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Welcome To Green Valley: 4 Level 1 Adventures in a Ridiculous Rural Village
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.
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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.
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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 15:20 yashhyay16 Nvidia Graphic Driver Not Working
Hey guys So I have a Nvidia GTX 1650 running on Lenovo ideapad gaming 3 with windows 11. Up until yesterday everything was fine and I had not played any games till yesterday. However when I tried to open wwe 2k23 it just crashed. I thought this was due to the game being outdated. I had another game recently installed that I was yet to start. However this new game open just fine but was giving low fps. This was weird cause my laptop runs the heaviest games on high graphic settings(RDR 2, AC VALHALLA, GTA V, FORZA5).
After a while realised that the new game was running on intel graphics instead of gtx 1650. Tried everything i found on reddit nothing seems to work so far. Even tried disabling enabling drivers. Reinstalled the drivers using DDU. NOTHING WORKS.
I also noticed that the graphic card doesn’t show under the gpu tab in performances when i open task manager. When I open the Device Manager the Nvidia driver is showing some error 43 with red exclamation mark. Geforce and control panel are not working at all. Geforce shows update available even though i have latest drivers installed and the home/settings tabs are disabled. For the Nvidia Control Panel, it simply doesn’t launch, doesn’t appear in the task manager. When reinstalled the drivers and tried to open the Control Panel, it opens the terms and conditions page but nothing happens after that.
I hope someone helps me out with this issue. Let me know if there is any fix or simply my graphics card is busted. Any help is appreciated.
Thankyou
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2023.05.31 13:54 hsarda21 24 M - A meaningful, fun, and understanding friendship
Hello, Keeping it short and precise.
Here are some details about me
Age - 24
Height - 5'8
Hobbies - Gaming, Reading, Writing, Music, Anime, Movies
Profession - Software Developer
Here are some specific things about me -
- I tend to get more comfortable after knowing someone, and that's when I can really show them my crazy and weird side by being completely myself.
- I like brutal honesty above everything. I believe if two people whether in a relationship or friendship can be honest and communicate without shame or ego, that would solve almost all the problems and help them both grow.
- Playing games has always been my escape as it's something I always have total control over, everything else in life always seems to stumble and not turn out the way I would expect.
- I am looking for a friend who would really like to know me and understand me deeply. I of course would like to do the same. Having someone to talk to about things and general every day, both of us can have each other's back! :)
- I would be happy if we click then we can eventually move to another platform like Discord or voice chat.
Games I have played - Dota 2, R6 Siege, Sea of Thieves, Payday 2, New World, AC Odyssey, AC Valhalla, Skyrim and lots more
Games I am currently playing - Destiny 2 and Warframe
Movies I enjoyed a lot - Inception, LoTR Trilogy, Marvel and DC franchise, Harry Potter and others
TV Shows I have watched - TBBT, Friends, HIMYM, Rings of Power, Flash, Arrow
Some of my Fav shows - Sherlock, Mr Robot
Anime I have watched - Naruto, Attack on Titan, Bleach
Let's have a chat and find out more!
You can ask me for a picture in chat.
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2023.05.31 13:36 mileskevin Songs used in the cinematic trailers
Songs used in the cinematic trailers
Original compile by
u/switchblade21 , but it wasn't complete
Feel free to call out any missing ones.
- Assassin‘s Creed I: Massive Attack - Teardrop
- Assassin‘s Creed I: Unkle - Lonely Souls
- Assassin‘s Creed II: Justice - Genesis
- Assassin’s Creed Brotherhood: Unkle - Burn my Shadow
- Assassin’s Creed Brotherhood: Röyskopp - Röyskopp Forever
- Assassin‘s Creed Revelations: Woodkid - Iron
- Assassin‘s Creed III: Imagine Dragons - Radioactive
- Assassin‘s Creed Black Flag: Sigur Rós - Brennisteinn
- Assassin‘s Creed Unity: Lorde - Everybody wants to rule the world
- Assassin‘s Creed Unity: Flume - The greatest view
- Assassin‘s Creed Unity: Woodkid - The Golden Age
- Assassin‘s Creed Syndicate: Noel Gallagher - In the heat of the moment (Toydrum Remix)
- Assassin‘s Creed Origins: Leonard Cohen - You want it darker
- Assassin’s Creed Valhalla: Koda - Soul of a man (FFM Remix)
(My addition)
- Assassin's Creed Chronicles: Dirty South - Unknown
- Assassin's Creed India: Zella Day - East of eden
- AC Valhalla Dawn of Ragnarok: Billie Eilish - Everybody dies
- Assassin's Creed III: Diddy ,Dirty money - Coming home (more of a GMV)
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2023.05.31 11:08 Svveet_Mavis A girl's first time modding skyrim! Please help! Stuck Loading Main Menu!
Hi! I have assembled a modlist together of mods I want to use and I have used MO2 and LOOT and everything I have read. It was working fine for awhile but I removed RSchildren because it wasn't working properly and all the children faces looked weird and stretched out, so I replaced it with simplechildren. Now, instead of weird children it doesn't open at all but loads the main menu forever. Any help would be nice! Here is my load order from LOOT. I am on the latest version of AE, btw.
0 0 Skyrim.esm 1 1 Update.esm 2 2 Dawnguard.esm 3 3 HearthFires.esm 4 4 Dragonborn.esm 5 5 ccasvsse001-almsivi.esm 6 6 ccbgssse001-fish.esm254 FE 0 ccbgssse002-exoticarrows.esl254 FE 1 ccbgssse003-zombies.esl254 FE 2 ccbgssse004-ruinsedge.esl254 FE 3 ccbgssse005-goldbrand.esl254 FE 4 ccbgssse006-stendarshammer.esl254 FE 5 ccbgssse007-chrysamere.esl254 FE 6 ccbgssse010-petdwarvenarmoredmudcrab.esl254 FE 7 ccbgssse011-hrsarmrelvn.esl254 FE 8 ccbgssse012-hrsarmrstl.esl254 FE 9 ccbgssse014-spellpack01.esl254 FE a ccbgssse019-staffofsheogorath.esl254 FE b ccbgssse020-graycowl.esl254 FE c ccbgssse021-lordsmail.esl254 FE d ccmtysse001-knightsofthenine.esl254 FE e ccqdrsse001-survivalmode.esl 7 7 cctwbsse001-puzzledungeon.esm 8 8 cceejsse001-hstead.esm254 FE f ccqdrsse002-firewood.esl254 FE 10 ccbgssse018-shadowrend.esl254 FE 11 ccbgssse035-petnhound.esl254 FE 12 ccfsvsse001-backpacks.esl254 FE 13 cceejsse002-tower.esl254 FE 14 ccedhsse001-norjewel.esl254 FE 15 ccvsvsse002-pets.esl254 FE 16 ccbgssse037-curios.esl254 FE 17 ccbgssse034-mntuni.esl254 FE 18 ccbgssse045-hasedoki.esl254 FE 19 ccbgssse008-wraithguard.esl254 FE 1a ccbgssse036-petbwolf.esl254 FE 1b ccffbsse001-imperialdragon.esl254 FE 1c ccmtysse002-ve.esl254 FE 1d ccbgssse043-crosselv.esl254 FE 1e ccvsvsse001-winter.esl254 FE 1f cceejsse003-hollow.esl 9 9 ccbgssse016-umbra.esm 10 a ccbgssse031-advcyrus.esm254 FE 20 ccbgssse038-bowofshadows.esl254 FE 21 ccbgssse040-advobgobs.esl254 FE 22 ccbgssse050-ba_daedric.esl254 FE 23 ccbgssse052-ba_iron.esl254 FE 24 ccbgssse054-ba_orcish.esl254 FE 25 ccbgssse058-ba_steel.esl254 FE 26 ccbgssse059-ba_dragonplate.esl254 FE 27 ccbgssse061-ba_dwarven.esl254 FE 28 ccpewsse002-armsofchaos.esl254 FE 29 ccbgssse041-netchleather.esl254 FE 2a ccedhsse002-splkntset.esl254 FE 2b ccbgssse064-ba_elven.esl254 FE 2c ccbgssse063-ba_ebony.esl254 FE 2d ccbgssse062-ba_dwarvenmail.esl254 FE 2e ccbgssse060-ba_dragonscale.esl254 FE 2f ccbgssse056-ba_silver.esl254 FE 30 ccbgssse055-ba_orcishscaled.esl254 FE 31 ccbgssse053-ba_leather.esl254 FE 32 ccbgssse051-ba_daedricmail.esl254 FE 33 ccbgssse057-ba_stalhrim.esl254 FE 34 ccbgssse066-staves.esl 11 b ccbgssse067-daedinv.esm254 FE 35 ccbgssse068-bloodfall.esl254 FE 36 ccbgssse069-contest.esl254 FE 37 ccvsvsse003-necroarts.esl254 FE 38 ccvsvsse004-beafarmer.esl 12 c ccbgssse025-advdsgs.esm254 FE 39 ccffbsse002-crossbowpack.esl254 FE 3a ccbgssse013-dawnfang.esl254 FE 3b ccrmssse001-necrohouse.esl254 FE 3c ccedhsse003-redguard.esl254 FE 3d cceejsse004-hall.esl 13 d cceejsse005-cave.esm254 