Chalets table rock lake

The Lodge 2

2023.05.31 17:41 Orphandestroyer98 The Lodge 2

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Memory transcript subject: Erim, lieutenant of the Kratotl extermination fleet Date: [standardized human time] October 19th, 2136
I woke up and got up from the couch. I looked around and saw my dad sleeping on a chair. I walked nervously into the kitchen where I saw the predator eating something between two buns.
The human heard me and put the food back into the plate. He then turned around and looked at me.
“Good morning go get something to eat from the fridge” he pointed at the white box container near an oven and a couple cabinets.
“I-I Uh c-can’t have m-m-meat you know?” I looked nervously at the old human. He once again stopped eating and looked at me with those nightmarish eyes.
“There other foods in there you dumbass, don’t you know humans are omnivores. Oh wait you wouldn’t because your too busy burning fucking children then having the time to actually research what the hell your doing!” I jumped back in fear at the elderly human. He banged his cane on the floor. He ripped a chunk out of his food and swallowed.
I nervously opened the fridge and saw what was inside. There were multiple drinks of the brown bottles. Some juice was also inside. So much meat of all different kinds, I almost puked at the sight.
I grabbed some of the weird of the fruit and brought it over to the table and nervously sat down in a chair. I examined the weird orange and red fruits infront of me.
I took a bite of the weird red fruit. It was juicy and delicious. I then took a bite of the round orange fruit. Wow that actually burned slightly. It was a citrusy taste for sure but wow.
I looked over at the predator Sean nervously. He kept chewing on the weird food in his hands.
“W-what are you e-eating?” The human looked up from his food.
“A breakfast sandwich” the human than took another bite out of the sandwich.
“What’s in it?”
“Cheese, sausage and fried eggs” I stopped eating right there and then. Did he just say eggs!? They eat fucking children!
I got from my chair fast and ran. The human got pissed and got up after me.
“GOD FUCKING DAMN IT THEY’RE NOT FERTILE YOU BIRD BRAIN GET BACK HERE!” I jumped off the walls dodging the human.
After going on for a while I got tired and the human grabbed me. He then set me down on a chair and looked at me.
“Just because I eat eggs doesn’t mean I eat babies!, you have understand this!” I trembled in fear at the predator yelling at me.
After explaining why he was eating eggs he sent me back to the living room where I watched tv for a couple hours till my dad woke up.
“Hey son you ok?” I looked at my father and nodded we then turned our attention towards the tv. It was some weird show about animal rescues or I think it was.
The human on the screen went into a murky water pond and stood on something before grabbing it from underneath his feet. He pulled it out of the water and it was some shelled reptile.
The poor prey animal was being held by the tail while the human was screaming something about wild action.
“Hey come on” we both looked at the human who was in the doorway. We nervously got up and followed. We walked into the garage and he had some bag connected to this weird vehicle.
“Get on” he sat on the weird vehicle obviously meant for snow. Me and my father than walked up and sat behind him.
The predator started the engine and we went flying through the snow. He then soon went into a forest dodging trees and rocks.
He then stopped and got off the vehicle and grabbed his bag. He unzipped it and pulled out a rifle with a scope on it.
“Come on an be quiet” we followed the hunter as slowly as possible and as quiet as we could possibly be.
He then stopped and aimed his rifle at something near the trees. I tried to focus on what he was aiming at and saw it was a brown prey animal with antlers.
He took in a breath and then held it for a couple seconds. I was going to try and stop him when.
A loud crack went through the air as the recoiled of the rifle hit the hunters shoulder. The creature was shot in the heart area and fell down after limping.
The human slowly walked over to the creature who was bleeding onto the snow. Me and dad followed him till we could see the whites of its eyes.
“Ah damn things still moving. Give me a second” Sean pulled out a big knife and kneeled down to the creature. He then punctured the throat of the creature ending its suffering.
Sean then grabbed the creature and heaved it onto his shoulder and carried it back to the vehicle. He tied the corpse to the back of his vehicle and got on.
Me and father then sat behind the human and he started to head back to the lodge.
We were in a snowy clearing when the human suddenly stopped.
“Why did we s-“ the human covered my beak to shut me up and pointed at something in the snow. I focused on it and saw it.
It was massive. A completely white predator as white as the snow. It looked like an albino Zurulian giant. One of its eye holes had a crater in them.
“A polar bear, and I know this one. It’s old one eye” the frosty air came off of the humans mouth whenever he spoke.
“Bastard killed my friend while back. Wonderful guy Navajo too” the polar bear walked around in the snow appearing to not notice us.
“We’ll come back for him some other time” the human started the engine again and raced back towards the lodge.
We soon arrived and he parked the vehicle outside while we headed in.
He brought the corpse inside and put it on a table. He then went to the kitchen and grabbed a couple knives and cleavers.
I watched nervously as the human took this huge knife and took off the antlers. He then looked over to me and dad.
“Come on then I can’t do this by myself” we nervously walked up to the human and he handed us a knife and a cleaver.
“Let’s get to skinning and carving!” I looked at the shine in the cleaver. Seeing my blue feathers reflecting back at me.
The human took the knife and started to skin the creature. He then pulled off the pelt and set it aside.
I looked at the red flesh of the poor creature. Such an awful way to go it was.
We spent hours hacking up the meat and organizing it. The human grabbed all the bones and put them in a bag which he put in the garage.
He wrapped all the meat up in tight bags and put them in a freezer.
He made us then go feed some plants to Ciran which we immediately did. Luckily the Harchen was still asleep so he wouldn’t have to see this.
Sean then told us to go rinse the blood off our feathers. We went into the showers and rinsed almost every piece of flesh and blood right off.
When we were done we walked into the living room and sat down on the couch to watch the tv.
I thought to myself if I would ever see my mom and my sister ever again.
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2023.05.31 17:35 No_Competition4897 [HIRING] 25 Jobs in UT Hiring Now!

