```metadata title: 'GUIDE: Bumpkin Quest' description: '' tags: [] systems: - 5e renderer: V3 theme: 5ePHB ``` {position:absolute;top:0px;right:0px;width:816px;height:1057px} \page {{wide # Bumpkin Quest ### A Merry Jaunt Through A Rural Fantasy Valley It’s a big world filled with far off folks who have far off problems. In the quaint farming town of Hills Furrow that has certainly not been the case. Here life is simple, local, and paced by the seasons. There ain’t been a need for “Venturers” and their ilk since your Papaw was just a sprout. However, the winds of change are blowin, and things are about to git just a bit more exciting round these parts.
Welcome to Green Valley, The down-home home of Rural Fantasy Misadventures and Grass-Roots Shenanigans. The Valley is Filled with Colorful Characters, Brimming with Odd Ball Neighbors, and has more than a few Local Yokels. Welcome to Bumpkin Quest. Bumpkin Quest is intended to be a series of Merry Little Jaunts that all go awry in some way or another and stir up trouble throughout a peaceful little village that has in many ways been overlooked by the troubles of the world “outside”. They’ll range from things like “Dogs Runnin Away With Wedding Dresses” to “Neighbors Dumpin Manure in Wells.” to “Bandits!!!” to “Probably Bandits!!” to “Gotta Be Bandits this Time!” to “It Ain’t Bandits… Its Dragons!!!” }} {{toc, - ### Contents - #### [{{ 1) Setting Up Bumpkin Quest!}}{{ 2}}](#p3) - #### [{{ 2) The Green Valley}}{{ 3}}](#p4) - #### [{{ 3) Locals and Yokels }}{{ 6}}](#p7) - #### [{{ 4) Local Legends and Folk Tales}}{{ 16}}](#p17) - #### [{{ Maps}}{{ 24}}](#p25) - #### [{{ Shenanigans and Adventures!}}{{ 27}}](#p28) - #### [{{ Appendices}}{{ 29}}](#p30) }} ### ADVENTURE MECHANICS - Campaign: Takes a Party from Commoners - Level 3 - Target Starting Party: Four Level 0 Players - Average Adventure Playtime: 1-2 Hours - Tone: Rural Misadventures ### PLAYING A.O.G. ADVENTURES AOG adventures are written and designed to be system neutral to avoid Copyright and IP conflicts or issues. They will lean toward a d20 system, particularly 5e D&D, but language referencing specific creature types, treasures, and environments may be more generic or cast in my Homebrew World. All of which should be easily imported into any system of your choosing. I will always include an appendix of notes and my thoughts on mechanics to help GMs and Players understand what I may mean by certain phrases and ideas, as well as helpful links to our own source materials. \column ## What is The AOG? It started 40ish years ago. I still remember the day my cousin brought out this thin blue book with a white sketched dragon on its cover and a pile of strange dice. He told eight year old me that we were going to play a game where I could be anything I wanted (as long as it was an elf, dwarf, human, or halfling). I immediately developed that love of bringing people along on journey after journey, and through all the moments and four decades of playing, the trip has never lost its wonder. : Now, I think we are best described as a network of Table Top Role Playing Gamers (Mostly D&D). I had been sharing my work online for some time but decided in April 2021 to open a Patreon and Discord. Honestly, I knew I was behind the Patreon Train, but it made sense as a platform. I’m not interested in money, but I am interested in sharing with and helping others in the hobby. So I run the site 100% free of any paywalls. More like a Digital Magazine than a Patreon. : Over a year in and we’ve grown quite a bit. We host One Shots through the Discord. I do a lot of requests for our supporters and some commission work. I coach many of our subscribers regularly on DMing and fantasy cartography. My son helps write our “Year One” series which are adventures designed for entry level DMs and players, and we use our content to run an after school Jr High Group. We even support a podcast my youngest son and I lend our voices to. It has been a busy year. : ### Contact us : [PATREON](https://www.patreon.com/amplusordogames) Amplus Ordo Games : [DISCORD](https://discord.gg/GDp7a3CFtA) Join the Network : [REDDIT](https://www.reddit.com/r/amplusordogames/) Our Sub in Reddit (Not super active) :: {{pageNumber,auto}} {{footnote Bumpkin Quest, Spring 2023}} \page # Chapter 1: Setting Up Bumpkin Quest! ### A Very Different Game There are going to be quite a few differences while getting Bumpkin Quest up to speed with your standard TTRPG. For starters, the theme of this Campaign needs to be communicated up front to the players, and efforts need to be made to get everyone on board with the idea that Epic Dragon Slayers don’t live here. There are and will be Adventurer style threats, but their day to day will be closer to children fighting with sticks in the pig-yard. It’s a different world than the average game, one that is far more tuned into the adventures of “Florida Man” than it is a “Lord of the Rings”. ### Character Creation Let’s talk about Character Creation. We’re going to take a step back from typical “starting out’ adventurers, and move toward the players simply being local Commoners. The game will not begin with them as a “Classed” character, and to this point their Backstories and Backgrounds, should reflect something that belongs in a farming village. They should pick a trade or skill that connects with a slow way of life, but foreshadows their incoming Class. Things like Farmers or Hunters for Druids and Rangers, Tradesman like smiths or carpenters for Melee types, maybe a Priest’s son or Schoolteacher for Casters, or even the local layabout for Bards and Rogues. Backgrounds like this are going to become pretty important in Bumpkin Quest… that Animal Handling skill is going to come in a lot more handy here than it ever has. I mean someone has to help deliver the claves down at Ol’ Byron MacDougal’s Dairy Farm. Lest move on to Stat’s, Skill Proficiencies, HP and Gear. Everyone gets completely average stats to start. You can decrease some of these Stats and increase others by the same amount. Example: Say you’re playing a system where 10 is the average score. You can drop that to an 8 and bump another stat to a 12. Characters should only get two skill proficiencies that are tied to their background. Example: It would make sense for the son of a local merchant to be persuasive and insightful. Another? A local farmer may be athletic and understand animals. I think you get the idea. In most d20 systems their HP should be 4, with maybe a slight bump if they raised a Stat that affects health. Lastly, gear. They shouldn’t have much, and much isn’t available. Hills Furrow isn’t a place of swords and armor, but of pruning shears and work gloves. That isn’t to say they won’t get weapons, but starting out is intended to be slow. \column ### What Do Players Know? The valley has mostly been forgotten about or ignored by the outside world. So if the Players Characters are from beyond the borders then it is likely that they know almost nothing about the goings on of Green Valley. If they are playing locals, then they can and are encouraged to read most of this guide other than the actual adventures or things labeled DM Notes. ### As the GM Now that you’ve got your players ready to go, let's talk about you for just a moment. Being a GM is already a weird task. It's about to become weirder. Running an Adventure here mechanically won’t be much different. There will be challenges and combats and rewards. We’ll stick to a d20 system for the guiding structure. And have plenty of opportunity to roleplay. Where this thing is going to go way off the rails when compared to a normal adventure is going to be in the absurdity and hyperbolic approach to seemingly mundane farmland issues. You’re going to have to take the typical style of light hearted comedy and ramp it up to “Airplane” and “Spaceballs” level work. That doesn’t mean you have to tell all the jokes, but you will be responsible for properly setting the stage to do so. Do that and the players will tell the jokes for you. You provide the Giant Rolling Pumpkin (One of our planned Adventures), and they’ll fill in all the zany antics they get into trying to stop it. ### Adventure Pacing Finally, Bumpkin Quest will be designed to play very episodic, which as a form of storytelling we’ve kind of lost in the past decades. Instead we moved toward our media, including the way we plan for TTRPGs, to becoming more ten part movies rather than loosely connected episodes. Now, both forms are great and have their own strengths and weaknesses. We just felt like stringing these stories along without some “super plot” will make them a lot more fun, and honestly, easier for us to write. Also it’s a real ordeal to try and stretch chasing a runaway “horse” into a four hour tabletop adventure! And yes… the quotes on “hores” are certainly foreshadowing for absurdity yet to come. It will also enable you to have several adventures in one sitting or have shorter sittings for those players harder to manage attention spans. {{pageNumber,auto}} {{footnote Bumpkin Quest, Spring 2023}} \page # Chapter 2: The Green Valley ::::::::::::::::::::::::: ## General Area  {position:absolute;top:100px;right:405px;width:400px} The Green Valley includes the entire “known” world of most of the residences of Hills Furrow (“Hill-Furra” as pronounced by most of the residents). In truth it is simply a large fertile valley nestled between some stereotypical natural boundaries. Mountains to the West, Swamps to the South, Woods to the North, and Rocky Hills to the East. Its location keeps it isolated from most of the rest of the world, as very few would ever have reason to bring a boat up through the swamps in the south, and the miles of poorly kept roadways through the woods to the north are not very inviting to traveling merchants. But travelers and visitors do from time to time find their way into the Valley, often by accident. The isolation does attract a few new families every year or so as well. Typically folks looking to get away from the hustle and bustle of the outside world. Such arrivals are a welcome spectacle among the people as they trade for goods and news from the world outside. Most of that news is strange and ominous, even if it isn’t, and keeps the vast majority of them from even considering leaving the area. The Green Valley has provided rich resources and protection for generations of villagers and their families. It is cut down the center by the Slow Water River which flows from the North to the South. The Slow Water, as you guessed, is a bit of a lazy river, though strong enough to turn Mill Wheels, and is fed by many tributaries from both the Mountains and the Hills. In the early Spring much of the plains area floods, keeping the soil rich with nutrients, and so most folks away from the settlements build their homes on higher ground. About “settlements” if you count a collection of three to five buildings a settlement, then there would be five in total throughout the area. One near each of the major resource areas of the Valley. A quarry in the Hills, a Mine in the Mountains, Lumber in the Woods, and well, something is in the Swamps. No one is really quite sure what goes on down in the swamps, but they do cook up some pretty powerful moonshine. But Hills and Swamps does not a society make. Everyone knows that sitting in the center of the Green Valley is the crown jewel of rural civilization, the Village of Hills Furrow. There is a decent spread of fantasy races living in the valley. Though keep in mind that we are leaning into the stereotypes of rural fantasy communities. And so the Green Valley is almost 50% Halflings, and they are the most wealthy and powerful folks dwelling here. The environment should reflect that. Of course there are others that have money and influence, but Haflings most definitely run the show. There would only be a few more exotic races living here, so if your players are playing something not quite in the mainstream of fantasy tropes, their family line should probably be one of only a few in the area. The area also isn’t “poor”, these aren’t destitute farmers struggling to make ends meet. This is a thriving community of goof-ball families doing their Bumpkin thing. The Valley has its oddities and more magical areas, but isn’t really dangerous in the least, or hasn’t been in a long time. There are many rumors of dangers, but it is safe to say that Giants don’t come down from the mountains, and Trolls don’t live in the swamps. Nor are there Ogres in the woods, or War Parties of Orcs in the hills. If locals want those kinds of troubles they need to go looking for them, which they don’t. They have had the occasional problem with large predators such as wolves and bears, and every generation has a story about some Kobold or Goblin incursion. But incidents like those are more the stuff of legend and tavern tales, than actual news. Still, there are plenty of places that the locals won’t go, stories of folks that went missing, and enough rumors of strange happenings to keep sensible folk from wandering too far off beaten paths. : ### 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”. {{pageNumber,auto}} {{footnote Bumpkin Quest, Spring 2023}} \page  {position:absolute;top:55px;right:405px;width:400px} :::::::::::::::::::::::::::::::: 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. The people themselves 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 generated a general but friendly dislike between those that consider themselves Highfalutin and those that clearly are not. \column ### Spring Wood On the north end of the Valley lies the Spring Wood. It is a massive deciduous forest that extends well beyond the borders of the Green Valley. For the first few miles into the wood the trees grow large but fairly spaced apart, leaving plenty of room for patches of berry bushes, clearings blanketed by brightly colored wildflowers, and sprinklings of small spring fed ponds and streams which flow out toward the Slow Water. There are even a few groves of fruit trees flourishing out in the Spring Wood. To many the Wood feels slightly magical or even otherworldly. The truth is, the Forest is tended and kept by Fey Creatures that dwell among the trees. Most of whom are playful and kind. It is not uncommon for travelers to spot majestic looking animals or hear the Fairies giggling. Folk dwelling near or in the Wood are careful to respect these Spirits and not kindle their ire. Cutting through the center of the Wood is an old and poorly kept road that follows the river North as it winds through the trees to the realms beyond, but the locals do not often travel it, nor do they often venture deep into the forest. You see, the further into the woods one goes the more densely packed the forest becomes. The ground becomes craggy and the light grows dim. The air becomes heavy, laying feelings of claustrophobia on travelers, and the trees themselves begin to feel ominous. Streams dry up and the ponds grow stagnant. The Deep Wood, as it is referred to, is often whispered about in campfire stories about Strange Creatures who lure travelers to untimely ends and Shadow Fey steal naughty children and bake them into pies. ### The Tumbled Downs East of Town are the Tumbled Downs. A rocky and boulder strewn parade of foothills that slowly rise up on their way toward the mountains. Covered with small patchy