FE 3e cckrtsse001_altar.esl254 FE 3f cccbhsse001-gaunt.esl 14 e ccafdsse001-dwesanctuary.esm 15 f Unofficial Skyrim Special Edition Patch.esp 16 10 Unofficial Skyrim Modders Patch.esp 17 11 LegacyoftheDragonborn.esm 18 12 JK's College of Winterhold.esp 19 13 3DNPC.esp 20 14 Skyrim Extended Cut - Saints and Seducers.esp 21 15 BSAssets.esm 22 16 Water for ENB.esm 23 17 BSHeartland.esm 24 18 BS_DLC_patch.esp 25 19 HammetDungeon01.esm254 FE 40 NoBrokenWhiterunTower.esp 26 1a RaceCompatibility.esm 27 1b Falskaar.esm 28 1c JSwordsD.esm 29 1d Gray Fox Cowl.esm 30 1e Vigilant.esm 31 1f WheelsOfLull.esp 32 20 Wyrmstooth.esp254 FE 41 EVGAnimatedTraversal.esl254 FE 42 TrueHUD.esl254 FE 43 SimpleChildren.esp 33 21 ImCh.esm 34 22 SkyUI_SE.esp 35 23 Audio Overhaul Skyrim.esp 36 24 SMIM-SE-Merged-All.esp 37 25 ELFX - Weathers.esp 38 26 TrueStormsSE.esp 39 27 Obsidian Weathers.esp 40 28 EnhancedLightsandFX.esp 41 29 ELFX - Exteriors.esp254 FE 44 ELFX Fixes.esp 42 2a Book Covers Skyrim.esp 43 2b JKs Skyrim.esp 44 2c Immersive Weapons.esp 45 2d AI Overhaul.esp 46 2e Cutting Room Floor.esp254 FE 45 JK's Understone Keep.esp254 FE 46 JK's The Bards College.esp254 FE 47 At Your Own Pace - Thieves Guild.esp 47 2f Race Compatibility Dialogue SSE.esp 48 30 Diversity - A Character Overhaul.esp 49 31 JKs_Skyrim_No_Lights_Patch.esp254 FE 48 JK's Castle Dour.esp 50 32 JK's Blue Palace.esp254 FE 49 JK's High Hrothgar.esp 51 33 DungeonsRevisited.esp254 FE 4a JK's Temple of the Divines.esp254 FE 4b JK's Sky Haven Temple.esp254 FE 4c JK's Arnleif and Sons Trading Company.esp254 FE 4d JK's Jorrvaskr.esp 52 34 Immersive Encounters.esp254 FE 4e JK's Mistveil Keep.esp254 FE 4f JK's Haelga's Bunkhouse.esp254 FE 50 JK's Temple of Mara.esp254 FE 51 JK's Palace of the Kings.esp254 FE 52 JK's Temple of Dibella.esp254 FE 53 JK's The Hag's Cure.esp 53 35 MoonAndStar_MAS.esp 54 36 Undeath.esp 55 37 Weapons Armor Clothing & Clutter Fixes.esp 56 38 WACCF_Armor and Clothing Extension.esp 57 39 Hothtrooper44_ArmorCompilation.esp 58 3a Point The Way.esp254 FE 54 JKs Sky Haven Temple - JKs Skyrim Patch.esp 59 3b UndeathFixes.esp 60 3c CRF - Lighting Overhaul.esp 61 3d ArcheryDummyXP.esp254 FE 55 JK's Sinderion's Field Laboratory.esp 62 3e SkyrimSewers.esp254 FE 56 JKs Bards College - Undeath - Sewers Patch.esp254 FE 57 JK's Dragonsreach.esp254 FE 58 JK's Silver-Blood Inn.esp 63 3f Stendarr Rising.esp254 FE 59 JK's Elgrims Elixirs.esp254 FE 5a JK's Bee and Barb.esp254 FE 5b JK's New Gnisis Cornerclub.esp254 FE 5c JK's The Pawned Prawn.esp254 FE 5d JKs Bards College - ELFX patch.esp 64 40 SkyrimsUniqueTreasures.esp 65 41 JKs Whiterun.esp254 FE 5e Diversity - CRF - AIO patch.esp 66 42 Guard Dialogue Overhaul.esp 67 43 PrvtI_HeavyArmory.esp 68 44 Dwarfsphere.esp254 FE 5f JK's Riverwood Trader.esp 69 45 Windhelm Docks Pathways SE.esp 70 46 JK's Riverwood.esp 71 47 TSR_TeldrynSerious.esp254 FE 60 JK's Radiant Raiment.esp254 FE 61 JKs Skyrim - AI Overhaul Patch.esp 72 48 Run For Your Lives.esp 73 49 Cloaks.esp 74 4a SL01AmuletsSkyrim.esp 75 4b VioLens SE.esp 76 4c Ultimate Dodge Mod.esp 77 4d DawnguardArsenal.esp 78 4e About Roggvir.esp254 FE 62 JK's The Bannered Mare.esp254 FE 63 JK's White Phial.esp 79 4f moonpath.esp 80 50 JRMoonpathtoElsweyrPatch.esp254 FE 64 At Your Own Pace - Companions.esp 81 51 fallentreebridgesSSE.esp 82 52 TreasureHunter.esp 83 53 WZOblivionArtifacts.esp254 FE 65 JK's Sleeping Giant Inn.esp254 FE 66 JK's Angelines Aromatics.esp254 FE 67 JK's Temple of Talos.esp254 FE 68 JK's Candlehearth Hall.esp254 FE 69 JK's The Ragged Flagon.esp254 FE 6a DBM_AmuletsOfSkyrim_Patch.esp254 FE 6b DBM_OblivionArtifacts_Patch.esp254 FE 6c At Your Own Pace - College of Winterhold.esp254 FE 6d JKs Temple of the Divines - ELFX Patch.esp 84 54 Trees in Cities.esp 85 55 konahrik_accoutrements.esp254 FE 6e JK's Septimus Signus's Outpost.esp254 FE 6f JK's Bits and Pieces.esp254 FE 70 JKs College of Winterhold - CRF Patch.esp254 FE 71 JK's Warmaiden's.esp254 FE 72 JK's Arcadia's Cauldron.esp 86 56 BGCollectables.esp 87 57 RBB Row Boats.esp254 FE 73 JK Skyrim Feat Trees In Cities 5in1 Patch v4_3.esp254 FE 74 DBM_BGCollectables_Patch.esp254 FE 75 DBM_AHO_Patch.esp254 FE 76 DBM_IW_Patch.esp254 FE 77 Complete NPC Overhaul - Argonians.esp254 FE 78 ECSS - Staff of Sheogorath Patch.esp 88 58 Fossilsyum.esp254 FE 79 JK's Sadris Used Wares.esp254 FE 7a JK's Temple of Kynareth.esp254 FE 7b JKs Castle Dour - ELFX Patch.esp254 FE 7c JKs College of Winterhold - AI Overhaul Patch.esp254 FE 7d JKs High Hrothgar - ELFX Patch.esp254 FE 7e JKs Jorrvaskr - ELFX Patch.esp254 FE 7f DBM_Vigilant_Patch.esp 89 59 Undriel_Ebongrove.esp 90 5a JK's Riverfall Cottage.esp 91 5b More Stagecoaches.esp 92 5c Immersive Patrols II.esp254 FE 80 DBM_ELFXExteriors_Patch.esp 93 5d ElysiumEstate.esp254 FE 81 AdditionalHearthfireDolls.esp254 FE 82 DBM_JKSkyrim_Patch.esp254 FE 83 Diversity-USSEP-CRF-update.esp 94 5e SaveTheBrotherhood.esp 95 5f ww_AlternateDBEnding.esp254 FE 84 DBM_CRF_Patch.esp254 FE 85 WACCF_Survival Mode_Patch.esp254 FE 86 DBM_WACCF_Patch.esp 96 60 Better Claws And Gauntlets.esp254 FE 87 Project ja-Kha'jay- Khajiit Diversity.esp254 FE 88 ECSS - Shadowrend Patch.esp254 FE 89 PaarthurnaxQuestExpansion.esp 97 61 ForgottenCity.esp 98 62 ktWeaponPackSE.esp254 FE 8a JKs Jorrvaskr - WACCF Patch.esp 99 63 PrvtIRoyalArmory.esp254 FE 8b DBM_RoyalArmory_Patch.esp254 FE 8c DBM_TreasureHunter_Patch.esp254 FE 8d DBM_JaysusSwords_Patch.esp254 FE 8e DBM_MAS_Patch.esp254 FE 8f DBM_Undeath_Patch.esp100 64 Missives.esp254 FE 90 DBM_KA_Patch.esp254 FE 91 DBM_Fossils_Patch.esp254 FE 92 3DNPC - MAS.esp254 FE 93 JKs Bannered Mare - ELFX patch.esp254 FE 94 SUDs.esp254 FE 95 JKs Castle Dour - CRF - Undeath Patch.esp254 FE 96 JK's Belethor's General Goods.esp254 FE 97 JKs Belethors General Goods - ELFX Patch.esp254 FE 98 DBM_SUT_Patch.esp254 FE 99 Falskaar - Bug Fixes.esp254 FE 9a DBM_Falskaar_Patch.esp254 FE 9b Windhelm Docks Pathways - 3DNPC Patch.esp254 FE 9c JKs The Drunken Huntsman.esp101 65 BooksOfSkyrim.esp254 FE 9d JKs Arnleif and Sons - ELFX Patch.esp254 FE 9e JKs Bee and Barb - ELFX patch.esp254 FE 9f JKs Sleeping Giant Inn - ELFX Patch.esp254 FE a0 treasure_hunt.esp254 FE a1 JKs Bee and Barb - 3DNPC Patch.esp254 FE a2 JKs College of Winterhold - WACCF patch.esp254 FE a3 JKs College of Winterhold - LOTD Patch.esp102 66 icebladeofthemonarch.esp254 FE a4 DBM_IceBladeMonarch_Patch.esp254 FE a5 DBM_Wyrmstooth_Patch.esp103 67 HearthfireMultiKid.esp254 FE a6 JKs New Gnisis Cornerclub - ELFX Patch.esp254 FE a7 JKs New Gnisis Cornerclub - 3DNPC Patch.esp254 FE a8 JKJ - 3DNPC.esp PrinceandPauper.esp254 FE a9 PrinceandPauperRefine.esp104 68 KhajiitChildren.esp254 FE aa JKs High Hrothgar - LOTD Patch.esp254 FE ab JKs Silver-Blood Inn - ELFX patch.esp254 FE ac JKs Silver-Blood Inn - Spell Knight Armor Patch.esp254 FE ad FacegenForKids.esp105 69 Kidmer - Adoptable Elf Children 1_2.esp254 FE ae AI Overhaul - Cutting Room Floor Patch.esp254 FE af DBM_JKBluePalace_Patch.esp254 FE b0 JKs Blue Palace - JKs Skyrim - LOTD Patch.esp106 6a DwemerSpectresLegendary.esp107 6b ArtifactsOfBoethiah.esp108 6c JK's SkyHaven Forge.esp254 FE b1 JKs Jorrvaskr - Skyrim Sewers Patch.esp254 FE b2 DBM_ArtifactsofBoethiah_Patch.esp254 FE b3 DBM_NewTreasureHunt_Patch.esp254 FE b4 DBM_TheGrayCowlofNocturnal_Patch.esp254 FE b5 DBM_WheelsofLull_Patch.esp254 FE b6 FossilMiningMapMarkers.esp254 FE b7 DBM_Missives_Patch.esp254 FE b8 MoonAndStar_Undeath_compat.esp109 6d Aymarandfriends.esp254 FE b9 3DNPC - Treasure Hunter Patch.esp254 FE ba Reverb Interior Sounds Expansion.esp254 FE bb AcousticTemplateFixes.esp254 FE bc JKs Bards College - AI Overhaul patch.esp254 FE bd JKs Castle Dour - USSEP patch.esp254 FE be 3DNPC - Vigilant Patch.esp254 FE bf 3DNPC0.esp254 FE c0 3DNPC1.esp254 FE c1 AcousticTemplateFixes_CC_Farming.esp254 FE c2 AcousticTemplateFixes_CC_Seducers_EC.esp254 FE c3 AcousticTemplateFixes_ReverbInteriorSounds.esp254 FE c4 AdditionalHFDollsPassivesPatch.esp110 6e AllGUD_IED.esp254 FE c5 Alternate Elytra Nymph Footstep Sounds - Mudcrab.esp254 FE c6 AlwaysPickUpBooks.esp254 FE c7 Animals Swim.esp111 6f AnimatedEatingRedux.esp254 FE c8 JKs Understone Keep - 3DNPC.esp254 FE c9 Bandit Lines