Company Name Title City
Delta Airlines Flight Attendant Salt Lake City
Genpak LLC Extrusion Machine Operator (7pm-7am) Cedar City
L3Harris Technologies Sr Scien, Systems Engineering Draper
L3Harris Technologies Scientist, Systems Engineer Draper
Lbct Llc Senior HR Business Partner Draper
L3Harris Technologies Sr. Scientist Echo
L3Harris Technologies Sr Scientist, Software Engineer Echo
L3Harris Technologies Senior Scientist Echo
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L3Harris Technologies Lead, Networking Systems Engineer Midvale
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Hey guys, here are some recent job openings , feel free to comment here if you have any questions, I'm at the community's disposal! If you encounter any problems with any of these job openings please let me know that I will modify the table accordingly. Thanks!
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2023.05.31 17:33 PennyworthInvesting Grid Metals Announces Final Drill Results from Donner Lake Supporting a Maiden Resource Estimate by the End of June

Grid Metals Announces Final Drill Results from Donner Lake Supporting a Maiden Resource Estimate by the End of June
Grid Metals Corp. (TSXV:GRDM) (OTCQB:MSMGF) announced final drill results from the completion of the Northwest Dyke drill program at the Donner Lake Lithium Property in Manitoba, Canada. Grid Metals has received all assays from the winter drilling program which will be incorporated into the upcoming maiden resource estimate expected before the end of Q2/23. SGS Canada has been retained to complete the estimate which will include both the Main and Northwest Dykes.

Highlights:

Visible spodumene mineralization noted in all drill holes in the core area of the dyke.
Northwest Dyke remains open at depth and along strike to the south (current strike length of approximately 715 meters). Apparent widths of up to 10 meters identified at 185 meters below surface. The Northwest Dyke is exposed at surface and recent resource drilling has projected the lithium bearing pegmatite to at least 300 meters below surface.
Drilling highlights include:
GDL 23-68: 5.9 m of 1.59% Li2O starting at 14.5 m
GLD 23-74: 6.9 m of 1.56% Li2O starting at 59.1 m
GDL 23-78: 10.7 m of 1.13% Li2O starting at 185.2 m
GDL 23-81: 6.7 m of 1.60% Li2O starting at 54.2 m
GDL 23-84: 5.0 m of 1.37% Li2O starting at 262.7 m

Following on drilling competed in 2022, the 2023 NW Dyke resource drilling program included 19 holes for a total of 4,379 meters. Analytical results are shown in Table 1. The Company has rapidly progressed the Donner Lake Lithium Project to the resource estimation stage in just over a year since the start of drilling in February 2022. In total 66 resource drill holes were completed in 2023 for a total of 17,696 meters at the Main Dyke and Northwest Dyke.
Table 1: Assay Results of the 2023 drilling at the Northwest Dyke – Donner Lake Lithium Project
True width of drill intercepts are between 50-80% of apparent width.

Project Plans

Discussions with Tanco are ongoing to enable toll mining of Donner Lake ore at the Tanco Mine site – one of two producing lithium mines in Canada. The company has new geochemical and geophysical survey data to define several new exploration targets on the property that will be validated and explored this upcoming field season prior to initial drill testing.
SGS Canada Inc. has been retained by Grid Metals to complete a resource estimate in compliance with National Instrument 43-101. The company has completed an initial metallurgical testwork program at XPS Metallurgical Laboratories with results expected shortly. The company plans to formally submit an Advanced Exploration Permit to the Manitoba government which would allow for the completion of a bulk sample at Donner Lake.
The company has also sent test sample work to the Tanco Mine to ensure there is metallurgical congruency for the pending bulk sample. The company has a pre-production MOU with Tantalum Mining Corporation of Canada (“Tanco”) (see October 17, 2023 press release).
Discussions with Tanco are ongoing to enable toll mining of Donner Lake ore at the Tanco Mine site – one of two producing lithium mines in Canada. The company has new geochemical and geophysical survey data to define several new exploration targets on the property that will be validated and explored this upcoming field season prior to initial drill testing.
SGS Canada Inc. has been retained by Grid Metals to complete a resource estimate in compliance with National Instrument 43-101. The company has completed an initial metallurgical testwork program at XPS Metallurgical Laboratories with results expected shortly. The company plans to formally submit an Advanced Exploration Permit to the Manitoba government which would allow for the completion of a bulk sample at Donner Lake.
The company has also sent test sample work to the Tanco Mine to ensure there is metallurgical congruency for the pending bulk sample. The company has a pre-production MOU with Tantalum Mining Corporation of Canada (“Tanco”) (see October 17, 2023 press release).
Figure 1: Donner Lake Plan Map with 2023 Drill Hole and Cross Section Locations
Figure 2: Northwest Dyke Cross Section (A – A’) Apparent width of interval shown.
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2023.05.31 17:25 rmoff Which Tool Works Best for Write-Audit-Publish? Comparing Apache Iceberg, Apache Hudi, Delta Lake, and more…

Which Tool Works Best for Write-Audit-Publish? Comparing Apache Iceberg, Apache Hudi, Delta Lake, and more…
In an earlier post I shared my notes on the Data Engineering pattern Write-Audit-Publish (WAP). If you've bought into the idea that WAP might be worth implementing then your next question might be… how?
There are various options you might consider, including:
  • Apache Iceberg
  • Apache Hudi
  • Delta Lake
  • RDBMS (e.g. Oracle, SQL Server)
  • lakeFS
  • Project Nessie
Here's a summary of the comparison of these tools:
https://preview.redd.it/zrmknnn2683b1.jpg?width=1445&format=pjpg&auto=webp&s=d41d40fc3e9ce6bf2b3672bb38d896b8ff983d3d
Full disclaimer: I work for Treeverse (the company behind lakeFS). But guess what - you don't need lakeFS! Well, you might 😁 But there are several options, of which lakeFS is just one.

👉🏻 Want more detail? Check out this post for a full breakdown of each technology and a step-by-step guide on implementing WAP in it.
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2023.05.31 17:24 krabby-apple Portland, OR Job Fair this Saturday

Portland, OR Job Fair this Saturday
The Portland Community College's vet tech program is holding a job fair for all veterinary supportive staff (vet techs, vet assistants, client service representatives, and more) this Saturday. We've got dozens of clinics, shelters, and hospitals from Portland and the surrounding areas signed up. The PCC Vet Tech Club will also have a booth if you want to learn more about the program. All experience levels are welcome, whether you've been in vet med for years or are just trying to get your foot in the door.
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2023.05.31 17:17 krabby-apple PCC Vet Tech Job Fair this Saturday!

