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DMs Only: Humbles Ford
The Following is based on This Googledoc!
Humble’s Ford Campaign Bible Authors: Jerry Phelps, Jim Chadler, Derek Hoober, David Whitford, Cayzle, Rob C
Contents
Where things are located on site
The Crescent Valley legend
The Humble’s Ford Woldipedia page
The Map of the Red Hills, which has Crescent Valley on it. Note that only Angel Springs is named, but there are dots for Hovel and Humble’s Ford. This gives a feel for the areas that surround the Crescent Valley.
Here is the link to the first Crescent Valley Game Page on Woldipedia. It can perhaps give a feel for the first game.
Game Decisions
We will run this game as an all halfling game, per Jerry.
If it goes in this game bible, it should stay with the game no matter the DM ... to an extent.
The original person that found the place to have been named Humble. Humble Leafsmoker, and his descendants took up his name as their families surname after he founded Humble’s Ford.
Jerry’s Initial Humble’s Ford Legend
Jerry: This is the original legend I wrote for the local group. It is NOT carved in stone and can be cut, rewritten, edited, etc. However, the flavor of the place should be kept. We can “play” with the flavor to an extent.
Humble’s Ford is the center of the three towns in Crescent Valley. No longer the center of trade for the “Biguns” [Monstrous Humanoids of the Red Hills] or the “Really Biguns” [Giants and Giantkind from the Scab], it has instead become the center of the various divine and arcane arts for the region, among other unacceptable pastimes. Anything too dangerous for the larger township of Angel Springs or not traditional enough for Hovel ends up in Humble’s Ford. The old phrase, “Be it ever so humble” has a totally different meaning when applied to Humble’s Ford by the rest of the Crescent Valley. Here it means the opposite: brash, adventurous, bold, and unseemly.
A loose group of Mages [meaning 3] called the Second Dinner Club, lives here in a ramshackle tower, which they use for experimentation. Their claim to competence, though is that they are in charge of maintaining the “Giant Towers” that keep the Giant’s Spring Raids at bay. They succeed mostly, but with difficulty. Despite the reputation of the Hamlet, a high ranking priest of Flower makes her home here and serves as the only temple in the village. It seems that Flower herself, while frozen at the age of 13, visited the hamlet and “loved the flowers.” Now, flowers of each season bloom in turn no matter the weather or catastrophe. The Hairfeet clan is very busy, but no one usually can or will say what business the Hairfeet are currently up to. They have caravans regularly stopping in the street in front of their business and staying there for days despite the complaints of Mulberry Drinkwater, the town’s self-proclaimed “beauty queen.”
The town sports two inns: The Belly Buster and The Dancing Pig, which are fierce competitors. Everyone in town is known as “Busters” or “Pits” according to which pub they patron. Those who visit both are called “Pleasers.” Pleasers are often seen as disloyal, and are not usually treated as well as Busters or Pits at their respective taverns. Bartenders will give them diluted drinks, or take far longer than the norm to give them anything. Waitresses will screw up their orders slightly on purpose, or drop a plate of food on their table from time to time. It is obvious to anyone who's ever stepped foot into one of the taverns that they are fierce competitors, and both the Busters and the Pits are dead set in their minds that the other pub is full of nothing but pure evil!
It is common knowledge throughout Humble’s Ford that there are two taverns. That is, until one walks into the Belly Buster or the Dancing Pig. Once inside of either one, it is often quickly forgotten that there is indeed another pub down the street. This is due to the family-type atmosphere that is instantly felt after stepping through their doors. Everyone inside is friendly and outgoing. Almost instantly, the patrons of the chosen pub become like extended clan and family.
Both taverns are known to have different styles, though only the Pleasers have the benefit of enjoying both, or so they think. The Belly Buster is known around the valley for it's spectacular dishes of everything from lamb chops to grilled salmon, from perfectly cooked chicken & eggs to finely aged cheeses of every kind! Most "Busters" can be found in the tavern chowing down on a different dish almost every night and day. The BB has a few drinks to choose from, but next to nothing compared to the Dancing Pig. The DP is named so due to it's large central fancy dancefloor, and it's Wold-wide assortment of ales, beers, liquors, wines, and every other tasty drink one could imagine! Most "Pits" can be seen drinking like fish and getting their boogie on in their favorite pub at least 4 nights of any given week.
Rival Group
There may be an obnoxious little group (between 2-4 more than the PCs' group has) of prankster kids? They'd call themselves the BadApples, and run around the town playing mean jokes on people and committing petty crimes. The ringleader of them is Candy BadApple who is a couple years older than the rest and basically bullies the other kids into doing the worst of their crimes. They all generally enjoy pranking people, but know that sometimes Candy makes them go too far.
In the beginning at least, they are more like a public nuisance. Generally always finding a way to spoil someone else’s fun is their main concern. In the early levels (1-5?) they’re going to be a real pain in the butt, and later in the game, they could potentially be serious threats to the PCs.
Candy, their leader is actually born to a rich family over in Angel Springs. She left her rich home and comfortable lifestyle when her parents died. She came to Humbles Ford to wreak havoc among the locals, and quickly rounded up a new “family” of wrongdoers. The others in the group adopted her chosen name as their own.
Taverns in Humble's Ford
It is common knowledge throughout Humbles Ford that there are two taverns. That is, until one walks into the Belly Buster or the Dancing Pig. Once inside of either one, it is often quickly forgotten that there is indeed another pub down the street. This is due to the family-type atmosphere that is instantly felt after stepping through their doors. Everyone inside is as friendly, outgoing, and even caring as any halflings clan or their own family, upon a new persons first visit at least.