Expansion.esp112 70 Better Claws And Gauntlets - Immersive Armors.esp113 71 Better Frost.esp114 72 BetterCraftedPotions.esp254 FE ca Buyable Home Patch - Elysium Estate.esp115 73 BuyableGoldenClaw.esp254 FE cb CarriageAndStableDialogues.esp116 74 Chesko_LoreBasedLoadingScreens.esp254 FE cc Civil War Lines Expansion.esp117 75 Cloaks - Dawnguard.esp118 76 Cloaks - USSEP Patch.esp254 FE cd CNPCO Argonians - CRF + AI Overhaul Patch.esp254 FE ce Conditional Expressions.esp119 77 CRF - ShieldSpellFXS Restore.esp254 FE cf DBM_AmuletOfKings.esp254 FE d0 fallenbridgesSSE-Patch.esp254 FE d1 JKs Palace of the Kings - Skyrim Sewers Patch.esp254 FE d2 JKs Blue Palace - Skyrim Sewers Patch.esp254 FE d3 JKs High Hrothgar - Amulets of Skyrim patch.esp120 78 Disable Combat Boundary.esp121 79 Don'tTalkWithYourMouthFull.esp254 FE d4 Dynamic Impact - Slash Effects X.esp254 FE d5 ECSS - Book Covers Skyrim Patch.esp254 FE d6 ECSS - Ruin's Edge Patch.esp254 FE d7 EVGConditionalIdles.esp122 7a First Person Horse Riding.esp123 7b FNIS.esp124 7c Footprints.esp254 FE d8 Forsworn and Thalmor Lines Expansion.esp125 7d Fullscreen Book and Item Zoom.esp254 FE d9 Gotobed-HearthFires-patch.esp254 FE da Gotobed.esp126 7e HalfKhajiit.esp127 7f HearthfireMultiKid_LastName.esp128 80 IdlePlayWheelMenu.esp129 81 iHUD.esp130 82 ImmersiveInteractions.esp254 FE db JKJ - AI Overhaul Patch.esp254 FE dc JKJ - BCaG for Ohmes Patch.esp254 FE dd JKJ - BMF Patch.esp254 FE de JKJ - Immersive Weapons Patch.esp254 FE df JKJ - Moonpath.esp254 FE e0 JSwords-ImmersiveWeaponsPatch.esp254 FE e1 KSHairdosSMP.esp254 FE e2 Missives - Solstheim.esp131 83 NameYourHorse.esp254 FE e3 NPCs React To Necromancy.esp254 FE e4 Ohmes-Raht - Additional Hair Colors.esp254 FE e5 Ohmes-Raht - Project ja-Kha'jay Patch.esp254 FE e6 Player Blink Fix.esp254 FE e7 Precision.esp254 FE e8 smp beast tail.esp254 FE e9 Project ja-Kha'jay - SMP Fluffy Tail Patch.esp254 FE ea PrvtI_HeavyArmory_WACCF_Patch.esp254 FE eb PrvtI_HeavyArmory_USSEP.esp254 FE ec PrvtI_HeavyArmory_WACCF_AOS.esp132 84 Race Compatibility Dialogue SSE - Bruma.esp133 85 Race Compatibility Dialogue SSE - Falskaar.esp134 86 Race Compatibility Dialogue SSE - Forgotten City.esp135 87 Race Compatibility Dialogue SSE - Interesting NPCs.esp136 88 RaceCompatibilityUSKPOverride.esp137 89 RaceMenu.esp138 8a RaceMenuPlugin.esp139 8b Realistic-Voice.esp254 FE ed Reverb Interior Sounds Expansion_VolumeSlider_Rain.esp254 FE ee Reverb Interior Sounds Expansion_VolumeSlider_Thunder.esp140 8c Runandwalkpaces.esp141 8d sandboxcylinderheight.esp254 FE ef SensibleBribes.esp142 8e SimplyKnock.esp254 FE f0 Simply Knock - Tower Stone Fix.esp254 FE f1 SkyrimMaiqReplacer.esp254 FE f2 Sleeping Expanded.esp254 FE f3 Smart_NPC_Potions.esp143 8f StrongVampArmor.esp144 90 ThematicLootLE.esp145 91 Thief skills rebalance for Ordinator.esp146 92 UIExtensions.esp254 FE f4 Use Those Blankets.esp254 FE f5 Vigilant Voiced.esp254 FE f6 WACCF_Armor and Clothing Extension_SPID.esp147 93 WetandCold.esp148 94 WetandCold - Fur Hoods Fix.esp254 FE f7 WetAndColdSPIDPatch.esp149 95 XPMSE.esp254 FE f8 TrueStormsSE_AOS.esp254 FE f9 Prvti_Fishing_DraugrWeapons.esp254 FE fa About Roggvir - JK's Palace of the Kings Patch.esp254 FE fb At Your Own Pace - Dark Brotherhood.esp254 FE fc At Your Own Pace - Main Quest.esp254 FE fd At Your Own Pace - Misc.esp150 96 Hothtrooper44_Armor_Ecksstra.esp254 FE fe JKs Sinderions Field Laboratory - CC - Fishing patch.esp254 FE ff JKs Sinderions Field Laboratory - ELFX patch.esp254 FE 100 JKs Angelines Aromatics - ELFX patch.esp254 FE 101 JKs Angelines Aromatics - USSEP Patch.esp254 FE 102 JKs Angelines Aromatics - AI Overhaul Patch.esp254 FE 103 JKs Arcadias Cauldron - ELFX Patch.esp254 FE 104 JKs Arcadias Cauldron - USSEP Patch.esp254 FE 105 JKs Arcadias Cauldron - Bow of Shadows Patch.esp254 FE 106 JKs Arcadias Cauldron - AI Overhaul Patch.esp254 FE 107 JKs Arnleif and Sons - LOTD Patch.esp254 FE 108 JKs Arnleif and Sons - AI Overhaul Patch.esp254 FE 109 JKs Arnleif and Sons - SUT Patch.esp254 FE 10a JKs Arnleif and Sons - Treasure Hunt Patch.esp254 FE 10b JKs Bannered Mare - Immersion Patch.esp254 FE 10c JKs Bards College - LOTD patch.esp254 FE 10d JKs Bards College - Book Covers Skyrim Patch.esp254 FE 10e JKs Bards College - 3DNPC patch.esp254 FE 10f JKs Bards College - ELFX Exteriors Patch.esp254 FE 110 JKs Bards College - Oblivion Artifacts patch.esp254 FE 111 JKs Bards College - SUT patch.esp254 FE 112 JKs Bee and Barb - AI Overhaul Patch.esp254 FE 113 JKs Bits and Pieces - ELFX Patch.esp254 FE 114 JKs Bits and Pieces - LOTD Patch.esp254 FE 115 JKs Bits and Pieces - USSEP Patch.esp254 FE 116 JKs Bits and Pieces - AI Overhaul Patch.esp254 FE 117 JKs Blue Palace - 3DNPC Patch.esp254 FE 118 JKs Blue Palace - AI Overhaul Patch.esp254 FE 119 JKs Blue Palace - Immersion Patch.esp254 FE 11a JKs Blue Palace - Amulets of Skyrim patch.esp254 FE 11b JKs Blue Palace - Royal Armory Replacer Patch.esp254 FE 11c JKs Blue Palace - SUT Patch.esp254 FE 11d JKs Candlehearth Hall - 3DNPC Patch.esp254 FE 11e JKs Candlehearth Hall - AI Overhaul Patch.esp254 FE 11f JKs Castle Dour - Cloaks of Skyrim patch.esp254 FE 120 JKs Castle Dour - LOTD patch.esp254 FE 121 JKs Castle Dour - Additional Hearthfire Dolls patch.esp254 FE 122 JKs Castle Dour - BCS patch.esp254 FE 123 JKs College of Winterhold - USSEP patch.esp254 FE 124 JKs College of Winterhold - 3DNPC Patch.esp254 FE 125 JKs College of Winterhold - Amulets of Skyrim patch.esp254 FE 126 JKs College of Winterhold - Cloaks Patch.esp254 FE 127 JKs College of Winterhold - ACE Patch.esp254 FE 128 JKs College of Winterhold - CC - Goldbrand Patch.esp254 FE 129 JKs College of Winterhold - Konahrik Accoutrements patch.esp254 FE 12a JKs College of Winterhold - SUT Patch.esp254 FE 12b JKs College of Winterhold - Thrones of Skyrim Patch.esp254 FE 12c JKs Dragonsreach - AI Overhaul.esp254 FE 12d JKs Dragonsreach - AYOP TG patch.esp254 FE 12e JKs Drunken Huntsman - ELFX Patch.esp254 FE 12f JKs Drunken Huntsman - Civil War Champions Patch.esp254 FE 130 JKs Drunken Huntsman - USSEP Patch.esp254 FE 131 JKs Elgrims Elixirs - Bee and Barb Patch.esp254 FE 132 JKs Elgrims Elixirs - ELFX Patch.esp254 FE 133 JKs Elgrims Elixirs - CRF Patch.esp254 FE 134 JKs Haelgas Bunkhouse - ELFX Patch.esp254 FE 135 JKs Haelgas Bunkhouse - 3DNPC Patch.esp254 FE 136 JKs Haelgas Bunkhouse - AI Overhaul patch.esp254 FE 137 JKs Hags Cure - ELFX Patch.esp254 FE 138 JKs Hags Cure - AI Overhaul Patch.esp254 FE 139 JKs Hags Cure - SUT Patch.esp254 FE 13a JKs High Hrothgar - Additional Hearthfire Dolls Patch.esp254 FE 13b JKs High Hrothgar - Cloaks of Skyrim patch.esp254 FE 13c JKs Jorrvaskr - AI Overhaul Patch.esp254 FE 13d JKs Jorrvaskr - Amulets of Skyrim patch.esp254 FE 13e JKs Jorrvaskr - LOTD patch.esp254 FE 13f JKs Mistveil Keep - ELFX Patch.esp254 FE 140 JKs Mistveil Keep - AYOP TG patch.esp254 FE 141 JKs Mistveil Keep - AI Overhaul Patch.esp254 FE 142 JKs Mistveil Keep - BGCollectables Patch.esp254 FE 143 JKs Mistveil Keep - 3DNPC Patch.esp254 FE 144 JKs Palace of the Kings - AYOP TG patch.esp254 FE 145 JKs Palace of the Kings - BGCollectables Patch.esp254 FE 146 JKs Palace of the Kings - Cloaks Patch.esp254 FE 147 JKs Palace of the Kings - SUT Patch.esp254 FE 148 JKs Palace of the Kings - USSEP Patch.esp254 FE 149 JKs Pawned Prawn - ELFX Patch.esp254 FE 14a JKs Pawned Prawn - LOTD Patch.esp254 FE 14b JKs Radiant Raiment - ELFX Patch.esp254 FE 14c JKs Radiant Raiment - USSEP Patch.esp254 FE 14d JKs Radiant Raiment - 3DNPC Patch.esp254 FE 14e JKs Radiant Raiment - Immersion Patch.esp254 FE 14f JKs Radiant Raiment - Cloaks Patch.esp254 FE 150 JKs Ragged Flagon - ELFX Patch.esp254 FE 151 JKs Ragged Flagon - AI Overhaul Patch.esp254 FE 152 JKs Ragged Flagon - SUT Patch.esp254 FE 153 JKs Temple of the Divines - LOTD patch.esp254 FE 154 JKs Riverwood Trader - ELFX patch.esp254 FE 155 JKs Riverwood Trader - AYOP TG patch.esp254 FE 156 JKs Riverwood Trader - BGCollectables patch.esp254 FE 157 JKs Sadris Used Wares - ACE Patch.esp254 FE 158 JKs Sadris Used Wares - ELFX patch.esp254 FE 159 JKs Sadris Used Wares - LOTD Patch.esp254 FE 15a JKs Sadris Used Wares - SUT Patch.esp254 FE 15b JKs Sadris Used Wares - 3DNPC Patch.esp254 