Showing posts with label towns. Show all posts
Showing posts with label towns. Show all posts

Saturday, April 19, 2025

The Village of Caershire

Another populating of a small Dyson settlement, with its cast of characters and local open secret as to the land's productivity and protections...

original

My words here:

It took a lot longer to craft this simple writing exercise than it should have. It's been that way for a while - distracted, not able to complete these little projects. The brain is as cluttered as my desk, I suppose. A lot going on that makes it difficult to compartmentalize and get into some sort of zone. Oh well. Several other half-finished scribblings await - sentence fragments and placeholders awaiting inspiration.

Friday, December 6, 2024

A Shorts Visit to the Hamlet of Riddenfield

Welcome to Riddenfield

Tim did it again - tossed a small settlement out into the ether for us to find. And made a comment about the bears scratching their butts on trees. I'm sure there is something more interesting than that in any woods near a Tim settlement.

something interesting

Have another quick writeup of the locals and their personal demon....

Monday, March 11, 2024

Zelkor's Ferry, Reimagined

Ok, I don't have a copy of the Rappun Athuk megadungeon, so I don't know who lives in the settlement of Zelkor's Ferry. But I found Paths Peculiars' redrawing of the town map on his blog while I was trolling about for some town and building maps. I don't know who the residents are, except for a few names on the map legend, and one can often find a place for one more small huddle of buildings in their hex campaign. 


 So without any other embellishment, here's who I think lives there. More later....

Thursday, October 13, 2022

Post-Game Report: Neuförde Gets Its Bridge...

Sunday Game Recap, for those of you who are following along at home. We had three Repeat Offenders, and two new folks. One of the new was brewery staff who'd been told by her manager that she needed to spend part of her shift trying out the game. If we all had bosses like that...

Repeats:

  • Bonk – Fighter: the strongest man in his (very small) village
  • Jax – The Conflicted Barbarian (and her majestic war-dog Goober)
  • Frederick – “Antiquities collector”

New:

  • Staive – Cleric to a randomly rolled "god of truth"
  • Denna - The Brewery halfling.

As is my habit, I had the two new players roll for Random Headgear. Staive found himself wearing a dark grey Bedouin-style wrap, and Denna wears a fabulous top-hat. Because of course.

The party started in Neuförde, their current base of operations.

Bonk used some of his gold to upgrade from leather to plate (I rolled that a suit was available at the trading post). Due to the shady background of the local halfling merchants, it must have fallen off a wagon...

Hanging in town, the party decide to go find the hired engineer who was to direct the reconstruction of the washed-out bridge. The bridge (a feature on the original town map) has been a running issue, and said engineer was tardy on arriving to town. 

(I'd outlined this session mentally, so was prepped, at least in a skeletal fashion)

The party elected to make the two day trip downriver on an available trader's flatboat. This was the biggest river Bonk has seen -


Skagit River, Washington

On the first day, the wandering monster roll came up positive (from the OSE reference booklet random monster table): ankheg. I didn't feel it was appropriate to physically encounter the critter, so treated the “encounter” as spoor. The party noted the burrows along the shore and assumed it to be very large nutria.

Obviously a Dire Nutria

Sunday, October 2, 2022

Greetings from the Applegrove Parish Chamber of Commerce

Over on the OSR Pick-up Games Discord, users came up with a "Make a Town" jam for a bit of a creative exercise, and to follow up on an earlier "build a class" jam.

And I do like making up little towns out in the hinterlands. So let's have at it. Jackson threw out this offering some time ago, and it's been in my prospects file. The name came from the wife after looking at the trees. That, and some random resident generation is good enough. 

I tend to refer back to Hommlet as my town format/content inspiration. So like a number of other towns, Applegrove Parish has a number of named residents and their relationships, an inn, temple, and the local god described. Some of the residents have mineable backstories and at least a couple are more than they seem at first glance. Of course... 

