Hunting tattoos
A fox is a wolf who sends flowers. - Ruth Brown
2008.11.16 08:26 A fox is a wolf who sends flowers. - Ruth Brown
The fox - one of the most amazing animals there is! Submit pictures, questions, or anything related to foxes. For the species in the genus *Vulpes* or any other 'true fox' species.
2008.06.24 03:01 Tattoos
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2010.09.20 14:59 Spleen_Muncher Linkin Park
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2023.06.01 23:06 majoleine 29 [TM4R] Maryland/online/anywhere -- Looking for my person
You know, was always upset that Christina Yang and Meredith Grey had each other as their person, but not me.
Hey there, my name is Wesley, 29 year old turning 30 in August. I recently got out of a 2 year relationship that had been loveless for a while, and realized I just wasn't with someone that was ultimately right for me. I'm ready to try and find someone that could be the one, but limiting myself to just my state...let alone country...seems a tad silly. So to be honest, I'm open to anyone anywhere, and have recently realized I DO like women just as much as men. I know it's a long shot finding a cis woman or man who also loves people like me, but I figure there has to be some out there. Reddit is full of them, after all.
The obvious elephant in the room is that I'm a trans man. I own my own house, so either you'd have to be willing to move to me, or for some crazy reason, I'm willing to start over for you, I'd be going to you. With that said, after reading all of what I bring to the table in terms of hobbies, values, and what I want, look at where you reside if the latter could appeal to you.
If you live in a red state, I'm not interested. If you live in a country that is transphobic, I'm not interested. I am more than willing to move to another area of the country...even another area of the world (would even be ideal,
I want the FUCK out of the USA!)...but not to one that wants me unalive. I am quite privileged that I do pass and am 100% stealth based on my height and how I look AND that me being trans is quite possibly the least interesting and important thing to me, but my health care matters. I, as a person, have the right to exist. The media likes to spin that we all are psychotic, mentally ill weirdos but I often forget about my gender. I have shit to do and it doesn't matter much to me.That being said, let's move on to me outside of that. Things in bold are NON NEGOTIABLE.
- First and foremost, I'm a hopeless romantic. My partner is a priority to me, as long as they can compromise. If you feel passionate and love easily, that's key.
I want marriage one day in the far future but also want to be child free. I am monogamous & not willing to do an open relationship either. - I'm a fiercely responsible and rather independent person. I clean after myself, schedule things that need to be done, and many of my friends can attest that I am one of the hardest workers they know. You have to be able to
cook, clean, and look after yourself. But also,
have a job or be in school to further a career. I do not enjoy having a bum as a partner who sits home and smokes all day or plays video games all day and doesn't contribute to the partnership. - Humor is so important. I can't fucking stand people who don't know how to carry a conversation. I often write paragraphs, and
if you give me one word responses, see you later! I MEAN IT! BE A TALKER! Some of my best friends are multiple texters and paragraph senders.
- I love to cook, and can to a near professional culinary level. Culinary school wasn't for me, but I still have a profound love of food that spans many different cultures, especially Mediterranean, Baltic, southeast and eastern Asian cuisines. - I love your standard fare hobbies: video games, anime, horror movies, hiking. But I have an immense yearn for travel (if not just for the food alone.), love to knit, love to thrift and antique hunt. I love taxidermy and collect it. I love medicine (as I work in healthcare). The goth/witchy/dark academia aesthetic is one I follow probably the closest. - I love a guy that is taller than me (I'm 5'10"), hairy, and I do love a bear. I love women who are shorter than me. Tattoos and piercings are sexy to me, as I have many. Would be nice to find anyone that's older than me.
Hard stop under anyone age 25. -
Sorry, you gotta like cats, I'm a cat person and I have one one. I don't hate dogs but I would not be opposed to never owning one ever again. - Rapid fire other factoids: Pescatarian, left wing, jewish (emphasis on the 'ish' LOL), hard of hearing in one ear, born Florida man (I'm so sorry.)
Feel free to send me a chat/message here and maybe we can move to discord! DO NOT GHOST! IT'S SO INCREDIBLY RUDE. JUST MESSAGE ME IF YOU WANT TO STOP SO I CAN MOVE ON. Hope to hear from y'all!
Pictures of me:
Full body Face, with more hair. submitted by
majoleine to
r4r [link] [comments]
2023.06.01 17:03 A_Vespertine Souls & Scarabs at Mathom-Meister's Flea Market
“I’m sorry; we’re going to astral travel to a flea market?” Charlotte asked incredulously as she watched Genevieve and I set up a meditation circle under the shade of a towering old willow tree in my cemetery. “What if we want to buy something? How will we bring it back?”
“We’re not going there to shop, Lottie. Samantha’s finally had a vision about Emrys,” Genevieve explained.
The Veil between the Physical and Astral Planes is exceptionally weak in
my cemetery, especially at night and on hallowed days. When I sleep there, my subconscious mind is highly receptive to all manner of revelations from the Spirit World. When I saw a Blood Moon rise on the night of May fifth, the same night as a penumbral eclipse, I knew that my dreams would be prophetic.
“I had a dream about him last Friday,” I expounded. “He’s at some sort of otherworldly marketplace, one that’s not connected to the Crypto Chthonic Cuniculi, so it’s mostly inaccessible to the Ophion Occult Order. In my dream, Emrys invited us to come and speak with him while we were lucid. He drew a sigil for me, the same one I’ve drawn in the middle of the mediation circle. He said that all I’d have to do is toss an Undying Rose – the earthly effigy of the rose Persephone used to steal a drop of his blood – into the sigil and it will become an astral portal to where he is.”
I held up the deep purple rose that I had cut from its bush earlier that day. I don’t know for certain where the roses came from, but my best guess is that they were made by the same Occultist who hallowed my cemetery to Persephone; Artaxerxes Crow. They have some connection to Emrys as well, since the only other time I saw someone else use one was when his avatar was summoned into the Physical Plane on
Halloween 2020.
Knowing that Emrys wouldn’t dare to set foot in a place that was sacred to the Goddess who was ultimately responsible for his cosmic defeat, I gently tossed the rose into the middle of the sigil.
“He invited all of us?” Charlotte asked with an incredulous raising of her eyebrow.
“He said me and my coven. If he had just meant me or me and Genevieve he would have said that,” I replied. “You and Elam are coming too. I want as many eyes on this place as possible so that we don’t miss anything. We may not get an opportunity like this again.”
“And this is safe? Visiting some random flea market between worlds?” Charlotte asked.
“Samantha and I have visited the Underworld and come back no problem,” Genevieve reminded her. “So long as we’re bound to our bodies and Elam is bound to Samantha, we can come back anytime. Don’t worry; this is going to be a blast! Adventures like these are the best part of being a Witch.”
“The only reason you were able to go to the Underworld is because Samantha’s cemetery came with an astral portal in the back,” Charlotte countered, gesticulating in the general direction of the archway that was still partially visible behind the light spring foliage. “Other than that, when have any of us ever done anything useful with our astral projection? This is still a physical place, right? We don’t have any of our physical senses available to us when we astral project, and I get extremely disoriented trying to navigate the mortal plane with clairvoyance alone.”
“It is a physical place, but one saturated with astral energy and full of occultists and occult artifacts. It will be extremely illuminated to our clairvoyance,” I assured her. “Elam will also be there to guide us. As a ghost, he’s much more practiced at traversing the mortal plane in an astral form.”
Charlotte folded her arms over her chest and turned to look at Elam, who was leaning up against the willow tree as he waited for us.
“I don’t suppose you could go and scout the place out for us ahead of time?” she asked.
“I can’t go too far from Samantha, and definitely not across planes,” he said with a shake of his head. “But Eve’s right. Your astral bodies will be in no danger, and you can return here in an instant whenever you want.”
“But what about Emrys? Didn’t that
book Leon gave you say that he’s some sort of soul-flayer?” Charlotte asked me.
“It did,” I admitted. “Keep in mind though, that book was written by his enemies. I want to hear his side of things before this conflict of theirs spirals out of control.”
“Any update from Chamberlin about that?” Elam asked.
“Yeah, he said that after he failed to purify the Sigil Sand, Ivy’s onboard with negotiating some kind of truce with Emrys,” I replied. “The Grand Adderman’s still reticent, but that doesn’t change the fact that he’s running out of options. I need to find out if Emrys will agree to peace talks.”
“Um, I get that, but I’m still
kind of hung up on him potentially flaying our souls,” Charlotte reiterated.
“If Emrys and the Ophion Occult Order go to all-out war, there’ll be a lot of collateral damage and innocent souls caught in the crossfire,” Genevieve told her, gently grabbing hold of her and looking her straight in the eye. “Samantha, Elam, and I are doing this because if there’s any chance we can put an end to this before it starts, then it’s our responsibility to try. You don’t have to come with us, Lottie, but you’re still a member of our coven. Samantha and I would both feel a lot better with you there to help us.”
“Arghhh! All right, fine! I’ll come with you,” Charlotte gave in, plopping her butt down on the edge of the meditation circle. “If we’re holding hands, that will help keep our astral bodies together too, right?”
“I believe it should, yes,” I smiled at her, sitting down and reaching out for her hand.
Genevieve lit the incense and her bong filled with the entheogenic Delphi Dream, before sitting down to join us. She took a hit from the bong before passing it to me, and then to Charlotte before setting it aside out of the circle.
“Start with taking a deep breath, completely filling the lungs, and holding it for five heartbeats,” she guided us as she took hold of each of our hands. “Exhale completely, and wait five more heartbeats before breathing in again. Eyes closed, in through the nose, out through the mouth. Focus on the astral energies flowing through you with each breath, gently aligning each chakra until those energies are enough to lift you up and out of your body.”
In unison with one another, the three of us slowly breathed in and out, ignoring the material world around us and focusing upon the task at hand. Eve was first, as usual, and because we were all holding hands, Charlotte and I felt her eagerly tugging us up to speed us along.
I opened my eyes, and beheld the dull and muted Physical Plane through my clairvoyance, everything outshined by the radiant forms of my coven mates. I noted that Genevieve had eschewed her normal skyclad form when astral projecting and instead wore a cloak like Charlotte and I.
“Are you worried this place might have a no shirt, no shoes, no souls, no service policy?” I teased her.
“I just don’t want to risk a confrontation over it. I realize how important this is,” she answered. “Though I’m not actually wearing shoes, now that you mention it.”
“Christ, look at the sigil Samantha drew!” Charlotte said, pointing down at the meditation circle beneath us. The sigil wasn’t just glowing but flowing as well, churning the Aether around it in a misty, spectral vortex. “It’s an astral portal, isn’t it?”
“Oh yeah. It’s not stable, though. Good for one trip only,” Genevieve said with a delighted smile. “And Lottie, since we’re Neopagan Witches, try not to swear by Christ, okay?”
“Jesus!” she swore, both in defiance and in genuine annoyance.
“Elam! Elam, come join the circle! I don’t want to take any chances of severing our bond,” I instructed, letting go of Charlotte’s hand and waving him in between us.
Faithful Familiar that he was, he obeyed without hesitation. Despite my concerns, I think that he probably could have stayed behind if he had wanted. The fact that he was willing to follow me to an unknown otherworld without complaint really made me appreciate how devoted he was to me.
“We step in together on the count of three, got it?” I instructed, each of them nodding clearly in response. “One. Two. Three!”
We all extended our right feet into the vortex together, and the instant we did we were swept away, falling out of our own world and tumbling between the cracks of countless others. They weren’t real, I don’t think. At least, not as real as our world. They were potential realities, or realities that could have been once but now can never be, or fantasies that are so persistent in the minds of real people that in some sense or another, they become real themselves. I only saw glimmers of them, glimmers in nebulas made of primeval chaos and uttermost void.
It was outside of time, that place we travelled through, or at least we had no sense of it there. Our souls were haphazardly spat out upon a surreal landscape of earth, sea, and fire. Hilly plains of volcanic ash, incandescent calderas of lava and bubbling hot springs all intermeshed in a chaotic mosaic that didn’t seem to abide by any laws of geology or geography that I was familiar with. A strong but slow wind pushed fractal formations of dark silver clouds through a pale silver sky, illuminated by a single white orb which could have been either a bright moon or a faint sun.
While our spectral feet left no trace upon the ash we now stood upon, our presence nonetheless elicited a response from some of the local fauna. We were just able to catch a glimpse of some kind of shimmering scarabs burrowing themselves into the ash to escape the four otherworldly ghosts that had invaded their territory.
“Holy shit,” Charlotte murmured as we all gazed out upon the strange world we had found ourselves on. “This really isn’t on the Astral Plane. This is a real planet. This a real,
alien planet! This is unbelievable!”
Genevieve glided over to one of the bubbling pools and peered into it, looking for any more signs of life.
“There’s some kind of bluish-grey algae growing on the rocks down there, and I think I can make out some small arthropods too. This planet’s alive!” she announced with glee, smiling and looking up at the alien sky.
Conjuring an astral approximation of my staff, I plunged it into a small mound of ash beside me. I watched curiously as the scarabs shot out in all directions, moving too quickly for me to get a good look at them, before scurrying back into the surrounding ash.
“These bugs can sense our presence,” I remarked. “How and why would clairvoyance evolve in insects on this world, and why would their first instinct be to flee?”
“Samantha!” Elam called out. “I think I found the Flea Market.”
We all gathered around him and looked where he was pointing. On a distant dune, we beheld the moulted carapace of a colossal insect, gleaming a brilliant, lustrous gold in the broken white light.
“That’s impossible!” Charlotte claimed. “That thing must be hundreds of meters long! No insect, no animal period could ever get that big on the Physical Plane!”
“It could be the Incarnation of some kind of Titan,” Genevieve suggested. “But… it’s dead. I can tell that even from here. It’s dead. It’s the corpse of a dead god, and now it’s being used as a swap meet with a punny name. Either whatever killed it just abandoned it, or…”
“Or is running the place,” I finished for her. “Well, we should see if we can find Emrys.”
In an instant, the world moved around us until we were at the entrance to the Flea Market. The colossal carapace was hollow inside, of course, and had been filled with a bustling city that looked like it had been created in the most
ad hoc manner possible. There wasn’t a single straight street to be seen, and they converged with one another at random intervals. Stalls and buildings varied wildly in both design and materials, all imported from a plethora of different cultures across the planes.
Enormous shards of luminous glass levitated above the throng like a thousand Swords of Damocles, any or all of them seeming capable of succumbing to gravity at any moment. In the very center of the moulted husk dangled a great spiralling chrysalis or hive woven of iridescent silk, its function not being immediately apparent to me.
There must have been thousands of people there, and hundreds of merchants hawking their wares. Most of those who looked human still seemed a little off, like they were members of ethnicities that didn’t exist in our world. Some of the beings were near-human in appearance, many seemingly some kind of Fey or Seelie folk. There was even a small handful of people that weren’t remotely human at all.
The only thing they all had in common was that none were native to this world.
“Most of these people are here in person, aren’t they?” Charlotte asked.
“It would’ve been quite a feat for them to have built all of this while astral projecting,” Genevieve agreed.
“But if this place isn’t connected to the Cuniculi, then how did they get here?” Charlotte asked. “We’re on another planet, maybe even in another dimension. If getting here is beyond the
Ooo’s abilities, then what sort of ungodly reality benders decided to turn it into a Flea Market?”
“Ladies, gentlemen, and any beings either too ancient and alien or too modern and alienated to settle on one or the other, come bear witness to one of the most astounding and atrocious abominations on this or any other world!” a fast-paced male voice rang out over the din of the crowd.
We turned to see a short, skinny, old-timey sort of carnival barker standing on a literal soap box, placed next to a large object draped in a black tarp.
“For the paltry price of a single three-headed coin, you can peer beneath the veil and behold with your own unbelieving eyes the mangled and mutilated monstrosity that lurks beneath!” the carnival barker continued. “But I must warn you, it is not possible to truly understand what dwells underneath without seeing it first! I cannot guarantee that you will still retain your sanity or will to live after witnessing the proverbial Mountains of Madness, for this low creature is truly like no other and serves only as a grim testament to the cruel sadism of the Lord Above! Anyone plagued by even the faintest lingering doubt as to their spiritual fortitude should not dare to even contemplate what might lie before me! But, for those brave, noble few who are truly dauntless of heart and incorrigible of spirit, I am proud to share with you this rare, unfathomable, once-in-a-lifetime opportunity to witness sublime –”
The carnival barker was interrupted by a man yanking the sheet off the object beside him, revealing it to be a mirror.
“Whelp, that was a hell of an
Im14andthisisdeep post, eh?” Charlotte mused.
Genevieve and I, however, were far too stunned to be amused; not by the mirror, but by the man who had unveiled it.
“It’s him, Lottie. That’s Emrys,” Genevieve whispered.
We had only seen him briefly once before, more than two-and-a-half years ago, but he was far from what anyone would call forgettable. He was tall and gaunt, with literal blue blood flowing beneath translucent skin. His long, receding hair and regal beard were pitch black, and dark miasma wafted from his eyes, nose, and mouth. He was dressed in dark sable robes with three overlapping Ouroboros’s tattooed on his forehead, with a pair of ophidian pupils lying in the spaces between them.
What stood out the most to us were the six silver Ouroboros chains bound around his wrists, ankles, waist, and neck. These were the chains the Ophion Occult Order had made to limit the power of his physical avatar, and it seemed he had not yet found a way to free himself from them.
“Are you still here?” Emrys asked in exasperation, tossing the veil back at the carnival barker in disdain.
“…Possibly,” the strange man replied evasively. “But not definitively, for purely legalistic reasons.”
“I believe
Mathom-meister was quite clear when he said that your rather pitiful chicanery wasn’t welcomed here,” Emrys reminded him.
“And who is he to judge chicanery from cutthroat, capitalistic competition? Should not the Flea Market be a free market?” the charlatan demanded. “And while we’re on the topic of commerce, I don’t suppose you have enough three-headed coins to pay for all the poor souls you have so discourteously exposed to my exhibit against their will? I’d hate to have to start shaking people down to get my due.”
“Hard to believe your own circus threw you out,” Emrys said with a sardonic eye roll as he tossed him a small medallion. “You get
one coin. Take it and get out of my sight.”
The charlatan flipped the coin in the air thrice, presumably to confirm it actually had three heads. Satisfied with its impossible dimensions, he shoved it into his pocket.
“It will cover the trolley ride home, at least,” he acquiesced, stepping off his soap box and turning to face his looking glass. “A shame though you can’t see the genius in my little
avant-garde performance piece here, Emmy. Even I know that the monster in the mirror is often the hardest to recognize.”
As the man reached to pick up his mirror, his reflection’s arms shot through the glass and grabbed him by the wrists, pulling him in. Emrys immediately tried to chase after him, but bounced off the glass as if there was nothing supernatural about it at all.
“Bastard!” he cursed under his breath, before turning towards us and giving us a small apologetic smile. “I’m sorry you had to see that rather pathetic display. Unfortunately, the few meeting places I know of that are relatively safe from any Ophionic incursion also attract their fair share of other annoying miscreants.”
“If it didn’t attract a little bit of everything, it wouldn’t be a Flea Market, would it?” I asked rhetorically. “Thank you, Emrys, for inviting us. I’ve never been anywhere like this before.”
“And thank you for accepting. Samantha, Genevieve, it’s a pleasure to see you again, and a relief that you have not fallen under the auspices of the Ophion Occult Order,” he said with a gentle bow. “Elam, I remember you as well. Valiant but not reckless, you remained atop Pendragon Hill during my battle with the Darlings until your mistress was well out of harm’s way, and then you got the hell out of dodge yourself. Samantha couldn’t hope for a better Familiar. And Charlotte, any Witch that Samantha deemed worthy to induct into her coven is obviously someone whose acquaintance I am pleased to make. Welcome, all of you, to Mathom-meister’s Flea Market!”
“So this is where you’ve been hiding out the past two years?” Genevieve asked.
“Oh no. Far too Cosmopolitan for my tastes,” Emrys replied. “No, this is just a friendly place to meet those I consider friends – or potential friends, at least. I’d offer to show you around, but I know it’s difficult for you to astral travel for prolonged periods. Come with me to Mathom-meister’s house where we can talk freely, and we’ll discuss the situation with the Order.”
I gave him a small, single nod in response, and gestured with my staff that he should lead the way. He responded by pointing upwards, then vanished into his shadow form. When we looked up, we saw him waving at us from a balcony atop the great silken chrysalis.
We exchanged hesitant glances with one another, but ultimately followed him into the strange structure, moving from the ground to the balcony in an instant by will alone.
“How would an incarnate being get up here if they couldn’t fly or teleport?” Charlotte asked as she peered over the balcony’s teetering edge.
As though answering a summons, a humanoid creature apparated beside her in a flash of dark vapours. The hunched-back entity stood over six-and-a-half feet tall, and was clad in golden-brown erudite robes. Its squid-like skin was of a similar colour, and its entire face was a single gaping orifice that held a wispy, glowing orb in the center of its skull which I immediately recognized as its soul. A pair of long, fanged tentacles lined with pores and tendrils hung down from its head like a long, forked beard, and the seven digits shared by its two hands all bore wicked-looking talons, as did its two-toed, digitigrade feet.
“Not fly or teleport? What sort of pedestrian house guests do you think I entertain here?” the being asked wryly, its voice seeming to come from nowhere in particular.
Charlotte instinctively backed away from the creature and into the protective fold of our coven, but Emrys was quick to hold up his hand to plead for calm.
“Please, there’s no need for alarm. This is our host, Mathom-meister. He’s the only reason any of this is here in the first place,” Emrys informed us. “A year or two ago a companion of his unfortunately became one of the
Darling Twin’s victims, and when he heard of my vendetta with them, he tracked me down; which is no small feat, I assure you.”
“It is for us. My people are a race of Planeswalkers. Traversing the many worlds of Creation is second nature to us,” Mathom-meister explained.
“I’ve… I’ve heard of your people, I think,” I said, softly and unsurely. “A friend of mine had an encounter with an artifact that gave her a vision of a race of strange and powerful sorcerers slaying their own god. I take it you’re the ones who slayed this Scarab Titan as well? That’s, that’s…”
“Horrifying, yes. That’s the idea,” he nodded. “You have nothing to worry about, young Witch. My people have no special interest in your world. This is purely personal. My friend is dead, and I want his murderers brought to justice; a goal which Emrys and I happen to have in common.”
“Feel free to share this information with the Ophion Occult Order, Samantha,” Emrys said. “I’d very much like for the Darling Twins to know what’s hunting them. Mathom-meister, please excuse me while I take my guests inside. We do have pressing business to discuss and their time is limited.”
The squid-cyclopes bowed gracefully, and my coven and I quickly scurried after Emrys as he led us inside through a towering hallway and into a large chamber that had been appointed as a living space.
I had thought that Emrys would want to speak with us alone, which was why I was surprised to see a young woman sitting cross-legged on a spongey yet chitinous object that I will for the sake of my sanity call a bean bag chair. Like Emrys, she was pale and blue-blooded, her choppy hair as black as coal. She wore a black robe and heavy black eyeliner, but these could not conceal the fact that she too had thin wisps of miasma emanating from her eyes.
“Is that your… daughter?” Charlotte asked, as baffled by her presence as any of us. The woman smiled warmly at the question.
“In a way.
I was dead, and Emrys gave me new life. Now a part of the Outer Primordial Darkness he represents lives in me too,” she said serenely.
Hovering above her left palm were three small bluish-green orbs, lazily going around in a circle. They were translucent and held something inside them that I couldn’t make out, but the orbs themselves appeared to be melting and solidifying by the woman’s will.
“You’re Petra, aren’t you?” I asked as I cautiously approached her. “Chamberlin had mentioned that Emrys had taken an acolyte. I’m Samantha, and this is Genevieve, Elam, and Charlotte.”
“I know. The whole reason we’re here is to speak with you,” she nodded.
“The Ophion Occult Order calls me a soul-flayer, and I’m sure you were all wondering exactly what that meant before you came here,” Emrys said, standing proudly behind his acolyte. “Well, this is it. The Darkness Beyond is now a part of her, and a part of her now lives within the Darkness Beyond. She is not unchanged from what she was before, but neither has what she was been lost.”
“My interpretation of the term ‘soul-flaying’ was the complete removal of a person’s consciousness from their astral and physical bodies to be subsumed by your Darkness,” I countered. “They told me that what you’ve done with Petra here is just the limit of your power while you’re bound in their chains. Are you telling me that if your chains were broken, you wouldn’t be able to do any worse than this?”
“On my physical avatar? No. So long as my astral form remains chained and bound with the World Serpent, I cannot cleave a conscious mind from its astral substrate,” Emrys assured me.
“But that is your ultimate goal, isn’t it? Breaking the chains the Ophion Occult Order put on you is just a stepping stone to breaking the ones the gods bound you with?” Genevieve asked. “You’ve allied yourself with a literal god slayer. Do you expect us to believe that his people’s abilities aren’t something you intend to put to your own ends?”
“I don’t have an ultimate goal so much as I have a fundamental principle of opposing tyranny,” he claimed. “When I was a mere man, thousands of years ago, I was a tyrant. I believed that might made right so unquestionably that when my might began to fail me, the only thing I could think to do was to try everything in my power to restore it. This quest eventually led to me becoming one with the Darkness Beyond, which gave me not only the might I coveted but the wisdom I didn’t know I needed. It gave me perspective. It made me stronger than any human alive at that point but still let me realize how insignificant I was. It was humbling, and enlightening, and filled me both with remorse over my past actions and an impetus to use my newfound gifts to rectify them. I tried to overthrow the gods themselves which, in hindsight, was overly ambitious. I not only failed but had my soul devoured by the World Serpent, where it still resides to this day.
“I am not eager to bring the wrath of the gods down upon me once again. No, for now, I will be content to end the tyranny of the Ophion Occult Order. This is the message I’d like you to relay to them. If the Grand Adderman agrees to unbind my chains and step down from his post, I will spare his life. If he declines, I want the rest of the Order to know that I will show mercy to any who sides with me over him. I am willing to allow the Order to exist so long as it agrees to become more decentralized, democratic, and accountable. They will have to forfeit certain artifacts and individuals in their possession over to me, chief among them the Darling Twins, but I am willing to negotiate. If they aren’t, then I will overthrow the Grand Adderman by whatever means necessary and see the Order scattered to the four winds. It is entirely up to them whether or not the conflict between us escalates to full-on war. Have I made myself clear, Samantha?”
“I think so,” I said as I pensively considered everything he had said. “Why should they trust you to keep your word once your chains are broken? For that matter, why should we?”
He took a moment to consider his response, eyeing me over as though he was trying to divine something that would win over my trust.
“Samantha, you made a pact with Persephone to get your Spirit Familiar there; one where she swore by the River Styx. Is that correct?” he asked.
“It is,” I nodded.
“And in the years since, has Persephone ever broken that pact she swore to?” he asked.
“No, she hasn’t,” I replied.
“I may not be an Old God, but so long as my astral form remains bound by their chains, they have power over me,” he said. “Samantha Sumner, Hedge Witch of Harrowick Woods, I swear on the River Styx that I have spoken no lies to you today. I swear by the River Styx that I will abide by any Covenant that I and the Ophion Occult Order agree to in good faith and fair dealing that they do not break first. I swear by the River Styx that when my chains are broken, I will give you no cause to fear me or regret your trust in me.”
I gave a questioning glance to Genevieve, and then Elam, both of whom nodded in the affirmative.
“All right. An oath sworn on the River Styx is good enough for me. I’ll deliver your terms to Seneca Chamberlin,” I agreed. “I’m very grateful for the trust and respect you’ve shown for me and my coven, Emrys, though I can’t say I quite understand it. Out of all the guests that were there on the Hallow’s Eve you were summoned, why did Evie and I stand out to you?”
“The Ophion Occult Order deemed you worthy of inclusion in their cult, an offer you rejected on principle. You cheated Persephone, but you did it not to gain immortality for yourself but to save your friend from hell. You came here, thinking I could very well tear your souls asunder, but did so because you believed it was your duty to prevent needless suffering,” Emrys answered. “You are extraordinary in your craft, courage, and conscience, the latter of which especially stood out among the degenerates at that party. I do apologize if I frightened you at that event. I was a bit… irritable, given the circumstances. I’m glad we were able to meet again under more pleasant conditions.”
“So am I, Emrys,” I nodded. “I’m not sure exactly what this means or how relevant it is, but Seneca wanted me to tell you that he’s able to offer you the Dream Demon Red Ruck as a sacrifice.”
“
Pffft. Tell him it’s hardly a sacrifice if I’m getting rid of a boogie man for him,” he scoffed. “In fact, now that you mention it, Ruck’s one egregore that might be of more use to me alive.”
I wanted to ask him what he meant by that, but we were suddenly interrupted by the rapid pounding of a gong somewhere down below. It seemed to be an alarm of some kind, as we could hear the panicked shouting and frantic racing of people either battening down or forsaking the Flea Market altogether.
Mathom-meister apparated into the middle of the room, his facial tentacles reflexively raised in a defensive position.
“Were you outside the market?” he demanded of us.
“The portal we came through deposited us a few miles outside of the market, yes,” I admitted.
“Damn,” Emrys cursed softly, though he sounded more frustrated than angry. “Meister, it’s not their fault. I knew they weren’t experienced Planeswalkers, I could have – ”
“It doesn’t matter!” Mathom-meister interjected. “They need to leave, now!”
“Why, what’s going on?” Genevieve demanded.
“The scarabs are swarming,” Petra explained. “Don’t feel bad; it happens often enough that they’re prepared for it.”
I wanted to press for more details, but I could hear the humming of a vast winged swarm steadily encroaching upon us.
“Don’t worry. Once you leave the swarm will disperse… eventually,” Emrys told us. “We’ve said all that need be said for now. Return home, and I’ll reach out to you again shortly, Samantha.”
Again, I wanted to object, but the swarm outside was growing louder and louder, and it occurred to me that we might not be completely safe from a biblical swarm of insects that could not only sense but evidently sought out souls.
This occurred to Charlotte as well, as she was the first of us to vanish and awaken back in her body. We could all feel the weight of her reembodied soul tugging on us to return with her. Genevieve immediately grabbed hold of my right hand and Elam my left, both of them refusing to leave before I did.
I spared one final glance at Emrys, lamenting that we couldn’t have had more time.
“I’ll relay everything you said to the Order. I’ll make sure they know you’re willing to negotiate a truce,” I vowed.
He gave me a gracious nod, and just as we heard the swarm start to pelt the exterior of the market, I forced my physical eyes open and was back in my body, still safely under a willow tree in my cemetery.
I immediately looked beside me to Genevieve, and saw that she was awake as well, and then around me for Elam, who seemed to be suffering a bit of spectral whiplash from being pulled back with me so suddenly, but was otherwise all right. Sighing with relief, I turned lastly to Charlotte, and saw that she was looking down at the mediation circle in dreaded horror.
Following her gaze, I saw that the Undying Rose was gone – spent, perhaps, in exchange for our passage – and in its place was the inert, and hopefully dead, body of one of the
shimmering scarabs.
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2023.06.01 16:03 A_Vespertine Souls & Scarabs at Mathom-Meister's Flea Market
“I’m sorry; we’re going to astral travel to a flea market?” Charlotte asked incredulously as she watched Genevieve and I set up a meditation circle under the shade of a towering old willow tree in my cemetery. “What if we want to buy something? How will we bring it back?”
“We’re not going there to shop, Lottie. Samantha’s finally had a vision about Emrys,” Genevieve explained.
The Veil between the Physical and Astral Planes is exceptionally weak in
my cemetery, especially at night and on hallowed days. When I sleep there, my subconscious mind is highly receptive to all manner of revelations from the Spirit World. When I saw a Blood Moon rise on the night of May fifth, the same night as a penumbral eclipse, I knew that my dreams would be prophetic.
“I had a dream about him last Friday,” I expounded. “He’s at some sort of otherworldly marketplace, one that’s not connected to the Crypto Chthonic Cuniculi, so it’s mostly inaccessible to the Ophion Occult Order. In my dream, Emrys invited us to come and speak with him while we were lucid. He drew a sigil for me, the same one I’ve drawn in the middle of the mediation circle. He said that all I’d have to do is toss an Undying Rose – the earthly effigy of the rose Persephone used to steal a drop of his blood – into the sigil and it will become an astral portal to where he is.”
I held up the deep purple rose that I had cut from its bush earlier that day. I don’t know for certain where the roses came from, but my best guess is that they were made by the same Occultist who hallowed my cemetery to Persephone; Artaxerxes Crow. They have some connection to Emrys as well, since the only other time I saw someone else use one was when his avatar was summoned into the Physical Plane on
Halloween 2020.
Knowing that Emrys wouldn’t dare to set foot in a place that was sacred to the Goddess who was ultimately responsible for his cosmic defeat, I gently tossed the rose into the middle of the sigil.
“He invited all of us?” Charlotte asked with an incredulous raising of her eyebrow.
“He said me and my coven. If he had just meant me or me and Genevieve he would have said that,” I replied. “You and Elam are coming too. I want as many eyes on this place as possible so that we don’t miss anything. We may not get an opportunity like this again.”
“And this is safe? Visiting some random flea market between worlds?” Charlotte asked.
“Samantha and I have visited the Underworld and come back no problem,” Genevieve reminded her. “So long as we’re bound to our bodies and Elam is bound to Samantha, we can come back anytime. Don’t worry; this is going to be a blast! Adventures like these are the best part of being a Witch.”
“The only reason you were able to go to the Underworld is because Samantha’s cemetery came with an astral portal in the back,” Charlotte countered, gesticulating in the general direction of the archway that was still partially visible behind the light spring foliage. “Other than that, when have any of us ever done anything useful with our astral projection? This is still a physical place, right? We don’t have any of our physical senses available to us when we astral project, and I get extremely disoriented trying to navigate the mortal plane with clairvoyance alone.”
“It is a physical place, but one saturated with astral energy and full of occultists and occult artifacts. It will be extremely illuminated to our clairvoyance,” I assured her. “Elam will also be there to guide us. As a ghost, he’s much more practiced at traversing the mortal plane in an astral form.”
Charlotte folded her arms over her chest and turned to look at Elam, who was leaning up against the willow tree as he waited for us.
“I don’t suppose you could go and scout the place out for us ahead of time?” she asked.
“I can’t go too far from Samantha, and definitely not across planes,” he said with a shake of his head. “But Eve’s right. Your astral bodies will be in no danger, and you can return here in an instant whenever you want.”
“But what about Emrys? Didn’t that
book Leon gave you say that he’s some sort of soul-flayer?” Charlotte asked me.
“It did,” I admitted. “Keep in mind though, that book was written by his enemies. I want to hear his side of things before this conflict of theirs spirals out of control.”
“Any update from Chamberlin about that?” Elam asked.
“Yeah, he said that after he failed to purify the Sigil Sand, Ivy’s onboard with negotiating some kind of truce with Emrys,” I replied. “The Grand Adderman’s still reticent, but that doesn’t change the fact that he’s running out of options. I need to find out if Emrys will agree to peace talks.”
“Um, I get that, but I’m still
kind of hung up on him potentially flaying our souls,” Charlotte reiterated.
“If Emrys and the Ophion Occult Order go to all-out war, there’ll be a lot of collateral damage and innocent souls caught in the crossfire,” Genevieve told her, gently grabbing hold of her and looking her straight in the eye. “Samantha, Elam, and I are doing this because if there’s any chance we can put an end to this before it starts, then it’s our responsibility to try. You don’t have to come with us, Lottie, but you’re still a member of our coven. Samantha and I would both feel a lot better with you there to help us.”
“Arghhh! All right, fine! I’ll come with you,” Charlotte gave in, plopping her butt down on the edge of the meditation circle. “If we’re holding hands, that will help keep our astral bodies together too, right?”
“I believe it should, yes,” I smiled at her, sitting down and reaching out for her hand.
Genevieve lit the incense and her bong filled with the entheogenic Delphi Dream, before sitting down to join us. She took a hit from the bong before passing it to me, and then to Charlotte before setting it aside out of the circle.
“Start with taking a deep breath, completely filling the lungs, and holding it for five heartbeats,” she guided us as she took hold of each of our hands. “Exhale completely, and wait five more heartbeats before breathing in again. Eyes closed, in through the nose, out through the mouth. Focus on the astral energies flowing through you with each breath, gently aligning each chakra until those energies are enough to lift you up and out of your body.”