groves of trees and long grasses that grow up between the rocks and ridges the Downs are a far easier place to get lost in than one might think. The rocky hills of the Downs are a wonderful source of Limestone, and the locals run a quarry right at the edge of the hills, but seeing as there isn’t a huge need for additional building stone, the masons spend only a few hours cutting stone. The rest is spent in leisurely pursuits, which typically means heading to town for drinks at the taverns. Heading further east into the Down becomes a difficult task. Their rocky nature becomes more pronounced and the paths knit together forming a bit of a maze around the hills which end in stony ravines and shallow caverns. The trees begin to peter out and grass turns to patches of nettles and thistles. Folk from town stay outta this area, not so much because they think it's dangerous, but more so because it is difficult to travel. This works well for them, as there are more than a few serious dangers hiding among the stones. {{pageNumber,auto}} {{footnote Bumpkin Quest, Spring 2023}} \page ### Stink Marsh At the southern end of the Green Valley the land begins to steadily slope downward until dropping below the water line. It doesn’t rise back up again for miles, far beyond the travels of the folk living here. This shallow depression results in the swampy region known as Stink Marsh. The marsh is a vibrant wetland teeming with life. It is in many ways beautiful to behold, but it is also aptly named. There is a certain vine here whose flowers are quite valuable to the locals as they have many herbal and medicinal uses, particularly for livestock. These flowers, Rank Aster, are also the source of the region’s namesake, an odor best described as “Sick Cow”. While the rankness of the air does drive most folks from the area, it doesn’t keep everyone away. Just a bushel full of flowers is enough to live on for a week, and they’re pretty easy to harvest, so there are always a few hearty souls who live on the edge of the Marsh harvesting them. Unfortunately for them, the pollen is rather hard to wash off and the smell clings to everything and lasts for weeks. Fortunately for them, they do not have to travel far into the Stink Marsh to gather their harvests. They can easily be found at the edges of the water or along the Ferry Channel that connects Green Valley to the world to the South. (Though it is rarely used) The waterwork and some of the venomous local wildlife, already makes harvesting one of the more dangerous professions in Green Valley, but to travel far into Stink Marsh is considered by most to be “A Durn Fool’s Notion” or generally a bad idea. They say that the critters there grow far larger than they should and that even the plants eat folk. There is even a story or two about swamp witches and ghost lights. More civilized folks living up in Hills Furrow, write these stories off as tall tales and fever dreams brought on by the stink. They aren’t the types of things sensible people believe. Thing is, in this case, sensible people are oh so very wrong. ### Long Ridge Unlike the Tumbled Hills the Mountains on the West side of the Valley rise up swiftly with large cliffs bursting out of the earth almost instantly, some nearly one hundred feet tall, and up a half mile long. Its abruptness creates a bit of a wall feel, and is easily the most imposing geographical feature in the Valley. It also happens to be the most lucrative. Long Ridge is rich in industrial metals, plentiful coal, and even manages to turn up a fair share of precious metals and gemstones as well. The Valley doesn’t really have a huge need for metals, other than what they use for farming tools and household goods. They have even less need for precious stones, although who doesn’t like a little flash from time to time in their accessories and jewelry? That said there are more than a few mines set up along the cliffs and ridges. Only one of the mines, the Gravel-Jaw Claim, goes deep underground. The others aren’t nearly as deep. The locals tend to dig a ways in, tap out a vein or two and move on. They aren’t really interested in the deep exploration of mining, nor do they bother to head up higher into the mountains. Mostly due to the logistics of bringing down heavy loads from the higher ridges, but it is also nervousness of the mountains. Little grows on their jagged steep slopes and their peaks are covered in ice much of the year. They are beautiful from a distance, but imposing up close. Folk tend to grow nervous in their shadow. Perhaps that is for the best. There are ancient caverns and tunnels in the mountains leading deep underground. Every so often some young folk get the itch to explore. Every so often they never return. At least that’s what the older locals tell any of the youth who start getting the adventure bug. Is it true? Well no one really knows, but the answer is likely “yes”. Yes, there are certainly things living among the crags and deep in those caves that would love nothing more than for a group of fleshy young farmers to crawl into their lairs. {{pageNumber,auto}} {{footnote Bumpkin Quest, Spring 2023}} \page # Chapter 3: Locals and Yokels ### The General Culture The Green Valley is a well balanced Farming Society with a loose Oligarch/Feudalistic form of governance. While not official, it is clear that the “Rich Folk” of the Valley are at the top of the pecking order when it comes to local respect and the power to make decisions. The Landowners Society, as they call themselves, claims they’re an elected group, but no one remembers voting for any of them, or deciding officially that they were in charge. In fact, no one remembers ever voting for anything at all, but no one really cares either so it works out. Since they own most of the farmland, as well as a fair portion of the business in the Valley, and most of the locals are already paying them some form of rent, it just makes sense that they are in charge. Thankfully, the majority of their responsibilities amount to holding meetings at the tavern where they settle petty disputes between locals. They do also appoint a few other officials like the Sheriff, Judges, and the Tax Collector. Overall, the Valley Locals are a quaint and friendly lot. That doesn’t mean there aren’t a few rotten apples, but in this case they do not spoil the bunch. People here take care of one another, when a family suffers a loss the neighbors line up to provide care for those in need, when one of the locals is hurting they all shoulder the pain, when a neighbor’s work comes up short handed, it becomes an all hands on deck affair. They are slightly suspicious of outsiders, not really out of distrust, but more because they’re a bit of an oddity. However, travelers probably wouldn’t ever pick up on that, since it is considered bad manners to treat travelers poorly, and in the Valley “Manners Matter”, and that means an ill mannered individual, or heaven forbid a family, quickly find themselves on the outside of important social circles. And those Circles matter to the people. A lot. If there is a source of local contention it is in the Social Circles. Groups like “The Women’s Gathering For Right Living” or “A Gentleman’s Gathering of Matters” pop up from time to time. Grow in numbers and then disperse regularly. Typically due to some issue or opinion that splits the group. These groups always seem to reform later, usually with the same people, but under another name. And then the cycle repeats. Why? Well, it is a matter of local pride that most everyone around these parts knows everyone else’s business. Some have even commented that gossip is the official local pastime, and that folks here feel it is their duty to investigate everyone else’s business. Friendliness seems to breed nosiness, and quality gossip spreads faster than soft butter in these parts. “Speakin the News” is deeply ingrained in the culture, and mostly harmless, although there has been a family feud or two started by someone whose mouth ran a little too far. However, that doesn’t keep them from slowing down spreading the things they’ve heard, whether that be at tea parties, in the taverns, or out in the fields. There is a Mark Twain quote “A lie can travel halfway around the world while the truth is putting on its shoes.” That is certainly the case in Green Valley. Although, any local would be deeply hurt if they were accused of telling actual lies about their neighbors. The quaint rural nature of the Valley locals might lead outsiders to believe that the people here are unintelligent and backward, and well, yup, they’d be right, but that isn’t completely true. Obviously there are a lot of shockingly simple people living in these parts, but they do have a school, and lots of young people attend. The educational problem comes into play because so many of the families just live too far away from town to make getting a formal education practical. Remember though, a lack of education doesn’t make someone dumb. It has, in this case, led to an obvious naive ignorance of grand subjects and the doings of the outside world. It leaves the people here in an interesting place, skilled and knowledgeable in the areas that their society depends on, and surprisingly knowledgeable about the Natural World, Agriculture, and localized Tradeskills. But that genuine naivety and blissful ignorance leads to all manner of absurd assumptions and oddball antics. ### Types of Bumpkins I won't try to hide it. Bumpkin Quest leans pretty heavily into tropes and stereotypes. I mean, I titled it Bumpkin Quest. Anyway, feel free to kick that around as you flush out your version, but for the sake of writing we’re going to stay on well worn country roads we’re all used to. And so I’ve divided the people (And Player Characters) into a few different types of overall Bumpkin. **Yokel:** Yokel’s come in at the bottom of the educational ladder in Green Valley. They tend to be manual laborers, if they work at all, often only do enough to meet their basic needs. If they do have to work they try to find jobs that don’t feel like jobs. For example, they’ll sit on the bank of the river all day “fishin”, but not really for sale, just for fishin. Yokels seem to have the ability to show up at the oddest times and are typically found at the center of mayhem. They are extremely superstitious and reactionary. They also have no idea they are a Yokel, in fact they see Folks and Sophisticates as the odd people, and get generally confused when their behaviors are pointed out as strange. Yokels could also be classified as Hillbilly, if they’re from deep in the countryside, or Redneck if they’re more accustomed to civilization. Yokels skills tend to lean away from intellect and charisma skills but toward strength and constitution. Hillbillies usually excel with natural skills while Rednecks often possess exceptional tradeskills. {{pageNumber,auto}} {{footnote Bumpkin Quest, Spring 2023}} \page **Folk:** Folk make us the majority of people in Green Valley and cover a wide range of behaviors and abilities. They are typically the “normal” people that players will meet. Now, that isn’t to say they don’t each have some sort of odd quirk or quirks or are themselves an entire quirk, but when compared to the obliviousness of the Yokels or Sophisticates, they appear perfectly average. Like the Yokels Folk have two subcategories they can be divided into, Village Folk and Country Folk. Village Folk tend to be better educated than their rural counterparts and have skills that reflect having that education, often owning or working in local businesses. Country Folk on the other hand have a much greater understanding of the natural world and agriculture, usually working with farms and animals. Due to their averageness they are either very well liked or easily ignored by others. Those who are well liked have a bump to their charisma skills, but those who are ignored take a penalty and instead excel in some other category of life skill. **Sophisticate:** The Sophisticate is a rarity in the Valley, and not nearly as sophisticated as the branding might suggest. They are merely the most highfalutin people in the Valley. They typically come from families with money, which around here usually means land owners, and are very well educated. Most of them have no real jobs outside of managing tenants living and working on their properties. They have a tendency to expect better treatment from those they consider beneath them, which is normally everyone else, and in many ways are as out of touch with reality as the Yokel is. They live in a world of fancy clothes, servants, and getting their way. Many of them play at becoming business owners or artists, but they lose interest rather quickly in such pursuits, as they tend to start feeling like work after a time. They often aren't as hearty as other locals and so might suffer penalties to their abilities relating to strength and constitution, but their education gives them bonuses to intelligence and wisdom based skills. They will often have access to regular funds, but that works against how well others like them and may cause them to have penalties to charisma skill. ## Clans and Families ### The Capfields and McElroys There are two main human families living in the Valley. The Capfields in the West and the McElroy’s in the East. Though not really related by blood, the Humans in the Valley are seen by other locals as an informal Clan of sorts. They would never admit that, and as far as they’re concerned, they’re “Mortal Enemies”, but that’s usually just words. There have been a few moments through their history that turned violent, and while hotly remembered, both Families know that the past is the past. The other humans in Green Valley do their best to cushion and bridge the rivalry, which ultimately keeps them all quite closely connected. The families are seen kindly by most of the other locals, but are often kept at arms length on matters as they tend to be an opportunistic bunch with unpredictable and often flexible values. : ### The Capfield Family (Yokels) The Capfield Family, led by Barklay and Victoria, claims that their line goes back all the way to the first settlers in the Valley, well before the McElroys intruded. They tend to be darker skinned and featured folk with thick hair, though there are quite a few lighter colored folks as well. Traditionally they run orchards, vineyards, and various berries. They are considered some of the best crafters of alcoholic beverages in Green Valley, particularly their Ales and Wines. They’re a bit over protective of their property and tend to ambush anyone they catch sneaking onto their land, capturing them in nets, and dragging them back out to the closest roads. #### BArklay and Victoria Barklay is a crotchety old man, of some seventy summers, who doesn’t often like to listen to reason. He is more prone to throwing things at a guest than inviting them in for dinner. Victoria is a kindly woman, about the same age, who really only wants to get everyone she meets a glass of lemonade. : ### The McElroy Family (Yokels) The McElroy Family, Palma and Gavyn, claims that their line goes back all the way to the first settlers in the Valley, well before the Capfields intruded. They tend to be fair skinned, blond haired, blue eyed folk, though there are plenty with brunette and ginger features as well. Traditionally they grow