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2016.05.12 17:27 chillaxin4life Milwaukee's Bicycle Community
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2023.05.31 17:56 Conscious_Hawk_9623 Where should I move to?!
Im a 26/f. I’m looking at moving out of the state of Montana to go to school for nursing. Naturally I am looking for a city that has a mix of “city” and “nature.” As well as four seasons (I just hate the heat but could deal with it for a short time). Politics isn’t the most important thing to me, I’m pretty moderate. I love hiking, going to coffee shops, art, working out, bouldering and such. I’d like to be 1-2 hours outside of a major city, for easy access to an airport. It wouldn’t hurt to be in a town/city that have other fellow 25-35 year olds, as I’m single..dating is hard out here these days.
I’ve never really had to deal with the issues of a “typical city”: theft, homeless, drugs, etc. I live in the countryside.
I am looking at: Idaho, Oregon, Washington, North Carolina (specifically NW), Wisconsin, Minnesota Michigan
I am not stuck on these states, I’ve only really been to the top three. I was in Minneapolis for 3 hours and ventured to the Mall during a layover. Never been to east coast, but I hear it’s super expensive? Boston is my number one city I wanna visit.
Any other suggestions out of these would also be appreciated! :)
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2023.05.31 17:48 bitemy Christians bullied an Indiana school district into canceling a school play with LGBTQ characters. The students raised more than $83,000 and put the play on in a professional theatre.
(This excerpt is from a Washington Post article written by Hannah Natanson.)
FORT WAYNE, Ind. — Sydney Knipp, 16, tiptoed to stage’s edge and peered around the black curtain at the nearly 1,500 people waiting for the play to start. It was the largest audience she had ever seen.
In a few minutes, Sydney was supposed to stride before them, braids streaming, to deliver the opening monologue as Alanna Dale in “Marian, or The True Tale of Robin Hood,” a gender-bending take on Sherwood Forest’s beloved bandit.
Dotted among the crowd, Sydney saw, were security personnel in bulletproof vests. At the entrance, theatergoers were submitting to bag checks and a metal detector wand. Behind Sydney stood Fia, her 14-year-old sister, costumed as Much the Miller’s son.
Sydney and Fia, and their characters, were the reason for the security — the reason this play was happening not at school but at an outdoor theater in the girls’ hometown. Alanna confesses her love for a woman in the 16th scene. Much declares they are nonbinary two scenes later. The LGBTQ storylines drew complaints from parents, spurring Carroll High School to cancel “Marian” in February out of concern for students’ safety.
But the cast of two dozen teenagers decided to put the play on anyway. Now, on a chilly evening in late May — after raising almost $84,000, booking Foellinger Theatre and whirling through 2½ weeks of late-night rehearsals squeezed between Advanced Placement exams and finals — it was opening night for a show adults had warned them not to do.
Sydney sidled to her little sister. “How are you feeling?”
The teens believed — knew — they were part of something bigger. They knew schools across the country are nixing plays and musicals that feature gay, lesbian, bisexual and transgender roles, often due to parent objections. They were aware Republican politicians are passing a record-breaking wave of laws restricting the rights of LGBTQ children, and that Fort Wayne trends White and red.
The teens also knew they had fans: the thousands who bought $15.50 tickets or donated to their fundraiser; the local theater groups who lent decorations; even “Marian” playwright Adam Szymkowicz, whom they had met on a Zoom call.
But in these last moments with her sister, Fia had something to confide.
She was thinking about what producer Nathan Gotsch said a half-hour before showtime. Should any hecklers emerge, he told students, ushers would escort them out. One student, dressed as a king’s guard, had raised black armored gloves and promised to deter disrupters with his fists, earning laughs. But Fia wasn’t laughing now.
“If someone yells something,” Fia whispered to Sydney, “I think I’m going to cry.”
Sydney pointed to the audience. “Dude, there are so many people with dyed hair out there,” she said. “We’re going to be okay.”
She laid her arm on Fia’s shoulder. Fia rested her forehead on Sydney’s hand. The sisters stood, curled in an embrace, as the crowd began to hush.
Three months earlier, Meadowe Freeman arrived early to school for a surprise meeting called by her principal and theater director.
Auditions had just wrapped for Carroll High’s production of “Marian.” The 18-year-old, who chose theater because “I’m not very sporty,” had anticipated teasing from students about the play’s LGBTQ characters. But she never expected what she heard that day: that some parents disliked the play so much it couldn’t continue.
“You read about it on the news,” Meadowe said, “but you never expect it to happen in your school.”
Sitting near the front of the room was Tristan Wasserman, 18. He watched his friends start to cry. Walking from the meeting, he decided: The show would go on.
That night, Tristan hunted up the email of “Marian” playwright Szymkowicz. He researched the name of a reporter with Fort Wayne’s 21 Alive News. He fired off versions of the same email.
“Hello,” he wrote, “my name is Tristan Wasserman … It was actually on my 18th birthday that we found out that we wouldn’t be doing Marian.”
His efforts yielded news coverage and, ultimately, 5,600 signatures on a petition to reinstate the play. One of Tristan’s friends, Stella Brewer-Vartanian, president of a left-leaning political club at Carroll High, launched Twitter and Instagram accounts devoted to reversing the cancellation. But the school stuck by its decision.
So Tristan began recruiting students to speak at the next school board meeting. If enough teens explained why it was wrong, he figured, the adults would have to listen.
On Feb. 27, Tristan, Stella — who wasn’t part of the theater program but felt outraged by what she called adult bullying — and roughly 20 high schoolers showed up, some with prepared speeches.
Before most could speak, a woman rose. Kaye Niman said she was a taxpayer, a mother and a pastor’s wife. “Marian” — with its “LGBT whatever, however many ABCs you want to put on it” — was immoral, Niman said.
“What we believe in is what the Bible says, and the Bible says that homosexuality is a sin,” said Niman, who did not respond to a request for comment. “It’s forgivable, don’t get me wrong, it’s forgivable and we love them, but nevertheless … I applaud whoever made the decision to not have this play go on.”
As Niman wrapped up, 16-year-old Peyton Stratton sat picturing the role she had hoped for: that of Marian/Robin, who leads the troupe of Merry Men. Peyton, who wants to attend law school, admired Marian for her ferocity, wit and determination to protect the people she loves.
Telling herself to summon those traits now, Peyton walked to the microphone. She reminded the board of school anti-bullying initiatives that teach children not to tolerate hate.
“By taking down this play, you’re following the opposite of that message,” she said. “You are teaching students to fold at the first sign of struggle.”
Stella told the adults they were writing themselves into history as “hateful.”
And Tristan gave a promise: “I have not rested,” he said, “nor will I rest until this decision is reversed.”
Students headed home with hope. Tristan was in his bedroom when he got a text alerting him that the superintendent, Wayne Barker, was speaking about the play.
“This came down to an issue where our principal felt that it was going to be an unsafe activity for our students to participate in because of how divisive it was becoming,” Barker said. “I support his decision … I’m comfortable with why he did what he did.”
In a statement to The Washington Post, district spokeswoman Lizette Downey said the decision to cancel “Marian” was due not only to parent complaints, but primarily to “disruptions already occurring between students directly involved within the theater department.” She did not specify what those “disruptions” were.
Superintendent Barker declined repeated interview requests.
For a while, the students were lost. Some pondered putting on the play outside school, Stella said, but no one knew how. Then Stella got a message saying a local man she’d never met wanted to talk to her.
A former teacher born and raised in Fort Wayne, Nathan Gotsch, 40, sympathized with administrators’ plight — but felt more for the students. And, he felt, he was perfectly positioned to help.
Gotsch, who attended film school at the University of Southern California, spent his 20s working in entertainment in Los Angeles. After stints in education and journalism, he had just run unsuccessfully for Congress. Taken together, it meant Gotsch had the know-how and the network of political, activist and theater contacts the students would need to stage “Marian” themselves.
Over a video call, the idea took shape. Gotsch agreed to serve as overall producer, and four teens — Tristan, Stella, Meadowe and Kaitlyn Gulley, head of Carroll’s Gay-Straight Alliance — would become student-producers.
Gotsch set up a GoFundMe to pay for the play; it pulled in $80,000 in under two weeks. Nonprofit Fort Wayne Pride, which advocates for LGBTQ rights, stepped in as fiscal agent, managing the money.
Nathan and others identified two dozen students willing to act in “Marian” and assigned them parts. He hired a professional director and crew to handle stage management, engineering, sets, sound, costumes and lighting. He secured Foellinger Theatre for May 20 and coordinated security with Indiana State Police and parks personnel.
Meanwhile, Stella and Kaitlyn promoted the play at a “No Hate Fort Wayne” rally and a Democratic Party gathering. Meadowe and Tristan liaised between adults and students in the production — while Meadowe learned a role as a guard and Tristan served as assistant stage manager and sound designer, at one point imitating pigeon calls for the play’s soundtrack.
Rehearsals — running after school and on weekends — started May 3. The student-actors had fewer than 4o hours, across less than three weeks, to learn their lines.
Teens were facing APs and fast-approaching finals. They were fielding phone calls from journalists and messages from actors who wanted to cheer them on — support they appreciated but which took time.
The Friday before opening night, Peyton arrived late after ferrying over three students who lacked cars. Her hair was already braided in the intricate coils required for the role she had coveted: Marian.
She fast-walked into a kitchen tucked below the theater to cries of “Peyton! They need you in makeup!” and “Peyton! Go straight to makeup!”
“I know,” Peyton said, crossing to a wall and scribbling her initials onto a sign-in sheet.
She eyed the steaming
(To read the full article go to
https://www.washingtonpost.com/education/2023/05/31/marian-school-theater-lgbtq-indiana/ )
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2023.05.31 17:23 Myje-Max A Textbook-Hit-Job, an action-thriller short story by Max Franklin (Sensitive content-Blood, death, and violence)part (1 of 2)
For Adam Pincer, it was an ordinary day, like every day he has had for almost his entire life, he woke up on his own, right before his alarm went off at 6:30, his body always woke him up before his alarm since it knew his schedule almost as good as his brain did. He got up, trying not to wake his wife, even though the alarm’s blaring had most likely made his stealth pointless, he thought. He went into his bathroom, silently closed the door and turned on his shower. He made it as hot as possible to wake himself up. He shaved, got dressed in his third favorite suit, the navy blue pinstripe with a light blue shirt and tied his deep navy tie. He went downstairs, read the stove clock in his fabulously decorated kitchen, it read 7:05.His kitchen matched the rest of his house. His job paid well, almost too well. He almost didn’t know how to spend it all, almost. Everything was pristine, that’s the way he liked it. Started the coffee for his wife, and went outside to his Porche 911. The car was a stunning champagne, and he loved driving it, he started it up and started his drive to Oscar’s Diner, his usual place to eat breakfast. For Mack Jacobs, his day was about as regular as days go for someone like him. He had woken up at 5:15, he felt almost like he had slept in. After almost a decade in the military plus four years in Annapolis had gotten him used to early mornings. He got dressed in a gray t-shirt with USMC printed on the chest, a pair of white socks, black joggers, and he put on his black Nike Air Force Ones. He checked the weather app on his phone, it said sixty degrees, he put on a USMC hoodie to be safe, he packed his other things into his bag and went down out of his motel room to the desk, he checked out and left his things in his car, Taking with him a small gym bag with soap, a towel and a change of clothes. He jogged to the nearest gym he found online and worked out, showered,and changed. He now wore a black t shirt, khaki pants, brown hiking boots, and a windbreaker like jacket, he wore the jacket not for temperature, but for concealment. Mack walked back to the motel. When he got there he turned the car on, a rental ford explorer, it was an old car, but he didn’t want anything flashy. The clock said 6:45. He looked up Oscar’s diner on his phone and started driving. Adam’s Porsche drove smoothly through his suburban neighborhood and onto the interstate going into the city, he turned the radio onto the 80’s best hits station and turned up the volume as he pulled onto the offramp going towards Oscar’s, the clock read 7:16 Mack drove from the motel into the city, the sun was basically already up, he hated when the sun was up so early, he liked the quiet of the early morning. He pulled onto the offramp when his phone told him to and drove towards what was assumed to be Oscar’s Diner, across the street was a parking ramp, his destination. He pulled in, drove to around the middle of the ramp, and parked, no one else was in the ramp he checked his phone, 7:02. Mack opened the trunk of the explorer, it was a big trunk, enough room for several people to sit back and be comfortable while driving. But it was also enough room for his suitcase, dufflebag, a small plastic case, and a large black zip-up case. He opened the small case, inside was his custom black colt 1911 with wooden grips and a compensator. He got it as a promotion bonus from a coworker. He loaded the gun and put it into the back of his pants at the waist. Also inside the case was a neck gaiter, Mack put it around his neck, grabbed the big zip up case and walked to the ramp elevator.
The ramp was connected to a mall, but the mall didn’t open until 8:00. Mack knew there weren’t any cameras, the ramp was old and everyone used the ramp on the other side of the mall because it was attached to the main street. Mack entered the elevator and pushed the button for the top level. He stood there alone as the elevator rose, he noticed the light was flickering and low dimmer on one side, and that the elevator rattled when it goes past a level. The elevator opened and the bright sun shone and was like a camera flash for Mack’s eyes. They adjusted finally and he walked towards the edge of the ramp, the side facing Oscar’s Diner. He unzipped the case, inside was an M40A3 sniper, it was a gun he was all too familiar with, the gun of choice for a Marine Corps sniper, he never was a sniper, but he knew one, or did he? Mack thinks hard, trying to remember. He swears he did, but he can’t remember anyone at all. It feels like he is hitting a blurry glass wall, he can almost see through but all the shapes are unrecognizable. Mack brushes it off, there is a more important tasks at hand, stay focused. Mack readies the sniper and zeroes the scope. He checks his phone and messages someone with the contact name “Wesson” that he is in position, his phone’s clock reads 7:16.
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2023.05.31 17:13 psethr Decent price for work?
| Car: 2007 Toyota Corolla MT, 160k miles Location: Between DC and Richmond VA Complaint: Noise when turning wheel at slow speed typically during parking. Clunking noise near front right. Also a rattle near front, probably exhaust Hey everyone, I'm looking for your opinion for a quote I received from my shop. Really just curious how the parts and labor rates compare to your experience. I do have trust in my shop but I want to double check with good ole reddit for sanity sake. I'm really only looking for opinions for the front struts, control arms, and the resonator costs. The rest I can manage myself. Thanks submitted by psethr to Cartalk [link] [comments] |
2023.05.31 17:11 psethr Decent price?
| Car: 2007 Toyota Corolla MT, 160k miles Location: Between DC and Richmond VA Complaint: Noise when turning wheel at slow speed typically during parking. Clunking noise near front right. Also a rattle near front, probably exhaust Hey everyone, I'm looking for your opinion for a quote I received from my shop. Really just curious how the parts and labor rates compare to your experience. I do have trust in my shop but I want to double check with good ole reddit for sanity sake. I'm really only looking for opinions for the front struts, control arms, and the resonator costs. The rest I can manage myself. Thanks submitted by psethr to MechanicAdvice [link] [comments] |
2023.05.31 16:57 BrilliantNo4825 AITA for not wanting to move?
Us: mid 30s, married 6 years, 2 kids (5 and 1). High earners ($200k+) both work FT.
Currently live in my home city. We moved here when our oldest was 1 assuming a certain level of help from my parents and extended family, who all live here. I pushed the move based on this assumption.
My sister watches our youngest every day (paid). My parents pick up our older child from school twice per week, one of those nights keeping for dinner and bringing home before bedtime. There is no taking them out for ice cream/to the park/over to their house spontaneously. They do babysit occasionally but it feels like a burden. We go out several times per month either alone or with friends and pay a sitter. Extended family gets along well and we all get together somewhat frequently.
Spouse has been struggling mentally/emotionally being away from their family and best friend. They become angry/sad around family events when they are here and their family is not present. They are struggling with living far from aging.
Spouse wants to move our family to their hometown (14 hrs away, pop 1500). The town is a summer hotspot and has a few breweries, shops and eateries but few conveniences outside of gas and small supermarket. There is one school in the town (k-12). Any convenience such as a gym or even a Walmart is a 20+ minute drive in the mountains with things like a Target store, mall, etc 1 hour away.
Spouse feels that by moving there we would have more “support” with our kids (frequent visits throughout the week, a 1-2 day monthly getaway for us because their parents “would just do it”). Spouse also argues that their best friend, spouse and child would visit frequently (live an hour from hometown). We are part owners of a lake house 20 minutes outside of town and we would be able to visit there on summer weekends. Spouse feels our kids could spend their days at the lake instead of paying for summer camp here. Spouse would like to be involved in a community they have ties to.
Spouse feels like they have been “eating it” for 5 years, missing loved ones, for family “support” that hasn’t materialized how we had hoped. They feel that it is my turn to “eat it” and we should “try it my way”.
I feel that moving there would not be better for our family. We could afford a 15 year mortgage there but the house would be at least $150k more for one not as nice as ours. Our current home is nice and will be paid off in 11 years. Because of the location I would likely be driving at least 20 mins each way to work (if not much longer) in the mountains. We have no daycare there; spouse states they and MIL would share daycare, though spouse WFH full time and travels frequently during part of the year. The school is small (20 kids/ grade). Any convenience is a drive. Spouse is not close with extended family there and dislikes their sibling.
AITA for not wanting to move based on logical reasons if it would emotionally benefit my spouse to move?
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2023.05.31 16:10 Cocoamilktea My dog passed away a few hours ago
I've been sobbing ever since the vet called about her seizure (I was work from home and had to book a grab to rush to the vet) then called again about reviving her and then her death when the car was near the vet so I didn't get there in time to say goodbye. I'm grateful that I went to visit her im confinement early in the morning before work started so I got to touch her one last time. I brought her pretty much everywhere with me so like even if I avoided being at home so I won't be reminded of her, there are multiple places that I frequent that remind me of her, the mall, church, the library, grocery, 2 parks, and now our new office is located right next to the park I bring her to a lot and I have to walk through it now everytime I report to office. Even if I wanted to go out of town to distract myself, I have also brought my dog to those places so I have memories of her in those locations as well. I already filed for vacation leave until the end of the week because I know I wouldn't be able to focus. I'm able to eat and drink at least but I don't know how to make myself feel better
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2023.05.31 16:10 chuckhustmyre [TH] 100 CEMETERY (Part Two of Two) by Chuck Hustmyre
When the old man got within range, John kicked at him with his good leg, but the old timer was quick, much quicker than he looked. He ducked to his right, side stepping John's lashing foot, then darted in and touched the tip of the prod to John's leg. Fire--that's what it felt like. White hot fire. A jolt went through John's body that made his eyeballs hurt. And just like that, the old man slipped in again and jabbed him in the stomach. Then, as John rolled onto his belly, the tip touched his back.
John curled into a ball and hugged his knees to his chest.
"Get through that door, boy," the old man said. "Move it, now!" Like herding an ornery animal.
And like an animal, John Burke responded, lifting himself onto all fours and crawling toward the exit. Halfway across the floor, the old man jammed the cattle prod against John's ass. He cried out and scampered through the door.
As soon they were out of the room, the old man clicked his cheek a couple of times like he was calling a dog. "Get on your feet, like a good boy." John struggled to his feet as the door closed behind him and the bolts slammed into place. He stood at one end of a narrow passage, dark, except for a single bulb hanging from the ceiling at the far end. Again, John felt the prod touch his back.
"Get!" the old man said.
John limped toward the light.
The passage emptied into a windowless room, low ceilinged and big. The old man forced him into a chute--a cattle chute. Horizontal steel poles on each side formed a walkway barely wide enough for a man's shoulders. The poles were stacked four high, the top pole about five feet off the ground. Every six or eight feet stood a vertical brace.
The old man closed and locked a sliding wooden door behind them, then bent and slipped between two of the horizontal poles. Outside the chute, he prodded John to keep him moving. As John walked toward the end, the old man thumped him two or three times with the prod but didn't shock him.
Suddenly, an overpowering stench hit John and his feet stopped moving. He looked to the right, toward the source of the smell, and saw a stainless steel table, on top of which lay a man's lifeless body. He was on his belly with his head turned and John could see the face of the man who'd been goaded out of the room just before him. The white-haired old lady stood beside the table gripping an electric carving knife in one latexed hand, while with her other gloved hand she pressed the man's leg firmly against the table. Bile gurgled up into John's throat as the old lady thumbed the switch on the carving knife and sliced a hunk of meat from the back of the dead man's thigh.
John spewed vomit and dropped to his knees. "Get up, boy," he heard from behind him as the prod juiced his lower back. John screamed in pain as he staggered to his feet. "Move it," the old man said. With legs like jelly, John stumbled forward.
The cut he'd worked into the leather belt was just to the right of the steel loop through which the handcuffs ran. Only an eighth of an inch of leather remained. Using his body, John shielded his hands from the old man's view while he tugged on the handcuffs and hobbled along.
The sides of the chute closed in on him as he reached the end. Near panic, John tried to turn around, but before he could the old man slid a gate closed behind him that penned him in.
Trapped.
From the corner of his eye, John watched the old man. Saw him step towards a workbench against the wall, fifteen feet away, and toss the cattle prod onto it. He pulled a ballpeen hammer down from a wall above the bench. It had a big stainless steel head with a foot long wooden handle. The old man turned and walked toward John with a casual, bored look on his face, just another day in the slaughterhouse.