PCC Vet Tech Job Fair this Saturday!
PCC's vet tech program is holding a job fair this Saturday for all supportive veterinary staff (vet techs, vet assistants, client service representatives, and more). We've got dozens of clinics, shelters, and hospitals signed up from all over Portland and the surrounding areas. The vet tech club will also have a booth if you want to learn more about the vet tech program. All experience levels are welcome, whether you've been in vet med for years or are just trying to get your foot in the door.
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2023.05.31 16:39 mountainbikerjohn Distortion prevention?

Distortion prevention?
So I am NOT a welder (I was a machinist) though and I dabble and practice at it a good bit with both mig and tig. In this case I have two 5" in diameter 1/4" thick stainless discs where I've machined the 5 hole bolt circles.
These discs will be attached via the bolt holes to concrete and stainless pipe 1.5" dia will be tig welded to the discs. They will be handrail supports for a salt water swimming pool.
My question is on the first mockup the resulting fillet welds caused the discs to become concave a bit so the test piece basically rocks around on the disc. I didn't clamp the pieces to the table at all (didn't even thing about the distortion). Might simply clamping to the weld table and allowing the pieces to cool down between passes mitigate the distortion?
Thanks for your suggestions!

https://preview.redd.it/j7pzz92cz73b1.jpg?width=3870&format=pjpg&auto=webp&s=f42673151fec22084272975bdc5991c94f53c062
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2023.05.31 16:36 SchlesingerMindy323 [HIRING] 25 Jobs in IA Hiring Now!

Company Name Title City
Amvac Regional Sales Representative Ames
Silgan Containers LLC Part Time Sorter - (13722) Burlington
Frontline Source Group, Inc Part-time Energy Specialist Burlington
Silgan Containers LLC Building Maintenance Technician - (13662) Burlington
Silgan Containers LLC Machinist - (13630) Burlington
Innova Solutions Electrical Engineer Cedar Rapids
Prairie Farms Class A Transport Truck Driver Cedar Rapids
The Hershey Company Hershey's Part-Time Territory Sales Associate (Cedar Rapids South, IA) Cedar Rapids
Cargill Processing Team Member Clear Lake
Cargill Utilities Technician Clear Lake
Cargill Specialist II Clear Lake
RTI International Field Interviewer - NSDUH Davenport
A-Line Staffing Solutions Mobile Sales Representative Des Moines
Appen Document Image Collection - Freelance Des Moines
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PF - Dubuque Production worker (cooler) Dubuque
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Iowa Lakes Community College Assistant Chief Flight Instructor Estherville
Iowa Lakes Community College Facilities Specialist Estherville
Continental Resources Outside Sales Account Manager- Test and Measurement Iowa
USDM Life Sciences Master Control/Document Control Specialist - Direct Hire Malvern
Apria Healthcare Customer Relationship Liaison (Driving) Marion
Cargill Production Technician Mason City
Cargill Utility Helper Mason City
Hey guys, here are some recent job openings in ia. Feel free to comment here or send me a private message if you have any questions, I'm at the community's disposal! If you encounter any problems with any of these job openings please let me know that I will modify the table accordingly. Thanks!
submitted by SchlesingerMindy323 to IowaJobsForAll [link] [comments]


2023.05.31 16:34 PritchettRobert506 [HIRING] 25 Jobs in MS Hiring Now!

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Dirt Cheap Store Assistant Store Manager Brookhaven
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Rite-Hite Products Corporation Manufacturing Superintendent (2nd Shift) Horn Lake
Barnhart Crane Crane & Rigging Sales Representative Jackson
Dirt Cheap Store Cashier / Stocker Lucedale
Georgia-Pacific Production Worker Monticello
Georgia-Pacific Yard Equipment Operator Monticello
Georgia-Pacific Maintenance Technician New Augusta
Dirt Cheap Store Softlines Coordinator Philadelphia
Markow Walker, P.A. Immediate Openings Associate Attorney Ridgeland Jackson
Mississippi State Hospital Immediate Openings Recreation Therapist 09.08.22 Pearl Jackson
Saint Gobain Inside Sales Representative Olive Branch
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Mississippi State Hospital CTRS Pearl
Mississippi State Hospital Immediate Openings Recreation Therapist 09.08.22 Pearl Pearl
Markow Walker, P.A. Immediate Openings Associate Attorney Ridgeland Ridgeland
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Markow Walker, P.A. Lawyer Ridgeland
DaVita Kidney Care Registered Nurse - RN Brandon
Planet Pharma Registered Nurse Clarksdale
Rejuvime Medical Family Nurse Practitioner Diberville
Jackson Heart & Vascular Clinical Nurse Manager-Cath Lab Experience Flowood
Hey guys, here are some recent job openings in ms. Feel free to comment here or send me a private message if you have any questions, I'm at the community's disposal! If you encounter any problems with any of these job openings please let me know that I will modify the table accordingly. Thanks!
submitted by PritchettRobert506 to mississippijobs [link] [comments]


2023.05.31 16:21 SchlesingerMindy323 [HIRING] 25 Jobs in FL Hiring Now!