FE 15c JKs Septimus Signus Outpost - ELFX Patch.esp254 FE 15d JKs Septimus Signus Outpost - LOTD Patch.esp254 FE 15e JKs Septimus Signus Outpost - BGCollectables Patch.esp254 FE 15f JKs Silver-Blood Inn - AI Overhaul Patch.esp254 FE 160 JKs Silver-Blood Inn - 3DNPC Patch.esp254 FE 161 JKs Silver-Blood Inn - LOTD Patch.esp254 FE 162 JKs Silver-Blood Inn - Alt Dwarven Plate Patch.esp254 FE 163 JKs Sky Haven Temple - ELFX Patch.esp254 FE 164 JKs Sky Haven Temple - Heavy Armory Patch.esp254 FE 165 JKs Sky Haven Temple - LOTD Patch.esp254 FE 166 JKs Sky Haven Temple - IA Patch.esp254 FE 167 JKs Sky Haven Temple - 3DNPC Patch.esp254 FE 168 JKs Sky Haven Temple - Amulets Patch.esp254 FE 169 JKs Sky Haven Temple - BGCollectables Patch.esp254 FE 16a JKs Sky Haven Temple - SUT Patch.esp254 FE 16b JKs Sleeping Giant Inn - 3DNPC Patch.esp254 FE 16c JKs Sleeping Giant Inn - AI Overhaul SSE Patch.esp254 FE 16d JKs Temple of Dibella - ELFX Patch.esp254 FE 16e JKs Temple of Dibella - ACE Patch.esp254 FE 16f JKs Temple of Dibella - AI Overhaul patch.esp254 FE 170 JKs Temple of Dibella - Oblivion Artifact Pack Patch.esp254 FE 171 JKs Temple of Dibella - SUT Patch.esp254 FE 172 JKs Temple of Kynareth - ELFX Patch.esp254 FE 173 JKs Temple of Kynareth - 3DNPC patch.esp254 FE 174 JKs Temple of Kynareth - BGCollectables patch.esp254 FE 175 JKs Temple of Kynareth - Konahrik Accoutrements patch.esp254 FE 176 JKs Temple of Kynareth - Oblivion Artifacts patch.esp254 FE 177 JKs Temple of Kynareth - SUT patch.esp254 FE 178 JKs Temple of Mara - ELFX Patch.esp254 FE 179 JKs Temple of Mara - 3DNPC Patch.esp254 FE 17a JKs Temple of Mara - AI Overhaul Patch.esp254 FE 17b JKs Temple of Mara - Oblivion Artifacts Patch.esp254 FE 17c JKs Temple of Mara - SUT Patch.esp254 FE 17d JKs Temple of Talos - ELFX Patch.esp254 FE 17e JKs Temple of Talos - AI Overhaul patch.esp254 FE 17f JKs Temple of Talos - 3DNPC patch.esp254 FE 180 JKs Temple of Talos - USSEP patch.esp254 FE 181 JKs Temple of Talos - ACE Patch.esp254 FE 182 JKs Temple of Talos - Cloaks of Skyrim patch.esp254 FE 183 JKs Temple of Talos - Oblivion Artifacts patch.esp254 FE 184 JKs Temple of the Divines - AYOP TG patch.esp254 FE 185 JKs Understone Keep - USSEP patch.esp254 FE 186 JKs Understone Keep - Amulets of Skyrim patch.esp254 FE 187 JKs Understone Keep - Additional Hearthfire Dolls Patch.esp254 FE 188 JKs Understone Keep - AI Overhaul patch.esp254 FE 189 JKs Warmaidens - ELFX patch.esp254 FE 18a JKs White Phial - ELFX Patch.esp254 FE 18b JKs Winking Skeever - Chair CR Patch no SFCO.esp254 FE 18c MCMHelper.esp151 97 ValhallaCombat.esp152 98 StaffOfSheogorath.esp153 99 TheDBInitiates.esp254 FE 18d VoicedCCStaffOfSheogorath.esp154 9a ww_AlternateDBEnding_SaveTheDBPatch.esp155 9b Zim's Dragon Improvements.esp254 FE 18e DBM_AOS_Patch.esp254 FE 18f AudioOverhaulSkyrim_WACCF_Patch.esp254 FE 190 CC-NecromanticGrimoire_WACCF_Patch.esp254 FE 191 CuttingRoomFloor_WACCF_Patch.esp254 FE 192 DawnguardArsenal_WACCF-ACE_Patch.esp254 FE 193 DBM_DwemerSpectres_Patch.esp254 FE 194 DBM_ktWeaponPackSE_Patch.esp254 FE 195 DBM_TeldrynSerious_Patch.esp254 FE 196 DBM_AdditionalHFDolls_Patch.esp254 FE 197 DBM_ForgottenCity_Patch.esp254 FE 198 DBM_IA_Patch.esp254 FE 199 DBM_HA_Patch.esp254 FE 19a DBM_DGA_Patch.esp254 FE 19b DBM_ELFX_Patch.esp254 FE 19c JKs Sinderions Field Laboratory - LOTD patch.esp254 FE 19d JK's Sinderion's Field Laboratory - USMP Patch.esp254 FE 19e DBM_JKArcadia_Patch.esp254 FE 19f DBM_JKBannered_Patch.esp254 FE 1a0 DBM_JKBelethor_Patch.esp254 FE 1a1 JKs Belethors General Goods - AI Overhaul Patch.esp254 FE 1a2 JKs Belethors General Goods - SUT Patch.esp254 FE 1a3 DBM_JKDragonsreach_Patch.esp254 FE 1a4 JKs Dragonsreach - BGCollectables Patch.esp254 FE 1a5 JKs Dragonsreach - Konahrik Accoutrements Patch.esp254 FE 1a6 JKs Dragonsreach - SUT Patch.esp254 FE 1a7 DBM_JKDrunken_Patch.esp254 FE 1a8 DBM_JKWarmaidens_Patch.esp254 FE 1a9 DBM_Moonpath_Patch.esp254 FE 1aa Hammets Dungeons1 - 3DNPC Patch.esp254 FE 1ab Project AHO - 3DNPC.esp156 9c The_Sinister_Seven.esp254 FE 1ac DBM_SinisterSeven_Patch.esp254 FE 1ad JKs Sky Haven Temple - USSEP Patch.esp DBM_RSChildren_Patch.esp254 FE 1ae DBM_SkyrimSewers_Patch.esp254 FE 1af JKs Temple of the Divines - Skyrim Sewers patch.esp254 FE 1b0 JKs Ragged Flagon - USSEP Patch.esp254 FE 1b1 JKs Temple of the Divines - USSEP Patch.esp254 FE 1b2 JKs Temple of the Divines - 3DNPC Patch.esp254 FE 1b3 JKs Temple of the Divines - Alt Leather Armor Patch.esp254 FE 1b4 JKs Temple of the Divines - Oblivion Artifacts patch.esp254 FE 1b5 JKs Temple of the Divines - SUT patch.esp254 FE 1b6 DBM_SMIM_Patch.esp254 FE 1b7 DBM_SUDs_Patch.esp254 FE 1b8 DBM_StaffofSheogorath_Patch.esp254 FE 1b9 DBM_TreesinCities_Patch.esp157 9d ELFXWeathers_TS_Patch_Lucid_WaterFix.esp158 9e ELFXWeathers_TS_Patch_Lucid.esp159 9f True Storms - Obsidian Weathers - Patch .esp254 FE 1ba Falskaar - Bruma Patch.esp160 a0 MLU_HeavyArmory Patch.esp254 FE 1bb Obsidian Weathers for Vigilant.esp161 a1 Obsidian_TS_Wet&Cold_Patch.esp254 FE 1bc WACCF_KonahriksAccoutrements.esp254 FE 1bd Water for ENB - Patch - Beyond Skyrim.esp254 FE 1be Water for ENB - Patch - Falskaar.esp254 FE 1bf Water for ENB - Patch - JKs Bannered Mare.esp254 FE 1c0 Water for ENB - Patch - Wyrmstooth.esp162 a2 MLU_RoyalArmory_patch.esp254 FE 1c1 Diversity-3DNPC-Patch.esp254 FE 1c2 Diversity-CharacterConsistencyPatch.esp163 a3 Customizable Camera.esp164 a4 Visible Favorited Gear.esp165 a5 KS Hairdo's.esp RSChildren_WACCF_Patch.esp166 a6 RealNames - SSE Edition.esp254 FE 1c3 adoptAventusAretino.esp254 FE 1c4 3D_FacegenForKids.esp254 FE 1c5 PnP_FacegenForKids.esp254 FE 1c6 AAA_PNP_USSEP_FacegenForKids.esp254 FE 1c7 BoS_FacegenForKids.esp254 FE 1c8 BSB_FacegenForKids.esp254 FE 1c9 CRF_FacegenForKids.esp254 FE 1ca DBM_FacegenForKids.esp254 FE 1cb FC_FacegenForKids.esp254 FE 1cc FS_FacegenForKids.esp254 FE 1cd IE_FaceGenForKids.esp254 FE 1ce MAS_FacegenForKids.esp254 FE 1cf WT_FacegenForKids.esp254 FE 1d0 PrinceandPauperRefine_BYOHFixes.esp254 FE 1d1 PrinceandPauperRefine_CC_Cave.esp254 FE 1d2 PrinceandPauperRefine_MultipleAdoptions.esp254 FE 1d3 PrinceandPauperRefine_NPCs_Simple.esp167 a7 MLU.esp168 a8 MLU - AE.esp169 a9 Helgen Reborn.esp170 aa ZIA_Complete Pack.esp171 ab Race Compatibility Dialogue SSE - Helgen Reborn.esp254 FE 1d4 JKs Bee and Barb - Helgen Reborn Patch.esp254 FE 1d5 JKs Candlehearth Hall - Helgen Reborn Patch.esp254 FE 1d6 MLU - Extended Saints and Seducers.esp254 FE 1d7 MLU - ZIA.esp254 FE 1d8 JKs Mistveil Keep - MLU patch.esp254 FE 1d9 JKs New Gnisis Cornerclub - MLU patch.esp254 FE 1da JKs Septimus Signus Outpost - MLU Patch.esp254 FE 1db JKs Sky Haven Temple - MLU Patch.esp254 FE 1dc JKs White Phial - Zims Immersive Artifacts Patch.esp254 FE 1dd MLU - Diversity.esp254 FE 1de MLU - AI Overhaul.esp254 FE 1df MLU - CRF.esp172 ac MLU - Immersive Armors.esp254 FE 1e0 MLU - Zim's Dragon Improvements.esp254 FE 1e1 MLU 2.0a DBM Patch.esp254 FE 1e2 DBM_MorrowlootUltimate_Patch.esp254 FE 1e3 DBM_HelgenReborn_Patch.esp254 FE 1e4 ZimsImmersiveArtifacts_WACCF_Patch.esp173 ad Tools of Kagrenac.esp254 FE 1e5 JKs College of Winterhold - Tools of Kagrenac Patch.esp254 FE 1e6 DBM_TOK_Patch.esp254 FE 1e7 TOK_EVGAT_Patch.esp254 FE 1e8 DBM_ZimsThaneWeapons_Patch.esp174 ae MLU - HammetDungeons Patch.esp254 FE 1e9 HR_FacegenForKids.esp175 af Complete Crafting Overhaul_Remastered.esp254 FE 1ea CCOR_JSwords_PrvtI_HeavyArmory_Patch.esp254 FE 1eb MLU - CCOR.esp254 FE 1ec AudioOverhaulSkyrim_CCOR_Patch.esp254 FE 1ed Hothtrooper44_ArmorCompilation_CCOR_Patch.esp254 FE 1ee Beyond Skyrim Bruma_CCOR_Patch.esp254 FE 1ef DBM_CCOR_Patch.esp254 FE 1f0 BookCoversSkyrim_CCOR_Patch.esp254 FE 1f1 CC-FearsomeFists_CCOR_Patch.esp254 FE 1f2 CC-Fishing_CCOR_Patch.esp254 FE 1f3 CC-NordicJewelry_CCOR_Patch.esp254 FE 1f4 Cloaks_CCOR_Patch.esp254 FE 1f5 DawnguardArsenal_CCOR_Patch.esp254 FE 1f6 PrvtI_HA_CCOR_DawnguardArsenal.esp254 FE 1f7 DBM_CloaksofSkyrim_Patch.esp254 FE 1f8 Immersive Weapons_CCOR_Patch.esp254 FE 1f9 SL01AmuletsSkyrim_CCOR_Patch.esp176 b0 Ordinator - Perks of Skyrim.esp254 FE 1fa CCOR_Ordinator.esp254 FE 1fb Ordinator - Beyond Skyrim Bruma Patch.esp177 b1 Sacrosanct - Vampires of Skyrim.esp254 FE 1fc