Bent as far forward as he could, John thrust his hips back and jerked his cuffed hands forward, but the leather belt held. Behind him he heard the old man's shoes scrape the cement floor. Desperate, John twisted his hands to the right. The leather still held. Just an eighth of an inch between a chance for escape and a hammer to the back of the head.
A shoe scuff on the floor. Afraid to look, John stared at his hands. He groaned as he thrust his hips to the right and jerked his hands to the left. The leather tore and the belt pulled free from his waist.
"Where you think you're going?" the old man said.
John ducked and heard the top pole ring as the ballpeen hammer glanced off of it. With the belt still dangling from his handcuffs, John doubled over and stepped between the two middle poles on his left side. To his right the old man cursed him and swung the hammer between the bars. The hammer thumped into John's right hip but he didn't stop. Once through the bars he ran--hobbled on his painful ankle--toward the wall, trying to put as much distance between him and the old man as possible.
"Momma, momma, he got loose!"
"Catch him quick 'fore he gets away," the old lady screamed.
John Burke was lost. He didn't know where he was our how to get out. He turned, saw the old man race around the end of the chute, hammer cocked over his shoulder. John's back was to the wall. Wildly, he glanced around for something he could use. There was nothing.
To his left, twenty feet away was the corner of the room and a closed door.
The old man saw John looking. "You'll never get out." But he slowed down, approaching cautiously, angling toward the door to cut off John's only escape route.
The old man looked nervous about the door. John broke and ran. Waves of pain shot up his leg from his swollen ankle but he ignored it. The old man lunged toward the door to intercept. John tried to stop and start, throw a fake at the old man, but his ankle folded and he hit the floor.
The old man dropped to one knee beside him and raised the hammer over his head. "Got you!"
But as the killer blow came down, John shifted slightly to the side and the hammer struck the cement beside his head, sending tiny chips flying into his face. He lashed out with his good foot, missed the old man's head but caught him in the ribs. As the old man grunted and toppled over, John got to his feet and struggled to the door.
Locked.
John twisted the knob and screamed in rage. The old man stood up. Mounted on the wall next to the door was a gray metal circuit box, the handle protruding from its side angled up in the on position. An electrical shut off.
"Get him, poppy," the old woman screamed from the other side of the room. A nice old couple who called each other momma and poppy.
John grabbed the handle with both hands, shot a glance at the old man, saw him bearing down, and pulled.
Lights out. Total darkness.
Just in time John ducked. He heard the old man grunt as the hammer dug into the drywall. With his manacled hands, John shoved the old man, then ran along the wall to his left. Moving through the dark it felt like a mile. The old lady screamed.
Cuffed hands out in front with the torn leather belt dangling from them, John ran into the wall and turned right. He had no idea where to go or what to do. Just knew he had to put as much distance as he could between him and the old man. At the next corner he turned right again. Just up ahead he heard the old lady. "Poppy, I can't see."
He slowed down, tried to catch his breath. Then the lights came on. Poppy must have gotten to the switch. John found himself next to the stainless steel butchering table, and face-to-face with the old lady. With the power on, her electric carving knife started buzzing.
"I got him, poppy!" she said and chopped at him with the knife.
John jerked his head back as the humming blade passed less than an inch from his eyes.
"Momma!" the old man screamed.
John looked across the big room at the old man by the door. Hammer swinging from his hand, he started to run towards them but had to go around the cattle chute. The old lady again cut at John but this time he managed to catch her wrist in his hands. As he kicked her in the shin he heard one of his bare toes crack, but she loosened her grip on the knife and he was able to jerk it out of her hand.
The old man rounded the end of the chute and howled in rage as he saw them struggling. Momma clawed at John's eyes with both hands, but he managed to close them just as her nails raked his face. Carving knife in hand, he slashed at the old lady. The vibrating blade ripped into the side of her neck and cut across her throat. She gurgled up a foul smelling blast of air from her open trachea that made John gag. With her eyes wide open, the old lady looked stunned as her knees folded and she collapsed to the ground.
John Burke turned and the old man was right on top of him, screaming, swinging the hammer at his head. As John raised the carving knife, the hammer snapped the blade off and knocked it from his hand. The old man lunged closer, grabbed him by the throat with his left hand and raised the hammer again.
John threw an awkward jab with his shackled hands and hit the old man in the face with just enough force to stun him into losing his grip on John's neck. Then with a two-handed uppercut to the gut, this one with a little more behind it, he doubled the old man over, then ran for the door.
Standing in front of the door, he jerked down the power switch and again shrouded the room in darkness. He raised his good leg and kicked the wooden door as hard as he could. It gave just a little. Behind him he heard the old man crying, and something else--things being knocked over, things hitting the floor, the sounds of searching.
As John kicked again, his bad ankle screamed in pain, yet still the door held. He caught his breath, raised his good leg and managed one more kick. This time the knob splintered off and the door flew open. Stairs led up.
Behind him, a two-count metallic click echoed through the room. The unmistakable sound of a shell being chambered. A shotgun.
Fighting back the pain, John loped up the stairs as the shotgun blasted behind him. Upstairs he found himself in an empty kitchen. He moved down a short hallway that opened into a room he recognized, the den of the old lady's house. It was dark outside and only a few lights were on inside the house.
Footsteps on the cellar stairs.
Frantically, John looked around, seeing the big bay windows, but no door to the outside. He knocked the dead telephone to the ground, snatched up the end table, and heaved it through one of the windows.
Outside the air was warm and muggy, the ground soft like after a rain. Naked, except for the handcuffs and leather belt hanging from them, John staggered toward the woods just beyond the house. As he reached the first trees he heard another shotgun blast behind him, heard glass shatter, heard pellets tearing through the trees to his right.
Into the trees, getting some of them between him and the house in case the old man ripped off another shot.
"Murderer! I'll kill you," the old timer yelled through the trees. Almost funny, a minute ago the old man trying to bash his brains in with a hammer but still had the nerve to call him a murderer. Not to mention the sweet old lady carving a man like a Christmas turkey.
John turned forty-five degrees to the right. Choosing a zig-zag over a straight line. A minute later he heard another shot, then the pellets ripped into the branches off to his left. A frustration shot. The old man had guessed he'd turn but he'd guessed the wrong way.
He'd gotten out of shape. Just a few minutes into the woods he was puffing like a steam train, a stitch like a knife twisting into his side. John could feel his ankle starting to swell. Time for the zag so he turned left, crossed through what he guessed was fifty or sixty yards of woods, then suddenly burst into a clearing--the cemetery. The high three-quarter moon cast short, dark shadows from the tombstones. Blackness in a sea of night.
Something crashed through the brush behind him in the distance, followed by bark of a big dog. John had trouble as he stepped over the low spiked fence that surrounded the graveyard. For a second he had to put all of his weight on his bad leg and came close to impaling himself.
John remembered another fence, a six-foot iron one that spanned the front of the property, the half-inch thick bars thrust at the sky like black spears. If it circled the whole property, how the hell was he going to get out?
The barking grew louder.
As he limped between the gravestones, John heard the old man cursing in the distance, farther away than the dog, but getting closer. Terror's icy hand gripped John Burke's heart. His feet stopped moving and he dropped down onto a soft, moist patch of earth and leaned his back against a marble slab that marked someone's final resting place, someone whose troubles were over for good. John put his head into his hands as despair washed over him.
He wasn't going to get away. Not on a bad ankle. Not with his hands cuffed. Not from a madman with a dog and shotgun. A madman who kept humans like cattle, who beat men to death with a hammer, whose wife ran a human butcher shop. They were close, the old man and his dog. John could hear the dog tearing through the underbrush just inside the woods, just beyond the cemetery fence. In a minute it would all be over. He wondered if Gail would ever find out what happened to him? To die like this, in a bone yard, victim to a crazy old man and his even crazier wife.
Fear, despair, hopelessness--these feelings surged through John as a sob racked his body so hard it bounced his back off the marble tombstone and shot a bolt of pain down his spine. Then, as if cleansed by fire, those feelings melted like snow, replaced by something new, by something better, by something that fueled him--Rage.
Perched in front of the grave next to him was a thick marble urn, holding a bouquet of long dead flowers. John rolled to it, grabbed the urn in both hands, and dumped out the withered flora. He felt the comforting weight of the urn, heavy enough to crush a dog's skull, or a man's.
He wasn't going to make it easy. If they were going to kill him, they'd have to work for it. The headstones were too small to hide behind unless he crouched down and John didn't want to crouch down and hide. He was through hiding, besides, his ankle couldn't take much crouching. Better to let the dog see him, try to get rid of the mutt before the old man made it out of the woods.
The underbrush got quiet. The dog was out of the woods. No more barking. The moonlight and the shadows played tricks on John's eyes. A glimpse of movement at the fence then nothing. He strained his eyes, willing them to see through the darkness but it was his ears that responded, picking up the quick thumping of padded feet on the wet grass. The sound coming from his left. John raised the urn and turned, then heard it behind him, much closer. A throaty growl. He tried to spin around but the furry beast hit him in the back.
Claws raked his bare shoulder blades as he slammed face first into the ground and the marble urn flew from his hands, useless. Sharp teeth gripped the back of his head and shook it like the stuffed head of a doll. His scalp tore--he actually felt it--as the dog growled and bit harder.
"Get him, boy!" the old man shouted from somewhere near the edge of the woods.
John used his good left leg to push into the ground and roll. The dog tightened its grip on John's head and tried to roll with him but John used his arms to topple the German Shepherd off of him. As the brute tried to regain his feet, John kept rolling until he was on top with the dog pinned under him. The canine's jaws sprung open, looking for something to bite as John grabbed the animal's big head, one hand on each side, and forced the handcuff chain and part of the leather belt into the back of its mouth.
With his naked body pressing down on the dog, John forced the Shepherd's head back. The handcuff chain cut into the roof of the dog's mouth as John pushed back harder and harder. The beast's nails ripped at John's chest and thighs, but still he forced the big head back until the dog's agonized yelping was cut short by a loud crack, like the dry snap of a rotten branch, as its neck broke and body went limp.
John rolled off of the dead dog and struggled to his feet. The old man yelled, "Did you get him, Butch? Did you get him?" John turned toward the sound of the man's voice and saw him stumble out of the woods, just on the other side of the fence, shotgun held across his chest. The old man's eyes locked on the animal lying on the ground. "Butch!" he cried, voice cracked with emotion Then he raised his shotgun.
John dropped behind a headstone just as a blast ripped through the air. Pellets smacked into the other side of the stone. Then, as the double click of a new shell being racked into the chamber echoed across the graveyard, John scrambled away on all fours, keeping his head below the top of the tombstones.
By the time he reached the cemetery fence, John could barely move. His breath came in ragged gasps; his chest, shoulders, and thighs were on fire; and the back of his neck felt wet and sticky. He lifted his cuffed hands over his head and wiped at his neck. His palms came away covered with blood, blood that looked almost black in the moonlight.
One foot got tangled going over the fence and John fell, landing with a thud on the other side. Behind him, fifty yards at most, he could hear the old man's quick shuffle coming across the cemetery. The old man mumbling and cursing to himself. Once John got into the tree line he felt a little safer, something between him and muzzle of that shotgun. But the going was slow. Much tougher than before. He started to feel dizzy. The dog had torn him up and he knew he was bleeding badly.
He'd made it this far but knew there was no way he could make it all the way back home, at least not tonight. Too tired and too hurt. But with the dog dead, all he had to do was shake the old man off his trail, then hole up somewhere until daylight. In the morning he would parallel the road just inside the trees to keep out of sight. His house was only two miles away. He would make it even if he had to crawl on his hands and knees the whole way.
He ran into the fence. Six feet tall, made of pointed wrought iron bars, no more than ten inches apart. Impossible to slip between them. The bars braced by two thin rectangular, iron beams that ran the length of the fence. One, a foot from the ground; the other, a foot from the top.
John hadn't gained any distance on the old man. He could hear his thrashing back in the trees, his slow, steady pace, his mumbling punctuated by curses.
There was only one way to get out and that was over the fence. John set his feet on the bottom support and grabbed the top crossbar with both hands, but with his wrists cuffed he couldn't spread his hands out. He couldn't climb.
He managed to pull himself up so his chin was over the top of the fence and then swung his good leg up. It didn't go high enough. Arms straining, he swung it up harder and managed to hook his heel on the top support, between two of the bars. That's when he lost his grip.
John fell but his foot stayed. He heard his ankle crack and he screamed. Caught between the two vertical bars and the horizontal support, his bare foot was wedged in tight and he hung upside down, naked, like a stuck pig being bled in a slaughterhouse.
The old man stepped out from the trees, shotgun held across his chest like a soldier. Fifteen feet from John, he raised it to his shoulder and grinned as he pulled the trigger. CLICK.
"Goddamit!" He racked the pump, took aim, and pulled the trigger again. Another empty click. This time he slammed the pump back and stared into the open chamber. "Son of a bitch," he mumbled, then grabbed the barrel in a two handed grip.
He swung it like a baseball bat at John's head and all John Burke could do was close his eyes. Just before the wooden stock crashed into his skull, he heard himself say, "Gail."
* * *
Gail Burke was on the toilet, in the middle of peeing, when the doorbell rang. "John," she heard herself say. "God, please let it be John." She pulled on her jeans and ran to the door, didn't even flush. But it wasn't John. It was a man, old but distinguished looking in a dark suit with a pale blue tie draped in front of a starched white shirt. She glanced behind him and saw a van parked in her driveway. Not a minivan, but a full-sized, white work van, windowless except for the driver and passenger doors. No name on the side.
"Can I help you?" she asked, losing hope her caller had anything to do with John.
He raised his hands slightly and she noticed they held a round plastic container. Rubbermaid, or Tupperware, with a lid on it. "Yes," she said.
"Mrs. Burke?"
Gail nodded.
My name is Muller, Frank Muller. He nodded to the right. "I live on Cemetery Road."
She gave him a brief smile.
"I've read about your...your husband's disappearance in the paper."
At first she'd had a lot of visitors like this. Well-wishers, sympathizers, but it had been two weeks and people had stopped coming by. Mostly, she guessed they thought John's disappearance maybe wasn't so mysterious after all. Middle-aged man, married for a dozen years, suddenly takes off. Maybe found a young girl. No mystery there. But she knew that wasn't what he'd done. Something terrible had happened. She could feel it.
"Thank you," was all she could think of to say.
He raised his hands again. "I've brought you something. Chili, my wife's secret recipe."
She looked at the container. The two-gallon size. That's a lot of chili, she thought. She caught a whiff of it as he slipped one hand under the container and lifted part of the lid with the other. He said, "Chock full of beef and beans. Put some meat on your bones."
Gail felt her face flush. Her jeans hung loosely on her hips. She'd lost ten pounds since John disappeared and hadn't had it to spare to begin with. "Thank you. Thank you very much, Mr..." She couldn't even remember the gentleman's name.
"Muller," he said.
"Of course," she said quickly. "Thank you again, Mr. Muller." Gail reached for the container. "To be honest I haven't felt much like cooking and that smells delicious. Please tell Mrs. Muller that I said--"
Mr. Muller shook his head. "Buried her recently."
"Oh, I'm sorry to hear that."
As she took the chili from him, he forced a smile. "I made it but it's her recipe so if it's good she gets the credit." He laughed a more genuine laugh. "And if it's bad, I'll take the blame."
She felt the heat through the plastic. They said goodbye and Gail Burke went inside to eat a bowl of Mrs. Muller's secret recipe. She felt her stomach growl with hunger. If it tasted as good as it smelled, maybe she'd have two bowls.
THE END
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2023.05.31 16:00 Wild-Tart-7136 Visiting in June - Sunnyside neighborhood
Hi looking for the following for the June 7th weekend in Sunnyside neighborhood or near it:
- Great food (brunch ideas would be appreciated! already have a resy at The Wolf's Tailor)
- Great N/A selections
- Great coffee
- Great shops / markets
- Great Gelato
- fun things to do for a 35 year old female who is going out and about on their own
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2023.05.31 15:57 SceneSea6074 E61 smelling like burnt rubber
Hi there! Today i went to a shopping mall and returned to my E61 a half hour later, started the car up and turned the a/c on because its getting hot here and turned the fans up to almost max speed. was making a right turn out of the parking when i felt the power steering turn a little bit too much (i have active steering, max turning angle to one side is 270 degrees) and the power steering completely cut off. it was very hard to steer so i pulled to the side, shut the car off and restarted it and turned off a/c. the power steering came back, but it smelled like burnt rubber for the whole way home (7km). When i got home, i opened the hood and found that the smell was coming from the front of the engine. after a quick consult with a friend we came to the conclusion it could be a bad a/c compressor? any advice helps, thanks :) if necessary, the engine is M57 160kw 2004. automatic transmission.
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2023.05.31 15:49 SceneSea6074 E61 smelling like burnt rubber.
Hi there! Today i went to a shopping mall and returned to my E61 a half hour later, started the car up and turned the a/c on because its getting hot here and turned the fans up to almost max speed. was making a right turn out of the parking when i felt the power steering turn a little bit too much (i have active steering, max turning angle to one side is 270 degrees) and the power steering completely cut off. it was very hard to steer so i pulled to the side, shut the car off and restarted it and turned off a/c. the power steering came back, but it smelled like burnt rubber for the whole way home (7km). When i got home, i opened the hood and found that the smell was coming from the front of the engine. after a quick consult with a friend we came to the conclusion it could be a bad a/c compressor? any advice helps, thanks :) Edit: if necessary, the engine is M57 160kw 2004. automatic transmission.
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2023.05.31 15:41 dumbass_femboy now all im saying is
coffee shop, book store, game shop/hobby shop, then a small cafe and walk in a park. then either graveyard picnic Or horror movies at home. thats a perfect date💅
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2023.05.31 15:27 attraction4tourist Explore The Attraction Of Kaghan Valley Pakistan In Summer
Introduction of Kaghan Valley, KPK Pakistan
This is a blog post about my journey to Pakistan one of the most beautiful tourist attraction spots in Khyber pukhtoon khan province, District Manserha. KPK is renowned for its beauty and hospitality. The northern Pakistan areas are covered with mountains and lush green trees. It is an adventurous and eye-catching location for tourists. This area is full of tourists in summer; People from all over the world come and explore its beauty every year. KPK is not far from the capital city of Islamabad. It is a well-developed area with public transportation, telecommunication, and accommodation services. All services are available easily. People are well-educated and communicate in English as an international language. Overall, this place is good in terms of environment and services. As a tourist, I am going to explore rounding areas with images and written information.
The Beauty of Kaghan Valley, KPK Pakistan
This summer of 2023 my first destination is kaghan valley in the northern province of Pakistan. Kaghan is a famous destination in Pakistan for many reasons. In many historical books, we find kaghan a place of beauty and romance. Kaghan Valley is located in the Mansehra district of KPK. It is about 158 kilometers northeast of the capital city of Islamabad. This valley is full of the beauty of tall green trees, blue sky, and white snow-covered Himalayan mountains series. Landscapes and waterfalls make this place more beautiful for tourists. The best time to visit kaghan valley is in summer from the month of April to September because the rest of the months, these areas are covered with snow.
The Tourists Attraction Point Of Kaghan Valley Are:
Scenic Beauty: When you enter this beautiful valley, the mountains cool wind, clouds, and mountains well-come you there. Kaghan Valley is surrounded by towering mountains, lush green meadows, crystal-clear lakes, and flowing rivers. The picturesque beauty of the valley attracts nature lovers, adventure enthusiasts, and photographers. The first thing people like to run here and there. They feel excited and fun with the scenic beauty of kaghan valley. People love to take photos and make videos.
Lake Saif-ul-Malook: This stunning alpine lake is one of the major attractions in Kaghan Valley. Surrounded by snow-capped peaks, Lake Saif-ul-Malook is known for its turquoise waters and offers boating and hiking opportunities. Lake Saif-ul-Malook has a historical background. Local Poets use the beauty of saif-ul-malook in their romantic and natural poetry. In most of the local poetry, poets precise the beauty of this lake in their books. This place is the gift of nature for this world. Moreover, a Muslim Sufi saint Main Muhammad Bakhsh tells the story of the Egyptian price and local princes' love story. I must say If you are a tourist must go and check the history of Saif-ul-Malook in local libraries and on the Internet.
Babusar Pass: The highest tourist spot in this area, where you have only 3 months to visit from May to August. Babusar Pass is a high mountain pass located at an elevation of 4,173 meters (13,691 feet) above sea level. It connects Kaghan Valley with the Gilgit-Baltistan region and offers breathtaking views of the Himalayas. Babusar Top as I told you the top place in kaghan and most of the time weather is rainy and cloudy here.
Siri PAYE: Siri PAYE is a scenic plateau located near Shogran, another popular tourist spot in Kaghan Valley. It is famous for its lush green meadows, grazing horses, and panoramic views of Makra Peak. You can find here very beautiful horses.
Hiking and Trekking: If you love hiking and trekking as your favorite hobbies then come in June and July. Kaghan Valley is a beautiful place for hiking and trekking. Several trekking routes and trails lead to high-altitude lakes, glaciers, and peaks. The most famous trek in the region is the trek to Ansoo Lake, which is known for its unique tear-shaped formation.