Company Name Title City
Trustco Bank Customer Service Manager - Lake Brantley, Florida Altamonte Springs
Heilind Field Sales Representative Altamonte Springs
Solomon Page Staff Accountant Boca Raton
INSPYR Solutions Regional Pricing Leader - North America Boca Raton
INSPYR Solutions Junior Front End Developer Boca Raton
Resiliency LLC Director of Women Services Full Time Days Boca Raton
Paradise Bank Personal Banker Boca Raton
Best Buy Geek Squad Home Theater Agent Boca Raton
Rate of Rise Coffee Co, LLC Installation/Maintenance/Repair Clearwater
USHA - Palm Beaches Account Executive Coral Springs
ClarkDietrich Manufacturing Team Member Dade City
Royal American Management, Inc. Maintenance Technician - Hilltop Landings Dade City
Oasis Systems Inc Model Based Systems Engineer (MBSE) Eglin Afb
Solomon Page Director of Accounting Fort Lauderdale
Advisors Fort Lauderdale Inside Sales Rep Fort Lauderdale
Reliable Power Alternative Corp Clerical Admin Ft Lauderdale
Waddell Recruitment Solutions LLC Mechanic Diesel and Industrial Ft Lauderdale
Florida Farm Bureau Office Claims Rep Gainesville
Quinn Eye Center Optician Gainesville
Collabera Call Center Representative (Remote) Heathrow
Imperial Dade CDL Delivery Driver Holt- Fl
Georgia-Pacific Electrical Apprentice Hosford
Georgia-Pacific Millwright Hosford
Mattson Resource Group Facilities Maintenance Manager - Warehouse / Distribution Jacksonville
FRESENIUS Social Worker Jacksonville
Hey guys, here are some recent job openings in fl. Feel free to comment here or send me a private message if you have any questions, I'm at the community's disposal! If you encounter any problems with any of these job openings please let me know that I will modify the table accordingly. Thanks!
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2023.05.31 16:18 deeptechsharing Beatport Top 100 Downloads June 2023 320kbps / FLAC

Genre: House, Deep House, Tech House, Techno (Peak Time / Driving), Melodic House & Techno, Minimal / Deep Tech, Nu Disco / Disco, Funky / Groove / Jackin’ House, Dance / Electro Pop, Bass House, Progressive House, Drum & Bass Release Date: 2023-06-01
DOWNLOAD in 320kbps / FLAC: https://sharing-db.club/djs-chart/436399_beatport-top-100-downloads-june-2023/
Tracklist: 1. Crazibiza – Fresh (House of Prayers Poolside Edit) (4:44) 2. Murphy’s Law (UK) – Ain’t No Other Man (Rework – Extended Mix) (5:26) 3. Mau P – Your Mind Is Dirty (Extended Mix) (5:17) 4. ESSEL – Sweat (Extended Mix) (5:04) 5. Samantha Loveridge, Treetalk – Losing My Religion (Extended Mix) (7:21) 6. Dimension – DJ Turn It Up (Original Mix) (2:57) 7. Vintage Culture – Rock The Casbah (Extended Mix) (4:04) 8. Chris Stussy – All Night Long (Original Mix) (7:06) 9. Aluna, Chris Lake – Beggin’ (Extended Mix) (5:28) 10. Heerhorst, Teenage Mutants, PETER PAHN – Dark Clouds (feat. Heerhorst, Peter Pahn) (Original Mix) (5:55) 11. Fred again.., Skrillex, Four Tet – Baby again.. (Original Mix) (5:19) 12. James Hype – Lose Control (Original Mix) (5:09) 13. Sllash & Doppe – Bamboleo (Original Mix) (6:30) 14. Larse – A Part Of (Riva Starr Extended Saturn Mix) (5:47) 15. Meduza – Friends (Extended Mix) (6:24) 16. JD Davis, DJs From Mars, Oliver Heldens – Blue Monday (feat. 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Steve Edwards (Fisher Rework, Extended Mix) (5:33) 62. Delerium, Sarah McLachlan – Silence (Kryder Extended Remix) (6:31) 63. Break – Headshot (Original Mix) (4:16) 64. Depeche Mode – Ghosts Again (Massano Remix) (6:42) 65. Eelke Kleijn, Lee Cabrera – Self Control (Extended Mix) (4:01) 66. Sub Focus, Metrik – Trip (Original Mix) (4:31) 67. Creeds – Push Up (Original Mix) (4:00) 68. Yotto, Something Good, Sansa – Before Dawn feat. Sansa (Extended Mix) (6:42) 69. Nico de Andrea, Vanetty – Ethnica (Extended Mix) (7:02) 70. Hamdi, Princess Superstar – Counting (Original Mix) (3:52) 71. Westend – Maracuya (Extended Mix) (5:37) 72. Jay de Lys – Tired Of Loving (Extended) (6:33) 73. Charlotte De Witte – Overdrive (Original Mix) (6:48) 74. Mau P – Gimme That Bounce (Original Mix) (5:21) 75. Vintage Culture, Meca, Bhaskar, The Vic – Tina (Extended) (5:34) 76. Monolink, Stephan Jolk – The Silence (Extended) (6:57) 77. Eelke Kleijn, Lee Cabrera – Self Control (Eelke Kleijn 12AU Cosmic Aeroplane Mix) (9:48) 78. Junior Jack, Juliet Sikora, Flo Mrzdk – Thrill Me (Extended Mix) (6:02) 79. Nari, Steve Tosi, Tom Silver, Dead As Disko – About You Now (Original Mix) (4:51) 80. Fred again.., The Blessed Madonna – Marea (we’ve lost dancing) (4:45) 81. Nari, Steve Tosi – Stayin’ da Club (Original Mix) (4:39) 82. Tiesto, Mathame – Feel Your Ghost (Extended Mix) (3:53) 83. Max Dean – Can’t Slow Down (Original Mix) (6:31) 84. Underworld – Two Months Off (Tim Green Remix) (11:07) 85. Block & Crown, Lissat – Gimme A Bloody Mary (Original Mix) (5:24) 86. Enrico Sangiuliano – Physical Change (Original Mix) (9:58) 87. Bootie Brown, Tame Impala, Gorillaz – New Gold (feat. Tame Impala and Bootie Brown) (Dom Dolla Remix Extended) (6:03) 88. Adriatique, Eynka – Beyond Us (Hatshepsut Extended Version) (5:23) 89. Chris Stussy – Rose Bay (Original Mix) (7:27) 90. 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2023.05.31 16:18 No_Competition4897 [HIRING] 25 Jobs in SC Hiring Now!

