families in the area and be offered jobs. Which family is really, based on what will work best for them and you as the DM. For gags you might be tempted to have the Yokels pick them up, but that is a hard bit to sustain, and you may be better served keeping them on the side as a comic foil rather than up front. Completely up to you. The session should end with them being invited to meet their new patron tomorrow someplace important.
CHAPTER 2: A Cartload of Chickens
After successfully defeating the Enchanted Broom, our Bumpkins have gained the attention of a possible local Patron. This individual has summoned them to a nearby farm to discuss future work. That work includes proving themselves capable and not just lucky.
ACT 1: Meet the Boss
In this Act the players will meet with their new patron, one of the Family Heads, who that is entirely depends on their choices from the last game. This entire side branch is designed to flavor the background of the campaign, but if you’d rather just have them stay freelancing and independent that’s fine as well. There is also the possibility of “competing” offers should they have second thoughts for any reason. Once they arrive at the meeting spot their Patron will ask them some questions about their ambitions (Class Goals), they will then hand them off to their new “boss” who will assign them their task. They will take them to a nearby barn.
NPC: “Boss” Needs a fitting name for the Family they work for... Character wise, what we got here is a standard “Ranch Foreman” character. They’re tough, A little mean, and completely loyal to their employer. They almost certainly chew tobacco (by the handful), have a tattoo of the Ranch’s Brand, and know where all the bodies are buried. They also have a huge and obvious scar on the side of their head where a Giant Chicken pecked a hole in their skull, so they’re not as bright as they used to be, not at all truthfully. Nor are they actually the Foreman anymore, but no one has a heart to tell them. They’ve been quietly downgraded to Chicken Handler, which is something they seem to remember quite well, but the brain damage keeps them from realizing all that. They can be found wandering the Farm giving strange orders to other Hands. These Hands nod politely and then go back to what they are doing.
Things To Do! - Meet Their Patron - Discuss Their Future - Meet Their New “Boss”
ACT 2: Chicken Dance
Boss will lead them into the odd looking barn. This building is filled with Giant Chickens. These two-three foot fouls have extremely exaggerated features, spiky looking beaks with sharp tooth like edges, big darting eyes, bumpy cracked skin, long gnarled talons, and dirty mottled feathers. They’re more beast than bird. But, they’re good for eatin! These creatures should have a stat block similar to an Axe Beak. When the players enter into the Barn the Chickens will go nuts, obviously deeply bothered by the intrusion. Boss will throw in some deer haunches and the birds will tear them apart in a feeding frenzy. They will then put on a Chicken Suit and begin a flapping dance. (Google Magnificent Riflebird) It should be absolutely captivating and the chickens will become mesmerized, watching every move. Boss will then load two dozen chickens onto a large wagon and lock it. They will have the players push the wagon out while he keeps the Chickens calm. Once outside they’ll hang heavy tarps on the sides of the wagon, and remove the suit. He will then explain to them that they need to keep the tarps on the wagon, and keep the birds well fed, or the chickens will get restless and become violent. When they do need to interact with them someone will have to wear the suit and dance to keep them calm. The bigger the person in the suit the better. Boss will then give them a Map of Green Valley and instruct them to drop off two chickens at each of the outer settlements. They have two days to get this done.
Things To Do! - Head into the barn - Witness The Dance of The Chicken - Push the Wagon out - Get the Costume and Delivery Instructions
ACT 3: Bumpy Roads
They will be off to deliver the Chickens to various locations. There is no specific order to this delivery, they just need to pick a route and go. If they’re short on time they can take the country roads that lead between the outer settlements, but these aren’t as well kept as the main roads are. Whatever road they take and wherever they decide to stop for the night there are problems they will encounter along the way. You can make them random or pick the ones that best suit your players. Most of these should at some point require someone putting on the suit and dancing for the chickens to keep them calm. I would also increase the difficulty of each event. If they fail a dance the Chickens will become restless and start attacking the cart until they are calmed down. Too many failures and the wagon’s cage will break and the remaining chickens escape. They will then have to be rounded up and the cage repaired.
Things to Do! - Decide the delivery route - Deliver the chickens - Keep the Chickens calm
Possible Road Events 1) Rough roads cause problems 2) Yokels attempt to see what’s in the cart 3) Bad Weather swamps the road or scares the chickens 4) Pack of Coyotes causes trouble. 5) Chicken Rustlers! Protect the Flock! 6) Wagon breaks and needs repair 7) Cows in the road, someone’s herd is out. 8) Broken Bridge, not gone, just broken
ACT 4: Final Delivery
They’re now closing in on the final delivery. Something needs to happen here to cause them to put the suit on. Or maybe they never took it off! I love that idea, that one of your players just loves the suit and wants to be a chicken… lol… Anyway I’m a fan of having them need to get out of the suit for some reason, maybe a bathroom break, or they stand on a fire ant hill, or a snake slithers up their leg. You know something silly and fun. BUT the zipper is stuck! So they’ll have to try and unstick it and fast! Whatever happens they’re going to get shot at by some hunters looking for a big score who have mistaken the flailing caused by the stuck zipper to be the chicken attacking. After dealing with the Hunters they can go ahead and make the final drop. And head home.
Things to Do! - Head for the final delivery - Get shot at! - Deliver the last chickens
ENCOUNTER: That’s a BIG Chicken! Having two hunters in the field is more than enough to cause a problem for the players. The hunters will almost certainly surprise the players, but you can allow them a perception check, if they succeed they’ll see the hunters just before the muskets go off. It would be OK to down the Chicken Player here if the hunters successfully hit it. They’ll have healer’s kits on hand because, well, this seems to happen to them a lot out here. After the initial attack the players can decide to attack back or try and talk the hunters down. A basic Bandit or Scout stat block should do will for the hunters. If you’re looking for a bit more mayhem, if the hunters miss the players you could have them hit the cage, and you know, bust it open. This may be especially tempting if they
POSSIBLE ENCOUNTER: Big Ol' Frog So there is a giant frog hiding in the mud down in the creek. If a player takes cover behind the banks there is a good chance that the frog will attempt to nab the player as a snack. If it is successful in grabbing a player with its tongue it will immediately head down river, and they'll have to chase it to get their friend back.
CLOSE
When they return, Boss will reward them. How much will depend on how successful they were delivering the birds. If they did a descent job, they will be paid two day’s wages each. If they were completely successful they can have a bonus. However, if the wagon is in bad shape they might have some money deducted. After they’re paid out, they will be dismissed, and told to expect a new assignment next week.
CHAPTER 3: Marvin the Magnificent
After successfully delivering chickens Boss is going to trust them with a more important task. Their employer has requested an item to be created by Marvin the Magnificent. This is a farming community so having enchanted Farming Equipment is extremely desirable. Marvin has done a lot of basic enchantments over the years, but this new one, an The Stone Skipper, a plough whose blade goes ethereal while in contact with stones too large to push away, has really put him to the test. He needs some help with the final enchantments. The players will have to travel to the Ethereal Plane and hit the Blade of the plow with large rocks. But there’s a problem, they’re going to have mischievous Ethereal Sprites attempting to stop them! If they’re successful, which they should be, they get to take the plough for a test drive, and deal with the strange side effects of the enchantment. Angry goats that blink in and out of existence.
ACT 1: To the Tower
They’ll be summoned out to the Ranch where they’ll meet with Boss again. Once there they will notice a large pile of bent and dinged up plows. Boss will explain to them that a recent land acquisition has become problematic. The Fields are filled with large stones just under the topsoil and they’ve damaged a lot of Plow Blades. The Smithing costs are getting out of hand and so their Patron is looking for an alternate solution to the problem. He is sending them to help Marvin the Magnificent, who has taken the job, but run into some complications and needs some help. They may ask about Marvin. Or perhaps the fields that were purchased, so be ready to answer these types of questions. Once they’re done here they can head to Marvin’s Tower, which is just north of town.
Things to Do! - Meet Boss again - Ask some Informational Questions - Head for the Tower
NPC: Marvin the Magnificent Marvin Boudenbaum, AKA Marvin the Magnificent, has lived in town a good number of years, he wasn’t born here but is considered local by most folk. He is a mage of some skill, having mastered spells up to level 3 spells, and is frequently hired by locals to use his magic for anything and everything that their bumpkin brains can cook up. Thing is… Marvin has extraordinary bad luck, so bad in fact that his spellwork has a tendency to go wrong. Typically, it doesn’t go wrong in a dangerous fashion, but there was that time little Timmy Proudfoot was flung into the Astral Sea. Marvin was about to be sentenced for Negligent Magic Murdering when Timmy was suddenly returned by Captain Jinny Steampipe of the Atomic Dustbin (An Astral Spell Ship). Timmy was ok and Jinny and crew spent a few weeks spending some money and telling everyone in town amazing stories of the Astral Sea, so all was forgiven. Marvin, has since taken to having anyone who hires him sign liability waivers, you know just in case. He lives in a small tower just outside of town to the North.
ACT 2: Marvin the Magnificent
As they approach the tower they should see an explosion at the peak of the structure. It should look similar to a fireworks mishap. When it clears there will be no visible damage to the tower, But Marvin will plummet to the earth just off to the side of them, landing in a small pond. He will then come charging out of the pond, laughing hysterically, and riding on a large turtle. Once he gets a few feet away from the pond the turtle will disappear and he will tumble to the ground right in front of the players. He will leap up quickly and turn toward the players. “Behold Travelers, You stand in the presence of Marvin the Magnificent! And everything you have witness was mostly intended!” He will then strike a cool pose with his wand pointed to the sky! “Now why do you approach my tower!?”
Once Marvin finds out they’ve been sent about the plow he will become more nervous looking. “I see, well follow me. We have work to do.” He will then start walking toward the tower… his boots squishing out water. This should give them a little time to ask a few questions. Marvin will be a little subversive about what they need to do. He will attempt to frame it very mysteriously, saying things like “All will be revealed soon.” and “Save your questions! All Answers await us… in the future!” If they ask him about what they witnessed outside, he will tell them he was working on a mount summoning spell designed for lakes and rivers.
Things to Do! - Head toward the Tower - Meet Marvin - Ask Questions
ACT 3: The Cabinet of Mysteries
The inside of the Wizard’s Tower will be far more mundane than they likely expect. At least on the first floor. It will have a sitting room, dining room, and kitchen, as well as a few odds and ends about. Nothing special at all. The second floor, are Marvin’s personal quarters and some room for study, but it is the third floor, where Marvin will lead them, and it will be more of what one would expect in a Wizard’s tower. There will be books shelves, arcane equipment, and storage for components. In the middle of the room will be a tall cabinet.
Marvin will explain to them that the Cabinet is a transportation device, and that he will need them to enter into it with a plow that he has recently enchanted. They will be taken to the Ethereal Plane, and once there they’ll need to take the plow outside and begin hitting it with large field stones. There is a large pile of stones just on the north edge of the tower. They’ll have to do this quickly, before the “others” show up. Who are the others? Hard to say, but there are things that live in the Ethereal Plane that don’t like intruders. The idea is to imbue the Plow with Ethereal Powers so it can pass through large stones while plowing fields. Once they return with the Enchanted Plow, Marvin will have them load it on a cart, pulled by a very smart Donkey, and send them on their way.
Skill Challenge: Enchant the Plow This skill challenge will require five successes before they’re incapacitated by the others. However they decide to do it, they’ll have to successfully hit the plow with five large stones. Failures will result in strange indiscernible entities attacking them. They do minimal damage but could knock people out if there are enough failures.
Things to Do! - Move Through Marvin’s Tower - Enter the Cabinet - Enchant the Plow
ACT 4: Blinking Goats
Upon returning to Boss with the Plow they will be happily greet and paid. Their Patron will be there and will be very pleased with their success. He will ask them to demonstrate the plow’s abilities. Once they get set up out in the field and begin plowing something weird will happen. Every time they hit a stone and the plow’s power activates an Ethereal Goat will manifest and kick or ram the plow, and then disappear. It will feel very similar to what they encountered in the Ethereal Plane. They’ll have to find a way to deal with the manifestations.
ENCOUNTER: Ethereal Goats These goats should function very similarly to Blink Dogs, but I would trim the HP and AC a little to put them in line with the party’s. They will be intent on breaking the Plow not the party, although they will attack the party if they can’t get to the Plow.
Things to Do! - Deliver the Plow - Drive the Plow - Defeat the Ethereal Goats
CLOSE
Once defeated the Boss will come over to yell at them, but the Patron will find the entire thing amusing and more importantly, another impressive demonstration of the player’s skills. He will invite them to the “House” for an important party next week.