Local Culture and Hospitality: Well not only here in all areas of Pakistan you will get the best hospitality culture. People love to serve you with a great heart. The people of Kaghan Valley are known for their warm hospitality and rich culture. Visitors can experience the local lifestyle, taste traditional cuisine, and witness colorful festivals celebrated in the area. I must say you need to shop from local markets and bazaars. Because you love to get discounts as tourists. It’s unexpected but people love to present gifts.
Activities in Kaghan Valley, KPK Pakistan
This area of Pakistan is full of activities. If you plan to visit Pakistan's northern areas, you need to plan a holiday trip. You need at least 10 days to complete only this kaghan area. You have local transportation facilities. I recommend you hire a local tourist Guide. Because locals are well aware of the area. The road network is good and you have internet services here. Kicking, trekking, boating, camping, dining, and local festivals are the best activities here in this area.
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2023.05.31 15:26 Centumviri Welcome To Green Valley: 4 Level 1 Adventures in a Ridiculous Rural Village
Welcome to Green Valley
Four Merry Jaunts Through the Bumpkin Quest Campaign
CHAPTER 1: Green Tide Spring Cleaning time! This includes a parade, a festival, and a temple ceremony. These events are haunted by and angry goose hating enchanted broom.
CHAPTER 2: A Cartload of Chickens Folks need to eat. And round here they like to eat massive angry chickens. Somebody's gotta deliver them, and that somebody is your players!
CHAPTER 3: Marvin the Magnificent Simple problems require convoluted solutions. Help Marvin enchant a plow that can pass through stones. What could go wrong?
CHAPTER 4: High Society After earning some respect the players get invited to a high falutin social dilly do. But not as guests. As the help. And this party is gonna need it! The entertainment is about to become a mesmerizing problem.
ADVENTURE MECHANICS - Target Character Level: Commoners or Level 1 - Target Party Size: Four Players - Average Adventure Playtime: 2ish Hours - Tone: Rural Mayhem and Foolishness
Grab the Free PDF Here.
https://www.patreon.com/posts/adventure-to-83830560 I’ve also put these adventures into our *Bumpkin Quest: Campaign Guide
https://www.patreon.com/posts/guide-bumpkin-to-80202231 The guide fills in the details of Green Valley pretty thoroughly. The quests are simple enough to be run in any setting you choose, but if you're interested in more the Guide has about two dozen Custom Maps, 70+ NPCs, Location Descriptions, 20+ Local Legends, and Scores of Adventure and Event Ideas. You can grab the PDF Free at the link above.
Hills Furrow
At the center of the Valley sits a patch of small grassy hills, through which the Slow Water meanders through. Built into these hills is the Village of Hills Furrow. Celebrated by everyone living in The Valley and boasting a whopping population of almost 150, Hills Furrow is the center of commerce and social importance. Well, at least as far as the locals are concerned. Realistically it would be less than a blip on the grand scale of things, a mere kernel of wheat in the silo of civilization, but to those who live here, there is nothing quite like living in the “city”.
The Village itself, like the Valley, is predominantly Halfling, and their fancy dwellings are burrowed into the hillsides as often as possible. These dwellings have been family owned for generations only becomeing available if there are no heirs to pass them along to. Other folk live in well kept two story shingled buildings, most of which house a business on the lower floor and house the Shopkeepers and their families above their workplaces, though a few live in nearby homes. There aren’t many “rental” spaces in town, as property is usually bought up quickly by the Halfling Families, but there are long term options at either of the Inns in town.
Hills Furrow: Locations 1) The Crocked Crow (Inn and Tavern) 2) The Dancing Lamb (Inn and Tavern) 3) The Moaning Toad (Tavern) 4) Granny's Groceries (General Market) 5) Get Nailed (Hardware and Distilery) 6) Gimdurh's Hammer (Smithy) 7) Brenra's Mechanicals (Tinker) 8) Hjoldren's Home Goods (Carpenter) 9) Standard Industries (Office) 10) Fit to be Dyed (Tailor) 11) The Last Loaf (Baker) 12) The Cloudy Cleaver (Butcher) 13) Nature's Medecine (Apothecary) 14) Sheriff's Office 15) Green Valley School House 16) The Waterwheel 17) The Windmill 18) The Undercloak Estate 19) Truefoot Burrow 20) The Meadows Family Hill
The locals are hospitable and friendly enough, but they do not really trust outsiders. Folks from foreign places are good for trade, news, and little else. Those that come through are treated well enough as long as they don’t wear out their welcome. Locals, well, that’s a bit of a different story. The city and area doesn’t operate under a written caste system or social structure, but there is clearly a pecking order, and family heritage matters a great deal to folks in Hills Furrow. Most locals, whether they’ve gotten an education or not, can easily be classified as simple. It isn’t that they are slow of mind or unintelligent, but more that they are unconcerned with matters the outside world considers important. This sentiment has created a general, but friendly, dislike between those that consider themselves Highfalutin and those that clearly are not.
Well now that I've given you the fifty cent tour. Shall we get on to adventure?
CHAPTER 1: Green Tide
We will open our journeys in the Green Valley at Green Tide, the annual celebration of Winter’s End. This adventure is designed to give a tour of Hills Furrow and introduce them to the locals. It will begin with some chores around their house to prepare for the festival and end with a battle involving an enchanted broom. If you did not do Session Zero, this chapter may take a bit longer as we get to know everyone and their characters.
ACT 1: Pre-Festival
The locals spend the week cleaning out their houses and farms. They gather old junk and unused items to be used later in the festival. They also begin preparing what food is left from winter to be used in a celebration and feasts.
Things to do! - Have the Players clean up junk around the house - Have them Find something strange (Perhaps used for a later mystery?) - Have them Decorate their Broom - Have them run a Household Errand (Meet an NPC)
ACT 2: Sweeping Day
A merry festival celebrating Spring cleaning and putting the past behind them. They form a parade, with one member from each house carrying a brightly decorated broom and using it to symbolically “Sweep Away Winter”. The rest of the family marches their winter’s trash and unused goods down to the Fairgrounds. The goods are often traded, while the trash is piled in the fire pit to await burning later. The entire day is filled with fun outdoor activities. Households also symbolically bring their problems to the bonfires to burn them later.
Things to do! - March in the Parade - Carry Junk to the Bonfire - Meet more of the Locals
EVENT: I Love a Parade The parade will march North from near the Cross Roads in the South up around the hill and back again to the South where it will head for the Fairgrounds. There isn’t anything particularly challenging about this event, but it would be a wonderful place to start leaning into or building local rivalries.
EVENT: Never Seen a Broom Do That… As they come into the home stretch of the Parade one of the local’s Brooms will animate and take off. It will chase folks around the parade. The players can attempt to stop it, but the broom will flee soon after being attacked. It will fly up into the air, attack a flock of geese, and chase them off until it can’t be seen anymore. They can go and collect a fallen goose if they wish. I highly recommend giving it a motorcycle type sound as it flies around hitting folks. Maybe even going as far as giving it a rough gravel angry voice and letting it insult people.
ACT 3: Winter’s End
Winter’s End is a Combination of Groundhog’s Day and Fasnacht, this day gets a little wild. The Festival kicks off at dawn with the Great Gopher Hunt. Gophers are well known spies for The Voice of Winter and thus need to be hunted before they can tell The Voice to delay Spring. Gophers themselves are quite tasty, and are notoriously bad for crops, so this works out economically all around. Throughout the rest of the day families continue to contribute to the Bonfire Pile which often gets quite large. At dusk a large effigy of The Voice of Winter is placed on top of the pile. Once the sun has fully set they light the fire and burn the Effigy. Folk usually dress darkly during the day and brightly at night. After the burning they feast on sweets and treats that were made from goods saved up from winter storage.
Things to do! - The Great Gopher Hunt - Carry Junk to the Bonfire - Meet more of the Locals - The Fairground’s Activities
EVENT: The Great Gopher Hunt The Hunt begins at dawn and takes place all over the Valley. Locals race to collect as many Gophers as possible. It is easiest to kill the Gopher, but there are some that find that distasteful. Instead they live trap the critters. It is a bit tougher to do so, but an option should your players wish. This is most easily played out as a series of appropriate Skill Checks, in which the higher they score the more gophers they obtain.
EVENT: Trash Removal They may find some locals willing to pay them to help cart junk down to the bonfire pile. Not a lot of skill involved in this, but it is a great opportunity to meet locals, and you could throw a runaway cart at them.
Fair Activities They will probably want to take part in Fairground Activities. Players love these types of challenges. Here are a few ideas you can build on. - Axe Throwin: Basic attack rolls on a Round Target. Higher scores equal Higher points. - Bow Shootin: Basic attack rolls on Moving Targets. Higher scores equal Higher points. - Pig Chasin: Catch the greased Pig! Medium DC Challenge requiring three success before three Failures. - Mud Wrastlin: Nothing says bumpkin like a good Mud Wrastlin Pit. Contested Skill Challenges. - Sausage Eating Contest: Increasingly difficult DC Challenge. Eat till you puke! Can also be Pies or Ribs or Little Fish… you know whatever someone wants to stuff dozens of in their gullet. - Tug O’War: Team Strength Challenge. Three to Five Contested Rolls with opposing teams. - Gopher BBQ Cook Off: A Hard Culinary Challenge to see who can BBQ the best Gopher! - Races: Foot and Mount Races based on Three to Five Contested Rolls. I usually include a few odd mounts like a Giant Chicken or some such nonsense.
ACT 4: Day of Ashes
The Day of Ashes is a day of rest, recovery, and reflection. Locals take the ashes from the bonfires and rub their hands in them to symbolize the end of a hard year’s work and hardships of the past. The day ends with a large family feast, typically Pork. Activities this day are light, but many folks head to the Temple for the Calling of Spring Blessings. They put on their fancies and head down to ask forgiveness for over-indulging in the festival and for worship. Well sort of…
Unfortunately, a lot of folks take this as an opportunity to peacock about and practice their one-upmanship over other locals. If you’re looking for inspiration for their outfits look to older photos of the Kentucky Derby. Over the years this troubling practice has caused more than one fight to break out after the service.
*
Things to do! * - Go to Temple and Meet More Locals - Pick a Local Patron!
EVENT: Temple Services The majority of the town comes to Temple on this day. The service is usually longer, and a bit more “Where have most of you been all year?” But otherwise it is a call for the Divine Blessings to touch their crops and protect their lives. It ends with a ceremony in which the locals put their hands into the ashes from yesterday’s bonfire. Once services end they will head outside, where the trouble will begin. Two of the wealthier families will get into it with each other. Starting with a couple of veiled insults, probably before service and continuing afterward. If one of your players is from a local Rich Folk family then they can be right in the middle of it all, otherwise they will have to pick a side. This choice will determine their house Patron moving forward. Tension will increase until folks start drawing up sides, and then someone will throw a rotten tomato at one of the House Matrons. That will blow the lid off the incident and a yokel brawl will break out. For comedy purposes I recommend the instant appearance of several food carts filled with expired products, and maybe a six year old hustler selling big sticks for wacking folks with. As the locals brawl call for perception checks. Who ever rolls highest begins to hear… The Broom returning!
ENCOUNTER: Stick In The Eye The broom returns ready to whoop some ash. It will be absolutely bent on cleaning anyone and everyone who is even the slightest bit dirty! If it successfully attacks a character they will have to make a Strength Saving throw or be knocked to the ground and swept clean by the broom. As this would be an awful omen for the year folks are terrified and will be running around screaming. Absolute mass hysteria. If the players were lucky enough to hear it coming they can avoid being surprised by the broom. Otherwise the broom will get a full round to attack before they have a chance to do anything. They’ll have to beat the broom into submission any way they can before it sweeps the whole town into chaos!
CLOSING
After defeating the broom things will settle back down again. Bumpkins are quick to return to normal when things go awry. However, they will have gotten the attention of one of the Wealthy Families in the area and be offered jobs. Which family is really, based on what will work best for them and you as the DM. For gags you might be tempted to have the Yokels pick them up, but that is a hard bit to sustain, and you may be better served keeping them on the side as a comic foil rather than up front. Completely up to you. The session should end with them being invited to meet their new patron tomorrow someplace important.
CHAPTER 2: A Cartload of Chickens
After successfully defeating the Enchanted Broom, our Bumpkins have gained the attention of a possible local Patron. This individual has summoned them to a nearby farm to discuss future work. That work includes proving themselves capable and not just lucky.
ACT 1: Meet the Boss
In this Act the players will meet with their new patron, one of the Family Heads, who that is entirely depends on their choices from the last game. This entire side branch is designed to flavor the background of the campaign, but if you’d rather just have them stay freelancing and independent that’s fine as well. There is also the possibility of “competing” offers should they have second thoughts for any reason. Once they arrive at the meeting spot their Patron will ask them some questions about their ambitions (Class Goals), they will then hand them off to their new “boss” who will assign them their task. They will take them to a nearby barn.
NPC: “Boss” Needs a fitting name for the Family they work for... Character wise, what we got here is a standard “Ranch Foreman” character. They’re tough, A little mean, and completely loyal to their employer. They almost certainly chew tobacco (by the handful), have a tattoo of the Ranch’s Brand, and know where all the bodies are buried. They also have a huge and obvious scar on the side of their head where a Giant Chicken pecked a hole in their skull, so they’re not as bright as they used to be, not at all truthfully. Nor are they actually the Foreman anymore, but no one has a heart to tell them. They’ve been quietly downgraded to Chicken Handler, which is something they seem to remember quite well, but the brain damage keeps them from realizing all that. They can be found wandering the Farm giving strange orders to other Hands. These Hands nod politely and then go back to what they are doing.
Things To Do! - Meet Their Patron - Discuss Their Future - Meet Their New “Boss”
ACT 2: Chicken Dance
Boss will lead them into the odd looking barn. This building is filled with Giant Chickens. These two-three foot fouls have extremely exaggerated features, spiky looking beaks with sharp tooth like edges, big darting eyes, bumpy cracked skin, long gnarled talons, and dirty mottled feathers. They’re more beast than bird. But, they’re good for eatin! These creatures should have a stat block similar to an Axe Beak. When the players enter into the Barn the Chickens will go nuts, obviously deeply bothered by the intrusion. Boss will throw in some deer haunches and the birds will tear them apart in a feeding frenzy. They will then put on a Chicken Suit and begin a flapping dance. (Google Magnificent Riflebird) It should be absolutely captivating and the chickens will become mesmerized, watching every move. Boss will then load two dozen chickens onto a large wagon and lock it. They will have the players push the wagon out while he keeps the Chickens calm. Once outside they’ll hang heavy tarps on the sides of the wagon, and remove the suit. He will then explain to them that they need to keep the tarps on the wagon, and keep the birds well fed, or the chickens will get restless and become violent. When they do need to interact with them someone will have to wear the suit and dance to keep them calm. The bigger the person in the suit the better. Boss will then give them a Map of Green Valley and instruct them to drop off two chickens at each of the outer settlements. They have two days to get this done.
Things To Do! - Head into the barn - Witness The Dance of The Chicken - Push the Wagon out - Get the Costume and Delivery Instructions
ACT 3: Bumpy Roads
They will be off to deliver the Chickens to various locations. There is no specific order to this delivery, they just need to pick a route and go. If they’re short on time they can take the country roads that lead between the outer settlements, but these aren’t as well kept as the main roads are. Whatever road they take and wherever they decide to stop for the night there are problems they will encounter along the way. You can make them random or pick the ones that best suit your players. Most of these should at some point require someone putting on the suit and dancing for the chickens to keep them calm. I would also increase the difficulty of each event. If they fail a dance the Chickens will become restless and start attacking the cart until they are calmed down. Too many failures and the wagon’s cage will break and the remaining chickens escape. They will then have to be rounded up and the cage repaired.
Things to Do! - Decide the delivery route - Deliver the chickens - Keep the Chickens calm
Possible Road Events 1) Rough roads cause problems 2) Yokels attempt to see what’s in the cart 3) Bad Weather swamps the road or scares the chickens 4) Pack of Coyotes causes trouble. 5) Chicken Rustlers! Protect the Flock! 6) Wagon breaks and needs repair 7) Cows in the road, someone’s herd is out. 8) Broken Bridge, not gone, just broken
ACT 4: Final Delivery
They’re now closing in on the final delivery. Something needs to happen here to cause them to put the suit on. Or maybe they never took it off! I love that idea, that one of your players just loves the suit and wants to be a chicken… lol… Anyway I’m a fan of having them need to get out of the suit for some reason, maybe a bathroom break, or they stand on a fire ant hill, or a snake slithers up their leg. You know something silly and fun. BUT the zipper is stuck! So they’ll have to try and unstick it and fast! Whatever happens they’re going to get shot at by some hunters looking for a big score who have mistaken the flailing caused by the stuck zipper to be the chicken attacking. After dealing with the Hunters they can go ahead and make the final drop. And head home.
Things to Do! - Head for the final delivery - Get shot at! - Deliver the last chickens
ENCOUNTER: That’s a BIG Chicken! Having two hunters in the field is more than enough to cause a problem for the players. The hunters will almost certainly surprise the players, but you can allow them a perception check, if they succeed they’ll see the hunters just before the muskets go off. It would be OK to down the Chicken Player here if the hunters successfully hit it. They’ll have healer’s kits on hand because, well, this seems to happen to them a lot out here. After the initial attack the players can decide to attack back or try and talk the hunters down. A basic Bandit or Scout stat block should do will for the hunters. If you’re looking for a bit more mayhem, if the hunters miss the players you could have them hit the cage, and you know, bust it open. This may be especially tempting if they
POSSIBLE ENCOUNTER: Big Ol' Frog So there is a giant frog hiding in the mud down in the creek. If a player takes cover behind the banks there is a good chance that the frog will attempt to nab the player as a snack. If it is successful in grabbing a player with its tongue it will immediately head down river, and they'll have to chase it to get their friend back.
CLOSE
When they return, Boss will reward them. How much will depend on how successful they were delivering the birds. If they did a descent job, they will be paid two day’s wages each. If they were completely successful they can have a bonus. However, if the wagon is in bad shape they might have some money deducted. After they’re paid out, they will be dismissed, and told to expect a new assignment next week.
CHAPTER 3: Marvin the Magnificent
After successfully delivering chickens Boss is going to trust them with a more important task. Their employer has requested an item to be created by Marvin the Magnificent. This is a farming community so having enchanted Farming Equipment is extremely desirable. Marvin has done a lot of basic enchantments over the years, but this new one, an The Stone Skipper, a plough whose blade goes ethereal while in contact with stones too large to push away, has really put him to the test. He needs some help with the final enchantments. The players will have to travel to the Ethereal Plane and hit the Blade of the plow with large rocks. But there’s a problem, they’re going to have mischievous Ethereal Sprites attempting to stop them! If they’re successful, which they should be, they get to take the plough for a test drive, and deal with the strange side effects of the enchantment. Angry goats that blink in and out of existence.
ACT 1: To the Tower
They’ll be summoned out to the Ranch where they’ll meet with Boss again. Once there they will notice a large pile of bent and dinged up plows. Boss will explain to them that a recent land acquisition has become problematic. The Fields are filled with large stones just under the topsoil and they’ve damaged a lot of Plow Blades. The Smithing costs are getting out of hand and so their Patron is looking for an alternate solution to the problem. He is sending them to help Marvin the Magnificent, who has taken the job, but run into some complications and needs some help. They may ask about Marvin. Or perhaps the fields that were purchased, so be ready to answer these types of questions. Once they’re done here they can head to Marvin’s Tower, which is just north of town.
Things to Do! - Meet Boss again - Ask some Informational Questions - Head for the Tower
NPC: Marvin the Magnificent Marvin Boudenbaum, AKA Marvin the Magnificent, has lived in town a good number of years, he wasn’t born here but is considered local by most folk. He is a mage of some skill, having mastered spells up to level 3 spells, and is frequently hired by locals to use his magic for anything and everything that their bumpkin brains can cook up. Thing is… Marvin has extraordinary bad luck, so bad in fact that his spellwork has a tendency to go wrong. Typically, it doesn’t go wrong in a dangerous fashion, but there was that time little Timmy Proudfoot was flung into the Astral Sea. Marvin was about to be sentenced for Negligent Magic Murdering when Timmy was suddenly returned by Captain Jinny Steampipe of the Atomic Dustbin (An Astral Spell Ship). Timmy was ok and Jinny and crew spent a few weeks spending some money and telling everyone in town amazing stories of the Astral Sea, so all was forgiven. Marvin, has since taken to having anyone who hires him sign liability waivers, you know just in case. He lives in a small tower just outside of town to the North.
ACT 2: Marvin the Magnificent
As they approach the tower they should see an explosion at the peak of the structure. It should look similar to a fireworks mishap. When it clears there will be no visible damage to the tower, But Marvin will plummet to the earth just off to the side of them, landing in a small pond. He will then come charging out of the pond, laughing hysterically, and riding on a large turtle. Once he gets a few feet away from the pond the turtle will disappear and he will tumble to the ground right in front of the players. He will leap up quickly and turn toward the players. “Behold Travelers, You stand in the presence of Marvin the Magnificent! And everything you have witness was mostly intended!” He will then strike a cool pose with his wand pointed to the sky! “Now why do you approach my tower!?”