Company Name Title City
The Carlstar Group Llc Maintenance Manager Aiken
Shaw Industries Electrician II Aiken
The Carlstar Group Llc Plant Controller Aiken
Shaw Industries Lift Truck Operator Night Shift Aiken
Georgia-Pacific Entry-Level Production Worker Alcolu
Georgia-Pacific Production Operator Alcolu
EMCOR Group HVAC Technician Charleston
Capital One Director, Software Engineering - Rewards Columbia
Capital One Senior Data Engineer (Python, AWS, Airflow, Snowflake) Columbia
Atlantic Partners Project Coordinator - Contract Columbia
Capital One Senior Director, Software Engineering Columbia
Henkel Quality Engineer (3PL) Enoree
Eclaro Lead Cloud Engineer - AZURE Fort Mill
Boyd Corporation Inside Sales Associate Gaffney
GlobalPundits Pipe Stress Design Engineer Greenville
Cargill Maintenance Technician Lexington
Capital One Lead Software Engineer, DevOps Lexington
Capital One Senior Data Engineer (Python, AWS, Airflow, Snowflake) Lexington
Walmart Cart Retrieval Mount Pleasant
Walmart Online Order Filler Mount Pleasant
Walmart Retail Associates Mount Pleasant
Apria Healthcare Branch Support Specialist (Customer Service) North Charleston
Innova Solutions Aircraft Electrical Technician North Charleston
American CyberSystems, Inc. Phlebotomist I Rock Hill
Crown Health Care Laundry Services Box Truck Driver Spartanburg
Hey guys, here are some recent job openings , feel free to comment here if you have any questions, I'm at the community's disposal! If you encounter any problems with any of these job openings please let me know that I will modify the table accordingly. Thanks!
submitted by No_Competition4897 to SCJobsforAll [link] [comments]


2023.05.31 16:17 NightCities13 88 Years Later-Game 4-Full Games

Day 1
As the tributes rose up into the arena, they saw that they were in an abandoned gold mine. Bits of gold still stuck out from the walls, and many tributes were in awe.
The usual weapons, supplies, and consumables were included in the arena, and the backpacks were still on the outlying part of the cornucopia.
When the bell rang, Allium ran forwards and grabbed a backpack, running off into the mine. Giulia and Caesar (both 2) formed a lethal pair, killing the boy from 12, and the girls from 4 and 8. Asado attempted to grab a scythe, but Giulia threw a knife into his head. Leguma approached Terra, already holding a scythe, and asked to ally with her. Terra, who had three packs of throwing knives, agreed to do so. Both girls collected bread, cheese, and water, before heading into the mine.
Meanwhile, Giulia and Caesar killed the boy from 6, the girl from 10, and the boy from 7. Green (8) attempted to hide, but was killed with a knife to the head by Caesar.
Terra and Leguma fled down the tunnel, and came across some gold. Leguma touched it and said that gold like this could feed her family for years. Terra appeared to agree.
Allium arrived at a room covered in gold, and rested against the wall. Two cannons sounded, which were revealed to belong to Petey and Lisa (both 1).
Tina (5) fled down the tunnels, but fell down a hole, smashing her head at the bottom, sounding her cannon.
Linda (7) saw Giulia and Caesar heading down a tunnel, and threw her ax directly into Caesar’s head. A cannon sounded as Linda retrieved her ax, turning to look at Giulia, who grabbed her backpack and fled down the tunnel.
That night, the portraits of Lisa and Petey from 1, Caesar from 2, the girl from 4, Tina from 5, the boy from 6, the boy from 7, the girl and Green from 8, Asado from 9, the girl from 10, and the boy from 12, leaving twelve tributes left.
Day 2
The next day, at the back of the mine, a cave in unfortunately happened early. Marino (4) was immediately crushed by the ceiling, while Amanda (12) had rocks smash into her head from above. Giulia was fighting with Luke (5), when both were crushed by the cave in.
The assistant Game Maker who had caused this cave in was fired, and killed himself out of guilt.
Allium stayed in his gold room, while Leguma and Terra shared stories of their jobs and friends.
Day 3
The next day, a feast was called. Allium realized that he was running low on food, and headed back to the cornucopia. Leguma and Terra also decided to head back, having only one water bottle left.
As the feast table rose up, Techno and Luma (both 3) ran forward, but were slaughtered by allies Linda and Zeke (10).
Allium snuck up and grabbed his bag, but Linda threw an ax into his head. This gave Leguma and Terra the time to grab their backpacks and flee.
That night, Leguma and Terra opened their feast bags. Leguma had a blanket, and Terra had three bottles of water. Both snuggled underneath the blanket.
That night, the portraits of Luma and Techno from 3, and Allium from 11 were shown in the sky, leaving just Sarasota from 6, Linda from 7, Leguma from 9, Zeke from 10, and Terra from 11 left.
Day 4
The next day, Linda and Zeke fought each other, both receiving bad wounds. Zeke eventually killed Linda, and found Sarasota and killed her.
Unfortunately, Zeke’s wounds were fatal, and he collapsed and died.
His cannon sounded, and Leguma and Terra turned to each other. Both girls had tears in their eyes. Leguma grabbed her scythe and slashed Terra several times.
Just when it seemed like Terra’s time was up, she thrust a knife into Leguma’s neck. Leguma looked at Terra with disbelief on her face, before collapsing.
A final cannon sounded, and sixteen year old Terra Pruitt of District 11 was announced as the victor of the 4th Hunger Games. Terra immediately collapsed.
Aftermath
Terra was taken to the hospital, where she had her wounds checked. She ultimately recovered quickly, and returned to District 11.
Terra married a man named Camillus, and had three children with him, two sons, Hibiscus and Rake, and a daughter named Liliana.
Terra mentored the tributes of District 11 until her eventual retirement.
submitted by NightCities13 to christianblanco [link] [comments]