And there are a couple of random lists as to who is passing through town, and what might be found or rumored in the area. 

Download the town

So enjoy your stay in Applegrove Parish, and beware of errant gnome creations.



Thursday, June 9, 2022

A Return Trip (and Updated Tourist's Guide) to Griswall

When I shared my map interpretation with u/therealregalis, I noticed that they had also uploaded a few building layouts for select locations in Griswall, so I ganked them for possible incorporation into a revised edition of the town description. More on that below.

First of all, a couple of quick shout-outs and thanks.

First, Rosie and Adam discussed her contribution to Jackalope 2022, as well as my contribution to her prompt for creating six festivals for a community. The podcast episode is here: Gelatinous Cube. I'm glad that they appreciated the entries, especially one of the "bonus" festivals that they could envision dropping into their game. Their podcast focuses on creating encounters and scenarios.

Also, u/therealregalis mentioned that they used a faction tool I'd incorporated into my 2017 One Page Dungeon contest entry, and that is appreciated, as well. 

I don't know how much of my scribbling here sees the light of day, so it's always a pleasant surprise when something pops up in the wild.

Anyway, back to Griswall. I pulled up the layouts for the three locations: Manor-house, Inn, and Trader's Shop. I ended up not dropping them into the revision itself, as the floor plans and some interior features didn't quite work for me. However, I did update some elements of the general descriptions of the three locations to align a bit more with the layouts, but the general descriptions are similar to my original concepts.

But what I did do was flesh the area out a bit. u/therealregalis mentioned that they created the map in the style of the old blue-line module maps such as Village of Hommlet, and since I take after format of the occupant and locations from the old modules, it fits.

Things added. Although we don't have an area map, I treated this as an implied mini-hex, with possibilities of encounters in town or within a few selected radii. A few of the NPCs have some additional details. Then there is a rumors table, because of course there is. Some entries are trivial, some more substantial. Several point back to the NPCs, locations, and described setting, but plenty may be hearsay. And a random encounter table, because who doesn't like those. Might as well codify if/when a skeleton wanders through town while the PCs are having an ale at the inn. 

After I gave the writing a day to ruminate, I decided that I needed to flesh out (or skeleton out...) a fallen NPC mentioned in the town description and subsequently in the rumors. I just couldn't leave him (and his sword) as a loose end or vague arm-waving. And I added a chance that he will appear as an event or encounter.

And prettied it all up a bit with some public art, either from Wikimedia Commons or the Metropoitan Museum of Art, a couple of my standard go-tos for setting color pieces.

The Battle of Towton, Richard Caton Woodville

Ok, enough rambling. Time for a second visit to the Hamlet of Griswell.

Saturday, June 4, 2022

Passing through the Hamlet of Griswall

Hidely-ho, internet neighbors!

I finally took the time to transcribe a bunch of scribbles into legible text on the laptop, so filling in some blanks on the map, so to speak. Had some time, as I've been taking a burnout break away from work, and waiting the start a new gig next month, hopefully in a different, possibly better, work environment.

Back to maps.

Creative souls are posting up on reddit, and user u/therealregalis provided this map:


with the following note:

Decided to make a map deliberately in the style of TSR modules like N1 and T1. Quick outline of the map key:

  1. Manor-house.

  2. Church.

  3. Mill (duh).

  4. Inn, tavern, or the like.

  5. Livery stable.

  6. Traders' establishment.

  7. Leatherworker.

  8. Potter.

  9. Weaver.

  10. Tailor.

  11. Smith.

12 thru 17: Farm houses.

There are wells near 15, 17, and 1.

Ok, good. I typically use the Hommlet text format for my town descriptors, and I'll stick with therealregalis' building/occupant distribution for this writeup.

So a raison d'etre for this little burg. A crossroads should be an obvious point to establish a town, preferably a successful one at that. But Griswall, at least in this snapshot, is pretty small (I've populated it with around 60 folks). 