Once Marvin finds out they’ve been sent about the plow he will become more nervous looking. “I see, well follow me. We have work to do.” He will then start walking toward the tower… his boots squishing out water. This should give them a little time to ask a few questions. Marvin will be a little subversive about what they need to do. He will attempt to frame it very mysteriously, saying things like “All will be revealed soon.” and “Save your questions! All Answers await us… in the future!” If they ask him about what they witnessed outside, he will tell them he was working on a mount summoning spell designed for lakes and rivers.
Things to Do! - Head toward the Tower - Meet Marvin - Ask Questions
ACT 3: The Cabinet of Mysteries
The inside of the Wizard’s Tower will be far more mundane than they likely expect. At least on the first floor. It will have a sitting room, dining room, and kitchen, as well as a few odds and ends about. Nothing special at all. The second floor, are Marvin’s personal quarters and some room for study, but it is the third floor, where Marvin will lead them, and it will be more of what one would expect in a Wizard’s tower. There will be books shelves, arcane equipment, and storage for components. In the middle of the room will be a tall cabinet.
Marvin will explain to them that the Cabinet is a transportation device, and that he will need them to enter into it with a plow that he has recently enchanted. They will be taken to the Ethereal Plane, and once there they’ll need to take the plow outside and begin hitting it with large field stones. There is a large pile of stones just on the north edge of the tower. They’ll have to do this quickly, before the “others” show up. Who are the others? Hard to say, but there are things that live in the Ethereal Plane that don’t like intruders. The idea is to imbue the Plow with Ethereal Powers so it can pass through large stones while plowing fields. Once they return with the Enchanted Plow, Marvin will have them load it on a cart, pulled by a very smart Donkey, and send them on their way.
Skill Challenge: Enchant the Plow This skill challenge will require five successes before they’re incapacitated by the others. However they decide to do it, they’ll have to successfully hit the plow with five large stones. Failures will result in strange indiscernible entities attacking them. They do minimal damage but could knock people out if there are enough failures.
Things to Do! - Move Through Marvin’s Tower - Enter the Cabinet - Enchant the Plow
ACT 4: Blinking Goats
Upon returning to Boss with the Plow they will be happily greet and paid. Their Patron will be there and will be very pleased with their success. He will ask them to demonstrate the plow’s abilities. Once they get set up out in the field and begin plowing something weird will happen. Every time they hit a stone and the plow’s power activates an Ethereal Goat will manifest and kick or ram the plow, and then disappear. It will feel very similar to what they encountered in the Ethereal Plane. They’ll have to find a way to deal with the manifestations.
ENCOUNTER: Ethereal Goats These goats should function very similarly to Blink Dogs, but I would trim the HP and AC a little to put them in line with the party’s. They will be intent on breaking the Plow not the party, although they will attack the party if they can’t get to the Plow.
Things to Do! - Deliver the Plow - Drive the Plow - Defeat the Ethereal Goats
CLOSE
Once defeated the Boss will come over to yell at them, but the Patron will find the entire thing amusing and more importantly, another impressive demonstration of the player’s skills. He will invite them to the “House” for an important party next week.
CHAPTER 4: High Society
They've definitely been noticed now and have impressed with their ability, unconventional as it may be. They are invited to their patron's home, but not as guests. Though, they might think they were actually invited as guests! They have been brought in to help work the event held out at the Party Field. They will have to gather party supplies, help put up the tent, and then serve the actual guests. During the evening’s entertainment a hypnotist “The Great Dr Hypnotika” will mesmerize the crowd and attempt to rob them all. Hopefully the players don’t fall victim to her schemes. And if they do oh well, they’ll be entertained all the same.
ACT 1: Special Delivery
The players arrive at the Patron’s very nice property. They will be greeted by a properly dressed servant with a clipboard, the Party Planner. The Planner will be rigid and direct. They will immediately begin tasking them about. If they mention that they were invited to the party the servant will laugh “You didn’t think you were a guest? Oh dear, how embarrassing. You’re the help! It is still a great honor to be tasked to help at the Party, but you’re not guests. Now as for your current task. Head into town and gather these supplies. Bring them to the field by noon.” After the instructions are given the servant will go back to their tasks and expect the players to do the same. They will have three stops; The Crocked Crow for Food and Beer, Get Nailed for the Tent and Spirits, and Shalana Proud-Breed’s Tailor Shop to pick up the Dry Cleaning. Feel free to make any and all of these go sideways! Its a good place to toss in some shenanigans as well! They should also be introduced to Dr Hypnotika and her associates.
Things To do! - Go to their Patron’s Home - Meet the Party Planner and Dr Hypnotika - Run their Errands
NPC: Dr Hypnotika Dr Hypnotika and her group will perform for the party. Hypnotica is a Tiefling Mezmerist and illusionist. She has an obnoxiously high charisma and some pretty serious skills to back up her claims. However, she uses those skills to beguile her guests, robbing them blind while they are under her spells. She wears a fine robe with a bedazzled headwrap. She has dark upward spiraling horns, light purple skin, and matching eyes. She wears a monocle and walks with a ceremonially carved staff depicting the "Struggles of the Universe". She is extremely persuasive and even more deceptive. Even if someone were to grow suspicious she can easily talk her way out of trouble.
NPCs: Clapper and Bob Hypnotika brings with her two assistants. Clapper the suit wearing Kenku who will perform wondrous displays of mimicry and slight of hand, and her strongman Bob the Kobold. Bob wears a leopard print strongman's outfit and is amazingly swole, particularly for a kobold, and capable of lifting upwards of 400lbs. Bob doesn't do much else other than get hit with things. in the act.
ACT 2: Put up the Tent
After they finish running their errands they will be tasked with putting up a large party tent. This Act is an ongoing Skill Challenge and should have a constantly distracted feel to it. First they have to unpack the tent. Then they have to realize some pieces are missing, they’ll have to form a solution to that problem. After that wind should cause some problems as the tent is at least being pulled up. This is a great moment for some wondrous tom-foolery.
Things To do! - Unpack the tent - Deal with missing parts - Secure the tent during the wind gusts
ACT 3: Put These On
After they finish putting up the tent they’ll be sent to the Servant’s Quarters to bathe and change. They’ll get a little time to explore and snoop if they wish. Afterward they’ll be tasked with helping in the kitchen, but unfortunately the cooks are going to have been playing a drinking game all afternoon and are no longer fully capable of doing their jobs. This would make a great moment for some sort of mini-game where the players have to determine whether or not the cooks are doing the right things. Once the dinner has been completed they will have to serve the guests. This is a good place to insert gossip and help them meet a few other folks.
Things To do! - Get changed for the party - Deal with the drunk cooks - Serve the guests drinks and food
ACT 4: An Evening to Remember
At some point in the evening things are going to start sliding downhill. Some of the locals will have become extremely inebriated and will need to be encouraged to leave, or just moved off to the side as they’ve already passed out, before the show begins. Once the show begins the locals will become fixated on the goings on. “The Great Dr Hypnotika” will have put an additive in the drinks for the that will make everyone more susceptible to her powers of persuasion. Once the show starts she will have them all doing silly things, those who drank have disadvantage on saves against her powers. She will end the show asking the guests to display their most valuable treasure, a with a hypnotic pattern and then send her assistants out to collect those treasures. The players will have to “do something” about the thieves.
Things To do! - Deal with Drunks - Watch the Show - Stop the Criminals
ENCOUNTER: Hypnotika's Gang This encounter doesn't have to be a fight. If Hypnotika is caught she may claim it was all part of the act and simple return the valuables with a "no harm, no foul" type attitude. This will be he go to in an attempt to avoid a fight, but if the character persist in some kind of retribution or punishment the situation will devolve into a combat. Hypnotica herself is an Illusionist Wizard but is low on spells after the show. Clapper is a low level rogue and Bob a Barbarian, and should play out as such. Even with Skills they are combat adverse and will be looking for an opportunity to flee rather than fight. They do have a getaway wagon out front that they'll be headed for if things go south.
CLOSE
We’re assuming the Bumpkins at least attempted to stop the robbery. This will draw a lot of attention to them. Their Patron will be well pleased with them, and let them know they will be getting much more important jobs in the future. The guests will also take note and will begin treating them all a bit better. They’re all essentially Folk Heroes at this point for secondary backgrounds. Their Patron should reward them with something very nice as the party kicks back in. They will need to finish out the nights work of course.
QUEST-LINE CLOSING
Congratulations! Your Players have completed their first Quest-line! Hopefully it was a delightful experience. But now that they've finished what comes next? Well, here are some ideas.
Reward Them! They've been doing some rather Adventurous things lately, and therefore should now have a Class Level under their belt, so the real D&D world now opens to them! Maybe it is time for some real adventuring gear. No more sticks, stones, and burlap sack armor.
Folk Heroes? There's a good chance that the Valley is Speaking the News about them and their exploits while drinking in the taverns. They may have even earned the actual Folk Hero Feat! Maybe someone would be interested in giving them a task!
Simply Go Exploring! There are a lot of places in Green Valley that we only dipped our toes into. You could have them head down to Stinkmarsh, or maybe climb up the cliffs of Longridge. The world (Well, the Valley) is wholly open to them.
Explore Local Legends There are lots of local legends they can look into! Hopefully they search out something that isn't too far over their heads!
Continue Working for their Patron It would be an easy DM go to simply to have them continue working for their current Patron. They've probably been impressive enough fo a family to be interested in keeping them on.
Establish Themselves as Adventurers! Maybe they want to set up a Adventurers for Hire business? This "Heroes Guild" approach is really appealing to a lot of players and absolutely plays into Bumpkin Quest. Just remember, this is a place of low key problems that locals make really big deals out of. So the idea of slaying dragons shouldn't really be on the table... that is until an actual dragon shows up! Which one day absolutely should.
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2023.05.31 15:26 Centumviri Welcome To Green Valley: 4 Level 1 Adventures in a Ridiculous Rural Village
Welcome to Green Valley
Four Merry Jaunts Through the Bumpkin Quest Campaign
CHAPTER 1: Green Tide Spring Cleaning time! This includes a parade, a festival, and a temple ceremony. These events are haunted by and angry goose hating enchanted broom.
CHAPTER 2: A Cartload of Chickens Folks need to eat. And round here they like to eat massive angry chickens. Somebody's gotta deliver them, and that somebody is your players!
CHAPTER 3: Marvin the Magnificent Simple problems require convoluted solutions. Help Marvin enchant a plow that can pass through stones. What could go wrong?
CHAPTER 4: High Society After earning some respect the players get invited to a high falutin social dilly do. But not as guests. As the help. And this party is gonna need it! The entertainment is about to become a mesmerizing problem.
ADVENTURE MECHANICS - Target Character Level: Commoners or Level 1 - Target Party Size: Four Players - Average Adventure Playtime: 2ish Hours - Tone: Rural Mayhem and Foolishness
Grab the Free PDF Here.
https://www.patreon.com/posts/adventure-to-83830560 I’ve also put these adventures into our *Bumpkin Quest: Campaign Guide
https://www.patreon.com/posts/guide-bumpkin-to-80202231 The guide fills in the details of Green Valley pretty thoroughly. The quests are simple enough to be run in any setting you choose, but if you're interested in more the Guide has about two dozen Custom Maps, 70+ NPCs, Location Descriptions, 20+ Local Legends, and Scores of Adventure and Event Ideas. You can grab the PDF Free at the link above.
Hills Furrow
At the center of the Valley sits a patch of small grassy hills, through which the Slow Water meanders through. Built into these hills is the Village of Hills Furrow. Celebrated by everyone living in The Valley and boasting a whopping population of almost 150, Hills Furrow is the center of commerce and social importance. Well, at least as far as the locals are concerned. Realistically it would be less than a blip on the grand scale of things, a mere kernel of wheat in the silo of civilization, but to those who live here, there is nothing quite like living in the “city”.
The Village itself, like the Valley, is predominantly Halfling, and their fancy dwellings are burrowed into the hillsides as often as possible. These dwellings have been family owned for generations only becomeing available if there are no heirs to pass them along to. Other folk live in well kept two story shingled buildings, most of which house a business on the lower floor and house the Shopkeepers and their families above their workplaces, though a few live in nearby homes. There aren’t many “rental” spaces in town, as property is usually bought up quickly by the Halfling Families, but there are long term options at either of the Inns in town.
Hills Furrow: Locations 1) The Crocked Crow (Inn and Tavern) 2) The Dancing Lamb (Inn and Tavern) 3) The Moaning Toad (Tavern) 4) Granny's Groceries (General Market) 5) Get Nailed (Hardware and Distilery) 6) Gimdurh's Hammer (Smithy) 7) Brenra's Mechanicals (Tinker) 8) Hjoldren's Home Goods (Carpenter) 9) Standard Industries (Office) 10) Fit to be Dyed (Tailor) 11) The Last Loaf (Baker) 12) The Cloudy Cleaver (Butcher) 13) Nature's Medecine (Apothecary) 14) Sheriff's Office 15) Green Valley School House 16) The Waterwheel 17) The Windmill 18) The Undercloak Estate 19) Truefoot Burrow 20) The Meadows Family Hill
The locals are hospitable and friendly enough, but they do not really trust outsiders. Folks from foreign places are good for trade, news, and little else. Those that come through are treated well enough as long as they don’t wear out their welcome. Locals, well, that’s a bit of a different story. The city and area doesn’t operate under a written caste system or social structure, but there is clearly a pecking order, and family heritage matters a great deal to folks in Hills Furrow. Most locals, whether they’ve gotten an education or not, can easily be classified as simple. It isn’t that they are slow of mind or unintelligent, but more that they are unconcerned with matters the outside world considers important. This sentiment has created a general, but friendly, dislike between those that consider themselves Highfalutin and those that clearly are not.
Well now that I've given you the fifty cent tour. Shall we get on to adventure?
CHAPTER 1: Green Tide
We will open our journeys in the Green Valley at Green Tide, the annual celebration of Winter’s End. This adventure is designed to give a tour of Hills Furrow and introduce them to the locals. It will begin with some chores around their house to prepare for the festival and end with a battle involving an enchanted broom. If you did not do Session Zero, this chapter may take a bit longer as we get to know everyone and their characters.
ACT 1: Pre-Festival
The locals spend the week cleaning out their houses and farms. They gather old junk and unused items to be used later in the festival. They also begin preparing what food is left from winter to be used in a celebration and feasts.
Things to do! - Have the Players clean up junk around the house - Have them Find something strange (Perhaps used for a later mystery?) - Have them Decorate their Broom - Have them run a Household Errand (Meet an NPC)
ACT 2: Sweeping Day
A merry festival celebrating Spring cleaning and putting the past behind them. They form a parade, with one member from each house carrying a brightly decorated broom and using it to symbolically “Sweep Away Winter”. The rest of the family marches their winter’s trash and unused goods down to the Fairgrounds. The goods are often traded, while the trash is piled in the fire pit to await burning later. The entire day is filled with fun outdoor activities. Households also symbolically bring their problems to the bonfires to burn them later.
Things to do! - March in the Parade - Carry Junk to the Bonfire - Meet more of the Locals
EVENT: I Love a Parade The parade will march North from near the Cross Roads in the South up around the hill and back again to the South where it will head for the Fairgrounds. There isn’t anything particularly challenging about this event, but it would be a wonderful place to start leaning into or building local rivalries.
EVENT: Never Seen a Broom Do That… As they come into the home stretch of the Parade one of the local’s Brooms will animate and take off. It will chase folks around the parade. The players can attempt to stop it, but the broom will flee soon after being attacked. It will fly up into the air, attack a flock of geese, and chase them off until it can’t be seen anymore. They can go and collect a fallen goose if they wish. I highly recommend giving it a motorcycle type sound as it flies around hitting folks. Maybe even going as far as giving it a rough gravel angry voice and letting it insult people.
ACT 3: Winter’s End
Winter’s End is a Combination of Groundhog’s Day and Fasnacht, this day gets a little wild. The Festival kicks off at dawn with the Great Gopher Hunt. Gophers are well known spies for The Voice of Winter and thus need to be hunted before they can tell The Voice to delay Spring. Gophers themselves are quite tasty, and are notoriously bad for crops, so this works out economically all around. Throughout the rest of the day families continue to contribute to the Bonfire Pile which often gets quite large. At dusk a large effigy of The Voice of Winter is placed on top of the pile. Once the sun has fully set they light the fire and burn the Effigy. Folk usually dress darkly during the day and brightly at night. After the burning they feast on sweets and treats that were made from goods saved up from winter storage.
Things to do! - The Great Gopher Hunt - Carry Junk to the Bonfire - Meet more of the Locals - The Fairground’s Activities
EVENT: The Great Gopher Hunt The Hunt begins at dawn and takes place all over the Valley. Locals race to collect as many Gophers as possible. It is easiest to kill the Gopher, but there are some that find that distasteful. Instead they live trap the critters. It is a bit tougher to do so, but an option should your players wish. This is most easily played out as a series of appropriate Skill Checks, in which the higher they score the more gophers they obtain.
EVENT: Trash Removal They may find some locals willing to pay them to help cart junk down to the bonfire pile. Not a lot of skill involved in this, but it is a great opportunity to meet locals, and you could throw a runaway cart at them.
Fair Activities They will probably want to take part in Fairground Activities. Players love these types of challenges. Here are a few ideas you can build on. - Axe Throwin: Basic attack rolls on a Round Target. Higher scores equal Higher points. - Bow Shootin: Basic attack rolls on Moving Targets. Higher scores equal Higher points. - Pig Chasin: Catch the greased Pig! Medium DC Challenge requiring three success before three Failures. - Mud Wrastlin: Nothing says bumpkin like a good Mud Wrastlin Pit. Contested Skill Challenges. - Sausage Eating Contest: Increasingly difficult DC Challenge. Eat till you puke! Can also be Pies or Ribs or Little Fish… you know whatever someone wants to stuff dozens of in their gullet. - Tug O’War: Team Strength Challenge. Three to Five Contested Rolls with opposing teams. - Gopher BBQ Cook Off: A Hard Culinary Challenge to see who can BBQ the best Gopher! - Races: Foot and Mount Races based on Three to Five Contested Rolls. I usually include a few odd mounts like a Giant Chicken or some such nonsense.
ACT 4: Day of Ashes
The Day of Ashes is a day of rest, recovery, and reflection. Locals take the ashes from the bonfires and rub their hands in them to symbolize the end of a hard year’s work and hardships of the past. The day ends with a large family feast, typically Pork. Activities this day are light, but many folks head to the Temple for the Calling of Spring Blessings. They put on their fancies and head down to ask forgiveness for over-indulging in the festival and for worship. Well sort of…
Unfortunately, a lot of folks take this as an opportunity to peacock about and practice their one-upmanship over other locals. If you’re looking for inspiration for their outfits look to older photos of the Kentucky Derby. Over the years this troubling practice has caused more than one fight to break out after the service.
*
Things to do! * - Go to Temple and Meet More Locals - Pick a Local Patron!
EVENT: Temple Services The majority of the town comes to Temple on this day. The service is usually longer, and a bit more “Where have most of you been all year?” But otherwise it is a call for the Divine Blessings to touch their crops and protect their lives. It ends with a ceremony in which the locals put their hands into the ashes from yesterday’s bonfire. Once services end they will head outside, where the trouble will begin. Two of the wealthier families will get into it with each other. Starting with a couple of veiled insults, probably before service and continuing afterward. If one of your players is from a local Rich Folk family then they can be right in the middle of it all, otherwise they will have to pick a side. This choice will determine their house Patron moving forward. Tension will increase until folks start drawing up sides, and then someone will throw a rotten tomato at one of the House Matrons. That will blow the lid off the incident and a yokel brawl will break out. For comedy purposes I recommend the instant appearance of several food carts filled with expired products, and maybe a six year old hustler selling big sticks for wacking folks with. As the locals brawl call for perception checks. Who ever rolls highest begins to hear… The Broom returning!
ENCOUNTER: Stick In The Eye The broom returns ready to whoop some ash. It will be absolutely bent on cleaning anyone and everyone who is even the slightest bit dirty! If it successfully attacks a character they will have to make a Strength Saving throw or be knocked to the ground and swept clean by the broom. As this would be an awful omen for the year folks are terrified and will be running around screaming. Absolute mass hysteria. If the players were lucky enough to hear it coming they can avoid being surprised by the broom. Otherwise the broom will get a full round to attack before they have a chance to do anything. They’ll have to beat the broom into submission any way they can before it sweeps the whole town into chaos!
CLOSING
After defeating the broom things will settle back down again. Bumpkins are quick to return to normal when things go awry. However, they will have gotten the attention of one of the Wealthy Families in the area and be offered jobs. Which family is really, based on what will work best for them and you as the DM. For gags you might be tempted to have the Yokels pick them up, but that is a hard bit to sustain, and you may be better served keeping them on the side as a comic foil rather than up front. Completely up to you. The session should end with them being invited to meet their new patron tomorrow someplace important.
CHAPTER 2: A Cartload of Chickens
After successfully defeating the Enchanted Broom, our Bumpkins have gained the attention of a possible local Patron. This individual has summoned them to a nearby farm to discuss future work. That work includes proving themselves capable and not just lucky.