Both taverns are known to have different styles, though only the Pleasers have the benefit of enjoying both, or so they think... The Belly Buster is known around the valley for it's spectacular dishes of everything from lamb chops to grilled salmon, from perfectly cooked chicken & eggs to finely aged cheeses of every kind! Most "Busters" can be found in the tavern chowing down on a different dish almost every night and day. The BB has a few drinks to choose from, but next to nothing compared to the Dancing Pig. The DP is named so due to it's large central fancy dancefloor, and its Wold-wide assortment of ales, beers, liquors, wines, and every other tasty drink one could imagine! Most "Pits" can be seen drinking like fish and getting their boogie on in their favorite pub at least 4 nights of any given week.
Here's another angle: wild game. BB is more gourmet food, halfling style--whatever that is, but the DP is wild game. Named for the wild hog that the local hunters tried to bring in for years. When they finally got him, he was trapped instead of killed and set loose in the DP kitchen causing several injuries. The DP, however, embraced the pig, cooked him and changed the name to the Dancing Pig. No one even remembers the previous name of the inn.
The rivalry comes and goes, but never dies. When active, it can even effect prices of shops.
Pleasers that frequent both places are often seen as disloyal, and are not usually treated as well as Busters or Pits at their respective taverns. Bartenders will give them diluted drinks, or take far longer than the norm to give them anything. Waitresses will screw up their orders slightly on purpose, or drop a plate of food on their table from time to time. It is obvious to anyone who's ever stepped foot into one of the taverns that they are fierce competitors, and both the Busters and the Pits are dead set in their minds that the other pub is full of nothing but pure evil!
Be careful of how strong we keep this rivalry. Under normal times, it's just a thing to talk about. In times of great rivalry and momentum, it can rise to be fighting words. I’d also think that pleasers could “tip” their way into good service. “Yeah, he’s a pleaser, but he’s a goodun’ because he tips well and is polite. He also brings us prickly stories of the other inn we can laugh at.” Stuff like that.
While the PCs may be doing jobs for both inns, it’s going to ultimately be up to them which pub they decide to take the offers from... I see us having a job offer on both tables, one from each the Belly Buster, and the Dancing Pig. PC’s decide what they want to do, then do it, and report back. They could very easily be set on doing jobs for only one of the inns as soon as they walk into the other, and already have a bad rep there. Or as soon as they find out that the BadApples are also doing jobs for the other tavern. I don’t see our group wanting to work for the same boss as them. I think we, as DM’s should let them decide which Tavern is good, by doing jobs for that tavern, and bringing about a good nam/rep to it. Then we’ll make the other one turn bad trying to foil their plans, and the PC’s rivls failing at their intended jobs. Ex... In the beginning, the rivalry is solely about gaining customers, and trying to be the “famous” tavern of Humbles Ford. As the story progresses, and the PC’s begin to make a name/rep for themselves, the BadApples and the Hairfeet Clan are obviously angry about this, and take to the other tavern, and form an alignment with the Thieves Guild, and dig out what will soon be their “Base of Operations” underneath the building.
Religion, Trade, and the Future of the Town
The party’s levelling WILL affect the town and those changes should be part of our low-level campaign arc. Part of that could be the closing of the temple of Flower when the priest dies and the main temple of Flower in the Floating City doesn’t send a new priest fast enough. The building is sold to a priest of Ffloy and we take the town into the midgame where it is rivaling Hovel as the 2nd largest town in the area. WE add rogue elements and some trading houses. etc.
If we were to put in Ffloy from the start of the game, the town would indeed be alot bigger already than we’re wanting to start out with. Leaving Flower in place for now makes great sense with the legend already, and the fall of the church would give the chance for either A) the temple to be bought by a church/priest of Ffloy, or B) The PCs could want to have more to do with that, and figre out a way to buy the building for a priest of the majority of their groups diety? Leaning more towards Ffloy though, just saying it’s possible the PCs are against that and want something different bad enough to make it happen.
Bringing back around the trading between the Halflings and the Biguns (or Really Biguns) is a great idea to get the town growing. Town growth = more threats to town = more reason for our heroes to need to grow stronger to protect Humbles Ford. I see the townsfolk being more susceptible to begin trade again with the Biguns first, then a problem arises... The Really Biguns learn of this shortly after, and feel as if they should have been the one’s to resume trading.. So they break down one of the Giant Towers, and get through the barrier holding them back, and raid the town.
The game will start out with Humbles Ford being a small, weak, sort of bad reputation having town. The High Priest of Flower is growing old, and her lack of power (seen by townsfolk as lack of efforts) is seemingly bringing about the downfall of the little hamlet. After the High Priest of Flower dies, (Get’s sick? Die of old age? Get’s killed? Poisoned?) and before a new Priest of Flower is sent from the Floating City, followers of Ffloy buy the building, changing the whole vision of Humbles Ford. The towns merchants receive signs from Ffloy that tell them to reinstate the trade with the Biguns to the south in the Red Hills. The halflings set up a large camp south of the river, and ring the old trade bell as a signal to the Biguns that they’re ready to try this again, only this time, they’re not allowed to come north past the river.
Prospering merchants trading with monstrous humanoids means a great deal of profit to be made very easily in the eyes of a thief. The thieves guild gets busy recruiting their next generation of pickpockets, and see’s promising futures for the BadApples once the Guild “takes the kids under their wings”. The thieves themselves get to working the other two towns in the Valley, with a Robin Hood type of thought process. Wrong as it may be, them stealing from the richer towns of Hovel and Angel Springs is effective in bringing a good deal of money back to Humbles Ford. It begins to create a bigger market for the trade with the Biguns, and Humbles Ford begins to flourish! The BadApples, the Thieves Guild, and the Hairfeet Clan form an intricate Crime Syndicate, the whole time truly believing what they’re doing is right. The BadApples will eventually begin take up the sabotaging job offers by the jealous tavern opposite of the PC’s. They are all followers of Wardd, and through his teachings they can justify what they do, for the most part...