In unison with one another, the three of us slowly breathed in and out, ignoring the material world around us and focusing upon the task at hand. Eve was first, as usual, and because we were all holding hands, Charlotte and I felt her eagerly tugging us up to speed us along.
I opened my eyes, and beheld the dull and muted Physical Plane through my clairvoyance, everything outshined by the radiant forms of my coven mates. I noted that Genevieve had eschewed her normal skyclad form when astral projecting and instead wore a cloak like Charlotte and I.
“Are you worried this place might have a no shirt, no shoes, no souls, no service policy?” I teased her.
“I just don’t want to risk a confrontation over it. I realize how important this is,” she answered. “Though I’m not actually wearing shoes, now that you mention it.”
“Christ, look at the sigil Samantha drew!” Charlotte said, pointing down at the meditation circle beneath us. The sigil wasn’t just glowing but flowing as well, churning the Aether around it in a misty, spectral vortex. “It’s an astral portal, isn’t it?”
“Oh yeah. It’s not stable, though. Good for one trip only,” Genevieve said with a delighted smile. “And Lottie, since we’re Neopagan Witches, try not to swear by Christ, okay?”
“Jesus!” she swore, both in defiance and in genuine annoyance.
“Elam! Elam, come join the circle! I don’t want to take any chances of severing our bond,” I instructed, letting go of Charlotte’s hand and waving him in between us.
Faithful Familiar that he was, he obeyed without hesitation. Despite my concerns, I think that he probably could have stayed behind if he had wanted. The fact that he was willing to follow me to an unknown otherworld without complaint really made me appreciate how devoted he was to me.
“We step in together on the count of three, got it?” I instructed, each of them nodding clearly in response. “One. Two. Three!”
We all extended our right feet into the vortex together, and the instant we did we were swept away, falling out of our own world and tumbling between the cracks of countless others. They weren’t real, I don’t think. At least, not as real as our world. They were potential realities, or realities that could have been once but now can never be, or fantasies that are so persistent in the minds of real people that in some sense or another, they become real themselves. I only saw glimmers of them, glimmers in nebulas made of primeval chaos and uttermost void.
It was outside of time, that place we travelled through, or at least we had no sense of it there. Our souls were haphazardly spat out upon a surreal landscape of earth, sea, and fire. Hilly plains of volcanic ash, incandescent calderas of lava and bubbling hot springs all intermeshed in a chaotic mosaic that didn’t seem to abide by any laws of geology or geography that I was familiar with. A strong but slow wind pushed fractal formations of dark silver clouds through a pale silver sky, illuminated by a single white orb which could have been either a bright moon or a faint sun.
While our spectral feet left no trace upon the ash we now stood upon, our presence nonetheless elicited a response from some of the local fauna. We were just able to catch a glimpse of some kind of shimmering scarabs burrowing themselves into the ash to escape the four otherworldly ghosts that had invaded their territory.
“Holy shit,” Charlotte murmured as we all gazed out upon the strange world we had found ourselves on. “This really isn’t on the Astral Plane. This is a real planet. This a real,
alien planet! This is unbelievable!”
Genevieve glided over to one of the bubbling pools and peered into it, looking for any more signs of life.
“There’s some kind of bluish-grey algae growing on the rocks down there, and I think I can make out some small arthropods too. This planet’s alive!” she announced with glee, smiling and looking up at the alien sky.
Conjuring an astral approximation of my staff, I plunged it into a small mound of ash beside me. I watched curiously as the scarabs shot out in all directions, moving too quickly for me to get a good look at them, before scurrying back into the surrounding ash.
“These bugs can sense our presence,” I remarked. “How and why would clairvoyance evolve in insects on this world, and why would their first instinct be to flee?”
“Samantha!” Elam called out. “I think I found the Flea Market.”
We all gathered around him and looked where he was pointing. On a distant dune, we beheld the moulted carapace of a colossal insect, gleaming a brilliant, lustrous gold in the broken white light.
“That’s impossible!” Charlotte claimed. “That thing must be hundreds of meters long! No insect, no animal period could ever get that big on the Physical Plane!”
“It could be the Incarnation of some kind of Titan,” Genevieve suggested. “But… it’s dead. I can tell that even from here. It’s dead. It’s the corpse of a dead god, and now it’s being used as a swap meet with a punny name. Either whatever killed it just abandoned it, or…”
“Or is running the place,” I finished for her. “Well, we should see if we can find Emrys.”
In an instant, the world moved around us until we were at the entrance to the Flea Market. The colossal carapace was hollow inside, of course, and had been filled with a bustling city that looked like it had been created in the most
ad hoc manner possible. There wasn’t a single straight street to be seen, and they converged with one another at random intervals. Stalls and buildings varied wildly in both design and materials, all imported from a plethora of different cultures across the planes.
Enormous shards of luminous glass levitated above the throng like a thousand Swords of Damocles, any or all of them seeming capable of succumbing to gravity at any moment. In the very center of the moulted husk dangled a great spiralling chrysalis or hive woven of iridescent silk, its function not being immediately apparent to me.
There must have been thousands of people there, and hundreds of merchants hawking their wares. Most of those who looked human still seemed a little off, like they were members of ethnicities that didn’t exist in our world. Some of the beings were near-human in appearance, many seemingly some kind of Fey or Seelie folk. There was even a small handful of people that weren’t remotely human at all.
The only thing they all had in common was that none were native to this world.
“Most of these people are here in person, aren’t they?” Charlotte asked.
“It would’ve been quite a feat for them to have built all of this while astral projecting,” Genevieve agreed.
“But if this place isn’t connected to the Cuniculi, then how did they get here?” Charlotte asked. “We’re on another planet, maybe even in another dimension. If getting here is beyond the
Ooo’s abilities, then what sort of ungodly reality benders decided to turn it into a Flea Market?”
“Ladies, gentlemen, and any beings either too ancient and alien or too modern and alienated to settle on one or the other, come bear witness to one of the most astounding and atrocious abominations on this or any other world!” a fast-paced male voice rang out over the din of the crowd.
We turned to see a short, skinny, old-timey sort of carnival barker standing on a literal soap box, placed next to a large object draped in a black tarp.
“For the paltry price of a single three-headed coin, you can peer beneath the veil and behold with your own unbelieving eyes the mangled and mutilated monstrosity that lurks beneath!” the carnival barker continued. “But I must warn you, it is not possible to truly understand what dwells underneath without seeing it first! I cannot guarantee that you will still retain your sanity or will to live after witnessing the proverbial Mountains of Madness, for this low creature is truly like no other and serves only as a grim testament to the cruel sadism of the Lord Above! Anyone plagued by even the faintest lingering doubt as to their spiritual fortitude should not dare to even contemplate what might lie before me! But, for those brave, noble few who are truly dauntless of heart and incorrigible of spirit, I am proud to share with you this rare, unfathomable, once-in-a-lifetime opportunity to witness sublime –”
The carnival barker was interrupted by a man yanking the sheet off the object beside him, revealing it to be a mirror.
“Whelp, that was a hell of an
Im14andthisisdeep post, eh?” Charlotte mused.
Genevieve and I, however, were far too stunned to be amused; not by the mirror, but by the man who had unveiled it.
“It’s him, Lottie. That’s Emrys,” Genevieve whispered.
We had only seen him briefly once before, more than two-and-a-half years ago, but he was far from what anyone would call forgettable. He was tall and gaunt, with literal blue blood flowing beneath translucent skin. His long, receding hair and regal beard were pitch black, and dark miasma wafted from his eyes, nose, and mouth. He was dressed in dark sable robes with three overlapping Ouroboros’s tattooed on his forehead, with a pair of ophidian pupils lying in the spaces between them.
What stood out the most to us were the six silver Ouroboros chains bound around his wrists, ankles, waist, and neck. These were the chains the Ophion Occult Order had made to limit the power of his physical avatar, and it seemed he had not yet found a way to free himself from them.
“Are you still here?” Emrys asked in exasperation, tossing the veil back at the carnival barker in disdain.
“…Possibly,” the strange man replied evasively. “But not definitively, for purely legalistic reasons.”
“I believe
Mathom-meister was quite clear when he said that your rather pitiful chicanery wasn’t welcomed here,” Emrys reminded him.
“And who is he to judge chicanery from cutthroat, capitalistic competition? Should not the Flea Market be a free market?” the charlatan demanded. “And while we’re on the topic of commerce, I don’t suppose you have enough three-headed coins to pay for all the poor souls you have so discourteously exposed to my exhibit against their will? I’d hate to have to start shaking people down to get my due.”
“Hard to believe your own circus threw you out,” Emrys said with a sardonic eye roll as he tossed him a small medallion. “You get
one coin. Take it and get out of my sight.”
The charlatan flipped the coin in the air thrice, presumably to confirm it actually had three heads. Satisfied with its impossible dimensions, he shoved it into his pocket.
“It will cover the trolley ride home, at least,” he acquiesced, stepping off his soap box and turning to face his looking glass. “A shame though you can’t see the genius in my little
avant-garde performance piece here, Emmy. Even I know that the monster in the mirror is often the hardest to recognize.”
As the man reached to pick up his mirror, his reflection’s arms shot through the glass and grabbed him by the wrists, pulling him in. Emrys immediately tried to chase after him, but bounced off the glass as if there was nothing supernatural about it at all.
“Bastard!” he cursed under his breath, before turning towards us and giving us a small apologetic smile. “I’m sorry you had to see that rather pathetic display. Unfortunately, the few meeting places I know of that are relatively safe from any Ophionic incursion also attract their fair share of other annoying miscreants.”
“If it didn’t attract a little bit of everything, it wouldn’t be a Flea Market, would it?” I asked rhetorically. “Thank you, Emrys, for inviting us. I’ve never been anywhere like this before.”
“And thank you for accepting. Samantha, Genevieve, it’s a pleasure to see you again, and a relief that you have not fallen under the auspices of the Ophion Occult Order,” he said with a gentle bow. “Elam, I remember you as well. Valiant but not reckless, you remained atop Pendragon Hill during my battle with the Darlings until your mistress was well out of harm’s way, and then you got the hell out of dodge yourself. Samantha couldn’t hope for a better Familiar. And Charlotte, any Witch that Samantha deemed worthy to induct into her coven is obviously someone whose acquaintance I am pleased to make. Welcome, all of you, to Mathom-meister’s Flea Market!”
“So this is where you’ve been hiding out the past two years?” Genevieve asked.
“Oh no. Far too Cosmopolitan for my tastes,” Emrys replied. “No, this is just a friendly place to meet those I consider friends – or potential friends, at least. I’d offer to show you around, but I know it’s difficult for you to astral travel for prolonged periods. Come with me to Mathom-meister’s house where we can talk freely, and we’ll discuss the situation with the Order.”
I gave him a small, single nod in response, and gestured with my staff that he should lead the way. He responded by pointing upwards, then vanished into his shadow form. When we looked up, we saw him waving at us from a balcony atop the great silken chrysalis.
We exchanged hesitant glances with one another, but ultimately followed him into the strange structure, moving from the ground to the balcony in an instant by will alone.
“How would an incarnate being get up here if they couldn’t fly or teleport?” Charlotte asked as she peered over the balcony’s teetering edge.
As though answering a summons, a humanoid creature apparated beside her in a flash of dark vapours. The hunched-back entity stood over six-and-a-half feet tall, and was clad in golden-brown erudite robes. Its squid-like skin was of a similar colour, and its entire face was a single gaping orifice that held a wispy, glowing orb in the center of its skull which I immediately recognized as its soul. A pair of long, fanged tentacles lined with pores and tendrils hung down from its head like a long, forked beard, and the seven digits shared by its two hands all bore wicked-looking talons, as did its two-toed, digitigrade feet.
“Not fly or teleport? What sort of pedestrian house guests do you think I entertain here?” the being asked wryly, its voice seeming to come from nowhere in particular.
Charlotte instinctively backed away from the creature and into the protective fold of our coven, but Emrys was quick to hold up his hand to plead for calm.
“Please, there’s no need for alarm. This is our host, Mathom-meister. He’s the only reason any of this is here in the first place,” Emrys informed us. “A year or two ago a companion of his unfortunately became one of the
Darling Twin’s victims, and when he heard of my vendetta with them, he tracked me down; which is no small feat, I assure you.”
“It is for us. My people are a race of Planeswalkers. Traversing the many worlds of Creation is second nature to us,” Mathom-meister explained.
“I’ve… I’ve heard of your people, I think,” I said, softly and unsurely. “A friend of mine had an encounter with an artifact that gave her a vision of a race of strange and powerful sorcerers slaying their own god. I take it you’re the ones who slayed this Scarab Titan as well? That’s, that’s…”
“Horrifying, yes. That’s the idea,” he nodded. “You have nothing to worry about, young Witch. My people have no special interest in your world. This is purely personal. My friend is dead, and I want his murderers brought to justice; a goal which Emrys and I happen to have in common.”
“Feel free to share this information with the Ophion Occult Order, Samantha,” Emrys said. “I’d very much like for the Darling Twins to know what’s hunting them. Mathom-meister, please excuse me while I take my guests inside. We do have pressing business to discuss and their time is limited.”
The squid-cyclopes bowed gracefully, and my coven and I quickly scurried after Emrys as he led us inside through a towering hallway and into a large chamber that had been appointed as a living space.
I had thought that Emrys would want to speak with us alone, which was why I was surprised to see a young woman sitting cross-legged on a spongey yet chitinous object that I will for the sake of my sanity call a bean bag chair. Like Emrys, she was pale and blue-blooded, her choppy hair as black as coal. She wore a black robe and heavy black eyeliner, but these could not conceal the fact that she too had thin wisps of miasma emanating from her eyes.
“Is that your… daughter?” Charlotte asked, as baffled by her presence as any of us. The woman smiled warmly at the question.
“In a way.
I was dead, and Emrys gave me new life. Now a part of the Outer Primordial Darkness he represents lives in me too,” she said serenely.
Hovering above her left palm were three small bluish-green orbs, lazily going around in a circle. They were translucent and held something inside them that I couldn’t make out, but the orbs themselves appeared to be melting and solidifying by the woman’s will.
“You’re Petra, aren’t you?” I asked as I cautiously approached her. “Chamberlin had mentioned that Emrys had taken an acolyte. I’m Samantha, and this is Genevieve, Elam, and Charlotte.”
“I know. The whole reason we’re here is to speak with you,” she nodded.
“The Ophion Occult Order calls me a soul-flayer, and I’m sure you were all wondering exactly what that meant before you came here,” Emrys said, standing proudly behind his acolyte. “Well, this is it. The Darkness Beyond is now a part of her, and a part of her now lives within the Darkness Beyond. She is not unchanged from what she was before, but neither has what she was been lost.”
“My interpretation of the term ‘soul-flaying’ was the complete removal of a person’s consciousness from their astral and physical bodies to be subsumed by your Darkness,” I countered. “They told me that what you’ve done with Petra here is just the limit of your power while you’re bound in their chains. Are you telling me that if your chains were broken, you wouldn’t be able to do any worse than this?”
“On my physical avatar? No. So long as my astral form remains chained and bound with the World Serpent, I cannot cleave a conscious mind from its astral substrate,” Emrys assured me.
“But that is your ultimate goal, isn’t it? Breaking the chains the Ophion Occult Order put on you is just a stepping stone to breaking the ones the gods bound you with?” Genevieve asked. “You’ve allied yourself with a literal god slayer. Do you expect us to believe that his people’s abilities aren’t something you intend to put to your own ends?”
“I don’t have an ultimate goal so much as I have a fundamental principle of opposing tyranny,” he claimed. “When I was a mere man, thousands of years ago, I was a tyrant. I believed that might made right so unquestionably that when my might began to fail me, the only thing I could think to do was to try everything in my power to restore it. This quest eventually led to me becoming one with the Darkness Beyond, which gave me not only the might I coveted but the wisdom I didn’t know I needed. It gave me perspective. It made me stronger than any human alive at that point but still let me realize how insignificant I was. It was humbling, and enlightening, and filled me both with remorse over my past actions and an impetus to use my newfound gifts to rectify them. I tried to overthrow the gods themselves which, in hindsight, was overly ambitious. I not only failed but had my soul devoured by the World Serpent, where it still resides to this day.
“I am not eager to bring the wrath of the gods down upon me once again. No, for now, I will be content to end the tyranny of the Ophion Occult Order. This is the message I’d like you to relay to them. If the Grand Adderman agrees to unbind my chains and step down from his post, I will spare his life. If he declines, I want the rest of the Order to know that I will show mercy to any who sides with me over him. I am willing to allow the Order to exist so long as it agrees to become more decentralized, democratic, and accountable. They will have to forfeit certain artifacts and individuals in their possession over to me, chief among them the Darling Twins, but I am willing to negotiate. If they aren’t, then I will overthrow the Grand Adderman by whatever means necessary and see the Order scattered to the four winds. It is entirely up to them whether or not the conflict between us escalates to full-on war. Have I made myself clear, Samantha?”
“I think so,” I said as I pensively considered everything he had said. “Why should they trust you to keep your word once your chains are broken? For that matter, why should we?”
He took a moment to consider his response, eyeing me over as though he was trying to divine something that would win over my trust.
“Samantha, you made a pact with Persephone to get your Spirit Familiar there; one where she swore by the River Styx. Is that correct?” he asked.
“It is,” I nodded.
“And in the years since, has Persephone ever broken that pact she swore to?” he asked.
“No, she hasn’t,” I replied.
“I may not be an Old God, but so long as my astral form remains bound by their chains, they have power over me,” he said. “Samantha Sumner, Hedge Witch of Harrowick Woods, I swear on the River Styx that I have spoken no lies to you today. I swear by the River Styx that I will abide by any Covenant that I and the Ophion Occult Order agree to in good faith and fair dealing that they do not break first. I swear by the River Styx that when my chains are broken, I will give you no cause to fear me or regret your trust in me.”
I gave a questioning glance to Genevieve, and then Elam, both of whom nodded in the affirmative.
“All right. An oath sworn on the River Styx is good enough for me. I’ll deliver your terms to Seneca Chamberlin,” I agreed. “I’m very grateful for the trust and respect you’ve shown for me and my coven, Emrys, though I can’t say I quite understand it. Out of all the guests that were there on the Hallow’s Eve you were summoned, why did Evie and I stand out to you?”
“The Ophion Occult Order deemed you worthy of inclusion in their cult, an offer you rejected on principle. You cheated Persephone, but you did it not to gain immortality for yourself but to save your friend from hell. You came here, thinking I could very well tear your souls asunder, but did so because you believed it was your duty to prevent needless suffering,” Emrys answered. “You are extraordinary in your craft, courage, and conscience, the latter of which especially stood out among the degenerates at that party. I do apologize if I frightened you at that event. I was a bit… irritable, given the circumstances. I’m glad we were able to meet again under more pleasant conditions.”
“So am I, Emrys,” I nodded. “I’m not sure exactly what this means or how relevant it is, but Seneca wanted me to tell you that he’s able to offer you the Dream Demon Red Ruck as a sacrifice.”
“
Pffft. Tell him it’s hardly a sacrifice if I’m getting rid of a boogie man for him,” he scoffed. “In fact, now that you mention it, Ruck’s one egregore that might be of more use to me alive.”
I wanted to ask him what he meant by that, but we were suddenly interrupted by the rapid pounding of a gong somewhere down below. It seemed to be an alarm of some kind, as we could hear the panicked shouting and frantic racing of people either battening down or forsaking the Flea Market altogether.
Mathom-meister apparated into the middle of the room, his facial tentacles reflexively raised in a defensive position.
“Were you outside the market?” he demanded of us.
“The portal we came through deposited us a few miles outside of the market, yes,” I admitted.
“Damn,” Emrys cursed softly, though he sounded more frustrated than angry. “Meister, it’s not their fault. I knew they weren’t experienced Planeswalkers, I could have – ”
“It doesn’t matter!” Mathom-meister interjected. “They need to leave, now!”
“Why, what’s going on?” Genevieve demanded.
“The scarabs are swarming,” Petra explained. “Don’t feel bad; it happens often enough that they’re prepared for it.”
I wanted to press for more details, but I could hear the humming of a vast winged swarm steadily encroaching upon us.
“Don’t worry. Once you leave the swarm will disperse… eventually,” Emrys told us. “We’ve said all that need be said for now. Return home, and I’ll reach out to you again shortly, Samantha.”
Again, I wanted to object, but the swarm outside was growing louder and louder, and it occurred to me that we might not be completely safe from a biblical swarm of insects that could not only sense but evidently sought out souls.
This occurred to Charlotte as well, as she was the first of us to vanish and awaken back in her body. We could all feel the weight of her reembodied soul tugging on us to return with her. Genevieve immediately grabbed hold of my right hand and Elam my left, both of them refusing to leave before I did.
I spared one final glance at Emrys, lamenting that we couldn’t have had more time.
“I’ll relay everything you said to the Order. I’ll make sure they know you’re willing to negotiate a truce,” I vowed.
He gave me a gracious nod, and just as we heard the swarm start to pelt the exterior of the market, I forced my physical eyes open and was back in my body, still safely under a willow tree in my cemetery.
I immediately looked beside me to Genevieve, and saw that she was awake as well, and then around me for Elam, who seemed to be suffering a bit of spectral whiplash from being pulled back with me so suddenly, but was otherwise all right. Sighing with relief, I turned lastly to Charlotte, and saw that she was looking down at the mediation circle in dreaded horror.
Following her gaze, I saw that the Undying Rose was gone – spent, perhaps, in exchange for our passage – and in its place was the inert, and hopefully dead, body of one of the
shimmering scarabs.
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2023.06.01 14:31 Shagrrotten The Non-English Language Movie Tournament: Round 5
Letterboxd list of all the participating movies:
https://boxd.it/lOu1o Results of Round 2 8 1/2 (1963) - Italy (32) beat The Battle of Algiers (1966) - Italy/Algeria (16) Metropolis (1927) - Germany (54) beat The 400 Blows (1959) - France (18) Fantastic Planet (1973) - France (35) beat Mirror (1975) - Russia (22) My Neighbour Totoro (1988) - Japan (42) beat Fists of Fury (1972) - Hong Kong (19) Nausicaa of the Valley of the Wind (1984) - Japan (24) beat Night and Fog (1956) - France (17) Nosferatu (1922) - Germany (52) beat Nosferatu: Phantom der Nacht (1979) - Germany (13) Grave of the Fireflies (1988) - Japan (75) beat The Girl With The Dragon Tattoo (2009) - Sweden (37) Amelie (2001) - France (43) beat Harakiri (1962) - Japan (30) Andrei Rublev (1966) - Russia (28) beat The Host (2006) - South Korea (23) Pan’s Labyrinth (2006) - Mexico (56) beat High and Low (1963) - Japan (28) Parasite (2019) - South Korea (55) beat Hour of the Wolf (1968) - Sweden (23) The Hunt (2012) - Denmark (19) beat Ikiru (1952) - Japan (17) The Lives of Others (2006) - Germany (26) beat Il Decameron (1971) - Italy (8) Battle Royale (2000) - Japan (34) beat Beauty and the Beast (1946) - France (21) In the Mood for Love (2000) - Hong Kong (36) beat The Red Balloon (1956) - France (9) Bicycle Thieves (1948) - Italy (36) beat Ip Man (2008) - Hong Kong (21) The Seventh Seal (1957) - Sweden (38) beat Princess Mononoke (1997) - Japan (21) Ran (1985) - Japan (82) beat Raise the Red Lantern (1991) - China (19) Rashomon (1950) - Japan (39) beat Johnny Gaddaar (2007) - India (4) The Virgin Spring (1960) - Sweden (17) beat Raw (2016) - France/Belgium (14) Rififi (1955) -France (17) beat Chungking Express (1994) - Hong Kong (14) City of God (2002) - Brazil (34) beat Cinema Paradiso (1988) - Italy (22) Throne of Blood (1957) - Japan (19) beat Come and See (1985) - Russia (17) Crouching Tiger, Hidden Dragon (2000) - Taiwan (24) beat La Jetee (1962) - France (21) Das Boot (1981) - Germany (38) beat Tokyo Story (1953) - Japan (22) Seven Samurai (1954) - Japan (35) beat Scenes from a Marriage (1974) - Sweden (6) Solaris (1972) - Russia (21) beat Troll Hunter (2010) - Norway (5) Umberto D. (1952) - Italy (15) tied with Spring, Summer, Fall, Winter…and Spring (2003) - South Korea (15) Stalker (1979) - Russia (21) beat Wages Of Fear (1953) - France (14) Suspiria (1977) - Italy (21) beat Werckmeister Harmonies (2001) - Hungary (8) Winter Light (1963) - Sweden (16) beat Life is Beautiful (1997) - Italy (6) Y tu Mama Tambien (2001) - Mexico (24) beat Like Water For Chocolate (1992) - Mexico (4) M (1931) - Germany (22) beat Taste of Cherry (1997) - Iran (10) and Drunken Master (1978) - Hong Kong (5) Man with a Movie Camera (1929) - Ukraine (10) beat Pather Panchali (1955) - India (9), and Z (1969) - Algeria (6) Results of Round 3 Metropolis (1927) - Germany (17) beat 8 1/2 (1963) - Italy (14) My Neighbour Totoro (1988) - Japan (21) beat Fantastic Planet (1973) - France (9) Nosferatu (1922) - Germany (34) beat Nausicaa of the Valley of the Wind (1984) - Japan (10) Grave of the Fireflies (1988) - Japan (25) beat Amelie (2001) - France (17) Pan’s Labyrinth (2006) - Mexico (17) beat Andrei Rublev (1966) - Russia (10) Parasite (2019) - South Korea (22) beat The Hunt (2012) - Denmark (9) The Lives of Others (2006) - Germany (14) tied with Battle Royale (2000) - Japan (14) Bicycle Thieves (1948) - Italy (13) beat In the Mood for Love (2000) - Hong Kong (12) The Seventh Seal (1957) - Sweden (22) beat Ran (1985) - Japan (18) Rashomon (1950) - Japan (21) beat The Virgin Spring (1960) - Sweden (11) Rififi (1955) -France (11) beat City of God (2002) - Brazil (8) Throne of Blood (1957) - Japan (12) beat Crouching Tiger, Hidden Dragon (2000) - Taiwan (11) Seven Samurai (1954) - Japan (15) beat Das Boot (1981) - Germany (14) Solaris (1972) - Russia (23) beat Umberto D. (1952) - Italy (4) Stalker (1979) - Russia (18) beat Suspiria (1977) - Italy (13) Y tu Mama Tambien (2001) - Mexico (19) beat Winter Light (1963) - Sweden (7) M (1931) - Germany (19) beat Spring, Summer, Fall, Winter…and Spring (2003) - South Korea (4), and Man with a Movie Camera (1929) - Ukraine (2) Results of Round 4 Metropolis (1927) - Germany (21) beat My Neighbour Totoro (1988) - Japan (19) Nosferatu (1922) - Germany (19) beat Grave of the Fireflies (1988) - Japan (10) Parasite (2019) - South Korea (20) beat Pan’s Labyrinth (2006) - Mexico (19) Bicycle Thieves (1948) - Italy (16) beat Battle Royale (2000) - Japan (9) and The Lives of Others (2006) - Germany (7) The Seventh Seal (1957) - Sweden (11) tied with Rashomon (1950) - Japan (11) Rififi (1955) - France (12) beat Throne of Blood (1957) - Japan (6) Seven Samurai (1954) - Japan (18) beat Solaris (1972) - Russia (11) Stalker (1979) - Russia (23) beat Y tu Mama Tambien (2001) - Mexico (12), and M (1931) - Germany (11) Results of Round 5 View Poll submitted by
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IMDbFilmGeneral [link] [comments]
2023.05.31 21:57 Jorgeoussss Best tattoo artist in Vegas
Hello!
I'm planning to get a tattoo and I'm currently on the hunt for the best tattoo artist in Las Vegas. I've heard that there are some incredibly talented artists in this city, and I want to make sure I choose the right one for my design.
I'd appreciate any recommendations or personal experiences you might have had with tattoo artists in Las Vegas. Factors like their professionalism, attention to detail, hygiene standards, and overall customer experience are important to me.
Please feel free to share the names of the artists or studios you think are worth checking out, along with any relevant contact information, DMs of your tattoo or social media handles, if possible.
Thank you in advance for your help! I can't wait to hear your recommendations!
submitted by
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2023.05.31 21:56 eyeofhorus919 *Eager clicks.*
O----------------------------------------------------------------------------------------------------O
Name: Jaeger, his Yautja name is Nua'yti. Gender: Male
Age: 27
Family and Relations: His clan
Voice Claim/Accent: Mando’s voice
Role in a party: DPS Rogue
Level: 4 (18/28)
Stats:
Strength: 9(+1 from racial)
Dexterity:7
Constitution:5
Intelligence:7
Wisdom:5
Charisma:5
Spirit:-2
Species: Half human, Half Yaujta
Personality:
Likes: Cleaning and arranging trophies, dogs, and customizing his gear.
Dislikes: Taking off his mask, ‘Serpents’, and gangsters
Height: six foot seven
Weight: 247 pounds
Hair: black dreadlocks
Eyes: blue
Markings/Scars/Tattoos: possesses several scars that render any birthmarks too marred to be seen.
Extra: has the yellow skin of a normal Yaujta.
Appearance: Tall, built like a tank, yet oddly quiet.
- Equipment [Pictures also suffice]:
Clothing: loincloth, tabard, fishnet that’s able to be used to fish in emergencies, and several small skulls attached to cords.
Armor:
Head:
Serpent Hunter’s Biomask: A biomask that Jaeger retrieved from one of his kind’s temples, the vision filters of this mask include not only the traditional ones but also one designed to counter the Xenomorph’s ability to blend into shadows and fool thermal vision. As with all Yaujta biomasks, Yaujta cloak tech is automatically nullified by it, allowing Yaujtas to see other cloaked hunters. Is immune to destruction by acid.
Thermal Vision: Sci fi cloaks are nullified for living creatures that aren’t hiding their body heat and ranged attacks against creatures with a body temperature have the intelligence stat added to them.
Tech sight: Allows for Jaeger to see electronics due to a similar ability as IQ’s gadget from R6 Siege.
Serpent sight: Advantage to stealth checks due to being in the shadows are turned into disadvantage for Xenomorphs and similar creatures.
Chest:
Yaujta chestplate: A lightweight chestplate with slots on the back for modifications and a plasma caster mount, the front of it is designed with the energy resistant metal of the Yaujtas that also is designed with a active camouflage tech. While Jaeger currently lacks a plasma caster, he does still have a mount on the back to attach his speargun for storage and spots for extra clips of it’s collapsing spears on the sides of his chest. Thanks to the chestplate, he also has shoulder pads, Is immune to destruction by acid.
Ability: Self destruct, upon activating Jaeger is killed and all enemies must make a Dex Save of 18+Jaeger’s intelligence+level. On a failed save they take 50%+1d4X5% true damage.
Chestplate mod, Dragon Hunter’s jet pack: A jet pack designed by a clan of Yautja that specialize in hunting dragons, this jetpack is capable of not only boosting the wearer’s jumps to double their normal amount but can be used to enhance punches, kicks, and attacks of Yautja as well as to fly! Gives the ability to fly up to fifty miles per hour, during combat grants a sixty foot flying speed but can only be used three rounds in a row before needing to cool down. Can be used to slow falls even while on cooldown and off cooldown boosts the height and distance of jumps by double.
Can be used to add 1d12% blunt damage to a weapon that adds to unarmed attack damage as well as unarmed attacks, cooldown of three rounds.
Forearms:
Yaujta gauntlets and wrist computer: A pair of bracers that cover the forearms, the left one having a wrist mounted computer that’s entirely indecipherable due to the odd script of the Yaujta but handles not only the active camouflage, the Falcon’s controls as a secondary means, and the self destruct but also can serve to hack other computers easily as well as storing data on creatures. The right bracer contains a pair of wrist blades and both have mounts for various other bits of Yaujta tech, the left bracer being much the same but also having a mount for a second pair of wrist blades. Is immune to destruction by acid.
Applies advantage to hacking checks and animal investigation checks.
Left hand bracer modification
Wrist Shield: A large, yard across shield made from the metal that all Yautja weapons are made, making it acid resistant and extremely durable. When expanded, a slot opens in the top of the bracer, allowing metal slats to expand out and multiply into a massive and incredibly sharp edged shield. It has been shown to be able to cut through not only a tree trunk but also a man’s throat in the process as well as being able to be forced through stone… Adds 1d20% blunt or slash to unarmed attack (does not stack with wrist blades) depending on how it’s attacked with, while grappling this can be deployed with advantage to end it and attack all at once.
Has a plus four to block and a plus two to attacks with it, 90% damage reduction from ballistic damage, 25% energy, blunt, slash, and Pierce reduction, and ignores armor bonuses.
Legs and feet:
Greaves, sandals, and thigh plates: Simple armor plates that protect from energy blades. Is immune to destruction by acid.
Set bonus:
Ability: Active Camouflage, the entire suit is capable of bending light around it to hide the wearer from view of his prey along with most detection softwares and hardwares. Due to his suit being a hand me down his software is currently bugged out, resulting in the active camouflage being disabled while his wrist computer runs debugging. (Locked till level three)
While active within three meters roll with advantage against 10+Jaeger’s intelligence+level, outside of three meters up to ten meters roll normally, beyond ten meters roll with disadvantage. While in water this ability is nullified.
Accessories: Small skulls attached to belts, bands, and other similar bands on his body.
- Rosarius: A necklace/amulet that can be tied to a belt, the amulet contains technology that produces a transparent field of energy that turns tiny objects and energy moving at high speeds through it into light.
Applies advantage to block bullets and similarly fast ranged attacks. (Does not work against magic)
Vehicle:
Yautja Scout ship: A small (relative, a bit bigger than the Millennium Falcon) ship that has a cloaking device that hides it from view of all non Yautja ships and tech, it contains a pilot chamber, armory, trophy room, and a sleeping chamber. It’s armed with much more powerful versions of the Yautja’s plasma caster to eliminate prey ships that are in the way of the Hunt, though Jaeger prefers avoidance over confrontation. It’s rigged to explode upon Jaeger triggering his own self destruct device after sending a message to the closest person he has to a father. Trophy room contents:
Sith Skull and spine, psychic’s spine, several mercenaries skulls, and at least three bear skulls.
Weapons/Other:
- Whirlwind Launcher: A armor module that attaches to any form of armor, as well as allowing for impulse control or manual controls. The unit typically remains folded into a small orb with a rectangle to the side but when unfolded forms four rocket launchers loaded with smart ammo.
Uses intelligence and perception.
Deals 20%+1d4X5% blast damage.
Kraken missiles: ignores armor bonuses, deals quadruple damage to armored vehicles and double armor wearing enemies.
Antipersonal: hits all enemies within ten feet of the target, deals double damage to unarmored targets.
Flak shot: Flying enemies automatically are grounded when hit, advantage against airborne enemies.
Energy surge: On a hit apply a 15+intelligence DC, on a failed save all electronics within ten feet of the target are shut off.
Takes ten rounds to load a barrel. (Passive)
Can be fired as a bonus action or fired all at once with a attack action.
- Medcomp: This armor module detaches from the left back side of Jaeger's chestplate, this module contains a clotting factor, syringe, medical stapler, a heavy duty scalpel, bone saw, and other medical supplies meant for a Yautja to use.
Has 3+level amount of charges, requires two actions to use. Using this expends a charge applies a 3d12% heal in addition to a extra d12% per level. Charges replenish during a long rest or when the Med Comp is hooked up to a external power source...
- Wrist blades: twin blades that deploy from his right bracer, acid proof and used in honorable duels and for takedowns. These blades are comprised of a metal that is similar to beskar in composition, allowing them to parry energy blades.
Adds 2d12 slash to unarmed attacks.
Deals double damage against enemies unaware of Jaeger.
Uses strength or dexterity.
The blades will activate and will add 3d6% slash damage to unarmed attacks when it's used to slash and adds 1d12% slash to the base damage when thrown. It returns to him after five rounds or when called manually if caught by someone else or embedded into something.