ACT 1: Meet the Boss
In this Act the players will meet with their new patron, one of the Family Heads, who that is entirely depends on their choices from the last game. This entire side branch is designed to flavor the background of the campaign, but if you’d rather just have them stay freelancing and independent that’s fine as well. There is also the possibility of “competing” offers should they have second thoughts for any reason. Once they arrive at the meeting spot their Patron will ask them some questions about their ambitions (Class Goals), they will then hand them off to their new “boss” who will assign them their task. They will take them to a nearby barn.
NPC: “Boss” Needs a fitting name for the Family they work for... Character wise, what we got here is a standard “Ranch Foreman” character. They’re tough, A little mean, and completely loyal to their employer. They almost certainly chew tobacco (by the handful), have a tattoo of the Ranch’s Brand, and know where all the bodies are buried. They also have a huge and obvious scar on the side of their head where a Giant Chicken pecked a hole in their skull, so they’re not as bright as they used to be, not at all truthfully. Nor are they actually the Foreman anymore, but no one has a heart to tell them. They’ve been quietly downgraded to Chicken Handler, which is something they seem to remember quite well, but the brain damage keeps them from realizing all that. They can be found wandering the Farm giving strange orders to other Hands. These Hands nod politely and then go back to what they are doing.
Things To Do! - Meet Their Patron - Discuss Their Future - Meet Their New “Boss”
ACT 2: Chicken Dance
Boss will lead them into the odd looking barn. This building is filled with Giant Chickens. These two-three foot fouls have extremely exaggerated features, spiky looking beaks with sharp tooth like edges, big darting eyes, bumpy cracked skin, long gnarled talons, and dirty mottled feathers. They’re more beast than bird. But, they’re good for eatin! These creatures should have a stat block similar to an Axe Beak. When the players enter into the Barn the Chickens will go nuts, obviously deeply bothered by the intrusion. Boss will throw in some deer haunches and the birds will tear them apart in a feeding frenzy. They will then put on a Chicken Suit and begin a flapping dance. (Google Magnificent Riflebird) It should be absolutely captivating and the chickens will become mesmerized, watching every move. Boss will then load two dozen chickens onto a large wagon and lock it. They will have the players push the wagon out while he keeps the Chickens calm. Once outside they’ll hang heavy tarps on the sides of the wagon, and remove the suit. He will then explain to them that they need to keep the tarps on the wagon, and keep the birds well fed, or the chickens will get restless and become violent. When they do need to interact with them someone will have to wear the suit and dance to keep them calm. The bigger the person in the suit the better. Boss will then give them a Map of Green Valley and instruct them to drop off two chickens at each of the outer settlements. They have two days to get this done.
Things To Do! - Head into the barn - Witness The Dance of The Chicken - Push the Wagon out - Get the Costume and Delivery Instructions
ACT 3: Bumpy Roads
They will be off to deliver the Chickens to various locations. There is no specific order to this delivery, they just need to pick a route and go. If they’re short on time they can take the country roads that lead between the outer settlements, but these aren’t as well kept as the main roads are. Whatever road they take and wherever they decide to stop for the night there are problems they will encounter along the way. You can make them random or pick the ones that best suit your players. Most of these should at some point require someone putting on the suit and dancing for the chickens to keep them calm. I would also increase the difficulty of each event. If they fail a dance the Chickens will become restless and start attacking the cart until they are calmed down. Too many failures and the wagon’s cage will break and the remaining chickens escape. They will then have to be rounded up and the cage repaired.
Things to Do! - Decide the delivery route - Deliver the chickens - Keep the Chickens calm
Possible Road Events 1) Rough roads cause problems 2) Yokels attempt to see what’s in the cart 3) Bad Weather swamps the road or scares the chickens 4) Pack of Coyotes causes trouble. 5) Chicken Rustlers! Protect the Flock! 6) Wagon breaks and needs repair 7) Cows in the road, someone’s herd is out. 8) Broken Bridge, not gone, just broken
ACT 4: Final Delivery
They’re now closing in on the final delivery. Something needs to happen here to cause them to put the suit on. Or maybe they never took it off! I love that idea, that one of your players just loves the suit and wants to be a chicken… lol… Anyway I’m a fan of having them need to get out of the suit for some reason, maybe a bathroom break, or they stand on a fire ant hill, or a snake slithers up their leg. You know something silly and fun. BUT the zipper is stuck! So they’ll have to try and unstick it and fast! Whatever happens they’re going to get shot at by some hunters looking for a big score who have mistaken the flailing caused by the stuck zipper to be the chicken attacking. After dealing with the Hunters they can go ahead and make the final drop. And head home.
Things to Do! - Head for the final delivery - Get shot at! - Deliver the last chickens
ENCOUNTER: That’s a BIG Chicken! Having two hunters in the field is more than enough to cause a problem for the players. The hunters will almost certainly surprise the players, but you can allow them a perception check, if they succeed they’ll see the hunters just before the muskets go off. It would be OK to down the Chicken Player here if the hunters successfully hit it. They’ll have healer’s kits on hand because, well, this seems to happen to them a lot out here. After the initial attack the players can decide to attack back or try and talk the hunters down. A basic Bandit or Scout stat block should do will for the hunters. If you’re looking for a bit more mayhem, if the hunters miss the players you could have them hit the cage, and you know, bust it open. This may be especially tempting if they
POSSIBLE ENCOUNTER: Big Ol' Frog So there is a giant frog hiding in the mud down in the creek. If a player takes cover behind the banks there is a good chance that the frog will attempt to nab the player as a snack. If it is successful in grabbing a player with its tongue it will immediately head down river, and they'll have to chase it to get their friend back.
CLOSE
When they return, Boss will reward them. How much will depend on how successful they were delivering the birds. If they did a descent job, they will be paid two day’s wages each. If they were completely successful they can have a bonus. However, if the wagon is in bad shape they might have some money deducted. After they’re paid out, they will be dismissed, and told to expect a new assignment next week.
CHAPTER 3: Marvin the Magnificent
After successfully delivering chickens Boss is going to trust them with a more important task. Their employer has requested an item to be created by Marvin the Magnificent. This is a farming community so having enchanted Farming Equipment is extremely desirable. Marvin has done a lot of basic enchantments over the years, but this new one, an The Stone Skipper, a plough whose blade goes ethereal while in contact with stones too large to push away, has really put him to the test. He needs some help with the final enchantments. The players will have to travel to the Ethereal Plane and hit the Blade of the plow with large rocks. But there’s a problem, they’re going to have mischievous Ethereal Sprites attempting to stop them! If they’re successful, which they should be, they get to take the plough for a test drive, and deal with the strange side effects of the enchantment. Angry goats that blink in and out of existence.
ACT 1: To the Tower
They’ll be summoned out to the Ranch where they’ll meet with Boss again. Once there they will notice a large pile of bent and dinged up plows. Boss will explain to them that a recent land acquisition has become problematic. The Fields are filled with large stones just under the topsoil and they’ve damaged a lot of Plow Blades. The Smithing costs are getting out of hand and so their Patron is looking for an alternate solution to the problem. He is sending them to help Marvin the Magnificent, who has taken the job, but run into some complications and needs some help. They may ask about Marvin. Or perhaps the fields that were purchased, so be ready to answer these types of questions. Once they’re done here they can head to Marvin’s Tower, which is just north of town.
Things to Do! - Meet Boss again - Ask some Informational Questions - Head for the Tower
NPC: Marvin the Magnificent Marvin Boudenbaum, AKA Marvin the Magnificent, has lived in town a good number of years, he wasn’t born here but is considered local by most folk. He is a mage of some skill, having mastered spells up to level 3 spells, and is frequently hired by locals to use his magic for anything and everything that their bumpkin brains can cook up. Thing is… Marvin has extraordinary bad luck, so bad in fact that his spellwork has a tendency to go wrong. Typically, it doesn’t go wrong in a dangerous fashion, but there was that time little Timmy Proudfoot was flung into the Astral Sea. Marvin was about to be sentenced for Negligent Magic Murdering when Timmy was suddenly returned by Captain Jinny Steampipe of the Atomic Dustbin (An Astral Spell Ship). Timmy was ok and Jinny and crew spent a few weeks spending some money and telling everyone in town amazing stories of the Astral Sea, so all was forgiven. Marvin, has since taken to having anyone who hires him sign liability waivers, you know just in case. He lives in a small tower just outside of town to the North.
ACT 2: Marvin the Magnificent
As they approach the tower they should see an explosion at the peak of the structure. It should look similar to a fireworks mishap. When it clears there will be no visible damage to the tower, But Marvin will plummet to the earth just off to the side of them, landing in a small pond. He will then come charging out of the pond, laughing hysterically, and riding on a large turtle. Once he gets a few feet away from the pond the turtle will disappear and he will tumble to the ground right in front of the players. He will leap up quickly and turn toward the players. “Behold Travelers, You stand in the presence of Marvin the Magnificent! And everything you have witness was mostly intended!” He will then strike a cool pose with his wand pointed to the sky! “Now why do you approach my tower!?”
Once Marvin finds out they’ve been sent about the plow he will become more nervous looking. “I see, well follow me. We have work to do.” He will then start walking toward the tower… his boots squishing out water. This should give them a little time to ask a few questions. Marvin will be a little subversive about what they need to do. He will attempt to frame it very mysteriously, saying things like “All will be revealed soon.” and “Save your questions! All Answers await us… in the future!” If they ask him about what they witnessed outside, he will tell them he was working on a mount summoning spell designed for lakes and rivers.
Things to Do! - Head toward the Tower - Meet Marvin - Ask Questions
ACT 3: The Cabinet of Mysteries
The inside of the Wizard’s Tower will be far more mundane than they likely expect. At least on the first floor. It will have a sitting room, dining room, and kitchen, as well as a few odds and ends about. Nothing special at all. The second floor, are Marvin’s personal quarters and some room for study, but it is the third floor, where Marvin will lead them, and it will be more of what one would expect in a Wizard’s tower. There will be books shelves, arcane equipment, and storage for components. In the middle of the room will be a tall cabinet.
Marvin will explain to them that the Cabinet is a transportation device, and that he will need them to enter into it with a plow that he has recently enchanted. They will be taken to the Ethereal Plane, and once there they’ll need to take the plow outside and begin hitting it with large field stones. There is a large pile of stones just on the north edge of the tower. They’ll have to do this quickly, before the “others” show up. Who are the others? Hard to say, but there are things that live in the Ethereal Plane that don’t like intruders. The idea is to imbue the Plow with Ethereal Powers so it can pass through large stones while plowing fields. Once they return with the Enchanted Plow, Marvin will have them load it on a cart, pulled by a very smart Donkey, and send them on their way.
Skill Challenge: Enchant the Plow This skill challenge will require five successes before they’re incapacitated by the others. However they decide to do it, they’ll have to successfully hit the plow with five large stones. Failures will result in strange indiscernible entities attacking them. They do minimal damage but could knock people out if there are enough failures.
Things to Do! - Move Through Marvin’s Tower - Enter the Cabinet - Enchant the Plow
ACT 4: Blinking Goats
Upon returning to Boss with the Plow they will be happily greet and paid. Their Patron will be there and will be very pleased with their success. He will ask them to demonstrate the plow’s abilities. Once they get set up out in the field and begin plowing something weird will happen. Every time they hit a stone and the plow’s power activates an Ethereal Goat will manifest and kick or ram the plow, and then disappear. It will feel very similar to what they encountered in the Ethereal Plane. They’ll have to find a way to deal with the manifestations.
ENCOUNTER: Ethereal Goats These goats should function very similarly to Blink Dogs, but I would trim the HP and AC a little to put them in line with the party’s. They will be intent on breaking the Plow not the party, although they will attack the party if they can’t get to the Plow.
Things to Do! - Deliver the Plow - Drive the Plow - Defeat the Ethereal Goats
CLOSE
Once defeated the Boss will come over to yell at them, but the Patron will find the entire thing amusing and more importantly, another impressive demonstration of the player’s skills. He will invite them to the “House” for an important party next week.
CHAPTER 4: High Society
They've definitely been noticed now and have impressed with their ability, unconventional as it may be. They are invited to their patron's home, but not as guests. Though, they might think they were actually invited as guests! They have been brought in to help work the event held out at the Party Field. They will have to gather party supplies, help put up the tent, and then serve the actual guests. During the evening’s entertainment a hypnotist “The Great Dr Hypnotika” will mesmerize the crowd and attempt to rob them all. Hopefully the players don’t fall victim to her schemes. And if they do oh well, they’ll be entertained all the same.
ACT 1: Special Delivery
The players arrive at the Patron’s very nice property. They will be greeted by a properly dressed servant with a clipboard, the Party Planner. The Planner will be rigid and direct. They will immediately begin tasking them about. If they mention that they were invited to the party the servant will laugh “You didn’t think you were a guest? Oh dear, how embarrassing. You’re the help! It is still a great honor to be tasked to help at the Party, but you’re not guests. Now as for your current task. Head into town and gather these supplies. Bring them to the field by noon.” After the instructions are given the servant will go back to their tasks and expect the players to do the same. They will have three stops; The Crocked Crow for Food and Beer, Get Nailed for the Tent and Spirits, and Shalana Proud-Breed’s Tailor Shop to pick up the Dry Cleaning. Feel free to make any and all of these go sideways! Its a good place to toss in some shenanigans as well! They should also be introduced to Dr Hypnotika and her associates.
Things To do! - Go to their Patron’s Home - Meet the Party Planner and Dr Hypnotika - Run their Errands
NPC: Dr Hypnotika Dr Hypnotika and her group will perform for the party. Hypnotica is a Tiefling Mezmerist and illusionist. She has an obnoxiously high charisma and some pretty serious skills to back up her claims. However, she uses those skills to beguile her guests, robbing them blind while they are under her spells. She wears a fine robe with a bedazzled headwrap. She has dark upward spiraling horns, light purple skin, and matching eyes. She wears a monocle and walks with a ceremonially carved staff depicting the "Struggles of the Universe". She is extremely persuasive and even more deceptive. Even if someone were to grow suspicious she can easily talk her way out of trouble.
NPCs: Clapper and Bob Hypnotika brings with her two assistants. Clapper the suit wearing Kenku who will perform wondrous displays of mimicry and slight of hand, and her strongman Bob the Kobold. Bob wears a leopard print strongman's outfit and is amazingly swole, particularly for a kobold, and capable of lifting upwards of 400lbs. Bob doesn't do much else other than get hit with things. in the act.
ACT 2: Put up the Tent
After they finish running their errands they will be tasked with putting up a large party tent. This Act is an ongoing Skill Challenge and should have a constantly distracted feel to it. First they have to unpack the tent. Then they have to realize some pieces are missing, they’ll have to form a solution to that problem. After that wind should cause some problems as the tent is at least being pulled up. This is a great moment for some wondrous tom-foolery.
Things To do! - Unpack the tent - Deal with missing parts - Secure the tent during the wind gusts
ACT 3: Put These On
After they finish putting up the tent they’ll be sent to the Servant’s Quarters to bathe and change. They’ll get a little time to explore and snoop if they wish. Afterward they’ll be tasked with helping in the kitchen, but unfortunately the cooks are going to have been playing a drinking game all afternoon and are no longer fully capable of doing their jobs. This would make a great moment for some sort of mini-game where the players have to determine whether or not the cooks are doing the right things. Once the dinner has been completed they will have to serve the guests. This is a good place to insert gossip and help them meet a few other folks.
Things To do! - Get changed for the party - Deal with the drunk cooks - Serve the guests drinks and food
ACT 4: An Evening to Remember
At some point in the evening things are going to start sliding downhill. Some of the locals will have become extremely inebriated and will need to be encouraged to leave, or just moved off to the side as they’ve already passed out, before the show begins. Once the show begins the locals will become fixated on the goings on. “The Great Dr Hypnotika” will have put an additive in the drinks for the that will make everyone more susceptible to her powers of persuasion. Once the show starts she will have them all doing silly things, those who drank have disadvantage on saves against her powers. She will end the show asking the guests to display their most valuable treasure, a with a hypnotic pattern and then send her assistants out to collect those treasures. The players will have to “do something” about the thieves.
Things To do! - Deal with Drunks - Watch the Show - Stop the Criminals
ENCOUNTER: Hypnotika's Gang This encounter doesn't have to be a fight. If Hypnotika is caught she may claim it was all part of the act and simple return the valuables with a "no harm, no foul" type attitude. This will be he go to in an attempt to avoid a fight, but if the character persist in some kind of retribution or punishment the situation will devolve into a combat. Hypnotica herself is an Illusionist Wizard but is low on spells after the show. Clapper is a low level rogue and Bob a Barbarian, and should play out as such. Even with Skills they are combat adverse and will be looking for an opportunity to flee rather than fight. They do have a getaway wagon out front that they'll be headed for if things go south.
CLOSE
We’re assuming the Bumpkins at least attempted to stop the robbery. This will draw a lot of attention to them. Their Patron will be well pleased with them, and let them know they will be getting much more important jobs in the future. The guests will also take note and will begin treating them all a bit better. They’re all essentially Folk Heroes at this point for secondary backgrounds. Their Patron should reward them with something very nice as the party kicks back in. They will need to finish out the nights work of course.
QUEST-LINE CLOSING
Congratulations! Your Players have completed their first Quest-line! Hopefully it was a delightful experience. But now that they've finished what comes next? Well, here are some ideas.
Reward Them! They've been doing some rather Adventurous things lately, and therefore should now have a Class Level under their belt, so the real D&D world now opens to them! Maybe it is time for some real adventuring gear. No more sticks, stones, and burlap sack armor.
Folk Heroes? There's a good chance that the Valley is Speaking the News about them and their exploits while drinking in the taverns. They may have even earned the actual Folk Hero Feat! Maybe someone would be interested in giving them a task!
Simply Go Exploring! There are a lot of places in Green Valley that we only dipped our toes into. You could have them head down to Stinkmarsh, or maybe climb up the cliffs of Longridge. The world (Well, the Valley) is wholly open to them.
Explore Local Legends There are lots of local legends they can look into! Hopefully they search out something that isn't too far over their heads!
Continue Working for their Patron It would be an easy DM go to simply to have them continue working for their current Patron. They've probably been impressive enough for a family to be interested in keeping them on.
Establish Themselves as Adventurers! Maybe they want to set up a Adventurers for Hire business? This "Heroes Guild" approach is really appealing to a lot of players and absolutely plays into Bumpkin Quest. Just remember, this is a place of low key problems that locals make really big deals out of. So the idea of slaying dragons shouldn't really be on the table... that is until an actual dragon shows up! Which one day absolutely should.
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2023.05.31 15:25 Centumviri Welcome To Green Valley: 4 Level 1 Adventures in a Ridiculous Rural Village
Welcome to Green Valley
Four Merry Jaunts Through the Bumpkin Quest Campaign
CHAPTER 1: Green Tide Spring Cleaning time! This includes a parade, a festival, and a temple ceremony. These events are haunted by and angry goose hating enchanted broom.
CHAPTER 2: A Cartload of Chickens Folks need to eat. And round here they like to eat massive angry chickens. Somebody's gotta deliver them, and that somebody is your players!
CHAPTER 3: Marvin the Magnificent Simple problems require convoluted solutions. Help Marvin enchant a plow that can pass through stones. What could go wrong?
CHAPTER 4: High Society After earning some respect the players get invited to a high falutin social dilly do. But not as guests. As the help. And this party is gonna need it! The entertainment is about to become a mesmerizing problem.
ADVENTURE MECHANICS - Target Character Level: Commoners or Level 1 - Target Party Size: Four Players - Average Adventure Playtime: 2ish Hours - Tone: Rural Mayhem and Foolishness
Grab the Free PDF Here.
https://www.patreon.com/posts/adventure-to-83830560 I’ve also put these adventures into our *Bumpkin Quest: Campaign Guide
https://www.patreon.com/posts/guide-bumpkin-to-80202231 The guide fills in the details of Green Valley pretty thoroughly. The quests are simple enough to be run in any setting you choose, but if you're interested in more the Guide has about two dozen Custom Maps, 70+ NPCs, Location Descriptions, 20+ Local Legends, and Scores of Adventure and Event Ideas. You can grab the PDF Free at the link above.
Hills Furrow
At the center of the Valley sits a patch of small grassy hills, through which the Slow Water meanders through. Built into these hills is the Village of Hills Furrow. Celebrated by everyone living in The Valley and boasting a whopping population of almost 150, Hills Furrow is the center of commerce and social importance. Well, at least as far as the locals are concerned. Realistically it would be less than a blip on the grand scale of things, a mere kernel of wheat in the silo of civilization, but to those who live here, there is nothing quite like living in the “city”.
The Village itself, like the Valley, is predominantly Halfling, and their fancy dwellings are burrowed into the hillsides as often as possible. These dwellings have been family owned for generations only becomeing available if there are no heirs to pass them along to. Other folk live in well kept two story shingled buildings, most of which house a business on the lower floor and house the Shopkeepers and their families above their workplaces, though a few live in nearby homes. There aren’t many “rental” spaces in town, as property is usually bought up quickly by the Halfling Families, but there are long term options at either of the Inns in town.