2023.05.31 16:08 chuckhustmyre [TH] 100 CEMETERY (Part One) by Chuck Hustmyre

Evil often wears a mask.
John Burke felt his tendon tear. It happened just past the DEAD END sign, an instant after his foot struck the edge of the pothole. His right ankle folded and he went down hard--real hard--on the rough asphalt road.
Mid-summer morning, just outside New Orleans. Nylon jogging shorts and a tank top were no protection against road rash. His right knee hit first, then his hands. The pebble-studded pavement devoured the skin on both then bit into his hip, but he barely felt the hip. Maybe the shorts helped, or maybe by then John was in too much pain to notice.
He lay in the street--thank God cars were rare on Cemetery Road--bleeding, clutching his leg. Everything forgotten except his pain. He could see his ankle already starting to swell, turning purple along the inside. When he tried to flex it a white hot bolt of pain shot up his leg.
This is bad, John thought. Really bad. Doctor Van Dykes, surgery, months of physical therapy...
First thing--get off the street. John rolled onto his left side and had to stop and catch his breath as a wave of nausea washed over him. As the blood ran from his hands and knee where the road had carved away hunks of meat, he watched bright crimson drops splash onto the asphalt.
Hundred-year-old oaks overhung Cemetery Road, their branches draped in gray beards of Spanish moss that shaded the street. A quarter-mile past the DEAD END sign, the road bridged over the Chinchuba River, a slow-paced tributary no more than a couple dozen yards wide. Some mornings, mist drifted off the water's surface and into the woods on both sides of the road, giving the place a surreal look.
A perfect place to jog--run--John Burke didn't like using the "J" word. Jogging was what people did on weekends as they watched their bellies grow. John was a runner. At least four times a week with half-a-dozen races a year.
The nearest house--the only house on Cemetery Road--stood at the end, half a mile away, next to the graveyard for which the road was named. Maybe, just maybe, he could limp there, borrow a phone, call Gail. John looked at his watch, just 7:15. His wife didn't leave until eight. If he could get to a telephone she could pick him up and drive him straight to Doctor Van Dykes' office.
The trip was torture. Taking short hops on his left leg, he could make it only ten or fifteen feet before he had to rest. To rest John had to drop his right foot down and put a little weight on it and that sent waves of pain shooting up his leg. Behind him, he saw a trail of blood like red tears on the ground.
At the end of the road, the pavement gave way to a gravel driveway flanked on either side by two white stone columns. A six-foot, spiked, wrought-iron fence disappeared into the woods on either side. Hinged inside the columns gaped a pair of wrought iron gates. Mounted on the left hand column was a brass plaque with the number 100 etched in black. 100 Cemetery Road.
John paused at the top of the driveway and leaned against one of the gates to catch his breath. The drive descended at a slight grade, curved to the right, then vanished into the woods. He'd run past the driveway hundreds of times but had never actually seen the house or the cemetery. There was always something slightly unsettling about the look of it, something that made him pick up his pace as he ran past.
After a deep breath, he started hopping down the gravel drive, using trees along the way as resting points. The house was a hundred yards past the gate. A big two-story, clapboard construction, that looked run down, almost seedy. It had suffered years of wood rot and badly needed a coat of paint.
The gravel path ended at a two-car garage attached to the right side of the house. Left of the house, on the other side, past a stand of trees, John caught a glimpse of the cemetery. He could just make out a low iron fence and a few gray tombstones.
A wooden porch with a decayed railing spanned the front of the house. The front door was solid wood, without windows.
He leaned against the frame and knocked. A minute passed. John knocked again, this time pounding with the bottom of his fist. At least another half minute went by before he heard slippers shuffling on the floor just inside. The door opened just a crack and a white haired old lady peered out. "Yes," she said, suspicion in her voice.
John held up his right leg, showing his bloody knee and black and blue ankle. Exhausted, he didn't have time to mince words. "I'm hurt. Can I use your phone?"
The old lady looked down at John's leg. A look of concern washed over her face as she threw open the door. "Come in. Oh, my goodness, come in."
John stretched his arms across the doorjamb as he hobbled inside the threshold. "If I can just use the phone, my wife will come pick me up."
"What on earth happened?" she said, leading him through the foyer.
"Twisted my ankle in a pothole."
"Oh, my word," she said, turning to look. "Is it very bad?"
"I think so."
"Come sit down. Let me get you something."
The foyer floor was tile, but he wanted to be careful. "I don't want to get blood on anything."
She shook her head. "Don't be silly. Blood washes right out." The old lady stepped toward John and took hold of his left arm, letting him lean some of his weight on her.
In the den, John was relieved to see a wooden floor. As he dropped onto the sofa, he nodded toward a telephone on an end table. "If I can just use the phone..."
A strange look flashed across the old lady's face, but was gone in an instant as she nodded toward the telephone. "That one doesn't work." She pointed toward a door that looked like it led into the kitchen. "You stay put. I'll call somebody for you in just a second, but first let me get you some water."
John tried to protest, but she was determined. While she was gone, he eyed the room. The den was big, with six bay windows overlooking the woods behind the house. The room was filled with old-fashioned furniture and had a cavernous fireplace at one end, but it also had a worn look, and a smell. A smell John always associated with old age, with his grandfather's house in the last few years before he died.
Next to the dead telephone was a framed black and white photo of a pretty young woman in a riding outfit, posing at what looked like the front gate of a ranch. It was the old lady, much younger and much thinner.
When she came back carrying a tall glass of ice water in one hand, John still had both hands clutching his swelling ankle. He jabbed an elbow toward the photo, more for something to say than anything else. "Is that you?"
She nodded. "My father owned the Rocking R ranch.
The name was familiar. One of the biggest meat suppliers in the state. "Owned?" He stressed the past tense.
She nodded. "After Daddy died, we had to sell. Rising interest rates and the drop in beef prices, we got just pennies on the dollar." She sounded bitter.
For a second she stood quiet and John used the lull to introduce himself and explain how he'd hurt his ankle.
She handed him the glass. "I may have seen you jogging before. Looked like somebody was chasing you."
John thanked her and smiled at the image that popped into his head of this nice old lady lurking in the woods close enough to see the road. As he took a long sip from the glass, he noticed a slightly bitter taste that reminded him why he drank bottled. "You live here alone?"
"No. My husband and I are retired. For forty years we owned Muller and Son funeral home."
"That's where we had the service for my father," John said.
"I'm sorry." She patted his shoulder. "When did he pass?"
He had to think for a second. Time flies. "Two years this past spring," he slurred.
She stared at him with a look of compassion. "Our son would have handled that. We sold the business to him four years ago."
John's head began to spin. The glass slipped from his fingers as he crumpled to the floor. Darkness.
* * *
John Burke cracked his eyes and saw blinding lights. Then felt thumping. Someone was thumping on his chest. He opened his eyes all the way. White light, bright white light. Flat on his back, he tried to raise his hand to shield his eyes but his arm wouldn't move--at least not far. Just a couple inches then something held it. Same thing happened when he tried to use his other hand.