- Yaujta Saber: A ancient Elder’s custom weapon made from the weapon of a slain prey that could manipulate the world around them mentally. Among certain clans possession of this weapon is statement enough to show that the bearer is a powerful Hunter as well as considered a Elder regardless of age. This blade produces a crimson blade that’s non focused and more like a plasmacaster’s bolt but it’s still as deadly as the Sith’s saber it was taken from… This weapon is famous among Yautja, it’s name in their tongue being Sivk’va-h’sai-de.
Leveling bonus to attacks and blocks, apply wisdom modifiers to rolls with this weapon, and upon a successful block with this weapon against a energy/lightning attack, the attack is reflected.
Deals (Lvl)d6+STR plasma damage (Damage dealt by this blade cannot be healed mid combat), ignores non armor based energy resistances, and deals double damage monsters, unarmored organic enemies, and machines. Natural damage reflection due to things like acid blood is negated. Can be used to melt/cut through doors, floors, and walls.
Curse/Limitation, Clan blade: This blade will always seek out those that are of Yaujta blood or are part of the Jedi, the blade itself rejecting and fighting those that don’t meet those requirements.
If the wielder isn’t force sensitive or a member of the Yaujta race, attacks and blocks with this blade are made with disadvantage. If the wielder is a Yaujta to any degree attacks and blocks are made with advantage. If only Jedi/Sith/Force sensitive, attacks are not made with advantage or disadvantage.
- Sith’s Lightsaber: Jaeger took this from a Sith he killed, it’s part of a pair but he keeps the second on his scout ship as a trophy. He typically prefers his combi stick, wrist blades, and the Yautja Saber over this but will use it in a pinch…
Deals 2d4% plasma damage, doubled against machines and living things. Can be used to melt/cut through doors, floors, and walls.
- Psychic Spine Combistick: An extendable double ended bladed spear, given to Hunters after they finish their training, typically customized with trophies from hunts over time. Martin has infused one of Jaegar’s hunts, a psychics skull and spine, to the weapon. Can be used as a thrown weapon or a speadouble ended sword. Extends from a foot long length to a six foot long weapon.
Deals 1d12+STR piercing or slash.
When used as a throwing weapon use dexterity and strength both.
Leveling bonus to attacks and deals double damage when thrown. Returns to Jaeger after two rounds when thrown. Can pin enemies to walls upon a hit.
Sweeping blows - The Combistick is able hit multiple targets when swung by Jaeger. When making a melee strike with it, make an attack roll for every enemy in melee range.
As an action, the wielder can force an effect from the psychic spine attached to the weapon. These come in a variety of forms:
Hunters Manifestation - Causes a duplicate illusion of the wielder to appear. When an enemy attacks Jaegar, they must roll a D4. On a 1-2, they attack the real Jaegar. On a 3-4, they attack the illusion and destroy it. The D4 is rolled after they make their attack roll. 3 round cooldown.
Chokehold - Can cause a psychic ring to quickly appear near a creatures neck. Creature must make a dodge roll, or have the ring latched around their neck, choking them, causing 8% bludgeoning damage per round and rendering them unable to speak until they make a successful DC15 Strength save to break out of it. 6 round cooldown.
Alpha Predator - As an action, can cause a psychic illusion of fear in a creature the wielder is ‘hunting’. This forces a DC15 Wisdom save, and on a fail, the creature becomes frightened, with disadvantage to attack rolls against the wielder and being unable to willingly move closer, attempting to run away. The creature can attempt to make the save again at the end of their turn. If a creature makes their save, they become immune to Alpha Predator for a day.
Psychic Blast - Can launch a fist shaped blast of psychic energy when the user throws a punch, allowing for either a gauntlet or punch attack to deal an additional 5% psychic damage, or make a ranged attack with their melee bonus. 2 round cooldown.
- Ceremonial dagger: used after a hunt to remove trophies from his prey, can be used in self defense in a pinch.
Deals 1d4+STR+DEX piercing damage.
Leveling bonus to attacks and checks involving removing parts from animals, is capable of being used to block energy blades.
- Yautja Spear rifle: A alien rifle that was made by the universe’s Hunters to serve as a means of eliminating armed and heavily armored prey silently.
While this weapon is considered a sniper rifle, it’s completely silent as well as being able to swap to a shotgun mode when needed.
This weapon has a leveling bonus + one.
In sniper mode this weapon suffers from no debuffs due to range away from the target, beyond ten meters this weapon doubles it’s bonus. It can also apply a dc 17 dex save on a hit to yank targets into melee range, auto succeeds on corpses.
In shotgun mode it fires three spears at once, making a target roll three dodge rolls if in melee range of the user, outside of melee range this attack has disadvantage.
Deals 2d8+INT piercing and a third in bleed damage for . The ammo of this weapon can be retrieved and put into fresh clips, each clip contains 12 spears.
- Net gun: A odd pistol like thing that is meant to be used to restrain prey, capture it, or kill it by bleeding it.
Launches a net with razor sharp strands, upon it hitting the target is considered grappled. Every round the target must make a dex dc of 13 to carefully remove the net, taking 1d4X5% on a failed save.
Weakness:
This is sufficient: cannot remove his armor for better armor unless it is of Yaujta make.
(-2 slots)
I swore to not take this off in the presence of prey: will not remove his bio mask in the presence of other living beings unless they are Yaujtas or are considered brethren by him/can see through it regardless.
(-1 slots)
Racials:
Sturdy: Halved fall damage.
Odd sight: Darkvision of 90 feet (bright light) and 120 feet (Dim Light)
Claws: +1 to climbing and deal 1d6+STR blunt or slash damage with unarmed blows.
Apex Hunter Physicality: Yautjas are very strong, with special organs like their dreadlocks that serve the porpose of thermoregulation and sense things around them, and having sharp fangs/claws to attack enemies at short range. The Yautja can survive 20 Minutes Underwater without air. +1 in STR and Infra-Red Vision.
Glowing Blood: Yautja Blood is easily recognizable as a luminous phosphorous green fluid. Their blood can be used to enhance or aid Humans or similar humanoids, carbon-based creatures, If Re-Purposed.
Passives:
Yaujta’s physique: Jaeger’s strength is double that of a human at peak condition as well as the denser skin and bones of one.
Advantage to strength and dexterity rolls.
(8 slots)
Takedown: Jaeger has studied the biology of countless animals and species, his blows from the shadows being guided by such knowledge to be more effective.
Triple damage to unaware targets.
(4 slots)
Chain Strike: Jaeger’s training has resulted in him being able to chain together attacks into one seamless combo.
Upon landing a attack Jaeger can attack again up to twice per action.
(2 slots)
Haste: Jaeger can move far faster than humans…
Two actions per round.
(2 slots)
Actives:
Predator leap: jump twenty feet vertically and thirty feet horizontally.
(2 slots)
Challenge: Jaeger roars, his Yaujta vocal cords unleashing a sound that terrifies and announces his intentions of hunting that target.
Applies a wisdom save of 12+Jaeger's Charisma, upon the target failing the target suffers from disadvantage to defend against and to attack Jaeger.
(5 slots)
- Backstory: Jaeger was once a human, born to a ordinary family that a Yaujta betrayed the code of the hunt when he killed his parents when Jaeger was a infant. The young hunter was exiled and Jaeger taken in by his Clan, he was given to a Yaujta huntress to be raised and taught the ways of the hunt. In his first decade of life it would become clear that he would require... a intervention to be able to survive. He was given regular treatments to boost the durability of his bones, increase his muscle density, and give him a Yaujta’s physique. After his twentieth year with the Yaujta he had completed his training and earned the right to wear the armor and blades of a Hunter, his first and long hunt would begin on Fim...
O----------------------------------------------------------------------------------------------------O
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2023.05.31 19:27 SummitRoleplayMedia LF New Players Whitelisted 18+ PD&EMS Hiring Crime Heists Hunting Sasquatch Hunt Plenty of Activities Imports Amazing staff
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https://discord.gg/summitroleplay submitted by
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2023.05.31 15:26 Centumviri Welcome To Green Valley: 4 Level 1 Adventures in a Ridiculous Rural Village
Welcome to Green Valley
Four Merry Jaunts Through the Bumpkin Quest Campaign
CHAPTER 1: Green Tide Spring Cleaning time! This includes a parade, a festival, and a temple ceremony. These events are haunted by and angry goose hating enchanted broom.
CHAPTER 2: A Cartload of Chickens Folks need to eat. And round here they like to eat massive angry chickens. Somebody's gotta deliver them, and that somebody is your players!
CHAPTER 3: Marvin the Magnificent Simple problems require convoluted solutions. Help Marvin enchant a plow that can pass through stones. What could go wrong?
CHAPTER 4: High Society After earning some respect the players get invited to a high falutin social dilly do. But not as guests. As the help. And this party is gonna need it! The entertainment is about to become a mesmerizing problem.
ADVENTURE MECHANICS - Target Character Level: Commoners or Level 1 - Target Party Size: Four Players - Average Adventure Playtime: 2ish Hours - Tone: Rural Mayhem and Foolishness
Grab the Free PDF Here.
https://www.patreon.com/posts/adventure-to-83830560 I’ve also put these adventures into our *Bumpkin Quest: Campaign Guide
https://www.patreon.com/posts/guide-bumpkin-to-80202231 The guide fills in the details of Green Valley pretty thoroughly. The quests are simple enough to be run in any setting you choose, but if you're interested in more the Guide has about two dozen Custom Maps, 70+ NPCs, Location Descriptions, 20+ Local Legends, and Scores of Adventure and Event Ideas. You can grab the PDF Free at the link above.
Hills Furrow
At the center of the Valley sits a patch of small grassy hills, through which the Slow Water meanders through. Built into these hills is the Village of Hills Furrow. Celebrated by everyone living in The Valley and boasting a whopping population of almost 150, Hills Furrow is the center of commerce and social importance. Well, at least as far as the locals are concerned. Realistically it would be less than a blip on the grand scale of things, a mere kernel of wheat in the silo of civilization, but to those who live here, there is nothing quite like living in the “city”.
The Village itself, like the Valley, is predominantly Halfling, and their fancy dwellings are burrowed into the hillsides as often as possible. These dwellings have been family owned for generations only becomeing available if there are no heirs to pass them along to. Other folk live in well kept two story shingled buildings, most of which house a business on the lower floor and house the Shopkeepers and their families above their workplaces, though a few live in nearby homes. There aren’t many “rental” spaces in town, as property is usually bought up quickly by the Halfling Families, but there are long term options at either of the Inns in town.
Hills Furrow: Locations 1) The Crocked Crow (Inn and Tavern) 2) The Dancing Lamb (Inn and Tavern) 3) The Moaning Toad (Tavern) 4) Granny's Groceries (General Market) 5) Get Nailed (Hardware and Distilery) 6) Gimdurh's Hammer (Smithy) 7) Brenra's Mechanicals (Tinker) 8) Hjoldren's Home Goods (Carpenter) 9) Standard Industries (Office) 10) Fit to be Dyed (Tailor) 11) The Last Loaf (Baker) 12) The Cloudy Cleaver (Butcher) 13) Nature's Medecine (Apothecary) 14) Sheriff's Office 15) Green Valley School House 16) The Waterwheel 17) The Windmill 18) The Undercloak Estate 19) Truefoot Burrow 20) The Meadows Family Hill
The locals are hospitable and friendly enough, but they do not really trust outsiders. Folks from foreign places are good for trade, news, and little else. Those that come through are treated well enough as long as they don’t wear out their welcome. Locals, well, that’s a bit of a different story. The city and area doesn’t operate under a written caste system or social structure, but there is clearly a pecking order, and family heritage matters a great deal to folks in Hills Furrow. Most locals, whether they’ve gotten an education or not, can easily be classified as simple. It isn’t that they are slow of mind or unintelligent, but more that they are unconcerned with matters the outside world considers important. This sentiment has created a general, but friendly, dislike between those that consider themselves Highfalutin and those that clearly are not.
Well now that I've given you the fifty cent tour. Shall we get on to adventure?
CHAPTER 1: Green Tide
We will open our journeys in the Green Valley at Green Tide, the annual celebration of Winter’s End. This adventure is designed to give a tour of Hills Furrow and introduce them to the locals. It will begin with some chores around their house to prepare for the festival and end with a battle involving an enchanted broom. If you did not do Session Zero, this chapter may take a bit longer as we get to know everyone and their characters.
ACT 1: Pre-Festival
The locals spend the week cleaning out their houses and farms. They gather old junk and unused items to be used later in the festival. They also begin preparing what food is left from winter to be used in a celebration and feasts.
Things to do! - Have the Players clean up junk around the house - Have them Find something strange (Perhaps used for a later mystery?) - Have them Decorate their Broom - Have them run a Household Errand (Meet an NPC)
ACT 2: Sweeping Day
A merry festival celebrating Spring cleaning and putting the past behind them. They form a parade, with one member from each house carrying a brightly decorated broom and using it to symbolically “Sweep Away Winter”. The rest of the family marches their winter’s trash and unused goods down to the Fairgrounds. The goods are often traded, while the trash is piled in the fire pit to await burning later. The entire day is filled with fun outdoor activities. Households also symbolically bring their problems to the bonfires to burn them later.
Things to do! - March in the Parade - Carry Junk to the Bonfire - Meet more of the Locals
EVENT: I Love a Parade The parade will march North from near the Cross Roads in the South up around the hill and back again to the South where it will head for the Fairgrounds. There isn’t anything particularly challenging about this event, but it would be a wonderful place to start leaning into or building local rivalries.
EVENT: Never Seen a Broom Do That… As they come into the home stretch of the Parade one of the local’s Brooms will animate and take off. It will chase folks around the parade. The players can attempt to stop it, but the broom will flee soon after being attacked. It will fly up into the air, attack a flock of geese, and chase them off until it can’t be seen anymore. They can go and collect a fallen goose if they wish. I highly recommend giving it a motorcycle type sound as it flies around hitting folks. Maybe even going as far as giving it a rough gravel angry voice and letting it insult people.
ACT 3: Winter’s End
Winter’s End is a Combination of Groundhog’s Day and Fasnacht, this day gets a little wild. The Festival kicks off at dawn with the Great Gopher Hunt. Gophers are well known spies for The Voice of Winter and thus need to be hunted before they can tell The Voice to delay Spring. Gophers themselves are quite tasty, and are notoriously bad for crops, so this works out economically all around. Throughout the rest of the day families continue to contribute to the Bonfire Pile which often gets quite large. At dusk a large effigy of The Voice of Winter is placed on top of the pile. Once the sun has fully set they light the fire and burn the Effigy. Folk usually dress darkly during the day and brightly at night. After the burning they feast on sweets and treats that were made from goods saved up from winter storage.
Things to do! - The Great Gopher Hunt - Carry Junk to the Bonfire - Meet more of the Locals - The Fairground’s Activities
EVENT: The Great Gopher Hunt The Hunt begins at dawn and takes place all over the Valley. Locals race to collect as many Gophers as possible. It is easiest to kill the Gopher, but there are some that find that distasteful. Instead they live trap the critters. It is a bit tougher to do so, but an option should your players wish. This is most easily played out as a series of appropriate Skill Checks, in which the higher they score the more gophers they obtain.
EVENT: Trash Removal They may find some locals willing to pay them to help cart junk down to the bonfire pile. Not a lot of skill involved in this, but it is a great opportunity to meet locals, and you could throw a runaway cart at them.
Fair Activities They will probably want to take part in Fairground Activities. Players love these types of challenges. Here are a few ideas you can build on. - Axe Throwin: Basic attack rolls on a Round Target. Higher scores equal Higher points. - Bow Shootin: Basic attack rolls on Moving Targets. Higher scores equal Higher points. - Pig Chasin: Catch the greased Pig! Medium DC Challenge requiring three success before three Failures. - Mud Wrastlin: Nothing says bumpkin like a good Mud Wrastlin Pit. Contested Skill Challenges. - Sausage Eating Contest: Increasingly difficult DC Challenge. Eat till you puke! Can also be Pies or Ribs or Little Fish… you know whatever someone wants to stuff dozens of in their gullet. - Tug O’War: Team Strength Challenge. Three to Five Contested Rolls with opposing teams. - Gopher BBQ Cook Off: A Hard Culinary Challenge to see who can BBQ the best Gopher! - Races: Foot and Mount Races based on Three to Five Contested Rolls. I usually include a few odd mounts like a Giant Chicken or some such nonsense.
ACT 4: Day of Ashes
The Day of Ashes is a day of rest, recovery, and reflection. Locals take the ashes from the bonfires and rub their hands in them to symbolize the end of a hard year’s work and hardships of the past. The day ends with a large family feast, typically Pork. Activities this day are light, but many folks head to the Temple for the Calling of Spring Blessings. They put on their fancies and head down to ask forgiveness for over-indulging in the festival and for worship. Well sort of…
Unfortunately, a lot of folks take this as an opportunity to peacock about and practice their one-upmanship over other locals. If you’re looking for inspiration for their outfits look to older photos of the Kentucky Derby. Over the years this troubling practice has caused more than one fight to break out after the service.
*
Things to do! * - Go to Temple and Meet More Locals - Pick a Local Patron!
EVENT: Temple Services The majority of the town comes to Temple on this day. The service is usually longer, and a bit more “Where have most of you been all year?” But otherwise it is a call for the Divine Blessings to touch their crops and protect their lives. It ends with a ceremony in which the locals put their hands into the ashes from yesterday’s bonfire. Once services end they will head outside, where the trouble will begin. Two of the wealthier families will get into it with each other. Starting with a couple of veiled insults, probably before service and continuing afterward. If one of your players is from a local Rich Folk family then they can be right in the middle of it all, otherwise they will have to pick a side. This choice will determine their house Patron moving forward. Tension will increase until folks start drawing up sides, and then someone will throw a rotten tomato at one of the House Matrons. That will blow the lid off the incident and a yokel brawl will break out. For comedy purposes I recommend the instant appearance of several food carts filled with expired products, and maybe a six year old hustler selling big sticks for wacking folks with. As the locals brawl call for perception checks. Who ever rolls highest begins to hear… The Broom returning!
ENCOUNTER: Stick In The Eye The broom returns ready to whoop some ash. It will be absolutely bent on cleaning anyone and everyone who is even the slightest bit dirty! If it successfully attacks a character they will have to make a Strength Saving throw or be knocked to the ground and swept clean by the broom. As this would be an awful omen for the year folks are terrified and will be running around screaming. Absolute mass hysteria. If the players were lucky enough to hear it coming they can avoid being surprised by the broom. Otherwise the broom will get a full round to attack before they have a chance to do anything. They’ll have to beat the broom into submission any way they can before it sweeps the whole town into chaos!
CLOSING
After defeating the broom things will settle back down again. Bumpkins are quick to return to normal when things go awry. However, they will have gotten the attention of one of the Wealthy Families in the area and be offered jobs. Which family is really, based on what will work best for them and you as the DM. For gags you might be tempted to have the Yokels pick them up, but that is a hard bit to sustain, and you may be better served keeping them on the side as a comic foil rather than up front. Completely up to you. The session should end with them being invited to meet their new patron tomorrow someplace important.
CHAPTER 2: A Cartload of Chickens
After successfully defeating the Enchanted Broom, our Bumpkins have gained the attention of a possible local Patron. This individual has summoned them to a nearby farm to discuss future work. That work includes proving themselves capable and not just lucky.
ACT 1: Meet the Boss
In this Act the players will meet with their new patron, one of the Family Heads, who that is entirely depends on their choices from the last game. This entire side branch is designed to flavor the background of the campaign, but if you’d rather just have them stay freelancing and independent that’s fine as well. There is also the possibility of “competing” offers should they have second thoughts for any reason. Once they arrive at the meeting spot their Patron will ask them some questions about their ambitions (Class Goals), they will then hand them off to their new “boss” who will assign them their task. They will take them to a nearby barn.
NPC: “Boss” Needs a fitting name for the Family they work for... Character wise, what we got here is a standard “Ranch Foreman” character. They’re tough, A little mean, and completely loyal to their employer. They almost certainly chew tobacco (by the handful), have a tattoo of the Ranch’s Brand, and know where all the bodies are buried. They also have a huge and obvious scar on the side of their head where a Giant Chicken pecked a hole in their skull, so they’re not as bright as they used to be, not at all truthfully. Nor are they actually the Foreman anymore, but no one has a heart to tell them. They’ve been quietly downgraded to Chicken Handler, which is something they seem to remember quite well, but the brain damage keeps them from realizing all that. They can be found wandering the Farm giving strange orders to other Hands. These Hands nod politely and then go back to what they are doing.
Things To Do! - Meet Their Patron - Discuss Their Future - Meet Their New “Boss”
ACT 2: Chicken Dance
Boss will lead them into the odd looking barn. This building is filled with Giant Chickens. These two-three foot fouls have extremely exaggerated features, spiky looking beaks with sharp tooth like edges, big darting eyes, bumpy cracked skin, long gnarled talons, and dirty mottled feathers. They’re more beast than bird. But, they’re good for eatin! These creatures should have a stat block similar to an Axe Beak. When the players enter into the Barn the Chickens will go nuts, obviously deeply bothered by the intrusion. Boss will throw in some deer haunches and the birds will tear them apart in a feeding frenzy. They will then put on a Chicken Suit and begin a flapping dance. (Google Magnificent Riflebird) It should be absolutely captivating and the chickens will become mesmerized, watching every move. Boss will then load two dozen chickens onto a large wagon and lock it. They will have the players push the wagon out while he keeps the Chickens calm. Once outside they’ll hang heavy tarps on the sides of the wagon, and remove the suit. He will then explain to them that they need to keep the tarps on the wagon, and keep the birds well fed, or the chickens will get restless and become violent. When they do need to interact with them someone will have to wear the suit and dance to keep them calm. The bigger the person in the suit the better. Boss will then give them a Map of Green Valley and instruct them to drop off two chickens at each of the outer settlements. They have two days to get this done.
Things To Do! - Head into the barn - Witness The Dance of The Chicken - Push the Wagon out - Get the Costume and Delivery Instructions
ACT 3: Bumpy Roads
They will be off to deliver the Chickens to various locations. There is no specific order to this delivery, they just need to pick a route and go. If they’re short on time they can take the country roads that lead between the outer settlements, but these aren’t as well kept as the main roads are. Whatever road they take and wherever they decide to stop for the night there are problems they will encounter along the way. You can make them random or pick the ones that best suit your players. Most of these should at some point require someone putting on the suit and dancing for the chickens to keep them calm. I would also increase the difficulty of each event. If they fail a dance the Chickens will become restless and start attacking the cart until they are calmed down. Too many failures and the wagon’s cage will break and the remaining chickens escape. They will then have to be rounded up and the cage repaired.
Things to Do! - Decide the delivery route - Deliver the chickens - Keep the Chickens calm
Possible Road Events 1) Rough roads cause problems 2) Yokels attempt to see what’s in the cart 3) Bad Weather swamps the road or scares the chickens 4) Pack of Coyotes causes trouble. 5) Chicken Rustlers! Protect the Flock! 6) Wagon breaks and needs repair 7) Cows in the road, someone’s herd is out. 8) Broken Bridge, not gone, just broken
ACT 4: Final Delivery
They’re now closing in on the final delivery. Something needs to happen here to cause them to put the suit on. Or maybe they never took it off! I love that idea, that one of your players just loves the suit and wants to be a chicken… lol… Anyway I’m a fan of having them need to get out of the suit for some reason, maybe a bathroom break, or they stand on a fire ant hill, or a snake slithers up their leg. You know something silly and fun. BUT the zipper is stuck! So they’ll have to try and unstick it and fast! Whatever happens they’re going to get shot at by some hunters looking for a big score who have mistaken the flailing caused by the stuck zipper to be the chicken attacking. After dealing with the Hunters they can go ahead and make the final drop. And head home.
Things to Do! - Head for the final delivery - Get shot at! - Deliver the last chickens
ENCOUNTER: That’s a BIG Chicken! Having two hunters in the field is more than enough to cause a problem for the players. The hunters will almost certainly surprise the players, but you can allow them a perception check, if they succeed they’ll see the hunters just before the muskets go off. It would be OK to down the Chicken Player here if the hunters successfully hit it. They’ll have healer’s kits on hand because, well, this seems to happen to them a lot out here. After the initial attack the players can decide to attack back or try and talk the hunters down. A basic Bandit or Scout stat block should do will for the hunters. If you’re looking for a bit more mayhem, if the hunters miss the players you could have them hit the cage, and you know, bust it open. This may be especially tempting if they
POSSIBLE ENCOUNTER: Big Ol' Frog So there is a giant frog hiding in the mud down in the creek. If a player takes cover behind the banks there is a good chance that the frog will attempt to nab the player as a snack. If it is successful in grabbing a player with its tongue it will immediately head down river, and they'll have to chase it to get their friend back.
CLOSE
When they return, Boss will reward them. How much will depend on how successful they were delivering the birds. If they did a descent job, they will be paid two day’s wages each. If they were completely successful they can have a bonus. However, if the wagon is in bad shape they might have some money deducted. After they’re paid out, they will be dismissed, and told to expect a new assignment next week.
CHAPTER 3: Marvin the Magnificent
After successfully delivering chickens Boss is going to trust them with a more important task. Their employer has requested an item to be created by Marvin the Magnificent. This is a farming community so having enchanted Farming Equipment is extremely desirable. Marvin has done a lot of basic enchantments over the years, but this new one, an The Stone Skipper, a plough whose blade goes ethereal while in contact with stones too large to push away, has really put him to the test. He needs some help with the final enchantments. The players will have to travel to the Ethereal Plane and hit the Blade of the plow with large rocks. But there’s a problem, they’re going to have mischievous Ethereal Sprites attempting to stop them! If they’re successful, which they should be, they get to take the plough for a test drive, and deal with the strange side effects of the enchantment. Angry goats that blink in and out of existence.
ACT 1: To the Tower
They’ll be summoned out to the Ranch where they’ll meet with Boss again. Once there they will notice a large pile of bent and dinged up plows. Boss will explain to them that a recent land acquisition has become problematic. The Fields are filled with large stones just under the topsoil and they’ve damaged a lot of Plow Blades. The Smithing costs are getting out of hand and so their Patron is looking for an alternate solution to the problem. He is sending them to help Marvin the Magnificent, who has taken the job, but run into some complications and needs some help. They may ask about Marvin. Or perhaps the fields that were purchased, so be ready to answer these types of questions. Once they’re done here they can head to Marvin’s Tower, which is just north of town.
Things to Do! - Meet Boss again - Ask some Informational Questions - Head for the Tower
NPC: Marvin the Magnificent Marvin Boudenbaum, AKA Marvin the Magnificent, has lived in town a good number of years, he wasn’t born here but is considered local by most folk. He is a mage of some skill, having mastered spells up to level 3 spells, and is frequently hired by locals to use his magic for anything and everything that their bumpkin brains can cook up. Thing is… Marvin has extraordinary bad luck, so bad in fact that his spellwork has a tendency to go wrong. Typically, it doesn’t go wrong in a dangerous fashion, but there was that time little Timmy Proudfoot was flung into the Astral Sea. Marvin was about to be sentenced for Negligent Magic Murdering when Timmy was suddenly returned by Captain Jinny Steampipe of the Atomic Dustbin (An Astral Spell Ship). Timmy was ok and Jinny and crew spent a few weeks spending some money and telling everyone in town amazing stories of the Astral Sea, so all was forgiven. Marvin, has since taken to having anyone who hires him sign liability waivers, you know just in case. He lives in a small tower just outside of town to the North.
ACT 2: Marvin the Magnificent
As they approach the tower they should see an explosion at the peak of the structure. It should look similar to a fireworks mishap. When it clears there will be no visible damage to the tower, But Marvin will plummet to the earth just off to the side of them, landing in a small pond. He will then come charging out of the pond, laughing hysterically, and riding on a large turtle. Once he gets a few feet away from the pond the turtle will disappear and he will tumble to the ground right in front of the players. He will leap up quickly and turn toward the players. “Behold Travelers, You stand in the presence of Marvin the Magnificent! And everything you have witness was mostly intended!” He will then strike a cool pose with his wand pointed to the sky! “Now why do you approach my tower!?”
Once Marvin finds out they’ve been sent about the plow he will become more nervous looking. “I see, well follow me. We have work to do.” He will then start walking toward the tower… his boots squishing out water. This should give them a little time to ask a few questions. Marvin will be a little subversive about what they need to do. He will attempt to frame it very mysteriously, saying things like “All will be revealed soon.” and “Save your questions! All Answers await us… in the future!” If they ask him about what they witnessed outside, he will tell them he was working on a mount summoning spell designed for lakes and rivers.
Things to Do! - Head toward the Tower - Meet Marvin - Ask Questions
ACT 3: The Cabinet of Mysteries
The inside of the Wizard’s Tower will be far more mundane than they likely expect. At least on the first floor. It will have a sitting room, dining room, and kitchen, as well as a few odds and ends about. Nothing special at all. The second floor, are Marvin’s personal quarters and some room for study, but it is the third floor, where Marvin will lead them, and it will be more of what one would expect in a Wizard’s tower. There will be books shelves, arcane equipment, and storage for components. In the middle of the room will be a tall cabinet.
Marvin will explain to them that the Cabinet is a transportation device, and that he will need them to enter into it with a plow that he has recently enchanted. They will be taken to the Ethereal Plane, and once there they’ll need to take the plow outside and begin hitting it with large field stones. There is a large pile of stones just on the north edge of the tower. They’ll have to do this quickly, before the “others” show up. Who are the others? Hard to say, but there are things that live in the Ethereal Plane that don’t like intruders. The idea is to imbue the Plow with Ethereal Powers so it can pass through large stones while plowing fields. Once they return with the Enchanted Plow, Marvin will have them load it on a cart, pulled by a very smart Donkey, and send them on their way.
Skill Challenge: Enchant the Plow This skill challenge will require five successes before they’re incapacitated by the others. However they decide to do it, they’ll have to successfully hit the plow with five large stones. Failures will result in strange indiscernible entities attacking them. They do minimal damage but could knock people out if there are enough failures.
Things to Do! - Move Through Marvin’s Tower - Enter the Cabinet - Enchant the Plow
ACT 4: Blinking Goats
Upon returning to Boss with the Plow they will be happily greet and paid. Their Patron will be there and will be very pleased with their success. He will ask them to demonstrate the plow’s abilities. Once they get set up out in the field and begin plowing something weird will happen. Every time they hit a stone and the plow’s power activates an Ethereal Goat will manifest and kick or ram the plow, and then disappear. It will feel very similar to what they encountered in the Ethereal Plane. They’ll have to find a way to deal with the manifestations.
ENCOUNTER: Ethereal Goats These goats should function very similarly to Blink Dogs, but I would trim the HP and AC a little to put them in line with the party’s. They will be intent on breaking the Plow not the party, although they will attack the party if they can’t get to the Plow.
Things to Do! - Deliver the Plow - Drive the Plow - Defeat the Ethereal Goats
CLOSE
Once defeated the Boss will come over to yell at them, but the Patron will find the entire thing amusing and more importantly, another impressive demonstration of the player’s skills. He will invite them to the “House” for an important party next week.
CHAPTER 4: High Society
They've definitely been noticed now and have impressed with their ability, unconventional as it may be. They are invited to their patron's home, but not as guests. Though, they might think they were actually invited as guests! They have been brought in to help work the event held out at the Party Field. They will have to gather party supplies, help put up the tent, and then serve the actual guests. During the evening’s entertainment a hypnotist “The Great Dr Hypnotika” will mesmerize the crowd and attempt to rob them all. Hopefully the players don’t fall victim to her schemes. And if they do oh well, they’ll be entertained all the same.
ACT 1: Special Delivery
The players arrive at the Patron’s very nice property. They will be greeted by a properly dressed servant with a clipboard, the Party Planner. The Planner will be rigid and direct. They will immediately begin tasking them about. If they mention that they were invited to the party the servant will laugh “You didn’t think you were a guest? Oh dear, how embarrassing. You’re the help! It is still a great honor to be tasked to help at the Party, but you’re not guests. Now as for your current task. Head into town and gather these supplies. Bring them to the field by noon.” After the instructions are given the servant will go back to their tasks and expect the players to do the same. They will have three stops; The Crocked Crow for Food and Beer, Get Nailed for the Tent and Spirits, and Shalana Proud-Breed’s Tailor Shop to pick up the Dry Cleaning. Feel free to make any and all of these go sideways! Its a good place to toss in some shenanigans as well! They should also be introduced to Dr Hypnotika and her associates.
Things To do! - Go to their Patron’s Home - Meet the Party Planner and Dr Hypnotika - Run their Errands
NPC: Dr Hypnotika Dr Hypnotika and her group will perform for the party. Hypnotica is a Tiefling Mezmerist and illusionist. She has an obnoxiously high charisma and some pretty serious skills to back up her claims. However, she uses those skills to beguile her guests, robbing them blind while they are under her spells. She wears a fine robe with a bedazzled headwrap. She has dark upward spiraling horns, light purple skin, and matching eyes. She wears a monocle and walks with a ceremonially carved staff depicting the "Struggles of the Universe". She is extremely persuasive and even more deceptive. Even if someone were to grow suspicious she can easily talk her way out of trouble.
NPCs: Clapper and Bob Hypnotika brings with her two assistants. Clapper the suit wearing Kenku who will perform wondrous displays of mimicry and slight of hand, and her strongman Bob the Kobold. Bob wears a leopard print strongman's outfit and is amazingly swole, particularly for a kobold, and capable of lifting upwards of 400lbs. Bob doesn't do much else other than get hit with things. in the act.
ACT 2: Put up the Tent
After they finish running their errands they will be tasked with putting up a large party tent. This Act is an ongoing Skill Challenge and should have a constantly distracted feel to it. First they have to unpack the tent. Then they have to realize some pieces are missing, they’ll have to form a solution to that problem. After that wind should cause some problems as the tent is at least being pulled up. This is a great moment for some wondrous tom-foolery.
Things To do! - Unpack the tent - Deal with missing parts - Secure the tent during the wind gusts
ACT 3: Put These On
After they finish putting up the tent they’ll be sent to the Servant’s Quarters to bathe and change. They’ll get a little time to explore and snoop if they wish. Afterward they’ll be tasked with helping in the kitchen, but unfortunately the cooks are going to have been playing a drinking game all afternoon and are no longer fully capable of doing their jobs. This would make a great moment for some sort of mini-game where the players have to determine whether or not the cooks are doing the right things. Once the dinner has been completed they will have to serve the guests. This is a good place to insert gossip and help them meet a few other folks.
Things To do! - Get changed for the party - Deal with the drunk cooks - Serve the guests drinks and food
ACT 4: An Evening to Remember
At some point in the evening things are going to start sliding downhill. Some of the locals will have become extremely inebriated and will need to be encouraged to leave, or just moved off to the side as they’ve already passed out, before the show begins. Once the show begins the locals will become fixated on the goings on. “The Great Dr Hypnotika” will have put an additive in the drinks for the that will make everyone more susceptible to her powers of persuasion. Once the show starts she will have them all doing silly things, those who drank have disadvantage on saves against her powers. She will end the show asking the guests to display their most valuable treasure, a with a hypnotic pattern and then send her assistants out to collect those treasures. The players will have to “do something” about the thieves.
Things To do! - Deal with Drunks - Watch the Show - Stop the Criminals
ENCOUNTER: Hypnotika's Gang This encounter doesn't have to be a fight. If Hypnotika is caught she may claim it was all part of the act and simple return the valuables with a "no harm, no foul" type attitude. This will be he go to in an attempt to avoid a fight, but if the character persist in some kind of retribution or punishment the situation will devolve into a combat. Hypnotica herself is an Illusionist Wizard but is low on spells after the show. Clapper is a low level rogue and Bob a Barbarian, and should play out as such. Even with Skills they are combat adverse and will be looking for an opportunity to flee rather than fight. They do have a getaway wagon out front that they'll be headed for if things go south.
CLOSE
We’re assuming the Bumpkins at least attempted to stop the robbery. This will draw a lot of attention to them. Their Patron will be well pleased with them, and let them know they will be getting much more important jobs in the future. The guests will also take note and will begin treating them all a bit better. They’re all essentially Folk Heroes at this point for secondary backgrounds. Their Patron should reward them with something very nice as the party kicks back in. They will need to finish out the nights work of course.
QUEST-LINE CLOSING
Congratulations! Your Players have completed their first Quest-line! Hopefully it was a delightful experience. But now that they've finished what comes next? Well, here are some ideas.