Hills Furrow: Locations 1) The Crocked Crow (Inn and Tavern) 2) The Dancing Lamb (Inn and Tavern) 3) The Moaning Toad (Tavern) 4) Granny's Groceries (General Market) 5) Get Nailed (Hardware and Distilery) 6) Gimdurh's Hammer (Smithy) 7) Brenra's Mechanicals (Tinker) 8) Hjoldren's Home Goods (Carpenter) 9) Standard Industries (Office) 10) Fit to be Dyed (Tailor) 11) The Last Loaf (Baker) 12) The Cloudy Cleaver (Butcher) 13) Nature's Medecine (Apothecary) 14) Sheriff's Office 15) Green Valley School House 16) The Waterwheel 17) The Windmill 18) The Undercloak Estate 19) Truefoot Burrow 20) The Meadows Family Hill
The locals are hospitable and friendly enough, but they do not really trust outsiders. Folks from foreign places are good for trade, news, and little else. Those that come through are treated well enough as long as they don’t wear out their welcome. Locals, well, that’s a bit of a different story. The city and area doesn’t operate under a written caste system or social structure, but there is clearly a pecking order, and family heritage matters a great deal to folks in Hills Furrow. Most locals, whether they’ve gotten an education or not, can easily be classified as simple. It isn’t that they are slow of mind or unintelligent, but more that they are unconcerned with matters the outside world considers important. This sentiment has created a general, but friendly, dislike between those that consider themselves Highfalutin and those that clearly are not.
Well now that I've given you the fifty cent tour. Shall we get on to adventure?
CHAPTER 1: Green Tide
We will open our journeys in the Green Valley at Green Tide, the annual celebration of Winter’s End. This adventure is designed to give a tour of Hills Furrow and introduce them to the locals. It will begin with some chores around their house to prepare for the festival and end with a battle involving an enchanted broom. If you did not do Session Zero, this chapter may take a bit longer as we get to know everyone and their characters.
ACT 1: Pre-Festival
The locals spend the week cleaning out their houses and farms. They gather old junk and unused items to be used later in the festival. They also begin preparing what food is left from winter to be used in a celebration and feasts.
Things to do! - Have the Players clean up junk around the house - Have them Find something strange (Perhaps used for a later mystery?) - Have them Decorate their Broom - Have them run a Household Errand (Meet an NPC)
ACT 2: Sweeping Day
A merry festival celebrating Spring cleaning and putting the past behind them. They form a parade, with one member from each house carrying a brightly decorated broom and using it to symbolically “Sweep Away Winter”. The rest of the family marches their winter’s trash and unused goods down to the Fairgrounds. The goods are often traded, while the trash is piled in the fire pit to await burning later. The entire day is filled with fun outdoor activities. Households also symbolically bring their problems to the bonfires to burn them later.
Things to do! - March in the Parade - Carry Junk to the Bonfire - Meet more of the Locals
EVENT: I Love a Parade The parade will march North from near the Cross Roads in the South up around the hill and back again to the South where it will head for the Fairgrounds. There isn’t anything particularly challenging about this event, but it would be a wonderful place to start leaning into or building local rivalries.
EVENT: Never Seen a Broom Do That… As they come into the home stretch of the Parade one of the local’s Brooms will animate and take off. It will chase folks around the parade. The players can attempt to stop it, but the broom will flee soon after being attacked. It will fly up into the air, attack a flock of geese, and chase them off until it can’t be seen anymore. They can go and collect a fallen goose if they wish. I highly recommend giving it a motorcycle type sound as it flies around hitting folks. Maybe even going as far as giving it a rough gravel angry voice and letting it insult people.
ACT 3: Winter’s End
Winter’s End is a Combination of Groundhog’s Day and Fasnacht, this day gets a little wild. The Festival kicks off at dawn with the Great Gopher Hunt. Gophers are well known spies for The Voice of Winter and thus need to be hunted before they can tell The Voice to delay Spring. Gophers themselves are quite tasty, and are notoriously bad for crops, so this works out economically all around. Throughout the rest of the day families continue to contribute to the Bonfire Pile which often gets quite large. At dusk a large effigy of The Voice of Winter is placed on top of the pile. Once the sun has fully set they light the fire and burn the Effigy. Folk usually dress darkly during the day and brightly at night. After the burning they feast on sweets and treats that were made from goods saved up from winter storage.
Things to do! - The Great Gopher Hunt - Carry Junk to the Bonfire - Meet more of the Locals - The Fairground’s Activities
EVENT: The Great Gopher Hunt The Hunt begins at dawn and takes place all over the Valley. Locals race to collect as many Gophers as possible. It is easiest to kill the Gopher, but there are some that find that distasteful. Instead they live trap the critters. It is a bit tougher to do so, but an option should your players wish. This is most easily played out as a series of appropriate Skill Checks, in which the higher they score the more gophers they obtain.
EVENT: Trash Removal They may find some locals willing to pay them to help cart junk down to the bonfire pile. Not a lot of skill involved in this, but it is a great opportunity to meet locals, and you could throw a runaway cart at them.
Fair Activities They will probably want to take part in Fairground Activities. Players love these types of challenges. Here are a few ideas you can build on. - Axe Throwin: Basic attack rolls on a Round Target. Higher scores equal Higher points. - Bow Shootin: Basic attack rolls on Moving Targets. Higher scores equal Higher points. - Pig Chasin: Catch the greased Pig! Medium DC Challenge requiring three success before three Failures. - Mud Wrastlin: Nothing says bumpkin like a good Mud Wrastlin Pit. Contested Skill Challenges. - Sausage Eating Contest: Increasingly difficult DC Challenge. Eat till you puke! Can also be Pies or Ribs or Little Fish… you know whatever someone wants to stuff dozens of in their gullet. - Tug O’War: Team Strength Challenge. Three to Five Contested Rolls with opposing teams. - Gopher BBQ Cook Off: A Hard Culinary Challenge to see who can BBQ the best Gopher! - Races: Foot and Mount Races based on Three to Five Contested Rolls. I usually include a few odd mounts like a Giant Chicken or some such nonsense.
ACT 4: Day of Ashes
The Day of Ashes is a day of rest, recovery, and reflection. Locals take the ashes from the bonfires and rub their hands in them to symbolize the end of a hard year’s work and hardships of the past. The day ends with a large family feast, typically Pork. Activities this day are light, but many folks head to the Temple for the Calling of Spring Blessings. They put on their fancies and head down to ask forgiveness for over-indulging in the festival and for worship. Well sort of…
Unfortunately, a lot of folks take this as an opportunity to peacock about and practice their one-upmanship over other locals. If you’re looking for inspiration for their outfits look to older photos of the Kentucky Derby. Over the years this troubling practice has caused more than one fight to break out after the service.
*
Things to do! * - Go to Temple and Meet More Locals - Pick a Local Patron!
EVENT: Temple Services The majority of the town comes to Temple on this day. The service is usually longer, and a bit more “Where have most of you been all year?” But otherwise it is a call for the Divine Blessings to touch their crops and protect their lives. It ends with a ceremony in which the locals put their hands into the ashes from yesterday’s bonfire. Once services end they will head outside, where the trouble will begin. Two of the wealthier families will get into it with each other. Starting with a couple of veiled insults, probably before service and continuing afterward. If one of your players is from a local Rich Folk family then they can be right in the middle of it all, otherwise they will have to pick a side. This choice will determine their house Patron moving forward. Tension will increase until folks start drawing up sides, and then someone will throw a rotten tomato at one of the House Matrons. That will blow the lid off the incident and a yokel brawl will break out. For comedy purposes I recommend the instant appearance of several food carts filled with expired products, and maybe a six year old hustler selling big sticks for wacking folks with. As the locals brawl call for perception checks. Who ever rolls highest begins to hear… The Broom returning!
ENCOUNTER: Stick In The Eye The broom returns ready to whoop some ash. It will be absolutely bent on cleaning anyone and everyone who is even the slightest bit dirty! If it successfully attacks a character they will have to make a Strength Saving throw or be knocked to the ground and swept clean by the broom. As this would be an awful omen for the year folks are terrified and will be running around screaming. Absolute mass hysteria. If the players were lucky enough to hear it coming they can avoid being surprised by the broom. Otherwise the broom will get a full round to attack before they have a chance to do anything. They’ll have to beat the broom into submission any way they can before it sweeps the whole town into chaos!
CLOSING
After defeating the broom things will settle back down again. Bumpkins are quick to return to normal when things go awry. However, they will have gotten the attention of one of the Wealthy Families in the area and be offered jobs. Which family is really, based on what will work best for them and you as the DM. For gags you might be tempted to have the Yokels pick them up, but that is a hard bit to sustain, and you may be better served keeping them on the side as a comic foil rather than up front. Completely up to you. The session should end with them being invited to meet their new patron tomorrow someplace important.
CHAPTER 2: A Cartload of Chickens
After successfully defeating the Enchanted Broom, our Bumpkins have gained the attention of a possible local Patron. This individual has summoned them to a nearby farm to discuss future work. That work includes proving themselves capable and not just lucky.
ACT 1: Meet the Boss
In this Act the players will meet with their new patron, one of the Family Heads, who that is entirely depends on their choices from the last game. This entire side branch is designed to flavor the background of the campaign, but if you’d rather just have them stay freelancing and independent that’s fine as well. There is also the possibility of “competing” offers should they have second thoughts for any reason. Once they arrive at the meeting spot their Patron will ask them some questions about their ambitions (Class Goals), they will then hand them off to their new “boss” who will assign them their task. They will take them to a nearby barn.
NPC: “Boss” Needs a fitting name for the Family they work for... Character wise, what we got here is a standard “Ranch Foreman” character. They’re tough, A little mean, and completely loyal to their employer. They almost certainly chew tobacco (by the handful), have a tattoo of the Ranch’s Brand, and know where all the bodies are buried. They also have a huge and obvious scar on the side of their head where a Giant Chicken pecked a hole in their skull, so they’re not as bright as they used to be, not at all truthfully. Nor are they actually the Foreman anymore, but no one has a heart to tell them. They’ve been quietly downgraded to Chicken Handler, which is something they seem to remember quite well, but the brain damage keeps them from realizing all that. They can be found wandering the Farm giving strange orders to other Hands. These Hands nod politely and then go back to what they are doing.
Things To Do! - Meet Their Patron - Discuss Their Future - Meet Their New “Boss”
ACT 2: Chicken Dance
Boss will lead them into the odd looking barn. This building is filled with Giant Chickens. These two-three foot fouls have extremely exaggerated features, spiky looking beaks with sharp tooth like edges, big darting eyes, bumpy cracked skin, long gnarled talons, and dirty mottled feathers. They’re more beast than bird. But, they’re good for eatin! These creatures should have a stat block similar to an Axe Beak. When the players enter into the Barn the Chickens will go nuts, obviously deeply bothered by the intrusion. Boss will throw in some deer haunches and the birds will tear them apart in a feeding frenzy. They will then put on a Chicken Suit and begin a flapping dance. (Google Magnificent Riflebird) It should be absolutely captivating and the chickens will become mesmerized, watching every move. Boss will then load two dozen chickens onto a large wagon and lock it. They will have the players push the wagon out while he keeps the Chickens calm. Once outside they’ll hang heavy tarps on the sides of the wagon, and remove the suit. He will then explain to them that they need to keep the tarps on the wagon, and keep the birds well fed, or the chickens will get restless and become violent. When they do need to interact with them someone will have to wear the suit and dance to keep them calm. The bigger the person in the suit the better. Boss will then give them a Map of Green Valley and instruct them to drop off two chickens at each of the outer settlements. They have two days to get this done.
Things To Do! - Head into the barn - Witness The Dance of The Chicken - Push the Wagon out - Get the Costume and Delivery Instructions
ACT 3: Bumpy Roads
They will be off to deliver the Chickens to various locations. There is no specific order to this delivery, they just need to pick a route and go. If they’re short on time they can take the country roads that lead between the outer settlements, but these aren’t as well kept as the main roads are. Whatever road they take and wherever they decide to stop for the night there are problems they will encounter along the way. You can make them random or pick the ones that best suit your players. Most of these should at some point require someone putting on the suit and dancing for the chickens to keep them calm. I would also increase the difficulty of each event. If they fail a dance the Chickens will become restless and start attacking the cart until they are calmed down. Too many failures and the wagon’s cage will break and the remaining chickens escape. They will then have to be rounded up and the cage repaired.
Things to Do! - Decide the delivery route - Deliver the chickens - Keep the Chickens calm
Possible Road Events 1) Rough roads cause problems 2) Yokels attempt to see what’s in the cart 3) Bad Weather swamps the road or scares the chickens 4) Pack of Coyotes causes trouble. 5) Chicken Rustlers! Protect the Flock! 6) Wagon breaks and needs repair 7) Cows in the road, someone’s herd is out. 8) Broken Bridge, not gone, just broken
ACT 4: Final Delivery
They’re now closing in on the final delivery. Something needs to happen here to cause them to put the suit on. Or maybe they never took it off! I love that idea, that one of your players just loves the suit and wants to be a chicken… lol… Anyway I’m a fan of having them need to get out of the suit for some reason, maybe a bathroom break, or they stand on a fire ant hill, or a snake slithers up their leg. You know something silly and fun. BUT the zipper is stuck! So they’ll have to try and unstick it and fast! Whatever happens they’re going to get shot at by some hunters looking for a big score who have mistaken the flailing caused by the stuck zipper to be the chicken attacking. After dealing with the Hunters they can go ahead and make the final drop. And head home.
Things to Do! - Head for the final delivery - Get shot at! - Deliver the last chickens
ENCOUNTER: That’s a BIG Chicken! Having two hunters in the field is more than enough to cause a problem for the players. The hunters will almost certainly surprise the players, but you can allow them a perception check, if they succeed they’ll see the hunters just before the muskets go off. It would be OK to down the Chicken Player here if the hunters successfully hit it. They’ll have healer’s kits on hand because, well, this seems to happen to them a lot out here. After the initial attack the players can decide to attack back or try and talk the hunters down. A basic Bandit or Scout stat block should do will for the hunters. If you’re looking for a bit more mayhem, if the hunters miss the players you could have them hit the cage, and you know, bust it open. This may be especially tempting if they
POSSIBLE ENCOUNTER: Big Ol' Frog So there is a giant frog hiding in the mud down in the creek. If a player takes cover behind the banks there is a good chance that the frog will attempt to nab the player as a snack. If it is successful in grabbing a player with its tongue it will immediately head down river, and they'll have to chase it to get their friend back.
CLOSE
When they return, Boss will reward them. How much will depend on how successful they were delivering the birds. If they did a descent job, they will be paid two day’s wages each. If they were completely successful they can have a bonus. However, if the wagon is in bad shape they might have some money deducted. After they’re paid out, they will be dismissed, and told to expect a new assignment next week.
CHAPTER 3: Marvin the Magnificent
After successfully delivering chickens Boss is going to trust them with a more important task. Their employer has requested an item to be created by Marvin the Magnificent. This is a farming community so having enchanted Farming Equipment is extremely desirable. Marvin has done a lot of basic enchantments over the years, but this new one, an The Stone Skipper, a plough whose blade goes ethereal while in contact with stones too large to push away, has really put him to the test. He needs some help with the final enchantments. The players will have to travel to the Ethereal Plane and hit the Blade of the plow with large rocks. But there’s a problem, they’re going to have mischievous Ethereal Sprites attempting to stop them! If they’re successful, which they should be, they get to take the plough for a test drive, and deal with the strange side effects of the enchantment. Angry goats that blink in and out of existence.
ACT 1: To the Tower
They’ll be summoned out to the Ranch where they’ll meet with Boss again. Once there they will notice a large pile of bent and dinged up plows. Boss will explain to them that a recent land acquisition has become problematic. The Fields are filled with large stones just under the topsoil and they’ve damaged a lot of Plow Blades. The Smithing costs are getting out of hand and so their Patron is looking for an alternate solution to the problem. He is sending them to help Marvin the Magnificent, who has taken the job, but run into some complications and needs some help. They may ask about Marvin. Or perhaps the fields that were purchased, so be ready to answer these types of questions. Once they’re done here they can head to Marvin’s Tower, which is just north of town.
Things to Do! - Meet Boss again - Ask some Informational Questions - Head for the Tower
NPC: Marvin the Magnificent Marvin Boudenbaum, AKA Marvin the Magnificent, has lived in town a good number of years, he wasn’t born here but is considered local by most folk. He is a mage of some skill, having mastered spells up to level 3 spells, and is frequently hired by locals to use his magic for anything and everything that their bumpkin brains can cook up. Thing is… Marvin has extraordinary bad luck, so bad in fact that his spellwork has a tendency to go wrong. Typically, it doesn’t go wrong in a dangerous fashion, but there was that time little Timmy Proudfoot was flung into the Astral Sea. Marvin was about to be sentenced for Negligent Magic Murdering when Timmy was suddenly returned by Captain Jinny Steampipe of the Atomic Dustbin (An Astral Spell Ship). Timmy was ok and Jinny and crew spent a few weeks spending some money and telling everyone in town amazing stories of the Astral Sea, so all was forgiven. Marvin, has since taken to having anyone who hires him sign liability waivers, you know just in case. He lives in a small tower just outside of town to the North.
ACT 2: Marvin the Magnificent
As they approach the tower they should see an explosion at the peak of the structure. It should look similar to a fireworks mishap. When it clears there will be no visible damage to the tower, But Marvin will plummet to the earth just off to the side of them, landing in a small pond. He will then come charging out of the pond, laughing hysterically, and riding on a large turtle. Once he gets a few feet away from the pond the turtle will disappear and he will tumble to the ground right in front of the players. He will leap up quickly and turn toward the players. “Behold Travelers, You stand in the presence of Marvin the Magnificent! And everything you have witness was mostly intended!” He will then strike a cool pose with his wand pointed to the sky! “Now why do you approach my tower!?”
Once Marvin finds out they’ve been sent about the plow he will become more nervous looking. “I see, well follow me. We have work to do.” He will then start walking toward the tower… his boots squishing out water. This should give them a little time to ask a few questions. Marvin will be a little subversive about what they need to do. He will attempt to frame it very mysteriously, saying things like “All will be revealed soon.” and “Save your questions! All Answers await us… in the future!” If they ask him about what they witnessed outside, he will tell them he was working on a mount summoning spell designed for lakes and rivers.
Things to Do! - Head toward the Tower - Meet Marvin - Ask Questions
ACT 3: The Cabinet of Mysteries
The inside of the Wizard’s Tower will be far more mundane than they likely expect. At least on the first floor. It will have a sitting room, dining room, and kitchen, as well as a few odds and ends about. Nothing special at all. The second floor, are Marvin’s personal quarters and some room for study, but it is the third floor, where Marvin will lead them, and it will be more of what one would expect in a Wizard’s tower. There will be books shelves, arcane equipment, and storage for components. In the middle of the room will be a tall cabinet.
Marvin will explain to them that the Cabinet is a transportation device, and that he will need them to enter into it with a plow that he has recently enchanted. They will be taken to the Ethereal Plane, and once there they’ll need to take the plow outside and begin hitting it with large field stones. There is a large pile of stones just on the north edge of the tower. They’ll have to do this quickly, before the “others” show up. Who are the others? Hard to say, but there are things that live in the Ethereal Plane that don’t like intruders. The idea is to imbue the Plow with Ethereal Powers so it can pass through large stones while plowing fields. Once they return with the Enchanted Plow, Marvin will have them load it on a cart, pulled by a very smart Donkey, and send them on their way.
Skill Challenge: Enchant the Plow This skill challenge will require five successes before they’re incapacitated by the others. However they decide to do it, they’ll have to successfully hit the plow with five large stones. Failures will result in strange indiscernible entities attacking them. They do minimal damage but could knock people out if there are enough failures.
Things to Do! - Move Through Marvin’s Tower - Enter the Cabinet - Enchant the Plow
ACT 4: Blinking Goats
Upon returning to Boss with the Plow they will be happily greet and paid. Their Patron will be there and will be very pleased with their success. He will ask them to demonstrate the plow’s abilities. Once they get set up out in the field and begin plowing something weird will happen. Every time they hit a stone and the plow’s power activates an Ethereal Goat will manifest and kick or ram the plow, and then disappear. It will feel very similar to what they encountered in the Ethereal Plane. They’ll have to find a way to deal with the manifestations.
ENCOUNTER: Ethereal Goats These goats should function very similarly to Blink Dogs, but I would trim the HP and AC a little to put them in line with the party’s. They will be intent on breaking the Plow not the party, although they will attack the party if they can’t get to the Plow.
Things to Do! - Deliver the Plow - Drive the Plow - Defeat the Ethereal Goats
CLOSE
Once defeated the Boss will come over to yell at them, but the Patron will find the entire thing amusing and more importantly, another impressive demonstration of the player’s skills. He will invite them to the “House” for an important party next week.
CHAPTER 4: High Society
They've definitely been noticed now and have impressed with their ability, unconventional as it may be. They are invited to their patron's home, but not as guests. Though, they might think they were actually invited as guests! They have been brought in to help work the event held out at the Party Field. They will have to gather party supplies, help put up the tent, and then serve the actual guests. During the evening’s entertainment a hypnotist “The Great Dr Hypnotika” will mesmerize the crowd and attempt to rob them all. Hopefully the players don’t fall victim to her schemes. And if they do oh well, they’ll be entertained all the same.