CHAPTER 4: High Society
They've definitely been noticed now and have impressed with their ability, unconventional as it may be. They are invited to their patron's home, but not as guests. Though, they might think they were actually invited as guests! They have been brought in to help work the event held out at the Party Field. They will have to gather party supplies, help put up the tent, and then serve the actual guests. During the evening’s entertainment a hypnotist “The Great Dr Hypnotika” will mesmerize the crowd and attempt to rob them all. Hopefully the players don’t fall victim to her schemes. And if they do oh well, they’ll be entertained all the same.
ACT 1: Special Delivery
The players arrive at the Patron’s very nice property. They will be greeted by a properly dressed servant with a clipboard, the Party Planner. The Planner will be rigid and direct. They will immediately begin tasking them about. If they mention that they were invited to the party the servant will laugh “You didn’t think you were a guest? Oh dear, how embarrassing. You’re the help! It is still a great honor to be tasked to help at the Party, but you’re not guests. Now as for your current task. Head into town and gather these supplies. Bring them to the field by noon.” After the instructions are given the servant will go back to their tasks and expect the players to do the same. They will have three stops; The Crocked Crow for Food and Beer, Get Nailed for the Tent and Spirits, and Shalana Proud-Breed’s Tailor Shop to pick up the Dry Cleaning. Feel free to make any and all of these go sideways! Its a good place to toss in some shenanigans as well! They should also be introduced to Dr Hypnotika and her associates.
Things To do! - Go to their Patron’s Home - Meet the Party Planner and Dr Hypnotika - Run their Errands
NPC: Dr Hypnotika Dr Hypnotika and her group will perform for the party. Hypnotica is a Tiefling Mezmerist and illusionist. She has an obnoxiously high charisma and some pretty serious skills to back up her claims. However, she uses those skills to beguile her guests, robbing them blind while they are under her spells. She wears a fine robe with a bedazzled headwrap. She has dark upward spiraling horns, light purple skin, and matching eyes. She wears a monocle and walks with a ceremonially carved staff depicting the "Struggles of the Universe". She is extremely persuasive and even more deceptive. Even if someone were to grow suspicious she can easily talk her way out of trouble.
NPCs: Clapper and Bob Hypnotika brings with her two assistants. Clapper the suit wearing Kenku who will perform wondrous displays of mimicry and slight of hand, and her strongman Bob the Kobold. Bob wears a leopard print strongman's outfit and is amazingly swole, particularly for a kobold, and capable of lifting upwards of 400lbs. Bob doesn't do much else other than get hit with things. in the act.
ACT 2: Put up the Tent
After they finish running their errands they will be tasked with putting up a large party tent. This Act is an ongoing Skill Challenge and should have a constantly distracted feel to it. First they have to unpack the tent. Then they have to realize some pieces are missing, they’ll have to form a solution to that problem. After that wind should cause some problems as the tent is at least being pulled up. This is a great moment for some wondrous tom-foolery.
Things To do! - Unpack the tent - Deal with missing parts - Secure the tent during the wind gusts
ACT 3: Put These On
After they finish putting up the tent they’ll be sent to the Servant’s Quarters to bathe and change. They’ll get a little time to explore and snoop if they wish. Afterward they’ll be tasked with helping in the kitchen, but unfortunately the cooks are going to have been playing a drinking game all afternoon and are no longer fully capable of doing their jobs. This would make a great moment for some sort of mini-game where the players have to determine whether or not the cooks are doing the right things. Once the dinner has been completed they will have to serve the guests. This is a good place to insert gossip and help them meet a few other folks.
Things To do! - Get changed for the party - Deal with the drunk cooks - Serve the guests drinks and food
ACT 4: An Evening to Remember
At some point in the evening things are going to start sliding downhill. Some of the locals will have become extremely inebriated and will need to be encouraged to leave, or just moved off to the side as they’ve already passed out, before the show begins. Once the show begins the locals will become fixated on the goings on. “The Great Dr Hypnotika” will have put an additive in the drinks for the that will make everyone more susceptible to her powers of persuasion. Once the show starts she will have them all doing silly things, those who drank have disadvantage on saves against her powers. She will end the show asking the guests to display their most valuable treasure, a with a hypnotic pattern and then send her assistants out to collect those treasures. The players will have to “do something” about the thieves.
Things To do! - Deal with Drunks - Watch the Show - Stop the Criminals
ENCOUNTER: Hypnotika's Gang This encounter doesn't have to be a fight. If Hypnotika is caught she may claim it was all part of the act and simple return the valuables with a "no harm, no foul" type attitude. This will be he go to in an attempt to avoid a fight, but if the character persist in some kind of retribution or punishment the situation will devolve into a combat. Hypnotica herself is an Illusionist Wizard but is low on spells after the show. Clapper is a low level rogue and Bob a Barbarian, and should play out as such. Even with Skills they are combat adverse and will be looking for an opportunity to flee rather than fight. They do have a getaway wagon out front that they'll be headed for if things go south.
CLOSE
We’re assuming the Bumpkins at least attempted to stop the robbery. This will draw a lot of attention to them. Their Patron will be well pleased with them, and let them know they will be getting much more important jobs in the future. The guests will also take note and will begin treating them all a bit better. They’re all essentially Folk Heroes at this point for secondary backgrounds. Their Patron should reward them with something very nice as the party kicks back in. They will need to finish out the nights work of course.
QUEST-LINE CLOSING
Congratulations! Your Players have completed their first Quest-line! Hopefully it was a delightful experience. But now that they've finished what comes next? Well, here are some ideas.
Reward Them! They've been doing some rather Adventurous things lately, and therefore should now have a Class Level under their belt, so the real D&D world now opens to them! Maybe it is time for some real adventuring gear. No more sticks, stones, and burlap sack armor.
Folk Heroes? There's a good chance that the Valley is Speaking the News about them and their exploits while drinking in the taverns. They may have even earned the actual Folk Hero Feat! Maybe someone would be interested in giving them a task!
Simply Go Exploring! There are a lot of places in Green Valley that we only dipped our toes into. You could have them head down to Stinkmarsh, or maybe climb up the cliffs of Longridge. The world (Well, the Valley) is wholly open to them.
Explore Local Legends There are lots of local legends they can look into! Hopefully they search out something that isn't too far over their heads!
Continue Working for their Patron It would be an easy DM go to simply to have them continue working for their current Patron. They've probably been impressive enough for a family to be interested in keeping them on.
Establish Themselves as Adventurers! Maybe they want to set up a Adventurers for Hire business? This "Heroes Guild" approach is really appealing to a lot of players and absolutely plays into Bumpkin Quest. Just remember, this is a place of low key problems that locals make really big deals out of. So the idea of slaying dragons shouldn't really be on the table... that is until an actual dragon shows up! Which one day absolutely should.
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2023.05.31 15:25 Centumviri Welcome To Green Valley: 4 Level 1 Adventures in a Ridiculous Rural Village
Welcome to Green Valley
Four Merry Jaunts Through the Bumpkin Quest Campaign
CHAPTER 1: Green Tide Spring Cleaning time! This includes a parade, a festival, and a temple ceremony. These events are haunted by and angry goose hating enchanted broom.
CHAPTER 2: A Cartload of Chickens Folks need to eat. And round here they like to eat massive angry chickens. Somebody's gotta deliver them, and that somebody is your players!
CHAPTER 3: Marvin the Magnificent Simple problems require convoluted solutions. Help Marvin enchant a plow that can pass through stones. What could go wrong?
CHAPTER 4: High Society After earning some respect the players get invited to a high falutin social dilly do. But not as guests. As the help. And this party is gonna need it! The entertainment is about to become a mesmerizing problem.
ADVENTURE MECHANICS - Target Character Level: Commoners or Level 1 - Target Party Size: Four Players - Average Adventure Playtime: 2ish Hours - Tone: Rural Mayhem and Foolishness
Grab the Free PDF Here.
https://www.patreon.com/posts/adventure-to-83830560 I’ve also put these adventures into our *Bumpkin Quest: Campaign Guide
https://www.patreon.com/posts/guide-bumpkin-to-80202231 The guide fills in the details of Green Valley pretty thoroughly. The quests are simple enough to be run in any setting you choose, but if you're interested in more the Guide has about two dozen Custom Maps, 70+ NPCs, Location Descriptions, 20+ Local Legends, and Scores of Adventure and Event Ideas. You can grab the PDF Free at the link above.
Hills Furrow
At the center of the Valley sits a patch of small grassy hills, through which the Slow Water meanders through. Built into these hills is the Village of Hills Furrow. Celebrated by everyone living in The Valley and boasting a whopping population of almost 150, Hills Furrow is the center of commerce and social importance. Well, at least as far as the locals are concerned. Realistically it would be less than a blip on the grand scale of things, a mere kernel of wheat in the silo of civilization, but to those who live here, there is nothing quite like living in the “city”.
The Village itself, like the Valley, is predominantly Halfling, and their fancy dwellings are burrowed into the hillsides as often as possible. These dwellings have been family owned for generations only becomeing available if there are no heirs to pass them along to. Other folk live in well kept two story shingled buildings, most of which house a business on the lower floor and house the Shopkeepers and their families above their workplaces, though a few live in nearby homes. There aren’t many “rental” spaces in town, as property is usually bought up quickly by the Halfling Families, but there are long term options at either of the Inns in town.
Hills Furrow: Locations 1) The Crocked Crow (Inn and Tavern) 2) The Dancing Lamb (Inn and Tavern) 3) The Moaning Toad (Tavern) 4) Granny's Groceries (General Market) 5) Get Nailed (Hardware and Distilery) 6) Gimdurh's Hammer (Smithy) 7) Brenra's Mechanicals (Tinker) 8) Hjoldren's Home Goods (Carpenter) 9) Standard Industries (Office) 10) Fit to be Dyed (Tailor) 11) The Last Loaf (Baker) 12) The Cloudy Cleaver (Butcher) 13) Nature's Medecine (Apothecary) 14) Sheriff's Office 15) Green Valley School House 16) The Waterwheel 17) The Windmill 18) The Undercloak Estate 19) Truefoot Burrow 20) The Meadows Family Hill
The locals are hospitable and friendly enough, but they do not really trust outsiders. Folks from foreign places are good for trade, news, and little else. Those that come through are treated well enough as long as they don’t wear out their welcome. Locals, well, that’s a bit of a different story. The city and area doesn’t operate under a written caste system or social structure, but there is clearly a pecking order, and family heritage matters a great deal to folks in Hills Furrow. Most locals, whether they’ve gotten an education or not, can easily be classified as simple. It isn’t that they are slow of mind or unintelligent, but more that they are unconcerned with matters the outside world considers important. This sentiment has created a general, but friendly, dislike between those that consider themselves Highfalutin and those that clearly are not.
Well now that I've given you the fifty cent tour. Shall we get on to adventure?
CHAPTER 1: Green Tide
We will open our journeys in the Green Valley at Green Tide, the annual celebration of Winter’s End. This adventure is designed to give a tour of Hills Furrow and introduce them to the locals. It will begin with some chores around their house to prepare for the festival and end with a battle involving an enchanted broom. If you did not do Session Zero, this chapter may take a bit longer as we get to know everyone and their characters.
ACT 1: Pre-Festival
The locals spend the week cleaning out their houses and farms. They gather old junk and unused items to be used later in the festival. They also begin preparing what food is left from winter to be used in a celebration and feasts.
Things to do! - Have the Players clean up junk around the house - Have them Find something strange (Perhaps used for a later mystery?) - Have them Decorate their Broom - Have them run a Household Errand (Meet an NPC)
ACT 2: Sweeping Day
A merry festival celebrating Spring cleaning and putting the past behind them. They form a parade, with one member from each house carrying a brightly decorated broom and using it to symbolically “Sweep Away Winter”. The rest of the family marches their winter’s trash and unused goods down to the Fairgrounds. The goods are often traded, while the trash is piled in the fire pit to await burning later. The entire day is filled with fun outdoor activities. Households also symbolically bring their problems to the bonfires to burn them later.
Things to do! - March in the Parade - Carry Junk to the Bonfire - Meet more of the Locals
EVENT: I Love a Parade The parade will march North from near the Cross Roads in the South up around the hill and back again to the South where it will head for the Fairgrounds. There isn’t anything particularly challenging about this event, but it would be a wonderful place to start leaning into or building local rivalries.
EVENT: Never Seen a Broom Do That… As they come into the home stretch of the Parade one of the local’s Brooms will animate and take off. It will chase folks around the parade. The players can attempt to stop it, but the broom will flee soon after being attacked. It will fly up into the air, attack a flock of geese, and chase them off until it can’t be seen anymore. They can go and collect a fallen goose if they wish. I highly recommend giving it a motorcycle type sound as it flies around hitting folks. Maybe even going as far as giving it a rough gravel angry voice and letting it insult people.