corn and barely over large stretches of land. They are considered some of the best crafters of alcoholic beverages in Green Valley, particularly their Beers and Spirits. They’re a bit over protective of their property and tend to waylay anyone caught trespassing. They typically give them a light to moderate beating and send them back the way they came. #### Palma and Gavyn Palma is a nasty piece of work. Being some seventy summers old hasn’t dulled her aim with a black powder rifle, and she’s more than willing to use it on folk she don’t like. Gavyn on the other hand, loves nothing more than to talk to new folk and share a drink and stories from “Back in the day.” {{pageNumber,auto}} {{footnote Bumpkin Quest, Spring 2023}} \page ### The Gudnuf Clan (Yokels) The second most “influential” and easily the largest family in Green Valley are the Gudnufs. Another old Halfling Clan, but their influence isn’t necessarily one of skill and business. Instead more like a force of nature run amok. You see, the Gudnufs are, well… well, they’re backwards. Like really backwards. If ever there was a place to drop every last Bumpkin Stereotype it would be upon the Lords and Ladies of all Yokeldom, Ma and Pa Gudnuf, and the dozens and dozens of quickly reproducing family and offspring that live throughout the Valley. Although the Gudnufs are primarily located on their farms in the South, members of the family can be found throughout the Valley, and they seem to pop up wherever there is some kind of trouble of chaos. No one is really sure how they’ve managed to stay as prominent a family as they are, most of their farms are in disarray and they haven’t been able to keep many businesses open long. Still, they pay their taxes on time and have refused to sell off any of their lands to non Clan. This has led to all manner of wild speculation of secret riches and strange dealings. #### Odger and Lo Gudnuf, Clan Leaders Old man Odger and his current wife Lo are the Clan leaders. Odger is a cantankerous ancient coot who loves nothing more than shooting at anyone and anything that comes near his house. Lo is his fourth wife, and while younger than he is, Lo is no spring chicken. She is also about as friendly as an angry hog, which is a significant upgrade to Odger’s demeanor. Odger’s first wife was kicked in the head by a mule and died. Wife number two drowned trying to fish out a shoe from a barrel of liquid fertilizer. The third died after being struck by debris while watching a stump removal explosion. Now, one might assume Odger is cursed when it comes to wives, and maybe so… but when it comes to Gudnufs he is actually considered amazingly lucky to still be alive. Which is why his fourth wife is older, as she is considered equally lucky. You see, the others had been younger and lived the typical lifespan of their people, only 20-30 years. The antics and idiocy of these Bumpkins gets them killed almost as quickly as they reproduce. Between his first wives and his current wife Odger has 17 living children and another 11 deceased. #### Brodia Gudnuf & Tad (Husband Six) Brodia Gudnuf is a ragged looking halfling woman of the ripe old age of twenty three. Her husband (current husband) Tad is a fair looking human, thirty four summers old, who looks just into his adulthood. Tad also isn’t very bright, and most folks believe he smokes too much ditch weed. They’re an odd couple to be sure, but being a Gudnuf is, by nature, odd. She can almost always be found smoking thick cigars, downing whisky, and pounding drunks in fist fights while running her Pa’s shack of a tavern, the Moaning Toad, on the Southwest corner of town. Its pretty obvious her bad habits have prematurely aged her, but her kin would tell you she’s always been old, even as a babe. No one is sure how she comes by her many husbands, whom she usually tires of after a year or so, but she enjoys the company of Tall Folk, although she once settled up with a Dwarf, Grimbald, whom she kicked out after he beat her in an arm wrestling match. The Toad, much like Brodia, is in rough shape, but that doesn’t stop folk from stopping in regularly. She’s often been questioned about the rough shape of the Toad to which she replies. “If’n it got drinks and a table. It’s a Tavern. So drink up or git.” #### Daffodila and Wolb Gudnuf As far as Gudnufs go Daffodila and Wold are purty darn near normal. But that still makes them eccentric and Bumpkinny beyond reason. These two run the local bakery, The Last Loaf, and while the make a fine loaf of bread, as well as extremely good pastries and cakes, they tend to be a little zealous in spreading their belief that the world is always about to end. Which in a fantasy universe is probably to some degree true, but these Gudnufs aren’t claiming that some mad mage is about to bring about armageddon. Instead they’re usually talking about the moon falling out of the sky, ancient prophesies, and large scale government overreach coming to take away their swords. Oh and birds aren’t real. They’re magical creations designed to spy on the populace, spread disease, and create misinformation. The town isn’t quite sure, but there are multiple rumors about Daff and Wolb having a large underground bunker hidden somewhere that they plan to escape to once the birds start releasing the racial altering gasses. Like most of the Gudnuf Clan they have more children than they can count, but standing out among them are the three older girls (Lavenda, Pearl, and Latana) who are always out lookin for a man and no end of trouble. #### Iolo and Begona Gudnuf Iolo and Begona are a younger couple in the Gudnuf Clan, and they love nothing more than a good old fashioned Moonshine Jamboree. In fact they can be found in their barn throwing the same party, with the same thirty or so people, causing the exact same drama every Friday night. {{pageNumber,auto}} {{footnote Bumpkin Quest, Spring 2023}} \page ### The Meadows (Sophisticate) These Highfalutin Halflings are Green Valley’s most influential family. The bulk of their holdings are in Hills Furrow and the North end of the Valley. They claim to be the founding family of Hills Furrow, and land records support their claim. They carry themselves as a cut above the common folk, or at least try to, the family itself is quite large and while the Heads of the Clan are easily the classiest people around, those who carry the name aren’t always a good reflection of what their upper crust cousins like to portray. #### Selene and Halinard, Family Heads The family is currently headed by Selene and Halinard and they are quite the power couple. Selene has a skilled head for business and Halinard’s expertise in social circles is legendary. Together they have not only managed to maintain the Meadow’s Family holdings and name, but increase it's influence. They own several of the businesses in town and a good number of the buildings. It would seem that the Meadows are poised to become the uncontested first family of the Valley, however, their abilities have unfortunately not obviously passed along to their seven children. In order of birth; Peony and Celesta, the twins, are the family’s only daughters, while Selenard, Audomar, Rathier, Theodulph, and Caradas are their sons. Unfortunately, none of the children desire or seem capable of taking over their parents’ roles. This has led to much speculation and even more gossip as to what the Meadows are going to do to make certain their position holds for future generations. #### Cerdic and Peona Meadows Owners and operators of the Granny’s Pantry, a local general store, Cerdic and Peona are well known by the folk of Green Valley. Cerdic is a particularly slim man of forty summers and his wife Peona… is not. In fact some say she is the largest individual in Hills Furrow. Still for someone who is nearly as round as she is tall Peona is surprisingly mobile and active. The couple inherited Granny’s from Cerdic’s family and has run the establishment for the last decade. Despite the obvious difficulties, the Meadows have six children; Dagric, Amari, Besso, Walaric, Camelia, and Silene. The oldest is sixteen and the youngest four. They are generally well behaved, but are know around town for their exaggerational story telling. For example, Besso once ran into town claiming to have seen a pack of wolves. Hunters headed out to deal with the threat only to find a single coyote. Camelia claimed once that an entire herd of cows had gotten loose on the other side of the river, all that was found was a sleeping shepherd and a small flock of sheep. No one really understands why the children spin such tales as their parents are considered some of the most honest folk around. \column #### Kalimac and Azalea Meadows This branch of the Meadows family is a fan of local sports ball and athletic events. Of which there are many in the Valley. The folk here seem to have an event or sport for almost any season, and Kalimac, Azalea, and their eighth littles are all superfans. Much to the dismay of the vast majority of Meadows they’ve been known to paint themselves team colors and wear mascot style outfits to formal events. ### The Moonsongs (Sophisticate) A large tribe of Wood Elves that settled alongside the original Halfling clans in Green Valley, and can typically be found on small farms scattered between the larger landholders. They number near five dozen and take the protection of Green Valley’s natural resources very seriously, often finding themselves at odds with the other locals because of zealous defense of the natural world. They are well liked, but always seem to turn the conversation toward conservation and thus are considered world class party poopers which often leaves them off party lists. Still, some of the clan always seems to show up anyway. #### Elquen and Faera Elquen and Faera are the heads of the MoonSong family and are ancient, even by the standards of their people, having lived close to a milenia and a half. It is rare to see but the faintest signs of age lay upon their fair features, slight wrinkles and a few strands of graying hair adorn their faces. There is also a sadness in their eyes that harkens back to the days long ago when their kin lived far beyond the borders of the Valley. Back to the days before the destruction of their home in the North drove them here. It is said that their elders were not wise in their dealing with the forests around them and so the trees were lost to their foolishness. {{pageNumber,auto}} {{footnote Bumpkin Quest, Spring 2023}} \page ### The Stout-Rock Clan (Folk) The Stout-Rock Clan of Dwarves came to Green Valley a few generations after the founding. Under the banner of “Standard Industries” they Immediately put themselves in the center of several businesses that the Dwarven People tend to excel at. Currently, they hold contracts for mining rights in Long Ridge, as well as the right to first and last bids when it comes to new constructions as well as any rebuilds. They own the Smithy, Carpentry, and Tinker’s Shop in town which keeps them cornerstone to any industry and progress happening in the Valley. #### Bharnam Stout-Rock, Clan Patriarch The Clan is extremely Patriarchal. Bharnam himself is an elderly man and considered a demanding taskmaster, and greedy miser, often raising eyebrows even among other Dwarves. He is ferocious and uncaring when it comes to business dealings and overly litigious, taking anyone and everyone to court whenever opportunity arises. In response, he has become one of the most despised individuals in Green Valley. He is particularly disliked by the MoonSongs, as Standard Industries is considered by them to be a blight on the natural world, and they’re not wrong. Standard Industries is responsible for a large amount of waste and considerable pollution. #### Benmir Stoutrock While most of the Stout-Rocks in Green Valley fall in line with Bharnam’s demands. His only son, Benmir, often bristles against his father’s will and seeks alternative solutions to the reckless and destructive business that Standard Industries engages in. He is often successful and seemingly the only one capable of changing his father’s course. Unfortunately, Benmir seems cursed to live in his father’s shadow and reputation. There are scant few that consider him the good and reasonable man he is. #### Brenra Stout-Rock The male dominated antics of the Stout-Rock Clan don’t leave a lot of room for ladies to rise up and show themselves capable. The Clan is aggressively patriarchal. It feels a little upside down to most folks, but it works for them, most of the time. It did not work for Brenra. This young woman showed an amazing aptitude for mechanisms and machines from an early age. As she grew, so did her skills, and she refused to take on the typical roles of women in her Clan. While initially this met some resistance, it became clear to Bharnam Stout-Rock that putting Brenra in a “woman’s place” would be a complete waste of amazing aptitude. She made that clear when a “suiter” told her that she would be quite a lovely wife if she put down the wrench and picked up a frying pan. She did that very thing, and then beat the young dwarf nearly into a coma with it. Instead of punishing her, Bharnam put her in charge of all things mechanical for Standard Industries. One would think this move would build animosity among the Dwarves, and that no right standing men would take orders for a woman, but Dwarves are practical people who have honest respect for tallent. Brenra rising up might not change their culture overnight, but it has opened more than a few eyes. When she isn’t out managing equipment, she can be found at her shop working on her favorite project. A Steam powered Motor Carriage. This obnoxiously loud vehicle can move under mechanical power without the need for animals or magical empowerment. Most folks in town have a love hate relationship with the carriage. It fascinates them but the noise it makes is more than a nuisance. #### Gimduhr Stout-Rock Notoriously the most grouchy man in Green Valley, Gimduhr would have likely been run out of town by now if he wasn’t a highly skilled Blacksmith. He is a middle aged Dwarf with Fiery Red hair that is just starting to hint at gray. He is extremely muscular and covered in burn scars from his work. He is proud of his work and has become quite wealthy as a business owner, wearing a lot of gold bandings on his arms, hair and beard. He has a tendency to treat everyone as below him and any contradictions or criticism immediately lead to angry outbursts and sometimes even threats. Most folks tend to stay clear of him, unless they need his service, and that suits him just fine. #### Hjoldren Stout-Rock In almost the exact opposite mannerisms of Gimduhr, his brother Hjoldren is one of the Valley’s most jovial fellows. Unfortunately, the carpenter also bears another reputation, and it isn’t for his wood work. Hjoldren drinks, a lot, a lot even by Dwarven standards. Dwarves tend to imbibe alcohol in large amounts. Its part of their culture and has actual communal psychological benefits. A group of Drinking Dwarves gain a psychic bond that allows them to share ancestral memories. That’s why they’re usually found together drinking and singing the old songs of their people. Hjoldren doesn’t stop when the party ends, in fact, Hjoldren never stops at all. He does trim it back some during working hours and somehow manages to not build