Half-Khajiit - Sacro Patch.esp178 b2 Immersive Citizens - AI Overhaul.esp179 b3 Relationship Dialogue Overhaul.esp254 FE 1fd Hunters Not Bandits.esp180 b4 Race Compatibility Dialogue SSE - RDO.esp254 FE 1fe AI Overhaul - Relationship Dialogue Overhaul Patch.esp181 b5 CollegeOfWinterholdImmersive.esp254 FE 1ff CWIEnLFXSEPatch.esp254 FE 200 JK's The Winking Skeever.esp254 FE 201 JKs Winking Skeever - ELFX patch.esp254 FE 202 JKs Winking Skeever - Undeath - SSewers Patch.esp254 FE 203 ICOW - AIO Patch.esp254 FE 204 ICOW Unofficial Patch.esp182 b6 Convenient Horses.esp254 FE 205 CWICRFSEPatch.esp254 FE 206 CWIOrdinatorPatchSSE.esp254 FE 207 JKs Jorrvaskr - Immersive Citizens Patch.esp254 FE 208 JKs Candlehearth Hall - Immersive Citizens Patch.esp254 FE 209 JKs Winking Skeever - USSEP Patch.esp254 FE 20a JKs Winking Skeever - Fishing Patch.esp254 FE 20b JKs Winking Skeever - Immersive Citizens patch.esp254 FE 20c JKs Bannered Mare - Immersive Citizens Patch.esp254 FE 20d JKs Belethors General Goods - Immersive Citizens Patch.esp254 FE 20e JKs Dragonsreach - Immersive Citizens Patch.esp254 FE 20f JKs Dragonsreach - Relationship Dialogue Overhaul Patch.esp254 FE 210 JKs Temple of Kynareth - Immersive Citizens patch.esp254 FE 211 JKs Sleeping Giant Inn - Immersive Citizens Patch.esp254 FE 212 JKs Drunken Huntsman - Immersive Citizens Patch.esp254 FE 213 JKs New Gnisis Cornerclub - Immersive Citizens Patch.esp254 FE 214 JKs Temple of Talos - Immersive Citizens patch.esp254 FE 215 JKs Jorrvaskr - Skyrim Sewers - Immersive Ctizens Consistency patch.esp254 FE 216 JKs Palace of the Kings - Immersive Citizens Patch.esp254 FE 217 JKs Riverwood Trader - Immersive Citizens patch.esp254 FE 218 JKs Silver-Blood Inn - Immersive Citizens patch.esp254 FE 219 JKs Temple of the Divines - Immersive Citizens patch.esp254 FE 21a JKs Understone Keep - Immersive Citizens patch.esp254 FE 21b JKs Warmaidens - Immersive Citizens Patch.esp254 FE 21c JKs Winking Skeever - 3DNPC Patch.esp254 FE 21d JKs Winking Skeever - AI Overhaul Patch.esp254 FE 21e JKs Winking Skeever - Alternate Start Mods Patch.esp254 FE 21f JKs Winking Skeever - Immersion Patch.esp254 FE 220 JKs Winking Skeever - SUT patch.esp254 FE 221 ICOW - JKs Skyrim Patch.esp254 FE 222 ICOW - WACCF Patch.esp254 FE 223 DBM_ImmersiveCollegeofWinterhold_Patch.esp254 FE 224 ICOW - 3DNPC Patch.esp254 FE 225 ICOW - TOK Patch.esp183 b7 TOK_CWI_Patch.esp254 FE 226 ICOW - Cloaks Patch.esp254 FE 227 ICOW - CC - Wild Horses Patch.esp254 FE 228 ICOW_GrayCowlCC_Patch.esp254 FE 229 JKs Blue Palace - ICOW Patch.esp254 FE 22a Diversity-ICoW-Patch.esp254 FE 22b JKJ - ICOW Patch.esp254 FE 22c ICOW - MLU Patch.esp254 FE 22d ICOW - Amulets Patch.esp254 FE 22e ICOW - ACE Patch.esp254 FE 22f ICOW - Additional Hearthfire Dolls Patch.esp254 FE 230 ICOW_KA_Patch.esp254 FE 231 JKs College of Winterhold - Immersive Citizens patch.esp254 FE 232 ICOW - BGCollectables Patch.esp254 FE 233 ICOW - SUT Patch.esp184 b8 Alternate Start - Live Another Life.esp185 b9 Race Compatibility Dialogue SSE - ASLAL.esp254 FE 234 JKs New Gnisis Cornerclub - Alternate Start patch.esp254 FE 235 JKs Sinderions Field Laboratory - Alternate Start patch.esp186 ba ELFXEnhancer.esp254 FE 236 AcousticTemplateFixes_ELFXEnhancer.esp187 bb Immersive Citizens - ELFXEnhancer patch.esp254 FE 237 JKs Bards College - ELFX Enhancer Patch.esp254 FE 238 JKs Blue Palace - ELFX Enhancer Patch.esp254 FE 239 JKs Candlehearth Hall - ELFX Enhancer Patch.esp254 FE 23a JKs College of Winterhold - ELFX Enhancer Patch.esp254 FE 23b JKs Dragonsreach - ELFX Enhancer Patch.esp254 FE 23c JKs Palace of the Kings - ELFX Enhancer Patch.esp254 FE 23d JKs Understone Keep - ELFX Enhancer Patch.esp254 FE 23e ELFX Fixes Ragged Flagon Fix.esp188 bc Water for ENB (Shades of Skyrim).esp254 FE 23f Immersive Equipping Animations.esp
submitted by
Svveet_Mavis to
skyrimmods [link] [comments]
2023.05.31 10:26 EvilArmy_ Recommend me an open world game!
After enjoying Elden Ring and Horizon Zero Dawn (both masterpieces, ER is now my all-time favorite) I wanna play more open world games. I've been looking in google but I'm not sure which one to play. What I'm looking for is:
- An open world with a big map that is beautiful to explore (like Elden Ring and Horizon)
- A lot of game hours but you don't get tired of it
- Is on PC
- Highly customizable character, preferably RPG elements
- Preferably it launched in the recent years
I'm thinking about Cyberpunk 2077 and AC: Valhalla but I'm not sure if they go along with these 5 points (I've seen many people say that you get tired of Valhalla)
submitted by
EvilArmy_ to
gaming [link] [comments]
2023.05.31 07:16 BigDogAnemia Mirage has me excited finally
So it’s been a couple years since I’ve looked forward to any game at all. Last game I was excited for was ac odyssey but after that (I was disappointed unfortunately but no hate to those who love it) for a couple years all I’ve done is buy old games and play them, getting nicher and nicher. I’ve heard some about Valhalla and I think it’s a step in the right direction. Haven’t played it yet but I will borrow it sometime soon. Having this in my head and seeing the mirage trailer has me excited for a game finally again. I won’t kill myself if it’s not as good as I think (I’ll kill myself for other reasons) but I think it’s gonna be an ASSASSIN’S CREED game even if they’re called the hidden ones for now. This is stupid and way too long maybe this is why I’ll kill myself
submitted by
BigDogAnemia to
assassinscreed [link] [comments]
2023.05.31 07:15 yashhyay16 Nvidia Graphic Driver Not Working
Hey guys So I have a Nvidia GTX 1650 running on Lenovo ideapad gaming 3 with windows 11. Up until yesterday everything was fine and I had not played any games till yesterday. However when I tried to open wwe 2k23 it just crashed. I thought this was due to the game being outdated. I had another game recently installed that I was yet to start. However this new game open just fine but was giving low fps. This was weird cause my laptop runs the heaviest games on high graphic settings(RDR 2, AC VALHALLA, GTA V, FORZA5).
After a while realised that the new game was running on intel graphics instead of gtx 1650. Tried everything i found on reddit nothing seems to work so far. Even tried disabling enabling drivers. Reinstalled the drivers using DDU. NOTHING WORKS.
I also noticed that the graphic card doesn’t show under the gpu tab in performances when i open task manager. When I open the Device Manager the Nvidia driver is showing some error 43 with red exclamation mark. Geforce and control panel are not working at all. Geforce shows update available even though i have latest drivers installed and the home/settings tabs are disabled. For the Nvidia Control Panel, it simply doesn’t launch, doesn’t appear in the task manager. When reinstalled the drivers and tried to open the Control Panel, it opens the terms and conditions page but nothing happens after that.
I hope someone helps me out with this issue. Let me know if there is any fix or simply my graphics card is busted. Any help is appreciated.
Thankyou
submitted by
yashhyay16 to
techsupport [link] [comments]
2023.05.31 06:11 OrzhovSyndicalist Lady Mordane & Ser Morden of House Banefort [PC & AC Biography]
Player Character
Discord Username: Altoliva#5901
Character Name and House: Mordane Banefort
Age: 44
Appearance: Link
Gift: Ruthless
Skills: Subtle (e), Deceiver (e), Espionage
Talent(s): Falconry, Dancing, Poetry
Starting Title(s): Lady of the Banefort
Starting Location: Opening Events
Family Tree: Link
Bioline & Timegraphy
163 AC: Mordane Banefort is born. She would be the only daughter of Lord Morgan Banefort and his wife, Lady Meredyth Lannister of Lannisport. The birth is tumultuous and traumatic for all involved. As Meredyth never bears children again, it is believed the complications rendered her nigh-infertile.
163 - 175 AC: Though she is averse to social situations, Mordane takes quickly to all the manners and trappings of a young lady. She is regarded as highly mature for her age, especially among the orthodox members of House Banefort. She becomes close friends with her immediate cousins Denestan, Barristan, and Teora.