John felt a cold hard floor beneath him--the rough surface of cement--as he rolled onto his side. There was something wrong with his hands. They were trapped at his waist as he tried again to shield his eyes from the blinding light.
More thumping, this time on his left shoulder. He blinked several times to clear his vision. His eyes focused on a bearded, bare-chested, fat man, squatting on the floor next to him. A pair of steel handcuffs clamped on the big man's wrists were fastened to a belt encircling his waist.
"You okay?" the man said.
John just stared at him, realizing the man wasn't just bare-chested, he was completely naked.
"I said, are you okay?" the bearded man asked again.
"Where am I?" John's head felt like it was going to split open.
The naked fat man shrugged. "I don't know."
John looked down at himself and saw that he too was bare-assed, his own wrists handcuffed and bound to his waist by a two-inch wide leather belt. Using his elbow and good knee, John started to snake away from his new acquaintance.
"You can't get away," the man said.
Get away from where?
The pain in his ankle made him stop. He looked around, saw he was in a room maybe thirty feet by thirty feet. Besides him and the fat man, there were four other men in the room. All naked, all handcuffed and belted.
The bearded man hadn't moved. "It's not me you got to be afraid of." He pointed toward the room's only door. "It's the old man."
* * *
The old man had been in four times to bring food. Slop was more like it. He came into the room carrying the thick brown paste in a couple of five-gallon buckets. The stuff tasted like it had a lot of lard in it.
"How long have you been here?" John asked.
The bearded man--Skeeter he called himself--just shrugged. "The old man always keeps the lights on so we can't tell the difference between day and night."
Along one wall was a chest-high trough into which their keeper poured the paste. A second trough along the adjacent wall held water. Like animals, the men stood in front of the troughs, stuck their faces into them, and slurped.
Like everyone else, everything of John's had been taken from him while he was unconscious: shorts, shirt, socks, shoes, and most important, his watch. In addition to belted handcuffs, the other men wore leg irons, essentially a pair of oversized, stainless steel cuffs with a foot-and-a-half of chain between them. But John had been spared that, probably due to the size of his swollen ankle.
Skeeter didn't know why he was here, why any of them were here. "I was just hitchhiking"
"Hitchhiking?"
He nodded. "On the interstate."
"The old man was driving a van. Pulled over and gave me a ride. After a few minutes he reaches into a cooler between the seats and hands me a beer. I'm talking about a sealed up beer. Popped the top on it myself. I took couple of sips, remember thinking it tasted kind of funny, like it got spoiled. Next thing I know I wake up here--like this." Skeeter tugged at his handcuffs, rattling the chain looped through the belt.
During the next several feedings John got pretty much the same story from three of the other four men. All hitchhikers, all picked up by the old man. The fourth guy, the one the others said had been here the longest, didn't talk. Just leaned against the wall in a stupor.
"Something in the food," Skeeter said.
"What do you mean?"
Skeeter patted his gut. "I didn't have this when I got here." He nodded toward the food trough. "And it makes you tired all the time."
* * *
Feedings. That's the only way John Burke had of marking the passage of time. Seemed like they were spaced out evenly, several hours apart, figured maybe three times a day. It was after the seventh feeding that the old man came and took away the guy who wouldn't talk--the sleepy guy.
He came in wearing a full-length plastic apron and carrying an electric cattle prod. He used the prod to shock the sleepy guy in the ass and wake him up, then delivered a couple more jabs to drive him from the room. Just after the door closed behind them, John heard the two bolts shoved into place.
"What the hell was that about?" he asked Skeeter.
"That's the third one I've seen him take."
"Do they come back?"
Skeeter shook his head.
"Where do they go?"
"I don't know. But...I'm afraid my turn's coming."
"I want to get out of here," John said, "and that looks like the only way out."
"Bad as this place is, I got a feeling what's on the other side of that door is a lot worse."
Hungry as he was, John barely ate. A couple things he'd noticed, the other four men were flabby and they slept a lot, especially after a feeding. The food--slop they called it--had to be the reason. The thick brown paste made everyone fat and sleepy. Something in it, some type of sedative, and maybe something else, something that made you want more. John couldn't remember ever being so hungry. Still, he only took a mouthful at each feeding.
And while the others slept, John worked. The leather belt around his waist was buckled at the back and secured with a small padlock. The handcuffs ran through a stainless steel ring in front. He'd tested the steel parts, the buckle, the lock, and the ring, but didn't think there was any hope of attacking them; the only weak spot was the leather itself.
So as soon as the others filled their bellies and nodded off, John would hobble to the drinking trough. He'd found a slightly rough edge at one corner and had begun scraping the belt against it. The belt was thick and the leather tough. The going was slow, but at least it was something. And something was better than nothing.
* * *
Just after the twenty-ninth feeding, that's when the old man came and took Skeeter away. He'd taken two more since that first one, and two new ones had come in. They came in one at a time, three feedings apart, and just like he imagined it had happened to him, the old man dragged them unconscious into the room and left them. They'd each awakened, naked, shackled, and groggy.
Then it was Skeeter's turn. He must have known because as soon as he heard the bolts slip back his face turned white. He backed himself into one of the far corners, trying to put as much distance between himself and the door as he could.
Skeeter had told John he used to be a wrestler, high school and college, back before the drugs and the booze, back before he'd hit the road. Since then he'd ridden his thumb, crisscrossing the country in search of a good time. Skeeter put up the best fight John had seen from any of them, but the belt, the handcuffs, the leg irons, and the cattle prod were just too much. One two-minute round was all the former wrestler had in him. After that, he was lying on the floor in a puddle of his own urine, a blubbering pile of flabby flesh covered in scarlet welts.
The old man grabbed the chain between Skeeter's ankles and dragged him through the door. Helpless, John just watched. The most terrifying thing was the old man's lack of emotion. No spark of evil in those eyes, just the look of a tired man trying to get through another day.
By the thirty-fifth feeding--John figured eleven or twelve days since he arrived--he had managed to saw through almost the entire two-inch leather belt, just an eighth of an inch remained.
Only one other of the original five who were in the room when John woke up was left. The old man came in, wearing his black plastic apron, and carrying the prod. In a minute it was over. He'd prodded the man through the door on hands and knees, the poor bastard doing everything he could to keep from getting shocked. This time only one bolt clicked into place.
For what seemed like an hour John sat in the middle of the room and watched the door, his stomach twisted with fear. Just as exhaustion overtook him and his head started to nod, the bolt shot open and the old man swept back into the room, wielding the cattle prod like a sword. John slid backward against the far wall as the old man's eyes fixed on him. But there was no hatred in them, nor malice as he strode toward John, waving the tip of the prod in a "come here" motion. As the cool wall pressed against John's back, he felt his bladder let go, felt the warm liquid spill down his thighs.
I'm going to die.
(to be continued...)
submitted by chuckhustmyre to shortstories [link] [comments]