everything he works on crookedly. The same can’t be said for his nightly walks about town between the taverns. He is a bit older, with black graying hair, a bright red nose, and a large beer belly. He can always be found laughing and telling funny stories, that is unless he is sleeping off the night’s drink in whatever alley he ends up collapsing in. {{pageNumber,auto}} {{footnote Bumpkin Quest, Spring 2023}} \page ### The Truefoot Family (Folk) The Truefoots live through the center of Green Valley, and up in the Northeast. They are a proud Halfling Family of very good standing among the locals. While they don’t own nearly as much property as the Meadows or Gudnufs, they do own both the logging camp and quarry operations, giving them a substantial stake in the local economy. Even tempered and thoughtful, the Truefoots are generally well liked by everyone, and rarely get themselves into sticky situations. However every family has a few of “those” relatives. #### Purnita and Pendabald, Clan Matriarch Which brings us to the Clan Matriarch, Purnita Truefoot, who just so happens to be one of the most divisive figures in Green Valley. Purnita isn’t uncouth or mean spirited, nor does she take to wild living or adventurous behaviors. Purnita you see, is something of a religious fanatic. Now most folk in the Valley are people of some manner of Faith. Purnita prides herself on always being at the pinnacle practice, and she isn’t afraid to step over, or on, anyone else to stay there. She seems completely oblivious to this behavior and has a tendency to reframe negative interactions as something that helps others “stretch and grow”, and to find signs and omens in nearly every happening. As obnoxious as she can be, Purnita does a lot for the Valley’s poor and the Truefoots are usually the first to help out Folk in need. Her husband Pendabald, and her three children Holli, Cosma, and Aigulf spend most of their days following her around, attending to her whims and looking constantly exasperated by her behavior. #### Donnamira and Hugo Truefoot A large branch of the Truefoot family has been tasked to run the Truefoot lumbering camp on the edge of Springwood. The group numbers around two dozen hands and isn’t comprised completely of Truefoot Halflings, just run by them. Donna and Hugo head up the operation and see that everyone does a good job. Which they do despite their outside habits. You see there are a lot of things that grow in the woods other than trees, and many of these plants are pretty great for recreational purposes. And there are two this group knows how to do well its recreate. For the loggers its all love, lumber, and recreational drugs. #### Gilly Truefoot Widow Truefoot has been the Village’s School Teacher nearly as long as there has been a School House. She is the oldest living resident in Green Valley, but shows no signs of traditional old age. In fact a drunk once called her feelble looking, and she beat him senseless in the street with her purse. She never had children of her own and claims that most of the towns children are loved by her as if they were her own. The children claim no such thing. Quite the contrary. Widow Truefoot is a notoriously mean spirited woman and has been the subject of hundreds of “pranks” some of them easily crossing the line into dangerous and even deadly territory. One such event included a dozen venomous snakes being released into her bedchamber. She fled the home before being bitten, but the town rumor is she killed every last one with her bad hands. #### Deputy James “Slim” Truefoot James is a younger Halfling man not even twenty summers. He is geunily smart, extremely intuitive, and dashingly handsome, with a well muscled figure, bright hazel eyes, and a flashing smile… and for some reason wildly unpopular. Most think its because he really doesn’t fit the Bumpkin vibe at all, and thus he sticks out. Others are likely jealous of his looks and abilities. Some think it’s because he is in law enforcement. It’s likely a mix of all the above. James does resent being the Deputy to Sheriff Tobias and considers his boss not only incompetent, but criminally negligent, and dangerous to the community. Still, he respects the chain of command and is simply waiting for the day his boss gets himself killed. #### Notge and Opal Truefoot The local Apothecary, Nature’s Medicine, is run by this charming Halfling couple. Both blond haired, blue eyed, and far younger looking than they actually are, you would be hard pressed to find anyone who has a bad word to say about Notge and Opal Truefoot. That’s likely because they seem to know everyone’s business, and have no problem Speakin The News about anyone and everyone in town. So folks don’t say nothing bad because it’s likely that these two have some dirt on them. Even if there’s no dirt to be had. Afterall, who says gossip has to be true. #### Obo and Ebo Truefoot These two Halfling cousins head up the Stone Quarrying operation over in the Tumbled Downs. Much like the lumbering camp the operation consists of not only halflings, but a smattering of races. They do share a few things in common though. They enjoy their work and do a good job, and these masons love a good workout. Lifting is life out here in the downs and they absolute refuse to miss out on leg day even when it hurts. Obo and Ebo dream one day of traveling far away and becoming personal trainers for rich folks at some far off gated neighborhood full of lonely trophy spouses. {{pageNumber,auto}} {{footnote Bumpkin Quest, Spring 2023}} \page ### The Undercloaks (Sophisticate) The Undercloaks are a “newer” Halfling House in area. Having only been here a few generations now. No one really remembers why they moved here originally, but most folk would tell you that they were fleeing a war in some land far away. They are shrewd “legitimate” business folk who have managed to work out deals and contracts of one kind or another with nearly every merchant, innkeeper, and Clan in town. They primarily live in and around Hills Furrow, but have a few holdings out in the countryside as well. Aside from their successful and legitimate business dealings the Undercloaks seem to be well connected to the world beyond the valley and often take trips abroad. To many this seems odd, but they are new to the area, so it makes sense. They also have a steady flow of new faces being added to the family. Apparently they have a wide net of cousins and godchildren who also are regularly fleeing the wars beyond the Green Valley’s borders. These newcomers often are so traumatized by what they have left behind that they don’t always respond properly to their names or seem to have some sort of identity crisis in which they believe to have lived completely different lives. Folk obviously deal with such things tenderly as the struggles of the mind brought on by their trauma are often quite potent. #### Don Coreon and Karmina Undercloak The Head of the Undercloak Family is the venerable Don Coreon and his wife Karmina. Coreon is an older honorable gentlemen and the fourth of his name to hold the title of Don. Sadly he will be the last. His son, Coreon the Fifth, was killed in a freak crossbow accident, when dozens of loaded weapons were somehow fired at him as a merchant’s cart passed by. Oddly enough the cart had been owned by another family that the Undercloaks had just had a falling out in business with. It was all quite the tragic coincidence, and therefore the subject of a lot of gossip. Don Coreon’s younger son Mikal is set to take over the family when his father retires, which unless he has a sudden heart attack, doesn’t appear to be any time soon. #### Largo Undercloak Largo is a portly Halfling man with swept back peppering black hair, a welcoming smile, and sad eyes. He owns and runs the Dancing Lamb. The Lamb does has a bar and several rooms upstairs, but is more of a cafe and ristorante than an actual inn or tavern. Largo can almost always be found at the entrance to his establishment greeting patrons and welcoming family. He is a widower, who lost is wife in a tragic accident while he was on his way to settle some old debts. He doesn’t speak of her often, but sometimes when he has had too much wine he mutters curses about his slowness to take care of things. It becomes clear that he blames himself for her tragic end. And so he throws himself into his business, always making sure that customers go home satisfied and that any of the Undercloaks, particularly the Don who has his own special table, are double taken care of. ### Individuals and Small Families #### The Argyns, Wilfred and Seldina This odd human couple runs a farm in the Northeast. They are know for a few odd behaviors starting with their morning ritual. As they leave the house Seldin stands on the porch and drops a handkerchief. Wilfred picks it up and kisses her hand. He then mounts his horse and rides out to meet hands working the crops. He spends the rest of the day in the saddle directing his farm, running errands, or just perched on a hilltop posing against the sun striking poses. He has mentioned to other locals that he is descended from a leader of a legendary knightly order far away. #### The Banks Family, Moso and Canna Moso and Canna have had one singular purpose in life. This middle aged couple has accumulated sixteen children, now that isn’t a count unheard of in farming families, but they didn’t birth them all to have laborers for the farm. The Banks procreate champions. From the day they take their first breath the children have been molded and shaped to lead sports ball teams. Thus far it has been a successful endeavor, as their oldest two children Anders and Hellen currently captain the men’s and women’s teams. #### The Bunch Family, Fardulf and Lila Fardulf and Lila Bunch, owners of The Crocked Crow, Inn and Tavern. The Bunce Family is one of the older in the Valley though not large by any stretch. In fact they’re the only ones of their name left. Fardulf is a quiet simple man who, just like his forefathers, and alongside his wife, owns and operates The Crow, which just so happens to be the most popular tavern in town. He and Lila have three daughters (Jasmina, Zinnia, and Meadow) and one son. (Fardulf the 6th). Faedulf the 5th is renowned for his skill as a barkeep and cook, but isn’t the brightest bulb in the patch. When engaged in conversation he often takes to just staring at folk while they’re speaking, which most take as great listening skills, but the truth is he has likely just drifted off in his own mind thinking about something entirely different. Thankfully, he is very skilled at single word answers that typically cover any question, which just so happens to be a great skill for a bartender to have. Lila is the brains of the outfit and takes care of almost all the management tasks at The Crow. She is a sharp witted woman that takes note of most anything that goes on in her establishment. Which puts her in a bit of a position of power, as The Crow is the most popular drinking establishment in the village, doubling as the unofficial town hall, which means there is very little happening in town that Lila doesn’t know about. {{pageNumber,auto}} {{footnote Bumpkin Quest, Spring 2023}} \page #### Fairborns, Tobias Imbert III and Cosma Toby is the local Sheriff, and as if every stereotype of rural law enforcement has come to pass on him… he is a complete dunderhead. His wife Cosma on the other had is a brilliant woman who loves nothing more than writing mystery romance novels, and has a home library full of them. Toby is a thick Halfling whose clothes don’t quite fit him anymore, but he refuses to get a larger one that does. He us usually a little on the grubby side and always has something on hand to eat. Typically fried chicken or pie. Cosma is a lovely woman, who keeps herself somewhere between simply cute and very attractive. Most would consider it a chore to always deal with a man like Tobias but she loves both him and the mess he is. Tobias and Cosma are “newer” to town and came in with some Undercloaks when they were teens, about twenty years ago. They are currently expecting their first child. #### The Gallahars, Marvis and Eda This human family owns The Griffon’s Wings ranch and lodge in the Northeast. They do a little farming, but not much. Instead they fill their pantries and their wallets living off the land. They are expert trappers and hunters, and are often called upon by other locals to deal with larger predators in the area. Their home and Ranch are decorated with the trophies taken from their kills. The most astounding trophy, the mounted Griffon Wings over the Ranch Gate, are from a real griffon that had been prey ing on local livestock. Marvis’ Grandfather slew the beast long before he was born. #### The Gardners, Durgo and Angellica The Gardners like to go to the taverns. A lot. The young Halfling couple is well liked, and can seemingly drink forever without really ever getting seriously drunk. The Gardner family has been a Valley staple for many generations, and they all seem to have the same astonishing ability. It is so renowned that every fair has a booth with an Outdrink The Gardner challenge. They typically make enough money to paid their rent for the entire year. #### The Green Family, Bergen and Erika Finding the Green family isn’t hard, just look for the flags. No one really remembers having an official flag for Green Valley or Hills Furrow, but the Greens seem to have a few dozen ringing their property. They are insanely proud to live here and don’t have a problem telling everyone they meet. They also don’t have a problem reminding anyone with a complaint just how good they have it here. #### Gravel-Jaw, Barhgrum Barhgrum is head of the Gravel-Jaw Clan, a group of Dwarven Miners with a reputation for being overly Dwarfish and for getting results at any cost. The Gravel-Jaws own the largest mine in Long Ridge and operate, at least in part, most of the others. If the rumors are true they bring in a rather large haul of precious metals and gemstones, which they hoard deep in their tunnels. Most locals have never traveled past the gates of the mine but those who have say there are a lot more Dwarves living in the tunnels than one would expect, and that it resembles more of a town than a mine. Barhgrum travels to town regularly for business and can usually be found at the Crocked Crow. #### 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. #### Parson McDonald, Donald Donny was sent here by the Order of the Martyr about five years ago. His predecessor Parson Ronald O’Donnel shepherded this flock for over half a century before expiring at the ripe old age of eighty seven. This is Donny’s first solo assignment, and he wasn’t thrilled to take it. He is very smart and truly wise for his age, thus he understands the Divine Will, in most circumstances. And so has come to accept his fate, and to some degree even come to genuinely care for the people here. The do completely exasperate him at almost every turn, but more in the way a group of children emortionally drain any nearby adults of their will to live, than out of any real frustrations. He is usually in a state of “Why me Lord. Have I done something to displease you?” To which the answer is usually amused silence, that some how communicates “Keep up the good work buddy!”