ACT 1: Special Delivery
The players arrive at the Patron’s very nice property. They will be greeted by a properly dressed servant with a clipboard, the Party Planner. The Planner will be rigid and direct. They will immediately begin tasking them about. If they mention that they were invited to the party the servant will laugh “You didn’t think you were a guest? Oh dear, how embarrassing. You’re the help! It is still a great honor to be tasked to help at the Party, but you’re not guests. Now as for your current task. Head into town and gather these supplies. Bring them to the field by noon.” After the instructions are given the servant will go back to their tasks and expect the players to do the same. They will have three stops; The Crocked Crow for Food and Beer, Get Nailed for the Tent and Spirits, and Shalana Proud-Breed’s Tailor Shop to pick up the Dry Cleaning. Feel free to make any and all of these go sideways! Its a good place to toss in some shenanigans as well! They should also be introduced to Dr Hypnotika and her associates.
Things To do! - Go to their Patron’s Home - Meet the Party Planner and Dr Hypnotika - Run their Errands
NPC: Dr Hypnotika Dr Hypnotika and her group will perform for the party. Hypnotica is a Tiefling Mezmerist and illusionist. She has an obnoxiously high charisma and some pretty serious skills to back up her claims. However, she uses those skills to beguile her guests, robbing them blind while they are under her spells. She wears a fine robe with a bedazzled headwrap. She has dark upward spiraling horns, light purple skin, and matching eyes. She wears a monocle and walks with a ceremonially carved staff depicting the "Struggles of the Universe". She is extremely persuasive and even more deceptive. Even if someone were to grow suspicious she can easily talk her way out of trouble.
NPCs: Clapper and Bob Hypnotika brings with her two assistants. Clapper the suit wearing Kenku who will perform wondrous displays of mimicry and slight of hand, and her strongman Bob the Kobold. Bob wears a leopard print strongman's outfit and is amazingly swole, particularly for a kobold, and capable of lifting upwards of 400lbs. Bob doesn't do much else other than get hit with things. in the act.
ACT 2: Put up the Tent
After they finish running their errands they will be tasked with putting up a large party tent. This Act is an ongoing Skill Challenge and should have a constantly distracted feel to it. First they have to unpack the tent. Then they have to realize some pieces are missing, they’ll have to form a solution to that problem. After that wind should cause some problems as the tent is at least being pulled up. This is a great moment for some wondrous tom-foolery.
Things To do! - Unpack the tent - Deal with missing parts - Secure the tent during the wind gusts
ACT 3: Put These On
After they finish putting up the tent they’ll be sent to the Servant’s Quarters to bathe and change. They’ll get a little time to explore and snoop if they wish. Afterward they’ll be tasked with helping in the kitchen, but unfortunately the cooks are going to have been playing a drinking game all afternoon and are no longer fully capable of doing their jobs. This would make a great moment for some sort of mini-game where the players have to determine whether or not the cooks are doing the right things. Once the dinner has been completed they will have to serve the guests. This is a good place to insert gossip and help them meet a few other folks.
Things To do! - Get changed for the party - Deal with the drunk cooks - Serve the guests drinks and food
ACT 4: An Evening to Remember
At some point in the evening things are going to start sliding downhill. Some of the locals will have become extremely inebriated and will need to be encouraged to leave, or just moved off to the side as they’ve already passed out, before the show begins. Once the show begins the locals will become fixated on the goings on. “The Great Dr Hypnotika” will have put an additive in the drinks for the that will make everyone more susceptible to her powers of persuasion. Once the show starts she will have them all doing silly things, those who drank have disadvantage on saves against her powers. She will end the show asking the guests to display their most valuable treasure, a with a hypnotic pattern and then send her assistants out to collect those treasures. The players will have to “do something” about the thieves.
Things To do! - Deal with Drunks - Watch the Show - Stop the Criminals
ENCOUNTER: Hypnotika's Gang This encounter doesn't have to be a fight. If Hypnotika is caught she may claim it was all part of the act and simple return the valuables with a "no harm, no foul" type attitude. This will be he go to in an attempt to avoid a fight, but if the character persist in some kind of retribution or punishment the situation will devolve into a combat. Hypnotica herself is an Illusionist Wizard but is low on spells after the show. Clapper is a low level rogue and Bob a Barbarian, and should play out as such. Even with Skills they are combat adverse and will be looking for an opportunity to flee rather than fight. They do have a getaway wagon out front that they'll be headed for if things go south.
CLOSE
We’re assuming the Bumpkins at least attempted to stop the robbery. This will draw a lot of attention to them. Their Patron will be well pleased with them, and let them know they will be getting much more important jobs in the future. The guests will also take note and will begin treating them all a bit better. They’re all essentially Folk Heroes at this point for secondary backgrounds. Their Patron should reward them with something very nice as the party kicks back in. They will need to finish out the nights work of course.
QUEST-LINE CLOSING
Congratulations! Your Players have completed their first Quest-line! Hopefully it was a delightful experience. But now that they've finished what comes next? Well, here are some ideas.
Reward Them! They've been doing some rather Adventurous things lately, and therefore should now have a Class Level under their belt, so the real D&D world now opens to them! Maybe it is time for some real adventuring gear. No more sticks, stones, and burlap sack armor.
Folk Heroes? There's a good chance that the Valley is Speaking the News about them and their exploits while drinking in the taverns. They may have even earned the actual Folk Hero Feat! Maybe someone would be interested in giving them a task!
Simply Go Exploring! There are a lot of places in Green Valley that we only dipped our toes into. You could have them head down to Stinkmarsh, or maybe climb up the cliffs of Longridge. The world (Well, the Valley) is wholly open to them.
Explore Local Legends There are lots of local legends they can look into! Hopefully they search out something that isn't too far over their heads!
Continue Working for their Patron It would be an easy DM go to simply to have them continue working for their current Patron. They've probably been impressive enough fo a family to be interested in keeping them on.
Establish Themselves as Adventurers! Maybe they want to set up a Adventurers for Hire business? This "Heroes Guild" approach is really appealing to a lot of players and absolutely plays into Bumpkin Quest. Just remember, this is a place of low key problems that locals make really big deals out of. So the idea of slaying dragons shouldn't really be on the table... that is until an actual dragon shows up! Which one day absolutely should.
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2023.05.31 15:23 chuckhustmyre [TH] THE DETOUR by Chuck Hustmyre
Not every town is on the map.
"Daddy, I gotta pee."
Dale Thornton looked over his shoulder at his six-year-old son belted into the back seat of their Jeep Cherokee. As the boy squirmed around, Dale looked at his wife in the passenger seat beside him. "Didn't he just go?"
Carol glanced at her watch. "That was over an hour ago." She twisted to look into the back seat. "Can you hold it?"
In the rearview mirror, Dale saw Jesse shake his head. His wife checked her watch again. He could almost see the wheels turning inside her head. She was the family mediator, and she had just come up with something that made perfect sense. One of the reasons he loved her so much was her ability to change gears. In himself, Dale recognized his single-mindedness as a drawback. He admired her flexibility. In more ways than one, he thought. She was a good wife and a good mother.
"It's almost five," Carol said. "Let's stop at the next town. We can all use the restroom and get something to eat."
Dale tugged the spiral-bound road atlas down from where he had wedged it between the visor and the roof. They had left Tulsa that morning, headed for Mardi Gras, and he hoped to be in New Orleans by 10 p.m. Looking at the LOUISIANA page, his eyes traced the route he had highlighted in yellow. They had detoured down old U.S. 167. Rural America was disappearing and Dale wanted his son to see something of it before it was completely gone.
They were somewhere south of Ruston. He couldn't remember if they had passed Jonesboro or not, so the next town was either that or--if they'd already passed it--Winnfield. The gas gauge was on a quarter of a tank. They needed to stop anyway. "All right, honey," he said. "We'll take a break."
Carol laid a hand on his leg. "I'm glad we came this way. You can't see anything from the Interstate."
Ten miles later they sprang upon a small town. There was an old-fashioned, carved wooden sign posted beside the highway. Dale read out loud, "Welcome to Batesville. Population 875."
"What's that mean," Jesse asked.
Dale glanced at his son in the rearview mirror. "That's how many people live here."
"When somebody dies, do they change the number on the sign?"
Carol smiled over her shoulder at Jesse. "I bet they change it when a baby is born."
Just like her. She didn't like to talk about death or dying. Instead, she liked to focus on the good things in life, babies, birthdays, and family vacations. She had always been like that but more so since her grandfather passed away last year. She had been very close to him, closer than she had ever been to her father.
Dale sneaked a glance at her. She was his angel but an angel with dark secrets. She had shared some of those secrets with him but not all of them, probably because she knew the abuse in her life disturbed him so much. "That sign probably hasn't been changed in twenty years," he said.
"Why put it up if it's not right?" Jesse asked.
Good question. "I don't know, son."
As they got into the little town, Dale was impressed. The side streets that cut off of the highway were lined with neat wooden houses, most of them with white picket fences. A lot of the little towns they had passed through looked run down and dirty, but not this one. Batesville was clean and pretty.
When they came to the town's only traffic light, Dale saw a business on each corner: a hotel, a gas station, a restaurant, and the Batesville General Store. Before the light turned green, Dale pulled the Jeep beside the pumps at the gas station. A middle-aged man wearing oil stained coveralls stepped out from the office. "What can I do you for?" he asked. His tone was friendly, something you didn't hear at many gas stations these days.
Dale stepped out of the driver's seat and stretched. "I need a fill-up and some food." Then he jerked his thumb toward the back seat. "And my son needs to use the head."
The man wiped his hands on a rag he pulled out of his pocket. Then he shook Dale's hand. "Dudley Simpson. I can help you with the gas and the bathroom for your boy, but as for food, afraid all I got is potato chips and sodas." He pointed to the restaurant across the street. "Right over there is the best food in town." He laughed. "Only restaurant we got, but I wouldn't kid you. It's really good. Restroom's not too bad either."
Jesse said he could hold it until they got to the restaurant, so Dale sent him and Carol across the street to get a table. When he reached for the gas pump, Dudley Simpson stopped him. "I don't charge extra for full service. Every car comes through here I pump the gas, look under the hood, and check the tires."
"Don't see that too much anymore," Dale said.
"Guess I'm kind of old-fashioned."
After Dudley finished, Dale added a couple of bucks to the bill. He felt a little awkward, unsure if he could tip the owner of a gas station without insulting him. But Dudley took no offense, just said thank you and asked him to stop in again on their way home.
When Dale turned the key, nothing happened. He turned it again and still nothing happened. Just a click. No dash lights, the motor didn't turn over, nothing. Dudley told him to pop the hood again. After Dale turned the key a couple more times with Simpson's head buried under the hood, Dudley said he'd found the problem. "Alternator's shot. You must've been running on battery for a good while."
"Can you fix it?"
The gas station owner looked at his watch. "Not today. Parts store is closed 'till tomorrow."
Great, just great, Dale thought.
"I could arrange a tow to somewhere else, next town down the highway has a Goodyear Service Center," Dudley said, "but even they won't get to it until tomorrow."
Dale nodded, his mind stuck on having to spend the night in Batesville instead of New Orleans.
"I'll get to it first thing," Dudley said. "Have you out of here by ten o'clock." He pointed at the hotel. "Mrs. Jensen has a nice place. A-C, cable TV, and no bugs."
Great. No bugs.
Dudley told Dale that he could leave the Jeep right where it was. No need to worry about it, he said. They had a town marshal but nothing ever happened in Batesville. So quiet the state police never even came by.
"Sorry I'm blocking your pumps," Dale said.
Dudley shrugged. "Other side's open." Then he looked at his watch. "Besides, it's five-thirty. I close in half an hour."
As he crossed the street, Dale remembered his gun. A Smith and Wesson .357 revolver that he always brought with him on road trips. You never knew what could happen. They might break down on the highway and get attacked by a drug-crazed motorcycle gang. The gun was in the cargo compartment, wrapped inside a cloth and tucked between the spare tire and the side wall. It would be safe enough.
At the restaurant he told Carol the news and in typical Carol fashion she looked on the bright side. "It'll be fun being stranded in a small town," she said. "Who knows what'll happen?"
"Do they have TV?" Jesse asked.
A cute young waitress served them. The plastic tag pinned to her blouse said her name was April. When she brought out their food she set Jesse's down first.
"That's the cutest little mark on your face," she said. "Almost looks like lipstick."
Unabashedly, Jesse pointed to the red oval shaped birthmark set high on his right cheek. "It means I'm special."
She smiled. "It looks like a kiss."
"Really?" Jesse asked.
Dale saw a look of contentment on Carol's face. Jesse's birthmark was something she'd never wanted their son to be shy or embarrassed about.
The waitress set out the rest of the plates. "I heard a mark like that means that right before you were born an angel kissed you."
Jesse turned to his mom. "Is that true?"
Carol smiled at her son and nodded. "I think she may be right."
April bent down and kissed Jesse on the top of his head. "I'm not an angel, but there's a kiss from me."
Dudley Simpson had been right; the food was excellent. After they ate, Dale got up to use the bathroom. "You need to go again, Jess?"
The boy shook his head. "No thanks."
Dale handed Carol a credit card. "Let's save our cash."
She nodded. "All right, baby."
"Back in a sec," he said as he turned away.
***
When he came out of the men's room, Carol and Jesse weren't at the table. The waitress had been quick. Most of the dirty plates were gone; the only ones left were his. Dale looked for his family near the front door, then up by the cash register, but they weren't there.
Maybe Jesse had changed his mind and Carol had brought him into the bathroom with her. So Dale waited, but after several minutes passed and they didn't come out, he decided to check outside. They might have gotten cold or Jesse could've gotten restless and they were waiting out front for him. But they weren't out front, either.
Across the street the lights were out at the gas station--Dudley was closed for the night. The Jeep Cherokee sat at the pumps. Anxiously, Dale looked at the hotel. Maybe...but they wouldn't do that, wouldn't have gone without him. That wasn't like Carol. Smart and independent, but she liked her husband doing the man things, and in her mind, checking into a hotel was a man thing.
Back inside he knocked on the door of the women's restroom. No one answered, so he cracked it open. "Carol?" No answer. "Carol, Jess, you there?"
"Can I help you, sir?" It was their waitress.
Embarrassed, Dale forced a laugh. "I seem to have lost my wife and son." He nodded toward the men's room. "While I was in there."
"Your wife and son?" She looked confused.
"When I came back they were gone."
She had a blank look on her face.
Annoyed, he said, "I ate with them."
The waitress furrowed her brow. "Sir, I didn't see you with anyone else."
Dale stared at her. For a second he thought that maybe he was wrong, maybe this wasn't his waitress. He checked her name tag, saw it said April. "You waited on us." Dale pointed to his right cheek. "My son has that little birthmark. You said an angel kissed him."
She shrugged. "I think I'd remember that."
He pointed to himself. "You remember me?" Then at their table. "We were sitting right there."
She nodded. "Yes, sir. I remember you, but you ate by yourself." She turned to the table where Dale's dishes still sat. "I was just bringing you your bill."
He raised his voice. "Is this some kind of a joke?" People began looking at him.
April took a step back and raised her hands. "You need to talk to Mr. Simms."
"Who's Mr. Simms?"
"The owner."
"Well that's who I want to see."
Mr. Simms was already scurrying over. "What's the problem?"
Dale turned to him. "I can't find my family." He pointed at the girl. "She was our waitress and she's telling me she doesn't even remember them."
Mr. Simms looked at April.
She shrugged again. "I'm sorry but he was alone. I've never seen his family."
Simms looked like he didn't understand. April tried to explain it again, but Dale cut her off and pointed to the table. "My family and I ate right there. I went to the restroom, came out, and they were gone."
Mr. Simms clapped a hand on Dale's shoulder. "Maybe they're outside waiting for you."
"I've checked outside," he barked. "They're not there."
Simms glanced at the waitress. "Why don't you get back to work. I'll handle this."
Dale grabbed her by the arm. "She knows where they are."
Everyone in the restaurant stared at him.
Mr. Simms jerked Dale's hand away from the girl. "Sir, she said she doesn't know where your family is."
April pleaded with her boss. "He didn't have his family with him."
"She's lying!" Dale said, as he inched closer to April.
Simms stepped between them. Looking at Dale, he said, "Have you checked your car?"
He nodded. "It's broken down at the gas station across the street. We've got to spend the night at the hotel."
Mr. Simms smiled. "That's probably it."
"What?"
"I bet they're at the hotel."
"He was by himself," April said.
The restaurant owner snapped his head towards her and pointed to the dinning area. "Go."
She looked at her boss for a second, a half-formed protest on her lips; then suddenly she spun on her heel and stomped away.
Simms looked back at Dale. "Have you checked the hotel?"
"They wouldn't do that."
"Have you checked?" Insistent.
Dale could feel himself losing control as the sweat dripped from his armpits. He took several deep breaths, trying to force himself to calm down. "No, I haven't."
"Maybe your kids got tired."
The deep breathing had made him light-headed. "Just the one boy." As Dale turned toward the door, Simms patted him on the back. "I'm sure everything's going to be fine."
But things weren't fine. At the hotel, he woke up Mrs. Jensen. Turns out she and Mr. Jensen had an apartment behind the office. Dale had banged on the glass door of the office for five minutes before a light came on.
Mrs. Jensen had come out first. A white haired old lady, covered in a paper-thin pink housecoat, imprinted with blue flowers the size of a quarter. A minute later, Mr. Jensen, looking about seventy, dressed in a full set of dark green, silk pajamas and a pair of matching slippers, stumbled into the office, smelling like he'd taken a bath in Jack Daniel's.
Dale's heart sank. He went through the story anyway, but as he expected, the Jensens said that no one had checked in or even come by since mid-morning.
Walking back to the restaurant, he looked at his Jeep. Still empty and no one near it.
A marked police car was parked near the restaurant's front door. As he got closer, Dale read the decal on the side, BATESVILLE TOWN MARSHAL. Maybe now he could get some help.
Just inside, near the cash register, Dale found April the waitress, Mr. Simms, and a heavyset man in jeans and a T-shirt, talking. As he walked up, all three stopped and stared at him. He felt like a freak in a boardwalk exhibit.
"Did you find them?" Simms asked.
Dale shook his head. "The people at the hotel haven't seen them."
The big man in jeans took a step toward him. "Mr...?
"Thornton. Dale Thornton."
The man stuck out his hand. "Jerry Stillwell. I'm town marshal."
"Saw your car outside." Dale shook the marshal's hand. "My wife and son are miss--"
"I understand there was a problem here earlier."
"Yeah there's a problem. My family disappeared."
The marshal and Simms traded glances; then he looked back at Dale. "So I heard. What do you think happened to them?"
Something didn't feel right. "If I knew that, they wouldn't be missing."
Marshal Stillwell stuck his belly out. "No reason to get smart. You all ready scared some customers. Don't make--"
"Scared some customers. Is that why you're here, because I scared some customers? My wife and son are MISSING!" Everyone in the restaurant had stopped eating and was watching the soap opera at the door. With a sharp edge to his voice, Dale said, "What are you going to do about it?"
The marshal jabbed a finger at him. "You better calm yourself down or I'll do it for you. Now I need to ask you some questions," his eyes swept the customers, "and I don't think this is the place to do it."
"I'm not going anywhere." Dale pointed to the completely cleaned off table where they'd eaten. "Half an hour ago my family and I ate right there. Now they're gone. Someone in here knows what happened to them."
The marshal dropped a big hand on Dale's shoulder and tried to guide him out the door. "We're going to find your family, but not here, not like--"
Dale pulled away. He pointed to Simms and the waitress. "They coming with us?"
"I don't see the need for--"
Dale reached out for April. "She's lying!"
With surprising speed, the town marshal slipped behind him and clamped a meaty forearm around his throat, sealing off his windpipe. Dale grabbed at the hairy arm and tried to twist it away as the marshal whispered in his ear, "Take it easy, son." Then something jabbed him in the kidney that sent waves of pain shooting up his back.
Seconds later, Dale was on the floor, his cheek pressed against the cool tiles, as the marshal handcuffed his wrists behind his back.
***
"She said it was the kiss of an angel, huh?" Marshal Stillwell asked. Things had calmed down some. Dale and the town marshal were alone in his office. Dale was still handcuffed, but the marshal had moved them to the front. He sat in a chair in front of the lawman's desk, watching him fill out forms with a ballpoint pen. Stillwell touched his finger to his right cheek. "That mark you're talking about is right here?"
Dale nodded.
"That's strange."
The handcuffs were uncomfortable. Dale twisted his wrists, trying to get some circulation back. "What's unusual about it?"
"We had a preacher in town few years back with the same kind of mark on his face." Stillwell traced a small circle on his cheek. "Heard him say once during a sermon it was from an angel's kiss."
Dale stared at the marshal, his flesh suddenly crawling with goosebumps.
"But he was a strange one. Lots of rumors. Guess it goes with the territory."
"What territory?"
"Young, good-looking preacher. Single. Moves into town, starts preaching all hours of the night." He gave Dale a knowing wink, like they were sharing a secret. "Giving special counseling sessions to half the women in town."
Grasping at straws, looking for anything. Dale said, "Is he still here?"
Marshal Stillwell shook his head. "Church burned down."
"What about the preacher?"
"We never found his body."
"He was the only one in the church?"
Stillwell looked down at the form on his desk and pressed his pen to it. "He had six or eight ladies in there with him. Supposed to be some sort of social club. Fire was so hot, we couldn't tell one body from the next. That was when the rumors really started."