Serendipitously, I've been listening to some history bits (among other things) while taking the dogs on long walks, and picked through a couple of programs on the English War of the Roses. One of the bloodiest battles was the Battle of Towton, involving 50,000 troops of the Lancastrian and Yorkist sides, and taking place in marshy land on a snowy spring day. At the end of the day, up to 9,000 lay dead, most as the Lancastrians fled a rout. Many troops attempted to flee across rivers and were either drowned or shot down until the channels were choked with bodies. Bodies were buried where thy lay, or in unmarked mass graves.

Ok, on that pleasant note, Griswall is built on a site of a similar battle that took place some time in the past. Like Towton, bodies were buried or consumed by the land, and even the notable dead became anonymous. Unlike Towton (probably), occasionally a few of them will arise to walk around. So who would settle a haunted place as this and think it a good opportunity? Retired adventurers, of course. Several of the town's notables are old comrades-in-arms, and fending off the occasional restless dead is a small price for some good real estate, and no longer involves poking around in some dank dungeon somewhere.  

So anyway, feel free to pay a visit to the Hamlet of Griswall, have some buckwheat biscuits at the inn, and perhaps cajole a joke out of Degrir Oakenvier.


Wednesday, April 20, 2022

Scaldwater: Another Little Town on the Coast

Quite some time ago, I ginned up the story of a little thorp on a spit, separated from the mainland by a decaying wall. Why it was there, why it was walled, what it role may have been in the local politics or economy...

So Jackson crafted up another little burg with a similar geography and form around the same time, by the name of Scaldwater Bay

Like many maps and projects, it languished in the to-do list and backwoods of some notebook. In the interim, Matt crafted up one of the business establishments in the village, The Weary Wench, with a brief background, which I took it upon myself to expand.

Returning to Scaldwater Bay, I built out the remainder of the points of interests and personalities of note. It's been a while since I populated a town, so why not? And I needed to figure out where its name came from. 

And in the name of completion, I folded the tavern in as its own expanded feature in the town description. Because, after all, a tavern is where it all starts...

Download me here



A note - I uploaded this to itch.io, and will probably port over other selected works to that venue. Not that I expect to become a gaming dollarnaire, but more as the purpose of a tip jar. 


Thursday, October 7, 2021

A Pilgrimage to Aldo's Call

Not much to report - writing is off, been reworking a prior project to re-introduction into the outside world. Been getting outside and moving around...

So, this is Aldo's Call, named for a martyred priest whose death is memorialized beneath the dome of the local temple/shrine. Folks come from all around to visit the site, and the surrounding village is purposed to serve the temple and its many pilgrims. 

Visit the town! (download)

Crafted from another fine Jackson illustrated product. 

Friday, April 2, 2021

Stopping in at the Sweet Town of Treacle

I don't know why Treacle was given its name. It's just what's on the label... But the town has a dock, and smattering of buildings, and a few other structures of note. 

What I envisioned is a small "port" recently expanded and now under the eye of a magistrate or similar assigned by the regional authorities. Much to the disdain of locals, who enjoyed their quiet, unregulated dock...

Like Dawold, Treacle may be a good disembarkation point for adventures and explorations to points beyond. It has a few basic tradesmen and amenities, as well as a couple of potential sources of rumors and news (in the forms of inn notice board and occasional courier). And a bunch of potentially sketchy halfling refugees, who may make for somewhat effective henches...

Source

So step off the dock, take a look around, and maybe have a bath to freshen up. And perhaps stop by the local deity's temple and their rather stern curate.

Well, guess I'd better get to work building some backlog....  Dual review of a pair of similarly-named books upcoming...

Friday, March 5, 2021

A Brief Detour...

 A break from the regularly-scheduled program of recent small adventure postings to throw out a new village, this time by a new-to-me mapper and creator, Daniel's Maps.