. {{pageNumber,auto}} {{footnote Bumpkin Quest, Spring 2023}} \page #### The Millwrights, Edward and Kazmye Edward is about as ordinary a human as they come. He is just under six foot, brown eyes, sun kissed brown hair, mid length beard, mildly overweight in the stomach, but still muscular in build, and he, as his name would lead one to suspect, runs the windmill. His wife, Kazmye, and daughters on the other hand are anything but average. Ed is the envy of most men in town. His wife is not only stunningly gorgeous, but is extremely well spoken and has a sharp wit. His three daughters take after their father when it comes to hair and eye color, but after their mother in their fairness and charm. This has led to a never ending line of suitors at the Millwright house, and never ending stress for Edward. Kazmye on the other hand seems to take much pride and joy in it, as she loves nothing more than to parade her daughters around increasing their social standing far above that of a Miller’s family. #### Morris, Genevieve Old Lady Morris is a bit of a town staple, as were her mother and grandmother. She is a kindly older human woman, extremely frail, but full of smiles. She spends most of her time knitting blankets, making dolls, and baking goods for the needy locals. She’s never caused any trouble and no one has any real “news” to speak about her. Still that hasn’t kept the locals from spreading rumors. The most common being that Old Genny is a witch of some power and has lived in town for generations pretending first to be her grandmother and then her mother. But that’s all rumor… or is it? #### The Mossflowers, Yindan and Holifi There is a family of elves that keep a small village at the edge of Stink Marsh. There are a few others that live there but it is predominantly Mossflowers. A bit of an oddity among folk, these Elves are actually considered to be quite a bit more backward than the average Gudnuf. Part of that is because they actively chose to live in Stinkmarsh, and part of that because they are… well… smelly. Living as close as they do to Stinkmarsh has left a near permanent odor on them. They’re also a bit slow of mind and action; never in much of a hurry to do anything. They are good enough people, but bring a lot of social stigma with them. #### Proud-Breed, Shalana There are plenty of races out there that can intermingle and produce offspring. Most folks don’t pay any mind to such things, unless you happen to be Half-Orc or Half-Elven. Doubly so if you happen to be both. Born of the strange union of an Orc and an Elf, Shalana’s birth was something the couple never thought possible. Her mother was a High Class Elven Escort and her father her Body Guard. After spending years working together her father confessed his love and found it was passionately returned. Some years later much to their surprise Shalana was born. The pair had settled in Hills Furrow for some time but decided to return to her father’s ancestral lands as he aged. Shalana choose to stay in Green Valley. She has an exotic look about her. Her dominant features reflecting the grace and elegance of her mother’s elven blood, but her hair, eyes and musculature are obviously her father’s. Most consider her equally beautiful and intimidating. She is comfortable in both the forest and the plains, but her true skill and passion lies in cloth and tailoring. She runs the local clothing and fabric shop, and is completely content in doing so. #### Q4S1R Currently the oddest member of Hills Furrow Q4S1R is a Warforged, built out of steam pipes, pistons, and whistles, and looks a bit like a Steampunk locomotive with legs. They have been part of the community for going on two hundred years now and for most of that time has been employed by the Landowners Council as the Tax and Rent Collector. Q4 understands a great many languages, but does not speak one itself. Instead they communicate with a series of steam bursts, toots, and whistles. They are very adept at this form of communication and most folks seem to intuitively understand what Q4 is communicating. The only common phrase Q4 has ever been able to master is “I’m sorry”, which fits quite will within the bounds of their career. They can usually be found wandering around the Valley going about their business, but on those rare occasions that there are no taxes or rent to collect, Q4 can be found sitting in the Crocked Crow observing the locals. #### SmallBurrow Family, Sadoc and Estella The SmallBurrows run a small wheat farm in the Southwest. These halflings are considered a bit odd, as they are best known for the unusual amount of times they drive their hay wagon around town every day. They typically average about a dozen passes. They don’t ever seem to drop any hay off, although from time to time they do make a sale. #### The Stav Family, Gaspar and Nina The Stavs run Get Nailed, Hardware and Spirits. An odd combination of construction and home goods as well as a well reputed distillery. The Stavs are an older human couple, just beginning their elder years. They had two sons and a daughter. The daughter, Laura, married and moved out of the Valley. Their oldest son, Jarrod, died in a construction accident. The younger, Henley, is currently working up at the logging camp. They are well known folk, but not well liked. They seem to have a bit of a bug in their craw when it comes to being neighborly and just don’t get on well with others. Folk that have been around some time say that they were once the friendliest people you could meet, but that all changed when Jarrod died. {{pageNumber,auto}} {{footnote Bumpkin Quest, Spring 2023}} \page #### The StillPetals, Tramayr and Xilwynn An Elven family Farmers specializing in the growing of decorative flowers. They also tend a lot of the locals landscaping. They have their own greenhouse and do quite well for themselves. They’re the type of people who always stop to talk to you in the street. And talk, and talk, and talk… #### The Thunderfists, Karrus and Gwenryl The Tunderfists are a Dwarven farming family. They are particularly known for their tendency to burn anything and everything. They love a huge bonfire, and most of the time things are in control. #### The Townsend Family, Bosco and Scilla The Townsend Halfling family is pretty well known around the area. They're one of those couples with very few boundaries when it comes to conversations. The couple are well known conspiracy theorists or “realistists” as they like to call themselves, and refuse to believe that anything told them through “official” channels is some sort of half truth propaganda. Therefore they are always quick to tell folks what is “really” going on. #### The TriBrecks, Jonath and Arnip These Dwarves have a passion for two things, music and sausage. They’re one of the more active livestock ranchers in Green Valley, and whatever they don’t sell that year they grind into sausage. Jonath has created a giant machine which does all of their grinding. There are rumors that he puts a lot more than livestock into that darn machine though. Many neighbors' cats and dogs have never more been seen. They’ve all been ground to sausages in Jonath TriBreck’s machine. Or so the rumors say. #### The Wetherbys, Rudy and Ruth Judge Rudy has been the elected mediator and local judicator for a good thirty years. His wife has always partnered with him on the difficult task of balancing the problems the Valley deals with. Judge is a well worn Human man, who once had thick brown hair that has long gone gray. Mrs. Wetherby looks a bit younger than her husband, but is actually a few years older. She has happy features and has always been proud of their work. They are considered honest and fair by most everyone, but they do have some detractors. The Gudnuf Clan in particular has a hard time accepting their authority, and have often been ruled against on legal matters. The Undercloaks aren’t fans either, and although they don’t often speak out, the Wetherby’s hold an equally low opinion of them. Other than those that feel they were slighted in court, the only bad thing anyone can ever say of Judge Rusy is that he is consistently late. And in some strange turn of events, that lateness always seems to have something to do with cows. Cows blocking the road, cows that have broken their wagon, cows in their kitchen… the Universe seems to somehow be working against them being on time, and it uses cows. #### The Zimplezemples, Rudy and Ruth The Zimplezemples are the town butchers and as far as most anyone is concerned, they are the best in the Valley when it comes to carving up livestock and making sausages, even if their methodology of using Gnomish tec is a little off putting to the locals. They’re pretty young as far as Gnomes go, only a smidge over a century, but living here that long puts them way ahead of most folks as far as having been around to see some things. And while they certainly have seen a lot, what they’re most interested in seeing is the weather. As good as they are at butchery, what they truly have a passion for is inclement weather. Their home is adorned with all manner of devices that they use to monitor the Valley and detect any and all changes in the weather. They’re also know for chasing off after each and every storm that comes through, and each has been struck by lightning multiple times. They have one toddle age son, Ilberic, and another child on the way. {{pageNumber,auto}} {{footnote Bumpkin Quest, Spring 2023}} \page # Chapter 4: Local Legends, and Folk Tales ## Hills Furrow Normally Hills Furrow is a town full of cheery folks with happy lives, but the locals love a good ghost story and so there are several Folk Tales with darker undertones that circulate about town. :: ### The Knockers #### Told by a Young Local {{monster,frame ##### I was in here last week talking about how Ma said things ain’t looking too good for us. She’s been behind on bills since Pa died and we lost the farm. At least we got to keep livin in the house. But I guess that won’t last much longer either. She put out some bread at her Knocker House in the Garden. I was so mad at her for wasting food. She is too old to believe in invisible little folk who live under houses and help out people who treat them nicely. Thing is, the next morning there was a knock on the door. Wasn’t no one there, but someone had left a pouch of coin and a pie on the steps. There was enough in there to get us caught up on bills! They say Fey beings are really strange, and some of them really take interest in the lives of us big folk. And that they can help people when they want to… so maybe there is something to keeping a Knocker Garden afterall. }} **DM Info:** Knockers are tiny invisible Fey beings similar in appearance and concept to Brownies, but more comfortable dwelling under houses and roads rather than in the forests and trees. They love nothing more than to watch the comings and goings of “Big Folk”, and are fascinated by their day to day routines, to the point where they become very attached to those they watch. So much so that in times of need a Big Folk may receive a knock on their door, and upon opening, find that the Knockers have left them a gift. Commonly these gifts come in the form of food and strange little trinkets, but sometimes if the Big Folk has been particularly kind to the Fey, the Knockers may be inclined to leave riches. Most likely, the gifts have been left by others in town who are responding to their Neighbors need, but that doesn’t keep folk from building little houses or leaving treats for the Knockers. You know, just in case. \column ### Creeping Mary #### Told by an Older Woman {{monster,frame ##### They say she was left at the altar one spring day. Her love was never to be seen again. Feeling an overwhelming sadness and great shame Mary locked herself in her home. Friends tried to coax her out, but she refused to come out until her lover was found. Rumors started. Perhaps he died. Perhaps he had left because Mary was unstable. Perhaps he ran away with another woman. Mary began to fixate on this final gossip. Word got around that late in the night when clouds covered the sky, Mary would creep out under the cover of darkness and sneak into her neighbors homes looking for her lost love. She never found him. As the story goes though she strangled a man she caught having an affair. There had never been a murder in Hills Furrow before, and the town was in an uproar. Eventually she was tried and hung for her crime. But before the noose tightened she told the ladies present that if they ever needed her to kill a cheating man, all they had to do was call her name three times into a mirror. No one ever saw Mary or her lover again. But over the years several cheating husbands have ended up strangled and the crimes have never been solved. Most say that their wives are to blame, but solid alibis and a strange lack of evidence keeps people asking if maybe it was Mary after all! }} {{pageNumber,auto}} {{footnote Bumpkin Quest, Spring 2023}} \page ### The Bagman #### Version 1 Told by any Local {{monster,frame ##### They say the Bagman came into being back near the founding of Hills Furrow. As most things that go awry it was Adventurers who’d come to town looking to claim a bounty that was hiding here. They put their captive in a Jailer’s Hole for transport. Never seen one myself but they say it’s a piece of cloth that someone lays out on the ground and it creates a magical cell that a prisoner can be held in while being transported. Sounds a bit like nonsense, but folks use magic for all kinds of foolish things. Well, they say another group came to town looking to score that bounty and poisoned the first group, but they never found the Hole. No one ever did, so whoever it was they put in there died a slow painful death alone and became the Bagman. Now he creeps out at night looking for the people that put him in there. When he don’t find them he takes someone else. Not sure I believe it but a lot of people round these parts seen him over the years. They say if the Hole was found the Bagman could be set free, and the curse broken. }} #### Version 2 Told by any Local {{monster,frame ##### My kids were actin up the other day so I told them this story of the Bagman. Was long ago when Felris the Gnome was still Magicking in Villages and there were only two houses on the Hill. Came a time when Felris was gettin on in years and took on an apprentice. Bright handsome Feller, had recently gotten married and saw this as a great opportunity to advance his family name. Several years later the young apprentice took over for his master who had recently passed on. While going through the Gnome’s things he found an enchanted Storage Chest. Foolishly he left it open only to have his young son climb in to find things to play with. The lid was closed and the boy was never seen alive again. But the boy has been seen again and again. He comes out at night when a little boy or girl has been exceptionally naughty, and takes that child away into the chest to play with them forever. }} : **DM Info:** The Bagman is not a legend exclusive to Hills Furrow, because it isn’t a legend at all. The Bagman is a terrifying undead monstrosity born when someone suffocates inside a magical storage space. This creature exists in the extradimensional spaces created by these items, and can exit from any opening they create. It then hunts for an unsuspecting victim to drag back into the space and