Overview

landscape

The Annual Delivery

In this Ryuutama adventure, a party of starting level characters first leaves their small village and journeys into the wider world.

The adventure is designed to be a standalone introduction to Ryuutama set in a generic fantasy world, but could be adapted as the first adventure in a new campaign.

by Dylan Wolf

Email: dylan.wolf@gmail.com

Mastodon: @dylan@osmcast.social

Bluesky: @dylanwolf.com

Overview

Plot

The players are residents of the sleepy farming hamlet of Pastoral. While the rolling plains of Pastoral supply enough grain, vegetables, and livestock to keep the city fed, its lifeblood is regular trade with nearby hubs like Harbour Town and Castle Town. Because of this, the annual shipments have become a fall tradition, one that has an almost hallowed significance to the town.

During the harvest this year, the leader of the journey to Castle Town was injured, and cannot risk the expedition again. This is devastating–Pastoral cannot survive without the goods Castle Town provides. Yet the trip is rigorous and not without its dangers, as it takes the players through either the Deep Woods or Lonely Mountain.

For various reasons, the players have stepped up to take on this responsibility. Players may or may not have made the journey before, but if they have, are generally unfamiliar.

Characters

  • Hrolf, The Mentor, former leader of the journey to Castle Town. Graying and bearded.
  • Aelrindel, The Hunter, a ranger from Elfland who has set up camp in the Deep Woods to deal with a threat. Serious and quiet.

Ryuujin

Running this as a one-shot, use:

  • Blue Ryuujin
  • Alternate form: hawk
  • Artifact: Crystal

If this is adapted into a campaign, you can use a different Ryuujin.

Monsters

  • Tyrant Rose, Ryuutama, page 187
  • Neko Goblins, Ryuutama, page 191
  • Myconids, Ryuutama, page 187
  • Slime, Ryuutama, page 202
  • Animals, Ryuutama, page 206

 

 

Harvest Festival

Scenes

The adventure will progress through the following scenes, starting with the Harvest Festival and taking the players along the road.

Morning of the Harvest Festival

Introduction

You are residents of the sleepy farming hamlet of Pastoral, and its fertile, rolling plains supply more than enough grain, vegetables, and livestock to keep your city fed. However, bread alone is not enough to sustain such a thriving community–its lifeblood is also regular trade with nearby hubs like Harbour Town and Castle Town. Because of this, the annual shipments have become a fall tradition, one that has an almost hallowed significance. Their leavetaking is marked by a Harvest Festival celebrating this important event.

During the harvest this year, Hrolf, the current leader of the caravan to Castle Town was injured and cannot risk the expedition again. This is devastating, and you all have been asked to step up and make the journey in his place.

Hrolf has asked you to meet him in the Eastern Fields just before noon on the morning of the Harvest Festival. It is sunny and warm, but as you cross the ridge between the village and the fields, you are hit by brisk winds.

From far off, you see Hrolf standing near the site of the Harvest Festival, among the carts of food that will be taken to various trading centers and to Pastoral’s own storage.

When the players arrive, Hrolf greets them and expresses regret that they have to carry his burden. He reminds them that today will be about ritual. It’s tempting to see it as an honor, but the ceremony is for the people staying behind. It’s to reassure them that life will continue on as normal, year after year, because their fellow villagers are willing to make this journey.

Soon afterwards the area begins bustling with other townsfolk. A few of the women bring the players some dried meat, fruit, bread, and wine in wineskins. If they want to help, Hrolf reminds them this is not their place–their job is to observe, to participate, and to prepare. The hard part is coming and they should save their strength.

He instructs them to set up their tents by their wagon. Again, this is a symbol–a way of letting the townsfolk see part of the journey that most of them will never experience.

After this brief introductory scene, skip forward to evening as the Harvest Festival begins.

The Harvest Festival

The festival begins

As evening falls, the festival begins. The air is cool and crisp. Pheasant and hog roast on large spits over a cooking fire. The smell of ale and warm cider fills the air. A trio of villagers plays a lively reel; a large drum, a lute, and a pennywhistle. Around the large bonfire in the center of the festival, there is dancing.

Give the players a few minutes to decide how they’re going to interact with the festival.

The ceremony

After the sun sets, the band begins playing a slower, almost reverent tune. The elders of the town gather around the bonfire, and call up each of the contingents–to the Silos, to Port Town, to Iron Town, to Castle Town. Wreaths of dried greenery and flowers are placed on each of your heads, and stoles on your shoulders. There is applause.

The band stops, counts off to three, and launches into another lively jig.

At the end of the night, players retire to their tents. No Camping check is required.

The next day, players will make their first Condition, Travel, and Direction checks as they set off across the Northern Fields.

The Northern Fields

Setting out

Morning comes. It is overcast, and a bit chilly. The festival is already broken down, but there is a flurry of activity as the various teams begin packing up camp and preparing their wagons.

As you ready to leave, Hrolf meets you for a few final words of advice. You can try to cross Lonely Mountain through the River Pass. This is the most hospitable option, especially with a cart, but it’s often unpredictable and there are not a lot of options for weather and bad terrain.