ACT 3: Winter’s End
Winter’s End is a Combination of Groundhog’s Day and Fasnacht, this day gets a little wild. The Festival kicks off at dawn with the Great Gopher Hunt. Gophers are well known spies for The Voice of Winter and thus need to be hunted before they can tell The Voice to delay Spring. Gophers themselves are quite tasty, and are notoriously bad for crops, so this works out economically all around. Throughout the rest of the day families continue to contribute to the Bonfire Pile which often gets quite large. At dusk a large effigy of The Voice of Winter is placed on top of the pile. Once the sun has fully set they light the fire and burn the Effigy. Folk usually dress darkly during the day and brightly at night. After the burning they feast on sweets and treats that were made from goods saved up from winter storage.
Things to do! - The Great Gopher Hunt - Carry Junk to the Bonfire - Meet more of the Locals - The Fairground’s Activities
EVENT: The Great Gopher Hunt The Hunt begins at dawn and takes place all over the Valley. Locals race to collect as many Gophers as possible. It is easiest to kill the Gopher, but there are some that find that distasteful. Instead they live trap the critters. It is a bit tougher to do so, but an option should your players wish. This is most easily played out as a series of appropriate Skill Checks, in which the higher they score the more gophers they obtain.
EVENT: Trash Removal They may find some locals willing to pay them to help cart junk down to the bonfire pile. Not a lot of skill involved in this, but it is a great opportunity to meet locals, and you could throw a runaway cart at them.
Fair Activities They will probably want to take part in Fairground Activities. Players love these types of challenges. Here are a few ideas you can build on. - Axe Throwin: Basic attack rolls on a Round Target. Higher scores equal Higher points. - Bow Shootin: Basic attack rolls on Moving Targets. Higher scores equal Higher points. - Pig Chasin: Catch the greased Pig! Medium DC Challenge requiring three success before three Failures. - Mud Wrastlin: Nothing says bumpkin like a good Mud Wrastlin Pit. Contested Skill Challenges. - Sausage Eating Contest: Increasingly difficult DC Challenge. Eat till you puke! Can also be Pies or Ribs or Little Fish… you know whatever someone wants to stuff dozens of in their gullet. - Tug O’War: Team Strength Challenge. Three to Five Contested Rolls with opposing teams. - Gopher BBQ Cook Off: A Hard Culinary Challenge to see who can BBQ the best Gopher! - Races: Foot and Mount Races based on Three to Five Contested Rolls. I usually include a few odd mounts like a Giant Chicken or some such nonsense.
ACT 4: Day of Ashes
The Day of Ashes is a day of rest, recovery, and reflection. Locals take the ashes from the bonfires and rub their hands in them to symbolize the end of a hard year’s work and hardships of the past. The day ends with a large family feast, typically Pork. Activities this day are light, but many folks head to the Temple for the Calling of Spring Blessings. They put on their fancies and head down to ask forgiveness for over-indulging in the festival and for worship. Well sort of…
Unfortunately, a lot of folks take this as an opportunity to peacock about and practice their one-upmanship over other locals. If you’re looking for inspiration for their outfits look to older photos of the Kentucky Derby. Over the years this troubling practice has caused more than one fight to break out after the service.
*
Things to do! * - Go to Temple and Meet More Locals - Pick a Local Patron!
EVENT: Temple Services The majority of the town comes to Temple on this day. The service is usually longer, and a bit more “Where have most of you been all year?” But otherwise it is a call for the Divine Blessings to touch their crops and protect their lives. It ends with a ceremony in which the locals put their hands into the ashes from yesterday’s bonfire. Once services end they will head outside, where the trouble will begin. Two of the wealthier families will get into it with each other. Starting with a couple of veiled insults, probably before service and continuing afterward. If one of your players is from a local Rich Folk family then they can be right in the middle of it all, otherwise they will have to pick a side. This choice will determine their house Patron moving forward. Tension will increase until folks start drawing up sides, and then someone will throw a rotten tomato at one of the House Matrons. That will blow the lid off the incident and a yokel brawl will break out. For comedy purposes I recommend the instant appearance of several food carts filled with expired products, and maybe a six year old hustler selling big sticks for wacking folks with. As the locals brawl call for perception checks. Who ever rolls highest begins to hear… The Broom returning!
ENCOUNTER: Stick In The Eye The broom returns ready to whoop some ash. It will be absolutely bent on cleaning anyone and everyone who is even the slightest bit dirty! If it successfully attacks a character they will have to make a Strength Saving throw or be knocked to the ground and swept clean by the broom. As this would be an awful omen for the year folks are terrified and will be running around screaming. Absolute mass hysteria. If the players were lucky enough to hear it coming they can avoid being surprised by the broom. Otherwise the broom will get a full round to attack before they have a chance to do anything. They’ll have to beat the broom into submission any way they can before it sweeps the whole town into chaos!
CLOSING
After defeating the broom things will settle back down again. Bumpkins are quick to return to normal when things go awry. However, they will have gotten the attention of one of the Wealthy Families in the area and be offered jobs. Which family is really, based on what will work best for them and you as the DM. For gags you might be tempted to have the Yokels pick them up, but that is a hard bit to sustain, and you may be better served keeping them on the side as a comic foil rather than up front. Completely up to you. The session should end with them being invited to meet their new patron tomorrow someplace important.
CHAPTER 2: A Cartload of Chickens
After successfully defeating the Enchanted Broom, our Bumpkins have gained the attention of a possible local Patron. This individual has summoned them to a nearby farm to discuss future work. That work includes proving themselves capable and not just lucky.
ACT 1: Meet the Boss
In this Act the players will meet with their new patron, one of the Family Heads, who that is entirely depends on their choices from the last game. This entire side branch is designed to flavor the background of the campaign, but if you’d rather just have them stay freelancing and independent that’s fine as well. There is also the possibility of “competing” offers should they have second thoughts for any reason. Once they arrive at the meeting spot their Patron will ask them some questions about their ambitions (Class Goals), they will then hand them off to their new “boss” who will assign them their task. They will take them to a nearby barn.
NPC: “Boss” Needs a fitting name for the Family they work for... Character wise, what we got here is a standard “Ranch Foreman” character. They’re tough, A little mean, and completely loyal to their employer. They almost certainly chew tobacco (by the handful), have a tattoo of the Ranch’s Brand, and know where all the bodies are buried. They also have a huge and obvious scar on the side of their head where a Giant Chicken pecked a hole in their skull, so they’re not as bright as they used to be, not at all truthfully. Nor are they actually the Foreman anymore, but no one has a heart to tell them. They’ve been quietly downgraded to Chicken Handler, which is something they seem to remember quite well, but the brain damage keeps them from realizing all that. They can be found wandering the Farm giving strange orders to other Hands. These Hands nod politely and then go back to what they are doing.
Things To Do! - Meet Their Patron - Discuss Their Future - Meet Their New “Boss”
ACT 2: Chicken Dance
Boss will lead them into the odd looking barn. This building is filled with Giant Chickens. These two-three foot fouls have extremely exaggerated features, spiky looking beaks with sharp tooth like edges, big darting eyes, bumpy cracked skin, long gnarled talons, and dirty mottled feathers. They’re more beast than bird. But, they’re good for eatin! These creatures should have a stat block similar to an Axe Beak. When the players enter into the Barn the Chickens will go nuts, obviously deeply bothered by the intrusion. Boss will throw in some deer haunches and the birds will tear them apart in a feeding frenzy. They will then put on a Chicken Suit and begin a flapping dance. (Google Magnificent Riflebird) It should be absolutely captivating and the chickens will become mesmerized, watching every move. Boss will then load two dozen chickens onto a large wagon and lock it. They will have the players push the wagon out while he keeps the Chickens calm. Once outside they’ll hang heavy tarps on the sides of the wagon, and remove the suit. He will then explain to them that they need to keep the tarps on the wagon, and keep the birds well fed, or the chickens will get restless and become violent. When they do need to interact with them someone will have to wear the suit and dance to keep them calm. The bigger the person in the suit the better. Boss will then give them a Map of Green Valley and instruct them to drop off two chickens at each of the outer settlements. They have two days to get this done.
Things To Do! - Head into the barn - Witness The Dance of The Chicken - Push the Wagon out - Get the Costume and Delivery Instructions
ACT 3: Bumpy Roads
They will be off to deliver the Chickens to various locations. There is no specific order to this delivery, they just need to pick a route and go. If they’re short on time they can take the country roads that lead between the outer settlements, but these aren’t as well kept as the main roads are. Whatever road they take and wherever they decide to stop for the night there are problems they will encounter along the way. You can make them random or pick the ones that best suit your players. Most of these should at some point require someone putting on the suit and dancing for the chickens to keep them calm. I would also increase the difficulty of each event. If they fail a dance the Chickens will become restless and start attacking the cart until they are calmed down. Too many failures and the wagon’s cage will break and the remaining chickens escape. They will then have to be rounded up and the cage repaired.
Things to Do! - Decide the delivery route - Deliver the chickens - Keep the Chickens calm
Possible Road Events 1) Rough roads cause problems 2) Yokels attempt to see what’s in the cart 3) Bad Weather swamps the road or scares the chickens 4) Pack of Coyotes causes trouble. 5) Chicken Rustlers! Protect the Flock! 6) Wagon breaks and needs repair 7) Cows in the road, someone’s herd is out. 8) Broken Bridge, not gone, just broken
ACT 4: Final Delivery
They’re now closing in on the final delivery. Something needs to happen here to cause them to put the suit on. Or maybe they never took it off! I love that idea, that one of your players just loves the suit and wants to be a chicken… lol… Anyway I’m a fan of having them need to get out of the suit for some reason, maybe a bathroom break, or they stand on a fire ant hill, or a snake slithers up their leg. You know something silly and fun. BUT the zipper is stuck! So they’ll have to try and unstick it and fast! Whatever happens they’re going to get shot at by some hunters looking for a big score who have mistaken the flailing caused by the stuck zipper to be the chicken attacking. After dealing with the Hunters they can go ahead and make the final drop. And head home.
Things to Do! - Head for the final delivery - Get shot at! - Deliver the last chickens
ENCOUNTER: That’s a BIG Chicken! Having two hunters in the field is more than enough to cause a problem for the players. The hunters will almost certainly surprise the players, but you can allow them a perception check, if they succeed they’ll see the hunters just before the muskets go off. It would be OK to down the Chicken Player here if the hunters successfully hit it. They’ll have healer’s kits on hand because, well, this seems to happen to them a lot out here. After the initial attack the players can decide to attack back or try and talk the hunters down. A basic Bandit or Scout stat block should do will for the hunters. If you’re looking for a bit more mayhem, if the hunters miss the players you could have them hit the cage, and you know, bust it open. This may be especially tempting if they
POSSIBLE ENCOUNTER: Big Ol' Frog So there is a giant frog hiding in the mud down in the creek. If a player takes cover behind the banks there is a good chance that the frog will attempt to nab the player as a snack. If it is successful in grabbing a player with its tongue it will immediately head down river, and they'll have to chase it to get their friend back.
CLOSE
When they return, Boss will reward them. How much will depend on how successful they were delivering the birds. If they did a descent job, they will be paid two day’s wages each. If they were completely successful they can have a bonus. However, if the wagon is in bad shape they might have some money deducted. After they’re paid out, they will be dismissed, and told to expect a new assignment next week.
CHAPTER 3: Marvin the Magnificent
After successfully delivering chickens Boss is going to trust them with a more important task. Their employer has requested an item to be created by Marvin the Magnificent. This is a farming community so having enchanted Farming Equipment is extremely desirable. Marvin has done a lot of basic enchantments over the years, but this new one, an The Stone Skipper, a plough whose blade goes ethereal while in contact with stones too large to push away, has really put him to the test. He needs some help with the final enchantments. The players will have to travel to the Ethereal Plane and hit the Blade of the plow with large rocks. But there’s a problem, they’re going to have mischievous Ethereal Sprites attempting to stop them! If they’re successful, which they should be, they get to take the plough for a test drive, and deal with the strange side effects of the enchantment. Angry goats that blink in and out of existence.
ACT 1: To the Tower
They’ll be summoned out to the Ranch where they’ll meet with Boss again. Once there they will notice a large pile of bent and dinged up plows. Boss will explain to them that a recent land acquisition has become problematic. The Fields are filled with large stones just under the topsoil and they’ve damaged a lot of Plow Blades. The Smithing costs are getting out of hand and so their Patron is looking for an alternate solution to the problem. He is sending them to help Marvin the Magnificent, who has taken the job, but run into some complications and needs some help. They may ask about Marvin. Or perhaps the fields that were purchased, so be ready to answer these types of questions. Once they’re done here they can head to Marvin’s Tower, which is just north of town.