devour. However, whether or not a Bagman haunts Hills Furrow is a local Folk Tale. There are several stories about how the Bagman of Hills Furrow might have come to be. Folk say the Bagman started haunting the town just after the above incidents. But like all Folk Tales, no one is really sure if it is true. Still Any travelers who come to town are asked to lock their magical storages inside Lead Boxes. No sense in taking chances after all. ### Old Genny #### Told by any Local {{monster,frame ##### Old Genivive Morris ain’t no one to be on the wrong side of. Sure she plays nice, same as her “Ma” and “Grandma” but they weren’t nice. Probably didn’t even exist. See Old Genny’s a witch, been witchin this town for decades now. Working her Spells and practicing Black Magic. Spends all her days baking Bread and Makin pies for the stores. Aint no one with any sense eatin those pies made from bones or playing with dolls full of hexed needles. But that ain’t all she makes. Brews potions and elixirs. Claims they’re natural remedies. Remedies right out of a cauldron under a black moon. Nothing natural bout any of it! Still, often enough some lass ends up with a baby she don’t want or some fool got the itch from rollin in too much hay, and they go to see Old Genny for some medicine. And you know what else, she don’t collect a coin for the work, just asks for a favor in return. If that ain’t some Shadow Fey hooks and chains then I don’t know what is. Don’t believe me? Head down to the Hall of Records and look for yourself. There ain’t no records on any Morris family other than Genivive. That there’s a Hag livin right under our noses, an’ one of these days someone’s gotta do something about it. }} {{pageNumber,auto}} {{footnote Bumpkin Quest, Spring 2023}} \page ## Spring Wood Most everyone knows that the Spring Wood is Fey touched. That’s pretty common knowledge but inside of that already magical framework there are a few particular Legends worth mention. : ### Black Claw #### Told by an Older Elven Local {{monster,frame ##### Lumberjackin isn’t the safest job in the Green Valley. Sharp tools and big trees cause plenty of accidents. Been years here and there we all felt like we was competing with the Long Ridge Miners for most horrific happening. Got a fair share of strange tales as well. Black Claw is one of them. We got wolves and bears out here. Even the occasional cougar. Pretty rare they actually come for an Axeman. Still, its unsettling when a big animal like that comes callin. So when we first spotted the tracks, skat, and claw marks in the area it all appeared to be a just a big bear.But they were odd, looked like this bear walked upright, the piles weren’t quite like other bears, and the claw marks were strange as well, like the bear was missing some. We didn’t worry, things happen to animals so maybe it was wounded and adapted. But then we started to see it. Big hairy beast, and it did walk like a man. We never got a good look at it, but as soon as it spotted us it began roaring. Wasn’t a natural. More like a roared scream… real unnerving. We seen it several more times over the next few years, and one thig is for certain, it’s like a bear but it ain’t no bear. There are stories of shifters and were-creatures and other stranger beasts created by magics. I don’t know which thing Black Claw may be, but I am really thankful it don’t like being near people. I wouldn’t want to get into a tussle with it that’s for sure. }} \column ### The Yellow Throated Piper #### Told by a Sophisticate {{monster,frame ##### I love wanderin the Spring Wood. Beautiful country up there. Wild berries, Fruit Trees, Lakes, and Streams. And the birds, dozens and dozens of different birds. From Owls to Finches and Chickadees to Swans, birds of all feathers come here to mate, nest, and thrive in the boughs of the trees and the stream fed ponds. It’s a magical place protected by the Fairie Folk that live there. Don’t let that scare you off, they take pride in their forest and as long as you respect them and their lands they’ll make sure you walk freely. But there are things to be wary of. I like going up there in the warm months to see the Yellow Throated Piper. The piper is about the size of a quail. It has a long beak it uses to spear fish as they fly around the edges of the ponds. The Piper has a sad but melodic call. I swear it is soul soothing. So attractive it is almost hypnotizing. That is where I was when I saw it. Well I heard it first. A tune like the Yellow Throat’s call. There was nothing else in the world I wanted but to stand there and listen. My mind wandered like in a dream, and then I did see it. Out of the corner of my eye at first, but it was there. The creature stood about five, maybe six feet tall. Looked like a Piper, but moved like a person. It had arms and legs like a man as well. I simply couldn’t believe it. I’d never seen a Birdfolk before. Folk had said it was out there, but I never believed. I do now. This Piper was playing that song using its beak like a flute. After a bit it began to skip away, and without thinking my legs followed it. Some hours later I found myself standing at the edge of the Wood. I was nearly six miles from where I’d been. Nothing missing, and none the worse for wear, other than my legs being tired from walking. I don’t know what its doing out there, maybe protecting a mate, or maybe a treasure. Who knows? All I know is that I’d love to listen to that song again. I know others have gone looking for the Piper, like I said I thought it was hogwash because no one has ever come back with anything but stories. It would seem that you do not find the Piper, the Piper finds you. }} {{pageNumber,auto}} {{footnote Bumpkin Quest, Spring 2023}} \page ### Shadow Step Jack #### Told by an Older Local {{monster,frame ##### Never go deep into the Spring Wood. Once you start to see the thickets and thorns head the other way. That’s Shadow Step Jack’s land, and he don’t take to trespassers! Now some of these folk will tell you Ol’ Jack is a myth. Tall tale. Fools, all of them. He’s as real as you and I. Me and my Gal when I was younger. He caught us in his woods. We were chasin our horses which had been spooked by a snake. He started followin us at first, didn’t pop out yet. But we could see the shadows moving unnatural like. We found the horses and we was gonna head straight home, but out comes Jack. Leapt straight from a shadow all dressed in black finery, Tall hat and all. Couldn’t make out his features though, wasn’t none to make out. He was made of living shadow. Most horrifying thing I ever seen. Said we were trespassin, but he’d let us go if we raced him on horse back to the edge of the forest. If we won we could go. If we lost we’d have either to pay a toll or be his prisoners forever. We agreed, what choice was there! He called his horse, a nightmarish black beast with red eyes and fire for hooves. Soon after he counted to three and we were off like the wind. We good rider and were out ahead! Then bout a half mile to go Vara’s horse threw a shoe and began hobblin. Tossed her from the saddle and she hit her head on a rock. Jack tore past us leavin smoke and cinder in his path. I couldn’t just leave her so I turned back, an tossed her over my lap. Knowin we was gonna lose I headed out another way and then straight home. We weren’t supposed to be out so her Pa was gone red. Vara had woken up by then and seemed fine. But by the next morning she had gone blind. Said she had a dream that Shadow Step Jack came in through her window and plucked out her eyes. Said we owed him a toll. Doc said it was from the head injury, but we knew better. The next day her old man had the Sheriff lock me up for a month, for horse stealing. While I was locked up he married Vara off to a feller down south. She passed away givin birth a year later. That night I dreamt of Jack… told me my toll was paid. I’ve never gone near those woods again. }} ### Sally Sackcloth #### Told by any Local {{monster,frame ##### There are always stories about witches who live in dark places. Deep Wood ain’t no different. Those none of the tales round here can get straight. Always fighting bout where she lives, what kind of magik she gots, whether or not she is wicked or just strange. Tales do line up on some things though. Sally Sackcloth is what they call her, they say Sally is a widow who lost her husband and children to sickness. Was that what drove the woman to black magic. Probably intended to bring her family back. Well her neighbors got suspect, so she skipped town and put up in the Deep Wood. Friend told me she’d red some papers over in Town Hall says that much is true. Folk went lookin for her, but for years no one found hide nor hair. Then locals started coming across her hut in the woods. Say its something out of a nightmare. Rottin old shack made’a sticks n’ mud. Covered with crude sackcloth and bone dolls. Most folk who find that place don’t waste no time and git, but over the years a some say they met Sally, who should’a been bones long time past. She covers herself head to toe with black stained tattered sackcloth, face too. Only gonna see her hands and feet, and they’re just skin covered bones. Wears braided hair necklaces n’ a belt that got hangin dolls like the ones on her hut. Now I’d be scared like the Devil himself was after me, but them that seen her say it’s like being by their ma, you know safe. Even more crazy, she gots a kind and soft voice and always offers her help. And if that ain’t enough… she only shows up to folk who got a dying or short dead loved one. Sally says she can help fix em. Now, there aint no papers saying whether or not her “help” works, but folk that talk say it half works. Lots of tales bout people over the years who git better, but comeback wrong in the head. Locals like to bicker bout it. Some say she really wants to help, but the magic she has just ain’t good, others think that she is full out dark and just likes spreadin misery. Now I myself don’t believe a stitch of it, but a lot of others do, and desperate people still go looking for her when illness strikes. }} {{pageNumber,auto}} {{footnote Bumpkin Quest, Spring 2023}} \page ## The Tumbled Downs The Downs are overly mysterious. They're simply a series of rocky hills. The world is full of places like this. And yet... common places often hid uncommon things. : ### The Stalker Among The Stones #### Told by a Eastern Local {{monster,frame ##### We all know that there are beasties further east in the Downs that no one wants to run into. Top o’ that list is the Stalker. Lots of folks have seen it over the years. At first you think its a big cat, mountain lion or something similar, but it can camouflage itself like one of them little rock lizards do when they move form one color stone to another. Folk also say it can leap unnatural distances and appear in multiple places. Comes with a strange tail too! Some say its got a stinger, like a scorpion, others more like a club full of spikes. Whatever the Stalker really is, the folk in the East make every effort to steer clear, and more than one disappearance goes hand in hand with Stalker Sightings. }} ### The Widow Maker #### Told by an Older Local {{monster,frame ##### Beware the Widow Maker and her brood. She’s a monstrously big Black Spider that lives in some of the tunnels below the Downs to the Southeast. Ain’t no one seen her for a great many years, but we do see her hatchlings. That the area is lousy with Large Spiders. Most of them bout a foot across, but there’s plenty nuf grow upwards of ten twelve feet. There’s one hangin in the quarry headquarters, seven feet across in the body, twenty-four measured leg to leg. Killed that one by droppin a boulder on it. But they don’t normally go for tricks like that, they’re sharp, unnaturally clever, and pack a nasty venom. Poison ain’t deadly though, instead it makes your muscles stiffen up. They’ll drag you off to some underground lair then and let the little broodlings eat ya there. And that’s all the proof we need bout the Widow Maker maker round here. Sure, no one is certain she’s out there, but them littles sure are and, unsurprisingly, no one is stupid enough to go looking. }} \column ### Rock Fist #### Told by a Younger Local {{monster,frame ##### So, I was out in the Northeast downs a few weeks back, and found something. I think there’s a something big livin out there. I was out huntin for crystals. They sell well, and not too hard to find, but you gotta go pokin in the tunnels there a little bit. I went in one and popped out in a pretty secluded nook. There was a real big campfire and some large carved messages in the rocks. Strange pictures of a large feller being worshiped by smaller folk. Had his hand in the air and was holding lightning. I think… the pictures were real bad. The hand writing wasn’t much better. Said things like Rock Fist is Rock, Rock Face, Rock You C**k Hard. While tryin to figure out that last one I spotted a … well a big “pile”, if ya get my drift. There was folk sized bones stickin outta that turd. So I skedaddled back where I came from. That was when when I heard the pounding and screaming. Sounded like the wallerin of a Dire Coyote that got its tail crushed under a rock. There was something about it that hurt my head, like it was clubbin my noggin from the insides. }} ### The Stone Tooth Goblins #### Told by any Local {{monster,frame ##### You ever see a Goblin in town? Well if you do stay clear. I get it, they bring in good from the Downs that we don’t normally get too easy. Crystals, Nuggets, Strange stuff for tonics and elixirs… They ain’t really dangerous, but bring all kinds of ruckus and trouble. Break'n things, swipe'n stuff, upset'n children, and been known to eat a pet or two. My Pa told me that one time Folk had bout enough and they tarred and feathered one of them. A week later they came back ahunnerd strong and demanded justice. Said they’s wipe the town out if they weren’t paid. Folks rounded up about twenty cattle to settle the score. The Clan left but warned us that if we ever treated them poorly again, that they’d come back and wipe us off the map. Now, me… well, I think it was all a rouse, but I wouldn’t bet on it, an there are a lot of folks do believe that thousands of those little troublemakers is hiding out East. }} {{pageNumber,auto}} {{footnote Bumpkin Quest, Spring 2023}} \page ## The Stink Marsh Swamps have a way of creating legends. They're mysterious, often foggy, and hide a number of dangers above and below the water. Stink Marsh is no exception ### The Ghost Lights #### Told by any Local {{monster,frame ##### Ever see little glowing balls that float out about in the marsh? Usually show up just after dusk and are gone by daybreak? They don’t let anyone get too close to them and if someone brings them up in a spyglass they disappear. They’re shy, you see. Hard to say what they really are, Fairie Folk maybe? That’s as good an answer as any. Some say their Willow Wisps, but they ain’t never directly hurt no one. Same can’t be said of Wisps. Though, they’re not safe neither. Every once in a moon some fool, usually a traveler, thinks they’re gonna solve it. They get in a boat and row out into the swamp. They ain’t never seen again. Some things are just better left alone. }} ### Bat Boy #### Told By an Older Local {{monster,frame ##### Bat Boy was brought into the world with much pain and