The Village of Komico came across my Reddit feed, and I had to take a closer look. Daniel's architecture in this map is evocative of a Mediterranean or Middle Eastern setting of flat roofs, stucco and plaster exteriors and compact, multi-story builds. And it's built into the sides of a gorge or similar. 

Daniel added eight named locations on the map, and a bit of background in his own post. I took it as inspiration, but reinterpreted the town with respect to what I saw, as well as who the various NPCs became as I wrote. 

Source

I'm apparently sticking with a somewhat consistent town format, and I guess that includes the Deity of the Week. This one comes with the idea of an old god seeing a revival in popularity. The art inspiration comes from Hannes Bok, a mid 20th century illustrator of pulp and science fiction covers.

I'm having a good time with these, so we'll see how long this creativity lasts. One can never have too many towns for the PCs to hang out in, listen for rumors, or become nuisances. Also, low to mid-level characters need a base to work from, perhaps somewhere that they can rent or buy a residence to recover in and stash gear between forays into the world. No reason they can't have a cozy place to hole up in while they are leveling up for those future aspirations of stronghold construction and domain building.

The Village of Komico Welcomes You

Tuesday, February 16, 2021

Neuförde Needs a Bridge

Let's travel down the West Road a bit farther from Stoneash, and well inland of Dawold

Neuförde was on the cusp of growth when the spring floods undid those plans by uprooting the town's bridge, forcing trade and travel to other crossings. Understandably, most folks are eager to get the bridge rebuilt, but the summons for an engineer to supervise new abutments has gone unanswered. 

Neuförde is a bit larger than the prior two settlements, ranking as a hamlet. Basic provisioning and lodging is available with an established inn and trading post, as well as craftspeople suited for supporting a (hopefully) burgeoning river crossing and future market. The settlement's mayor, Johannes Stroemen, will take interest in any adventurers who visit the town, and may point them towards locales needing investigation or clearing. A pair of odd elves occupy a tower, but may be willing to offer some services in identification or other arcane practices. No temple yet, but a couple of missionaries have set up shop with hopes of constructing a place of worship once the building site is consecrated.

Map by Matt Jackson

And several halfings have recently set up shop in town. Creepy little buggers...

Today's deity was inspired by another early 20th century artist, Harry Clarke. Clarke's illustrations grace a number of fairy tale collections, Edgar Allen Poe stories, and a translation of Goethe's Faust. "Garond, the Judge" is inspired by a piece from an illustrated poetry collection titled "The Year's at the Spring." Clark's works have been used as illustration/inspiration pieces in other RPG products, and I first saw his work used in The Necropolis of Nuromen

Beware: Bridge Out Ahead

Sunday, February 14, 2021

Stoneash, the next town down the road...

Next in my little collection of places and people comes Stoneash.

The thorp of Stoneash is mentioned in the Dawold Tower town descriptor as a next stop or a possible resource for PCs interested in reconstructing the tower (in the form of the local stonemason).

Map by Matt Jackson

In my imagined hex, Stoneash is approximately six miles up the road, and sits on a belt/trade road known locally as the West Road. The West Road connects the settlements in the area, and forms a rough boundary between local control and the "wilderness."

Like many small burgs, the residents of the town have aspirations, and although no particular threat or limiter has kept the town from growing, it seems that settlement and development has stalled. Perhaps there is some rumor or force keeping the town from recruiting more settlers, or a yet-to-be-determined threat has halted its growth. A recent tragedy has also robbed the thorp of one of its necessary crafts-people.

The town is a bit more established than Dawold, and has a few more resources and personalities to interact with. A guard-post implies some contact or oversight from the area hierarchy. The inn provides a place to lay over, and perhaps pick up some news or a spare hand. And there is the local clergy, with their own deity, again inspired by a Henry Justice Ford piece (For a fistful of other inspiration sourced from Ford's works, check out the Ford's Faeries project).

A note on "classed" NPCs in this and the other settlements: Where there are two classes denoted, the first refers to a suggested BX-type race-class category, with the second being the distinct class per other versions of Ye Olde Game, depending on how one chooses to interpret the various actors.