Dale flexed his fingers. His hands hurt. "What kind of rumors?"
The marshal laughed. "Just gossip. People 'round here are simple minded, superstitious, that's all."
"What kind of gossip?"
Stillwell looked up. "Not everybody you understand, but some people have been talking about how the preacher isn't really dead, about how he's gonna come back some day."
Dale needed to get out, to find Carol and Jesse. There was something terribly wrong here. "Am I under arrest?"
Stillwell nodded.
In the corner stood a single holding cell, the door gaping open, waiting. "What's the charge?"
The marshal jerked a thumb in the general direction of the restaurant. "Disturbing the peace."
"What about my family?"
The man tapped the pile of forms in front of him. "I'll forward these missing persons reports to the state police in the morning; then I'll call the judge and try to get a bond set for you."
Dale sprung to his feet. "I've got to find my family tonight!"
Marshal Stillwell eased out of his chair and stood up. "Just calm down. Soon as I get this information to them, the state troopers will be on the lookout." He jerked his thumb toward the south. "Their office is just five miles down the road."
Dale nodded at the phone on the desk. "Call them now."
The marshal shook his head. "Can't do that."
"Why not."
"I got procedures to follow."
Dale Thornton squatted and shoved the desk into Stillwell. The marshal's chair rolled back on its casters but snagged on something and tipped over, spilling Marshal Stillwell onto the floor. Dale scrambled over the desk, knocking papers, pens, and a near full cup of coffee on top of the lawman, then dropped a knee into the man's big belly. The marshal curled into a ball and moaned.
Stillwell didn't have a gun on him, at least not one Dale could find. The way he was dressed it looked like he had been called out from home. Maybe he forgot his gun, or maybe he just didn't carry one. Dale grabbed a handful of shirt and dragged the marshal into the open holding cell, then kicked the door shut. It locked automatically.
By the time Stillwell staggered to his feet Dale was searching his desk. The marshal tried to rip the steel bars apart with his bare hands. "Let me out of here, you crazy bastard!"
Dale ignored him. In the bottom right hand drawer he found a gun, a .38 caliber, five-shot Smith and Wesson. Stillwell started shouting for help. Dale leveled the gun at him. "Shut up."
Stillwell quit yelling.
Dale kept searching.
A few seconds later, the marshal said, "You'll never get away with this."
Holding his wrists up, Dale rattled the handcuffs. "Keys?"
The cop pointed to the desk. "Bottom left."
After he got the handcuffs off, Dale finished going through the desk, then did a quick search of a filing cabinet that was set against the wall. There he found keys to the holding cell and a roll of duct tape.
As Dale approached the cell, Marshal Stillwell backed against the far wall. "What are you gonna do?"
Aiming the revolver at Stillwell's belly, Dale ordered him to lie on the floor. A few minutes later he relocked the cell door, leaving the marshal with his hands cuffed behind his back and a strip of silver duct tape wrapped around his head that sealed his mouth shut. On his way out of the marshal's office, Dale tossed the revolver back into the desk drawer and kicked it shut. That was trouble he didn't need.
The state police. "Their office is just five miles down the road," the marshal had said.
Darkness had settled over the Batesville. How long had he been in the marshal's office? Everything in town was closed and locked up tight. There wasn't a light to be seen, and not a soul on the street. He didn't see any payphones.
He had to get out of town. Which way had the marshal pointed when he mentioned the state police? Thinking about it, Dale decided it had to be south. They'd driven in from the north and he was sure they hadn't passed a state police troop.
The night had turned cold. If he was going to walk for five miles he needed a jacket.
It took just a few minutes to make it to the gas station. His Jeep was right where he'd left it, but when he reached into his pocket for the keys they weren't there. An image flashed through his mind. A close up shot just like in a movie. His hand reaching toward Dudley Simpson's, and in his hand, his keys.
Damn!
He looked into the rear window, saw their luggage lying in the back. Dale thought about breaking the window and getting a jacket, maybe his gun, too. Not the gun. He was in enough trouble all ready for what he'd done to the town marshal. Assault, kidnapping--maybe not kidnapping, he hadn't taken him anywhere, just locked him in his own cell--but something like kidnapping. Desperation had driven him to it. That's the only reason he had done it. Because he had to find Carol and Jesse.
He could make it without a jacket.
Old Highway 167 south. Dale Thornton started walking. Ten minutes later he saw headlights behind him, coming from town. He crouched in the bushes beside the highway, but the beat-up pickup glided to a stop next to him. An old man sat behind the wheel, alone in the truck. "You need a ride?"
Feeling like a complete fool, Dale stood. "Yeah, I guess."
"Where you headed?"
"You know where the state police office is?"
The old man nodded, then jerked his head toward the passenger side. "Hop in."
As he climbed into the pickup truck, Dale shot a glance at the old man. Probably at least seventy, with long ghost white hair and a bushy mustache, wearing a stained undershirt and a pair of denim overalls. Dale scanned the dashboard for a clock but didn't see one. "What time is it?"
The old man shrugged. "Haven't worn a watch in thirty years. Do things as quick as I can. A timepiece strapped to my wrist ain't gonna make me move any faster."
The drive was torture. Never did the old man go over thirty-five miles an hour. Only good thing was that he didn't ask any questions. Just dropped Dale off in the parking lot of the state police troop. As he walked through the door into the police station, Dale glanced over his shoulder and saw the old man's pickup rumbling down the highway.
Inside, sitting behind a chest high counter, was a uniformed trooper, sergeant stripes on his sleeves. Mid-40's, with an iron gray crew cut. "Can I help you, sir?" the sergeant said.
Dale spat out the story as fast as he could, leaving out the part about how he'd handcuffed the town marshal and left him gagged in his own jail cell.
The sergeant's face had remained inscrutable while Dale talked. "What was the name of that town again, sir?"
"Batesville."
The sergeant wheeled his chair over to a map hanging on the wall. "And where'd you say it was?"
The state cop demonstrated the same bureaucrat mentality as the town marshal. Any minute now he'd break out a sheaf of forms and start filling them out. Dale pointed north. "Five miles that way."
"What'd you say your name was again?" The sergeant glided the chair back over to his work area and pulled a pen from his shirt pocket.
"Thornton. Dale Thornton."
As soon as the sergeant finished jotting Dale's name on a pad, he looked up. "There's no town named Batesville."
"I was just there!"
The sergeant stood up. "Take it easy, sir. I'm sure you just got the name mixed up."
Just like in the restaurant.
"...get to the bottom of it." The desk sergeant was still talking, but Dale hadn't heard everything. He felt dizzy. Was everyone around here crazy? "We ate dinner there," he mumbled. "I left my car at the gas station. Dudley Simpson's gas station."
The sergeant nodded as he walked around the counter. A big man, at least six feet, with the beefy build of a weightlifter. "I know Simpson's place. Old 167 and Highway 90. But there's no town there, just the gas station."
"The gas station's smack in the middle of the town. There's a restaurant, a general store, and a hotel, too."
The sergeant closed on him, his body bladed, his gun side away from Dale. "I need you to put your hands on the counter, sir."
"What?"
With his right hand resting on his holstered pistol, the state trooper took hold of Dale's wrist with his left hand and pushed it to the top of the counter. Dale's other hand followed. The sergeant said, "Pull you feet back."
"What are you doing?"
"You have any weapons on you?"
"No! Of course not." Glad he'd left the marshal's gun, glad he hadn't gotten his own out of the Jeep.
"I'm just gonna pat you down."
"Why?" Dale said. "I haven't done anything. My family's missing?"
The sergeant slid his hands over Dale's waist and the outside of his pockets. "It's for safety, sir."
"Whose?"
"Yours and mine," the trooper sergeant said as he stepped backward a few feet.
"Something's happened to my wife and son. I came here for help."
"What happened to them?"
"I don't know," Dale said. "That's why I need your help."
"Mr. Thornton, I've worked this area for nineteen years. There is no town called Batesville."
"I don't care what you call it, but there's a town five miles away and we need to go there right now."
"Closest town is twelve miles from here and it's south."
The gas station. At least the sergeant knew about the gas station. Dale looked over his shoulder at the big cop. "Can I stand up?" After getting a nod, Dale pushed away from the counter and stood straight. Arguing wasn't getting him anywhere. "Look sergeant, maybe I seem a bit confused, but I know my wife and 6-year-old son are missing. Our car broke down at Simpson's gas station. Can you drive me there and help me look for them?"
The sergeant took his hand off his pistol and relaxed a little. "How'd you get here?"
"An old man in a pickup gave me a ride."
"You get his name?"
Dale's mouth opened but nothing came out as he realized he couldn't remember a thing about the old man or his truck. No details at all.
"What's the matter?"
Dale shook his head. "He...he just gave me a ride. I didn't get his name."
The trooper sergeant held up his hand. "Stay right here. Soon as I get someone to cover the desk, I'll give you a ride back to Simpson's."
Ten minutes later Dale climbed into the passenger seat of the state police car. The sergeant looked over at him. "Put your seatbelt on." Dale strapped himself in but noticed the sergeant didn't.
On the highway the trooper asked him to go over the story again. As Dale repeated what had happened, the sergeant asked several questions about Simpson's: what time of day, what was wrong with the car, who had the keys; but he asked nothing about what happened in the restaurant. The restaurant that wasn't there, according to the sergeant.
A few minutes later the police cruiser's headlights lit up the darkened gas station and Dale's Jeep parked at the pumps.
There was nothing else--absolutely nothing else.
The sergeant slowed down as he turned into the parking lot. "That your Cherokee?"
Stunned, Dale couldn't answer. Staring out the window, struck dumb by what he saw, or didn't see. No restaurant, no hotel, no Batesville General Store--no town. Just empty farmland and a few trees surrounding the gas station.
The trooper pulled his car up behind the Jeep, leaving a car-length gap between the two of them. "Stay here," he said as he pulled a flashlight from a charger mounted to the dash.
Dale leaned his head against the window and watched the sergeant creep up to the driver's door of his Jeep Cherokee, flashlight held out in front of him, his other hand on the butt of his pistol. The state cop opened the door--the locked door--and poked his head inside the passenger compartment of Dale's Jeep. The trooper backed out and held up his hand, Dale's keys dangling from his fingers. "Keys were inside," he shouted.
With legs quivering, Dale stepped out of the police car. He couldn't understand this. The Jeep had been locked, Dudley Simpson had the keys. He stumbled toward the trooper.
The sergeant shined his flashlight into the back, into the cargo compartment. Suddenly, his face turned to stone. He dropped the keys, drew his gun, aimed both it and his flashlight at Dale. "Don't move!"
Dale stopped dead. What the hell was...
"Get on the ground!"
Not comprehending, Dale just stood there.
The trooper screamed at him, "Get on the fucking ground--now."
Dale Thornton dropped face down onto the pavement. From the corner of his eye, he saw the sergeant side-stepping around him until he was behind Dale and to his left.
The trooper said, "Turn your head to the right."
Dale did as he was told. Then the sergeant closed in and cuffed his hands behind his back. Just the second time in his life Dale had been handcuffed, both on the same night.
After backing up a few steps, the sergeant keyed the radio clipped to his belt and called the state police troop. When the dispatcher answered, the sergeant said, "I need back up units," Dale heard him take a deep breath, "and notify the corner."
The tinny voice from the radio said, "What you got, sergeant?"
"Homicide," the trooper answered. "Suspect is in custody."
Homicide?
The sergeant hooked Dale's elbows and jerked him to his feet, then picked up the keys and opened the tailgate of the Jeep.
Lying in the back, in the cargo space, arms and legs twisted into a torturous configuration, was the naked body of his wife, Carol. At the back of her head, her golden hair was tangled and caked with dried blood. Her face chalk white, her forehead blown out where the bullet had exited. On the carpet next to her was a .357 revolver--Dale's .357 revolver.
She was alone.
"Jesse!" Dale screamed at the dark and empty fields.
***
In 1885 the town of Batesville, Louisiana burned to the ground. Scores of people were killed in the predawn fire that swept through the town. Among those reported killed in the blaze was the town's only minister, but many bodies were so badly burned that positive identification was impossible.
The fire started in the Batesville church and was allegedly set by a preacher from a nearby town. The preacher, a God-fearing and righteous man, was said to have been outraged at the evil deeds going on in Batesville, which he had called a modern-day Sodom.
The town of Batesville was never rebuilt.
THE END
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2023.05.31 14:38 VoteyDisciple AITA for being upset at family showing up late to graduation?
We just celebrated my daughter's graduation with family and friends. One relative—let's call her Colleen—was late to the ceremony, and then drama occurred.
Colleen flew in with her family the day before the graduation, stayed at a hotel, and drove separately to the ceremony.
They did not leave the hotel until after the time we recommended everyone be at the venue, and then stopped at two separate coffee shops on the way (to accommodate preferences of two different people). By the time they were seated, they'd missed nearly a third of the ceremony including some elements specifically featuring my daughter.
Adding insult to injury, they were then also late to the graduation party we held after the ceremony. Stopping this time to pickup cash for a graduation card and at another coffee shop, they arrived an hour after most other guests.
We didn't confront her about any of this, but Colleen could tell our daughter was upset, and asked us why. We admitted she was sad they had missed so much of her big day.
Colleen declared that we have unreasonable expectations, that her flying here should have been good enough, that it's not her fault the coffee shops had long lines in the morning, and that she clearly can't ever make us happy. She then said she was finished with our family for good, and stormed out. She has not spoken to us since.
I do appreciate that they flew here, of course, but is that really an equivalent substitute for actually seeing the ceremony? Is it unreasonable to expect them to leave enough time to stop for coffee—or to at least skip the second stop after the first took too long? (That would've been enough to get them to the venue just in time.)
I don't think Colleen is a horrible human being, but I do think it's reasonable a teenage graduate be sad that her family couldn't prioritize getting to her event on time.
Am I crazy?
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2023.05.31 14:32 kolte-patil-wagholi Kolte Patil Wagholi - Awesome Property with Good Amenities in Pune
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2023.05.31 14:09 Integratedgrapes Shoutout to the two randoms last night.
Story time.
Shoutout for coming in clutch on the tightest extract I've ever seen. I went to extract by the gas station near the shopping mall and picked up one guy who called for help, that guy then took down another player who joined us, we got pinned down by AQ and a hostile sniper and one of them revived me a couple of times as we tried to fight our way put of the gas station. One of them goes down outside the gas station and the two of us are burning through resources trying to get to them. Eventually run out of ammo and have to run to a nearby LTV. While this happens, another player comes in, jumps on Dino-4 and fucks off, leaving us stranded with no viable exfil. Use the LTV to run over the AQ heavies and rescue the stranded player and bundle into the LTV as the radiation spreads. Fucking book it out of the radiation and the blue player starts giving me directions through pings to get to extract faster. Motherfucker is an absolute satnav boss.
Think we might actually make it until I drive through a hot area and AQ finishes the LTV off, downing one of us and leaving us with only one player who has any ammo. Blue player covers me as I revive Yellow, both of them cover my ass as we sprint to exfil, because I have no ammo for anything at this point, having used it all at the gas station. We then get bogged down by AQ AGAIN and have to split and run through the houses for cover. I find a grand total of fuck all in the houses and eventually have to self revive as blue and yellow fight off AQ. I pick up a vaznev with a whole one magazine in it and we continue to just sprint to exfil. Have to use the vaznev to keep some more AQ goons down as we're running and I see a singular player on foot, also booking it to exfil. Tell them we're friendly and just want to exfil but get no response from this one guy just going Usain Bolt mode across Al Mazrah. I feel a deep, spiritual connection with that one lone player, hope they got out.
Finally get into city limits and Blue squadmate - human satnav, single plate carrying coolest mute motherfucker in the DMZ - gets in a 4x4 and drives us to final exfil with the radiation breathing down our necks. We get there, get surprised by a mine some asshole left behind and finally call exfil.
I have what can only be described as a religious experience hearing Dino-4. Literally start praising Dino 4 like Shai Hulud, we all get on and start jumping and partying. Hear the one minute remaining callout as we leave and realise just how close that all came.
My arse was puckered up so tight that if you shoved a pencil up there at any point in that whole ten or so minutes and then pulled it out, you'd get wood shavings and a diamond. Literally only got out because those two randoms were absolute legends.
I meant what I said. If I ever see you two IRL, I owe you both pints.
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Integratedgrapes to
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2023.05.31 14:04 ToryanSilvercat Sir, I don't think you can drive
So this isn't entirely my story as I wasn't the one on shift when it happened, but I got to see what happened after a panicked phone call from our other auditor.
Sitting at home on one of my days off for the week playing video games, I got a phone call from my very confused and still somewhat new fellow night shift worker. Our General Manager has a habit of not answering his phone until around the tenth call or even hanging up on us in his sleep thinking its his alarm. Our Assistant General manager just straight up doesn't answer, thus why I get the phone call. He knows that about 90% of the time I'm probably awake and if not I'll answer my phone on the 1st or 2nd try.
"Hello?" Still trying to play my game, in which he scared the crap out of me with the call.
"Hey its Ben (not his real name). Um....what do you do...if some guy walks into the lobby, clearly intoxicated, and decides he wants to drive home 3 hrs away? (not giving exact location for safety)."
"Um...you try to convince him to stay at the hotel and guide him to the room with some light pressure if need be. Dont let him leave if you can help it." I told him confused as to why he was asking as this wasn't his first weekend with drunks, as he was our weekend auditor.
"Ok yeah I tried that. Um but so...he's also bleeding from his head and walking out the door now."
"What? Why's he bleeding? Well follow him! don't let him leave and why are you calling me?! Call the cops or ambulance." I was now more invested in what was happening and trying to think of ways to help as I started putting shoes on.
"Ok, I followed him out and his car is all smashed up. Front end is buckled in, roof of car is lumpy, windshield cracked, and it looks like the truck bed is nearly half falling off. At least two of his tires are popped and one of them the tire is shredded. He's leaking fluids everywhere." he said as I started grabbing my car keys.
"Ok, I'm on my way over there. Did you call the cops at all?" I asked him as I headed out to the car.
"Yeah, used the hotel phone to call them when the guy walked outside and while I was dialing you." he said as i got into the car. "Oh they're here now. The dude is still trying to drive away."
"Check the parking lot for other cars damaged as well. If he got into the parking lot with that much damage, I'm scared of what the other cars look like."
He checked around as I heard the sirens of the police turn off over the phone as he walked around a bit before talking to me again. "There are no damaged cars...from the entrace to where he parked there is no damage. I can see the trail he left behind to the spot and looks like he swerved a little, but came in clean."
Now I was very confused. If this man was drunk enough to be bleeding from the head, and wanting to drive home 3 hrs in a car that clearly wouldn't make it, how did he park safe and where did he damage his car at to begin with? Pulling into the hotel, the damage done to the car was truly amazing. It was a miracle he drove away with it and only came out with only a few injuries (which we later found out were minor).
The police already had him in the squad car and were asking the other auditor questions when I came in cause they wanted to see the cameras, which we pulled up for them, but they only showed the guy coming in from the front door, talking to Ben, and leaving again with his head bleeding. We unfortunately don't have outside cameras.
It was the next day that we found out that he did cause more damage but it was in front of the hotel at the dark corner street that was a small spillway exit for a strip mall. The guy took the turn going too fast and wide and slammed into the light pole there, riding up the pole before flipping his truck. It hit a small tree, busting it in half which flipped it again and made it land on it's wheels, popping the tires. He then proceeded to drive into our hotel parking lot across from the strip mall and park safely and come inside.
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ToryanSilvercat to
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2023.05.31 12:55 foreverallama_ Travelling in late July for a few days, need help planning an itinerary
Hey folks! I'll be travelling to Sydney from India in late July for work. I'll have 3 days to tour (Fri, Sat, Sun) before I'm busy with work for the next 4 days. And then one leisure day before I head back. It'd be great if you could help me plan my itinerary out!
Few points I'd like to plan around:
- Working/staying near Darling Street. Evenings (post 5pm) are completely free on my work days to go around the city. I'm planning to use these evenings to check out as many tourist spots as I can within the city, and leave my free days to whole day activities
- I live by the coast so I'm not too particular on checking out all the beaches, just the major tourist spots and then spend some time at a quieter place.
- I would love to spend a day just for surfing, diving, whale spotting, or basically any water activity (I love the sea). Will the weather in July will allow this? Any recommendations and bookings I need to make in advance?
- I'm comfortable renting a car and driving around, maybe a spend a day or two outside of Sydney. For e.g., I saw that Canberra can be done in a day trip. Also some national parks I could visit as well.
- I have people in Brisbane. Is it worth flying to spend a day there? I don't want to miss out on a lot of stuff in and around Sydney by doing that.
- I'll mostly relax on my last day after finishing work, checking out the markets, shopping for souvenirs/gifts, sample some nice baked goods, etc
Also have some general questions:
- What time does the city usually sleep and wake up? For tourist activities.
- Is the city safe to walk around late night? Any areas I should avoid?
- Any car rental agency recommendations? How much should I budget for rent and petrol?
- Any tourist activities that I'll need to book well in advance?
- Does July see a lot of tourists? Also how cold is it then (couldn't get a straight answer from Google)
- Is drinking water good straight from the tap?
- Does public transportation run 24/7?
Would love to hear your recommendations and suggestions!
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foreverallama_ to
sydney [link] [comments]