Things to Do! - Meet Boss again - Ask some Informational Questions - Head for the Tower
NPC: Marvin the Magnificent Marvin Boudenbaum, AKA Marvin the Magnificent, has lived in town a good number of years, he wasn’t born here but is considered local by most folk. He is a mage of some skill, having mastered spells up to level 3 spells, and is frequently hired by locals to use his magic for anything and everything that their bumpkin brains can cook up. Thing is… Marvin has extraordinary bad luck, so bad in fact that his spellwork has a tendency to go wrong. Typically, it doesn’t go wrong in a dangerous fashion, but there was that time little Timmy Proudfoot was flung into the Astral Sea. Marvin was about to be sentenced for Negligent Magic Murdering when Timmy was suddenly returned by Captain Jinny Steampipe of the Atomic Dustbin (An Astral Spell Ship). Timmy was ok and Jinny and crew spent a few weeks spending some money and telling everyone in town amazing stories of the Astral Sea, so all was forgiven. Marvin, has since taken to having anyone who hires him sign liability waivers, you know just in case. He lives in a small tower just outside of town to the North.
ACT 2: Marvin the Magnificent
As they approach the tower they should see an explosion at the peak of the structure. It should look similar to a fireworks mishap. When it clears there will be no visible damage to the tower, But Marvin will plummet to the earth just off to the side of them, landing in a small pond. He will then come charging out of the pond, laughing hysterically, and riding on a large turtle. Once he gets a few feet away from the pond the turtle will disappear and he will tumble to the ground right in front of the players. He will leap up quickly and turn toward the players. “Behold Travelers, You stand in the presence of Marvin the Magnificent! And everything you have witness was mostly intended!” He will then strike a cool pose with his wand pointed to the sky! “Now why do you approach my tower!?”
Once Marvin finds out they’ve been sent about the plow he will become more nervous looking. “I see, well follow me. We have work to do.” He will then start walking toward the tower… his boots squishing out water. This should give them a little time to ask a few questions. Marvin will be a little subversive about what they need to do. He will attempt to frame it very mysteriously, saying things like “All will be revealed soon.” and “Save your questions! All Answers await us… in the future!” If they ask him about what they witnessed outside, he will tell them he was working on a mount summoning spell designed for lakes and rivers.
Things to Do! - Head toward the Tower - Meet Marvin - Ask Questions
ACT 3: The Cabinet of Mysteries
The inside of the Wizard’s Tower will be far more mundane than they likely expect. At least on the first floor. It will have a sitting room, dining room, and kitchen, as well as a few odds and ends about. Nothing special at all. The second floor, are Marvin’s personal quarters and some room for study, but it is the third floor, where Marvin will lead them, and it will be more of what one would expect in a Wizard’s tower. There will be books shelves, arcane equipment, and storage for components. In the middle of the room will be a tall cabinet.
Marvin will explain to them that the Cabinet is a transportation device, and that he will need them to enter into it with a plow that he has recently enchanted. They will be taken to the Ethereal Plane, and once there they’ll need to take the plow outside and begin hitting it with large field stones. There is a large pile of stones just on the north edge of the tower. They’ll have to do this quickly, before the “others” show up. Who are the others? Hard to say, but there are things that live in the Ethereal Plane that don’t like intruders. The idea is to imbue the Plow with Ethereal Powers so it can pass through large stones while plowing fields. Once they return with the Enchanted Plow, Marvin will have them load it on a cart, pulled by a very smart Donkey, and send them on their way.
Skill Challenge: Enchant the Plow This skill challenge will require five successes before they’re incapacitated by the others. However they decide to do it, they’ll have to successfully hit the plow with five large stones. Failures will result in strange indiscernible entities attacking them. They do minimal damage but could knock people out if there are enough failures.
Things to Do! - Move Through Marvin’s Tower - Enter the Cabinet - Enchant the Plow
ACT 4: Blinking Goats
Upon returning to Boss with the Plow they will be happily greet and paid. Their Patron will be there and will be very pleased with their success. He will ask them to demonstrate the plow’s abilities. Once they get set up out in the field and begin plowing something weird will happen. Every time they hit a stone and the plow’s power activates an Ethereal Goat will manifest and kick or ram the plow, and then disappear. It will feel very similar to what they encountered in the Ethereal Plane. They’ll have to find a way to deal with the manifestations.
ENCOUNTER: Ethereal Goats These goats should function very similarly to Blink Dogs, but I would trim the HP and AC a little to put them in line with the party’s. They will be intent on breaking the Plow not the party, although they will attack the party if they can’t get to the Plow.
Things to Do! - Deliver the Plow - Drive the Plow - Defeat the Ethereal Goats
CLOSE
Once defeated the Boss will come over to yell at them, but the Patron will find the entire thing amusing and more importantly, another impressive demonstration of the player’s skills. He will invite them to the “House” for an important party next week.
CHAPTER 4: High Society
They've definitely been noticed now and have impressed with their ability, unconventional as it may be. They are invited to their patron's home, but not as guests. Though, they might think they were actually invited as guests! They have been brought in to help work the event held out at the Party Field. They will have to gather party supplies, help put up the tent, and then serve the actual guests. During the evening’s entertainment a hypnotist “The Great Dr Hypnotika” will mesmerize the crowd and attempt to rob them all. Hopefully the players don’t fall victim to her schemes. And if they do oh well, they’ll be entertained all the same.
ACT 1: Special Delivery
The players arrive at the Patron’s very nice property. They will be greeted by a properly dressed servant with a clipboard, the Party Planner. The Planner will be rigid and direct. They will immediately begin tasking them about. If they mention that they were invited to the party the servant will laugh “You didn’t think you were a guest? Oh dear, how embarrassing. You’re the help! It is still a great honor to be tasked to help at the Party, but you’re not guests. Now as for your current task. Head into town and gather these supplies. Bring them to the field by noon.” After the instructions are given the servant will go back to their tasks and expect the players to do the same. They will have three stops; The Crocked Crow for Food and Beer, Get Nailed for the Tent and Spirits, and Shalana Proud-Breed’s Tailor Shop to pick up the Dry Cleaning. Feel free to make any and all of these go sideways! Its a good place to toss in some shenanigans as well! They should also be introduced to Dr Hypnotika and her associates.
Things To do! - Go to their Patron’s Home - Meet the Party Planner and Dr Hypnotika - Run their Errands
NPC: Dr Hypnotika Dr Hypnotika and her group will perform for the party. Hypnotica is a Tiefling Mezmerist and illusionist. She has an obnoxiously high charisma and some pretty serious skills to back up her claims. However, she uses those skills to beguile her guests, robbing them blind while they are under her spells. She wears a fine robe with a bedazzled headwrap. She has dark upward spiraling horns, light purple skin, and matching eyes. She wears a monocle and walks with a ceremonially carved staff depicting the "Struggles of the Universe". She is extremely persuasive and even more deceptive. Even if someone were to grow suspicious she can easily talk her way out of trouble.
NPCs: Clapper and Bob Hypnotika brings with her two assistants. Clapper the suit wearing Kenku who will perform wondrous displays of mimicry and slight of hand, and her strongman Bob the Kobold. Bob wears a leopard print strongman's outfit and is amazingly swole, particularly for a kobold, and capable of lifting upwards of 400lbs. Bob doesn't do much else other than get hit with things. in the act.
ACT 2: Put up the Tent
After they finish running their errands they will be tasked with putting up a large party tent. This Act is an ongoing Skill Challenge and should have a constantly distracted feel to it. First they have to unpack the tent. Then they have to realize some pieces are missing, they’ll have to form a solution to that problem. After that wind should cause some problems as the tent is at least being pulled up. This is a great moment for some wondrous tom-foolery.
Things To do! - Unpack the tent - Deal with missing parts - Secure the tent during the wind gusts
ACT 3: Put These On
After they finish putting up the tent they’ll be sent to the Servant’s Quarters to bathe and change. They’ll get a little time to explore and snoop if they wish. Afterward they’ll be tasked with helping in the kitchen, but unfortunately the cooks are going to have been playing a drinking game all afternoon and are no longer fully capable of doing their jobs. This would make a great moment for some sort of mini-game where the players have to determine whether or not the cooks are doing the right things. Once the dinner has been completed they will have to serve the guests. This is a good place to insert gossip and help them meet a few other folks.
Things To do! - Get changed for the party - Deal with the drunk cooks - Serve the guests drinks and food
ACT 4: An Evening to Remember
At some point in the evening things are going to start sliding downhill. Some of the locals will have become extremely inebriated and will need to be encouraged to leave, or just moved off to the side as they’ve already passed out, before the show begins. Once the show begins the locals will become fixated on the goings on. “The Great Dr Hypnotika” will have put an additive in the drinks for the that will make everyone more susceptible to her powers of persuasion. Once the show starts she will have them all doing silly things, those who drank have disadvantage on saves against her powers. She will end the show asking the guests to display their most valuable treasure, a with a hypnotic pattern and then send her assistants out to collect those treasures. The players will have to “do something” about the thieves.
Things To do! - Deal with Drunks - Watch the Show - Stop the Criminals
ENCOUNTER: Hypnotika's Gang This encounter doesn't have to be a fight. If Hypnotika is caught she may claim it was all part of the act and simple return the valuables with a "no harm, no foul" type attitude. This will be he go to in an attempt to avoid a fight, but if the character persist in some kind of retribution or punishment the situation will devolve into a combat. Hypnotica herself is an Illusionist Wizard but is low on spells after the show. Clapper is a low level rogue and Bob a Barbarian, and should play out as such. Even with Skills they are combat adverse and will be looking for an opportunity to flee rather than fight. They do have a getaway wagon out front that they'll be headed for if things go south.
CLOSE
We’re assuming the Bumpkins at least attempted to stop the robbery. This will draw a lot of attention to them. Their Patron will be well pleased with them, and let them know they will be getting much more important jobs in the future. The guests will also take note and will begin treating them all a bit better. They’re all essentially Folk Heroes at this point for secondary backgrounds. Their Patron should reward them with something very nice as the party kicks back in. They will need to finish out the nights work of course.
QUEST-LINE CLOSING
Congratulations! Your Players have completed their first Quest-line! Hopefully it was a delightful experience. But now that they've finished what comes next? Well, here are some ideas.
Reward Them! They've been doing some rather Adventurous things lately, and therefore should now have a Class Level under their belt, so the real D&D world now opens to them! Maybe it is time for some real adventuring gear. No more sticks, stones, and burlap sack armor.
Folk Heroes? There's a good chance that the Valley is Speaking the News about them and their exploits while drinking in the taverns. They may have even earned the actual Folk Hero Feat! Maybe someone would be interested in giving them a task!
Simply Go Exploring! There are a lot of places in Green Valley that we only dipped our toes into. You could have them head down to Stinkmarsh, or maybe climb up the cliffs of Longridge. The world (Well, the Valley) is wholly open to them.
Explore Local Legends There are lots of local legends they can look into! Hopefully they search out something that isn't too far over their heads!
Continue Working for their Patron It would be an easy DM go to simply to have them continue working for their current Patron. They've probably been impressive enough fo a family to be interested in keeping them on.
Establish Themselves as Adventurers! Maybe they want to set up a Adventurers for Hire business? This "Heroes Guild" approach is really appealing to a lot of players and absolutely plays into Bumpkin Quest. Just remember, this is a place of low key problems that locals make really big deals out of. So the idea of slaying dragons shouldn't really be on the table... that is until an actual dragon shows up! Which one day absolutely should.
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2023.05.31 11:07 ifailedmaths Trip Report: 14 days end of spring trip, 9 pax, Tokyo and Hokkaido!
I'll try to be as brief as I can, otherwise this post will become an essay of me trying to promote Japan as the best vacation destination I have ever been to.
TLDR; Japan is great!
Background
The trip took place from 13 May 2023 to 27 May 2023. 9 people, ages ranging from late 20s to mid 60s, family from both my side and my wife's, took part in this trip. The 4 youngest members, including yours truly, planned for everything in this trip which includes the hotels, places we visits, international flights, domestic flights, meals, routes to take. It also helps that our youngest member is fluent in Japanese, while the rest of the youngsters can understand simple Japanese, thus YMMV.
Tokyo (13 May - 18 May 2023)
Tokyo was probably the most hated part of our trip as it involves a lot of walking. And the 5 old people were definitely not keen on walking much. So we really had to spend a lot of time looking for places to chill after half an hour of walking, which really slows us down. Even in train stations, we had to look for elevators since they were unable to climb stairs. There were really a lot of stairs in Japan.