175 - 176 AC: Mordane becomes aware of her parents’ intent to secure the Banefort succession: marrying her to her first cousin, Denestan, when she comes of age. She perceives it as a blatant betrayal by her mother and father, and requests to be sent away from home to acclimate and come to terms with this secret revealed.
177 AC - 180 AC: Arrangements are made for the heir to the Banefort. She is fostered by Lord Alyn Turnberry, a vassal of House Banefort and eventual Lord Justicar of the Westerlands. Mordane shadows Lord Alyn during his extroversions, making lasting social connections with commoners and minor nobility alike. She becomes acquainted with Lord Alyn’s children: Daven, Leila, and Joss.
181 AC: Mordane returns from her fostering in Turnfield. She acquiesces to her family’s demands to marry Denestan Banefort, but just as readily takes on many responsibilities from her aging father.
182 AC: Myranda and Meredyth Banefort are born in the Banefort. They are identical twins. The birth of two children so briefly after Mordane’s wedding dispels rumors that she has inherited her mother’s troubles.
184 AC: Morden and Owen Banefort are born at the Banefort. They are also identical twins. The birth of two sons dispels any doubt that still lingered from the most chauvinistic of Mordane’s opposition.
186 AC: Lord-Consort Denestan is surprisingly left to rule over House Banefort in the absence of Lady Mordane, who accompanies the house’s knights and levies during the Red War. This earns her the respect of the house’s fighting men.
187 AC: Mordane’s last child, Rosamund Banefort, is born in the Red Mountains. At war’s end, she takes on the last vestiges of control from Morgan Banefort. During these last years of his ceremonial rule, Lady Mordane holds court on his behalf and presides over the day-to-day ruling of his lands.
190 AC: Morgan Banefort passes away peacefully at the age of 65. Mordane does not hesitate to enact a total purge and reshuffling of her father’s household. Every position ranging from castellan to gameskeeper is evaluated. Those who are dismissed are done so with honors and gold, and any remaining dissenters either jailed or executed on sedition.
193 AC: House Banefort’s castle grows quiet as the young maidens Meredyth and Myranda are dispatched as wards to their liege, House Lannister. Both young women would remain at Casterly Rock for the better part of seven years.
196 AC: Lady Mordane Banefort dispatches her twin sons, Morden and Owen, to be fostered at Seagard, the ancestral seat of House Mallister. There they are squired to Ser Cortnay Mallister, with whom they share blood ties.
200 AC: Myranda Banefort returns home from Casterly Rock. Mordane decides to leave Meredyth with House Lannister to serve as Amarei Lannister's lady-in-waiting, as an unofficial representative and personal informant.
201 - 202 AC: Mordane sends Myranda Banefort away from home again, this time as a lady-in-waiting to Lady Alyssa Tully. She is betrothed to Axel Tully as well, to extend House Banefort's influence and prestige.
204 AC: Morden and Owen Banefort return from Seagard, dubbed as knights of the seven kingdoms. With House Banefort united for the first time in several years, a feast is arranged by Mordane, but quickly cancelled pending the political fallout of the failed wedding between Amarei Lannister and Lucas Whent. The betrothal between Myranda Banefort and Axel Tully is broken, and Myranda returns home.
206 AC: The Rosegold Festival threatens the continued peace of the region.
207 AC: Present Day.
Auxiliary Character
Name and House: Morden Banefort
Age: 23
Appearance: Link
Gift: Champion
Skills: Swords, Knightly, Riding
Talents: Intimidation, Hunting, Equestrianism
Starting Title(s): Knight; Heir to the Banefort
Starting Location: Opening Events
Bioline & Timegraphy
184 AC: Morden and his twin brother, Owen Banefort, are born to Lady Mordane and Lord-Consort Denestan. Their births are a tumultuous affair, the first to parallel their mother’s own ill-fated delivery, as Morden was nearly declared stillborn. The maester revives him, and Barristan Banefort, his uncle, proclaims him to be touched by the Stranger.
186 - 187 AC: Mordane departs from the Westerlands to accompany the Banefort’s forces during the Red War. Lord-Consort Denestan looks after the Banefort family in his wife’s absence. She returns with a new sister: Rosamund Banefort.
190 AC: Lord Morgan Banefort dies at the age of five-and-sixty. In his inheritance, the family sword, Shade, is entrusted to his eldest grandson, but only after he has taken his vows as an anointed knight of the seven kingdoms.
190 AC - 192 AC: Morden and Owen begin to train under the Banefort’s master-at-arms in the use of blades. Morden’s bond with his twin brother Owen is only empowered by a blood-oath they swear together: they will be united in all endeavors, and bear any task together.
193 AC: The Banefort twins depart for the Riverlands. They are fostered with their cousins in Seagard, and taken as the squires of Cortnay Mallister. During their latter years, both Banefort boys become acquaintances of Maelor Costayne of the Reach.
193 - 204 AC: Under Cortnay Mallister, Morden and Owen learn the many dimensions of knighthood, from the practice of chivalry to the application of steel. Although Owen holds no exceptional inclination for the martial arts, Morden excels with the longsword. He learns to favor the sword with neither shield nor dirk. The brothers are taciturn and single-minded in their dedication, to the discomfort of their peers.
205 AC: Morden and his brother are given knighthoods at the respectable age of two-and-twenty. Their dubs are given at a fortuitous time, coupled with the breakdown of the realm’s peace in the west. When the family is briefly reunited at the Banefort, the five siblings form a blood-oath between them all, ensuring their family will remain whole, and their loyalty to their kin will remain resolute.
206: The Rosegold festival is an ill omen for the Westerlands’ political future.
207: Present Day.
Supporting Characters
Owen Banefort: Shields
The younger of the Banefort twins by less than a minute’s time. When Morden arrived to the world still and silent, Owen wailed like a banshee. They are two sides of the same coin, and nearly never seen apart. Their disposition is aloof and often instills unease in others. Their fighting style is coordinated to their strengths and weaknesses.
Denestan Banefort: Fortifier
The Lord-Consort of the Banefort is a shadow of his former self. Once a childhood friend of Lady Mordane, his tight-lippedness about the nature of their betrothal has driven a wedge between them that over twenty years of marriage has not healed. The Lord-Consort is a sullen and morose fellow, rarely leaving the Banefort and existing merely as an ulterior mechanism in his wife’s grand designs.
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2023.05.31 06:08 Buhreedo What change would make her a better top laner and a worse mid laner?
Imo top is where she rightfully belongs, it’s where she was played from day 1 and nobody likes playing a mage and getting run the fuck down by yet another hyper mobile skirmisher. In this thread I go over why I believe her top lane presence has shrunk down in favor of mid and what I think can be changed to turn this around. That said, I’m not saying she shouldn’t be allowed in mid lane, you’re allowed to play the game however you want, I just think this champ is at their healthiest state as a proper top laner, which in turn makes her a viable mid laner, not a champ who is best in mid because she cheeses mages and a situational top to counter pick cheese with. Top lane bruisers typically get some kind of free stat sticks, like resistances, armor pen, etc. Pre rework she got tenacity (and while not free, she had true damage which as you know is strong against tanks, who go top lane). That’s why I think jaksho makes your life so much easier, she has the damage and sticking power by default so that item allows you to not die in 1 second in a team fight. On the flip side you’re forgoing a fighter mythic for a tank one and losing damage because of it, making her late game fall off more than it already does. If we compare this to Jax, his ult is what it is to allow him to do what he does best and not get blown up. Difference between them being that he gets resistances from AD, allowing him to build AD every item while not making any sacrifices in terms of defense thanks to his ult. If they don’t get free stat sticks, top laners are also typically still useful for at least
something even if they’re giga behind. Darius has a wide pull, garen has an %hp execute, flora’s entire existence, and so on. Irelia has a 0.75s stun. Her ult is almost entirely just damage since the disarm was removed. Total feast or famine champ. If you disagree with that because I used juggernauts as an example, let’s take a look at top lane divers, Camille and renekton. Camille can jump onto the back line from a screen away and point and click to single out a high priority target with ult, while also getting a free shield. Even in a 1v1 her obscene true damage allows her to murk anyone, no matter how tanky. Irelia gets invalidated by plated steelcaps and frozen heart. No mid laner builds that item though. Renekton can shred armor for free with E and tank twice as much damage thanks to his ult and Q. Irelia brings nothing to the team if not already fed.
Perhaps the least considered facet of her mid lane favor is her complete dependence on BORK and lack of a mythic that really fits. Bork is solely a damage item and as such her durability takes a hit. I wouldn’t have a problem with that if it didn’t impact her defense, just take a look at riven, Jax, and Aatrox who turn their AD into defense. Hell, she even needs it to oneshot minions. As for mythics, you can find a glaring issue with each of them. She doesn’t use the movespeed or slow from stride, your rhythm gets messed up by any sheen item, she doesn’t use the cdr or active from gore, guinsoo’s is just trolling, and jaksho does no damage. Personally, I’d make it so that Bork wasn’t a necessity, still great for damage but not required to do damage. That might even be a Bork thing and not an irelia thing. I don’t know how to make this change without making it op, so I leave that point up for discussion. At the end of the day, she’s still my favorite champion and she is by no means a bad character.
even if she’s just a worse version of jax Edit: I just learned that she wasn’t always dependent on Bork (didn’t play around that time) and her core items instead were trinity, titanic, Sterak’s. I don’t know how or if this would buff top and nerf mid, but in my very biased opinion I would love for it this to be meta again. I believe what made the change to bork was a nerf to her passive onhit damage and a buff to the attack speed, promoting more onhits. Here’s a gameplay vid of her when her rework just dropped
https://youtu.be/v_wmvUYyVlk View Poll submitted by
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2023.05.31 05:52 Zealousideal_Ad4449 Hit a wall. Send help!
2023.05.31 05:36 ItsH2Over Daena Waters, Bastard of Driftmark
Discord: tealeafy
Character Name & House: Daena Waters (House Velaryon)
Age: 24
Appearance: Daena is the one on the left. Gift: Autodidactic
Skill(s): Alchemy (e), Burglar (e), Medic (e)
Talent(s): Etiquette, Herbal Knowledge, Magic Tricks, Slight of Hand
Starting Titles: Corlys’s bastard
Starting Location: Starting Feast
Alternate Characters: Briony Brax
Family Tree: https://www.familyecho.com/?p=START&c=pw4g3vryp6&f=289019500873617691#view:START BIOGRAPHY
Daena Waters is the elder twin sister born to Corlys Velaryon and Alys (a smallfolk sailor’s daughter) in 183 AC. Alys passed upon giving birth to Daena and her twin sister Aelinor. The twins were lucky that Corlys brought them to Driftmark to be raised.
From a young age, Daena felt ashamed of being a bastard. Above all in life, she has strived to be worthy of the Velaryon name and hopes to one day be legitimized. The fact that her cousin is named Daena Velaryon serves as a constant reminder of what Daena Waters is not: trueborn, nor legitimized.