Campaign Theme
As for the theme of the campaign, I’d like to set thing up about mystery solving ... either missing persons, missing magic items that need retrieving ... something along that line, find the missing [fill in blank] and fight the evil that has taken it away.
Remember that we give out 3 levels of xp in the first year. So we’ll approximately be at 3rd level by the end of 2013, 5th by the end of 2014, and 7th by the end of 2014. So we’re looking at a campaign arc that takes them from 1st-7th.
Mystery theme ideas ... is the party actually to become a team of Sherlock Holmes or Agatha Christie type investigators? ... Are we affiliated with “Scotland Yard?” Are we constables? Private investigators? Overly enthusiastic members of a mystery fiction club? Will that evolve over the first 3 years?
Do we need an NPC that is to be a friend/mentor for the group? Mysteries in roleplaying are notorious for being frustrating when the party just doesn’t get the clues. We need several mechanisms in place overall and within each module to deliver the clue that lets the module continue. I’m thinking that we put in an “Agatha Christie” type author NPC into the game that writes fiction. Perhaps she writes inside both the inns and gets many of her ideas there so she’s welcome in both places? Wold wide known?
The PCs need to have a good feeling of accomplishment once they've figured out a given mystery. I don't however, want it to be all about that. I'd rather the PC's have options of solving a mystery, or fighting off the accompanying evil.. I'm thinking about a mystery where the BadApples have stolen a particular mirror or something else the Beauty Queen would be mad about. She's put a reward up for the item at one inn, and a different reward at the other inn for a good public embarrassment of the prankster kids.
But that's just one idea, I've also been thinking of another, where the Second Dinner Club is missing, and the bigguns raid Humbles Ford. The PC's would either help fight off the bigguns, or track down the Second Dinner Club who are off helping the Druid/Ranger Graeff with an uprising of attacks from the former mental patients living with him.
A third idea coming to mind is one where some subterranean creatures are burrowing right into the Hobbit holes, causing mayhem. Stealing things, killing/kidnapping people, burning homes, and just tearing up everything inside are all viable options of said mayhem. PC's would get rewarded for either finding and returning stolen items, or missing persons, or for tracking down the creatures into the underground and exterminating them.
We need to come up with an overall arc that we can fit our individual module stories within. With Sherlock, it was Moriarty. Not every tale included him, but he was there. It could be a grand conspiracy either in the Crescent Valley or perhaps something that is regional that we tie every module to in some way. We might do a BEGINNING, MIDDLE, AND END plan that is VERY open to change. Levels 1-3, as we adventure, we keep running into the same thing and begin to wonder about it. Levels 4-5, we discover that this thing/person/situation is something to oppose and we chase down clues and shut down efforts of whatever/whoever we’re opposing and each module closes in on the truth/location/masterplan. Levels 6-7, we bring this to a big ending ENDING the arc while you are with this game. If you stay in this game after that through level 9, we either do a reprise and bring some other aspect of the arc to the fore, or we go in a different direction.
As for a main arc, in my experience with Hook City, a couple of years goes by way too fast. In Humbles Ford if we stick to one main theme, the players might get bored since they are so low level and can’t do some of the things we might envision for them. I would think that a theme of “Group for Hire” would fit nicely as both Derek and I have different types of play style so the group wouldn’t get bored, but would also stay moving toward a goal of getting more powerful, etc... but taking jobs from both Inns because each will sound like they’re more in need than the other, then in the final module of our DMing, which I think we will do together, the group will have to make a choice, a fairly obvious one, as one Inn will definitely not be “good-aligned” and that could be part of the mystery element, which Inn is actually the good guys and which the bad guys. As I stated, the characters would work for both, incur a bad rep from some as being pleasers, but a good rep from the rest as being unbiased and working for the betterment of the town, etc...
1) Change of temple. Flower falls upon hard times and when the old and very nice priest passes that the hierarchy of Flower is slow to respond and the church is sold to Ffloy, which fits a growing trading hub.
2) Trading with the biguns grows and changes. There will be setbacks and challenges, but overall growth. We set up a place south of town for the biguns to come trade. A bell and a campground. They ring the bell to trade but are not allowed to come across the river....as it anything stops biguns from doing what they want. :) This plays on the theme of tradition vs progress.
They might have an early interaction with Theadric Orgulas at the bar. Maybe he (or more likely, another patron) tells of his brother, Bolger’s “death”, but the details are a little sketchy. There is room in the story for the possibility that he is still alive, just presumed dead. In future (distant future) arcs, Bolger could end up being a major baddie. Maybe this halfling became “King of the Giants” due to some power (weapon/artifact/high leveling) that he discovered while exploring. That is a twist that I would bet the PCs wouldn’t expect. People would tell tall tales and spread rumors about this king. The PCs would finally be the first to lay eyes on him and find he’s as big as them.
3) An idea for a “family” of trade/crime? We can keep this, use parts, or scrap entirely: The Hairfeet Clan, The BadApples, & The Thieves Guild all work together as one solid unit in Humbles Ford. Their individual groups are all a part of one big crime syndicate, each having different important roles than the others.
Hairfeet Clan: General con-artists, scamming the townspeople out of money by any means. Ex: selling nonexistent property deeds, counterfeiting coins for customers change received from any transaction with them, etc. Also, they would serve as the public face of the criminals, without being seen or known as such. This would make them good "ears to the streets" and Genokal MoonWhisper; leader of the Hairfeet doubles as a "fence" for the guilds stolen property.