2023.05.31 15:48 PritchettRobert506 [HIRING] 25 Jobs in MN Hiring Now!

Company Name Title City
Delta Airlines Flight Attendant Minneapolis-Saint-Paul
Cargill Mechanic Albert Lea
Cargill Mechanic I Albert Lea
Cargill General Mechanic Albert Lea
Eye Associates of Alexandria Practice Manager Alexandria
Zurich Crop Underwriting Account Service Associate Anoka
Zurich Mail Center Senior Clerical Assistant/ Utility Clerk Anoka
Zurich Senior Clerical Assistant Anoka
Cargill Mechanic I Austin
Cargill Product Technician Big Lake
Cargill Warehouse I Big Lake
Cargill Production Technician Big Lake
Thies & Talle Leasing Specialist - (759) Broadway Fergus Falls
Henkel Product Development Scientist Chanhassen
Henkel Lead Application Engineer, Thermal Applications Chanhassen
Precoa Funeral Sales Representative Crystal
UnitedHealth Group Senior (IP) Acute Edits Certified Medical Coder Delano
UnitedHealth Group Inpatient Facility Medical Coder Delano
Mattson Resource Group Production Supervisor - 2nd shift Eagan
Thies & Talle Leasing Specialist - (775) Eastview Eveleth
Ascendion Inc. Technical Product Owner Eden Prairie
UnitedHealth Group Inpatient Facility Medical Coder Eden Prairie
UnitedHealth Group Inpatient Facility Medical Coder Elk River
UnitedHealth Group Senior (IP) Acute Edits Certified Medical Coder Elk River
UnitedHealth Group Medical Coder Elk River
Hey guys, here are some recent job openings in mn. Feel free to comment here or send me a private message if you have any questions, I'm at the community's disposal! If you encounter any problems with any of these job openings please let me know that I will modify the table accordingly. Thanks!
submitted by PritchettRobert506 to Minnesotajobs [link] [comments]


2023.05.31 15:47 YOW-Weather-Records With a forecast high of 30°C, tomorrow could be Barrie's hottest Jun 1st since 1919.

With a forecast high of 30°C, tomorrow could be Barrie's hottest Jun 1st since 1919.
Image #0
Image #1
Records for 1866-01-01 → 1958-06-30 are from Barrie ( https://climate.weather.gc.ca/climate_data/daily_data_e.html?StationID=4406 )
Records for 1977-09-01 → 2003-11-11 are from Water Pollution Control Centre ( https://climate.weather.gc.ca/climate_data/daily_data_e.html?StationID=4408 )
Records for 2003-11-12 → 2023-05-31 are from Lake Simcoe Regional Airport ( https://climate.weather.gc.ca/climate_data/daily_data_e.html?StationID=42183 )
submitted by YOW-Weather-Records to BarrieWxRecords [link] [comments]


2023.05.31 15:31 TragicEther Joe Biden’s Ticket to Ride collaboration

submitted by TragicEther to boardgamescirclejerk [link] [comments]


2023.05.31 15:26 redd9 What Visual Pinball 9 tables do you have?

I still have some VP9 tables. These are either rare or I couldn't find a newer version at the time. Most of these are "not the best" :D
Attack (Playmatic 1980)
Black Fever (Playmatic 1980)
Centaur (Inder 1979)
Cherry Bell (Sonic 1978)
Domino's (Spooky 2016)
Dragonfist (Stern 1981)
Ice Cold Beer
Mach 2
Rock 2500 (Playmatic 1985)
Sharkey's Shootout (Stern 2000)
World Defender (Bell Games 1985)
Zekes Peak
submitted by redd9 to virtualpinball [link] [comments]


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.
submitted by Centumviri to DnDBehindTheScreen [link] [comments]


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.
submitted by Centumviri to DndAdventureWriter [link] [comments]


2023.05.31 15:16 RichHomieCole Anyone dealt with ADLS gen1 to gen2 migration?

With the deprecation of gen1 coming, we have to migrate a huge legacy lake to gen 2. With so many small files, we have to go through and migrate the directories with ADF.
We’ve got Azure Databricks as a consumer, in fact it’s hive metastore is backed by the lake. The biggest concern I have right now is the effect this will have on all our spark streaming checkpoints. The paths will change, and the raw files are locked down at the moment till I can get elevated permissions.
Anyone dealt with this scenario? How did you handle it? I’m torn between manually editing the checkpoints, rebuilding the tables, or migrating the existing tables and then changing the queries to point to dates past the migration date.
Apart from that issue, any other things to consider when migrating?
submitted by RichHomieCole to dataengineering [link] [comments]