Anyway, for the most part, we stayed in Kyobashi in Tokyo. We chose this area as it provides direct access to Haneda Airport via trains. It was also really convenient as every location we went to in Tokyo was accessible from Kyobashi Station, requiring little to no transfers.
A short review of places we went in Tokyo
Asakusa - It was crowded on a Sunday. Sensoji was nice to look at. Lots of street food around the area if you explore west of Nakamise Street. Kappabashi Dougu Street sells kitchenware and handmade crockeries, which are slightly pricey but good additions to my dining set. Spent around 5 hours here.
Ueno Zoo - Oldest zoo in Japan. Houses many animals that we don't see in Singapore, like the snow monkeys and shoebills. Pandas were definitely the main attraction. We queued for 15 minutes just to see them for 3 minutes. There is a system in place so that panda viewing is not overcrowded. In total, we spent almost 5 hours here.
Ameyoko Street - Shopping street. We just walked through this stretch after Ueno Zoo when everyone was tired. It was quite a touristy place where we did not find it interesting.
Meiji Shrine - Very beautiful shrine. Everybody enjoyed the walk from Harajuku Station to the shrine. The canopy provided shade on a hot day. Coupled with the cool weather, the walk was pleasant. We were also lucky enough to be able to witness a wedding ceremony happening at the shrine while we were there. Get your Omikuji (fortune slip) for JPY200. It comes with English translation.
Harajuku - Very hip shopping street. We were just here for Marion Crepes, nothing else. But if you are into fashion, feel free to spend time shopping here. The clothes are relatively cheaper as compared to places like Uniqlo.
Shibuya - A lot of construction projects are happening now at Shibuya, so it was slightly harder to get around. We went to a planetarium, and sat down for a "show", which was all voiced in Japanese, no subtitles. Very cool even if you don't understand anything as the start of the show basically placed you right in the heart of Shibuya, and allowed you to see the skyline. The youngsters also had a chance to go to the Pokemon Centre and Disney Store to do some light shopping. Go if you like these kind of things. If not, I would recommend skipping them.
Tsukiji Market - A local, slightly more touristy fish market. A lot of fresh seafood to try. Uni (Sea urchin) was in season. The most popular items were the tamagoyaki (rolled egg omelet) and hotate (scallops). We also ate at a local sushi restaurant and I had my first horse meat sushi. The chef even advised me that I should eat it without soy sauce. Very cool experience, probably something I'll never try if I did not go to Japan.
As you can see from above, we didn't go to many places in Tokyo as the oldies were pretty much restricted by their physical abilities to take long walks. I should also share that eating out is more expensive compared to Singapore (where we are from), with each meal costing around JPY1500 or more per person.
Hokkaido (18 May - 27 May 2023)
Hokkaido was really the highlight of this trip. It was clear that everyone enjoyed Hokkaido more than Tokyo. For the domestic flights, we flew via Air Do. To get to Hokkaido, we flew from Haneda Airport to Asaikawa Airport. To get back to Tokyo, we flew from Hakodate Airport. In addition, we rented 2 cars to fit 9 people, with 10 medium to large sized luggage. The distance between each city was usually about 2 to 3 hours drive. Essentially, we went from the west of Hokkaido to the east. So.. That definitely took a long while. so I'll break down the locations by cities.
Monbetsu (18 May - 19 May 2023)
Kamiyubetsu Tulip Park - A tulip park recreated to make you feel as if you were in The Netherlands. Very pretty place especially when all the tulips were in full bloom. We spent about 2 hours here just taking pictures and taking in the view.
Takinoue Shibazakura Park - A park where everything is pink! I have never seen a place so pink. We missed the sakura season in Tokyo but managed to catch the blooming of Shibazakura instead. It is really a sight to behold. In the park, if you are able, I would recommend climbing all the way to the bell to get a stunning view of the whole place. There is also a 3 minutes helicopter ride for JPY600 per person to get an aerial view of the park.
The tulip park was the reason why we drove 3 hours to the small town of Monbetsu. I think the drive was worth it if you like looking at flowers in full bloom. On a separate note, I have been to Monbetsu on another trip in 2019. There is a crab claw statue, a sea ice musuem and a seal sanctuary to visit. The town is not as boring as one might think.
Asahikawa (19 May - 20 May 2023)
Ramen Village - Just a place where 8 ramen restaurants set up shop. I highly recommend eating shoyu ramen in Asahikawa since that's what they're famous for.
Otokoyama Sake Brewery and Museum - It's in the name! Go here if you like sake. There's free tasting. The museum portion just showcases equipment used in the brewing process. It even shows how it was brewed in the older eras. There is also a tap where anyone can collect the spring water that they use to brew the sake. So.. BRING YOUR OWN BOTTLE!
Takikawa Canola Festival - We were just in time for the event. Canola (oil?) is the main export of the town of Takikawa. The festival only runs for 2 weekends. We were lucky to have been able to see this. Anyway, the festival was packed with people. So to alleviate overcrowding at the fields, the organisers did not allow people to go to the fields directly. Everybody is required to go to the festival location and take a shuttle bus to the fields. The bus timings were about 10 minutes from the next one, so even if the queue was long, we didn't wait too long. With any festival, there will always be snacks and other merchandise. Feel free to buy them and support the locals.
Furano (20 May - 21 May 2023)
Ningle Terrace - I think there were a total of 18 small craft shops in the area. Anyway, it's a place where you'll want to go after it turns dark. That's when the fairy lights come on and make it look magical. Personally, I wasn't into the crafts. But I bet they will be good decorations for your office desk or home.
Farm Tomita - A farm famous for lavender. It was raining heavily when we were there. So.. It wasn't a great experience. Coupled with the fact that lavender wasn't really in season, we could only see a small patch of purple. Potatoes here were great though! I would recommend getting some potato wedges or croquettes as snacks.
Furano Cheese Factory - We went there on a weekend. So, there was pretty much no production viewing. But no loss, since we were actually there for the pizza! The whole complex, including a pizza cafe, ice cream shop, factory and museum is nestled in a small woodland area. So you get to enjoy pizza and ice cream in the great outdoors! I highly recommend the pizzas.
Sapporo (21 May - 23 May 2023)
Tanukikoji Street - Shopping street! There's a Mega Don Quixote if anyone's interested. Otherwise it is really just another shopping street. What's cool about it is that there is also an underground mall that's linked to Susukino Station. So, you can shop above and under ground.
Nijo Market - A fish market just like Tsukiji Market but on a smaller scale. It was already past noon when we reached so most shops were closed or closing. The local shopkeepers here were friendlier though.
Odori Park - We took a 15 minutes walk from Sapporo Station to this park. It was not very impressive without sakura blooms or festivals. The iconic Sapporo TV Tower was at the head of the park. We chose not to go up the tower as we went somewhere higher.
JR Tower 36 - I believe this tower is taller than the Sapporo TV Tower. It costs JPY600 per person to ascend the tower. It offers a 360 degrees (more like 90 degrees x 4 sides) view of the city. On a clear day, you might even be able to see Otaru from the tower. You can also see the trains leaving and entering JR Sapporo Station.
Mount Moiwa - Unfortunately, it was foggy the night when we wanted to go up the mountain. So, we decided not to go. From what we researched, it offers a very pretty night view of the city.
So.. In Sapporo, we ditched the car and travelled via trains and legs, like how we did in Tokyo. Parking is expensive in bigger cities. It was a shame that we didn't get to go up to Mount Moiwa as I personally wanted to go up there. But.. There is always an alternative (maybe even better).
Otaru (23 May - 24 May 2023)
Sakaimachi Street - The biggest shopping street in Otaru. The road is lined with shops of various sizes on both sides. Highlights include a glass warehouse, the Romankan (Romance House) and the windchimes on the river. At the end of the street (or the beginning depends on where you start), is an iconic clock tower. I think it rings and blows steam out of its top every hour. Under the clock tower is my personal favourite, LeTao! Their bestseller, the cheesecakes, is the best! But I love their chocolate biscuits, The Noir, better.
Otaru Canal - You may or may not know that Otaru was a port town. The warehouses that line up beside the canal has since been transformed into shops. According to my wife, it is supposedly a pretty place to go to at night, when lights brighten the canal. But when we were there, it was a sad sight. The lights barely lit up the canal. So.. GO IN FEBRUARY when the snow light path festival is happening! There is also a gondola ride on the canal if anyone's interested. We were not.
Sankaku Market - A really small market beside Otaru Station. We had our crab lunch here! 3 crabs totaling 4.6kg for JPY45000. I think that the items sold here are relatively more expensive as this market is catered towards tourists.
Lake Toya (24 May - 25 May 2023)
Mount Usu - A volcano which last erupted in the year 2000. We took the ropeway up. Trust me! It is worth the trip. There is a terrace right beside the ropeway station where you can enjoy beautiful scenery of the lake and surrounding mountains. The youngsters also managed to climb 320 steps to go closer to the caldera of Mount Usu. While you don't see any lava, you can definitely see some smoke.
Meisui-no-Sato Rest Station - This is not really an attraction. But I wanted to give it a shoutout because it was definitely the most beautiful rest station I have ever seen. A suspension bridge links the rest station to a small forested area. And in that area is a spring! It was unexpected to see everybody enjoying a rest there and drinking spring water directly from the mountains.
The Lake Ko no Sumika - Our hotel for the night at Lake Toya. This hotel resort is situated right beside the lake. The hotel is also part of the Toya Sun Palace. If you stay in Ko no Sumika, you get access to the onsen and facilities of both hotels. But it doesn't work the other way round. So it definitely feels more exclusive. The Lake Ko no Sumika has the onsen on the 8th level, giving you an unblocked view of the lake and its beyond when you're taking a bath. For those who don't know, from April to October, a fireworks show happens every night between 8.45pm to 9.05pm. The fireworks show takes place on the lake, starting from the pier near The Lake Toya Nonokaze resort, ending in the middle of the lake, right in front of my hotel room. Did I mention that there is a balcony in every room that looks out to the lake? That's where we enjoyed the fireworks show. There is also an onsen bath in every room of the hotel for you to enjoy if you are shy about going nude in the public bath. To summarise, The Lake Ko no Sumika was luxury on another level. I highly recommend this heaven.
Hakodate (25 May - 27 May 2023)
Onuma National Park - It's actually a quasi-national park. Not sure what the difference is. But it is a beautiful park where there are bridges that link small little islands together. It'll take around 1 hour to walk the longest route and 15 minutes for the shortest. Honestly, I love this park. It was picturesque and it was also amusing to see young couples (the guy) struggling to row a boat.
Mount Hakodate - Boasts the world famous night view. While I agree that the view is beautiful, it is too packed for anyone to enjoy. Everybody is holding up their cameras and crowding near the railings for anyone to take in the scenery. Of course, to counter this, you can always pop by the restaurant or cafe and hope that you'll be assigned a seat by the window so that you can enjoy the view. I recommend that to go right before the sun sets. At the top, you'll have to choose if you want to see the sunset or the night view. Because there is no way that you'll capture both since everybody will crowd to one or the other. It'll always be more crowded when the sky turns dark and everybody is rushing to get off the mountain. So.. Be prepared to wait! Good luck!
Hakodate Morning Market - The morning market is awesome. You have access to fresh seafood and other produce. You can even haggle! We spend our 2 mornings there for breakfast. Amazing place to get delicious and slightly cheaper seafood. There is also a stall which lets you catch your own squid and they'll grill it for you. Long queue though. For reference, we had 2 crabs, weighing at 4.2kg in total for JPY37000. They'll lead you to a restaurant where they'll cook the crabs for you, for free! Don't be afraid to haggle and discuss with the shop owners.
Goryokaku - A fort turned into a park! The famous star(?) shaped park is a beautiful place. When we were there, we saw wisterias and fresh green trees. There is also a structure, which I believe was the residence of someone, which you can pay to enter. Nothing to rave about. But if you want to see some architecture in the middle of a park, you can see it here. Come here if you enjoy walking around a big park. If not, give it a miss.
To sum things up
It is safe to say that all of us enjoyed our trip to Japan. For my parents, it was their first time in Japan. Our itinerary could have been more optimised to cater to the old folks but we planned what we could. Everything else was pretty much on the fly.
While most Japanese don't speak English, they do have some basic understanding if you speak slowly and give them time to process what you said. Alternatively, learn some simple Japanese phrases. It'll make life a lot easier there. For the most part, we relied on Google Maps and Navitime apps to get around Tokyo. We googled for Mapcodes for our drive in Hokkaido.
Hope you enjoyed this lengthy trip report!