suffering. He was abnormal. Cursed some would say. A child of Devils others would claim. A Boy born part folk part beast. A Bat Boy! His parents attempted to hide him from the world. To keep him secret, but rumors began, locals whispered, and eventually after eight years, they came with torches. The mob demanded they turn him over so they could do the righteous work and return the thing to the hells. They refused, and so their little hut on the edge of the marsh was set ablaze. As they watched a shadow flew out of the smoke and flame, Bat Boy had escaped the fire. They tried to shoot it with their bows, but he was too quick, too agile. The fire raged, turning his home to ash, as he made it to the it to the swamp and disappeared among the vines and trees. Over the next years, one by one, the folk that burned the hut died mysteriously. Most think it was the Bat Boy bringing retribution on those who murdered his parents. Those living in Stink Marsh claim to see him sometimes near the ruin of his home, usually at dusk. }} ### Snap Maw the Giant Alligator #### Told by a Swamp Local {{monster,frame ##### We were out fishing. Usual spots came weren’t turning out. So we rowed a bit further down the marsh. Pa always said “You’d be a darn fool goin to deep water. There’s things out dhere that’ll swalla boats whole”. Now we believe Pa an all. Been round these parts too long to no hear what he says, but we didn’t go that far. No further than we’d been with him. But that’s where it was. We all know there’s gaters out there. Some biggins too. But nothing like we seen. Started with a few of them littler fellers, the kind we got in the pit for wrastlin. They came running through the weeds and zippin through the water like the devil was chain them. Then we heard the crashin and splashin. That was enough for us, we put paddles down and rowed as fast as we could. I looked back after a bit and seen a gater with a head the size of a cow. It was swallowin a biggin like it was one of then fancy sketti noodles. Pa said that we seen Old Snap Maw, an we was lucky to be alive. }} ### Granny Toothache #### Told by any Local {{monster,frame ##### Everyone in the Valley knows bout Granny Toothache. Sounds straight out a storybook, but it ain’t no story. She’s out there in the swamp living in a house made of sweet cakes and candy. Ain’t real hard to find, folks say she knows when someone comes lookin for her. You’ll start to see colorful ribbons tied to trees at first, then maybe a treat or two. Follow that and you’ll find her cottage. Sits up on a rise that they say moves about the marsh on it’s own. There’s stories and rumors round these parts about other old folks being a Hags, but there ain’t no question bout Granny. No one but a hag lives in a magical house. Never seen it myself, but once while I was out gettin some Rank Aster I started to see the Ribbons. Heard a crackly old voice call to me as well. Said she knew my heart was broken, and she could help mend it. I rowed right outta there and haven’t been back since. Thing is, my heart was broken, and I never told no one that it was. }} {{pageNumber,auto}} {{footnote Bumpkin Quest, Spring 2023}} \page ## Long Ridge The Folstimir Mountains are intimidating, and places people are wary of. are no different. Folk rarely travel past the cliff covered foothills know as Long Ridge. But those that do bring back some interesting stories. ### The Deep Dwellers #### Told by an Old Miner {{monster,frame ##### There are things that live deep under the ground. Far deeper than the Halflings. Deeper even than the Dwarves. Whole villages of folk if the stories are true. Now I mined the cliffs for years when I was younger and my back could handle the work, and I never seen no deep folk, but once when we pushed through a bit of stone we found ourselves a cavern, big one too. As we were poking around we found signs someone had been some sort of fight in there. Dwarves and Elves by the look of their bones and gear. We gathered some up and sold them in town. They still got them up in the museum. Finding them down there was odd ‘nuff. It got stranger though. See, there weren’t but one other way into that cave, till we dug in, it was a dead end. We found a pretty wide hole bout a quarter mile back. Real smooth looked like something a drill would leave behind in wood. Went straight down, it did. We dropped a torch in it, ya know, to see just how far, and I swear that torch fell till we couldn’t see the light no longer. Then the hole started pushing up cold foul air, and pullin air back down in, like it was breathin. Was one of the most unsettling things I ever seen. Anyway, boss said we should collapse the entrance we made and go down the ridge n’ start a new mine. Lot of work that, but not a one of us argued. }} \column ### The Bird of Cold Mountain #### Told by an Old Hunter {{monster,frame ##### Most of the younger Folk round here don’t remember the Long Winter. Unseasonably cold, lots of snow. Winter came weeks earlier than normal and Spring thaw was almost a month late. Travelers say there was some todo further north between Jakob Rhimecaster and some Treasure Hunters. THey said it had to do with Father Nativitas himself, good old Julienson Stonecutter. Now I’m not one for far off stories and children’s tales, but I’ll tell you what I think. That year I had to travel deep into the woods to find game enough to feed folk. Even worked my way up into Long Ridge huntin Mountain Goat. Tough bastards them goats. They’ll run the cliff walls like a boy in the street and ram you right off a cliff if you’re not careful. And sometimes even if you are careful. It was starting to snow pretty hard and I was going to seek shelter soon, but while lookin I spotted a big one and put two arrows into it, and I’ll be if that shaggy mother didn’t just keep coming at me. Ramed me over the ledge, and if it wasn’t for the snow below I’d likely have broke something in the fall. Anyway I popped up outa that drift and got ready to shoot again, except the goat was just up on the cliff looking at the sky like it knew what was coming but couldn’t see it. A shadow passer over us, and there was a screech, like an eagles, I only glimpsed it through the snow, but I could tell it had a wingspan forty or fifty feet wide. Talons wrapped round that goat and that was the last I seen of them. I could hear the goat screaming for a while before either it bled out or the howlin wind just covered up the sound. Left me kind of sad, for one I was hungry, and two I suspect that goat saved my life. }} {{pageNumber,auto}} {{footnote Bumpkin Quest, Spring 2023}} \page ### The Sculptor #### Told by a Dwarf {{monster,frame ##### I love the mountains, particularly Long Ridge. Some people love the fields and hills. Me? I love the rock and stone. Traveled around these cliffs too. Most don’t. It’s tough travelin and there are a lot of critters up there that would love to eat ya the moment you slip. But if you don’t go somewhere you’ll never see anything. And there are some beautiful things up there. Statues, Carvings, Mosaics. Real art. Some of them small, but most are huge. You gotta climb high, and mostly in theNorth, but if you do you’ll see them. My favorite is a pillar nearly fifty feet high. It’s covered in all manner of script that I don’t understand. I wrote some down once and took it to town. Said it was Giant. But that don’t make sense to me, ain’t giants big nasty brutes that stomp houses and grind bones for bread? Whoever is up there making these things. I hope one day I get to meet this sculptor. }} \column ### Watching Stones #### Told by a Miner {{monster,frame ##### When I started working the mines they told me about the Watchers. I thought it was just older fellers telling us youngins tall tales to spook us. Said that every so often you’ll be pickin and diggin when all of a sudden an eye will appear. Right in the stone, opening up like someone wakin up from a nap. It’ll look you deep they said. Right into your soul if you let it. But don’t let it. Turn around and go mine someplace else. It’ll go away on it’s own. Whatever you do, don’t keep diggin. You seen the eye, but if you hit it, you’ll see a lot more. They’ll grab you and pull you into the rock. I didn’t believe them till Jackson, who was working right next to me screamed out that he seen one. I raced over his way, and sure as I’m living I heard him it the stone with his pick. I heard him scream again, worse this time, like a fella being crushed. All I found was his tools and a lot of blood. I never went back to the mine. }} {{pageNumber,auto}} {{footnote Bumpkin Quest, Spring 2023}} \page ::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::  {position:absolute;top:20px;right:30px;width:750px} # The Green Valley {{wide The Green Valley includes the entire “known” world of most of the residences of Hills Furrow (“Hill-Furra” as pronounced by most of the residents). In truth it is simply a large fertile valley nestled between some stereotypical natural boundaries. Mountains to the West, Swamps to the South, Woods to the North, and Rocky Hills to the East. Its location keeps it isolated from most of the rest of the world, as very few would ever have reason to bring a boat up through the swamps in the south, and the miles of poorly kept roadways through the woods to the north are not very inviting to traveling merchants. But travelers and visitors do from time to time find their way into the Valley, often by accident. The isolation does attract a few new families every year or so as well. Typically folks looking to get away from the hustle and bustle of the outside world. Such arrivals are a welcome spectacle among the people as they trade for goods and news from the world outside. Most of that news is strange and ominous, even if it isn’t, and keeps the vast majority of them from even considering leaving the area. }} {{pageNumber,auto}} {{footnote Bumpkin Quest, Spring 2023}} \page ::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::  {position:absolute;top:20px;right:30px;width:750px} # Hills Furrow {{wide 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. }} {{pageNumber,auto}} {{footnote Bumpkin Quest, Spring 2023}} \page ::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::  {position:absolute;top:20px;right:30px;width:750px} # 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) \column 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 {{pageNumber,auto}} {{footnote Bumpkin Quest, Spring 2023}} \page # Chapter 5: Shenanigans & Adventures ### Shenanigans What most of us would refer to as Side-Quests. These are little extras to drop into your adventures in order to give the world a little more life. These should play out chiefly as well narrated Skill Challenges and probably shouldn’t last more than Fifteen Minutes #### The Lid Blew Off Something that needs to be covered has the cover blown away. They’ll have to chase the cover around as the wind continues to blow it further down the road. #### Run Away Wheel A Cart Wheel pops off and rolls down the road. They can either chase down the wheel and fix it, or help the broken cart to where it needs to go. Little Susie’s Sadness - Susie is missing her doll, again. She will follow them around crying until someone find it. #### Drinking Contest Hosted nightly in taverns. All kinds of these happennightly. Drink then sing. Drink then race. Drink till you pass out. The possibilities are wide open. #### That Dog Stole My Wedding Dress! Self explanatory. #### You seen my shoe? Someone lost a shoe. While looking they should find several shoes. None of them are right. #### Help me up Old Drunk Feller fell down… A regular occurrence with different locals. Would be great to have several of them happening at once. #### Part Time Job Help one of the local craftsmen. This can be a regular thing. They need money, and Folks need jobs done. Great way to get to know the local tradesfolk. #### Tree Trimmin Someone is using explosives to trim trees and is scaring the nearby animals. Help them get the tree trimmed without blowing everyone up. #### Cow Tippin Catch the hooligans tippin farmer’s cows. Stake out the local fields and attempt to catch the culprits red handed. #### Grocery Get’er During one of their shopping trips two of the ladies from town get into a fight and drag anyone nearby into it. This should be a social disaster. #### Got Stuck Some Yokel got their hands on some “super glue” and well, they’re glued to something. Set them free. For a running gag, have the glue be magical and never come off. #### Log Ride A feller needs help after fixin to travel the river by Log. They’re stuck out in the middle of deep water and can’t swim. #### Skivvies Old Drunk Feller wanderin town in his skivvies singing and hitting people with a stick. You’ll have to duel him to get him to put his pants back on. #### Roadside Rukus A large wagon has gotten stuck out in the road. There are several other wagons on each side unwilling to help. Players have to get that wagon free. #### The Runaway Timmeh is a naughty boy, and often runs away. Find and catch the little brat, before the end of day. #### Educational Trying to Educate a Bumpkin can be quite the challenge. Sometimes the Teacher needs help with rowdy students. Volunteer to help for a day! #### Old Man Moes A local girl is telling folks that Old Man Moes is dead. She hadn’t seen him for a bit and was peeping in his window. He is layin on the floor, but is he dead? #### Fortunate Teller A Fortune Teller comes to town. The fortunes are all pretty grim. Folk start overreacting and things get out of hand. #### Broken Bells The Temple Bells has broken and Rev needs someone to alert the town for worship. Pass out the hand bells and get to gathering the sheep. #### Booyah Jamboree A Chicken Booyah boil attracts a Goblin Shaman who is highly offended by the term Booyah. #### Postman Problems The local Postman broke his leg. Can they deliver on time! Run around town and drop off packages. #### Mobile Home Someone wants to move their home. Help them devise a plan to get the building from one spot to another. #### Bees!!! Swarms of Bees chase people around town. A local has taken up Apiary and snatched a queen from another hive. That hive is angry and taking their revenge! #### Buggy Fire A Local’s Buggy Catches fire, while they’re asleep while driving! Rescue the driver and put out the fire before it damages anything else. {{pageNumber,auto}} {{footnote Bumpkin Quest, Spring 2023}} \page #### Ain’t Nuthing But A Hound Dog A local Dog is gettin it on… with everything. Do something about this problem without getting your legs humped too often. #### Golem Parade Several Golems are spotted walking north to south. They don’t interact with anyone or anything and they can’t seem to be stop. They keep going until they pass through. #### Did You Hear Local Gossip gets out of hand. This is something that happens daily in town. But this time its a little worse and causes a real problem. #### Monkey Business A local bought a chimp and now it’s loose. Have the players chase the ape around town. At some point have them lose it and then find it in the bar drinking. #### Po-Tay-Toes Annual Potato Festival goes sideways when the biggest tater ever grown rolls away, havoc ensues as it begins crushing everything in its path. #### Beer Run Local foot race around town, while heavily intoxicated. Difficult