BadApples: A public nuisance, they are extreme pranksters with no boundaries or limits to what is too bad; hence their name. Some of them actually are children of the members of the Hairfeet Clan, and some are children of members of the Thieves Guild. Some are neither, just kids with bar morales and ideas of fun. They’re all seen by the townsfolk as harmless children, until they find out otherwise, but by that point, it’s aleady too late. They're a group of typical tricksters and classic punks, to sound nice. They're good at doing things like slitting open one's coin purse while another one of the kids is distracting the person with a wild dance & song. Another hobby of theirs is playing as poor children or starving orphans when travelers are passing through Humbles Ford to get free food or whatever else someone might part with for a needy child. They would serve as the "eyes in the sky" for the crime syndicate, which has recently been taking full advantage of having kids around to do their lightly dirty work. Ex: ticking people off everywhere.
Thieves Guild: They are exactly what they sound like, silent rogues as shadows in the night. They'll steal anything and everything they can profit from by either keeping for themselves or turning it over to their "fence" for roughly 1/3 of it's retail value. The leader of the guild, Frago SackThorn oversees and plans out most of the guilds leads. His right-hand man is a wicked Dwarven assassin by the name of Urbren ShadowBones. His first name translates literally to mean Dark & Deadly or Final Night. The guild has a strict policy of not stealing so much as an empty flask in their hometown, so as to not get caught. Anyone in the Guild found to be breaking this rule is put to death by the guilds assassin whenever guildmaster Frago SackThorn is available to witness their death.
The criminal syndicate's "hideout" (for lack of better word) is located underneath of the opposite tavern. ie; not the one that the PC's chose to frequent. It would be nonexistent when the game starts, begin to come about during the early stages of the game, and would progress rapily once the trade with the Biguns has been re-established, until about 7-8th level for the PC's, at which point they'll (hopefully) have figured out the whole thing and bring the bad guys down!
The actual Thieves Guild would not operate inside of the town itself at all. They would more likely spread their work out among the whole Crescent Valley, and the immediately surrounding areas. They bring their loot back to Humbles Ford to be sold by the Hairfeet Clan unless they acquire things they’d rather keep for themselves.
Mid-Level Planning
After the Games of the Little Ones, the PC’s will be recognized as an above average team that could serve the town well. They begin getting job offers from the taverns, and depending on which ones they take, the PC’s are favored by one of the inns. The townsfolk start to see the PC’s as heroes after some of their “simple” jobs go horribly wrong, and our PC’s save the day.
I’m seeing the Baron of the Valley (Mentioned in the Crescent Valley legend.. He lives in either Hovel or Angel Springs) growing suspicious of the sudden growth of Humbles Ford, and the recent uprise of theft in the other two towns of Crescent Valley. He would at first want to question the said “Heroes” of Humbles Ford, thinking they might have a hand in the robberies. Through either diplomacy, or actual proof of their good works, he could be swayed into asking the PC’s to bring down the growing crime rate. If he still is suspicious after questioning them, he will give them a certain amount of time (days? weeks? dunno..) to report back to him with evidence of their innocence. This is when the PC’s would have to figure out all about the Crime Syndicate, and put a stop to their dishonest works...
I like the idea of opening up trade with the biguns. The crime aspect sounds good too. Maybe the group assists in uncovering some hideout through investigation. My only concern is that the game might turn away from an adventure and feel more like a crime board game. We’ll have fighters walking around not smashing things. I know that that is part of roleplaying, but at early levels, its fun to kill baddies and get a feel for your character in combat.
One small story thread to opening trade is that it starts exposing the PCs to the concept of the giant’s territory early on. This is an area that I pictured the PCs strafing around early on and coming back to at higher levels for whatever reason. It just seems obvious that the last place a halfling would want to go, is a place where huge humanoids could stomp on them.
We should wait until around 3rd-4th level to begin to re-introduce the trade with the Biguns in the Red Hills. This wouldn’t be in full swing until around level 5-6. We wouldn’t want the Really Biguns finding out about this, and breaking down a Giant Tower until at least 7th level, maybe even 8-9, simply because a bunch of giants could easily demolish the town without semi-high level heroes there to protect it.
A Halfling Giant-King is definitely an unexpected twist, and a good one at that. Something along those lines would be really cool to put into play later on. Maybe this along with the breaking down of the Giant Tower could be an option for our END to the plot we have growing. This would be a great way to seriously screw with the PC’s (and towns) heads... This would leave plenty of open ends for future DM’s to come in and completely change directions with the game..
Campaign Arc
Campaign arc over levels 1-7, or even through 9th if we need to. Here are events in chronological order.
1) Start the game, go immediately into the Games of the Little Ones.
2) Eldon Tosscobble gets kidnapped by Goblins.
3) PCs go a Goblin Hunting.
4) While they’re gone, Sarabella Lovesong (High Priest of Flower) dies.
5) PCs have reason to go after the Goblin Queen.
6) Followers of Ffloy buy the Temple building, and turn it into a Temple of Ffloy.
7) Merchants reinstate trade with the Biguns.
8) The Crime Syndicate comes together and gets organized.
9) PCs get put under investigation of thefts in Hovel/Angel Springs.
10) PCs have to prove their innocence (figure out sophisticated crime syndicate.)
11) Second Dinner Club is trapped in “portable home,” PCs help them get out.
12) Giant’s knock down a Giant Tower, invade Crescent Valley.
13) Army/PC’s fend off Giants in a great battle of a new war.