You head north across the fields. As afternoon comes, the clouds begin to roll away. As the sunset covers the landscape in a deep orange light, the players pass the last of the town’s farms. Outside of the firelight and lamplight of town, the stars become clear.

 

 

Northern Fields and Foothills

On the first night, there are plenty of low spots along the road where players can set up camp. The ground is soft and flat, so it is not hard to find a comfortable spot, but there is no cover.

mountain pass

The first night is uneventful, though characters who have not taken a journey before may feel uncomfortable in the quiet. They may jump at the sound of the wind rustling the grass or small animals moving. They may think they hear sounds in the constant noise of crickets chirping.

During the second day, the players get deeper into the meadows. The road becomes rougher. There are several possible encounters the players may have in the meadows–choose one or more depending on how long you want the adventure to be and what the players do.

Once the players have made their way through the meadows, they arrive at Lonely Mountain, Foothills.

Creek

You come to a shallow, babbling creek running perpendicular to the road. A small, wide footbridge made of rough logs provides a way across.

This may be an opportunity to roleplay out a poor Condition or Travel check, as players may have to coax their pack animals across the footbridge.

Wildflowers

A field of wildflowers grows in the fields surrounding a creek. The colors and scenets are pleasant–and for those of you who have not traveled out this far, perhaps even a completely new experience.

If the players venture off the road here (camping, hunting, gathering, exploring, etc.), they will encounter 2 Tyrant Roses (Ryuutama, page 187).

Optionally, for a longer adventure, add extra Tyrant Roses and have players saved by a nomadic tribe of nekogoblins (Ryuutama, page 191) that befriends them while they rest up.

Rocks and slimes

As the mountain looms in the distance, the broad, flat plains gradually give way to rolling hills. Rock outcroppings dot the landscape.

If the players try to camp here, they will encounter 4 Slimes (Ryuutama, page 202) during the night, which were living among the rocks.

Lonely Mountain, Foothills

The road grandually enters light forest, and the difficulty of Travel checks increases to Level 2 (Woods).

Into the Woods

The road gradually enters a light forest. The leaves haven’t quite finished changing here–bright green dots a field of fiery oranges, reds, and yellows. The trail begins to cut paths around small hills.

In one spot, the trail dips down between two mossy rock cliffs, just a few feet higher than your heads. Trees and mushrooms grow out of the cracks. You have the option of traveling through this narrow gorge, but you can also work your way across the cliffs and go around.

If the players go through, they will fight 3 Myconids (Ryuutama, page 187); if they go around, they will be walking across the rocky cliffs, adding difficulty to Travel checks.

Finding a campsite here requires more work, as the roots and rocks leave little flat room.

During this leg of the journey, they may catch a glimpse of the Ryuujin as a horned, blue-haired humanoid figure watching them from the cliffs.

Once the players make their way through the foothills, they find themselves at the river pass.

 

 

River Pass and Overlook Knob

Lonely Mountain, River Pass

Into the mountains

As you progress along the trail, you notice the land around you getting steeper and rockier. These are the foothills of the Lonely Mountains that Hrolf warned you about. For some of you, it might be the first time you’ve ever been out of the flatlands.

The trail joins alongside a rushing river as you enter a mountain pass. The sound is pleasant, and there is a coolness coming off the water that eases the burden of your strenuous travel.

There is enough room to comfortably maneuver or park the pack animals and cart, but not much flexibility. To each side, there are steep, tree-covered hillsides. In places, this becomes imposing dirt or rock cliffs; climbable, but with some effort. The difficulty here is still Level 2 (Woods).

The river itself is wide and surprisingly deep in places, and in some spots requires considerable work to climb down to reach. However, it seems fairly safe for those who have even a little climbing or swimming ability.

The second morning of traveling, the players encounter a split.

Stone bridge

A spur curves off the left side of the trail, crossing the river via a wide stone bridge. Beyond the bridge, the trail begins to climb the side of the mountain through a series of switchbacks. This leads to the overlook knob.

Continuing into the pass

If the players continue on the pass, they encounter several fallen boulders later that afternoon. By the time they backtrack to the stone bridge, it is late evening.

Lonely Mountain, Overlook Knob

The only option the players have for forward progress is the switchback trail. The difficulty here is still Level 2, but it is Highlands.

The spur

The stone bridge is wide and sturdy–not much different than the road you were following through the pass. The trail beyond follows a smaller, shallower branch of the river. While still safe for pack animals and the cart, it’s a little tight in places and requires careful coordination on the turns.

After a day’s travel past the stone bridge:

The waterfall

As you set off the next morning, the trail crosses a branch of the river via a worn but surprisingly sturdy wooden bridge. On the left side of the trail, there is a small waterfall winding its way down wide rock steps into a large pool. Aside from the splash of the waterfall, the chest-deep pool is still, clear, and inviting.