Stoneash Chamber of Commerce Welcome Brochure

Friday, February 12, 2021

"You have acquired the deed to a ruined tower" redux

So I haven't posted for a bit. But I haven't been idle. I was trying to work up a hex of a few small frontier towns and areas of interest. But it just wasn't gelling. So I have several locations to post. I'll trickle them out over the next bit - I've been having a difficult time sharing, not sure why. Let's just chalk it up to some winter malaise....

Anyway.

One of my favorite outcomes in Donjon's "Pickpocket Loot" random generator is the "Deed to a ruined tower." So much so, that it was the inspiration for my 2017 One-Page Dungeon entry

And lo and behold, Jackson had one floating about in his back catalogue. A tiny coastal settlement with the remains of a tower on the edge of town. 


So add a bit of a setup, and a collection of personalities inhabiting the thorp of Dawold. In the spirit of some of the original village modules, everyone has a brief description, a touch of personality or agenda, and a stash of coin, just in case the PCs decide to just rob the town. You never know.

I wrote this, and two other small settlements, with the intent of linking them along a frontier road. Interestingly, all three ended up with a theme of a frontier town whose development was stalled or inhibited due to some factor. In Dawold's case, the tower was to be the anchor for a small port and watch on a wild coast. A bad omen had put an end (maybe) to that aspiration, and with it, the settlement's growth. Not that at least a few of the residents don't mind the low profile.

I also made some notes and suggestions in case the PCs decide they really would like a tower with an ocean front view. After all, where's the fun in waiting until name level to have a killer pad? (The next town down the road is also referenced with respect to the tower build, stay tuned)

And, after I wrote up the three towns, I realized I'd made up a different randomly-named deity for each local preacher to honor. In the spirit of the Expanded Petty Gods project, it was a moment to write up someone new to worship. (Crap - just discovered that the original EPG project has been pulled from Lulu and DriveThruRPG over a potential copyright infringement. A shame - it was a great example of the group mind of G+ and a few people's dedication to move the project forward). That said, a piece of art from Henry Justice Ford served as inspiration for "Butia of the Field." Similar art and associated deities will follow with the other two towns.


More to come...






Tuesday, December 15, 2020

Taking a Rest Stop at Longtooth

 Two post in two days? What madness is this?

Well, Shane made up a 'five-minute map' of a wide spot in the road named Longtooth (although "Village" is a bit of an optimistic appellation).  


And I figured I could do a five-minute (well, 45-minute) writeup to give a name and purpose for each of the residents.

So here it is.

A one-page village with descriptors of the occupants of each of the seven buildings. No stat blocks, just some quick and dirty whos and whys for some idea seeds. Somewhere for your PCs to take a break along the road, or perhaps they just stepped off the Longtooth ferry from points unknown to find themselves in this dusty huddle of buildings. 

Enjoy!



 

Saturday, July 13, 2019

A quick visit to The Weary Wench

That Jackson fellow drafted up a cozy tavern while on vacation.

“This is a little place in Scaldwater called The Weary Wench. Skavos, a large burly lumberjack, serves awesome clam chowder (just like I had yesterday at The Warren Tavern!) and can tell you a tale or two. So pull up a stool, drop a couple silver on the bar, and enjoy a good bowl or two.”

So - a one-hour (more or less) writing exercise to fill it with backstory and local color.  Here ya go:

Skavos bought the place after losing three fingers of his right hand in a felling accident. Not much use for a 'jack who could no longer swing an axe. But one thing he still had was his maw-maw's recipe for chowder. So he slicked his hair back, put on an apron, and fired up the stove.