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2023.05.31 10:43 Arynice Need help finalising my Dogmatika Ritual deck
Hi, I’ve been working on this deck for a while and been playing it at locals, it’s done alright getting 1 or 2 wins but I’d like to make it the best I can but am still a bit new to deck building. Any advice is appreciated
Main Deck (42) 3x Dogmatika Ecclesia, the Virtuous 2x Dogmatika Maximus 3x Branded Fusion 1x Dogmatika Fleurdelis, the Knighted 1x Guiding Quem, the Virtuous 2x Fallen of Albaz 2x Knightmare Corruptor Iblee 1x The Iris Swordsoul 1x Aluber the Jester of Despia 3x Droll & Lock Bird 3x Nadir Servant 3x Ash Blossom & Joyous Spring 1x Dogmatika Alba Zoa 1x White Relic of Dogmatika 1x White Knight of Dogmatika 3x Dogmatikamatrix 2x Dogmatikamacabre 1x Dogmatikalamity 2x Cynet Mining 1x Branded in Red 1x Branded Opening 1x Dogmatika Punishment 3x Infinite Impermanence
Extra Deck (15) 2x Elder Entity N'tss 2x Titaniklad the Ash Dragon 1x Garura, Wings of Resonant Life 1x Albion the Sanctifire Dragon 1x Mirrorjade the Iceblade Dragon 1x Albion the Branded Dragon 2x Herald of the Arc Light 1x Despian Luluwalilith 1x Golden Cloud Beast - Malong 1x PSY-Framelord Omega 1x Secure Gardna 1x Salamangreat Almiraj
Side Deck (15) 1x Jinzo 3x Gameciel, the Sea Turtle Kaiju 3x Dark Ruler No More 2x Secret Village of the Spellcasters 2x Book of Moon 1x Harpie's Feather Duster 3x Anti-Spell Fragrance
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2023.05.31 09:22 Onepicei [Pixel][Farm][2012] Stardew valley-like game about a farmer boy who do quest for Witch to enlong his father live.
I played this game about 11 years ago on my father Ipad, Ipad broken many years ago. It about a farmer boy doing quest for this red (or brown) hair witch to enlong his father life because the father was ill. In the mc house, the witch sit on a broom and ocasionally give quest for the farmer boy, due within 1 month in game time. If the boy fail to deliver on time, then game over.
- Prominent features: Basically like stardew valley, have four season, farming, exploring new area, etc. During main menu, there are option to choose weather type. The home screen when opening the app featuring the farmer boy pulling a cart with many other npc on his cart, while the witch was sitting in her broom and flying beside.
- Farming crops: I remember that the first two crop during Spring were Watermelon and Strawberry.
- Game prominent NPC:
- The Witch: she is good looking, long hair, always sit on a broom floating inside main character house. - A White Crow, the crow will give a quest, asking us to help him recover his black feathers by finding a bottle of ink. - A Shiba: Under the main character home is the village area, there is a Shiba dog running in cirle around the center of village, if we give it enough food, it will follow us home. - A Cave girl: the cave girl sell cooking recipes. I remeber there was a Strawberry smoothies recipe. - The Girl next door (one of the dating option): she live with her gloomy brother, to the left screen of the main character home. She like Strawberry smoothies, giving it yield higher heart point award. When you reach the dating state, she will give you a challenge. She jump on your cart, and you have to pull the cart to her favourite destination then return to her home within the time limit. Succeeding and she officially date you. (I tried but never succeed)
- Game features that I remember: - There is four type of fertilizer, labeling A B C D - The field can be automatically water, but we have to run to a nearby well to scoop water and run back to refill the watering system. - The farmer boy alway carry a big cart, the cart can be upgrade, the last upgrade option is a green card with leaves pattern. When the boy go inside his house, the cart disappear. - To the right screen of the main character home, there is an animal house. I managed to collect chickens and the Shiba so far. Whenever I forgot to feed the Shiba just one day, he will run away and re-appear in the village by the next morning. - The upper screen of the mc house is a locked field, pay material to unlock and get extra fields to plant. There are many others area that I didn't explore.
- During the night, if you don't sleep and wake until 5am, the mc will exhaust and collapse. He will be deliver home and have to pay nursery fee. - Lastly, if the mc were not able to complete the witch quest on time, he will fall to the ground, crying because the witch won't enlong his father life. The game end and you have to start over. Even if you complete the quest, there will be another. I never completed more than 1 year in game because I was elementary school back then and don't know about saving the file to a slot :((( Please help me find this game, it was really good, I remembered the game image so clearly yet never read the game name :((.
P/S: It is not any of the harvest moon series, not rune factory series, stardew valley, Magician quest: mysterious time.
Old post link:
https://www.reddit.com/tipofmyjoystick/comments/13u70u3/ios20082013_pixeladventurefarm_game_farmer_doing/?utm_source=share&utm_medium=android_app&utm_name=androidcss&utm_term=1&utm_content=share_button submitted by
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2023.05.31 08:30 deep-fried-water Cedar apartment reviews?
I'm currently at Cedar Springs Estates 1, and the management is awful, and I'm very worried about them charging me extra when I move out for damages that were here when we moved in, as I've heard that's happened to many others who have lived in Cedar apartments. However, they're the cheapest apartments in town that aren't too far from work and are near bus stops. I'm looking for reviews from people who currently live in or have previously lived in an apartment with the name Cedar(because they seem to all be owned by the same company). I'm moving out of this one and into a different one in a few months and would like to find out which is the least awful. Thanks in advance!
1) Cedar Meadows 2) Cedar Creek Village I 3) Cedar Crossing 4) Cedar Springs Estates I 5) Cedar Springs Estates II 6) Cedar Springs Estates III 7) Cedar Springs Estates IV 8) Cedar Glen
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2023.05.31 06:02 DiscoveryHimalaya Poon Hill Sunrise Trek - Ghorepani Poon Hill Trek - Poon Hill Trek Itinerary & Cost Details - Annapurna Short Treks - Easy Treks in Nepal
| The Short Poon Hill Sunrise Trek is a delightful popular trekking route in the Annapurna region. Probably Poon Hill Trek is an iconic and evergreen destination for all mountain lovers. It has many hidden beautiful things to explore during the short trip. Besides, anyone interested in trekkers easily participates and spends wonderful memories around the Annapurna Himalayas. The Ghorepani poon hill trek offers magnificent scenarios of numerous mountains with beautiful hikes to delightful places. However, It is known for its stunning views of the sunrise over the Himalayan mountain range, including the majestic peaks of Annapurna and Dhaulagiri. Spectacular Ghandrunk Village Here's some information about the Poon Hill Sunrise Trek: Total Duration of the Trek: The trek usually takes around 4-5 days, depending on your pace and itinerary. It can be customized to fit your preferences and time constraints. Starting & Ending Points: The trek usually begins from Nayapul, which is easily accessible from Pokhara. You can either drive or take a short flight from Kathmandu to Pokhara and then proceed to Nayapul. Highlights of the trip: - Sunrise at Poon Hill Viewpoint (3210m): The main highlight of this trek is witnessing the sunrise from Poon Hill, which offers panoramic views of the Annapurna and Dhaulagiri mountain ranges. The sight of the sun illuminating the snow-capped peaks is truly awe-inspiring.
- Various Stunning Landscapes: Along the trekking route, you'll pass through lush rhododendron forests, charming traditional villages, and terraced farmlands. The landscapes are diverse and picturesque, providing plenty of opportunities for photography.
- Cultural Immersion: The trek also offers a chance to experience the unique culture of the Gurung and Magar ethnic communities. You can interact with the locals, visit traditional villages, and learn about their lifestyles, customs, and traditions.
- Natural Hot Springs: After the trek, you can relax and rejuvenate in the natural hot springs at Jhinu Danda. It's a great way to soothe your tired muscles and enjoy the therapeutic benefits of hot water.
The difficulty of the trek: The Poon Hill Sunrise Trek is considered a moderate trek, suitable for beginners and experienced trekkers alike. The trails are well-marked, and the daily walking distances are manageable. However, some sections involve uphill climbs, so it's important to have a reasonable level of fitness. Accommodation Along Poon Hill: Along the trekking route, there are teahouses and guesthouses that provide medium accommodation and meals. You don't need to carry camping equipment, as you can find comfortable lodging facilities throughout the trek. Required Permits: To trek in the Annapurna region, you will need two permits: the Annapurna Conservation Area Permit (ACAP) and the Trekkers' Information Management System (TIMS) card. These permits can be obtained in Kathmandu or Pokhara. For ACAP permit cost is NPR 3000 and TIMS cost is NPR 2000. Both permits are obtained from Kathmandu or Pokhara. It's important to note that conditions and requirements may change over time, so it's recommended to check with a reliable trekking agency or the local authorities for the most up-to-date information before embarking on the Poon Hill Sunrise Trek. Lastly, this beautiful trekking trail has combined popular trekking trails like Annapurna Base Camp, Mardi Himal, Khopra Lake, and Mohare Danda Trek too. submitted by DiscoveryHimalaya to u/DiscoveryHimalaya [link] [comments] |
2023.05.31 06:00 Hal_Keaton [Totk] What is your opinion on the canonicity of the legacy items?
This post will contain some spoilers for items you can acquire, and how they are acquired. Please read at your own risk.
As most of us know by now, Totk has brought back all of the DLC and amiibo items from BotW, but this time they are placed natively around the world for players to find.
Of course, the development reason for these additions is they already had the assets and it would have been easy to implement. However, lore-wise, the fact that these items come from different timelines brings about a lot of questions, more questions than answers.
With Botw, it was easy to just handwave them away as fun gimmicks you can use or dress Link up as. But with many of the items being available in Totk, with side-quests or placed in old ruins, this is a bit harder to do. Especially since they took the time to rewrite some of these items names or descriptions, like how the Sword of the Six Sages is now the Dusk Claymore or how the Twilight Tunic now has a description including wolf fur on it.
Of course, you can still technically just call them easter eggs and call it a day. As of now, I myself have no particular opinion yet because there is a lot to parse through. I tend to lean towards "just easter eggs" but even then, some items are harder to ignore than others.
For example, Midna's Helmet is pretty easy to ignore because it got crushed at the end of TP. Plus, it has her hair... which isn't technically accurate anyways. However, the Dusk Bow is the only legacy item in the game that is just out in the open like other weapons. It is not even in a chest.
Functionally, the DLC and Amiibo legacy items can be found via four forms: In the Depths, from Misko Side Quests (essentially cave spelunking), purchasing from Poe Collectors (kind of Depths adjacent), and in miscellaneous spots in Hyrule (which is the rarest way to find these items).
To help facilitate discussion, I'll list out which items belong to which of these categories.
The Depths These are armor sets that can be found throughout the Depths. Some must be acquired after beating a coliseum, while others are places throughout various locations in the world below.
- The Hero Tunic Set
- The Time Tunic Set
- The Wind Tunic Set
- The Twilight Tunic Set
- The Sky Tunic Set
- Midna's Helmet
- Zant's Helmet
- Sheik's Mask
- Ravio Hood
- Majora's Mask
- Sea-Breeze Boomerang
- Biggeron's Sword
- Sword of the Hero
- Sea-Breeze Shield
This armor sets are also technically found in the Depths, but purchased through the Poe Collectors.
The Depths also offer a few other interesting items that are technically not legacy items. Namely, the Tunic of the Wild and the Tunic of Memories (Link's Champion Tunic from BotW) can be found/purchased in the Depths respectfully.
Opinion: The fact that the Tunic of the Wild and the Tunic of Memories are items found in the Depths along side items like Zant's Helmet really gives me "we added this for fun, not lore" category. Functionally, there is no lore reason for the Tunic of the Wild to even be down in the Depths. It is supposed to be BotW Link's outfit, given to him by the ancient Sheikah Monks.
Misko Side Quests Misko is a bandit with an eye for fashion. He has apparently... "collected" outfits from all over the world, and and has hidden them across Hyrule for the lucky winners to find. Unlike the Depth's armor, these armors aren't just sitting around. They have real quests attached.
- The Awakening Tunic Set
- Fierce Deity Set
- Fierce Deity Sword (reward for getting the full set)
- Phantom Set
- Tingle Set
Opinion: Unlike the Depths rewards, these ones seems slightly less clear cut to me, but just slightly. The Fierce Deity gear, for example, should be impossible. FD is not an outfit, but a state of being. Not to mention that the Awakening Tunic... has that terrifying headgear that is clearly not meant to actually be what Link wore in LA. The only one that seems even possible is the Tingle Set. I tend to lean towards not canon due to the impossibility of the others, however.
The Unique Ways Finally, we have the last few items, which are not found via Misko quests or the Depths. These items instead are found in various ways across the game, some more involved than others
- The Phantom Ganon Set - This set is found by doing all three of the mazes. Apparently, it was enshrined there since the "days of old", and is described as an otherworldly evil.