If the players stop, a group of 4 nekogoblins (Ryuutama, page 191) will closely watch them from the top. Players can get the jump on them if they climb the steps. The climb is difficult, but there are enough dry rocks and foot trails around either side to do it fairly easily.

The next switchback on the trail leads to another worn bridge, this time crossing the source of the waterfall. If the nekogoblins weren’t dealt with before, they will attempt to ambush the players as they approach.

The players reach the top late in the evening:

Reaching the top

As you make it to the top of the knob, you are greeted by the lights of Castle Town shining across the plains below. The next morning, you are able to see the town itself.

As they make their way down the other side of the mountain, they reach the Deep Woods.

 

 

Deep Woods

Deep Woods

The other side of the mountain is less steep than the climb up. Terrain here is Level 2 (Woods), but the weather during the next couple of days is Rain (+1 penalty).

Deeper and darker

You begin to descend the mountain, and here the trail is less steep than it was on the other side. The gentle, wide road leads you on towards the plains. Here the sparse woods of the mountain becomes a thick forest, and the warmer temperatures of the lowlands mean that fewer leaves have changed color. It is deep, dark, and green, and seems to go on forever.

You are thankful for the warmth and the tree cover today, because mid-morning, rain begins. It starts as a drizzle–you can barely even feel it here, you can only hear it pattering against the plants now and then. But by evening, it is a full-fledged storm with thunder echoing in the distance.

In the afternoon on the first day, the players will notice a bit of brightness in the dark of the forest. A lake is nestled between some hills not far from the road. With an DEX+INT check of 4 or more, the players notice that a small tent is set up near the shoreline. The Hunter, Aelrindel, is also patrolling around the lake.

It’s about two days’ travel to get through the Deep Woods, at which point the players will arrive at Crossroads Town.

Serene Lake

Several miles into the deep woods, you become used to the quiet darkness where the thick forest canopy has blocked out the sun. And yet strangely, still in the middle of the woods, it begins to become lighter.

To your right, just off the road, a smudge of grey sky is visible through the trees. Below it sits a serene lake. Or, at least it would be, except for the raindrops peppering its surface with ripples.

The lake is small–maybe a mile around–and connected to a few other creeks and streams that run through the forest. Once the players get to the edge, they can see pretty much everything around the edge of the lake. It’s mostly surrounded by steep hillsides, but one side flattens out to a rocky beach. The Hunter’s tent is set up just off this beach.

The lake provides a good place to fish, bathe or clean gear, or refill water (provided that players treat it first).

The Hunter

Aelrindel is a ranger from Elfland who has traveled to the Deep Woods to stop a wolf (Ryuutama, page 206) that is terrorizing travelers along the road. Use the Low-Level Bandit NPC (Ryuutama, page 205) if you need to use him in combat.

When the players arrive, Aelrindel is patrolling the woods around the lake. Players can spot him with a DEX+INT roll of 8 and sneak up on him with a DEX+DEX roll of 10. If he spots the players, he does not pay them much mind or regard them as a threat. If he catches them attempting to sneak up on him, he finds it amusing more than anything.

Aelrindel is rather withdrawn and stoic, so he won’t ask for help. However, if the players offer to help him hunt downt he wolf, he won’t refuse.

Crossroads Town

Out of the woods

As you emerge from the Deep Woods, you find yourself once again on an open plain. The rain has cleared up, though the skies are still grey.

Around evening, you find yourself at another small town–only a bit larger than your home Pastoral, but packed with travelers from all over the continent. Crossroads Town serves as a hub for travelers from all over who are going to Castle Town.

Castle Town looms in the distance with its bright lights and stone walls–a very formal location for serious business. Crossroads Town feels like a world apart, with its thatched roofs, pubs, and dirt roads.

Crossroads Town provides a safe, comfortable stop for the players after so much time on the road, camping and traveling. It’s a hub for other merchants taking their wares to Castle Town and beyond–anything or anyone the players might want to find, they can find it here. The town has several inns and pubs, and the travelers passing through outnumber the locals.

 

 

Castle Town

Castle Town

On the road again

Refreshed by your stay in a real inn again, you set out towards Castle Town. The road here is wider and flatter than anything you’ve ever seen, and there is always a bustle of travelers on foot, cart, and horse going to and from Castle Town.

Castle Town is a day’s journey from Crossroads Town. For a one-shot, this is basically the end of the adventure.

Epilogue

Following the directions given to you by the village elders, you arrive in Castle Town and begin bartering with merchants and traders. You empty your cart of produce and meat, and in its place you begin assembling a variety of the goods that Pastoral will need to get through the next year–textiles and metals, fuels and medicines.

After the markets close, you take in the sights of the city: the palace and other massive buildings used by the crown, fine restaurants, shops hawking strange curiosities from far beyond the borders of the kingdom. It’s beyond anything you’ve ever imagined.

Eventually, your time in Castle Town comes to a close and you have to head home. It’s another grueling journey, but you feel a sense of satisfaction in the service you’ve been able to provide to your fellow townsfolk. The city is beautiful, but it will be nice to be back to the slow, comfortable pace of Pastoral again.

And there’s always next year.