NPC and Location Lists
NPCs Listed by primary location / Short descriptions
1. Madame LaRue. Owns a Tea shop that also sells magical potions and other herbal concoctions for those in need. She also reads Tarot, palms and of course, tea leaves. Has five children all named Wyaar based on her unrequited love for a human paladin that she once spoke to briefly when she visited Hook City years ago -- she is a widow.
2&3. Hugo & Primula PipeLeaf - The best known crafter in the town is HugoPipeleaf and he runs the Slings and Arrows shop. Specializing in slings and leatherworking himself, he decided to woo and marry the best blacksmith in Angel Springs, one Primula Pipeleaf.
4. Mulberry DrinkWater - She is Humbles Ford’s very own “Beauty Queen.” Although her title is self-proclaimed, it seems that no one ever tries to contest her on the issue. Mulberry is indeed beautiful, and is rather obsessed with staying that way and projecting her image of her as the “Only” Beauty Queen as far and wide as she possibly can.
5. Pirnook DeepPockets - The general store is owned by Pirnook Deeppockets. He is stingy to the bone; however, he is a shrewd businessman and knows which side his bread is buttered, though he hates the phrase. In fact, he keeps a list of annoying things folks say on the outside of his store with a pronouncement that they cannot be uttered inside.
6. Mayor Bingo BumbleLuck - Humble’s Burrow is the traditional home for the current major, who is Bingo BumbleLuck A gossip and social climber of modest ability, he is the perfect mayor for a town full of halflings that don’t fit into the big Angel Springs and its socializing rich folk, or the traditionalists of Hovel.
7. Second Dinner Club (Veseley Vortence, Tiana Taithen, and Bazeck Breezelee) - A loose group of 3 Mages (2males-Veseley and Bazeck,1 female-Tiana)called the Second Dinner Club, lives here and is in charge of maintaining the “Giant Towers” that keep the Giant’s Spring Raids at bay. They succeed mostly, but with difficulty at times, when powers other than their own attempt to undo their work to the towers. They reside in the tower near the northern edge of Humbles Ford, and are always experimenting with new things, sometimes causing major mishaps; but it’s never anything they can’t resolve with a little more experimentation.
8. High Priest of Flower -- Sarabella LoveSong - Despite the reputation of the town, the High Priest of Flower lives here in Humbles Ford. Elderly though she may be, she is almost like the glue that holds the town together. Her daily praises and prayers to her Goddess Flower brings about the “saving grace” of Humbles Ford itself. She firmly believes that it is through her Goddesses love for the flowers of the valley alone that the town remains strong, even through the hard times it has been facing since they stop trading with the Giantkind.
9. Humble Old One -- McGregor HeadWise - The towns Eldest, and wisest Halfling. He lives in a burrow on the northern side of town, and for the most part, stays in his home. His living expenses are paid for by the townsfolk, and they don’t mind a bit. The people of Humbles Ford consider themselves lucky to have someone like Old One HeadWise to turn to in times of trouble or when they are in need of advice.
10. Genokal MoonWhisper - Although it is unknown to most outside their small circle, Genokal is the “leader” of sorts to the Hairfeet Clan. He serves as the Fence in the town for anyone wanting to part with illegally obtained property. Mainly working with the thieves guild, Genokal is very wary of any new sellers in the area. He keeps an eye out for any authorities, as he’s always selling stolen goods to the good people of Humbles Ford without telling them so.
11. Eldon and Cora TossCobble - Eldon (age 70) has served as the town’s “handyman” for as long as any hafling can remember. He and his wife Cora (age 72) were married at a young age and are just as much in love as they were when they first met . Although aged, both have an unrelenting glow and charm that brightens anyone’s day who runs onto them. They are both huge supporters and fans of the “Games of the Little Ones”, as Eldon used to be “quite the athlete in his younger years” according to Cora. The couple picks a team every event and shows them support by having them over for dinner. Eldon takes the mealtime to give advice for the games and show off his medals and “lucky copper coin”.
12. Theadric Orgulas - Theadric (middle-aged) is one of the few, tragic characters in the Ford. Once a daring explorer, Theadric traveled the Crescent Valley with his brother, Bolger. It was after his brother’s death at the hands of a hill giant that Theadric’s spirit (most believe) was forever shattered. This once hafling adventurer now spends his days as a “pleaser”, travelling between bars and getting free drinks out of pity or respect, from those who know of his loss. Few have the nerve or bravery to approach this man. For as he is considered nothing more than a drunk by casual observers, those with a keen eye know that a resourceful and deadly warrior still lurks behind the dead, pale, blue eyes of this broken halfling.
13. Garret Ostgood - Garret (age 60) is the head of the town’s guard. He is friendly in casual conversation, but serious and determined in matters of the law. Garret commands a small troop of halfling soldiers known simply as “The Guard”. He rarely has issues greater than bar fights and drunken nuisances, and usually only has his guardsmen escort the offenders back to their respective homes. He has no concern with issues outside of the town and will never send his men to help in such situations. When the “Games of the Little Ones” is in full swing, he also serves as a referee, by watching for cheaters. He is a strong believer in fairness in all aspects of the town’s daily life.
14. Halfred Humble - Halfred (age 78) is a kind, old farmer who is adored by all. Halfred’s family started sprawling farm across the river just north of Humble’s Ford, generations ago. It was their discovery of the shallow ford in that very river, that led them to start the town that it was named after. The Humble family has used most of their wealth to develop the town. They are loved by all and considered to be the backbone of the community.