- Island Lobster Shirt - Found in a chest in the waters below the pirate ship at Lurelin Village. From what I can tell, there is no lore attached to this shirt, it's just there.
- Dusk Claymore - Found in ruins after a lengthy side quest. It used to exist at the Sage Temple, before it was moved to Thyphlo long, long ago. Thyphlo ruins, despite their Zonai appearance, is actually a site build to commemorate Rauru and the Six Sages, and was built "more recently" (comparatively to the older Zonai ruins).
- Dusk Bow - Can be found at the very top of Hyrule Castle, in a part of the roof where it is broken. The only legacy weapon in the game that is not in a chest and can respawn, without the need to repurchase it.
- White Sword of the Sky - A gift to Link after he helps the Mother Goddess Statue at the Forgotten Temple, at the behest of the three Spring Goddess Statues.
Opinion: Of all the legacy items, these ones give me pause. Unlike the others, which should be technically impossible like Midna's Helmet or Fierce Deity's sword, these ones are far more possible. Not to mention, a few have legitimate lore and side-quest related details from the game. The Dusk Claymore and the Dusk Bow in particular are the hardest to ignore, due to the Dusk Bow literally being the only legacy item that is not in a chest, and can be found in the roof of Hyrule Castle, and the Dusk Claymore having a lengthy side-quest involving at least two sites in Hyrule.
That still doesn't really answer all the questions. Phantom Ganon's gear should also technically be impossible, as well as the White Sword of the Sky. And the Island Lobster Shirt existing with the Dusk weapons suggests two different timelines at the same time.
I don't really have a stance on these legacy items as of now. But I was curious what others thought. I have seen some people wave them all away as merely fun references, but some suggest that the fact they exist in the game natively at all suggests they are all canon.
What do you think? I would love to hear the community's thoughts, so we can improve our understanding of the lore of this world.
submitted by
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truezelda [link] [comments]
2023.05.31 04:33 Nicholas-Dimes 33 [M4F] TN/NC/Anywhere? - Ambiverted outdoorsy grad student seeking a genuine connection
Evening Reddit,
https://imgur.com/RJ9ZPMF I'm currently sitting outside listening to the crickets and owls and other night creatures play their tunes on the TN side of the Smoky Mountain National Park. I'm doing a summer internship for an outdoor organization leading backpacking trips. If you happen to live near this side of TN or within an hour's drive of the smokie's I'd love to chat and see if we'd want to meet up. I'll be here on and off throughout the summer.
I'm normally a resident of Asheville NC, so if you're close to my city that's even better. I'm currently halfway through a graduate program with the goal of becoming an environmental educator. Once school is over I'm not sure where I may end up. I kind of want to remain in western NC, but I'm open to working in the outdoor field across the country or perhaps internationally if the opportunity feels right.
In my private life I'm into long-distance backpacking, having done the AT, PCT, and long trails in Scotland. I plan to do the CDT some time after I complete my degree. I'm not looking for a partner who's as heavily into the outdoors as I am, but meeting someone who doesn't hate being outside is a plus. I'm also a musician, photographer, and artist. I enjoy anime, pc games, going to the gym, live shows, theater, skating, good books, and movies.
I have an eclectic taste in music which includes Metal, Reggae, Old School Rap/hiphop, Outlaw Country Western, EDM, Classic Rock, Psychedelic, Indie and Jazz. A little bit of everything.
Some of my goals I'd like to go do with a partner this year include: Go to the local theater together, visit some hot springs, go for day hikes and practice identifying plants, go thrifting, go to some concerts, attend a drag show or three, and maybe practice shibari together if you're into kinky business. I'm pretty open-minded in that regard, so bonus points if you are.
If you're someone who can handle an online conversation send me one of your best dad jokes and I'll give you one of mine. I'd also really appreciate sending a pic in your initial message since I am including some of me.
submitted by
Nicholas-Dimes to
R4R30Plus [link] [comments]
2023.05.31 04:20 localfyi Local Events in Charlotte this Week
Open Mic Night - May 31st 6:30 PM @ Madison Perk Coffee Bar
Charlotte FC Away Game Watch Party: Philadelphia - May 31st 7:30 PM @ Hi-Wire Brewing Charlotte
Garden Night: Free admission to the garden, plus movie on the lawn - June 1st 4:00 PM @ Daniel Stowe Botanical Garden
Belmont's Friday Night Live Concert Series: Java Band - June 2nd 6:00 PM @ Stowe Park
Live From the Boileryard Music Series - June 2nd 6 PM @ Camp North End
Live Under the Oaks music series - June 2nd 6:00 PM @ Birkdale Village
Empanada Fest - June 3rd 12:00 PM @ Camp North End
Spring Fling Fest CLT (free, but $15 for tastings) - June 3rd 1:00 PM @ 1606 West Trade Street
Indian Trail Family Fun Day - June 3rd 2:00 PM @ Crooked Creek Park
Field Day June 3rd 2:00 PM @ Petty Thieves Brewing Co.
Havana Night in the Boileryard - June 3rd 5 PM @ Camp North End
Concerts @ the Circles: Southside Saints - June 3rd 5:00 PM @ Davidson Village Green
Stonecrest Music at the Fountain Stage - June 3rd 7:00 PM @ Stonecrest Piper Glen
River Jam live music series June 3rd 7 PM @ U.S. National Whitewater Center
Belmont Movies in the Park: Back to the Future June 3rd 8:30 PM @ Stowe Park, Belmont
Front Porch Sunday June 4th 11:00 AM @ Atherton Mill
Village Park Concert: Collective Soul - June 4th 7 PM @ Village Park, Kannapolis
3.5-Year Anniversary Bash - June 4th 7 PM @ Devil’s Logic Brewing
Bend It at the Ballpark -- yoga at Truist Field - June 5th, 2023 @ Truist Field
Want us to send you all the fun happenings in Charlotte directly to you? Join the LocalFYI newsletter (
by clicking here) to get the inside scoop sent to your inbox every Monday.
Any other fun things happening this week? Let us know your plans in the comments!
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Charlotte [link] [comments]
2023.05.31 03:26 LegendsofLost Mobile Suit Gundam: The Witch From Mercury S2 at #5 for Top 10 Anime Of The Week & at #3 for TOP 10 MOST DISCUSSED ANIME on Anime Trending’s Discord Community for Week #7 of the Spring 2023 Anime Season!
2023.05.31 00:56 You_Are_Hopie The haunted village
My name was Cody and I was generation 3 of an Eve camp. When I was still a baby, Eve came up to us saying that the new brown family made their well just north of us and now our well spot was dry; we would have to move. I set out west as a toddler looking for a new spot for my family, picking wild foods and making arrows as I went. As I went further and further west— four hundred meters, five hundred, six hundred— I started noticing dry springs. These weren’t leading to the brown family directly north of our camp, they were pointing further west. Out of curiosity I followed them, and found the haunted village.
The first body I saw had all of their clothes, shoes, and items still on their person, no one removed the valuables. I figured they had been the last to die. As I walked further into town, I saw more and more bodies in the exact same state— people who died where they stood with all of their clothes and backpack contents completely untouched, dozens of them, preserved to time. It was like everyone in the camp dropped dead simultaneously, leaving no one to scavenge and clean up. Each body also said “forgotten person” instead of a name, meaning that the bodies were very old. I walked into the nursery and to my shock, there was a small fire still lit. I looked around for any survivors, but it was eerily quiet— no sign of a scavenger who possibly relit the fire, and there were significant valuables like two trucks with kero left behind. The small fire never wavered during my investigation of the camp until I added firewood out of habit— that triggered the burn down sequence to restart and it eventually burned to ash.
I gathered food and clothes for my family into a truck and left the haunted village to scout out a new home. I eventually found a good spot and led my family there, where they lived to generation 11. I revisited the haunted village for a few subsequent lives to continue to loot and bring goods back to my family. But I can’t help but wonder what happened there… it was an eerie place, especially the first visit with the dozens of untouched forgotten bodies and the perpetually burning fire…
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2023.05.31 00:12 Envizon [TotK] Photos of the Kingdom: Filling the Stable Frames
So I decided to complete all 14 of the Stable painting side quests recently after a couple of them piqued my curiosity, one in particular the most, and had a lot of fun doing so (also helped that I needed a chill break from exploring). I decided to chronicle my adventures here. Pictures are in order of the chronicles and are labeled as well (cause I can’t figure out how to put photos among the text, if I can at all lol). This will be a tad long, but nonetheless, I hope you enjoy :)
(Also, possible spoilers contained herein, especially if you want to do these side quests yourself as some of them do require some tracking down/light puzzle solving, I’ll try to stay as spoiler free as possible, you’ve been warned)
Outskirt Stable
This was one of the first painting side quests I did. Embry wanted a picture of one of the many cherry blossom trees in Hyrule, and I immediately knew which one to get them. I headed to Satori Mountain with my Purah Pad (am I the only one who thinks that name is kinda dumb and wish they stuck with Sheikah Slate?) and made my way to the large cherry blossom tree there, and waited for the perfect moment after I found my angle. I wanted to give this one some form of reverence given it’s connection to the late Satoru Iwata, and feel I did a pretty good job. I thought sunset gave the picture a very nice ambiance overall, as well as making the colors really pop, and also fit thematically given the context. This is one of my favorites.
Riverside Stable
Ember wanted a picture of the Great Goddess Statue in the Forgotten Temple. Now, I’m not sure if you can complete this one until you restore the statue from being toppled (I’d assume so) as I had already completed that side quest. My first attempt was a little drab due to the poor lighting, so I decided to liven things up with some giant brightbloom seeds (and to my surprise they are still there many hours of adventuring later). That made the statue pop and gave it more depth, as well as gave it an ethereal, inviting glow, which I feel fits given it’s apparent status as the Mother of all Goddess Statues. This is another one of my favorites.
New Serenne Stable
Sprinn wanted a picture of the geoglyph that’s right outside the stable. Easy enough. I made a balloon platform and rode it as high as I needed to in order to get the entire thing in one shot. Not too much to this one, other than getting a good time of day (about noonish) and finding the right spot to launch the balloon so that the whole thing was in the shot and wasn’t obstructed (by the balloon).
Tabantha Bridge Stable
Dabi wanted a photo of the Ancient Columns nearby the stable at sunrise. Easy enough, right? Well, anybody that’s gone near there knows that there is a Flame Gleeok who has decided to make them their home, and it’s right in the way of the portion Dabi wants photographed. No getting around this one, so I donned my fully upgraded Fierce Deity set and got to work (this isn’t the first Gleeok I’ve fought, that goes to a certain Gleeok down in the depths, so they aren’t as intimidating anymore). Once it was dispatched, I found my angle and waited for sunrise. The photo itself, I found a tad boring (even if it is pretty), but the work to get it made it rewarding.
Snowfield Stable
Varke wanted a photo of “the giant bird with wings stretched wide in the Hebra Mountains” and gives you a clue on how to find it (BotW vets should know this one as well). This one was pretty easy to capture, the only annoyance came from the constant shadows of clouds/sky islands that decided to pop up and ruin the shot.
Woodland Stable
Kish wanted a picture of a Goron soaking in a hot spring, but he wants a very specific one. Finding them is easy enough, especially if you’ve traipsed around Death Mountain and Goron City enough. Once again, found my angle and waited for the best lighting to capture it. There’s something about this one that makes me chuckle. The expression on the Goron’s face and the framing just seem to imply some deeper meaning, other than an old Goron just soaking their worries and pains away.
Foothill Stable
Ozunda wanted a picture of the giant Daruk (and others) sculpture that adorns Goron City (only place to get two Stable paintings, the lucky Gorons!), so I set out for it once more. Finding a good angle proved a little tricky, but waiting for the right lighting was easy. Unfortunately, you can’t include Darunia’s giant mug in this photo as well (sorry Ocarina of Time fans). Also, something about the glowing eyes just makes this sculpture a tad creepy. Ah well.
East Akkala Stable
Rudi wanted a picture of the nearby lake that, when it fills completely, looks like an Octorock (debatable lol). Again, another simplistic one, and thankfully it immediately started raining when I got close so that the lake would fill (believe this is intentional). Only bummer about this one is that there isn’t really a good vantage point nearby to get a better shot, minus the nearby hill leading up to the stable.
Wetland Stable
Lawdon wanted a picture of the ring ruins that have scattered around Kakariko Village, specifically the main, large ruin that sort of crowns the village. I decided to take the picture from the west, back behind the village (as I thought it made a better background), and waited for the sun to rise enough so that it would be kind of shining through the ring. This was a fun one, as there are several angles you can come from, so there are may different interpretations you can photograph.