Daena decided early on that she would work hard to prove that she was worth the investment. She turned her mind to all sorts of learning, beginning with her studies as a medic where she was taken under the tutelage of Mira, a herbalist in Driftmark (medic (e)). At first, Daena sought comfort in the healing arts as a way of doing good in the world. But she was to learn a lot during her apprenticeship. Some women came begging Mira for a solution to their problems in a darker way: a husband to be rid of, a father, a rival, a child. Daena realized that life was not so simple as good and bad, and began studying balms and potions known to have ill effects (alchemy (e)). One day, she hopes to even come up with a cure for her trueborn half-brother Corwyn’s blindness.
Daena is constantly offering her services to Addam Velaryon and the rest of the trueborn Velaryons. Her need to be useful is vicious and deep-seeded. Insecure of her place in life, Daena finds solace through kleptomania. Stealing things gives her a sense of control in her life that she otherwise does not have. Her twin, Aelinor, has taken the blame more than once for something that has gone missing so that Daena may continue to be viewed as the ‘better’ twin.
Auxillary Character
Character Name & House: Aelinor Waters (House Velaryon)
Age: 24
Appearance: Aelinor is the one on the right. Gift: Admiral
Skill(s): Sailing (e), Beastmaster
Talent(s): Drinking, Lying, Cursing
Starting Titles: Corlys’s other bastard
Starting Location: Starting Feast
Born in 183 AC as the younger twin sister to Corlys Velaryon and Alys (a smallfolk sailor’s daughter). Alys passed upon giving birth to the twins, who were lucky that Corlys brought them to Driftmark to be raised.
For a set of twins, Aelinor and Daena could not be more opposite in personality. Aelinor has proudly carried the mantle as a black sheep, bucking tradition and generally running wild. A compulsive liar and a free spirit, Aelinor is secretly Corlys’s favorite child. She takes after his love of sailing, and were it not for the sake of her sister Daena, Aelinor would have long ago left Westeros to seek her fortune and future in Essos (sailing (e)).
Whereas Daena attempted to appease and longs for legitimacy, Aelinor feels life is too short for apologies. From a young age, she found a kindred spirit in her cousin Laena Velaryon, much to Addam Velaryon’s chagrin.
As a young girl, Aelinor discovered that she had a knack for lying. It became a pastime of hers, to seed a lie and amuse herself with the results, though she has never lied to either Daena Waters, nor Laena Velaryon.
Growing up as a bastard, Aelinor had little responsibilities. While Daena poured herself into reading and apprenticeship, Aelinor was often out exploring or tagging along with Corlys. Or, when there was no one to look after her, Aelinor found herself spending a lot of time with the Driftmark maesters in the rookery, learning how to care for and train ravens and other types of birds (beastmaster).
Starting in 203, Aelinor decided to travel Westeros. She felt guilty about leaving Daena at Driftmark, but resolved that it would only be for short periods of time after all. During her travels, she would make various friends and lovers. For as many moons as she would be away, Aelinor made sure to return to Driftmark to spend as much time with Daena as possible before jetting off onto her next adventure as a hired sail-hand.
Archetyped NPCs
Duncan - Swords - A hedge knight who Aelinor met upon her travels. He often tags along with either of the Waters twins, scrapping up the odd coin or two with protection jobs.
Maester Rocke - Scholar - One of the maesters at Driftmark who both of the Waters twins are quite close to.
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2023.05.31 05:03 tearsoflyssa Petyr Piper, Heir of Pinkmaiden
Primary Character
Discord Username: N/A
Character Name and House: Petyr Piper
Age: 24
Appearance: Petyr Gift: Duelist
Skills: Polearms (o), Shields (o), Riding, Defender
Talent(s): Poetry, Calligraphy, Equestrianism
Starting Titles: Heir of Pinkmaiden, Ser
Starting Location: The Feast
Family Tree: House Piper Alternate Character: None
Auxiliary Character
Character Name and House: Lyle Piper
Age: 24
Appearance: Idential twin of Petyr. Lyle
Gift: Cunning
Skills: Espionage, Deceiver, Saboteur
Talent(s): Mycology, Taxidermy, Fishkeeping
Starting Titles: Ser
Starting Location: The Feast
Timeline
183 AC - Petyr is born as the eldest child to Lord Stanton Piper and his wife. His younger twin brother, Lyle, enters the world moments later.
187 AC - Petyr and Lyle's sister, Lyssa Piper, is born.
193 AC - Petyr watches his father training his squire, Tytos Mooton, with vested interest. Gains his desire to become a fierce warrior.
197 AC - Petyr starts squiring for his uncle, Ser Pate Piper. Proves himself to be very comfortable in the saddle and around horses. At the same time Lyle begins training under Lord Stanton. The brother's developing a closer bond through their mutual training.
202 AC - Petyr is knighted by Ser Pate. Lyle is knighted by Lord Stanton.
205 AC - Stanton Piper announces the betrothal of Petyr Piper and Shiera Blackwood.
206 AC - Petyr and Lyle's mother dies of a sudden illness.
207 AC - Petyr and Lyle attend the feast in King's Landing with their family.
Skilled NPCs
Lady Lyssa Piper - Courtly
Lord Stanton Piper - Architect
Family
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2023.05.31 04:51 ExoticFeverr 24 [F4M] Miami, FL - Let’s chat, hangout, and see where it goes!
Anyone else feel like your interactions on dating apps go nowhere ? 😩 I’ve posted her before and still haven’t found a solid connection with anyone. I’m hoping that I can connect with someone here that’s in Miami and we can develop a great friendship. A little bit about me: I’m a nurse intern right now and I’m in nursing school (so that takes up a lot of my time). When I’m not studying I love to play video games, hang with friends, and go to the gym :) I recently started a fitness journey and it feels awesome. To connect with someone that has a great sense of humor would be amazing. I love laughing at the things that I shouldn’t laugh at. I enjoy having deep conversations about any and everything. Let’s have one of those convos or just a random silly one. Let’s go wine tasting, bar hopping, let’s try new foods. Or we can go to an arcade. I like playing video games, i have a PS4…im still stuck on AC Valhalla. I’m actually playing right now 😂😅 I love being spoiled too 🥰 I mean, what girl doesn’t? I love when my guy is generous 😊 and hopefully me saying that doesn’t rub anyone the wrong way 😕 Anyway, I hope to talk to one of you soon !
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2023.05.31 01:43 Goin90InTheRain Maelor Costayne, Spare of Three Towers
PC
Discord Username: supmate
Character Name and House: Maelor Costayne
Age: 19
Appearance: Behind family-given finery and trinkets that chafe on his skin, it is plain to the eye that Maelor Costayne is a wastrel. Seldom seen without a cup in hand rather than a regal goblet, the son of Three Towers is emerald-eyed and bears dark hair that is oft tousled and unkempt. Uncouth speech, dicing and carousing with lessers, and shallow bows lacking grace have all evoked no small amount of ire from his father.
The gods truly do work in mysterious ways, however, for they have seen it fit to bless young Maelor with keen knowledge on many things and none; in lapses of lucidity that dispel the drunken haze, he betrays an undeniable competence, especially in naval matters.
Gift: Admiral
Skills: Sailing (e), Swords (o), Beastmaster, Knightly
Talent(s): Drinking, Dice, Falconry, Swimming
Starting Title(s): Ser, Spare of House Costayne
Starting Location: King's Landing
Family Tree: House Costayne of Three Towers Alternate Characters: Soon
Biography
Born in the seemingly-fortuitous year of 187 AC, Maelor was named after his father's friend—none other than the King. The spare to a spare, not much was thought of the third son of Parmen Costayne and Ceryse Hightower, in truth. He would no doubts be consigned to the Citadel or the Faith or, if all else failed, sent off to the Night's Watch.
And the third option seemed the most likely, for a while.
His grandfather died a year after his birth, and the lordship passed to Parmen Costayne, who was none too pleased about staying home.
Maelor was a lazy child. Some hint of cleverness persisted in him, and still, he was slothful and took any chance to neglect his early education to play by the beach. So at the age of seven, he was sent off to Red Lake to serve as a page and cupbearer to Lord Crane. Away from the sea, he was placed on the shores of a puddle that surprisingly boasted a warship. Why? The young Maelor couldn't quite tell why there was a galley there, curious as he was.
For the years he spent there, his habits only changed for the worse. Troublemaking by way of snide remarks came naturally to him. Nevertheless, he grew to be a friend to the Cranes and their bastards, and that warship that sat in the... bay? Lake? Wherever it sat, that ship inspired much in him. He counted the oars at dusk. Three hundred in total, a deck bedecked with finery, sails with dyes so bright that they would have evoked envy from the flamboyant Braavosi; all on a watercraft that was more made for boasting than defense, drifting uselessly as the sparse waves of Red Lake lapped against its hull.
But it shrugged off the waves, drank in the rain, and cared little for how useless it was. In that regard, it bore much in the way of similarity to the second spare of Three Towers. The languid Maelor was sent off to Seagard to squire in his twelfth year, and was subject to much clouting on the ear by his knight Ser Cortnay Mallister. Some vigor was instilled in the lad eventually. He took to falconry and hawking well, and to swordsmanship after that. But most of all, on the prow of a ship, he learned to sail.
Some years passed. Maelor grew to hate the Riverlands, open seas and clear skies for his gyrfalcon becoming meager consolations. Now a guest in feasts rather than a cupbearer, he relished in the cups he once served and became quite a nuisance, frequenting winesinks in town whenever his aunt provided an allowance. Knighted at seven-and-ten, Maelor was sent back to Three Towers a changed boy—no, a man now—yet unmoved all the same; a warship on Red Lake.
Now, he accompanies his family to King's Landing to attend the feast.
AC
Character Name and House: Parmen Costayne
Age: 49
Appearance: Black of hair and loud in a Wyneman kind of way, the Lord of Three Towers has seen the world over and has the scars to show for it. A stab wound on his arm earned after a winesink brawl in Volantis, a slash over his cheek allegedly inflicted by a Dothraki screamer, and many and more baubles from the Free Cities and Qarth and beyond the Jade Gates.
Gift: Thrifty
Skills: Shipwright (e), Architect
Talent(s): Hunting, Fishing, Swimming
Starting Title(s): Lord of Three Towers
Starting Location: King's Landing
Biography/Timeline
- 158 AC: Born to Lord Otto Costayne and Eglantine Bulwer.
- 168 AC: Begins sailing.
- 173 AC: Knighted after winning a squire's tourney.
- 175 AC: Continues sailing.
- 176 AC: Marries Ceryse Hightower. Their first son, Lucantine, is born a year later.
- 180 AC: Travels beyond the Free Cities for the first time.
- 181 AC: Returns to Three Towers to father Randyll Costayne, and leaves shortly thereafter.
- 184 AC: After getting lost at sea and finding his ship becalmed, he finally reaches the Jade Gates. Unfortunately, most of his crew grow mutinous. His dream of becoming the Sea Snake of the Reach is dashed, though he returns to Three Towers with a cargo hold full of treasure.
- 186 AC: His daughter Desmera is born. Appointed to the office of High Admiral of the Reach, and makes short work of the meager Dornish fleet in the Red War.
- 187 AC: His son Maelor is born, named after His Grace.
- 188 AC: Otto Costayne passes from an illness. Parmen assumes the title of Lord of Three Towers, and attends the King's wedding to Bethany Blackwood.
- 195 AC: Resigns from the post of High Admiral.
- 204 AC: Secures a position for his son Randyll in the City Watch of King's Landing.