BadApple Gang
All NPCs are built off of 25 points. Odo starts with two attributes at 7. Halfling mods: +2 Dex, +2 Char, -2 Str
1. Candy BadApple - Fighter 2, Female, NE
Candy is the leader of the orphaned, BadApple clan. She and her siblings share the same father and are of two different mothers. She is a balanced fighter and leader who is respected by her loyal group. Her group is loosely associated with the thieves guild. (Maybe the rest of the gang need “nicknames” like Sour, Carmel, Rotten, etc.) Leader of the halfling pranksters known as the BadApples. She is in her early adolescence and is the oldest of the group, naturally making her the “face” of them all. She is an orphan, born to a rich mother and father over in Angel Springs, but when they both died an untimely death caused by their burrow caving in, Candy was forced to spend her inheritance on their funerals, and rebuilding the burrow. She still owns the burrow in Angel Springs, but would never dare tell anyone of this for fear that the other BadApples wouldn’t accept her anymore.
Str- 14 fort- 6 reflex-4 will- 2 (5 v fear)
Dex- 16 BAB +2 +1 longsword: +7(1d6+3 19-20/x2 magic)
Con- 14 AC 19/T 14/F 15/CMD 16 mithral chain shirt/light steel shield
Int- 13 skill: climb 6/7, swim 6/7, intimidate 6
Wis- 12 feat: weapon focus- LS, combat expertise, improved disarm
Cha- 12
2. Odo Bullroarer - Barbarian 2, Male, CN
Odo is Candy's best friend and right-hand man. He is extremely dull and not very personable. Odo is charged with the protection of Candy's sister, Crystal. He wears minimal armor and carries a medium-sized, heavy flail.
Str- 16/20 fort- 7 reflex- 2 will- 2 (4 vs fear) +2 will rage
Dex- 13 BAB +2 (M) heavy flail: +4/+6(1d10+3/+5 19-20/x2) disarm/trip
Con- 16/20 rage: 9 rounds
Int- 7 AC 13/11/T 11/F 12/10/CMD 15/17 leather armor
Wis- 13 skills: climb 8/10, swim 8/10
Cha- 9 feat: endurance (next feat is diehard)
3. Crystal BadApple - Cleric of Flower 2 (Healing domain), Female, NG
Crystal is Candy's younger sister. She is the oddity of the group. She is kind, diplomatic, and refuses to fight. As a follower of Flower, her love of her sister keeps Crystal by her side. She blinds herself to Candy's evil deeds and instead tries to only see good in her. She sometimes has some influence on Candy's actions. (DM note- This NPC can be used to cool down a confrontation with the PCs in a fight they will not win against the BadApples.)
Str- 8 fort- 6 reflex- 2 will- 7 (9 vs fear)
Dex- 12 BAB +1, unarmed
Con- 14 AC: 15, T 11, F 14, CMD 10 mithral chain shirt
Int- 14 skills: diplomacy 10, heal 8, know:religion 7
Wis- 16 feat: persuasive
Cha- 16
4. Pearl BadApple - Rogue 1, Female, CN
Pearl is the middle sister of Candy and Crystal. She acts as Candy's advisor and scout. Her many skills make her a valuable member of the gang. Pearl has done her best to dissuade Crystal from tagging along, but has found herself overruled by Candy.
Str- 10 fort- 2 reflex- 7 will- 3 (5 vs fear)
Dex- 18 BAB +0 dagger: +5(1d3 19-20/x2)
Con- 13 AC 16, T 14, F 12, CMD 14 leather armor
Int- 14 skills: acrobatics 8, bluff 5, climb 4, disable device 8, escape artist 8,
Wis- 14 know:local 6, perception 6, sense motive 6, stealth 8, swim 5
Cha- 12 feat: weapon finesse
5 & 6. Balbo and Belba BadApple - Sorcerer 1, Male and Female, NE
Twin brother and sister who are Candy's half-siblings. They are both cruel to Crystal behind Candy and Odo's backs. Balbo specializes in offensive and summoning magic. His sister Belba specializes in enchantment and protective magic.
Str- 8 fort- 2 reflex- 4 will- 5 (7 vs fear)
Dex- 16 BAB +0
Con- 14 AC 13/T 13, F 10, CMD 12
Int- 14 skills: bluff 7, know:arcana 6, spellcraft 6, UMD: 7
Wis- 14 feat: combat casting
Char- 16 blood line: arcane. arcane bond: wand
Balbo Spells: 0- acid splash, ray of frost, detect magic, dancing lights; 1- magic missile, summon monster 1
Belba Spells: 0- resistance, mending, daze, mage hand; 1- sleep, mage armor
7. Paldo BadApple - Fighter 1, Male, NE
Younger than his bother and sister (Balbo and Belba) , Paldo has been influenced by their cruel demeanor growing up. This halfling took the route of braggart, though. Proficient with a bow, Paldo often makes wagers at the local taverns on any feat of dexterity.
Str- 10 fort- 5 reflex- 5 will- 3 (5 vs fear)
Dex- 18 BAB+1 longbow: +6(1d6/x3)
Con- 14 AC 16, T 14, F 12, CMD 15 leather armor
Int- 13 skill: climb: 4, stealth 5
Wis- 14 feat: point-blank shot, prescise shot
Char- 12
8. Lotho Weatherbee - Rogue 2, Male, CN
Lotho is the loner of the group. He joined for a mutually beneficial partnership with Candy and her gang. Lotho is a master thief and mercenary to the core. His allegiance to the group is on a job-by-job “contract”. (DM note-This NPC can be used to join the PCs if they start a fight with the BadApples when they have little chance of winning.)