Reward Them! They've been doing some rather Adventurous things lately, and therefore should now have a Class Level under their belt, so the real D&D world now opens to them! Maybe it is time for some real adventuring gear. No more sticks, stones, and burlap sack armor.
Folk Heroes? There's a good chance that the Valley is Speaking the News about them and their exploits while drinking in the taverns. They may have even earned the actual Folk Hero Feat! Maybe someone would be interested in giving them a task!
Simply Go Exploring! There are a lot of places in Green Valley that we only dipped our toes into. You could have them head down to Stinkmarsh, or maybe climb up the cliffs of Longridge. The world (Well, the Valley) is wholly open to them.
Explore Local Legends There are lots of local legends they can look into! Hopefully they search out something that isn't too far over their heads!
Continue Working for their Patron It would be an easy DM go to simply to have them continue working for their current Patron. They've probably been impressive enough fo a family to be interested in keeping them on.
Establish Themselves as Adventurers! Maybe they want to set up a Adventurers for Hire business? This "Heroes Guild" approach is really appealing to a lot of players and absolutely plays into Bumpkin Quest. Just remember, this is a place of low key problems that locals make really big deals out of. So the idea of slaying dragons shouldn't really be on the table... that is until an actual dragon shows up! Which one day absolutely should.
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2023.05.31 15:26 Centumviri Welcome To Green Valley: 4 Level 1 Adventures in a Ridiculous Rural Village
Welcome to Green Valley
Four Merry Jaunts Through the Bumpkin Quest Campaign
CHAPTER 1: Green Tide Spring Cleaning time! This includes a parade, a festival, and a temple ceremony. These events are haunted by and angry goose hating enchanted broom.
CHAPTER 2: A Cartload of Chickens Folks need to eat. And round here they like to eat massive angry chickens. Somebody's gotta deliver them, and that somebody is your players!
CHAPTER 3: Marvin the Magnificent Simple problems require convoluted solutions. Help Marvin enchant a plow that can pass through stones. What could go wrong?
CHAPTER 4: High Society After earning some respect the players get invited to a high falutin social dilly do. But not as guests. As the help. And this party is gonna need it! The entertainment is about to become a mesmerizing problem.
ADVENTURE MECHANICS - Target Character Level: Commoners or Level 1 - Target Party Size: Four Players - Average Adventure Playtime: 2ish Hours - Tone: Rural Mayhem and Foolishness
Grab the Free PDF Here.
https://www.patreon.com/posts/adventure-to-83830560 I’ve also put these adventures into our *Bumpkin Quest: Campaign Guide
https://www.patreon.com/posts/guide-bumpkin-to-80202231 The guide fills in the details of Green Valley pretty thoroughly. The quests are simple enough to be run in any setting you choose, but if you're interested in more the Guide has about two dozen Custom Maps, 70+ NPCs, Location Descriptions, 20+ Local Legends, and Scores of Adventure and Event Ideas. You can grab the PDF Free at the link above.
Hills Furrow
At the center of the Valley sits a patch of small grassy hills, through which the Slow Water meanders through. Built into these hills is the Village of Hills Furrow. Celebrated by everyone living in The Valley and boasting a whopping population of almost 150, Hills Furrow is the center of commerce and social importance. Well, at least as far as the locals are concerned. Realistically it would be less than a blip on the grand scale of things, a mere kernel of wheat in the silo of civilization, but to those who live here, there is nothing quite like living in the “city”.
The Village itself, like the Valley, is predominantly Halfling, and their fancy dwellings are burrowed into the hillsides as often as possible. These dwellings have been family owned for generations only becomeing available if there are no heirs to pass them along to. Other folk live in well kept two story shingled buildings, most of which house a business on the lower floor and house the Shopkeepers and their families above their workplaces, though a few live in nearby homes. There aren’t many “rental” spaces in town, as property is usually bought up quickly by the Halfling Families, but there are long term options at either of the Inns in town.
Hills Furrow: Locations 1) The Crocked Crow (Inn and Tavern) 2) The Dancing Lamb (Inn and Tavern) 3) The Moaning Toad (Tavern) 4) Granny's Groceries (General Market) 5) Get Nailed (Hardware and Distilery) 6) Gimdurh's Hammer (Smithy) 7) Brenra's Mechanicals (Tinker) 8) Hjoldren's Home Goods (Carpenter) 9) Standard Industries (Office) 10) Fit to be Dyed (Tailor) 11) The Last Loaf (Baker) 12) The Cloudy Cleaver (Butcher) 13) Nature's Medecine (Apothecary) 14) Sheriff's Office 15) Green Valley School House 16) The Waterwheel 17) The Windmill 18) The Undercloak Estate 19) Truefoot Burrow 20) The Meadows Family Hill
The locals are hospitable and friendly enough, but they do not really trust outsiders. Folks from foreign places are good for trade, news, and little else. Those that come through are treated well enough as long as they don’t wear out their welcome. Locals, well, that’s a bit of a different story. The city and area doesn’t operate under a written caste system or social structure, but there is clearly a pecking order, and family heritage matters a great deal to folks in Hills Furrow. Most locals, whether they’ve gotten an education or not, can easily be classified as simple. It isn’t that they are slow of mind or unintelligent, but more that they are unconcerned with matters the outside world considers important. This sentiment has created a general, but friendly, dislike between those that consider themselves Highfalutin and those that clearly are not.
Well now that I've given you the fifty cent tour. Shall we get on to adventure?
CHAPTER 1: Green Tide
We will open our journeys in the Green Valley at Green Tide, the annual celebration of Winter’s End. This adventure is designed to give a tour of Hills Furrow and introduce them to the locals. It will begin with some chores around their house to prepare for the festival and end with a battle involving an enchanted broom. If you did not do Session Zero, this chapter may take a bit longer as we get to know everyone and their characters.
ACT 1: Pre-Festival
The locals spend the week cleaning out their houses and farms. They gather old junk and unused items to be used later in the festival. They also begin preparing what food is left from winter to be used in a celebration and feasts.
Things to do! - Have the Players clean up junk around the house - Have them Find something strange (Perhaps used for a later mystery?) - Have them Decorate their Broom - Have them run a Household Errand (Meet an NPC)
ACT 2: Sweeping Day
A merry festival celebrating Spring cleaning and putting the past behind them. They form a parade, with one member from each house carrying a brightly decorated broom and using it to symbolically “Sweep Away Winter”. The rest of the family marches their winter’s trash and unused goods down to the Fairgrounds. The goods are often traded, while the trash is piled in the fire pit to await burning later. The entire day is filled with fun outdoor activities. Households also symbolically bring their problems to the bonfires to burn them later.
Things to do! - March in the Parade - Carry Junk to the Bonfire - Meet more of the Locals
EVENT: I Love a Parade The parade will march North from near the Cross Roads in the South up around the hill and back again to the South where it will head for the Fairgrounds. There isn’t anything particularly challenging about this event, but it would be a wonderful place to start leaning into or building local rivalries.
EVENT: Never Seen a Broom Do That… As they come into the home stretch of the Parade one of the local’s Brooms will animate and take off. It will chase folks around the parade. The players can attempt to stop it, but the broom will flee soon after being attacked. It will fly up into the air, attack a flock of geese, and chase them off until it can’t be seen anymore. They can go and collect a fallen goose if they wish. I highly recommend giving it a motorcycle type sound as it flies around hitting folks. Maybe even going as far as giving it a rough gravel angry voice and letting it insult people.
ACT 3: Winter’s End
Winter’s End is a Combination of Groundhog’s Day and Fasnacht, this day gets a little wild. The Festival kicks off at dawn with the Great Gopher Hunt. Gophers are well known spies for The Voice of Winter and thus need to be hunted before they can tell The Voice to delay Spring. Gophers themselves are quite tasty, and are notoriously bad for crops, so this works out economically all around. Throughout the rest of the day families continue to contribute to the Bonfire Pile which often gets quite large. At dusk a large effigy of The Voice of Winter is placed on top of the pile. Once the sun has fully set they light the fire and burn the Effigy. Folk usually dress darkly during the day and brightly at night. After the burning they feast on sweets and treats that were made from goods saved up from winter storage.
Things to do! - The Great Gopher Hunt - Carry Junk to the Bonfire - Meet more of the Locals - The Fairground’s Activities
EVENT: The Great Gopher Hunt The Hunt begins at dawn and takes place all over the Valley. Locals race to collect as many Gophers as possible. It is easiest to kill the Gopher, but there are some that find that distasteful. Instead they live trap the critters. It is a bit tougher to do so, but an option should your players wish. This is most easily played out as a series of appropriate Skill Checks, in which the higher they score the more gophers they obtain.
EVENT: Trash Removal They may find some locals willing to pay them to help cart junk down to the bonfire pile. Not a lot of skill involved in this, but it is a great opportunity to meet locals, and you could throw a runaway cart at them.
Fair Activities They will probably want to take part in Fairground Activities. Players love these types of challenges. Here are a few ideas you can build on. - Axe Throwin: Basic attack rolls on a Round Target. Higher scores equal Higher points. - Bow Shootin: Basic attack rolls on Moving Targets. Higher scores equal Higher points. - Pig Chasin: Catch the greased Pig! Medium DC Challenge requiring three success before three Failures. - Mud Wrastlin: Nothing says bumpkin like a good Mud Wrastlin Pit. Contested Skill Challenges. - Sausage Eating Contest: Increasingly difficult DC Challenge. Eat till you puke! Can also be Pies or Ribs or Little Fish… you know whatever someone wants to stuff dozens of in their gullet. - Tug O’War: Team Strength Challenge. Three to Five Contested Rolls with opposing teams. - Gopher BBQ Cook Off: A Hard Culinary Challenge to see who can BBQ the best Gopher! - Races: Foot and Mount Races based on Three to Five Contested Rolls. I usually include a few odd mounts like a Giant Chicken or some such nonsense.
ACT 4: Day of Ashes
The Day of Ashes is a day of rest, recovery, and reflection. Locals take the ashes from the bonfires and rub their hands in them to symbolize the end of a hard year’s work and hardships of the past. The day ends with a large family feast, typically Pork. Activities this day are light, but many folks head to the Temple for the Calling of Spring Blessings. They put on their fancies and head down to ask forgiveness for over-indulging in the festival and for worship. Well sort of…
Unfortunately, a lot of folks take this as an opportunity to peacock about and practice their one-upmanship over other locals. If you’re looking for inspiration for their outfits look to older photos of the Kentucky Derby. Over the years this troubling practice has caused more than one fight to break out after the service.
*
Things to do! * - Go to Temple and Meet More Locals - Pick a Local Patron!
EVENT: Temple Services The majority of the town comes to Temple on this day. The service is usually longer, and a bit more “Where have most of you been all year?” But otherwise it is a call for the Divine Blessings to touch their crops and protect their lives. It ends with a ceremony in which the locals put their hands into the ashes from yesterday’s bonfire. Once services end they will head outside, where the trouble will begin. Two of the wealthier families will get into it with each other. Starting with a couple of veiled insults, probably before service and continuing afterward. If one of your players is from a local Rich Folk family then they can be right in the middle of it all, otherwise they will have to pick a side. This choice will determine their house Patron moving forward. Tension will increase until folks start drawing up sides, and then someone will throw a rotten tomato at one of the House Matrons. That will blow the lid off the incident and a yokel brawl will break out. For comedy purposes I recommend the instant appearance of several food carts filled with expired products, and maybe a six year old hustler selling big sticks for wacking folks with. As the locals brawl call for perception checks. Who ever rolls highest begins to hear… The Broom returning!
ENCOUNTER: Stick In The Eye The broom returns ready to whoop some ash. It will be absolutely bent on cleaning anyone and everyone who is even the slightest bit dirty! If it successfully attacks a character they will have to make a Strength Saving throw or be knocked to the ground and swept clean by the broom. As this would be an awful omen for the year folks are terrified and will be running around screaming. Absolute mass hysteria. If the players were lucky enough to hear it coming they can avoid being surprised by the broom. Otherwise the broom will get a full round to attack before they have a chance to do anything. They’ll have to beat the broom into submission any way they can before it sweeps the whole town into chaos!
CLOSING
After defeating the broom things will settle back down again. Bumpkins are quick to return to normal when things go awry. However, they will have gotten the attention of one of the Wealthy Families in the area and be offered jobs. Which family is really, based on what will work best for them and you as the DM. For gags you might be tempted to have the Yokels pick them up, but that is a hard bit to sustain, and you may be better served keeping them on the side as a comic foil rather than up front. Completely up to you. The session should end with them being invited to meet their new patron tomorrow someplace important.
CHAPTER 2: A Cartload of Chickens
After successfully defeating the Enchanted Broom, our Bumpkins have gained the attention of a possible local Patron. This individual has summoned them to a nearby farm to discuss future work. That work includes proving themselves capable and not just lucky.
ACT 1: Meet the Boss
In this Act the players will meet with their new patron, one of the Family Heads, who that is entirely depends on their choices from the last game. This entire side branch is designed to flavor the background of the campaign, but if you’d rather just have them stay freelancing and independent that’s fine as well. There is also the possibility of “competing” offers should they have second thoughts for any reason. Once they arrive at the meeting spot their Patron will ask them some questions about their ambitions (Class Goals), they will then hand them off to their new “boss” who will assign them their task. They will take them to a nearby barn.
NPC: “Boss” Needs a fitting name for the Family they work for... Character wise, what we got here is a standard “Ranch Foreman” character. They’re tough, A little mean, and completely loyal to their employer. They almost certainly chew tobacco (by the handful), have a tattoo of the Ranch’s Brand, and know where all the bodies are buried. They also have a huge and obvious scar on the side of their head where a Giant Chicken pecked a hole in their skull, so they’re not as bright as they used to be, not at all truthfully. Nor are they actually the Foreman anymore, but no one has a heart to tell them. They’ve been quietly downgraded to Chicken Handler, which is something they seem to remember quite well, but the brain damage keeps them from realizing all that. They can be found wandering the Farm giving strange orders to other Hands. These Hands nod politely and then go back to what they are doing.
Things To Do! - Meet Their Patron - Discuss Their Future - Meet Their New “Boss”
ACT 2: Chicken Dance
Boss will lead them into the odd looking barn. This building is filled with Giant Chickens. These two-three foot fouls have extremely exaggerated features, spiky looking beaks with sharp tooth like edges, big darting eyes, bumpy cracked skin, long gnarled talons, and dirty mottled feathers. They’re more beast than bird. But, they’re good for eatin! These creatures should have a stat block similar to an Axe Beak. When the players enter into the Barn the Chickens will go nuts, obviously deeply bothered by the intrusion. Boss will throw in some deer haunches and the birds will tear them apart in a feeding frenzy. They will then put on a Chicken Suit and begin a flapping dance. (Google Magnificent Riflebird) It should be absolutely captivating and the chickens will become mesmerized, watching every move. Boss will then load two dozen chickens onto a large wagon and lock it. They will have the players push the wagon out while he keeps the Chickens calm. Once outside they’ll hang heavy tarps on the sides of the wagon, and remove the suit. He will then explain to them that they need to keep the tarps on the wagon, and keep the birds well fed, or the chickens will get restless and become violent. When they do need to interact with them someone will have to wear the suit and dance to keep them calm. The bigger the person in the suit the better. Boss will then give them a Map of Green Valley and instruct them to drop off two chickens at each of the outer settlements. They have two days to get this done.
Things To Do! - Head into the barn - Witness The Dance of The Chicken - Push the Wagon out - Get the Costume and Delivery Instructions
ACT 3: Bumpy Roads
They will be off to deliver the Chickens to various locations. There is no specific order to this delivery, they just need to pick a route and go. If they’re short on time they can take the country roads that lead between the outer settlements, but these aren’t as well kept as the main roads are. Whatever road they take and wherever they decide to stop for the night there are problems they will encounter along the way. You can make them random or pick the ones that best suit your players. Most of these should at some point require someone putting on the suit and dancing for the chickens to keep them calm. I would also increase the difficulty of each event. If they fail a dance the Chickens will become restless and start attacking the cart until they are calmed down. Too many failures and the wagon’s cage will break and the remaining chickens escape. They will then have to be rounded up and the cage repaired.
Things to Do! - Decide the delivery route - Deliver the chickens - Keep the Chickens calm
Possible Road Events 1) Rough roads cause problems 2) Yokels attempt to see what’s in the cart 3) Bad Weather swamps the road or scares the chickens 4) Pack of Coyotes causes trouble. 5) Chicken Rustlers! Protect the Flock! 6) Wagon breaks and needs repair 7) Cows in the road, someone’s herd is out. 8) Broken Bridge, not gone, just broken
ACT 4: Final Delivery
They’re now closing in on the final delivery. Something needs to happen here to cause them to put the suit on. Or maybe they never took it off! I love that idea, that one of your players just loves the suit and wants to be a chicken… lol… Anyway I’m a fan of having them need to get out of the suit for some reason, maybe a bathroom break, or they stand on a fire ant hill, or a snake slithers up their leg. You know something silly and fun. BUT the zipper is stuck! So they’ll have to try and unstick it and fast! Whatever happens they’re going to get shot at by some hunters looking for a big score who have mistaken the flailing caused by the stuck zipper to be the chicken attacking. After dealing with the Hunters they can go ahead and make the final drop. And head home.
Things to Do! - Head for the final delivery - Get shot at! - Deliver the last chickens
ENCOUNTER: That’s a BIG Chicken! Having two hunters in the field is more than enough to cause a problem for the players. The hunters will almost certainly surprise the players, but you can allow them a perception check, if they succeed they’ll see the hunters just before the muskets go off. It would be OK to down the Chicken Player here if the hunters successfully hit it. They’ll have healer’s kits on hand because, well, this seems to happen to them a lot out here. After the initial attack the players can decide to attack back or try and talk the hunters down. A basic Bandit or Scout stat block should do will for the hunters. If you’re looking for a bit more mayhem, if the hunters miss the players you could have them hit the cage, and you know, bust it open. This may be especially tempting if they
POSSIBLE ENCOUNTER: Big Ol' Frog So there is a giant frog hiding in the mud down in the creek. If a player takes cover behind the banks there is a good chance that the frog will attempt to nab the player as a snack. If it is successful in grabbing a player with its tongue it will immediately head down river, and they'll have to chase it to get their friend back.
CLOSE
When they return, Boss will reward them. How much will depend on how successful they were delivering the birds. If they did a descent job, they will be paid two day’s wages each. If they were completely successful they can have a bonus. However, if the wagon is in bad shape they might have some money deducted. After they’re paid out, they will be dismissed, and told to expect a new assignment next week.
CHAPTER 3: Marvin the Magnificent
After successfully delivering chickens Boss is going to trust them with a more important task. Their employer has requested an item to be created by Marvin the Magnificent. This is a farming community so having enchanted Farming Equipment is extremely desirable. Marvin has done a lot of basic enchantments over the years, but this new one, an The Stone Skipper, a plough whose blade goes ethereal while in contact with stones too large to push away, has really put him to the test. He needs some help with the final enchantments. The players will have to travel to the Ethereal Plane and hit the Blade of the plow with large rocks. But there’s a problem, they’re going to have mischievous Ethereal Sprites attempting to stop them! If they’re successful, which they should be, they get to take the plough for a test drive, and deal with the strange side effects of the enchantment. Angry goats that blink in and out of existence.
ACT 1: To the Tower
They’ll be summoned out to the Ranch where they’ll meet with Boss again. Once there they will notice a large pile of bent and dinged up plows. Boss will explain to them that a recent land acquisition has become problematic. The Fields are filled with large stones just under the topsoil and they’ve damaged a lot of Plow Blades. The Smithing costs are getting out of hand and so their Patron is looking for an alternate solution to the problem. He is sending them to help Marvin the Magnificent, who has taken the job, but run into some complications and needs some help. They may ask about Marvin. Or perhaps the fields that were purchased, so be ready to answer these types of questions. Once they’re done here they can head to Marvin’s Tower, which is just north of town.
Things to Do! - Meet Boss again - Ask some Informational Questions - Head for the Tower
NPC: Marvin the Magnificent Marvin Boudenbaum, AKA Marvin the Magnificent, has lived in town a good number of years, he wasn’t born here but is considered local by most folk. He is a mage of some skill, having mastered spells up to level 3 spells, and is frequently hired by locals to use his magic for anything and everything that their bumpkin brains can cook up. Thing is… Marvin has extraordinary bad luck, so bad in fact that his spellwork has a tendency to go wrong. Typically, it doesn’t go wrong in a dangerous fashion, but there was that time little Timmy Proudfoot was flung into the Astral Sea. Marvin was about to be sentenced for Negligent Magic Murdering when Timmy was suddenly returned by Captain Jinny Steampipe of the Atomic Dustbin (An Astral Spell Ship). Timmy was ok and Jinny and crew spent a few weeks spending some money and telling everyone in town amazing stories of the Astral Sea, so all was forgiven. Marvin, has since taken to having anyone who hires him sign liability waivers, you know just in case. He lives in a small tower just outside of town to the North.
ACT 2: Marvin the Magnificent
As they approach the tower they should see an explosion at the peak of the structure. It should look similar to a fireworks mishap. When it clears there will be no visible damage to the tower, But Marvin will plummet to the earth just off to the side of them, landing in a small pond. He will then come charging out of the pond, laughing hysterically, and riding on a large turtle. Once he gets a few feet away from the pond the turtle will disappear and he will tumble to the ground right in front of the players. He will leap up quickly and turn toward the players. “Behold Travelers, You stand in the presence of Marvin the Magnificent! And everything you have witness was mostly intended!” He will then strike a cool pose with his wand pointed to the sky! “Now why do you approach my tower!?”
Once Marvin finds out they’ve been sent about the plow he will become more nervous looking. “I see, well follow me. We have work to do.” He will then start walking toward the tower… his boots squishing out water. This should give them a little time to ask a few questions. Marvin will be a little subversive about what they need to do. He will attempt to frame it very mysteriously, saying things like “All will be revealed soon.” and “Save your questions! All Answers await us… in the future!” If they ask him about what they witnessed outside, he will tell them he was working on a mount summoning spell designed for lakes and rivers.
Things to Do! - Head toward the Tower - Meet Marvin - Ask Questions
ACT 3: The Cabinet of Mysteries
The inside of the Wizard’s Tower will be far more mundane than they likely expect. At least on the first floor. It will have a sitting room, dining room, and kitchen, as well as a few odds and ends about. Nothing special at all. The second floor, are Marvin’s personal quarters and some room for study, but it is the third floor, where Marvin will lead them, and it will be more of what one would expect in a Wizard’s tower. There will be books shelves, arcane equipment, and storage for components. In the middle of the room will be a tall cabinet.
Marvin will explain to them that the Cabinet is a transportation device, and that he will need them to enter into it with a plow that he has recently enchanted. They will be taken to the Ethereal Plane, and once there they’ll need to take the plow outside and begin hitting it with large field stones. There is a large pile of stones just on the north edge of the tower. They’ll have to do this quickly, before the “others” show up. Who are the others? Hard to say, but there are things that live in the Ethereal Plane that don’t like intruders. The idea is to imbue the Plow with Ethereal Powers so it can pass through large stones while plowing fields. Once they return with the Enchanted Plow, Marvin will have them load it on a cart, pulled by a very smart Donkey, and send them on their way.
Skill Challenge: Enchant the Plow This skill challenge will require five successes before they’re incapacitated by the others. However they decide to do it, they’ll have to successfully hit the plow with five large stones. Failures will result in strange indiscernible entities attacking them. They do minimal damage but could knock people out if there are enough failures.
Things to Do! - Move Through Marvin’s Tower - Enter the Cabinet - Enchant the Plow
ACT 4: Blinking Goats
Upon returning to Boss with the Plow they will be happily greet and paid. Their Patron will be there and will be very pleased with their success. He will ask them to demonstrate the plow’s abilities. Once they get set up out in the field and begin plowing something weird will happen. Every time they hit a stone and the plow’s power activates an Ethereal Goat will manifest and kick or ram the plow, and then disappear. It will feel very similar to what they encountered in the Ethereal Plane. They’ll have to find a way to deal with the manifestations.
ENCOUNTER: Ethereal Goats These goats should function very similarly to Blink Dogs, but I would trim the HP and AC a little to put them in line with the party’s. They will be intent on breaking the Plow not the party, although they will attack the party if they can’t get to the Plow.
Things to Do! - Deliver the Plow - Drive the Plow - Defeat the Ethereal Goats
CLOSE
Once defeated the Boss will come over to yell at them, but the Patron will find the entire thing amusing and more importantly, another impressive demonstration of the player’s skills. He will invite them to the “House” for an important party next week.
CHAPTER 4: High Society
They've definitely been noticed now and have impressed with their ability, unconventional as it may be. They are invited to their patron's home, but not as guests. Though, they might think they were actually invited as guests! They have been brought in to help work the event held out at the Party Field. They will have to gather party supplies, help put up the tent, and then serve the actual guests. During the evening’s entertainment a hypnotist “The Great Dr Hypnotika” will mesmerize the crowd and attempt to rob them all. Hopefully the players don’t fall victim to her schemes. And if they do oh well, they’ll be entertained all the same.
ACT 1: Special Delivery
The players arrive at the Patron’s very nice property. They will be greeted by a properly dressed servant with a clipboard, the Party Planner. The Planner will be rigid and direct. They will immediately begin tasking them about. If they mention that they were invited to the party the servant will laugh “You didn’t think you were a guest? Oh dear, how embarrassing. You’re the help! It is still a great honor to be tasked to help at the Party, but you’re not guests. Now as for your current task. Head into town and gather these supplies. Bring them to the field by noon.” After the instructions are given the servant will go back to their tasks and expect the players to do the same. They will have three stops; The Crocked Crow for Food and Beer, Get Nailed for the Tent and Spirits, and Shalana Proud-Breed’s Tailor Shop to pick up the Dry Cleaning. Feel free to make any and all of these go sideways! Its a good place to toss in some shenanigans as well! They should also be introduced to Dr Hypnotika and her associates.
Things To do! - Go to their Patron’s Home - Meet the Party Planner and Dr Hypnotika - Run their Errands
NPC: Dr Hypnotika Dr Hypnotika and her group will perform for the party. Hypnotica is a Tiefling Mezmerist and illusionist. She has an obnoxiously high charisma and some pretty serious skills to back up her claims. However, she uses those skills to beguile her guests, robbing them blind while they are under her spells. She wears a fine robe with a bedazzled headwrap. She has dark upward spiraling horns, light purple skin, and matching eyes. She wears a monocle and walks with a ceremonially carved staff depicting the "Struggles of the Universe". She is extremely persuasive and even more deceptive. Even if someone were to grow suspicious she can easily talk her way out of trouble.
NPCs: Clapper and Bob Hypnotika brings with her two assistants. Clapper the suit wearing Kenku who will perform wondrous displays of mimicry and slight of hand, and her strongman Bob the Kobold. Bob wears a leopard print strongman's outfit and is amazingly swole, particularly for a kobold, and capable of lifting upwards of 400lbs. Bob doesn't do much else other than get hit with things. in the act.
ACT 2: Put up the Tent
After they finish running their errands they will be tasked with putting up a large party tent. This Act is an ongoing Skill Challenge and should have a constantly distracted feel to it. First they have to unpack the tent. Then they have to realize some pieces are missing, they’ll have to form a solution to that problem. After that wind should cause some problems as the tent is at least being pulled up. This is a great moment for some wondrous tom-foolery.
Things To do! - Unpack the tent - Deal with missing parts - Secure the tent during the wind gusts
ACT 3: Put These On
After they finish putting up the tent they’ll be sent to the Servant’s Quarters to bathe and change. They’ll get a little time to explore and snoop if they wish. Afterward they’ll be tasked with helping in the kitchen, but unfortunately the cooks are going to have been playing a drinking game all afternoon and are no longer fully capable of doing their jobs. This would make a great moment for some sort of mini-game where the players have to determine whether or not the cooks are doing the right things. Once the dinner has been completed they will have to serve the guests. This is a good place to insert gossip and help them meet a few other folks.
Things To do! - Get changed for the party - Deal with the drunk cooks - Serve the guests drinks and food
ACT 4: An Evening to Remember
At some point in the evening things are going to start sliding downhill. Some of the locals will have become extremely inebriated and will need to be encouraged to leave, or just moved off to the side as they’ve already passed out, before the show begins. Once the show begins the locals will become fixated on the goings on. “The Great Dr Hypnotika” will have put an additive in the drinks for the that will make everyone more susceptible to her powers of persuasion. Once the show starts she will have them all doing silly things, those who drank have disadvantage on saves against her powers. She will end the show asking the guests to display their most valuable treasure, a with a hypnotic pattern and then send her assistants out to collect those treasures. The players will have to “do something” about the thieves.
Things To do! - Deal with Drunks - Watch the Show - Stop the Criminals
ENCOUNTER: Hypnotika's Gang This encounter doesn't have to be a fight. If Hypnotika is caught she may claim it was all part of the act and simple return the valuables with a "no harm, no foul" type attitude. This will be he go to in an attempt to avoid a fight, but if the character persist in some kind of retribution or punishment the situation will devolve into a combat. Hypnotica herself is an Illusionist Wizard but is low on spells after the show. Clapper is a low level rogue and Bob a Barbarian, and should play out as such. Even with Skills they are combat adverse and will be looking for an opportunity to flee rather than fight. They do have a getaway wagon out front that they'll be headed for if things go south.
CLOSE
We’re assuming the Bumpkins at least attempted to stop the robbery. This will draw a lot of attention to them. Their Patron will be well pleased with them, and let them know they will be getting much more important jobs in the future. The guests will also take note and will begin treating them all a bit better. They’re all essentially Folk Heroes at this point for secondary backgrounds. Their Patron should reward them with something very nice as the party kicks back in. They will need to finish out the nights work of course.
QUEST-LINE CLOSING
Congratulations! Your Players have completed their first Quest-line! Hopefully it was a delightful experience. But now that they've finished what comes next? Well, here are some ideas.
Reward Them! They've been doing some rather Adventurous things lately, and therefore should now have a Class Level under their belt, so the real D&D world now opens to them! Maybe it is time for some real adventuring gear. No more sticks, stones, and burlap sack armor.
Folk Heroes? There's a good chance that the Valley is Speaking the News about them and their exploits while drinking in the taverns. They may have even earned the actual Folk Hero Feat! Maybe someone would be interested in giving them a task!
Simply Go Exploring! There are a lot of places in Green Valley that we only dipped our toes into. You could have them head down to Stinkmarsh, or maybe climb up the cliffs of Longridge. The world (Well, the Valley) is wholly open to them.
Explore Local Legends There are lots of local legends they can look into! Hopefully they search out something that isn't too far over their heads!
Continue Working for their Patron It would be an easy DM go to simply to have them continue working for their current Patron. They've probably been impressive enough for a family to be interested in keeping them on.
Establish Themselves as Adventurers! Maybe they want to set up a Adventurers for Hire business? This "Heroes Guild" approach is really appealing to a lot of players and absolutely plays into Bumpkin Quest. Just remember, this is a place of low key problems that locals make really big deals out of. So the idea of slaying dragons shouldn't really be on the table... that is until an actual dragon shows up! Which one day absolutely should.
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2023.05.31 15:25 Centumviri Welcome To Green Valley: 4 Level 1 Adventures in a Ridiculous Rural Village
Welcome to Green Valley
Four Merry Jaunts Through the Bumpkin Quest Campaign
CHAPTER 1: Green Tide Spring Cleaning time! This includes a parade, a festival, and a temple ceremony. These events are haunted by and angry goose hating enchanted broom.
CHAPTER 2: A Cartload of Chickens Folks need to eat. And round here they like to eat massive angry chickens. Somebody's gotta deliver them, and that somebody is your players!
CHAPTER 3: Marvin the Magnificent Simple problems require convoluted solutions. Help Marvin enchant a plow that can pass through stones. What could go wrong?
CHAPTER 4: High Society After earning some respect the players get invited to a high falutin social dilly do. But not as guests. As the help. And this party is gonna need it! The entertainment is about to become a mesmerizing problem.
ADVENTURE MECHANICS - Target Character Level: Commoners or Level 1 - Target Party Size: Four Players - Average Adventure Playtime: 2ish Hours - Tone: Rural Mayhem and Foolishness
Grab the Free PDF Here.
https://www.patreon.com/posts/adventure-to-83830560 I’ve also put these adventures into our *Bumpkin Quest: Campaign Guide
https://www.patreon.com/posts/guide-bumpkin-to-80202231 The guide fills in the details of Green Valley pretty thoroughly. The quests are simple enough to be run in any setting you choose, but if you're interested in more the Guide has about two dozen Custom Maps, 70+ NPCs, Location Descriptions, 20+ Local Legends, and Scores of Adventure and Event Ideas. You can grab the PDF Free at the link above.
Hills Furrow
At the center of the Valley sits a patch of small grassy hills, through which the Slow Water meanders through. Built into these hills is the Village of Hills Furrow. Celebrated by everyone living in The Valley and boasting a whopping population of almost 150, Hills Furrow is the center of commerce and social importance. Well, at least as far as the locals are concerned. Realistically it would be less than a blip on the grand scale of things, a mere kernel of wheat in the silo of civilization, but to those who live here, there is nothing quite like living in the “city”.
The Village itself, like the Valley, is predominantly Halfling, and their fancy dwellings are burrowed into the hillsides as often as possible. These dwellings have been family owned for generations only becomeing available if there are no heirs to pass them along to. Other folk live in well kept two story shingled buildings, most of which house a business on the lower floor and house the Shopkeepers and their families above their workplaces, though a few live in nearby homes. There aren’t many “rental” spaces in town, as property is usually bought up quickly by the Halfling Families, but there are long term options at either of the Inns in town.
Hills Furrow: Locations 1) The Crocked Crow (Inn and Tavern) 2) The Dancing Lamb (Inn and Tavern) 3) The Moaning Toad (Tavern) 4) Granny's Groceries (General Market) 5) Get Nailed (Hardware and Distilery) 6) Gimdurh's Hammer (Smithy) 7) Brenra's Mechanicals (Tinker) 8) Hjoldren's Home Goods (Carpenter) 9) Standard Industries (Office) 10) Fit to be Dyed (Tailor) 11) The Last Loaf (Baker) 12) The Cloudy Cleaver (Butcher) 13) Nature's Medecine (Apothecary) 14) Sheriff's Office 15) Green Valley School House 16) The Waterwheel 17) The Windmill 18) The Undercloak Estate 19) Truefoot Burrow 20) The Meadows Family Hill
The locals are hospitable and friendly enough, but they do not really trust outsiders. Folks from foreign places are good for trade, news, and little else. Those that come through are treated well enough as long as they don’t wear out their welcome. Locals, well, that’s a bit of a different story. The city and area doesn’t operate under a written caste system or social structure, but there is clearly a pecking order, and family heritage matters a great deal to folks in Hills Furrow. Most locals, whether they’ve gotten an education or not, can easily be classified as simple. It isn’t that they are slow of mind or unintelligent, but more that they are unconcerned with matters the outside world considers important. This sentiment has created a general, but friendly, dislike between those that consider themselves Highfalutin and those that clearly are not.
Well now that I've given you the fifty cent tour. Shall we get on to adventure?
CHAPTER 1: Green Tide
We will open our journeys in the Green Valley at Green Tide, the annual celebration of Winter’s End. This adventure is designed to give a tour of Hills Furrow and introduce them to the locals. It will begin with some chores around their house to prepare for the festival and end with a battle involving an enchanted broom. If you did not do Session Zero, this chapter may take a bit longer as we get to know everyone and their characters.
ACT 1: Pre-Festival
The locals spend the week cleaning out their houses and farms. They gather old junk and unused items to be used later in the festival. They also begin preparing what food is left from winter to be used in a celebration and feasts.
Things to do! - Have the Players clean up junk around the house - Have them Find something strange (Perhaps used for a later mystery?) - Have them Decorate their Broom - Have them run a Household Errand (Meet an NPC)
ACT 2: Sweeping Day
A merry festival celebrating Spring cleaning and putting the past behind them. They form a parade, with one member from each house carrying a brightly decorated broom and using it to symbolically “Sweep Away Winter”. The rest of the family marches their winter’s trash and unused goods down to the Fairgrounds. The goods are often traded, while the trash is piled in the fire pit to await burning later. The entire day is filled with fun outdoor activities. Households also symbolically bring their problems to the bonfires to burn them later.