- 207 AC: Travels to King's Landing for the feast.
NPCs
Randyll Costayne (Swords) - Captain of the Lion Gate of King's Landing. An ever-scowling man, unlike his jovial elder brother and his father.
Desmera Costayne (Admiral) - The only daughter of Lord Parmen Costayne. Rather overanxious by nature, she finds some tranquility on the deck of a ship, so long as it's well and orderly.
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2023.05.31 00:30 MountainPyke Roslin Tully, Spymistress of Riverrun
Roslin Tully, Spymistress of Riverrun
PC Details
Discord Username: EmpressEcho#1312
Character Name and House: Roslin Tully
Age: 20
Appearance: Rose Gift: Gossiper
Skills: Espionage, Subtle, Alchemy, Deceiver (e)
Talent(s): Cyvasse, Dancing, Poetry
Starting Title(s): Scion of House Tully, Spymistress of the Riverlands
Starting Location: King’s Landing
Family Tree: House Tully Alternate Characters: Mya Grafton
PC Timeline
187 AC - Roslin Tully is born to Roger Tully and his wife, Kyra Mooton, the first of their children.
189 AC - Roslin’s younger sister, Marissa, is born to their parents.
193-199 AC - Roslin is a bookish, reserved child in her youth, typically shying away from the other children around Riverrun and preferring her studies. She soon develops a reputation among the other children for her shyness, and cruel comments here and there from servants and peers alike prod at her. Eventually this prodding prompts her to hide behind more and more of a mask of outgoingness.
201-204 AC - The bullying leaves its mark, though, and she grows more and more paranoid that others are disrespecting her behind her back, and at the same time more and more determined to keep them silent. In time this develops into a habit of gossiping and making up rumours about the other children behind their backs.
205 AC - A disgruntled servant, fired thanks to Roslin’s gossiping, breaks into her chambers one night to kill her. She finds out about this when she wakes up to find a visitor to Riverrun, Amerei Smallwood, stood over him with a bloodied dagger, evidently having saved her life. Roslin is incredibly grateful, and agrees to cover up the killing, at the same time arranging for Amerei to become her Lady-in-Waiting to keep her safe.
205-206 AC - Bad habits do as they are wont to do and spiral further. Before long, lying about others behind their backs has turned into paying others to watch those she doesn’t trust, and rumours aplenty make their way to Roslin’s ears. She finds this useful for more than her own reputation though, and is named her cousin Alyssa’s spymistress.
207 AC - Roslin accompanies her family to the feast at King’s Landing.
AC Details
Character Name and House: Amerei Smallwood
Age: 23
Appearance: Amerei
Gift: Agility
Skills: Daggers, Footwork, Assassin
Talent(s): Hunting, Riding, Lurking
Starting Title(s): Lady-in-Waiting to Roslin Tully
Starting Location: King’s Landing
AC Timeline
184 AC - Amerei Smallwood is born, a cousin of the mainline Smallwoods, but no less sharing their name.
192-198 AC - As a young girl, she spends a great deal more time watching the training yards than in her lessons, practising with blades she’d swiped from the kitchen in the evenings.
203 AC - Amerei tours a number of keeps of the Riverlands, eventually arriving at Riverrun where she stays for some time.
205 AC - One night, while on a late-night walk, Amerei catches a shadowy figure sneaking into Roslin Tully’s chambers. She follows and kills the man before he can kill the Tully woman, who helps her cover it up afterward. She soon finds her way into Roslin’s service, allegedly as a Lady-in-Waiting, but unofficially as a bodyguard and agent.
207 AC - Amerei accompanies Roslin to the feast at King’s Landing.
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2023.05.30 23:51 Fun-Preparation-6568 AC Valhalla after Elden Ring
Hey guys, i wanna play AC after i enjoyed my ER-Playthrough very much.
What do u think are good difficult-settings in sneaking, combat and exploring to feel good?
Dont want to play it too easy, but also not unnessesery hard, like "just scaling up dmg and health of enemies". Maybe someone here was or is in the same Situation. :)
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2023.05.30 23:50 EvilArmy_ Is AC: Valhalla repetitive?
I'm thinking about playing this game because I like open world videogames but I have some doubts. I've been reading user comments on Steam and I've seen many people say the game is pretty repetitive. I'd play this game but that holds me back, I don't like a lot repetitive games. Is it true?
PD: This is the first Assassin's Creed I'd play
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2023.05.30 23:47 BlindRevelator The Gardener, High Septon of the Faith
Discord Username: BlindRevelator
Character Name and House: The Gardener, formerly Baelon Greenhand
Age:55
Appearance:
Daddy Gift: Champion
Skills: Swords (M), Courtly, Scholar
Talents: Speaking, Gardeningx2
Starting Titles: The Father of the Faithful, Shepherd of the Faith, His High Holiness. The High Septon of the Faith of the Seven
Starting Location: The Feast
Family Tree: I am the Last One!
AC
Name: Septa Alysanne
Age: 25
Appearance: She’s a snack
Gift: Whisperer
Skills: Deciever, Espionage, Subtle
Starting Location: with the High Septon
—-
Born in 152 inside of Oldtown the White Dragon’s youngest son would be Baelon. Baelon’s father was none other than Daemon Fisher, who was none other than one who came from Gaemon Palehair’s line. Aegon II as he was acknowledged the boy was his, and as he was a sweet lad did not fully legitimize him, nor kept in as low as a bastard born should be. Rather he allowed him his name, and declared the sweet boy’s offspring would be forever Great Bastards, but could take names which suited them of their region. Daemon was born in the Riverlands and took the long dead name Fisher.
Daemon had children, each in different areas of the Kingdom, earning him the moniker the Bastard Maker. A rough knight, who was only popular amongst the lists and women, Daemon was easily hated and thus none mourned when he died of suspect circumstances.
Baelon though, was made in the Reach along the banks of the Honeywine, the woman was either a Costayne or a Roxton, a Crane or any number of houses, but what is known the woman went to the Starry Sept, and had the babe before she passed. The church would raise him to a point before a sympathetic Septon to the Hightowers turned him over and there he was warded, his father coming to check every now and then until his death in the Dornish marches years before the Red War.
When House Tyrell heard a line of Gaemon Palehair’s was alive within the Reach, they asserted their dominance but once and had the young lad taken to high garden, where he would raised, squired and he would earn his spurs.
Taking on the name Greenhand, Baelon earned his love from his fellow knights and the ire of his rivals from his performances in the lists acquiring followers where he went. He spent his time all over the seven Kingdoms, coming into Dorne during the Red War, earning accolades and nervous glances from Kings Landing.
He would be approached one night at the end of the war, rather forcefully in the camps and taken in the dead of night to a secret meeting in which the Lord Hand laid out his path. Either he takes the black, joins the Faith and renounces any dragon blood in him, or he could take a knife to his throat.
Baelon, though famed a knight, also knew when to chose his battles. “Alas.” Baelon is said to have commented. “Now I shall never know the joy of fatherhood.” And took him the faith in which he was raised, returning to old town.
He laid down his sword on 189 and put aside his banners and emblems, instead kneeling before the high Septon after a week long vigil to take his oath as a Septon. And quietly was ensconced in the Faith. He would spend the next two years in ardent training before becoming a begging brother sworn to the smith, and donning the brown and grey robes of the creative aspect of the Seven’s love. He traveled through the Crownlands, reach and Riverlands preaching and begging, until installed at the Stony Sept in 194 and then in 196 he was recalled to Oldtown there working amongst the city and the Most Devout.
By 198 he was named a Most Devout, and began preaching exclusively from the Starry Sept when the High Septon, then known as the Firebrand was in Kings Landing. Many would come to hear the dragon in sheep’s clothing sermons or would write to consult on matters of faith
In 205 the Firebrand would die of the same disease which claimed the Queen. After a year of deliberation and voting he was chosen as the new high Septon in 206, taking on the moniker of the Gardener, given his passion for spending time outside rather than in, and working amongst plants.
Beloved by the people, he is different from the Firebrand, as love and healing is spoken of- and winds of change promised. Remformation looms, and the Gardener is the one to cultivate it.
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2023.05.30 23:35 grangoodbrother Roslin Corbray, Scion of House Corbray, Wielder of Lady Forlorn
Discord Username: red rain#0184
Character Name and House: Roslin Corbray
Age: 23
Appearance: Here Gift: Duelist
Skills: Swords, Knightly, Footwork (e), Hale
Talent(s): Nature, Music, Swimming
Starting Title(s): Scion of House Corbray, Wielder of Lady Forlorn
Starting Location: King’s Landing
Family Tree: Here
AC Character Name and House: Ser Harlan Corbray
Age: 30
Appearance: Here Gift: Thrifty,
Maimed (Arm)*
Skills: Courtly, Scholar, Architect
Talent(s): Reading, Singing, Painting
Starting Title(s): Heir to Heart's Home
Starting Location: King’s Landing
*added post-step 1 approval
NPCs Myranda Corbray, wife to Jon Stark -
Subtle Alaybe Corbray, Roslin's younger sister -
Medic
Timeline (lumped into one, documents most of the house in its entirety) 177 AC: Harlan is born, the second son of Lord Qarl Corbray
180 AC: Myranda is born.
184 AC: Roslin is born to Ser Elys Corbray, wielder of Lady Forlorn and Lady Rowena Arryn, the first of three children.
187-189 AC: Roslin’s siblings, Hugo and Alayne Corbray are born.
197 AC: Ser Rolley Grafton is sent to squire under Roslin’s father, and around the same time Roslin comes to meet Ser Robin Royce, and the three become an inseparable trio, though it’s clear to see that Roslin and Rolley are closer in comparison to Robin.
~199 AC: Myranda is married to Jon Stark of Winterfell.
202 AC: Despite a growing (though friendly) rivalry between Robin Royce and Rolley Grafton over her hand in marriage, Lord Qarl betroths Roslin to Rolley.
202 AC: The Remonstrance happens; Many highborn ladies are captured by Mountain Clansmen and eventually commit mass-suicide in an act of defiance. Roslin’s father Elys, who was guarding Jeyne Arryn on her journey to meet her betrothed, is slain in an attempt to protect the noble ladies of the Eyrie. Lady Forlorn disappears temporarily, taken by the men who slew him.
203-204 AC: In retaliation against the Mountain Clansmen Lord Gilwood Royce wages war against them; Ser Gwayne, the Heir to Heart’s Home, as well as Sers Harlan and Hugo join the war effort. Roslin is briefly captured but rescued by Ser Robin Royce who is then captured in her place. Ser Rolley Grafton, Roslin’s initial betrothed, is killed in the struggle. Gwayne and Harlan lead a small force into the Mountains in an attempt to find Lady Forlorn; They do, however Gwayne is slain and Harlan is briefly captured where his right arm is grievously wounded beyond use, however makes his escape with Lady Forlorn. Ser Hugo is slain towards the end of the conflict.
204 AC: With the War over and no more eligible legitimate men to wield Lady Forlorn, a grief-stricken Lord Qarl bestows Lady Forlorn to Roslin. She begins training under Robin Royce, and the two become close.
206 AC: Ser Harlan, now the Heir to Heart’s Home, is wed to Lady Lollys Celtigar.
207 AC: House Corbray travels to King’s Landing to attend King Maelor II’s feast.
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