enough for participants, made more difficult by locally created obstacles. Take part? Obstruct? Up to you! #### A Horse Walks into a Bar Not a joke opener. A horse literally starts coming into the bar every day and won’t leave until it drinks a barrel of ale. The owner can’t afford this! Help! #### Case of the Missing Outhouse Someone has stolen an Outhouse. Track down the perpetrator of this crappy crime. #### Case of the Mimic Outhouse Some Smartalic mimic ate a local woman. You’ll find her shoes nearby. Hurry before the creatures devours someone else! #### Case of the Stolen Pie? Pie Eating Mystery #### Case of the Scary Scarecrow This one comes alive at night #### Case of the Mysterious Barrel Someone left a suspicious Barrel in town. What’s in it!? #### Case of the Other Otter Two Giant Otters are causing trouble at the Mill #### Case of the Raven’s Nest Local Ravens are pilfering shiny things #### Case of the Kobold Merchant A Kobold Merchant comes to town, gossip ensues. \column ### Adventures (Ideas) Adventures will range from a wide variety of activities that will take most parties an hour or two. They will be divided into “Acts” to help keep them paced and as focused as anything in Bumpkin Quest can be. These will be updated in the Guide as I finish them. If you want one of them done sooner than others let me know! : #### The Famous Mr Ed Talking Horse got loose... its a Centaur #### The Bard of Tuckleberry Hill Make the Awful Bard Leave Town #### County Fair Everyone loves the Fair #### Old Nan’s Grocery List Help Old Nan Gather Some Groceries #### Dr Zanbar’s Wonder Wagon Traveling Medecine Man Comes to Town #### Hot Air Balloon Someone Got Themselves a Balloon! #### Gone Fishin Husband Went Fishin... Never Came Back #### Cart Load of Gribble Transport a Cart of Gribble... what is Gribble? Shrug! #### It Came From The Stars Something Weird was Seen in the Sky #### Something Got Geoff Geoff's GONE! #### Mine Bear There's a big ol bear in the mine! #### Stone Giant Stew Eat or Eaten? Its Stew Time! #### Carried Away Something Big is Taking the Livestock #### Logging Problems THe Loggin Camp Needs Help! #### The Wooden Lady Someone found a Dryad #### Stagnant Swimmin Hole Somebody Poisoned the Water Hole! #### Goat Legs There's a Satyr in Town Causin Trouble #### That Stinks Help Collect Rank Aster in Stink Marsh #### Gater Wrastlin Theres a Contest to See Who the Best Wrastler is! #### Swamp People Rumor Has It Someone is Livin Way out in the Marsh {{pageNumber,auto}} {{footnote Bumpkin Quest, Spring 2023}} \page {{wide ### Quests }} Quests are a string of related Adventures. A fell quest line could be covered in one session, but they are also designed to have other Adventures and Shenanigans tossed into the middle of them in order to pace the story out. It should kind of give them an “Oh this again?!” feel. Running them back to back would create a sense of urgency that the Green Valley just doesn’t have. The only Exception to this rule is the First string of Quests “Welcome to Hills Furrow” Which is designed to introduce the players to the world. Those Quests should be played back to back, and has included Shenanigans. Other than that You can play the rest of the Quests and Adventures in any order you please. {{wide # Starter Quest: Welcome to Hills Furrow ### }} ## 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 \column ##### 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 {{pageNumber,auto}} {{footnote Bumpkin Quest, Spring 2023}} \page ##### 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 bsolutely 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. {{pageNumber,auto}} {{footnote Bumpkin Quest, Spring 2023}} \page ::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::  {position:absolute;top:20px;right:30px;width:750px} {{wide # Hills Furrow ### Homes on Tall Street The South side of town is where many of the non-halfling folk live. The majority of the buildings are two stories and a few of them even taller, thus the name. ##### NOTES - Both of these homes have a Knocker house in their yeard. The locals believe that the Knockers are tiny Fey Folk who help locals when they run into trouble. People often leave offerings for the Knockers to keep them happy. - A Human Family lives to the South - An Elven Family lives to the North }} {{pageNumber,auto}} {{footnote Bumpkin Quest, Spring 2023}} \page ::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::  {position:absolute;top:20px;right:30px;width:750px} {{wide # The FairGrounds ### Green Tide, Daytime Activities! Every Spring the Locals celebrate Green Tide. A Festival combining the draw toward overindulgence after rationing supplies through the long winter months and a good old fashined Spring Cleaning! They carry thier junk and trash down to the bonfire pit and burn it all that evening in a giant festival blaze! ##### NOTES - During the Day the stages will have shows and live music on them - The Daytime Events are more Family Oriented than Evening Events - The tents will be selling goods, treats, and drinks, many of these will have traveled from outside Green Vally. - There are some games in the South. Archery, Axe Throwing, and a Tug of War }} {{pageNumber,auto}} {{footnote Bumpkin Quest, Spring 2023}} \page ::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::  {position:absolute;top:20px;right:30px;width:750px} {{wide # The FairGrounds ### Green Tide, Nightime Activities! Every Spring the Locals celebrate Green Tide. A Festival combining the draw toward overindulgence after rationing supplies through the long winter months and a good old fashined Spring Cleaning! They carry thier junk and trash down to the bonfire pit and burn it all that evening in a giant festival blaze! ##### NOTES - During the Night the stages will only have live music on them - The Nightime Events are more Adult in nature. Lots more drinking and "Revelry" - The Goods tents are likely closed, but treats and drinks will still be avaiable. - There are some games in the South. Archery, Axe Throwing, and a Tug of War - BIG bonfire! Like Real Big. Like Melt stuff from 20' away big. }} {{pageNumber,auto}} {{footnote Bumpkin Quest, Spring 2023}} \page ::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::  {position:absolute;top:20px;right:30px;width:750px} {{wide # St Torribia's ### The Temple Forecourt This Temple of the Martyr is dedicated to the married Saints Isidore and Maria who are the Patrons of rural life. In life they worked hard and fed the needy, often sacrificing their own need to care for others. The Temple is just Southeast of Hills Furrow. The Temple and Grounds are meticulously well kept. ##### NOTES - The seeds of the flowers here are very rich in nuitrienst and often used in medecines and healing potions - Several of the trees on the grounds drop nuts that are extremely nourishing. They are collected for those in need. - Pilgrims sometimes travel here to often, as it is said that the Martyr's Statue in the front of the church sometimes weeps, and when it does powerful healling becomes availbe to all who touch the tears. }} {{pageNumber,auto}} {{footnote Bumpkin Quest, Spring 2023}} \page {{wide ## 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. ##### NEW NPC: “Boss” *Needs a fitting name for the Family they work for...* Characterwise, 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 Brand, and know where all the bodies are burried. 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 birs 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 {{pageNumber,auto}} {{footnote Bumpkin Quest, Spring 2023}} \page ##### 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 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 haven’t had to chase down any chickens yet! \column ##### 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. {{pageNumber,auto}} {{footnote Bumpkin Quest, Spring 2023}} \page ::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::  {position:absolute;top:20px;right:30px;width:750px} {{wide # The Ranch ### The Chicken Coup This rather large "coup" houses some of the most vicious livestock available. These foul foul are not carnivorous but they're smart as well, often using hunting techniques normally associated with higher level predators. They make fantastic eating and grow to full size in six months. Eating breeds typically grow to 2-3 feet. There are larger breeds that can reach 5' and make good mounts for smaller beings. ##### NOTES - The pens inside are reinforced with iron bars - The chickens get riled up anytime someone approaches their pens. Most think this is because they smell prey. - They can be calmed by rhythmic dancing. This is usually done by someone in a chicken costume. }} {{pageNumber,auto}} {{footnote Bumpkin Quest, Spring 2023}} \page ::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::  {position:absolute;top:20px;right:30px;width:750px} {{wide # Roadways ### A Collection of Various Roads for Encounters Roads in Green Valley are typically safe. But that isn't to say things don't go wrong on them. Wagons break down. Bridges wash out. Cattle decide to stand in the middle of them. And then there is the mud. The mud in these parts gets thick and sticky real fast, particularly in Springtime. }} {{pageNumber,auto}} {{footnote Bumpkin Quest, Spring 2023}} \page ::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::  {position:absolute;top:20px;right:30px;width:750px} {{wide # The Ambush Site ### Some Local Hunters Keep a Blind Here Lots of folks hunt in the Valley. There is plenty of game available so being successful isn't hard. Thing is, being easy doesn't mean everyone is really good at it. The two yokels who keep a Hunting Blind here are definitely not good at it and have accidentally shot quite a few things they shouldn't have. ##### NOTES - The Blind can be spotted with a Hard Perception Check - The area has plenty of things that can provide at least half cover depending on the player's size - The river bank is about 10' down and will provide the best cover. - However, there is a giant frog living in the river and may consider any player that comes near an easy target. - The Frog can be spotted with a Medium Perception check. }} {{pageNumber,auto}} {{footnote Bumpkin Quest, Spring 2023}} \page {{wide ## 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 is fleshed out up above in Chapter 3 : ### 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 Marvins’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 WIzards 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. {{pageNumber,auto}} {{footnote Bumpkin Quest, Spring 2023}} \page ##### 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. {{pageNumber,auto}} {{footnote Bumpkin Quest, Spring 2023}} \page ::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::  {position:absolute;top:20px;right:30px;width:750px} {{wide # Marvin's Tower ### The Outside Abut a half mile South of town and sitting up on a small ridge overlooking the road is Marvin the Magnificent's Wizard's Tower. This well built stone tower can be seen from Hills Furrow, particularily if someone is up on one of the nearby hills, and often as a gaggle of gawkers gathered for gawking. This occurs chiefly because of his frequent mishaps while conducting Magical experiments. This is his 3rd tower, the others destroyed by magical accidents. ##### NOTES - Lilly Pond to the West is rather large and could esily take up a map or two on it's own. - Marvin's Tower is one of the nicer structures in the area - He keeps a fairly robust garden and orchard in which he grows his arcan components. He is actual a much more skilled gardner than he is a Wizard. }} {{pageNumber,auto}} {{footnote Bumpkin Quest, Spring 2023}} \page ::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::  {position:absolute;top:20px;right:30px;width:750px} {{wide # Marvin's Tower ### Interiors and Basement Marvins Tower is three stories tall and includes a basement. It is well furninshed and prepared to house a few visitors. ##### NOTES - Floor 1: Welcome Hall, Kitchen, and Dining Room - Floor 2: Guest Rooms, Marvin's Quarters, and Personal Library - Floor 3: The Laboratory - Basement: Storage and Arcane Confinement }} {{pageNumber,auto}} {{footnote Bumpkin Quest, Spring 2023}} \page ::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::  {position:absolute;top:20px;right:30px;width:750px} {{wide # The Stone Field ### A good sized field unsuitable for much due to the large stones Stones are common in fields, and somehow new ones turn up all the time. Fore reasons unknown, The Stone Field far more than the usual. It sells cheaply from time to time, usually to someone who thinks they have then next best idea to rid the field of obstructions. These always fall flat... until now? ##### NOTES - This will be the battleground between the players and the Ethereal Goats! }} {{pageNumber,auto}} {{footnote Bumpkin Quest, Spring 2023}} \page {{wide ## 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. \column ##### 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 {{pageNumber,auto}} {{footnote Bumpkin Quest, Spring 2023}} \page ### 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. ### CLOSING 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. \column ## 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 Adventurerous 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 drinikng 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. {{pageNumber,auto}} {{footnote Bumpkin Quest, Spring 2023}} \page ::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::  {position:absolute;top:20px;right:30px;width:750px} {{wide # The Party Tree ### The Empty Field The Party field is a more General Location and is likely to appear is multiple Adventures. ##### NOTES - The Empty Field map is really just that. An empty field. - You could put something here... but then it wouldn't be an empty field now would it. - That was sarcasm... Use this however you want! }} {{pageNumber,auto}} {{footnote Bumpkin Quest, Spring 2023}} \page ::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::  {position:absolute;top:20px;right:30px;width:750px} {{wide # The Party Tree ### With Transparant Tree The Party field here has been altered slightly to creat an environment suited for a pre-party scene. ##### NOTES - Another version of the empty field. - This time with See Through Tree!!! }} {{pageNumber,auto}} {{footnote Bumpkin Quest, Spring 2023}} \page ::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::  {position:absolute;top:20px;right:30px;width:750px} {{wide # The Party Field ### Setting Up for the Party The tent is up and gusts have arrived! Time for a party! ##### NOTES - This is the location of the Skill Challenge to set up the party. - I've strewn some wagons about the map to give it a building in Progress feel }} {{pageNumber,auto}} {{footnote Bumpkin Quest, Spring 2023}} \page ::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::  {position:absolute;top:20px;right:30px;width:750px} {{wide # The Party Tree ### Party In Progress, Inside the Tent The tent is up and gusts have arrived! Time for a party! ##### NOTES - Act four of the adventure will take place here. - The Guests will be assembled under the tree at the tables. - The servants and services will be working out of the rear tents and wagons }} {{pageNumber,auto}} {{footnote Bumpkin Quest, Spring 2023}} \page {{wide