Dueling Peaks Stable
Tasseren wanted a picture of “Hyrule’s finest sunrise” looking out towards the Necluda Sea and Lurelin Village, and mentions heading to the peak of Tuft Mountain for the shot. Simple enough. I headed there and waited for sunrise, and snapped the picture when it was the most pleasing to the eye. Yet another simplistic one, but it’s such a nice photo that I can forgive it.
Lakeside Stable
Anly wanted a photo of Floria Falls on a clear day, which they specify because it storms so often in the Faron region. Another simpler one, but thankfully when I got the request, it was a good time of day and was actually clear out (but not for long). So I ran out and snapped the picture from Floria Bridge. Again, it’s a pretty nice photo, so I can forgive the simplicity of it.
Highland Stable
Padok wanted a photo of the fabled giant white stallion that is nearby the stable. If you remember where Malanya was in BotW, this one isn’t too bad (other than a Rare Stone Talus that can pop up along the way). Once again, waited for the opportune moment, which was made slightly more difficult since I was photographing a wild animal (they were right when they said, “never work with animals”). I got a decent photo, I think, and the premise lends itself to many different interpretations (especially if you can take the horse and photograph it anywhere, which I didn’t experiment with). This one was pretty fun, mostly for that random element.
Closed Gerudo Canyon Stable
Piaffe wanted TWO photos, the greedy ex-stable owner (I mean, their stable is closing, so I can empathize), and asks for both a picture of “smiling Spectacle Rock” and the Forgotten Sword in the Gerudo Highlands (again, BotW vets should be familiar with this landmark). I’ll be honest, the smiling Spectacle Rock photo had me puzzled (and the hint you’re given is super vague), and I eventually caved and consulted a walkthrough. In order to get this photo, you have to go to a specific point on a sky island in the East Gerudo Sky Archipelago and look down at Spectacle Rock, at which point two smaller pieces form the “nose” and “mouth”. Yeah, very obvious. Also, it made it harder to get a good picture since the surface is culled in some way while you’re in the sky, and the features become muddled (I’d assume it’s just rendered in a lower resolution and slightly fogged until you dive past a certain height, at which point it reverses). The Forgotten Sword was also a bit of a downer, since we already had to go photograph it in BotW to get the Sand/Snow Boots (I don’t remember which one). The only thing of note is that there is a Frost Gleeok hanging out next to it, but given that I hadn’t upgraded my Snowquill armor and Snow Boots much yet (and didn’t have any cold resistance food), I just snuck up, grabbed the picture, and then nope’d out of there. Overall, these two were slightly disappointing given the esoteric and low quality nature of one and the familiarity of the other, and I’d have much preferred some other landmarks in the Gerudo Desert get the spotlight. Oh well.
Which brings us to our final, and my favorite, picture of them all.
South Akkala Stable
Dmitri wanted a photo of the Unity Bell in Tarrey Town. Easy enough. I ran on over and took my picture, and was content, until I came upon a spark of inspiration. I suddenly remembered that there were some cutouts of Hudson back behind their house, and took some inspiration from a post I saw where someone had fused them onto some shields and adventured around Hyrule with them (I don’t remember who made the post or where I saw it, forgive me! If anyone has the info, feel free to link it in a comment and I’ll edit this to give them some love). Given Addison’s dumbfounded bewilderment every time you help them stand a Hudson Construction sign, I knew what I had to do. I grabbed the four cutouts and placed them by the Unity Bell. It’s a great picture, but I knew I could do better. So I took the rail down to the construction site below Tarrey Town (because I forgot there were some supplies by the land bridge that connects Tarrey Town, oops), grabbed some supplies, headed back up, and got to work. The resulting picture is astounding, truly a work of art. The only thing that would make it better is if there was a way to make Hudson’s eyes glow without obstructing the cutouts (and I’m sure there is, I was just too lazy to find it in the moment). Needless to say (again), this one is my absolute favorite, and I truly feel a sense of pride when I gaze upon it, knowing that I had created such a fitting tribute to all the dumb, crazy, fun, and out right wacky things we can do in this game.
And there you have it! I hope you found some enjoyment in this chronicling of my adventures filling the Stable frames. Again, I had a lot of fun doing this and I hope it shows, and I knew I wanted to share it with all of you. Now go out and have fun exploring!
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2023.05.30 23:58 JoshAsdvgi The Cruel Stepmother
| The Cruel Stepmother Once, long ago, when the Blackfeet Indians dwelt on the Canadian prairies, a poor Indian and his two children, a boy and a girl, were living near the bank of a great river. The children’s mother had long been dead and they had long been left to the care of their father. Their father did not think it was right that they should grow up without a woman’s kindness, and he decided at last to take another wife. So he went far away to a distant village and there he married a queer woman of another tribe. Soon times grew hard in the North Country, and it was very difficult to get food. The family lived for many days on roots and berries, and often they were very hungry because there was no meat. Now it happened that the woman the man had married was a very wicked witch-woman, who was capable of doing many evil deeds. She had no love for her stepchildren, and she treated them very cruelly. She blamed them for the lack of food in the house, and beating them soundly, she said, “You greedy brats; you always eat too much. It is little wonder that we cannot keep the house supplied with food.” The man saw his wife’s cruelty to the children, but although it made him sad, and at times angry, he did not interfere, for he thought the woman should rule her home. One night in the early spring, as the man slept, his first wife appeared to him in a dream, and said, “Hang a large spider web across the trail in the forest where the animals pass and you will get plenty of food. But be good to my children. Their cruel stepmother is planning to kill them.” And she told him where to look for the magical spider web. The next day the man found the large spider web, and he went far away into the forest and hung it from the trees over the trail where the animals passed. That evening when he went back to the web, he found many animals entangled in its meshes, for it had magical power. He killed the animals and brought them home, and that night they had a good fat supper of roast deer meat. Day after day, the magical spider web gave him great numbers of rabbits and deer, as the vision of his dead wife had told him in the night, and from that time on the family did not want for food. But the man’s success in hunting only angered his witch-wife. She had now no cause for complaint against the little children, and she could no longer scold them and say that because of them there was no food in the house. Her hatred for them grew stronger each day, and at last she decided to kill them and to kill their father as soon as she could. Their father was going away the next day to search of wood to make arrows for his bows, and she thought she would have a good chance to kill them while he was gone. Then she would kill their father when he returned. So she laid her plans. But that night the vision of his first wife came again to the man as he slept, and it said, “Your present wife is a witch-woman. She plans to kill the children tomorrow when you are away, and when you come home, she will kill you, too. You must kill her while there is yet time. Remember my little children.” When the man awoke in the morning, he was much alarmed because of the story told him by the vision of the night. He no longer trusted his witch-wife and he decided to get rid of her. But he feared she would attack the children before he could prevent it. So when the witch-wife went out to get water from the stream to make breakfast, he gave each of the children a stick, a white stone, and a bunch of soft moss, and he said, “You must run away from here and stay away until I can find you, for you are in great danger. You will find these three things I give you of great use. Throw them behind you if any evil thing pursues you, and they will keep you from harm.” The children in great fear at once ran away into the forest. Then the man hung his magical spider web over the door of the house, and sat quietly inside waiting for his wife to come back. In a little while she came home, carrying a pail of water, but she did not see the web with its fine strands hanging across the door, and when she walked into it she was at once entangled in its meshes. She struggled hard to get free, but her head was inside the door while her body was outside, and the web held her fast around the neck. Then the man said, “I know now that you are a cruel witch-woman. You will beat my children no more.” With his stone-axe he struck her a mighty blow which completely severed her head from her body. Then he ran from the house as fast as he could and went towards his children, who were watching him not far away. But the man was not yet done with the cruel witch-woman. As he ran from the house her headless body, freed from the spider web, ran after him, while her severed head, with eyes staring and hair flying, followed the children, sometimes bumping along the ground and sometimes rising through the air. The father thought it would be well to go in a different direction from the children, and he went west, while they went east. The children were very frightened when they saw the horrible head behind them, slowly gaining upon them. Then they remembered their father’s magic gifts. When the head was close upon them, they threw their sticks on the ground at their backs and at once a dense forest sprang up between them and their pursuer. The children said, “Now we will rest here for a while, for we are nearly out of breath. The wicked head cannot get through that dense forest.” And they sat on the grass and rested. Soon, however, the head emerged from the thick trees. The children got up and ran as hard as they could, but close behind them came the severed head, rolling its eyes and gnashing its teeth in a great frenzy, and uttering terrible yells. It was very near to them, when the children again remembered their father’s gifts. They threw the white stones behind them, and at once a high mountain of white rock rose between them and their enemy. They sat on the ground and rested, and said, “Oh dear, oh dear, what shall we do? We have only one means of safety left, these little bits of moss.” The wicked head hurled itself against the mountain, but it could not get through. A big buffalo bull was feeding on the grass near it, and the head called to him to break a road through the mountain. The bull rushed at the mountain with all his force, but the mountain was so hard that it broke his head and he fell down dead. Some moles were playing in the soft earth near by, and the head called to them to make a passage through the hill. So the moles searched and found a soft earthy place in the midst of the rock and soon they tunnelled a hole to the other side of the mountain, through which the head was able to pass. When the children saw their pursuer coming out of the moles’ tunnel they cried loudly and ran away as fast as they could. At last, after a very long chase, the head was almost upon them, and they decided to use their last means of protection. They threw the wet moss behind them, and at once a long black swamp appeared where the moss had fallen, between them and their wicked follower. The head was going at such a great speed, bumping over the ground, that it could not stop. It rolled into the swamp and disappeared into the soft mud and was never seen again. The children then went home to wait for their father. It was a long journey, for they had run far. But their father never came. Months and months they waited, but he did not come, and they grew up to be great magicians and very powerful among their tribe. At last, by their magic power, they learned what had happened to their father. Their stepmother’s body continued to follow him as he ran towards the west. It followed him for many days. Then by his magic power, which the vision of his dead wife had brought to him, he changed himself into the Sun, and went to live with his wife in the sky-country. But the old witch-woman also had magic power, and she changed herself into the Moon and followed him to the land of the stars. And there she still pursues him. And while he keeps ahead of her and she cannot catch him, night follows day in all the world. But if she overtakes him she will kill him, and day will disappear and night shall reign for evermore upon the earth. And the Blackfeet of the plains pray that he will always keep in front in the race with his former witch-wife, so that there may be always Night and Day in succession in all the land. submitted by JoshAsdvgi to Native_Stories [link] [comments] |
2023.05.30 23:01 whatsinaname1970 What is happening to this Holly? Can I save it?
2023.05.30 22:00 lunarpanino Tips for Asheville Wedding under $30k
I’m super early in wedding planning and I originally was considering doing a destination wedding in Asheville, NC but then every venue quote I got was close to or more than $30k for just venue, food, & bar which obviously doesn’t fit in my $30k overall wedding budget. So I scrapped the Asheville idea but now I’m revisiting.
I don’t know the area very well and I’m struggling to find anything promising in my budget. However, I feel like this group is chalked full of knowledge so I’m seeking advice on: - Venues/caterers in Asheville in my budget. Budget < $20k for venue, food, & alcohol for 100 or so guests, aiming for more like < $15k. - General advice for a wedding on a $30k budget. It feels like most information I find online is on a micro or backyard wedding or a $40-100k “normal” wedding.
Wedding details: - Destination wedding (need lodging nearby for everyone) - 100-150 guests (probably closer to 100) - Ceremony & reception at same venue ideally - Spring-Fall 2024 (not picky on date, would like a Sat when the trees are green or changing and it’s not sticky hot)
submitted by
lunarpanino to
weddingplanning [link] [comments]
2023.05.30 21:39 Thin-Warthog4492 Potential move to CO
My wife and I (30) are considering Colorado Springs as our next home. Currently in Charlotte, NC but living in the suburbs.
We’ll be looking to rent for at least a year before we buy again. Our rent now is $2,500 for a large 3B 2.5BA house, so we’d like to stay at a max $2,500/mo.
After a year, we’d like to buy again depending on the market with a max of $500k-$550k.
Any recommendations for good suburb neighborhoods for families in their early 30s with kids? I work from home and my wife is a stay at home mom.
Any major tips for potentially new Coloradans?
submitted by
Thin-Warthog4492 to
ColoradoSprings [link] [comments]
2023.05.30 21:10 jokesflyovermyheaed [Bulk] Lubed and Filmed switches: Oil Kings
Timestamp- All switches are lubed with Krytox 205g0, Krytox mix for springs. Filmed with Durock 0.15mm films- Shipped from NC-27605 shipping is 5 bucks, ask about international shipping.- Last batch for a good bit, sadly
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Gateron Oil Kings x90 | My favorite switch of all time | $90 |
Gateron Oil Kings x70 | My favorite switch of all time | $70 |
submitted by
jokesflyovermyheaed to
mechmarket [link] [comments]