The establishment is unassuming, but cozy. Rough-hewn tables and bar are slowly getting smoothed and polished from the constant rubbing of elbows, thumping of tankards, and spilling of food. Skavos trundles between the bar and kitchen like an affable bear, shouting greetings and winked admonishments to both guest and employee in equal turn. In addition to his prized chowder, guests may partake of bread, roast root vegetables, and boiled eggs. Behind the bar are a few casks of passable ale, although Skavos keeps a keg of decent perry under the bar for those who know to ask.

Thursday, June 20, 2019

Wanger's Spit: Stealing real estate...

So there I was, going through Jackson's trash. Like one does. I'd bribed his dog with stale chicken nuggets, so I knew he wouldn't rat me out, plus I sent a couple of halflings to distract Matt by cavorting in his front yard.  We all know that he can't resist that... 

Anyway, he really should secure his trash better, who knows who will sneak in and swipe his pixels.

Here's a discarded draft of some bit of waterfront real estate - a gated community, if you like. While it may be interpreted as a yacht club for gnomes by some, this author identified it as an old customs post along a coastal boundary.  The government legislating the trade and passage has since dissolved, but the post is still occupied by a rogue's gallery of residents. 

So meet the locals, and roll a d20 to see what's happening in the neighborhood...


Sunday, June 2, 2019

Village of Prolge


I sketched up a small motte-and-bailey concept to fill with a small Norse-inspired population.  But, of course - there are others who draw better maps than me, so that sketch stays in the notebook...

But the population, that I can do....

Welcome to Prolge, a village out on the cold grasslands.

Original Map

The motte and bailey settlement of Prolge sits as a small redoubt out on the plains of the Southern Steppe. The settlement is a close-knit community, as is necessary for success and sustenance out in these unpredictable climes. While the village is not equipped for visitors, neither are they inhospitable, for the plains can be a harsh place, and those who travel with good intent are sheltered.

Ringed by a stout wooden palisade and dug moat, Prolge is surrounded by the croplands of the thegns to the local headman.  Local crops include barley, squash, and potatoes.

Within and without the walls are longhouses occupied by extended families (4-12 individuals), many with their livestock and larders. Craftsfolk have set up their shops to support the citizens and those few travelers who come this way to the end of the road.

The headsman's longhouse (1) is the core of the village, and is butted up against a large stone granary (2), which acts as a communal food store.

The local temple, the Church of the Harvest God (3) is the only other predominantly stone building in town.  The rectangular, flat-roofed building is topped by an iron lightning rod and the building's facade bears the carven image of a "wicker man."

There is no formal inn - travelers may hope to find their way into the community's good graces and seek shelter at the temple or with hospitable families for some coin or trade goods. If local supplies are sufficient, and the village is not enduring a famine or 'hungry gap,' individual villagers may have bread, potatoes, pork, small beer ('childrens' drink') and ale for barter.

For physical threats and self-policing, the town is protected by its rotating home-militia of able-bodied men (and some women).  They are typically arrayed in leather/shield, and armed with spear, axe and/or bow. The palisade walls are protected with a few scorpions facing the four cardinal directions.

Dramatis personae:

  1. Milka Huttunen ("Headman") - The village leader receives this title regardless of sex and she is well respected by her charges. Milka wears the blessed bear cloak of her office (+1 protection, resist cold), and wields a silvered spear in addition to the community's symbolic relic sword. This sword (The Sword of the Fathers) is useless as weapon, with a rusted, brittle blade, and is wielded simply as a symbol of the headman. However, through its long heritage it has absorbed protective magics for the clans (Protection from Lightning, Cure Disease (plants and animals only), once per day each), and is used to protect the village and its food production.
  2. Arvo Kaup ("Keeper of Grain") manages the weights and measures of the communal granary.  He is charged with tracking individual households' contributions and debits, as well as the thankless task of rationing grain during famine times. His position is sacrosanct and he will not betray village trust or accept bribes on pain of death.  Kaup also raises locally renowned, fierce rat terriers to keep vermin at bay.
  3. Lumi Haapala ("Touched by the Storm") ministers at the Church of the Harvest God. She is a local seer/shaman who was struck by lightning as a child. She suffers partial paralysis from the event, but was gifted with a number of spell abilities (Locate Animals, Predict Weather, Purify Water, Locate Plants, Speak with Animals, Plant Growth) as a result of the incident. She may cast up to three spells a day. Haapala is aided by an assistant who supports her if she is required outside of the chapel.
  4. Hann Häkkin, the smith/farrier, maintains his forge for local needs, fabricating arrowheads, axe heads, and other tools for the village.  He is practical, and not amicable to wanderers demanding goods and repairs.
  5. Matteus Oll, the town carpenter, directs construction and maintenance of the walls and longhouses.  He carved the six "story-poles" lining the entrance inside of the village gate that document local genealogy and lore.
  6. Hilla Kemppain, the apothecary, keeps a cluttered, stinking shop in the eastern part of the palisade. She is eager to trade for components that she may not be able to procure locally.  Among her stocks, she may have: 1) lesser potion of healing (1d4+1 hp), 2) unguent when spread on body act as resist cold for one day, 3) potion of +2 saves vs disease (effect lasts 1d3+CON bonus days), 4) a solution that acts as purify food or drink (1d6 'servings').

Reasons to be there:

  1. Old barrows of interest are in the area (these likely include village ancestors, potentially leading to serious animosity)
  2. Scouting a threat to the lands to the north, chaos, hairy horsemen, beasts...
  3. Investigate why the village and surrounding area avoids lightning strikes, and seems to have avoided a recent famine
  4. Heretics! Root them out, follow a rumor, or be fleeing for your own damn lives...
  5. Weird flying things have been spotted on the horizon, never a good sign.
  6. Migration of rare beasts (stony-skinned tripod beasts on their centenary journey across the south latitudes)
  7. The annual burning straw-man/effigy/wicker man festival is lit!
  8. Purchase ratters bred in the village for dungeon vermin patrol.

Wednesday, April 3, 2019

Inspiration: Snow


Tonight's scene, art provided by: Mad Map March 15 - Snow, inspired by "The Little Ice Age"
There has been another hard freeze, with the river gone solid. The residents look at the ice and quietly discuss the likelihood of having to replace one or both of the town's bridges after the spring thaw. Again.

It is far into the winter, the third rough winter in four years. It is to the point in the season where concerned eyes look at the near-empty larders, and the wives are counting out the remaining potatoes and roots.

There is nothing to spare for rough adventurers traveling through. They had better have their own meager rations, as few will take up an offer to share their stores. After all, one can not eat gold.  Unless they can perhaps take care of some nuisance or raider: the frozen walking dead, a werewolf stalking the woods, or equally desperate bandits raiding the stores.

People stay in but for necessary forage for thin livestock, breaking the ice for the well, occasionally carrying out an individual not hearty enough to last the winter...

The snow hasn't fallen for weeks, it is too cold, with a bone-breaking ache.

"Are you going somewhere warmer, guv'ner?" As the party leaves from their hard lodgings, they find themselves tailed by a sallow youth, with rag-wrapped feet, and a few precious potatoes and crusts of acorn-flour bread in a sack.

Sunday, May 27, 2018

Orryn's Fork town map

Haven't drawn up a town/village map for a while, and I finally have my own office/creative space in the house, so christening it with a piddly little village map with a bit of dressing on the side.

Downloady the whole thing
Built at the confluence of the North and South Forks of the Orryn River, the eponymous riverside thorpe grew up around what was originally a small blockhouse used to oversee the river trade and project force against river pirates and raiders. The blockhouse was reconstructed as a stout stone tower as the Duchy expanded its territory, finding itself in need of a more resilient frontier watch. The Ring Road marking the Duchy’s current extent also crosses through town, with a small stone blockhouse guarding the road, and collecting small tolls from commercial loads using the road and bridge.