Things to do! - March in the Parade - Carry Junk to the Bonfire - Meet more of the Locals
EVENT: I Love a Parade The parade will march North from near the Cross Roads in the South up around the hill and back again to the South where it will head for the Fairgrounds. There isn’t anything particularly challenging about this event, but it would be a wonderful place to start leaning into or building local rivalries.
EVENT: Never Seen a Broom Do That… As they come into the home stretch of the Parade one of the local’s Brooms will animate and take off. It will chase folks around the parade. The players can attempt to stop it, but the broom will flee soon after being attacked. It will fly up into the air, attack a flock of geese, and chase them off until it can’t be seen anymore. They can go and collect a fallen goose if they wish. I highly recommend giving it a motorcycle type sound as it flies around hitting folks. Maybe even going as far as giving it a rough gravel angry voice and letting it insult people.
ACT 3: Winter’s End
Winter’s End is a Combination of Groundhog’s Day and Fasnacht, this day gets a little wild. The Festival kicks off at dawn with the Great Gopher Hunt. Gophers are well known spies for The Voice of Winter and thus need to be hunted before they can tell The Voice to delay Spring. Gophers themselves are quite tasty, and are notoriously bad for crops, so this works out economically all around. Throughout the rest of the day families continue to contribute to the Bonfire Pile which often gets quite large. At dusk a large effigy of The Voice of Winter is placed on top of the pile. Once the sun has fully set they light the fire and burn the Effigy. Folk usually dress darkly during the day and brightly at night. After the burning they feast on sweets and treats that were made from goods saved up from winter storage.
Things to do! - The Great Gopher Hunt - Carry Junk to the Bonfire - Meet more of the Locals - The Fairground’s Activities
EVENT: The Great Gopher Hunt The Hunt begins at dawn and takes place all over the Valley. Locals race to collect as many Gophers as possible. It is easiest to kill the Gopher, but there are some that find that distasteful. Instead they live trap the critters. It is a bit tougher to do so, but an option should your players wish. This is most easily played out as a series of appropriate Skill Checks, in which the higher they score the more gophers they obtain.
EVENT: Trash Removal They may find some locals willing to pay them to help cart junk down to the bonfire pile. Not a lot of skill involved in this, but it is a great opportunity to meet locals, and you could throw a runaway cart at them.
Fair Activities They will probably want to take part in Fairground Activities. Players love these types of challenges. Here are a few ideas you can build on. - Axe Throwin: Basic attack rolls on a Round Target. Higher scores equal Higher points. - Bow Shootin: Basic attack rolls on Moving Targets. Higher scores equal Higher points. - Pig Chasin: Catch the greased Pig! Medium DC Challenge requiring three success before three Failures. - Mud Wrastlin: Nothing says bumpkin like a good Mud Wrastlin Pit. Contested Skill Challenges. - Sausage Eating Contest: Increasingly difficult DC Challenge. Eat till you puke! Can also be Pies or Ribs or Little Fish… you know whatever someone wants to stuff dozens of in their gullet. - Tug O’War: Team Strength Challenge. Three to Five Contested Rolls with opposing teams. - Gopher BBQ Cook Off: A Hard Culinary Challenge to see who can BBQ the best Gopher! - Races: Foot and Mount Races based on Three to Five Contested Rolls. I usually include a few odd mounts like a Giant Chicken or some such nonsense.
ACT 4: Day of Ashes
The Day of Ashes is a day of rest, recovery, and reflection. Locals take the ashes from the bonfires and rub their hands in them to symbolize the end of a hard year’s work and hardships of the past. The day ends with a large family feast, typically Pork. Activities this day are light, but many folks head to the Temple for the Calling of Spring Blessings. They put on their fancies and head down to ask forgiveness for over-indulging in the festival and for worship. Well sort of…
Unfortunately, a lot of folks take this as an opportunity to peacock about and practice their one-upmanship over other locals. If you’re looking for inspiration for their outfits look to older photos of the Kentucky Derby. Over the years this troubling practice has caused more than one fight to break out after the service.
*
Things to do! * - Go to Temple and Meet More Locals - Pick a Local Patron!
EVENT: Temple Services The majority of the town comes to Temple on this day. The service is usually longer, and a bit more “Where have most of you been all year?” But otherwise it is a call for the Divine Blessings to touch their crops and protect their lives. It ends with a ceremony in which the locals put their hands into the ashes from yesterday’s bonfire. Once services end they will head outside, where the trouble will begin. Two of the wealthier families will get into it with each other. Starting with a couple of veiled insults, probably before service and continuing afterward. If one of your players is from a local Rich Folk family then they can be right in the middle of it all, otherwise they will have to pick a side. This choice will determine their house Patron moving forward. Tension will increase until folks start drawing up sides, and then someone will throw a rotten tomato at one of the House Matrons. That will blow the lid off the incident and a yokel brawl will break out. For comedy purposes I recommend the instant appearance of several food carts filled with expired products, and maybe a six year old hustler selling big sticks for wacking folks with. As the locals brawl call for perception checks. Who ever rolls highest begins to hear… The Broom returning!
ENCOUNTER: Stick In The Eye The broom returns ready to whoop some ash. It will be absolutely bent on cleaning anyone and everyone who is even the slightest bit dirty! If it successfully attacks a character they will have to make a Strength Saving throw or be knocked to the ground and swept clean by the broom. As this would be an awful omen for the year folks are terrified and will be running around screaming. Absolute mass hysteria. If the players were lucky enough to hear it coming they can avoid being surprised by the broom. Otherwise the broom will get a full round to attack before they have a chance to do anything. They’ll have to beat the broom into submission any way they can before it sweeps the whole town into chaos!
CLOSING
After defeating the broom things will settle back down again. Bumpkins are quick to return to normal when things go awry. However, they will have gotten the attention of one of the Wealthy Families in the area and be offered jobs. Which family is really, based on what will work best for them and you as the DM. For gags you might be tempted to have the Yokels pick them up, but that is a hard bit to sustain, and you may be better served keeping them on the side as a comic foil rather than up front. Completely up to you. The session should end with them being invited to meet their new patron tomorrow someplace important.
CHAPTER 2: A Cartload of Chickens
After successfully defeating the Enchanted Broom, our Bumpkins have gained the attention of a possible local Patron. This individual has summoned them to a nearby farm to discuss future work. That work includes proving themselves capable and not just lucky.
ACT 1: Meet the Boss
In this Act the players will meet with their new patron, one of the Family Heads, who that is entirely depends on their choices from the last game. This entire side branch is designed to flavor the background of the campaign, but if you’d rather just have them stay freelancing and independent that’s fine as well. There is also the possibility of “competing” offers should they have second thoughts for any reason. Once they arrive at the meeting spot their Patron will ask them some questions about their ambitions (Class Goals), they will then hand them off to their new “boss” who will assign them their task. They will take them to a nearby barn.
NPC: “Boss” Needs a fitting name for the Family they work for... Character wise, what we got here is a standard “Ranch Foreman” character. They’re tough, A little mean, and completely loyal to their employer. They almost certainly chew tobacco (by the handful), have a tattoo of the Ranch’s Brand, and know where all the bodies are buried. They also have a huge and obvious scar on the side of their head where a Giant Chicken pecked a hole in their skull, so they’re not as bright as they used to be, not at all truthfully. Nor are they actually the Foreman anymore, but no one has a heart to tell them. They’ve been quietly downgraded to Chicken Handler, which is something they seem to remember quite well, but the brain damage keeps them from realizing all that. They can be found wandering the Farm giving strange orders to other Hands. These Hands nod politely and then go back to what they are doing.
Things To Do! - Meet Their Patron - Discuss Their Future - Meet Their New “Boss”
ACT 2: Chicken Dance
Boss will lead them into the odd looking barn. This building is filled with Giant Chickens. These two-three foot fouls have extremely exaggerated features, spiky looking beaks with sharp tooth like edges, big darting eyes, bumpy cracked skin, long gnarled talons, and dirty mottled feathers. They’re more beast than bird. But, they’re good for eatin! These creatures should have a stat block similar to an Axe Beak. When the players enter into the Barn the Chickens will go nuts, obviously deeply bothered by the intrusion. Boss will throw in some deer haunches and the birds will tear them apart in a feeding frenzy. They will then put on a Chicken Suit and begin a flapping dance. (Google Magnificent Riflebird) It should be absolutely captivating and the chickens will become mesmerized, watching every move. Boss will then load two dozen chickens onto a large wagon and lock it. They will have the players push the wagon out while he keeps the Chickens calm. Once outside they’ll hang heavy tarps on the sides of the wagon, and remove the suit. He will then explain to them that they need to keep the tarps on the wagon, and keep the birds well fed, or the chickens will get restless and become violent. When they do need to interact with them someone will have to wear the suit and dance to keep them calm. The bigger the person in the suit the better. Boss will then give them a Map of Green Valley and instruct them to drop off two chickens at each of the outer settlements. They have two days to get this done.
Things To Do! - Head into the barn - Witness The Dance of The Chicken - Push the Wagon out - Get the Costume and Delivery Instructions
ACT 3: Bumpy Roads
They will be off to deliver the Chickens to various locations. There is no specific order to this delivery, they just need to pick a route and go. If they’re short on time they can take the country roads that lead between the outer settlements, but these aren’t as well kept as the main roads are. Whatever road they take and wherever they decide to stop for the night there are problems they will encounter along the way. You can make them random or pick the ones that best suit your players. Most of these should at some point require someone putting on the suit and dancing for the chickens to keep them calm. I would also increase the difficulty of each event. If they fail a dance the Chickens will become restless and start attacking the cart until they are calmed down. Too many failures and the wagon’s cage will break and the remaining chickens escape. They will then have to be rounded up and the cage repaired.
Things to Do! - Decide the delivery route - Deliver the chickens - Keep the Chickens calm
Possible Road Events 1) Rough roads cause problems 2) Yokels attempt to see what’s in the cart 3) Bad Weather swamps the road or scares the chickens 4) Pack of Coyotes causes trouble. 5) Chicken Rustlers! Protect the Flock! 6) Wagon breaks and needs repair 7) Cows in the road, someone’s herd is out. 8) Broken Bridge, not gone, just broken
ACT 4: Final Delivery
They’re now closing in on the final delivery. Something needs to happen here to cause them to put the suit on. Or maybe they never took it off! I love that idea, that one of your players just loves the suit and wants to be a chicken… lol… Anyway I’m a fan of having them need to get out of the suit for some reason, maybe a bathroom break, or they stand on a fire ant hill, or a snake slithers up their leg. You know something silly and fun. BUT the zipper is stuck! So they’ll have to try and unstick it and fast! Whatever happens they’re going to get shot at by some hunters looking for a big score who have mistaken the flailing caused by the stuck zipper to be the chicken attacking. After dealing with the Hunters they can go ahead and make the final drop. And head home.
Things to Do! - Head for the final delivery - Get shot at! - Deliver the last chickens
ENCOUNTER: That’s a BIG Chicken! Having two hunters in the field is more than enough to cause a problem for the players. The hunters will almost certainly surprise the players, but you can allow them a perception check, if they succeed they’ll see the hunters just before the muskets go off. It would be OK to down the Chicken Player here if the hunters successfully hit it. They’ll have healer’s kits on hand because, well, this seems to happen to them a lot out here. After the initial attack the players can decide to attack back or try and talk the hunters down. A basic Bandit or Scout stat block should do will for the hunters. If you’re looking for a bit more mayhem, if the hunters miss the players you could have them hit the cage, and you know, bust it open. This may be especially tempting if they
POSSIBLE ENCOUNTER: Big Ol' Frog So there is a giant frog hiding in the mud down in the creek. If a player takes cover behind the banks there is a good chance that the frog will attempt to nab the player as a snack. If it is successful in grabbing a player with its tongue it will immediately head down river, and they'll have to chase it to get their friend back.
CLOSE
When they return, Boss will reward them. How much will depend on how successful they were delivering the birds. If they did a descent job, they will be paid two day’s wages each. If they were completely successful they can have a bonus. However, if the wagon is in bad shape they might have some money deducted. After they’re paid out, they will be dismissed, and told to expect a new assignment next week.
CHAPTER 3: Marvin the Magnificent
After successfully delivering chickens Boss is going to trust them with a more important task. Their employer has requested an item to be created by Marvin the Magnificent. This is a farming community so having enchanted Farming Equipment is extremely desirable. Marvin has done a lot of basic enchantments over the years, but this new one, an The Stone Skipper, a plough whose blade goes ethereal while in contact with stones too large to push away, has really put him to the test. He needs some help with the final enchantments. The players will have to travel to the Ethereal Plane and hit the Blade of the plow with large rocks. But there’s a problem, they’re going to have mischievous Ethereal Sprites attempting to stop them! If they’re successful, which they should be, they get to take the plough for a test drive, and deal with the strange side effects of the enchantment. Angry goats that blink in and out of existence.
ACT 1: To the Tower
They’ll be summoned out to the Ranch where they’ll meet with Boss again. Once there they will notice a large pile of bent and dinged up plows. Boss will explain to them that a recent land acquisition has become problematic. The Fields are filled with large stones just under the topsoil and they’ve damaged a lot of Plow Blades. The Smithing costs are getting out of hand and so their Patron is looking for an alternate solution to the problem. He is sending them to help Marvin the Magnificent, who has taken the job, but run into some complications and needs some help. They may ask about Marvin. Or perhaps the fields that were purchased, so be ready to answer these types of questions. Once they’re done here they can head to Marvin’s Tower, which is just north of town.
Things to Do! - Meet Boss again - Ask some Informational Questions - Head for the Tower
NPC: Marvin the Magnificent Marvin Boudenbaum, AKA Marvin the Magnificent, has lived in town a good number of years, he wasn’t born here but is considered local by most folk. He is a mage of some skill, having mastered spells up to level 3 spells, and is frequently hired by locals to use his magic for anything and everything that their bumpkin brains can cook up. Thing is… Marvin has extraordinary bad luck, so bad in fact that his spellwork has a tendency to go wrong. Typically, it doesn’t go wrong in a dangerous fashion, but there was that time little Timmy Proudfoot was flung into the Astral Sea. Marvin was about to be sentenced for Negligent Magic Murdering when Timmy was suddenly returned by Captain Jinny Steampipe of the Atomic Dustbin (An Astral Spell Ship). Timmy was ok and Jinny and crew spent a few weeks spending some money and telling everyone in town amazing stories of the Astral Sea, so all was forgiven. Marvin, has since taken to having anyone who hires him sign liability waivers, you know just in case. He lives in a small tower just outside of town to the North.
ACT 2: Marvin the Magnificent
As they approach the tower they should see an explosion at the peak of the structure. It should look similar to a fireworks mishap. When it clears there will be no visible damage to the tower, But Marvin will plummet to the earth just off to the side of them, landing in a small pond. He will then come charging out of the pond, laughing hysterically, and riding on a large turtle. Once he gets a few feet away from the pond the turtle will disappear and he will tumble to the ground right in front of the players. He will leap up quickly and turn toward the players. “Behold Travelers, You stand in the presence of Marvin the Magnificent! And everything you have witness was mostly intended!” He will then strike a cool pose with his wand pointed to the sky! “Now why do you approach my tower!?”
Once Marvin finds out they’ve been sent about the plow he will become more nervous looking. “I see, well follow me. We have work to do.” He will then start walking toward the tower… his boots squishing out water. This should give them a little time to ask a few questions. Marvin will be a little subversive about what they need to do. He will attempt to frame it very mysteriously, saying things like “All will be revealed soon.” and “Save your questions! All Answers await us… in the future!” If they ask him about what they witnessed outside, he will tell them he was working on a mount summoning spell designed for lakes and rivers.
Things to Do! - Head toward the Tower - Meet Marvin - Ask Questions
ACT 3: The Cabinet of Mysteries
The inside of the Wizard’s Tower will be far more mundane than they likely expect. At least on the first floor. It will have a sitting room, dining room, and kitchen, as well as a few odds and ends about. Nothing special at all. The second floor, are Marvin’s personal quarters and some room for study, but it is the third floor, where Marvin will lead them, and it will be more of what one would expect in a Wizard’s tower. There will be books shelves, arcane equipment, and storage for components. In the middle of the room will be a tall cabinet.
Marvin will explain to them that the Cabinet is a transportation device, and that he will need them to enter into it with a plow that he has recently enchanted. They will be taken to the Ethereal Plane, and once there they’ll need to take the plow outside and begin hitting it with large field stones. There is a large pile of stones just on the north edge of the tower. They’ll have to do this quickly, before the “others” show up. Who are the others? Hard to say, but there are things that live in the Ethereal Plane that don’t like intruders. The idea is to imbue the Plow with Ethereal Powers so it can pass through large stones while plowing fields. Once they return with the Enchanted Plow, Marvin will have them load it on a cart, pulled by a very smart Donkey, and send them on their way.
Skill Challenge: Enchant the Plow This skill challenge will require five successes before they’re incapacitated by the others. However they decide to do it, they’ll have to successfully hit the plow with five large stones. Failures will result in strange indiscernible entities attacking them. They do minimal damage but could knock people out if there are enough failures.
Things to Do! - Move Through Marvin’s Tower - Enter the Cabinet - Enchant the Plow
ACT 4: Blinking Goats
Upon returning to Boss with the Plow they will be happily greet and paid. Their Patron will be there and will be very pleased with their success. He will ask them to demonstrate the plow’s abilities. Once they get set up out in the field and begin plowing something weird will happen. Every time they hit a stone and the plow’s power activates an Ethereal Goat will manifest and kick or ram the plow, and then disappear. It will feel very similar to what they encountered in the Ethereal Plane. They’ll have to find a way to deal with the manifestations.
ENCOUNTER: Ethereal Goats These goats should function very similarly to Blink Dogs, but I would trim the HP and AC a little to put them in line with the party’s. They will be intent on breaking the Plow not the party, although they will attack the party if they can’t get to the Plow.
Things to Do! - Deliver the Plow - Drive the Plow - Defeat the Ethereal Goats
CLOSE
Once defeated the Boss will come over to yell at them, but the Patron will find the entire thing amusing and more importantly, another impressive demonstration of the player’s skills. He will invite them to the “House” for an important party next week.
CHAPTER 4: High Society
They've definitely been noticed now and have impressed with their ability, unconventional as it may be. They are invited to their patron's home, but not as guests. Though, they might think they were actually invited as guests! They have been brought in to help work the event held out at the Party Field. They will have to gather party supplies, help put up the tent, and then serve the actual guests. During the evening’s entertainment a hypnotist “The Great Dr Hypnotika” will mesmerize the crowd and attempt to rob them all. Hopefully the players don’t fall victim to her schemes. And if they do oh well, they’ll be entertained all the same.
ACT 1: Special Delivery
The players arrive at the Patron’s very nice property. They will be greeted by a properly dressed servant with a clipboard, the Party Planner. The Planner will be rigid and direct. They will immediately begin tasking them about. If they mention that they were invited to the party the servant will laugh “You didn’t think you were a guest? Oh dear, how embarrassing. You’re the help! It is still a great honor to be tasked to help at the Party, but you’re not guests. Now as for your current task. Head into town and gather these supplies. Bring them to the field by noon.” After the instructions are given the servant will go back to their tasks and expect the players to do the same. They will have three stops; The Crocked Crow for Food and Beer, Get Nailed for the Tent and Spirits, and Shalana Proud-Breed’s Tailor Shop to pick up the Dry Cleaning. Feel free to make any and all of these go sideways! Its a good place to toss in some shenanigans as well! They should also be introduced to Dr Hypnotika and her associates.
Things To do! - Go to their Patron’s Home - Meet the Party Planner and Dr Hypnotika - Run their Errands
NPC: Dr Hypnotika Dr Hypnotika and her group will perform for the party. Hypnotica is a Tiefling Mezmerist and illusionist. She has an obnoxiously high charisma and some pretty serious skills to back up her claims. However, she uses those skills to beguile her guests, robbing them blind while they are under her spells. She wears a fine robe with a bedazzled headwrap. She has dark upward spiraling horns, light purple skin, and matching eyes. She wears a monocle and walks with a ceremonially carved staff depicting the "Struggles of the Universe". She is extremely persuasive and even more deceptive. Even if someone were to grow suspicious she can easily talk her way out of trouble.
NPCs: Clapper and Bob Hypnotika brings with her two assistants. Clapper the suit wearing Kenku who will perform wondrous displays of mimicry and slight of hand, and her strongman Bob the Kobold. Bob wears a leopard print strongman's outfit and is amazingly swole, particularly for a kobold, and capable of lifting upwards of 400lbs. Bob doesn't do much else other than get hit with things. in the act.
ACT 2: Put up the Tent
After they finish running their errands they will be tasked with putting up a large party tent. This Act is an ongoing Skill Challenge and should have a constantly distracted feel to it. First they have to unpack the tent. Then they have to realize some pieces are missing, they’ll have to form a solution to that problem. After that wind should cause some problems as the tent is at least being pulled up. This is a great moment for some wondrous tom-foolery.
Things To do! - Unpack the tent - Deal with missing parts - Secure the tent during the wind gusts
ACT 3: Put These On
After they finish putting up the tent they’ll be sent to the Servant’s Quarters to bathe and change. They’ll get a little time to explore and snoop if they wish. Afterward they’ll be tasked with helping in the kitchen, but unfortunately the cooks are going to have been playing a drinking game all afternoon and are no longer fully capable of doing their jobs. This would make a great moment for some sort of mini-game where the players have to determine whether or not the cooks are doing the right things. Once the dinner has been completed they will have to serve the guests. This is a good place to insert gossip and help them meet a few other folks.
Things To do! - Get changed for the party - Deal with the drunk cooks - Serve the guests drinks and food
ACT 4: An Evening to Remember
At some point in the evening things are going to start sliding downhill. Some of the locals will have become extremely inebriated and will need to be encouraged to leave, or just moved off to the side as they’ve already passed out, before the show begins. Once the show begins the locals will become fixated on the goings on. “The Great Dr Hypnotika” will have put an additive in the drinks for the that will make everyone more susceptible to her powers of persuasion. Once the show starts she will have them all doing silly things, those who drank have disadvantage on saves against her powers. She will end the show asking the guests to display their most valuable treasure, a with a hypnotic pattern and then send her assistants out to collect those treasures. The players will have to “do something” about the thieves.
Things To do! - Deal with Drunks - Watch the Show - Stop the Criminals
ENCOUNTER: Hypnotika's Gang This encounter doesn't have to be a fight. If Hypnotika is caught she may claim it was all part of the act and simple return the valuables with a "no harm, no foul" type attitude. This will be he go to in an attempt to avoid a fight, but if the character persist in some kind of retribution or punishment the situation will devolve into a combat. Hypnotica herself is an Illusionist Wizard but is low on spells after the show. Clapper is a low level rogue and Bob a Barbarian, and should play out as such. Even with Skills they are combat adverse and will be looking for an opportunity to flee rather than fight. They do have a getaway wagon out front that they'll be headed for if things go south.
CLOSE
We’re assuming the Bumpkins at least attempted to stop the robbery. This will draw a lot of attention to them. Their Patron will be well pleased with them, and let them know they will be getting much more important jobs in the future. The guests will also take note and will begin treating them all a bit better. They’re all essentially Folk Heroes at this point for secondary backgrounds. Their Patron should reward them with something very nice as the party kicks back in. They will need to finish out the nights work of course.
QUEST-LINE CLOSING
Congratulations! Your Players have completed their first Quest-line! Hopefully it was a delightful experience. But now that they've finished what comes next? Well, here are some ideas.
Reward Them! They've been doing some rather Adventurous things lately, and therefore should now have a Class Level under their belt, so the real D&D world now opens to them! Maybe it is time for some real adventuring gear. No more sticks, stones, and burlap sack armor.
Folk Heroes? There's a good chance that the Valley is Speaking the News about them and their exploits while drinking in the taverns. They may have even earned the actual Folk Hero Feat! Maybe someone would be interested in giving them a task!
Simply Go Exploring! There are a lot of places in Green Valley that we only dipped our toes into. You could have them head down to Stinkmarsh, or maybe climb up the cliffs of Longridge. The world (Well, the Valley) is wholly open to them.
Explore Local Legends There are lots of local legends they can look into! Hopefully they search out something that isn't too far over their heads!
Continue Working for their Patron It would be an easy DM go to simply to have them continue working for their current Patron. They've probably been impressive enough fo a family to be interested in keeping them on.
Establish Themselves as Adventurers! Maybe they want to set up a Adventurers for Hire business? This "Heroes Guild" approach is really appealing to a lot of players and absolutely plays into Bumpkin Quest. Just remember, this is a place of low key problems that locals make really big deals out of. So the idea of slaying dragons shouldn't really be on the table... that is until an actual dragon shows up! Which one day absolutely should.
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2023.05.31 03:16 Good-Friendship83 39 [M4F] St.Louis, Looking for a sweet woman to talk with
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2023.05.31 03:11 wtfwafflezor (Selling) 800 Titles Fast & Furious Collection 1-9 MA HD $10 Dog 2022 Vudu HD $3
Prices FIRM - CashApp/Venmo/PayPal Friends & Family
Disney/Marvel titles are split codes. Only redeem what you pay for. Thank you.
300 (2007) (MA/4K) $6.50
12 Monkeys (1995) (MA/4K) $3.50
12 Years a Slave (2013) (MA/HD) $3.50
2 Guns (2013) (MA/HD) $4.75 (iTunes/HD) $3.50
2012 (2009) (MA/4K) $6.50
22 Jump Street (2014) (MA/HD) $4.50
355, The (2022) (MA/HD) $5.75
47 Meters Down (2017) (Vudu/HD) (iTunes/HD) $4.50
47 Meters Down: Uncaged (2019) (Vudu/HD) (iTunes/4K) $4.75
80 for Brady (2023) (Vudu/HD) (iTunes/4K) $6.50
A Beautiful Day in the Neighborhood (2019) (MA/HD) $5.75
A Clockwork Orange (1972) (MA/4K) $6.50
A Dog's Purpose (2017) (MA/HD) $4 (iTunes/HD) $3
A Man Called Otto (2022) (MA/HD) $7.25
A Million Ways to Die in the West (2014) (iTunes/HD) Ports to MA $4.25
A Monster Calls (2016) (MA/HD) (iTunes/HD) $3.75
A Quiet Place (2018) (Vudu/4K) $4.50 (iTunes/4K) (Vudu/HD) $1.50
A Quiet Place Part II (2020) (Vudu/4K) $6.50 (iTunes/4K) (Vudu/HD) $4.25
A Vigilante (2018) (Vudu/HD) (iTunes/HD) $5.50
A Wrinkle in Time (2018) (MA/HD) $3
Abraham Lincoln: Vampire Hunter (2012) (MA/HD) $4.25
Action Point (2018) (Vudu/HD) $2.25 (iTunes/4K) $1.50
Ad Astra (2019) (MA/HD) $4.75
Addams Family (1991) (Vudu/4K) (iTunes/4K) $6.50
Adventures of Tintin (2011) (Vudu/HD) (iTunes/HD) $4.50
After Earth (2013) (MA/HD) $2.50
Age of Adaline (2015) (Vudu/HD) (iTunes/HD) $3.75
Aladdin (1992) (MA/4K) $6.75 (MA/HD) $3.25 (GP/HD) $2.25
Alice in Wonderland (1951) (GP/HD) $5.50
Alien (1979) (MA/4K) $7.25 (iTunes/4K) (MA/HD) $5
Alien 3 (1992) (MA/HD) $5.50
Alien Collection 1-6 (MA/HD) $19.50 1-4 (MA/SD) $9
Alien Resurrection (1997) (MA/HD) $5.50
Alien: Covenant (2017) (iTunes/4K) (MA/HD) $2.50