Str- 10 fort- 2 reflex- 8 will- 3 (5 vs fear), BAB+1 +1 shorsword: +6(1d4 19-20/x2 magic)
Dex- 18 AC 16, T 14, F 12, CMD 15 leather armor, skills: acrobatics 9 (2), appraise 6 (1), bluff 5 (1), climb 4 (1)
Con- 13 disable device 9 (2), disguise 5 (1), escape artist 9 (2), know: dungeon 6 (1), know:local 6 (1) Perception 6 (1), sense motive 6 (1), sleight of hand 8 (1) stealth 9 (2), swim 4 (1), UMD 6 (2)
Int- 14 feat: weapon finesse
Wis- 14 wand of CLW lvl 1 x50 charges
Locations Numbered / Listed / Short Descriptions
1. The Belly Buster (I’d like the Inn’s to be either A- opposite sides of town, or B- across the street from each other) The Belly Buster is known around the valley for it's spectacular dishes of everything from lamb chops to grilled salmon, from perfectly cooked chicken & eggs to finely aged cheeses of every kind! The BB is a comfortable place of dining and drinking that any Halfling can anjoy Gourmet-style food of their races most favorable choices. Most "Busters" can be found in the tavern chowing down on a different dish almost every night and day. The BB has a few drinks to choose from, but next to nothing compared to the Dancing Pig.
2. The Dancing Pig - The Dancing Pig is named for the wild hog that the local hunters tried to bring in for years. When they finally got him, he was trapped instead of killed and set loose in the DP kitchen causing several injuries. The DP, however, embraced the pig, cooked him and changed the name to the Dancing Pig. No one even remembers the previous name of the inn. It has a large central fancy dancefloor, and a Wold-wide assortment of ales, beers, liquors, wines, and every other tasty drink one could imagine! Most "Pits" can be seen drinking like fish and getting their boogie on in their favorite pub at least 4 nights of any given week.
3. The North Tower (the Tower at the middle of the top of the map) - Home to the Second Dinner Club, this is where many of their experiments are tried, tested, and sometimes failed. Instead of living in the side of a hill in a proper Burrow home, the mages built this tower with their own magic, to resemble the Giant Towers to the north. Many times, there has been seen small explosions heard coming from the tower, and small fires or smoke billowing from its windows at odd hours of the night.
4. Flower Temple - Dedicated to the Goddess of Love herself, the people of Humbles Ford built this Temple long ago after Flower came here and “Loved the Flowers of the Valley.” It is ran by the High Priest of Flower, Sarabella LoveSong. A good majority of the townsfolk come here often for services, give praise to, pray to, love, and all-around worship their Goddess.
5. Center for Enlightened Spirituality (put this next to Flower Temple please.) - Located just beside the Flower Temple, this is a place for parents to send their children to come to learn more about the Gods of the Wold. The CES is ran alongside the Flower Temple, but is completely separate in its ways of worship. The Center allows its students to learn about each of the Gods individually, and the instructors do not influence them into any particular practice of worship.
6. Academy of the Arcane Arts - This Academy is only of use to those who wish to further their education of Arcana. Whether the student is a book-worm Wizard in training, studying spellbooks hard day and night; a prospering Sorcerer, just learning how to harness their magic coursing through their veins; a Bard, practicing different magical performances to strengthen their allies; or a Witch experimenting with different mixtures and concoctions likely to blow up in their face... This all-in-one Academy of the Arcane Arts is the place to be for a young Halfling just getting started on their path to greatness!
7. General Store - The General Store is owned by Pirnook Deeppockets. He is stingy to the bone, and never lets anyone slip through the door without parting with some gold if he can help it. He keeps a list of annoying things folks say on a sign outside of his store with a pronouncement that they cannot be uttered inside. The General Store is one of the bigger shops on the commercial street running north to south in the center of Humbles Ford.
8. Humbles Burrow - Humble’s Burrow is the traditional home for the current mayor, Bingo BumbleLuck. It is arguably the largest dwelling in the town, aside from the North Tower, but few can say they’ve actually seen the inside of it. It’s many windows, several chimneys almost always billowing out smoke, and larger than average round double doors set it apart from the other burrows in the northeast residential area of town.
9. Slings and Arrows - The Slings and Arrows shop is one of the busiest buildings in the commercial area. In a prime location on the main road running through town, it is hard to miss Hugo and Primula PipeLeaf’s place of business. Once it was just a shop for Hugo’s wooden crafts and weapons to be sold, but after he married Primula, they couple added another room onto the building to hold all of the armors and metal weapons to be held in as well. The place is always bustling with people wanting new means to protect themselves, and the PipeLeafs are well known to have the best deal in the valley for such things.
10. The Humble Farm - This farm is the major provider of livestock, fruits, vegetables, and textiles for the Hovel, Humble’s Ford, and Angel Springs. It gathers water from both the mountains to the north and the river that it borders. The farm stretches in a long strip of land from the Hovel to just west of Angel Springs. Many halflings make their living working on the farm or by transporting/distributing its plentiful bounty.
11. Gretch’s Burrow (hidden location) - Gretch’s Burrow is located southeast of Angel Springs. It is a series of small caves networked together and surrounded by marsh and thorny brambles. Gretch is the head of a group of goblin bandits. They primarily pillage caravans travelling Old Trader’s Road.
Module Ideas
Module One
Can we put at least one scene happening in one or both of the inns for the first module? I think we should introduce it early as it seems to be an early flavor location to help the players understand this town they will be spending 10 years in and around.
I’d also like to introduce two other things--one in the first module and one in the second? These are the Second Dinner Club and the “generals” that play wargames in the fields.
Maybe one of the Second Dinner Club folks is a member of one of the Plat City organizations ... the Chancers Club or the Connoiseurs of Combat?