The village is a waypoint and dock for the shallow draft barges that are poled upstream. A jetty built into the bank of the South Fork creates a small impoundment and docking area for the barges.  The North Fork of the Orryn is generally too small for significant navigation.
Most of the buildings in the community are wood-framed, with several roofed with local red and gray slate. 

Asat Ildusker (Ftr5, 22HP, plate/shield, +1 longsword, light crossbow, 391 GP, potion of Fire Resistance) considers the post an honor, protecting the flanks of the Duchy and keeping watch on ‘his’ river.  Accordingly, he keeps his troops well-drilled and disciplined, and is a stern, but not unsympathetic arbiter of local legal matters.

His lieutenants are old campaign companions. Tosh Ordyn (Ftr3, 14HP, chain, +2 spear, light crossbow [46 GP, 33 SP, silver feather pendant (40 GP)]) enjoys the relative remoteness of the post, a safe distance from past clan disputes and indiscretions. “Chud” Whachaen (Ftr3, 15HP, plate, flail, shortbow) chafes at the isolated position but doesn’t wish to alienate his commander. He has been skimming road tolls, though (77 GP, 331 SP, rose quartz necklace (50 GP)). Militia are billeted in the tower and blockhouse: Infantry (9) - Chain/shield, spear, dagger; Archers (12) - Leather, shortbow, dagger.

A domed temple to the local river gods squats along the road. In front of the temple is a shrine to the gods, polished by generations of travelers’ hands touching it as they leave the river’s environs, praying for luck on their journeys along the Ring Road. For every person touching the stone, there is a 1 in 6 chance that it imparts a small (one day) boon to the individual: 1) +1 to all saves; 2) protection from evil; 3) luck (re-roll one failed roll); or 4) 1d4 temporary hit points. The temple is administered by Sister Gwynn (Cl3, 11HP, plate, +1 staff (holds one additional 1st level divine spell/day), 103 GP, tourmaline holy symbol (120 GP), two potions of Cure Light Wounds).

The warehouse and trading post along the river has a good stock (85% chance) of standard adventuring items and supplies at 1.5 book price.  Per Kelasos and his wife, Trina, have owned the establishment for 20 years, inheriting it from her father (41 GP, 76 SP).

“The Pilgrim and Flask” inn is owned by a heavyset halfling, Dannay Burrfoot, who employs members of her extended family from a nearby commune. The inn, like other structures in the settlement, is built of heavy timbers with a red slate roof. Lodging is a simple common room with cots. The inn has an attached stable. Burrfoot will have 1d4 horses and/or mules available for sale – animals either left by travelers or impounded/pawned by the halfling from destitute souls (31 GP, opal medallion (40 GP), 111 GP buried under stable floor).

Adventure prompts and/or rumors:
1) The gnomes have been spotted with a barge that needs no poles or rowing – the Bargers Guild is greatly interested in a specimen for study.
2) A caravan hauling spice from the Woggan foothills has gone missing along the Ring Road north of town.
3) Odd coloration of the North Fork portents displeasure from the old river god.  Desecration of the sacred headwaters is suspected.
4) Ildusker approaches the party in need of discreet scouts to investigate rumors of a druidic cult raising forces along the frontier.
5) Ordyn has heard rumor that a former dalliance is of royal blood, and needs more information. Any bastard child could be a political complication.  His pendant is a gift from the former lover. 
6) Hunters and outriders have spotted undead near an old battlefield past the border, and mysterious cairns have been thrown up around the grave barrows.
7) Copses of trees have been suddenly dying.  Sister Gwynn senses that it is more than a simple disease or infestation…
8) Bulettes are migrating into the area, causing much alarm for the halfling community just over the border.
9) Scouts of Chaos forces have been reported in the area.  Waylaying or dispatching these squads, as well as better understanding the threat, would be quite valuable to the realm.
10) Smugglers may have absconded with a relic from the capital’s chief temple.  They may be following local trails to transport it out of the territory.