Aliens (1986) (MA/HD) $5.50
All Eyez on Me (2017) (Vudu/HD) $2.50 (iTunes/HD) $1.75
All The Money In The World (2017) (MA/HD) $4.25
All the Way (2016) (GP/HD) $3.50 No Port
Aloha (2015) (MA/HD) $2.50
Alvin and the Chipmunks: The Road Chip (2015) (MA/HD) (iTunes/HD) $2.75
Amazing Spider-Man (2012) (MA/4K) $6.50 (MA/HD) $4.50
Amazing Spider-Man 2 (2014) (MA/4K) $6.50 (MA/HD) $5.50
Ambulance (2022) (MA/4K) $6.75 (MA/HD) $4
American Beauty (1999) (Vudu/HD) (iTunes/HD) $6
American Made (2017) (MA/4K) $7.25 (MA/HD) $4.25
American Sniper (2014) (MA/4K) $6.50
American Underdog (2021) (iTunes/4K) (Vudu/HD) $4.75
Amsterdam (2022) (MA/HD) $5 (GP/HD) $3.75
Anchorman 2: The Legend Continues (2013) (iTunes/HD) $2
Angels & Demons (2009) (MA/HD) $5.75
Angry Birds Movie (2016) (MA/HD) $3.75
Annie (2014) (MA/HD) $2.25
Antlers (2021) (GP/HD) $4
Ant-Man (2015) (MA/4K) $6.25 (iTunes/4K) $5 (MA/HD) $4.50 (GP/HD) $2.25
Apollo 11 (2019) (MA/HD) $6.25
Aqua Teen Forever: Plantasm (2022) (MA/HD) $4.75
Army of Darkness (1992) (MA/HD) $4
Arrival (2016) (Vudu/4K) $6.75 (Vudu/HD) $2.25 (iTunes/4K) $4
Art of Self-Defense (2019) (MA/HD) $6
Artist, The (2011) (MA/HD) $6
Avengers (2012) (MA/4K) $7.75 (iTunes/4K) $6.75 (GP/HD) $3.75
Avengers: Age of Ultron (2015) (MA/4K) $7.75 (iTunes/4K) $6 (GP/HD) $1.75
Avengers: Endgame (2019) (MA/4K) $4.75 (iTunes/4K) $3.75 (GP/HD) $1
Avengers: Infinity War (2018) (MA/4K) $5.50 (iTunes/4K) $3.75 (GP/HD) $1
Babylon (2022) (Vudu/HD) (iTunes/4K) $6.25
Back to the Future (1985) (iTunes/4K) (MA/HD) $4.25
Bad Boys for Life (2020) (MA/4K) $5.75 (MA/HD) $3.50
Bad Guys, The (2022) (MA/4K) $8 (MA/HD) $4.25
Bad Moms (2016) (MA/HD) $3.50 (iTunes/HD) $2.75
Bambi (1942) (MA/HD) $6.25 (GP/HD) $4.50
Bambi II (2006) (MA/HD) $6.25 (GP/HD) $4.50
Band of Brothers (2001) (GP/HD) $3.75 No Port
Bank Job, The (2008) (Vudu/HD) $3.25
Banshees of Inisherin (2022) (GP/HD) $4.50
Batman and Superman: Battle of the Super Sons (2022) (MA/4K) $6 (MA/HD) $4.50
Batman Year One (2011) (MA/4K) $5
Batman, The (2022) (MA/4K) $5.25 (MA/HD) $3
Batman: The Long Halloween Deluxe Edition (2022) (MA/HD) $6
Battle: Los Angeles (2011) (MA/4K) $6.50
Battleship (2012) (MA/4K) $4.50 (MA/HD) $1.75 (iTunes/4K) $3
Beast (2022) (MA/HD) $5.75
Beauty and the Beast (1991) (MA/4K) $7 (MA/HD) $4.75 (GP/HD) $2
Beauty and the Beast (2017) (MA/4K) $7 (MA/HD) $3.25 (GP/HD) $2
Bedknobs and Broomsticks (1971) (MA/HD) $5 (GP/HD) $3.50
Beguiled, The (2017) (MA/HD) (iTunes/HD) $4
Being John Malkovich (1999) (MA/HD) $3.50
Beirut (2018) (MA/HD) $4.75
Belfast (2021) (MA/HD) $5.50
Belly (1998) (Vudu/4K) $4.75
Ben-Hur (2016) (Vudu/HD) $2.50
Better Off Dead (1985) (Vudu/HD) (iTunes/HD) $6.50
Beverly Hills Cop (1984) (Vudu/4K) (iTunes/4K) $4.50
BFG, The (2016) (MA/HD) $5.25 (GP/HD) $3.50
Big (1988) (MA/HD) $5.75
Big Lebowski (1998) (iTunes/4K) $6 (MA/HD) $5.75
Big Wedding (2013) (Vudu/HD) (iTunes/HD) $3.75
Billy Elliot (2000) (MA/HD) (iTunes/HD) $4.25
Birth of A Nation (2016) (MA/HD) $4
Black Adam (2022) (MA/4K) $7 (MA/HD) $4.25
Black Christmas (2019) (MA/HD) $6
Black Panther: Wakanda Forever (2022) (MA/4K) $6.50 (MA/HD) $3.75 (GP/HD) $2.50
Black Phone, The (2021) (MA/HD) $5
Black Swan (2010) (MA/HD) $4.50
Black Widow (2021) (MA/4K) $6.50 (MA/HD) $4.75 (GP/HD) $3.25
Blacklight (2022) (MA/HD) $4.25
Blade Runner (Final Cut) (1982) (MA/4K) $6.50
Blade Runner 2049 (2017) (MA/4K) $6.50
Bleed for This (2016) (MA/HD) (iTunes/HD) $4
Blockers (2018) (MA/HD) $3
Blood Father (2016) (Vudu/HD) $4
Bloodshot (2020) (MA/HD) $4
Blues Brothers (1980) (iTunes/4K) Ports to MA $6
Blumhouse's Truth Or Dare (Unrated) (2018) (MA/HD) $4.75
Bob's Burgers Movie (2022) (MA/HD) $3.25 (GP/HD) $2.25
Bodies Bodies Bodies (2022) (Vudu/4K) $6.75
Bodyguard, The (1992) (MA/HD) $5
Bolt (2008) (MA/HD) $8 (GP/HD) $5.50
Bond: Goldfinger (1964) (Vudu/HD) $7
Bond: Man with the Golden Gun (1974) (Vudu/HD) $6.25
Bond: Skyfall (2012) (Vudu/4K) $5.75 (Vudu/HD) $1
Bond: Spectre (2015) (iTunes/4K) (Vudu/HD) $5.50
Book of Henry (2017) (iTunes/HD) Ports $5
Book of Life (2014) (MA/HD) (iTunes/HD) $2.50
Booksmart (2019) (MA/HD) $5.25
Born a Champion (2021) (Vudu/4K) (iTunes/4K) $5.50
Boss Baby: Family Business (2021) (MA/HD) $4.50
Boss, The (Unrated) (2016) (iTunes/HD) Ports to MA $2.75
Bourne Supremacy (2004) (MA/4K) $5.50 (iTunes/HD) $4.50 (MA/HD) $3
Bourne Ultimatum (2007) (MA/4K) $5.50 (iTunes/HD) $5.50 (MA/HD) $4
Boy Next Door, The (2015) (iTunes/HD) Ports to MA $5.25
Boy, The (2016) (MA/HD) (iTunes/HD) $3.75
Brahms: The Boy II (2020) (iTunes/4K) $2.75
Braven (2018) (Vudu/HD) $3.75
Breakdown (1997) (Vudu/HD) (iTunes/HD) $5.75
Breakthrough (2019) (MA/4K) $6.50
Brian Banks (2019) (MA/HD) $4.25
Bridge of Spies (2015) (MA/HD) $5.25 (GP/HD) $3.75
Bridget Jones's Diary (2001) (Vudu/HD) (iTunes/HD) $4.25
Bring It On: Worldwide #Cheersmack (2017) (MA/HD) $3.25 (iTunes/HD) $1.25
Broken City (2013) (MA/HD) $3.50 (iTunes/SD) $1.25
Broken Hearts Gallery (2020) (MA/HD) $3.75
Brothers (2009) (Vudu/HD) $5.50
Buffy, the Vampire Slayer (1992) (MA/HD) $5.75
Bullet Train (2022) (MA/4K) $5.75 (MA/HD) $4.25
Bye Bye Man (Unrated) (2017) (iTunes/HD) Ports to MA $2.50
Cake (2014) (MA/HD) $5.25
Call Me by Your Name (2017) (MA/HD) $5.75
Call, The (2013) (MA/HD) $4.50
Captain America: Civil War (2016) (MA/4K) $6 (iTunes/4K) $5 (GP/HD) $2.25
Captain America: The First Avenger (2011) (iTunes/4K) (MA/HD) $7 (GP/HD) $5
Captain America: Winter Soldier (2014) (MA/4K) $7.50 (iTunes/4K) (MA/HD) $6 (GP/HD) $2.25
Captain Marvel (2019) (MA/4K) $5 (iTunes/4K) $4 (GP/HD) $1.75
Captain Underpants: The First Epic Movie (2017) (MA/HD) $3.25
Carrie (2013) (Vudu/HD) $5.50
Cars 1-3 (iTunes/4K) (MA/HD) $15.50 (GP/HD) $9
Casper (1995) (iTunes/HD) Ports to MA $3.75
Catch Me If You Can (2002) (Vudu/HD) (iTunes/HD) $6.50
Catch the Bullet (2021) (Vudu/HD) $4.75
Change-Up, The (2011) (Unrated) (2011) (iTunes/HD) Ports to MA $5.50
Chappie (2015) (MA/4K) $6.50 (MA/HD) $3.75
Charlie's Angels (2000) (MA/4K) $7.75
Chronicles of Riddick (Unrated Director's Cut) (2004) (MA/HD) (iTunes/HD) $5
Cinderella (1950) (MA/HD) $5.75 (GP/HD) $3.75
Cinderella (2015) (iTunes/4K) (MA/HD) $5.50 (GP/HD) $2.50
Cinderella 'Camila Cabello' (2021) (MA/HD) $4.50
Cinderella II: Dreams Come True (2002) (MA/HD) $6.50
Citizenfour (2014) (Vudu/HD) $5.50
City of Lies (2018) (Vudu/HD) (iTunes/HD) $5.50
Clerks III (2022) (Vudu/4K) (iTunes/4K) $5.50
Clifford the Big Red Dog (2021) (iTunes/4K) (Vudu/HD) $3.50
Clown (2014) (Vudu/HD) $6.25
Clueless (1995) (Vudu/HD) (iTunes/HD) $4.25
Coal Miner's Daughter (1980) (MA/HD) $6.25
Cocaine Bear (2023) (MA/HD) $7.25
Colombiana (Unrated) (2011) (MA/HD) $4.25
Concussion (2015) (MA/HD) $3
Constantine: The House of Mystery (2022) (MA/HD) $3.50
Contraband (2012) (iTunes/HD) Ports to MA $2
Contractor (2022) (Vudu/4K) $7 (iTunes/4K) (Vudu/HD) $4.50
Counselor, The (2013) (MA/HD) $3
Cowboys and Aliens (2011) (iTunes/HD) Ports to MA $2.50
Croods (2013) (MA/HD) $3.50
Croods: A New Age (2020) (MA/HD) $5
Cruella (2021) (MA/4K) $5.75 (MA/HD) $3.50 (GP/HD) $2.50
Cult of Chucky (Unrated) (2017) (MA/HD) $3.75 (iTunes/HD) $2.50
Daddy's Home 2 (2017) (Vudu/4K) $4.50 (iTunes/4K) $2 (Vudu/HD) $2.25
Darkest Minds, The (2018) (MA/HD) $4.75
Day After Tomorrow (2004) $7
DC League of Super-Pets (2022) (MA/4K) $8 (MA/HD) $5
Dead Man Down (2013) (MA/HD) $4.75
Deadpool 2 (2018) (MA/4K) $6.25 (MA/HD) $3.25
Dear Evan Hansen (2021) (MA/HD) $4.25
Death on the Nile (2022) (MA/HD) $5 (GP/HD) $3.50
Death Wish (2018) (Vudu/HD) $2.25
Descent, The (2005) (Vudu/HD) $5.25
Detroit (2017) (iTunes/4K) Ports to MA $4.75
Devil Wears Prada (2006) (MA/HD) $5.75
Devil's Due (2014) (MA/HD) $2.75
Devotion (2022) (iTunes/4K) $6.50
Diary of a Wimpy Kid: The Long Haul (2017) (MA/HD) $2
Disaster Artist, The (2017) (Vudu/HD) $6.25
Disneynature Born in China (2017) (MA/HD) $5.25
DisneyNature: Bears (2014) (MA/HD) $5.50 (GP/HD) $3.50
DisneyNature: Monkey Kingdom (2015) (MA/HD) $5.50 (GP/HD) $3.50
District 9 (2009) (MA/4K) $6.50
Do the Right Thing (1989) (MA/4K) $6
Doctor Strange (2016) (MA/4K) $6.50 (iTunes/4K) $4 (MA/HD) $3.50 (GP/HD) $1.75
Doctor Strange in the Multiverse of Madness (2022) (MA/4K) $6 (MA/HD) $2.75 (GP/HD) $2
Dog (2022) (Vudu/HD) $3
Don't Breathe (2016) (MA/HD) $5.50
Don't Breathe 2 (2021) (MA/HD) $7.50
Don't Let Go (2019) (MA/HD) $4
Don't Worry Darling (2022) (MA/HD) $5.50
Doors (1991) (Vudu/4K) (iTunes/4K) $4.50
Downton Abbey: A New Era (2022) (MA/HD) $3.75
Dr. Seuss' Horton Hears a Who (2008) (MA/HD) $6.50
Dr. Seuss' The Lorax (2012) (MA/HD) $3.25 (iTunes/HD) $2.25
Dredd (2012) (iTunes/4K) (Vudu/HD) $3.50
Duff, The (2015) (Vudu/HD) (iTunes/HD) $2.75
Dumbo (1941) (MA/HD) $7.50 (GP/HD) $6
Dumbo (2019) (MA/4K) $6 (iTunes/4K) $5.25 (GP/HD) $2.50
Dune (2021) (MA/4K) $5.75
Dunkirk (2017) (MA/4K) $6.50
Early Man (2018) (Vudu/HD) (iTunes/HD) $5.25
Echo Boomers (2020) (Vudu/HD) (iTunes/HD) $4
Eddie the Eagle (2016) (MA/HD) (iTunes/4K) $6
Edge of Seventeen (2016) (MA/HD) $3.50 (iTunes/HD) $2.25
Ella Enchanted (2004) (Vudu/HD) (iTunes/HD) $6.50
Elvis (2022) (MA/4K) $6.75 (MA/HD) $4
Elysium (2013) (MA/4K) $6.50 (MA/HD) $3.25
Empire State (2013) (Vudu/HD) $4.75
Encanto (2021) (MA/4K) $6.50 (MA/HD) (GP/4K) $3.50
Ender's Game (2013) (iTunes/4K) (Vudu/HD) $3.25
English Patient (1996) (Vudu/HD) (iTunes/HD) $4.75
Equalizer (2014) (MA/HD) $3.75
Equalizer 2 (2018) (MA/4K) $7.25 (MA/HD) $2.75
Escape from Planet Earth (2013) (Vudu/HD) $4.50
Escape Plan: The Extractors (2019) (Vudu/HD) $3.75
Everest (2015) (MA/4K) $6.50 (MA/HD) $3 (iTunes/4K) $4
Everything Everywhere All at Once (2022) (Vudu/4K) $8
Expendables 1-3 (Vudu/HD) $4.50
Extreme Prejudice (1987) (Vudu/HD) $5.25
F9: The Fast Saga + Director's Cut (2021) (MA/4K) $5.25 (MA/HD) $3.25
Fabelmans (2022) (MA/HD) $6.50
Faculty, The (1998) (Vudu/HD) (iTunes/HD) $6.50
Fantastic Beasts Collection 1-3 (MA/HD) $7.75
Fantastic Beasts: The Secrets of Dumbledore (2022) (MA/4K) $5.25 (MA/HD) $3
Fast & Furious Collection 1-9 (MA/HD) $10
Fatale (2020) (Vudu/4K) (iTunes/4K) $3.75
Father Stu (2022) (MA/HD) $5.50
Fatman (2020) (Vudu/HD) (iTunes/HD) $5.25
Ferdinand (2017) (MA/HD) $3.50
Fifth Element (1997) (MA/4K) $6.50 (MA/HD) $6
Fifty Shades of Black (2016) (iTunes/HD) Ports to MA $3.50
Finding Nemo (2003) (MA/4K) $6.75 (iTunes/4K) $5.25 (GP/HD) $3
First Man (2018) (MA/4K) $6.75 (MA/HD) $4.25
First Purge (2018) (MA/HD) $4.50
Five Feet Apart (2019) (iTunes/4K) (Vudu/HD) $3
Flight (2012) (Vudu/HD) $3.75 (iTunes/HD) $3
Forbidden Kingdom (2008) (Vudu/HD) $5
Ford v Ferrari (2019) (MA/4K) $7.75 (MA/HD) $4.75
Forever Purge (2021) (MA/HD) $5.50
Founder, The (2017) (Vudu/HD) $5 (iTunes/HD) $5.50
Fox and the Hound 2, The (2006) (MA/HD) $4 (GP/HD) $3
Foxcatcher (2014) (MA/HD) $4.50
Frank & Lola (2016) (MA/HD) $4.75
Free Guy (2021) (MA/4K) $7.50 (MA/HD) $4.75 (GP/HD) $3.25
French Dispatch (2021) (MA/HD) $4.75 (GP/HD) $3.50
From Dusk till Dawn (1996) (Vudu/HD) (iTunes/HD) $4.75
Frozen Sing-Along Edition (2014) (MA/HD) $3.75 (GP/HD) $1.75
Full Metal Jacket (1987) (MA/4K) $6.50
Future World (2018) (Vudu/HD) $4
Galaxy Quest (1999) (Vudu/HD) (iTunes/HD) $6
Gambler (2014) (Vudu/HD) $3.50 (iTunes/HD) $2.75
Gangs of New York (2002) (Vudu/HD) (iTunes/HD) $5.50
Gate, The (1987) (Vudu/SD) $4.25
Get on Up (2014) (iTunes/HD) Ports to MA $4.50
Get Out (2017) (iTunes/4K) (MA/HD) $3.75
Ghost In The Shell (2017) (Vudu/HD) $2.25 (iTunes/4K) $2.75
Ghostbusters (1984) (MA/HD) $3.50
Ghostbusters + Extended (2016) (MA/HD) $3
Ghostbusters II (1989) (MA/HD) $3.50
Ghostbusters: Afterlife (2021) (MA/4K) $7.50 (MA/HD) $3.50
Gifted (2017) (MA/HD) $5
Girl In The Spider's Web (2018) (MA/HD) $4.50
Girl with All the Gifts, The (2016) (Vudu/HD) $5
Girl with the Dragon Tattoo (2011) (MA/HD) $6
Girls Trip (2017) (MA/HD) $1.50 (iTunes/HD) $1
Glory (1989) (MA/4K) $7.75
Godfather (1972) (Vudu/HD) (iTunes/4K) $4.75
Godzilla (1998) (MA/4K) $6.50
Gold (2016) (Vudu/HD) $1.75
Gone Baby Gone (2007) (Vudu/HD) $5.25
Gone Girl (2014) (iTunes/4K) (MA/HD) $5.75
Good Boys (2019) (MA/HD) $3.75
Good Dinosaur (2015) (iTunes/4K) (MA/HD) $5.50 (GP/HD) $3
Goodbye Christopher Robin (2017) (MA/HD) $6.50
Goosebumps (2015) (MA/HD) $5
Goosebumps 2 (2018) (MA/4K) $7.50 (MA/HD) $6.50
Great Wall (2016) (MA/HD) $2.50
Green Hornet (2011) (MA/HD) $6.50
Green Lantern: Beware My Power (2022) (MA/HD) $3
Green Mile, The (1999) (MA/4K) $6
Grudge, The (2020) (MA/HD) $6.50
Guardians of the Galaxy (2014) (MA/4K) $7.25 (iTunes/4K) $4.75 (MA/HD) $4 (GP/HD) $1.75
Hail, Caesar! (2016) (MA/HD) $3.75 (iTunes/HD) $2.25
Half Brothers (2020) (MA/HD) $5.75
Halloween Ends (2022) (MA/4K) $6.25 (MA/HD) $4.50
Halloween Kills (2021) (MA/4K) $6 (MA/HD) $4.25
Hancock (2008) (MA/4K) $6.50
Happy Death Day (2017) (MA/HD) $6
Happy Death Day 2U (2019) (MA/HD) $6
Happytime Murders (2018) (iTunes/4K) $1.75
Hateful Eight (2015) (Vudu/HD) $2
Heat: Director's Definitive Edition (1995) (MA/4K) $6 (MA/HD) $5.25
Heavy Metal (1981) (MA/4K) $6.50
Hell Fest (2018) (Vudu/4K) (iTunes/4K) $3.75
Hell or High Water (2016) (Vudu/4K) $5.25 (Vudu/HD) $2.25 (iTunes/4K) $3.75
Hellboy (Director's Cut) (2004) (MA/4K) $6.50
Hercules (1997) (MA/HD) $6.50 (GP/HD) $5.50
Hidden Figures (2016) (iTunes/4K) (MA/HD) $2
Highlander (1986) (Vudu/4K) $5
Hitman: Agent 47 (2015) (MA/HD) $4.50
Hitman's Wife's Bodyguard (2021) (Vudu/4K) (iTunes/4K) $4.75
Hocus Pocus (1993) (MA/4K) $6.75 (iTunes/4K) (MA/HD) $4.75 (GP/HD) $2.25
Holiday Inn (1942) (iTunes/HD) Ports to MA $3
Home Alone (1990) (MA/HD) $4
Home Alone 2: Lost in New York (1992) (MA/HD) $3.50
Hostiles (2017) (Vudu/4K) $4.75 (iTunes/4K) (Vudu/HD) $3.25
Hot Fuzz (2007) (MA/HD) $3.50 (iTunes/4K) $4
Hotel Transylvania (2012) (MA/HD) $6
Hotel Transylvania 2 (2015) (MA/HD) $6.75
Hotel Transylvania 3: Summer Vacation (2018) (MA/4K) $6.75 (MA/HD) $4.50
House of Gucci (2021) (iTunes/4K) $5
House of the Dragon: Season 1 (2022) (Vudu/4K) $9 (Vudu/HD) $5.50
Hugo (2011) (Vudu/HD) (iTunes/HD) $3.75
Hulk, The (2003) (iTunes/HD) Ports to MA $6.25
Hunt for Red October (1990) (Vudu/4K) (iTunes/4K) $4.50
Hunt, The (2019) (MA/HD) $5.75
Huntsman: Winter's War - Extended Edition (2016) (iTunes/4K) (MA/HD) $3
Hurt Locker (2008) (Vudu/4K) (iTunes/4K) $6.25
I Can Only Imagine (2018) (Vudu/HD) (iTunes/HD) $2.75
I Now Pronounce You Chuck & Larry (2007) (MA/HD) $3.50
Ice Age: Collision Course (2016) (iTunes/4K) (MA/HD) $4.25
Ice Age: Continental Drift (2012) (MA/HD) $4.50
Identity Thief (2013) (iTunes/HD) Ports to MA $3.75
Ides of March (2011) (MA/HD) $5.25
If Beale Street Could Talk (2018) (MA/HD) $5.75
Impossible, The (2013) (Vudu/HD) (iTunes/HD) $4.75
In the Heights (2021) (MA/4K) $5
Inception (2010) (MA/4K) $6.50
Incredible Hulk (2008) (MA/4K) $7 (MA/HD) $5.25
Incredibles (2004) (MA/4K) $7.75 (iTunes/4K) $6.25 (GP/HD) $4.75
Independence Day: Resurgence (2014) (iTunes/4K) $2 (MA/HD) $1.50
Indiana Jones 1-4 (iTunes/4K) (Vudu/HD) $20
Inevitable Defeat of Mister and Pete (2013) (Vudu/HD) $4.25
Inferno (2016) (MA/HD) $3.25
Infinite (2021) (Vudu/4K) $5.75 (iTunes/4K) (Vudu/HD) $5
Inside Llewyn Davis (2013) (MA/HD) $6
Inside Out (2015) (MA/4K) $5.75 (iTunes/4K) $4.25 (GP/HD) $1.50
Insidious: Chapter 2 (2013) (MA/HD) $5.25
Insidious: Chapter 3 (2015) (MA/HD) $6.50
Instructions Not Included (2013) (Vudu/HD) $3.75
Internship (2013) (MA/HD) $3.25
Interview, The (2014) (MA/HD) $3.50
Into the Woods (2014) (MA/HD) $4 (GP/HD) $2.25
Iron Man (2008) (MA/4K) $7.25 (iTunes/4K) $7 (GP/HD) $3
Iron Man 2 (2010) (MA/4K) $7.25 (iTunes/4K) $6.50 (GP/HD) $3
Iron Man 3 (2013) (MA/4K) $7.25 (iTunes/4K) $3 (MA/HD) $2.25 (GP/HD) $1.50
Isle of Dogs (2018) (MA/HD) $4.75
It Comes at Night (2017) (Vudu/HD) $6.25
It Follows (2015) (Vudu/HD) $4.25
Jack and Jill (2011) (MA/HD) $4.50
Jackass Forever (2022) (iTunes/4K) (Vudu/HD) $4
Jackass Presents: Bad Grandpa (2013) (Vudu/HD) (iTunes/HD) $3
Jackie (2016) (MA/HD) $4.25
Jacob's Ladder (1990) (Vudu/HD) $3.50
Jane Got a Gun (2016) (Vudu/HD) $5.75
Jason Bourne (2016) (MA/4K) $5.50 (iTunes/HD) $3.50 (MA/HD) $3
Jay & Silent Bob Reboot (2019) (Vudu/HD) (iTunes/HD) $5.50
Jay and Silent Bob Strike Back (2001) (Vudu/HD) (iTunes/HD) $5.50
Jesus Music, The (2021) (Vudu/HD) (iTunes/HD) $4.50
Jigsaw (2017) (Vudu/4K) $5 (iTunes/4K) (Vudu/HD) $2
Jingle All the Way (1996) (MA/HD) $5.25
John Wick: Chapter 3 - Parabellum (2019) (Vudu/4K) (iTunes/4K) $4
Jojo Rabbit (2019) (MA/HD) $6.75
Joy (2015) (MA/HD) (iTunes/4K) $4
Judy (2019) (Vudu/4K) (iTunes/4K) $3.75
Jumanji (1995) (MA/4K) $6.50 (MA/HD) $6
Jumanji: Next Level (2019) & Welcome to the Jungle (2017) (MA/HD) $7.50
Jurassic Park (1993) (MA/4K) $5.25 (iTunes/4K) $3.75 (MA/HD) $3
Jurassic Park III (2001) (MA/4K) $6.50 (iTunes/4K) $3.75 (MA/HD) $3.50
Jurassic World (2015) (MA/4K) $5.25 (iTunes/4K) $3.75 (MA/HD) $2.75
Jurassic World: Dominion + Extended Cut (2022) (MA/4K) $6.50 (MA/HD) $4.25
Jurassic World: Fallen Kingdom (2018) (MA/4K) $5.75 (MA/HD) $1.75
Justice League x RWBY Super Heroes and Huntsmen Part One (2023) (MA/HD) $4.25
Justice Society: World War II (2021) (MA/4K) $5.50
Katy Perry: Part of Me (2012) (Vudu/HD) (iTunes/HD) $3.75
Keeping Up with the Joneses (2016) (MA/HD) $4.25
Kick-Ass (2010) (Vudu/4K) $5.75 (Vudu/HD) (iTunes/HD) $4.50
Kick-Ass 2 (2013) (MA/HD) $5.25 (iTunes/HD) $5
Kicks (2016) (iTunes/HD) Ports to MA $5
Kid Who Would Be King (2019) (MA/4K) $5.75 (MA/HD) $4.75
Kidnap (2017) (MA/HD) (iTunes/HD) $3.25
Kill Bill: Vol. 2 (2004) (Vudu/HD) $6
Kill the Messenger (2014) (iTunes/HD) Ports to MA $5
Killer Elite (2011) (iTunes/HD) Ports to MA $3.25
Killerman (2019) (Vudu/HD) $2.25 (iTunes/HD) $1.75
Killing Lincoln (2013) (MA/HD) $5.25
Killing Them Softly (2012) (Vudu/HD) $2.75
King of Staten Island (2020) (MA/HD) $4.75
King's Man (2021) (MA/HD) $4.50 (GP/HD) $3.50
Knock at the Cabin (2023) (MA/HD) $5.50
Kong: Skull Island (2017) (MA/4K) $6.50
Kung Fu Panda 3 (2016) (MA/HD) $2.50
Kung Fu Panda Collection 1-3 (MA/HD) $12.50
L.A. Confidential (1997) (MA/HD) $5.75
Last Christmas (2019) (MA/HD) $6.50
Last Full Measure (2020) (Vudu/HD) (iTunes/HD) $5.50
Last Night in Soho (2021) (MA/4K) $7 (MA/HD) $5.75
Last Vegas (2013) (MA/HD) $3
Law Abiding Citizen (2009) (Vudu/4K) $7
Lawless (2012) (Vudu/HD) $3.75
Leap! (2017) (Vudu/HD) (iTunes/HD) $3.25
Lee Daniels' The Butler (2013) (Vudu/HD) $2.25
Legend of Hercules (2014) (iTunes/4K) (Vudu/HD) $3.25
Legion of Super Heroes (2023) (MA/HD) $6
Les Miserables (2012) (MA/HD) (iTunes/HD) $2.75
Let Him Go (2020) (MA/HD) $3.75
Let's Be Cops (2014) (iTunes/4K) (MA/HD) $2.50
Life (2017) (MA/HD) $2.50
Light of My Life (2019) (Vudu/HD) $2.50 (iTunes/HD) $2
Lighthouse (2019) (Vudu/HD) $5.25
Lightyear (2022) (MA/4K) $5 (MA/HD) $2.75 (GP/HD) $2
Like a Boss (2020) (iTunes/4K) (Vudu/HD) $2.25
Lion (2016) (Vudu/HD) $4.50
Lion King 1 1/2 (2004) (MA/HD) $6.50
Lion King 2: Simba's Pride (1998) (MA/HD) $6.75 (GP/HD) $5.25
Little Fockers (2010) (MA/HD) $4
Little Mermaid II: Return to the Sea (2000) (MA/HD) $6.75
Little Mermaid III: Ariel’s Beginning (2008) (MA/HD) $6.75
Little Monsters (1989) (Vudu/HD) $5.50
Live Die Repeat: Edge of Tomorrow (2014) (MA/4K) $5
Live Die Repeat: Edge Of Tomorrow (2014) (MA/4K) $6.50
Lodge, The (2019) (MA/HD) $5.75
Logan Lucky (2017) (MA/HD) $1.50 (iTunes/4K) $2.25
London Has Fallen (2016) (iTunes/HD) Ports to MA $3.75
Long Shot (2019) (iTunes/4K) (Vudu/HD) $4
Longest Ride (2015) (iTunes/4K) (MA/HD) $1.50
Lord of War (2005) (Vudu/4K) (iTunes/4K) $5.50
Lords of Salem, The (2012) (Vudu/HD) $4.75
Lost City, The (2022) (Vudu/4K) (iTunes/4K) $6
Love Actually (2003) (MA/HD) $5.50
Love and Monsters (2020) (Vudu/4K) (iTunes/4K) $7
Love, Simon (2018) (MA/HD) $3
Lovebirds (2020) (Vudu/HD) (iTunes/HD) $5.50
Luca (2021) (MA/4K) $6.50 (MA/HD) $3.75 (GP/HD) $3.25
Lucy (2014) (MA/HD) $2
Lyle, Lyle, Crocodile (2022) (MA/HD) $5.50
Ma (2019) (MA/HD) $5.25
Madagascar 3: Europe's Most Wanted (2012) (MA/HD) (iTunes/HD) $2
Maleficent (2014) (MA/4K) $5.75 (iTunes/4K) (MA/HD) $3 (GP/HD) $1.25
Maleficent: Mistress of Evil (2019) (MA/4K) $6 (iTunes/4K) $3.75 (GP/HD) $1.75
Mama (2013) (iTunes/HD) Ports to MA $3.50
Mamma Mia! The Movie (2008) & Here We Go Again (2018) (MA/HD) $6.50 $4.50 Each
Many Adventures of Winnie the Pooh (1977) (MA/HD) $6.25
Marksman, The (2021) (MA/HD) $5.50
Marlowe (2023) (MA/HD) $7.50
Marry Me (2022) (MA/HD) $6.50
Martian - Extended Cut (2015) (MA/4K) $7.75 (MA/HD) $5.25
Martian (Theatrical) (2015) (MA/4K) $7.25 (MA/HD) $3.25
Mary Poppins (1964) (MA/HD) $4.50 (GP/HD) $3
Mary Queen of Scots (2018) (MA/HD) $5.75
Matrix: Resurrections (2021) (MA/4K) $5
Maze Runner: The Death Cure (2018) (MA/HD) $5.75
McFarland, USA (2015) (MA/HD) $6.25 (GP/HD) $4.50
Memory (2022) (MA/HD) $3.50
Men (2022) (Vudu/HD) $3.75
Menu (2022) (MA/HD) $5.50 (GP/HD) $4
Mickey & Minnie 10 Classic Shorts - Volume 1 (2023) (MA/HD) $5.75 (GP/HD) $4
Mickey, Donald, Goofy: The Three Musketeers (2004) (MA/HD) $6.50
Midsommar (2019) (Vudu/HD) $5.75
Mike and Dave Need Wedding Dates (2016) (MA/HD) (iTunes/4K) $4.50
Million Dollar Arm (2014) (MA/HD) $4
Minions (2015) (iTunes/4K) (MA/HD) $2.75
Minions: The Rise of Gru (2022) & Minions (2015) (MA/HD) $8
Minions: The Rise of Gru (2022) (MA/4K) $6.75 (MA/HD) $5.25
Miracles From Heaven (2016) (MA/HD) $4.50
Missing Link (2019) (MA/HD) $4.25
Mission: Impossible Fallout (2018) (Vudu/4K) $2.75 (iTunes/4K) (Vudu/HD) $2.50
Mitchells Vs. The Machines (2021) (MA/HD) $4.50
Money Monster (2016) (MA/HD) $3.25
Monster Hunter (2020) (MA/4K) $6.75 (MA/HD) $4.25
Monster Trucks (2016) (Vudu/HD) $2.25
Monster's Ball (2001) (Vudu/HD) $6.25
Monuments Men (2014) (MA/HD) $2
Moonfall (2022) (Vudu/4K) (iTunes/4K) $5
Morbius (2022) (MA/4K) $5.25 (MA/HD) $3.25 (MA/SD) $2.25
Mortal Instruments: City of Bones (2014) (MA/HD) $3.50
Mortal Kombat Legends: Snow Blind (2022) (MA/HD) $5.50
Mother! (2017) (Vudu/HD) $3.50
Mountain Between Us (2017) (iTunes/4K) (MA/HD) $1.50
Mr Popper's Penguins (2011) (MA/HD) $6
Mr. Holmes (2015) (Vudu/HD) $3.75
Much Ado About Nothing (2013) (Vudu/HD) $4.25
Muppet Movie (1979) (MA/HD) $7.50 (GP/HD) $6
My All American (2015) (MA/HD) (iTunes/HD) $4.25
My Big Fat Greek Wedding 2 (2016) (iTunes/HD) Ports to MA $4
My Dinner with Herve (2018) (Vudu/HD) (iTunes/HD) $4.50 (GP/HD) $3
My Fair Lady (1964) (iTunes/4K) (Vudu/HD) $5.50
National Lampoon's Animal House (1978) (MA/4K) $6.25 (MA/HD) $5.25
Nebraska (2013) (Vudu/HD) (iTunes/HD) $2.25
Neighbors (2014) (iTunes/HD) Ports to MA $2
Never Grow Old (2019) (Vudu/HD) (iTunes/HD) $4.50
Night Before (2015) (MA/HD) $4.75
Night House, The (2021) (MA/HD) $5 (GP/HD) $3
Nightmare Before Christmas (1993) (GP/HD) Ports to MA $3
Ninth Gate, The (1999) (Vudu/HD) $4.50
No Country For Old Men (2007) (Vudu/HD) $5.50
No Time to Die (2021) (iTunes/4K) $3.50
Nobody (2021) (MA/HD) $5.25
Nocturnal Animals (2016) (iTunes/HD) Ports to MA $3.25
Non-Stop (2014) (MA/HD) (iTunes/HD) $2.75
Nope (2022) (MA/4K) $8 (MA/HD) $5.75
Nope (2022), Get Out (2017) & Us (2019) (MA/HD) $10
Norm of the North (2016) (Vudu/HD) (iTunes/HD) $2.75
Northman (2022) (MA/4K) $7.25 (MA/HD) $4.50
Old (2021) (MA/HD) $4.50
Olympus Has Fallen (2013) (MA/HD) $5
On the Basis of Sex (2019) (MA/HD) $4.50
Onward (2020) (MA/4K) $5.50 (MA/HD) $4 (GP/HD) $2.25
Oranges, The (2011) (MA/HD) $4.50
Other Woman (2014) (MA/HD) $2.25
Ouija (2014) & Origin of Evil (2016) (MA/HD) (iTunes/HD) $9
Overboard (2016) (Vudu/HD) (iTunes/HD) $5.75
Pacific Rim (2013) (MA/4K) $6.50
Pacific Rim Uprising (2018) (MA/4K) $7.75 (MA/HD) $4.50
Pain & Gain (2013) (Vudu/HD) (iTunes/HD) $3.25
Paper Towns (2011) (iTunes/4K) (MA/HD) $4.50
ParaNorman (2012) (iTunes/HD) $5
Passengers (2016) (MA/4K) $6.50 (MA/HD) $2.75
Paul (2011) (iTunes/HD) Ports to MA $4.50
Paul Blart: Mall Cop 2 (2015) (MA/HD) $4.25
Paw Patrol: The Movie (2021) (iTunes/4K) (Vudu/HD) $5
Paws of Fury: The Legend of Hank (2022) (iTunes/4K) (Vudu/HD) $6
Pearl (2022) (Vudu/HD) $5.50
Peppermint (2018) (iTunes/HD) $1.75
Percy Jackson: Sea of Monsters (2013) (MA/HD) $2.25
Perks of Being a Wallflower (2012) (Vudu/HD) (iTunes/HD) $1.75
Pet Sematary (2019) (Vudu/4K) $4.25 (iTunes/4K) (Vudu/HD) $2.50
Peter Rabbit (2018) (MA/4K) $5.75 (MA/HD) $4.75
Peter Rabbit 2 (2021) (MA/HD) $4
Phantom Thread (2017) (MA/HD) $3.75
Philomena (2013) (Vudu/HD) $2
Pineapple Express (Unrated Edition) (2008) (MA/HD) $6
Pinocchio (1940) (MA/HD) $5.50 (GP/HD) $3.75
Pirate Fairy (2014) (MA/HD) $3.25
Pirates of the Caribbean: Dead Men Tell No Tales (2017) (MA/HD) $3.25 (GP/HD) $1.75
Pitch Perfect 2 (2015) (MA/HD) $2.75 (iTunes/4K) $3.75
Pixar Short Films Collection, Vol. 3 (2018) (MA/HD) $5.50 (GP/HD) $3.50
Pixels (2015) (MA/4K) $6.50 (MA/HD) $5.50
Plane (2023) (Vudu/4K) (iTunes/4K) $8
Planes (2013) (MA/HD) $2.25 (GP/HD) $1.25
Planes, Trains and Automobiles (1987) (iTunes/HD) $3.75
Planes: Fire & Rescue (2014) (MA/HD) $4 (GP/HD) $2
Playing with Fire (2019) (iTunes/4K) $1.50 (Vudu/HD) $2
Pocahontas (1995) (MA/HD) $6.50 (GP/HD) $5
Pocahontas II: Journey to a New World (1998) (MA/HD) $6 (GP/HD) $3.25
Pompeii (2014) (MA/HD) $3.50
Poms (2019) (iTunes/HD) $2.50
Post, The (2017) (MA/HD) $2.75
Predator (1987) (MA/HD) $3.50
Predator (2018) (MA/4K) $6.25 (MA/HD) $3.50
Premium Rush (2012) (MA/HD) $3.25
Prey for the Devil (2022) (Vudu/4K) (iTunes/4K) $6
Princess and the Frog (2009) (iTunes/4K) $5.50 (GP/HD) $3.25
Prometheus (2012) (MA/HD) $1.75
Protege, The (2021) (Vudu/4K) (iTunes/4K) $5.75
Psycho (1960) (MA/HD) (iTunes/4K) $5
Psycho (1960), Rear Window (1954), The Birds (1963), Vertigo (1958) (MA/4K) $17
Public Enemies (2009) (MA/HD) (iTunes/HD) $6.25
Punisher, The (2004) (Vudu/4K) $5.75 (Vudu/HD) $5.25
Purge, The (2013) (MA/4K) $6.50 (iTunes/4K) (MA/HD) $3
Purge: Election Year (2016) (MA/4K $5.50 (iTunes/4K) (MA/HD) $3
Puss in Boots: The Last Wish (2022) (MA/HD) $7.50
Queen & Slim (2019) (MA/HD) $4.50
R.I.P.D. (2013) (MA/HD) $3.25 (iTunes/HD) $3
Race (2016) (iTunes/HD) Ports to MA $2.75
Rambo Last Blood (Vudu/4K) (iTunes/4K) $2.75
Rambo: First Blood (1982) (Vudu/4K) (iTunes/4K) $6
Rambo: First Blood Part II (1985) (Vudu/4K) $6.75 (iTunes/4K) (Vudu/HD) $5.50
Rango (2011) (Vudu/4K) (iTunes/4K) $6.50
Ratatouille (2007) (iTunes/4K) $8 (GP/HD) $5.50
Raya and the Last Dragon (2021) (MA/4K) $6.25 (MA/HD) $4.50 (GP/HD) $2.50
Red (2010) (Vudu/4K) $6.25
Requiem for a Dream - Director's Cut (2000) (Vudu/4K) (iTunes/4K) $6.25
Rescuers Down Under (1990) (MA/HD) $6.50 (GP/HD) $4
Resident Evil: Retribution (2012) (MA/HD) $2.25
Resident Evil: Welcome to Raccoon City (2021) (MA/4K) $6.50 (MA/HD) $4.50
Respect (2021) (iTunes/4K) $4.75
Richard Jewell (2019) (MA/4K) $6.50
Ricki And The Flash (2015) (MA/HD) $4.50
Riddick - Unrated Director's Cut (2013) (MA/HD) (iTunes/HD) $4
Ride Along 1-2 (MA/HD) (iTunes/HD) $5 $2.75 Each
Rio 2 (2014) (MA/HD) $2.25
Rise of the Planet of the Apes (2010) (iTunes/4K) (MA/HD) $5.75
Risen (2016) (MA/HD) $4.50
Road to El Dorado (2000) (MA/HD) $5.50
Robin Hood (2018) (Vudu/4K) $5 (iTunes/4K) (Vudu/HD) $3.25
Robin Hood (Animated) (1973) (MA/HD) $3.75 (GP/HD) $2.75
RoboCop (1987) (Vudu/HD) $7.25
Robots (2005) (MA/HD) $6.75
Rock Dog (2016) (Vudu/HD) $4.25
Rocketman (2019) (Vudu/4K) $4.75 (iTunes/4K) $2.50 (Vudu/HD) $2.25
Ron's Gone Wrong (2021) (MA/4K) $7 (MA/HD) $5.25 (GP/HD) $3.50
Rumble (2022) (iTunes/4K) (Vudu/HD) $5.75
Run Lola Run (1998) (MA/HD) $6.50
Runner Runner (2013) (MA/HD) $4
Rush (2013) (MA/HD) $2.75 (iTunes/HD) $3.25
Russell Madness (2015) (MA/HD) $4
Safe (2012) (Vudu/HD) (iTunes/HD) $1.75
Safe House (2012) (MA/HD) $4 (iTunes/HD) $2.50
Saint Maud (2020) (Vudu/HD) $6
Santa Clause (1994), 2 (2002), 3 (2006) (iTunes/4K) (MA/HD) $10.50 (GP/HD) $6.50
Saving Mr. Banks (2013) (MA/HD) $4.75 (GP/HD) $2.75
Scream (1996) (Vudu/4K) $6 (iTunes/4K) (Vudu/HD) $3.75
Scream 5 (2022) (iTunes/4K) (Vudu/HD) $5.50
Scrooged (1988) (iTunes/HD) $4.75
Second Act (2018) (iTunes/HD) $1.50
Second Best Exotic Marigold Hotel (2015) (MA/HD) $4.50
Secret Garden, The (2020) (iTunes/4K) $4.25
Secret Headquarters (2022) (Vudu/HD) (iTunes/4K) $6
Secret Life of Pets 1-2 (MA/HD) $7.50
Secret Life of Pets 2 (2019) (MA/4K) $6.25 (MA/HD) $5
Secret Life of Pets, The (2016) (iTunes/4K) $3.75 (MA/HD) $2.75
Secret Life of Walter Mitty (2013) (MA/HD) $2
Seeking a Friend for the End of the World (2012) (iTunes/HD) Ports to MA $4.50
Seriously Red (2022) (Vudu/HD) $6.75
Sessions, The (2012) (MA/HD) $4.50
Seventh Son (2015) (iTunes/HD) Ports to MA $1.50
Sex Tape (2014) (MA/HD) $3
Shaun of the Dead (2004), Hot Fuzz (2007), World's End (2013) (MA/HD) $10
Shaun the Sheep Movie (2015) (Vudu/HD) $4
Shawshank Redemption (1994) (MA/4K) $6
She's Having a Baby (1988) (Vudu/HD) (iTunes/HD) $4.50
Shooter (2007) (Vudu/HD) $5.75
Sideways (2004) (MA/HD) $5.25
Silent Night, Deadly Night: 3-Film Collection (1989-1991) (Vudu/HD) $6
Silver Linings Playbook (2012) (Vudu/HD) $2
Sin City: A Dame to Kill For (2014) (Vudu/HD) $6.25
Sinbad: Legend of the Seven Seas (2007) (MA/HD) $6.50
Sing 2 (2021) (MA/4K) $6.50 (MA/HD) $3.50
Sing Collection 1-2 (MA/HD) $6
Singin' in the Rain (1952) (MA/4K) $6.50
Sinister (2012) (Vudu/HD) $3 (iTunes/HD) $2.75
Sisters (Unrated) (2015) (MA/HD) $4 (iTunes/HD) $3.25
Sixteen Candles (1984) (MA/HD) $5.25 (iTunes/HD) $4.25
Skeleton Twins (2014) (Vudu/HD) $4.50
Sleepless (2017) (iTunes/HD) Ports to MA $1
Smile (2022) (Vudu/HD) (iTunes/4K) $6.75
Smurfs 2 (2013) (MA/HD) $3.25
Smurfs: The Lost Village (2017) (MA/HD) $3.25
Snake Eyes (2021) (iTunes/4K) (Vudu/HD) $4.25
Snatched (2017) (iTunes/4K) (MA/HD) $1
Snitch (2013) (iTunes/4K) (Vudu/HD) $1.75
Snow White and the Huntsman (Extended) (2012) (iTunes/4K) $3.50 (MA/HD) $2.50
Some Kind of Wonderful (1987) (Vudu/HD) (iTunes/HD) $4.50
Son of God (2014) (MA/HD) $1.25
Sonic the Hedgehog (2020) (Vudu/4K) $6.25 (iTunes/4K) (Vudu/HD) $4.25
Sonic the Hedgehog 2 (2022) (Vudu/4K) $6.50 (iTunes/4K) (Vudu/HD) $4.50
Sound of Music, The (1965) (MA/HD) $5.75
Southpaw (2015) (Vudu/HD) $4.50
Southside With You (2016) (Vudu/HD) $3.50
Space Between Us, The (2017) (iTunes/HD) Ports to MA $5
Space Jam (1996) (MA/4K) $5
Space Jam: A New Legacy (2021) (MA/4K) $5
Spider-Man (2002) (MA/4K) $6.50 (MA/HD) $5.50
Spider-Man 2 (2004) (MA/4K) $6.50 (MA/HD) $5.50
Spider-Man 3 (2007) (MA/4K) $6.50 (MA/HD) $5.50
Spider-Man: Far From Home (2019) (MA/4K) $8 (MA/HD) $4
Spies in Disguise (2019) (MA/HD) $3.50 (GP/HD) $2.50
Spirit: Stallion of the Cimarron (2003) (MA/HD) $5
Spontaneous (2020) (Vudu/HD) (iTunes/HD) $5
Spy (Unrated) (2015) (MA/HD) $2
Spy Game (2001) (iTunes/HD) Ports to MA $5.75
Stand Up Guys (2012) (Vudu/HD) $2.75
Star Trek 1-3 (Vudu/4K) $18 (Vudu/HD) $9.50 (iTunes/4K) $13.50
Star Trek Beyond (2016) (Vudu/HD) $1.75 (iTunes/4K) $3.25
Star Trek Into Darkness (2013) (Vudu/HD) $1.75 (iTunes/4K) $3.25
Starship Troopers (1997) (MA/4K) $6.50
Step Up Revolution (2012) (Vudu/HD) (iTunes/HD) $3.25
Still Alice (2015) (MA/HD) $3
Stillwater (2021) (MA/HD) $5
Straight Outta Compton (Unrated Director’s Cut) (2015) (MA/4K) $7.50 (MA/HD) (iTunes/HD) $2.50
Strange World (2022) (GP/HD) Ports to MA $4.25
Strangers: Prey at Night (2018) (MA/HD) $3.50
Stronger (2017) (Vudu/HD) (iTunes/HD) $4.50
Stuber (2019) (MA/HD) $4.75
Studio 666 (2022) (MA/HD) $6.75
Suicide Squad, The (2021) (MA/4K) $5
Sully (2016) (MA/4K) $6.50
Sum of All Fears, The (2002) (Vudu/4K) (iTunes/4K) $5.75
Super Troopers (2002) (MA/HD) $5.75
SW: A New Hope (1977) (MA/4K) $7 (MA/HD) $6.25 (GP/HD) $3.50
SW: Empire Strikes Back (1980) (MA/4K) $7 (MA/HD) $6.50 (GP/HD) $3.50
SW: Force Awakens (2015) (MA/4K) $5.25 (MA/HD) $3.50 (GP/HD) $1
SW: Last Jedi (2017) (MA/4K) $5.75 (MA/HD) $3.75 (GP/HD) $1
SW: Phantom Menace (1999) (MA/4K) $7.50 (MA/HD) $6.50 (GP/HD) $3.50
SW: Return of the Jedi (1983) (MA/4K) $7.25 (MA/HD) $6.50 (GP/HD) $3.50
SW: Revenge of the Sith (2005) (MA/4K) $7.50 (GP/HD) $3.50
SW: Rise of Skywalker (2019) (MA/4K) $6 (MA/HD) $4.75 (GP/HD) $2.25
SW: Rogue One: A Star Wars Story (2016) (MA/4K) $6.50 (MA/HD) $3.75 (GP/HD) $1.25
SW: Solo: A Star Wars Story (2018) (MA/4K) $7 (MA/HD) $5 (GP/HD) $3.50
Sword in the Stone (1963) (MA/HD) $6.25 (GP/HD) $3.75
Tag (2018) (MA/4K) $6.50
Tarzan (1999) (MA/HD) $6.50 (GP/HD) $5
Ted (2012) (Unrated) (MA/HD) (iTunes/HD) $4
Teen Titans Go! & DC Super Hero Girls: Mayhem in the Multiverse (2022) (MA/HD) $4.75
Terminator (1984) (Vudu/HD) $7
Terminator 2: Judgment Day (1991) (Vudu/4K) (iTunes/4K) $4.25
Terminator 4: Salvation (2009) (MA/4K) $6.50
Terminator: Dark Fate (2019) (Vudu/4K) $6.50 (Vudu/HD) $3 (iTunes/4K) $2.50
Terminator: Genisys (2015) (Vudu/HD) $1.75 (iTunes/4K) $3
The Man from U.N.C.L.E. (2015) (MA/4K) $6.50
Theory Of Everything (2014) (iTunes/HD) Ports to MA $4
Thing, The (2011) (MA/HD) $6.25
This Is 40 (2012) (MA/HD) $3.75 (iTunes/HD) $2.50