In my module that I’m working on Jerry, I am going with a theme of “Games of the Little Ones.” So far, I have planned out the games as a scavenger hunt, (will give PC's a chance to get familiar with both people and locations of the town) a war game, (think paintball match with 4 teams played under a huge tent/pavilion using slings) and the final event is a fisticuff brawl tournament. We could properly introduce the second dinner club as this years referees and/or judges for the games. Have them give a short speech about what they do to protect Crescent Valley? Maybe the giants no longer harassing the town is the whole reason behind having the games in the first place, and that is why they oversee the games alongside mayor Humblebutt?
So, in this module I would introduce both, the Second Dinner Club, and not only the generals, but the actual war game itself! ;) Really I just threw the bit about the Club being judges in there just now, so if they can be better introduced in Jims module, I'm all for it.
Module Two
It will involve the kidnapping of Eldon Tosscobble by a goblin bandit. Eldon will have been traveling on Old Trader’s Road with a supply caravan. The caravan is attacked and members of it are injured, captured, or killed. The PCs will run into Eldon’s wife Cora, who will inform them that the caravan is late for its return. She will beg them to investigate. They will travel the road to find the caravan ransacked. PCs will have opportunities to repair wagons, heal survivors (ponies and halflings), and use other skills at this point. The group will be told by the survivors that Eldon and others were taken southeast of Angel Springs (open spot on map). After camping one night and fighting a random encounter along the way (maybe giant frogs in a marsh), the group comes across the goblin’s cave. Primary enemies encountered will be goblins and goblin dogs. The goblin leader (yet to be named) will have a stutter. This stutter is not natural. It is caused by a cursed item he carries (low level magic sword maybe). When a PC kills him and eventually grabs the item, he will have to post “stuttering” (-X to charisma based skills and Y% casting failure) until the curse is lifted. Once the curse is lifted, the item is either masterwork or still magical, but not cursed. The leader will have a tough goblin dog as a “pet”. The dog will be able to use a move action to “shake”. This will spread his dander in a radius effect that is centered on him. Once the leader, dog, and followers are dead, Eldon and others are rescued and returned home. Maybe the group finds a module #3 adventure seed (big picture stuff) in the cave.
The PCs celebrate their participation/victory for the “games of the little ones” at one of the local taverns. They turn in for the night. The next morning, they awake and shop, look for work, or whatever else they chose. Regardless of their intent, they see Cora Tosscobble looking very distraught and concerned as she approaches the PCs. Her husband, Eldon, had left to repair a broken, caravan wagon 2 days ago and hasn’t returned. She tells the PCs that he was headed south on old trader’s road. He was accompanied by the messenger from the caravan, sent to get him. She begs the PCs to check in on him and escort him home.
The group travels for a full day and just as the light starts to fade from the sky, the come across the remains of the caravan. It has been pillaged and destroyed. One hafling is left for dead, but still clings on to life. The PCs learn that the goblins attacked the caravan. They took/destroyed most of the goods and kidnapped the caravan party along with Eldon. He is able to point the direction they traveled before dying. Goods remaining in the wagon include 2 torches, a blanket, and a jar of orange cream. Alchemy DC 5 or nature DC 10 will reveal that the cream protects against skin afflictions for 1 day when applied. There is enough cream for 3 applications. A PC who uses it will have orange skin for 3 days :). Perception DC 20 will find a pouch with 2 CLW potions tucked behind a wheel of the wagon.
The group chooses to press on or camp. Once they resume traveling, they come across signs of the goblins’ path found with perception DC 10. Half a day of traveling brings the group to a swamp. Broken objects from the caravan are half sunk in the swamp. Perception DC 15 finds a path of solid ground. If the group misses the path, they move at half speed and have to make checks to avoid exhaustion as they work through it. Once through it they come to a large plain and are immediately confronted by a group of 3-4 giant toads. This will either occur just before night or well after nightfall depending on the group’s speed through the swamp.
The exhausted PCs camp again. They travel through the plains for an uneventful day and set up camp outside a large forest. (Not sure if total material will last 2 months. Might want to delay PCs at this point by plugging in an unkillable and annoying NPC encounter. Imp or mischievous fairy for example. Suggestions?)
Near the end of the forest, a group of goblin dogs is spotted. Knowlege nature DC 15 will alert the party to the skin infection passed on by the dogs through physical contact. The dogs spot and attack the party after they’ve had a chance to apply the cream . Those wearing the cream will be protected from the affliction. The group finds a field of thorny brambles with a hill in the middle of it. A cave opening can clearly be seen from the woods.
The party is spotted by a lone goblin sentry who shrieks and starts running towards the cave to alert the other goblins. This will start a chase scenario. Party members will have 2-3 choices of ways to navigate the brambles. Dive under/over, cut/burn through, and other options will be available. Successes bring the party closer to the goblin. If, after multiple tests, a PC catches the goblin, he surrenders. He provides any information the group wants regarding the cave if they promise to let him go. If they don’t catch him, they fight a group of goblins at the entrance of the cave.
Module /Scenario ideas for future DMs
Here is an idea starter for DMs of this game for modules and one scene fillers when needed.
Saving this for somewhere around 6-7th level I think... The Second Dinner Club invites the party to come to the tower to help with a problem, but the runner does not know the details. When the party arrives, the mages to not answer the door and there is a strange purple smoke coming out of one of the side towers. When the party investigates, they find that there was an explosion in the “purple smoke tower.” The mages are trapped inside a ring on the table. They were experimenting with a portable home [advanced version of a rope trick] During the time they were trapped inside of the ring, the Giants of the Scab to the North have come a-knockin on one of the Giant Towers, bringing down its barrier that prevents them coming inside the Valley... UH-OH!!! GIANTS ATTACK!!!