Thor (2011) (iTunes/4K) (MA/HD) $7 (GP/HD) $3.50
Thor: Love and Thunder (2022) (MA/4K) $6.75 (MA/HD) $3.25 (GP/HD) $2
Thor: The Dark World (2013) (MA/4K) $7 (iTunes/4K) $4.50 (GP/HD) $2.25
Till (2022) (iTunes/4K) $6.50
Tinker Bell and the Legend of the NeverBeast (2014) (MA/HD) $6.25 (GP/HD) $4.50
Tinker, Tailor, Soldier, Spy (2011) (iTunes/HD) Ports to MA $4.50
Titanic (1997) (Vudu/HD) (iTunes/HD) $4.75
TMNT Out of the Shadows (2016) (iTunes/4K) $4
Tomb Raider: The Cradle of Life (2003) (Vudu/4K) (iTunes/4K) $6.50
Tomorrowland (2015) (MA/HD) $5.50 (GP/HD) $3.50
Top Gun: Maverick (2022) (Vudu/4K) $6 (iTunes/4K) (Vudu/HD) $5.75
Total Recall + Extended (2012) (MA/HD) $5 (Theatrical) $4
Toy Story 1-4 (MA/4K) $23 (iTunes/4K) $21 (GP/HD) $11.50
Toy Story of Terror! (2013) (MA/HD) $4.50 (GP/HD) $3
Trading Places (1983) (Vudu/HD) $4.50
Traffic (2000) (iTunes/HD) Ports to MA $5.75
Training Day (2001) (MA/4K) $6.50
Trainwreck (2015) (iTunes/HD) Ports to MA $1.50
Transformers: Last Knight (2017) (Vudu/4K) $4.75 (iTunes/4K) $2.25 (Vudu/HD) $2
Trauma Center (2019) (iTunes/4K) $3.25
Triple 9 (2016) (iTunes/HD) Ports to MA $2.50
Trolls (2016) (MA/HD) $1.25
Trolls Collection 1-2 (MA/HD) $6
Tully (2018) (MA/HD) $5.75
Turning Red (2022) (MA/4K) $6.25 (MA/HD) $4 (GP/HD) $2.75
Umma (2022) (MA/HD) $4.75
Unbearable Weight of Massive Talent (2022) (Vudu/4K) (iTunes/4K) $6.75
Unbreakable (2000) (MA/4K) $6 (GP/HD) $3.75
Unbroken (2014) (MA/HD) (iTunes/HD) $3
Uncharted (2022) (MA/4K) $5.50 (MA/HD) $3.25
Uncle Drew (2018) (Vudu/4K) $6.25 (Vudu/HD) (iTunes/HD) $3
Under the Skin (2014) (Vudu/HD) $5.25
Unforgiven (1992) (MA/4K) $6.50
Unhinged (2020) (Vudu/HD) $4.75
Up (2009) (iTunes/4K) $7.50 (MA/HD) $6.75
Up in Smoke ‘Cheech and Chong’ (1978) (Vudu/HD) $3.50 (iTunes/HD) $2.75
Upside, The (2017) (iTunes/HD) $2
Usual Suspects, The (1995) (Vudu/HD) $6
Valerian and the City of a Thousand Planets (2017) (Vudu/HD) $3.50
Van Helsing (2004) (MA/4K) $6 (iTunes/4K) (MA/HD) $4.75
Venom: Let There Be Carnage (2021) (MA/4K) $7 (MA/HD) $3.50
Vice (2015) 'Bruce Willis' (Vudu/HD) $2.50
Voyagers (2021) (Vudu/4K) (iTunes/4K) $6.50
Walking Dead: Season 11 (2021) (Vudu/HD) $6.25
WALL-E (2008) (iTunes/4K) $8 (GP/HD) $5.50
War Dogs (2016) (MA/4K) $6.50
War of the Worlds (1953) (Vudu/4K) (iTunes/4K) $6.75
War Of The Worlds (2005) (Vudu/4K) (iTunes/4K) $6.50
Watch, The (2012) (MA/HD) $4.25
Way, Way Back, The (2013) (MA/HD) $5.25
Weird Science (2008) (MA/HD) (iTunes/HD) $6
Welcome to Marwen (2018) (MA/4K) $3.50
What Men Want (2019) (Vudu/HD) $1.75 (iTunes/4K) $1.25
What to Expect When You're Expecting (2012) (Vudu/HD) (iTunes/HD) $2.25
When the Game Stands Tall (2014) (MA/HD) $4.50 (MA/SD) $1.75
Where the Crawdads Sing (2022) (MA/HD) $4.50
Whiplash (2014) (MA/HD) $5.75
White House Down (2013) (MA/HD) $3.50
Whitney Houston: I Wanna Dance With Somebody (2022) (MA/HD) $6
Willy Wonka and the Chocolate Factory (1971) (MA/4K) $5.25
Wind River (2017) (Vudu/HD) (iTunes/HD) $5
Wings (1927) (Vudu/HD) (iTunes/HD) $4
Witch, The (2016) (Vudu/HD) $3.50
Wolf Man (1941) (MA/4K) $6.50
Wolverine (Unrated) (2013) (MA/HD) $3.75
Woman King (2022) (MA/4K) $6.50 (MA/HD) $5.50
Wonder Woman 1984 (2020) (MA/4K) $5
Won't Back Down (2012) (MA/HD) $4
World War Z (2013) (Vudu/HD) $3.25 (iTunes/HD) $1.50
Wreck-It Ralph (2012) (GP/HD) $4.25
X (2022) (Vudu/HD) $6.75
X2: X-Men United (2003) (MA/HD) $6.25
X-Men (2000) (MA/HD) $6.25
X-Men: Apocalypse (2016) (iTunes/4K) (MA/HD) $2.50
xXx: The Return of Xander Cage (2017) (Vudu/4K) $5.50 (iTunes/4K) (Vudu/HD) $1.25
Yesterday (2019) (MA/HD) $4.50
Zathura (2005) (MA/HD) $7
Zero Dark Thirty (2012) (MA/HD) $3
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2023.05.30 23:19 Peanuttttssss The Pure Order Program
I had a drug problem, and I lived a very chaotic live. I frequently went to bars just to do cocaine with friends and fight people in the bar.
One of my female friends was very concerned about my way of living. I said that it really wasn't that bad. But one day when I got very high on cocaine and I crashed my motorcycle in a farmfield somewhere and laid there until sunrise, I knew it was time to try to change my life. The female friend, named Emma, was very reliefed that I had the courage to ask her for help.
She immediately started to figure stuff out to help me, and after a while she told me she found a program somewhere in the mountains deep in the forest that helped people get rid of their addictions.
The name of the program was ''Pure Order''. I was a bit sketchy at first, but I love the mountains and nature so I thought I could always give it a try.
The only problem, was that I was from New Jersey, and the program was in Montana. But Emma was willing to pay along for the trip, and she'd even come with me to drop me off to make sure I arrived safely.
At the airport, a car, that was part of the Pure Order program, would take us there. The driver was a man in a suit, with combed black hair, a well kept goatee and mustache. He was wearing a dress shirt, suspenders and cowboy boots.
It was a peculiar look that I instantly noticed. It was a very hipster look, but also a very country look. It was a 5 hour, if not more, ride from the airport to the place where the Pure Order program was. It was very deep in the woods and mountains, and very far away from civilization.
When we arrived, I saw 10 feet high walls, made out of wooden beams, with barbed wire at the top. It kinda looked like a military camp to me, but also like a scouting camp. It was close to a very big lake, surrounded by a dense forest.
The big wooden doors opened, and a nice dressed gentleman was standing in the door opening. Also with suspenders, big beard, combed hair, tinted glasses, nice white dress shirt, a black Bolo tie, and a suit jacket.
I noticed some kind of dress code, but I thought that was to tell the staff members apart from the people. The man who greeted me was a very nice man, and super welcoming. Then we heard a gunshot in the distance, and I saw birds fly up from the treelines.
The man was obviously startled by the gunshot, and me and Emma looked at each other. The man said ''Its hunting season, we take the people outside hunting as one of the many outdoor activities we have around the camp'' in a laughing tone with a smile.
The man welcomed me in, and Emma was not allowed in since she wasn't part of the Pure Order program, so they politely asked her to leave. And the driver would take her back to the airport.
The man talked to me for a bit, while we walked to my bed where I could put my stuff and ''Make myself'' at home. I walked into one of those typical summer camp sleeping places, with two rows of bunk beds on each side of the walls, once again very military like.
The man noticed the look on my face and he told me not to worry, as we would only sleep here, and we would be doing activities all day.
Lastly he asked me if he could have my phone, so I'm not distracted by the outside world and we can focus on me getting better instead. I was hesitant at first, but the way he said it just made sense, and before I thought about it I handed over my phone.
Not that my phone had any signal anyway.
He asked that if I had any questions, I could always ask him. I was scared to ask questions but for some reason I just blurted out all the questions I had.
I asked about the barbed wire, why we are so far away from civilization, why I had to hand my phone over even though I didn't have any signal.
He politely told me that the barbed wire was because the wildlife would sometimes climb over the wooden walls. He told me we are so far away from civilization because they don't want anyone to get the urge to get distracted by day to day society, and fall back into our old habits.
I had to hand over my phone because I would be distracted by it, even though I didn't have any signal, they just wanted to be completely sure that I would get better.
That night we would gather around the campfire, the staff members were there, and the other people in the program. The staff introduced me, and I was kinda awkwardly sitting there, but the other people in the program were very inviting as well.
They told me about the program, they had big smiles on their faces and they looked genuinely happy. They showed interest in me, asking me where I came from, what my goal was, told me about their issues and how the program have really helped them so far.
I felt like I wasn't alone, and that I could actually be helped. Almost all my suspicion disappeared. The heat of the fire was getting a bit hot, so I took off my flannel, revealing some of my tattoos. People in the group were very interested in my tattoos.
I had a tribal tattoo that looked like waves, with a boat sailing on the waves. I said it was because one of my best friends was in the navy, and he sadly lost his life in was, and I had the tattoo out of respect for him.
One of the staff member showed me his tattoo. It was a tattoo on his forearm. It looked like a ''Phi'' symbol from the Greek alphabet, but instead of the circle, it was an eye. He said he got the tattoo when he ''Reached enlightenment''.
I didn't know what that meant, but you know, I don't judge, we all got our things, and I was just happy he ''reached his enlightenment''.
As I was getting ready for bed, one of the other people in the program came up to me and told me ''Welcome to the program, one piece of advice, make sure to smile.'' I thought he meant that we had to smile so we don't bring down the mood for the other people and we keep things positive.
So I brushed off what he said, and made sure to keep a positive mindset.
The next day we did all kinds of activities, we painted, we went fishing, we had a couple (Non alcoholic) drinks and it was a very good experience.
When I was getting another drink from the cooler, one of the staff members came up to me, saying that I had a very rough look, with the tattoos and I had a cut in my eyebrow from a bar fight when someone pulled out a knife and tried to cut my face.
I told him about the fight I've gotten in, and said that I could ''basically defend myself''. He said that if I'd like, I could sign up for a boxing match that would be happening that night. He said that they would have boxing matches, so the people could blow off some steam, and since I had a history of fighting he thought it would be something for me. I was actually very excited, so I decided to sign up.
That night I put on the boxing gloves and fought one of the other people in the program. It was a close match but I managed to win. He was laying on the ground, still consious. As I was celebrating they told me to ''End the fight''.
I had a very confused look on my face, the fight ended, he coulnd't fight anymore and I won. But every staff member kept chanting ''End the fight''. I realised I had to kill him. The man that welcomed me at the door, told everyone to be quiet and he told me ''End the fight, prove to yourself that you have what it takes to make a change. Otherwise you don't have what it takes, and we would be forced to take matters in our own hands.'' while putting one hand on a revolver. When I looked around, I saw the other people in the program just silently looking at me. Their eyes looked empty. All of them knew what had to be done, because they were once in my spot.
I realised that if I didn't kill the man in front of me, I would be the one that would not make it out of here. I looked at the mans face, he had this facial expression that begged me for mercy, but he also understood what had to be done. I shut off my mind, and my survival instinct just took over. I killed that man with my bare hands.
I came to the realisation that this wasn't a program to help people get better. This is a cult. And now that I killed that man, I had officially joined the cult.
I walked up to the man who greeted me at the gate the next day, as I got the impression that he was most likely the leader of the cult. I overheard some staff members drop the name ''Head of Order Edgar'', so as I walked towards him I said ''Edgar?'' and he looked up and asked what was wrong?
I tried to maintain calm but couldn't really contain myself and I asked ''What the fuck was that all about yesterday?'' in a very shaken voice. Edgar told me that I had to choose a new path in life, that I had to make a change in my life, and have the strength to make a life or death decision. As the was telling me these things, I noticed the ''Phi'' tattoo in Edgar's neck. The exact same one the other fella showed me before.
I looked at him with a scared but understanding face, while in my mind all I could think was ''These guys are absolutely nuts.'' I knew I had to escape somehow, even though it could be my death with all the wildlife out there, I had to at least try.
The next few days I went along with all their activities, while trying to figure out the patterns of the cult members. I managed to find an oppurtunity to escape. I noticed that every night, after all the program members would go to sleep, the cult members would gather around and they would have a few drinks.
I knew it was risky as it would be very easy to detect me if I were to sneak out, but I had to try.
So after a couple nights, I gathered the courage to sneak out. I slightly opened the door and I noticed the cult members gathered around the campfire. There were even more cult members then I thought, all dressed in the dress shirts, long beards, suspenders etcetera. I sneaked out of the cabin and the door cracked as I opened it.
The cult members heard the sound but brushed it off, but they did stay on their guard. I thought about sneaking back inside the cabin but I knew this had to be my moment, now I had the courage to make a move. I decided to keep going, and sneak towards a weaker spot in the wooden walls.
As I got closer to the wooden wall, a dog in a cage started barking at me. I panicked and kicked down the weak part of the wall and managed to get out of the walls. I felt so free, but I wasn't out there yet. I didn't have time to think and I heard the cult members scream and load weapons.
I didn't think about anything, I just started running, and I heard the screaming get further and further away. I just kept running, I had no idea what way I was running, where I was, it was pitch dark, I guess around 3 am. I heard bullets whizzing by my head, bullets hitting the trees, right next to me.
I zigzagged and all my legs could do was just run. I kept hearing the screaming in the distance, then it got closer and closer and I kept hearing bullet whizzing by. Then out of nowhere, I felt a sharp pain in my leg, I tried to get up but my leg felt heavy, I thought I was struck by as bullet, but my leg got caught in a bear trap. I tried to pry it open, I screamed from the pain, the screaming from the cult members got closer and closer. My heart was raising. And as I looked up I was looking directly into the face of a cult member, with his weapon leaning on his shoulder. He didn't look happy.
They dragged me through the woods, like I was some kind of animal. They said that they had a place for ''people like me''. They dragged me to a tiny shed deep into the woods. It had no windows, just some very small holes in the wood of the shed that let some light from the upcoming sun in.
They strapped me to a chair, and put tape over my mouth. I heard the sound of a shotgun getting cocked behind me. I felt a very cold metal rod getting pushed into the side of my head, the barrel of the shotgun. I was breathing very heavily, I couldn't scream. I felt one single tear roll down my face.
As I looked through one of the holes in the shed, I was looking at the sunrise. I heard a gunshot, and all my pain disappeared. All I could see was Edgar welcoming new people at the gate, as he smiled and said ''Aahhh, hunting season.''
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2023.05.30 20:02 Centumviri Welcome to Green Valley: 4 Bumpkin Quest Adventures
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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2023.05.30 19:51 SKwiatks Written In the Stars Ch. 14: Bright Morning Stars Part 1
Violet slowly opens her pale green eyes as she slept next to Maya in the fishing shack to keep warm, as well as snuggling and cuddling her girlfriend. Feeling the love she has for her. Violet looks at Maya as the sun was slowly turning the navy blue sky a dull orange and pink. The air was frigid during the night, and Violet couldn't believe Maya slept on her bare skin being exposed to the cold elements. This is the first time they slept close and in an intimate way. Violet never slept or came this close to sleeping and being near someone half-naked.
In fact, if it wasn't for Maya's gift of seeing visions, she would have gotten her first sexual experience and given away her heart and soul to the person she least expect to find true love in. Violet thought that Minerva was the only person she ever found love in, and someone to love her as she always dreamed of finding. But now as Violet eyes Maya sleeping soundly beside her, she is believing that Maya is the one who she is meant to love and share a lifetime of happiness in this hell on earth.
Violet reaches out and tenderly strokes her beautiful rugged native warrior, and runs her fingertips on Maya's side and slowly trails up the back side of her back. Violet pauses as she sees strange markings on Maya's back shoulder she never noticed last night. She pulls the old sheet to gaze at Maya's back and sees she has strange tattoos of something.
One tattoo was on the top of her right shoulder blade as it was a circle of what looked to be teepees, and in the center of the circle was a buffalo. When they officially met, Maya told Violet that she originally came from the Lakota Tribe out west. Violet is curious if the buffalo tattoo is a symbol of her tribe. She notices Maya's tribal jacket has a buffalo skull on the back and wonders if there is a connection there. Or maybe buffalos are a national symbol in indigenous circles and means something important. Violet shakes her head and then looks at the other tattoo on Maya's shoulder just below the circle of teepees and the buffalo.
This one was strange. It sort of looked like a Dreamcatcher but not. Had colors of red, white, yellow and black, and above the circle was a hawk. Maya did mention her spirit animal is a hawk, as it matches the necklace she always wears around her neck. Violet moves her hand and her fingers trace over the hawks wings on Maya's back. Violet looks down and sees four hawk feathers attach to the circle. Inside the feather are the shapes of different animals. Violet sees silhouettes of a deer, a badger, a porcupine, and a lynx. Maya's family's spirit animals. And Maya's spirit animal acts as a guardian of the circle. It is like glancing at Maya's family tree.
She never knew how family runs deep in Maya's culture. She looks at her girlfriend as she was well-loved by her family. It made Violet feel a bit envious of her girlfriend's life before the apocalypse, as she longed to have a loving family who loved her. In another lifetime, Violet only wished she came to know Maya sooner, and her tribe and family would have embraced and loved her the same as Maya did and Violet could have known what a real loving family was like. But those were only thoughts of what could have been. And probably never would have happened as Violet will be here at Ericson being forgotten by her family, and Maya be living her life out in Jackson, Wyoming wherever that was at.
Violet soon felt Maya starting slowly waking up. Violet closes her eyes so when Maya turns to look at her it will be like Violet is still sleeping when she is not. Although Maya probably can sniff out that Violet is not really sleeping.
Maya slowly opens up her brown eyes and glances around the shack. She gets a sense that Violet took her close to Ericson so that is why she got that vision of Violet's past last night. Maya turns her head to gaze down at Violet's sweet sleeping face, as she stays close by her all night. Maya eases her body down and faces Violet as she wants to hold onto this moment a bit longer before making the trip back to her camp.
Maya knows Violet is already awake, as she felt her soft touch on her back. Maya soon leans forward and plants a sweet kiss on Violet's lips and feeling the love and joy Violet's kisses bring to Maya's heart. Maya pulls back but is still near Violet's sweet face as she whispers, "I know you are awake my beautiful sweet Violet."
Violet opens her green eyes and smiles at Maya, "How do you know?"
Maya looks to Violet in a teasing flirting way to her, "I have my ways." Maya giggles as she sees Violet's face go in a bit of a sour look to her. Maya then explains the real reason to Violet, "Actually it was you touching my back and feeling my skin. You are not subtle with your touches." Maya teases her, and felt Violet giving her a playful shove. Maya loves it she can make Violet be playful. Maya soon grew into a serious face, "Sorry about last night and scaring you. I sometimes can't con—"
"You don't have to apologize. This is something new for me to experience and was skeptical at first when you told me of your gift, when we first started to get to know one another, and never knew how powerful it is to you." Violet softly spoke to her lover as she sits up and gently wraps her arms around Maya's stomach, and left kisses on her bare shoulders giving her all the love and support Violet could give.
Maya felt that lover's touch and smiles a warm smile at her. Maya reaches up and clasp her fingers around Violet's forearms and held her. "You do know if my gift didn't disrupt or killed the mood, you would have been the first I have ever been intimate with you," Maya admitted to Violet.
Violet looks into Maya's eyes, and blush is seen on Maya's face. Violet kisses her shoulder and replies back admitting the same feelings, "You would've been mine as well, and I was kind of going that direction when you said all those romantic words to me. I never knew how deep love is, or felt it, until I looked into your eyes last night and my heart just...knew." Violet looks into Maya's brown eyes. And without hesitation now Violet spoke the words, "I love you, Maya."
Maya moves in and kisses Violet and held her neck as Maya's thumbs graze over Violet's jawline, as she felt Violet's jaw move to Maya's strides of kissing her. Maya pulls back and held Violet's sweet face as she places her forehead to Violet's, "I love you back." Maya catches Violet's eyes and notices something special in Violet's green eyes. When Violet is extremely happy, Maya sees a golden ring in her green irises around her pupils that shines the brightest when she is happy. Turning her spring green meadow eyes, into a harvest color. "You know, when you are truly happy, you have a soft golden hue in your eyes."
Violet looks up into Mayas and softly and tenderly spoke, "You make me very happy. Happiness I haven't felt, since...since I don't know how long ago."
Maya smiles to that kisses Violet's forehead and smelling her beautiful golden hair. Violet nuzzles her nose in Maya's neck letting her know Maya captured Violet's heart, and she truly loves her. Violet stayed like that for a moment and then slightly pulls out of Maya's embrace. "I never knew you would be the type of person to have tattoos."
Maya looks away and does her cute scratching of the back of her head when she is nervous about something or she has to explain. "Oh...um..well, I keep them covered up with my clothes, which is why you never saw them."
Violet moves a little to look at Maya's tattoos, "I kind of dig them. Makes you look even more badass and attractive." Violet admitted to Maya she is a bit turned on. Violet reaches out and strokes Maya's bareback where her tattoos are. Violet softly asks her new girlfriend what they mean, "What do they mean exactly?"
Maya peeks over her shoulder at Violet who was interested in the tattoos that Maya had gotten put on when she was 12. "Well the first one which I am assuming you are tracing on my back right now, is my tribe's national symbol." Maya looks at Violet as Violet's finger was tracing the buffalo's body. Maya then casts her brown eyes to look a little bit at Violet but not into her eyes, "Lakota's are known to be bison and buffalo hunters. It was my ancestors' way of life and main food source. So for us to stand out from other native tribes, is the buffalo symbol. And the connection with the buffalo has to my people's culture. That is why it is in the center around the circle of teepees." Maya looks at Violet, who has her eyes fixed on that tattoo. Then her eyes met Maya's and a loving look fell over Violet's face.
Violet then tenderly spoke, "And the second one?"
Maya bit her lower lip a little, "My calling in life or what I was called to be in my tribe. In indigenous circles, the circle of the four colors is known to be the medicine wheel. My grandmother was my tribe's healer, being a Sherman. Apparently, when you are gifted by the spirits of having visions, it is clear who will be the next Sherman in my tribe. They choose me, so I was given the medicine wheel."
Maya pauses as she explains what the four colors are and represent, "The medicine wheel has many different forms of life and what it means. It correlates with the stages of life, changing of seasons, directional, aspects of life, elements of nature and ceremonial plants used for healing." Maya takes a breath before going in-depth with the explanation. "Yellow represents the birth of someone's life. It is the start of something new, like new life that awakes during springtime. The directional associated with this is east. And has the aspect of bringing spirituality to life and being connected to the spirits and the element of earth. Red represents the youth. It is the element of fire, with burning passion and desire to do something, like physical strength in someone, or physical nature in one's self. It usually associates with the season of summer, and it is the direction of south."
"Black represents the season of fall, and it usually goes with someone who enters adulthood. Black is the element of water, which has the ability to change form at any given moment, like someone's emotions, which ties into black being the emotion in our lives. And it is the direction of the west. White represents the last stage of human life which is elder. It is the season of winter, where everything is white with the purity of living a full life. It is someone's mental state and brings the element of air that we breathe. The direction associated with white is north." Maya pauses as she explains to Violet was the four colors are, "And the center is the balance of all four coming together as one harmony. What we all try to strive for in life. Having balance."
Violet was speechless by Maya's tattoos. And she has a new appreciation for this rugged native girl. Violet clears her throat, "Wow, you really are a deep person. And I am falling more in love with you, the more you share with me your culture." Violet smiles at her. She glances down at Maya's medicine wheel tattoo and traces the circle, "I am guessing the feathers on the wheel is your family." Violet moves her green eyes to look into Maya's gaze.
Maya nodded confirming what Violet spoke, "It was optional to have that feature. At the time before I got rebellious, I wanted to have a piece of my family with me always, never to forget who I am or my family. I am now forever grateful for that decision, as I...I lost my kid brother several years ago to a sickness waiting to get inside of a settlement to start a new life when the world went to hell. And a few months after my brother Koda's death..." Maya closes her eyes momentarily and reopens them up as she tells Violet about her parents, "I lost my parents in a blood bath by rogue Delta members. Aniya is the only family I have left."
Violet looked at her lover with empathic eyes and then brought Maya with a surprised expression on her face. Violet leaned over and left tender, caring kisses on Maya's tattoos and held her close. She never knew how tragic Maya's pain was, and in some ways, Violet felt connected to Maya at this moment because they both had deep pain in their hearts and had similar experiences of losing someone they both loved. Violet places her forehead against Maya's shoulder and nuzzles her nose to Maya's body, and holds her.
Maya felt Violet's loving touch and moved to lace her hand to Violet's and brought Violet's hand up to lightly kiss it. Violet pulls back and rests her chin on Maya's right shoulder. Violet glances up into Maya's eyes as she speaks, "One hell of a thing to have in common with the girl I love. I guess destiny has a funny way of bringing two people together." Violet looks down at her hand as she interlocks her fingers to Maya's copper brown ones, "No matter how much horrible shit we both been through and lived through, I am grateful to have you in my life Maya. You make me feel complete and bring meaning in purpose to my life again. You filled the dark hole in my heart and healed me." Violet moves and plants a tender kiss on Maya's lips for a moment and pulls back to gaze upon her beautiful eyes. Violet sighs and can't believe she is going to say this, "I think you are my soul mate."
Maya smiles warmly at Violet and believes the same thing. And maybe her vision of seeing Violet's past had a purpose of showing Maya that Violet is her soul mate as well. Maya glances at the back wall of the shack or small hut of some kind and realized she needed to get back before Bonnie gets suspicious. Shit. Maya with her free hand strokes Violet's face, "I hate to break up this moment with us, and God, I don't want to leave your pretty face, but....I got to get back to my camp before my leader gets suspicious." Maya sights as Violet moves her lace hand to Maya's and places it on Maya's forearm the hand touching her face. "I wish I wasn't in her group and didn't have to be so secretive when seeing you. I wish I was part of your group Violet."
Violet nods and leans to put her forehead to Maya's. "I wish you were part of my group as well. I too wish we don't have to sneak around just to be together."
Maya presses her forehead harder against Violet's, and held it there for a bit longer, as Violet didn't want Maya to leave her just as much. Violet softly whispers, "What are we going to do?"
Maya wishes she knew the answer to that question, but she doesn't. "I wish the hell I knew." Maya rubs Violet's cheek with her thumb and kisses her forehead tenderly. Maya breathes a heavy sigh as she gets up from the old mattress and goes over to put on her clothes that Violet took off of her last night in a moment of passion. As Maya reapplies her clothes, she sees Violet walking up and eyeing her. Maya puts on her father's tribal jacket and smiles bittersweetly at her lover.
Violet, still not wanting to see Maya go, comes to her and places her hand in hers, "At least let me walk you as far to the border of my school goes." Maya looks at Violet in a bit of surprise. Violet glances down a little, then back up at her, "Yeah, I brought you close to Ericson last night. This, here, is where we fish, while another part is where we hunt rabbits and catch game with our traps. I feel you belong here and I trust you, despite what Clementine thinks of you. You prove your loyalty to me last night, and you won't betray or hurt me, or put anyone else I care for in danger." Violet then closes the fishing shack door and laces her fingers to Maya's.
Maya felt honored and softly said, "Thank you." The air was cold as winter was on its way. However, the warmness of Violet's touch made the walk barrable. They walked until they reached the end of the road, where they had to part ways. Maya felt the necklace she made Violet in her jacket that she planned to give to her yesterday but got caught up in her romance with her. Maya takes out the carved necklace and pauses in her step with Violet, "I meant to give this to you yesterday." Maya places the necklace around Violet's neck. "Your very own animal spirit totem. Normally there will be a big ceremony thing that is significant to this moment in my culture, but...due to unfortunate life events of the world turning upside down, I will give you the short version."
Violet looks at the animal that was hand carved to fine detail, and her heart stops as she looks into Maya's eyes. "Maya-"
Maya came forward and put a finger to Violet's lips to keep her from talking, "I made you a panther because the panther speaks to who you are, Vi. Protection, hidden emotions, introspection, caution, careful decision-making, and a representation of dark and light. You, my love, are a panther in this world. Keep it close to you when you find yourself missing me or need strength and guidance. I love you." Maya plants a kiss on Violet's cheek and glances into Violet's green eyes.
Violet looks into her lover's brown eyes and smiles at Maya's gift. Violet moves forward to kiss Maya one last time before they part to return to their groups. Violet kisses Maya as she has never kissed anyone before and tugs on Maya's tribal jacket to make the kiss more meaningful, and as a statement, her heart is bonded to Maya's. After a moment of soft making out, Violet pulled back her lips as she repeated the exact words back, "I love you too, Maya. Stay safe, and come back to me." Violet looks down at her new necklace and then at Maya, "I will keep this and you forever in my heart." Violet clutches the necklace and smiles at Maya.
Maya returns Violet's smile and lightly strokes her face with her thumb. With a heavy heart, Maya leaves the beautiful sight of Violet's pretty face and her damn beautiful green eyes that get Maya's heart pounding every time she looks into those sexy light green pools.
Violet watches Maya leave to go back to her camp and stood there until she no longer sees Maya's figure. Violet sighs as she turns to head back to Ericson with emptiness in her heart of Maya not coming back to her room with her. She reaches for the necklace and held it close to her heart and hearing those words Maya spoke to her, Keep it close to you when you find yourself missing me or need strength and guidance. I love you. Violet said out loud as she walks a slow pace back, "I love you too my sweet rugged warrior. You are the love of my life."
...........................
Clementine slept soundly in Louis's arms holding her throughout the night, and it was a peaceful night between the two of them. Neither one of them woken up to terrible nightmares the other has to try and comfort the other person to help them through the terror they are feeling. Clementine's nightmares of the ranch still get to her but it is not as often as before, now that she is safe in her new home. She still struggles with her new trauma of AJ cutting off her leg, and she needs Louis's help to get her through tough nights, but as far as the nightmares, she rarely gets them. Louis on the other hand still suffers from his trauma of what happened on the boat when rescuing their friends. His first kill of a living person still haunts him even long after the event happened. Clementine wishes she could take his pain away so he doesn't suffer. She wishes he didn't have to be the one to kill for her in order to protect her from harm, but at the same time, she is grateful.
The sun rays shine through Clementine and Louis's bedroom window as a sign that morning has broken. Louis's eyes slowly open to find Clementine on her side facing him and his jacket draped over her waist as she softly breathes in and out of her dream world. Louis smiles big watching her sleep. He couldn't help but put a lock of her hair behind her ears as she twitches a bit from his touch. He knows she is in a deep sleep when she doesn't stir from his touch.
Louis then runs his fingers down her shoulder as he lightly rubs it. Her brand of whatever symbol it is clearly is visible with the sunlight dappling her skin. Louis wonders what her scar means and why. It pains him to see her endure that much. Clementine slowly begins to stir awake and Louis quickly closes his eyes pretending he was not awake.
Clementine slowly opens up her amber eyes as the bright sun was peering through the windows. Clementine then gazes upon Louis and what they did last night and notice some marks were left on his neck. Her smile widens a bit as she gave love bites to him during their most intense moment. Clementine smiles at the memory of him and her being truly intimate with each other and making love. She wants more of that feeling but knows AJ will be coming in soon, and she doesn't want him to see her like this or know what she and Louis did.
Louis then opens his eyes slightly as Clementine doesn't say a word but her eyes spoke for her. Louis caught on to her gaze and moves closer to her lips as she did the same. His hand found hers, as she laces her fingers to his. They were eyeing each other and just when Louis made the move to lock his lips to hers the door handle jiggles a bit. Clementine flung out of her love gaze with Louis and move apart from him so fast he didn't have time to process it. She had just enough time to put on her white undershirt and Louis's jacket and made it onto her bed and under the covers before the door opened up.
Louis had never seen Clementine move that quickly and before he knew it AJ comes through the door. Thank God he is still wrapped up in the sheets, but he saw the look in Clementine's eyes that she didn't want her somewhat surrogate son to see her like that or get any ideas.
"Good morning Cle−" AJ said as he looks at the scene before him. "What did you and Louis do last night?"
"Uh.." Clementine tries to come up with a story without giving away her first sexual experience. She glances at Louis for help.
Louis caught on and then made up a scenario that will not embarrass her. "We had a pillow fort and played Truth and Dare. Clem dared me to sleep on the floor the whole night through and made a bet with me that I wouldn't last 2 hours. I guess I made it all throughout the night so she owns me my night watch." Louis looks at Clementine and winks at her. She is grateful for the made-up kind of lie. "And before you ask what happened to the fort, clumsy me knocked it over doing another one of Clementine's dares. Had to do a headstand. Obviously, it didn't end too well, which cause the demolition of our fort."
AJ looks at Clementine, "You dared Louis to sleep on the floor. That is mean."
Clementine giggles at that and plays along with Louis's little white lie tale, "Yes, well I had to be creative somehow with my dares."
AJ then notices Clementine wearing Louis's jacket, "Is part of the dare you wearing Louis's jacket?"
Clementine smiles and replies, "Yes. I also dared him to not sleep with his jacket on as well."
AJ looks at Louis who is not wearing his green shirt and scans the room until he spots it next to Clementine's denim jean jacket and her white zip-up hoodie. "Louis, why is your shirt off and with Clementine's jacket?"
Panic sets in on both of the teenagers blushing faces. Clementine cannot answer that but Louis is a smooth talker to get out of it, "I got a bit warm last night little man, so I took off my shirt. Clem already took her jacket off early on before we played truth or dare." Thank God he didn't spot both of their pants that is covered up by the sheets.
Before AJ asks any more questions, Clementine then intervenes and speaks to her adoptive son, "AJ can you give Louis and I a moment to get up? "
"But we are supposed to be on watch lookout this morning. Your scheduling remember?" AJ looks at her.
"Right forgot about that." Clementine half curses herself for making plans ahead of time. She then looks into AJ's soft brown eyes; "Can you give me five minutes kiddo, please," Clementine said bargaining with him. "Just five. I promise."
"Okay," AJ said as he turns and walks out closing the door behind him.
Once AJ left the room Clementine heaves a sigh of relief. "Well, that was close."
"Yeah, super close. Hope we didn't scar him too badly," Louis looks at her.
"I don't think we did. He didn't really suspect anything." Clementine answers him. She pauses to look at her boyfriend and smiles, "You are a smooth talker to think quickly on your feet." Clementine said complimenting Louis on his storytelling.
"Had years of practicing, darling with that." Louis smirks, which made Clementine, giggle a little.
Clementine then looks down at the floor as she spoke out loud. "Although I hate lying to him even though it was a little untrue with the details of your story," Clementine said.
"Yeah, but it is only a little lie. AJ doesn't need to know of sex just quite yet, and especially what we.... uh did last night." Louis reassures her a little. She can tell his cheeks are blushing.
"True. But he will learn about it eventually from Willy." Clementine pointed out.
"Well, we will cross that bridge when we get to it." Louis glances up into her golden eyes.
Clementine smiles at Louis then breaks the conversation a bit, "Well, I told AJ five minutes and he will hold me to that, so can you find the rest of my clothes since you are closer." Clementine said as she looks away blushing.
Louis nods to that and reaches for Clementine's sexy jean jacket and her stained white hoodie. He hands her those as he goes fishing under the sea of sheets for her pants and underwear. He found it next to his and the scattered deck of cards. Louis comes back up from underneath the sheets and hands them off to her. Clementine took them face blushing a bit. Louis loves it when she is like this, unsure of herself. He wanted to grab that arm and pull her back down to where he is and kiss her passionately again like last night. Clementine shyly re-dresses herself to be modest again. Louis does the same as he puts on his pants.
When Clementine reaches for her boot to put it on, Louis looks up at her and smiles a lovely smile, "Just so you know, in case we don't have time to discuss this, you were amazing last night."
Clementine pauses in her lacing up her boot looks at him, and blushes a bit more to Louis's compliment, "Thanks." She glances down at the floor for a second then looks up into Louis's eyes, "You were amazing as well. And....would love to do that again sometime with you in the future. Felt amazing and thrilling. And you with your shirt off is making me, a bit crazy."
Louis then looks at her and was about to get up and have a lip lock with her, but she finishes by lacing up her one and only boot. Clem grabs her prosthetic foot and puts it on like a champ with no issues anymore, and soon gets up and goes to the door. She pauses at the handle and turns to look at him, "You know if AJ hadn't come in the way he did. I would have possibly wanted to go for another round....with you." Louis looks at her and his smile grows. She returns the same smile to him, and then she said out loud this time without hesitation in her voice, "I love you."
Louis then returns the phrase back to her, "I love you back, and I too would have as well, especially you wearing my jacket. Makes my heart melt for you." Clementine and Louis share the loving gaze again. Louis then adds in as the last comment, "You know that your face is glowing right."
Clementine giggles and lightly, in a joking matter, replies, "Shut up." Clementine turns to head out of the room where AJ is waiting in the hallway as she approaches him with a big dorky grin on her face.
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2023.05.30 17:15 NickelTheWise WILDLIFE Ch. 1-2 pt. 2
"You did WHAT?!" The half-completed apartment building was a dangerous ribcage affair of a building, wind easily guiding itself thru it at higher floors, of which there were four total. The entrance office was enclosed and hard to notice, so they'd parked in the nearby crew lot and walked before talking business, which Fennel was already regretting. "Hey, it's a fullproof way to do this stuff without attracting attention, like you said." Her contact with the Syracuse Runners was this wiry albino fox, red eyes and piercings adding to the shock of his white pelt and various tattoos, like the tiger stripes on his burly arms. Fennel thought an 80s action movie was missing an antagonist somewhere, but that was the point of this whole venture; to maintain attention. "She'll come here, we beat her near to death in the ensuing ambush, then we split that reward money fifty-fifty, it's easy as that." "Yeah? Well, genius, what if she decides to just show up now?" He held up a finger as his phone suddenly beeped a phone call, which he answered with a hands-free. "Talk to me... uh huh, did you pay him? Alright cool, once you get the go-ahead from D&D, tell 'em to sit tight at their hotel room until I call 'em, then we can get everyone paid and leave town, alright? Okay, good, set up at the look-out spot once you're here, we'll be waiting. Right, see ya." He hung up the phone and gestured purposefully with both arms. "You see? Everything's coming up roses, all we gotta do now is take her down." "WITHOUT killing her." Fennel said firmly, crossing her arms. "Without killing her, yeah sure." and the gang leader turned to meet his men outside. Fennel's bodyguards came down from upstairs, putting their suit jackets back on. "We checked it out, the real party's ready to go and the last of the extra team is about 10 minutes from here." "Alright, good, some news I can count on. Has Fez sent any further information?" One of them nodded. "Yeah, apparently this red-haired cat was talking with some striper earlier, our guy on the streets saw them and figured to call it in, he said they seemed on complete speaking terms." Fennel's eyes narrowed. "Could be a possible proxy or old partner, do we got any further leads on this guy?" "Only that he's the only northern raccoon the guy's seen in town recently, should make finding him a cinch." The wolf nodded, heading onwards with her entourage in tow. "Alright, that simplifies things; you guys see him at any time before we head home, you pull him off the streets, take him into the woods and slice him, and not a trace left behind, capisce?" "You got it boss, this chick's gonna be our main concern until we break her down, then we just find this dude and ice him." "Right, Moe? Starting to like working out here after all, how 'bout that?" They chuckled maliciously and left the skeletal building, but from up on a pile of particle-board slabs, Tom's head poked out a little and he let out a huge breath, his eyes darting wildly all over the place in mind-crushing trepidation. A step went awry and he fell to land on two feet, skidding backwards a bit to crash into a stack of pallets. Fear stung his mind again as he got up quickly and headed up his escape path, making it to the trees and falling breathless behind a wide-trunked spruce, trying to calm his mind. He'd taken a detour through the woods, but there was still a good 300 paces between the route and the gas station next to the Door. "Fuck... holy fuck, they're gonna kill me... shit, this--" He sat in that one spot for a long time, feeling a terror in his chest even as he somehow fell asleep with thoughts of losing it all ringing in his mind.
Shank of night was approaching, and Karilara Sunkiller was readying herself for a real fight, one that she intended to survive. The point she'd been trained for, and trained in her own time for, was maximum movement, keep the vitals out of the fight, and shoot first. She'd gotten into her old worn-in black jeans and tank top, which she further covered with custom combat armor, meant to maintain ease of movement while covering a few more than the standard weak spots. She frowned a bit while inspecting the plates and weave, wishing she had a better alternative. Still, these fools had called her out, and leaving the engagement area wide open was a mistake... a slightly obvious mistake, but maybe that was for the best. She unrolled an old weapons satchel and began to equip the blades. Throwing knives, a folding dagger she hid at the base of her tail, and then, a hunting knife with a dark crimson hue to the blade. She unsheated it and took a look over the finished sheen of it, putting the pommel to her eye to check the tang and tip, taking some copypaper and deftly slicing it in two with nary a hiss. It had been quenched and treated in special oils to allow a dangerous level of swiftness to its edge, and it was Kari's singular trophy she retained from her days as Death's Eyes. The scarlet color of the weapon shone blood red across her face from the light in her bathroom. The weapon went back into its sheath and the whole bargain was belted to her waist, along with her trusty K90 ten-mil pistol, taken apart and prepared for the occasion earlier. It wasn't the strongest pistol she owned, but the point was to wound and finish up close; if anything, she rarely used the weapon except for a few bad jobs and her escape from DEN. The monitor of her computer had an online map of the area in question, and the ingress/egress routes drawn in dry-erase marker, one of them leading off the road and into the wooded area. It was all in her mind now, and it was time to go. Kari took a while yet to braid her hair into a short bun at the back. Her armor and pride rode on keeping her back away from the enemy at all times, so she worried little about someone grabbing it. With one final tightening of straps and stares into the mirror, Karilara Sunkiller went to leave her room, looking over it for a moment, then headed downstairs and out to her car, leaving the darkened home behind as she crawled inside herself to unlock the chains of a killer that rested patiently there.
There wasn't much to describe of the surrounding area besides the road leading to the attack site. The evening sky was overcast and lent a spooky muted tone to anything he could see. Larry, the look-out spot was in a perfect spot with a long view down the main road, which would give him ample time to call it in, get back to the others, or just hit the dirt and remain quiet while the others got the work done. Equal shares, that's what their leader had said, so this would be easy. Any second now, the binoculars, the road, and his awareness would lead to a huge payout and easy street for the rest of the year, if not, more. Sure enough, a car's lights topped the small rise before heading into the slight downgrade before rising back up into view, only the car pulled off to the right and vanished. Larry blinked, checking the road again; there wasn't any other way to the site than this, maybe he was seeing things? Larry hastily returned to his watch, waiting quietly, breath fogging in slow sequence, his weapon loaded and phone fully charged, he was ready. A blade gently touched under his chin and throat, making him lock up completely. "How many." said a voice, not asking a question. "Fuck you." The blade slid faster than he could call out with a smooth, silent metallic ring in the air and a puff of red mist, the thicker liquid behind drooling from the thin slice across his throat, deep enough to sever vocals, and so wickedly fast. Larry was gone a second after he hit the ground and laid still. Kari wiped the blood off on his coat and hurried to the site down the way.
Tom gasped wildly, his memories tangled at the ankles in dreams before reality. It all came back to him, the site, the run back, the conversation at the site, the orders to find and kill him. He almost got up and ran in a random direction, better judgement holding him in place to plan first. The gradual bones of the building were still nearby, a couple hours had passed, and from a careful peek around the tree and immediate area, he could see the cars hidden behind the portable offices for the project site. Lights were on in the first floor area, the gangers from before were visible, but just as he leaned closer, he noticed some movement on the top floor. His ears turned and listened carefully... definitely voices and movement up there. Further movement caught his eye suddenly, from on top of the portables. A dark monster of some kind was crawling across the aluminum roof, but it took on a more real shape when the red hair and tail were spotted. "You've gotta be shitting me..." he whispered, watching Kari move like a spider, hopping off silently to move around to the sides and disappear thru a small doorway in the wall there. Somewhere between panic and preservation, perverse interest was beginning to mount and urge him on towards what might be something crazy. With his heart pumping a little faster, he hurried from the woods and across to a vantage point. He almost shouted in surprise at someone staring right at him in the window he looked into, only to recognize his reflection as he ducked back down in the throes of a micro-coronary. 'A clean window... I'd only ever heard stories.' he thought, wondering for the 33rd time if this was a good idea, only to hear a voice above him. "I'm just opening it to let the breeze in here." "Just get back over here, something doesn't feel right." Tom sank lower, his shoulders somewhere behind his ankles as he held still. Movement was heard now, up the stairs to the balcony overlooking the office. The raccoon slowly stood up to try and have a look around the office area. They were silent, looking around, guns drawn... there was a squawk, a noise, like when you bump into someone, heard from up high, then near-silent taps. Blood was on the air. "Jack! What's up there, dude, hey!" called their leader, with seven of his men closing ranks. A bouncing thud was heard and something had fallen into the first floor. One of them produced a flashlight and pointed it towards the sound. It was a severed head. Sounds of terror and surprise followed, clicking of hammers, more flashlights now. Tom felt his mouth go warm and wet, portending vomit, but he held in check, looking around for the red-haired woman... something hit the ground heavily to their right and the bullets went chasing after it, the biomancers eyes growing wider as he saw it happen. The headless body had gone in one direction, Kari went the other, landing at their backs now as they turned to shoot, and she attacked. Her movements were continuous, impactful, touch-and-go, almost a dancer's grace. A knife flashed in the dark, and arms went around where it sailed past before their owner fell to their knees and collapsed. Two or three entanglements got more of the group injured or killed outright, one especially for certain as she held him as a bullet shield as a volley of blasts went her way. Gunfire erupted again, chasing the blue-eyed shadow aside, a gagging sound following from the attacker feeling a thin metal needle go into their open mouth. The attacker drew her own gun and fired twice, two shots blowing a splatter of red against the wall. There was only one left now, and barely 23 seconds had passed. "Oh FUCK this!" the fox grunted, laying down more bullets rapidly to force Kari back behind cover as he ran up the unfinished access stairs which lacked walls. The snow leopard wiped her blade off on the sleeve of one of the dead men, exhaling for a moment to assess her body quickly. In the confusion, she'd actually been attacked a few times, but seemed unhurt. She got a thumb under her sweater and lifted it, making Tom feel like looking another direction, only to see one bullet had struck home on the armor. As adrenaline ebbed, he could actually see she was breathing a bit labored; the flattened bullet was low and to the left, definitely struck a rib. Kari dug the slug loose with her knife and sheathed it, hurrying to the stairs to finish the job, leaving Tom to consider how to follow for a bit. That was when he heard the shout of 'NOW!' and football-arena lights erupt from the third floor landing. "That can't be good!" he said under his breath, moving into the atrium gingerly to try and see up above. There were probably 14 of them, all too big and almost arm to large arm. Kari began marking off targets in her mind, but it would be a terrible squeeze. It would hurt, and she was fine with that, it would really hurt, and she was fine with that... but capture was tantamount to death, so that she was not fine with, and would prevent at all costs. The hallway 'ledge' might be her only shot, but two stories down without a minute to prepare could cause a broken leg or arm. Many variables, all of them pointing to a grim conclusion. No capture. "She's cut off, get her!" someone shouted, and they came at her and she came at them. A haymaker greeted her first, dodged, a second attack stopped in a spray of blood as she clawed at the exposed side, aiming a hard kick up at the third, but three more were already upon her. Kari raked out and hissed, putting her foot hard into the side of an exposed knee to extend in sideways. The owner shrieked in pain, but Kari felt two blows, and another begin hitting home, so she dove through the opening and tried to get clear from the four behind them. Another fist cut across her face, all the shouting and yelling from her and them was gathering into a fever pitch, she was throwing fists and kicks, but could barely see from the mob striking at her from all directions. Someone pulled her back, and the racket was muffled by bodies as she was kicked at from the left and right, her arms crossed over her face and chest to guard. One hand closed around something, a brick, and she managed to hold it hard and punch its dense weight into what shins she could, managing to make enough room to get back up and go on the attack again, putting two of them down hard with savage brick-slams to the head. Suddenly, an explosion went off behind her and she went down to barely stop on one knee: her back stung like it had been ripped off and replaced again, she'd been shot and it went thru the armor just behind her right shoulder. Winded and wounded, she collapsed to the floor, motionless, hair hanging from the tight braids. The assembled attackers stayed around her, out of breath and some clutching at hard injuries. "Fuck... aaahh-- fuck, the bleeding won't stop.." "Did we get her? Someone make sure she's still breathing." "Hold still, man, I think your skin is flapping off." "AAAAHH! DON'T TOUCH IT!" "Moe! Hey, someone get the med kit, he's not breathing!" The damage sustained from the attacks were enough to hopefully repair, but Kari was facedown and feeling her body alive with pain, wisely trying to breathe shallow to appear harmless. Hands suddenly grasped her from behind and hauled her around on her knees, bent before the doorway as her breathing came in low, labored gasps. It hadn't gone well, and there could be more in reserve. What the feline wasn't expecting to see was Fennel, who had flipped her off only two days ago now, stepping out of the shadowed doorway to close the distance. A zip-tie closed at Kari's wrists and her odds shrank significantly. Fennel put a finger under the snow leopards chin to meet her face-to-face. "Hey, bitch, guess you've been having a pretty nice fuckin' time of it, yeah?" Heavy breathing only responded, Kari's face contorted in anger. "Well, don't expect us to lose any sleep over those guys you killed or anyone in your career, no... we're here because one specific job." Kari felt inwardly lucky; this Fennel woman seemed to have a need to talk, a perfect way to buy time. It was a long time ago, but she had ways of escaping zip-ties. "You're gonna have to refresh my memory here, sweetheart," she managed, coughing only once, "I've killed a lot of people." Fennel's eyes narrowed and she began to pace, Kari barely resisting rolling her eyes at this move. "2005, it was," said the wolf, "an old villa house in a secluded area of Campigliano, the home of a very important old man, one Allesandro Gabriele Russo." Kari thought for a moment, her ears pointing up as she pretended to vaguely remember "Oh, him! Head of a rogue crime syndicate that was attempting to muscle in on the Cosa Nostra operations setting up in Salerno. Yeah, entire crew found dead on the scene, and apparent leader stabbed once and left burning in a hearth like the old trash bag he was, THAT Allesandro Gabriele Russo?" Fennel looked beyond enraged, and decided to let a hard kick to Kari's nose provide the rebuttal. Her face exploded in cold pain, she felt something crunch in her nose and she bent forward, nearly falling onto the poured concrete to cough again, blood pouring from her onto the floor. She laughed somehow and leaned back as she sat up, feeling her options shrinking and somehow, not minding so much, or so it appeared and sounded. "Ha ha, heh.. kffh hnhh... oh wow, I haven't been beaten like this since prom night. Look, if you're gonna kill me or take me back to them for the reward, let's hurry it up already, can we?" Composure managed to return to the wolf woman's attitude and she came closer again to hunker down with a psychotic glint in her eye. "Oh, it'd be easy and a better use of time, no doubt. But you see, you killed my great grandfather, ruined my family's wealth in the subsequent criminal charges and all, and broke my father's heart... so no, we're not going anywhere." She had cupped Kari's cheek here before patting it gently and getting up again. "You gotta understand two things I got to work with here: one, the contact from DEN just said alive, not necessarily intact, and two, when I put the word out for people interested in this gig, I made sure to find some scum, I mean real monsters here, the kind of people that can't be trusted with pictures of a playground." There was sinister chuckles and calls from behind Kari and she began to feel a sting of actual worry, trying to hurry up with her wrists. "Once these disgusting reprobates are done holding you down and violating your fucking brain to pieces, we're gonna take some of these here medical tools and cut you down to size by numbers. We even brought a doctor to make sure you're alive when we toss what's left at the feet of this Bear guy." 'Come on, hands...' Kari thought wildly, almost stuck in the zip-ties now. Fennel smiled viciously, her back teeth exposed in the killers grin. "Gotta admit, this'll be fun to watch. Alright, you sick fucks, she's all yours." As a foot was pressed to her shoulder, Kari opted to make a quiet, scared noise all of a sudden. The others were still coming closer, but Fennel held up a palm and they stopped. "What?" said Fennel. Kari shook and trembled, feeling the terrible visions the imagination produced of her damnable fate. "Oh god, it's the end... let me just say something fast." The wolf huffed a bark of laughter and crouched close, shaking her head. "Always such badasses until you clip those wings... what is it, bitch?" "The... oh god-" and she whined a little, her head hung and trying to breathe, "Just remember this next time you have to kill someone, please!" "What about it, cunt?" Kari's palm slid up the other and relocated into place, and she smiled a skull-like grin.
"Just kill them."
All at once, she sprung out onto Fennel's torso like a cobra, her free hands scratching and raking at whatever she could reach, the wolf's going berserk as she shouted in pain while clawing and kicking at the serpentine assailant. The others recovered from the stunning instant and moved to attack her, but faltered as Fennel's screams became a wild shriek of agony, rising in pitch as Kari's head pulled back, one blood-soaked paw holding her down. Clamped in her sharp teeth, at the end of a long, stretched line of viscera and optic nerve, was a dark brown eyeball, coming free with a snap. "AAAAAAAAAAAAAGGHHAAAAAAA!!" Kari looked coldly into Fennel's shocked face as the moment froze in aghast eternity, her jaws holding the little fleshy ball up before smiling again and chomping it with a wet splatter and taking off to run to the stairs to the third floor. The goons were coming, she had to hurry. Clamored voices from below; they'd cut off the stairwell. Kari lungs were working like bellows as she gained distance down a 3rd story hall. With a little luck, the scaffolding could be a way down, if she had one good jump in her. It was on the left side of the building, she was almost there as the footsteps neared from behind, but the incomplete walls vanished fast and the jump was before her. 'Jump, take the landing, roll with the impact.' she hurriedly thought before turning to get a sprinting start back. As she turned, it all happened in slow motion. The loading mechanism advanced a shell into the barrel, and the quiet clicking of the trigger pull barely registered before there was an explosion and an impact that knocked wind and mind from her. She flew backwards so suddenly, the snow leopard might've seen her own tail. She tried to turn in mid air, but only glanced her arm across an unseen fixed pipe. It was definitely broken, and the pain threatened to blur out her senses. She turned more now and felt a dull explosion at her back this time, and the limit was reached. Her autonomic system seemed to have shut her down for reboot, and when she fell with a thwack to the poured cement below, she barely felt anything. One weak attempt at rising proved nothing and the lights went out all at once, leaving her at the worlds' mercy.
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2023.05.30 04:14 Sparky_McDibben First Time CyberPunk Red Adventure
Hey folks,
I'm going to be running a 1:1 CPR game for my wife soon. This will be a one-shot that will hopefully lead into a full campaign. As such, I want it to be the coolest version of Cyberpunk that I can, so I can hopefully stop running D&D 5E. Ergo, I figured this community would be a good one to proofread my intended design and offer suggestions. I've got thick skin; all advice in good faith is good advice to me.
Context: We've never played RED before, though my wife is a fan of the
Cyberpunk 2077 game. She is interested in taking the Nomad role out for a spin, so I grabbed the Nomad pregen off the R. Tal website. I've spent the last few days reading the book cover to cover and running some mock combats with myself (you are allowed to make one (1) joke about me playing with myself before I inundate you with compliments - you have been warned!).
However, she's going to want to create her own character if we decide the system's worth playing, so the pregen character won't be played after this session.
Adventure Summary: Arasaka's back in town, baby! A small team of Arasaka employees have infiltrated back into Night City and set up a small covert base in the Unreclaimed Perimeter. Their goal is to locate and kidnap small children who exhibit certain neural mutations that allow them to be used as "Suns" - so-called because they resist Black ICE programs like R.A.B.I.D.s. By kidnapping and training them, the Corporation can start re-building the Internet with a complete monopoly. To this end, Arasaka mercenaries took out the local gangers, buying off some and murdering the rest. The bought-out gangers are now working local security for the Arasaka base.
Arasaka's forces consist of the bought-out gangers (stats as boosterganger,
CPR, p 412), Arasaka mercenaries (stats as security operative,
CPR, p 413, fanatically loyal and will fight to the death), and a single Arasaka cyber-ninja (stats as security officer,
CPR, p 415, fanatically loyal and will fight to the death).
Setup: Player's caravan has just arrived on the outskirts of Night City. The leadership has asked her to grab a couple of local edgerunners and secure the perimeter, just to make sure nothing unpleasant has set up shop in the area while the caravan was peregrinating.
She'll have two NPCs with her, a Solo (Rebekah, mid-30's, gymnast, favors melee weapons and krav maga, which I'm using as reskinned karate) and a Netrunner (Whestley, 13 year old Black kid with a mullet and a gap in his teeth). These two are bullet sponges so I can use more mooks and also a way to show off how important hacking is to the setting. I run these guys like
Dragon Age's companions, so they're not taking spotlight from the PC, but rather enabling them to get through obstacles they wouldn't otherwise be able to.
Scene 1: Briefing from caravan leadership, introduction to her companions. Head out into the perimeter in her car. Build paranoia by:
- Highlighting that there used to be other minor gangs in this area, but someone's cleared them out recently (info from Rebekah)
- Mentioning that the local data streams are all being misdirected to avoid giving away a single destination, indicating that someone is using a lot of data traffic, and that the user has resources to cloak their presence (if there's a better way to phrase this in-world, let me know; info from Whestley)
- Finding a recent site of murdered gangers; nearby is a dead merc (no roll to notice)
- Weaponstech DV 9 to see that the merc is carrying an Arasaka WSA autopistol
- Reveal Object DV 13 to notice the Arasaka logo tattooed on the dead merc's neck
- Free frag grenade, plus 140 eddies (mercs carried bribe money to recruit local gangers)
Revelations: Someone is out there, with suspected ties to Arasaka, and looking to secure the location for some purpose that may be inimical to the Nomads. If they report in, the leadership tells them to follow up and find out what exactly is going on, but that they'll have a few outriders mounted up and ready to go if the team runs into trouble.
Scene 2: The team goes on the hunt. There are a few ways to try tracking these guys down. The player might ask Whestley to trace those data streams, or they might start asking any of the remaining residents if they know anything about these newcomers. Alternatively, they might hide out and simply observe.
Whestley can't locate the base without unmasking those data streams, which requires a network key from a merc commo device. Never let an NPC solve a major problem for the player.
The locals know where the base is, but they also know that the mercs send out patrols. Lately, those patrols have consisted of a few local gangers who spend more time at Pat's (nearby saloon) than on actual reconaissance. Those patrols pass by about once every four to six hours.
Hiding and observing, the PCs watch the patrol stop to hassle the nearby residents; apparently these guys want the remaining residents to vacate the neighborhood. When the residents refuse, one of the patrol starts beating a little old lady, which should be a fairly good indicator that this dude is Not A Good Guy.
(To be clear, this patrol is three of the bought-out gangers in a dune buggy; with surprise and luck, they won't even get a shot off at the team).
Revelations: Regardless of how they handle things, the crew at least knows where the base is, even if they try to just tail the patrol back to the base.
If they jump the patrol, they grab a commo device, a base pass, a dune buggy, and a crude map showing the base's location, in addition to two shotguns and half a dozen grenades. In addition, all three of the patrolling gangers are sporting brand-new Arasaka WSA autopistols.
Whestley can use the commo device to accomplish 1d3 exploits getting them inside (since I'm not learning the actual Netrunning rules until I have a PC who wants to use them, I'm basically going to give Whestley a limited-use "hack" that can remove a single tech-based problem), as well as pinpointing the base entrance.
If they save the old lady, the locals will be happy to tell the team about a few kids who've gone missing in the area; one turned up a few weeks back dead in a ditch with needle marks and surgery scars.
Scene 3: Assaulting the base! The team can do some light recon on the base perimeter. They find overhead drones (spotting for the automated grenade launcher), an automated grenade launcher (more than enough to total any vehicle that comes within 400m), and a gateway to the subterranean base (which can only be opened by a base pass).
In addition, there's three gangers sitting near a campfire, playing
Go Fish. They won't be fooled by disguises; they know each member of their gang by face (PCs know this).
A ventilation shaft cut into the side of the base gate lets the PCs avoid engaging the defenses, though the drones will still spot them unless they take some effort to counter thermal imaging.
Skills and relevant information:
- DV 15 Basic Tech: "That's a VTOL-capable base gate; there might be a ventilation shaft that could be another way in!"
- DV 11 AV Tech OR Aero Tech: "Those drones carry thermals; they're going to see us coming unless we counter that capability."
- DV 13 Electronic Security: "The base pass also emits a friendly IFF signal, which will prevent the grenade launcher from firing until someone overrides it." (the obvious source of an override code is the three gangers outside)
- DV 17 Wilderness Survival: "There are some escaped designer birds roosting nearby. Panicking them into taking flight could trick that grenade launcher into spuriously firing, or potentially crash one or two of the drones." (DV 15 Animal Handling to trick the launcher, DV 20 Animal Handling to down those drones; +3 to roll if succeeded on Wilderness Survival roll first)
- DV 15 Perception: "Fresh divots in the sand here - something only recently took off from the base gate - an AV?"
Inside, most of the Arasaka mercs are away on a snatch and grab, so once the PCs are past the gateway, resistance is sparse. There are secondary cameras inside the gateway, so the Arasaka cyber-ninja knows they're coming 5 minutes after the team enters the complex. If the gangers are still alive on the surface, they will head down the base gateway and try to pin the team down in the hangar.
Once inside, there are four main areas: the hangar, the labs, the barracks, and the command center.
The Hangar is the first one up, and is mostly empty. There's three slots for AVs, two of which are empty, and a launch area in the middle. Two small offices adjoin the launch area, and a door leads onward. There's a lot of gas the Nomads could use, along with an AV that's been left with its engine in mid-rebuild. A small map of the base is located in one of the offices, drawn on Arasaka-branded notebook paper. The computers are for maintenance and solitaire, and have limited hookups to the rest of the network (if they take 10 minutes, Whestley can gain 1 exploit).
From here, there are two paths forward. One leads to the labs, one leads to the barracks. In the barracks, two Arasaka mercs are dressing rapidly (half armor). The team can refill on ammo, and there's one dose of speedheal available. Two flashbangs are next to a poster of a J-Pop idol singer. The team can proceed to the command center, the labs, or go back to the hangar.
In the labs, there are four children being run against a single R.A.B.I.D program. Whestley is appalled, and one of the kids dies in front of the PCs, thrashing in the grip of malicious code. Whestley can spend 3 exploits to lock the RABID away from the kids, long enough for the team to unhook these kids and get them out.
Also in here is a cyberdeck chip that gives Whestley 1 exploit, a dose of speedheal (in case they missed the one in the barracks), and a laser katana (as Heavy Melee Weapon, allows the wielder to add their DEX stat to damage dealt for 1 minute per day).
As soon as the PCs either save the kids, or decide not to, the cyber-ninja strikes. Accompanied by two mercs, the cyberninja goes for Rebekah first. The ninja tries to break the legs of any kid they manage to unhook, the better to slow the party down. The mercs are very careful not to fire if the kids are anywhere near their targets, so they may close to melee range.
The ninja and the mercs fight to the death.
Once the ninja and mercs are dead, an alert is triggered - the other mercs are only 15 minutes out and returning fast!
In the command center, the PCs can find all the relevant documentation for the project...locked behind an Arasaka-created infinity code that requires a code-key to decrypt (only found in the Arasaka HQ in Tokyo). If the ninja has not previously struck, they will attack the PCs as the PCs enter this area (see the labs for details on the cyber-ninja battle).
Aftermath: Once the Nomads are apprised of the threat, they "Nope!" right the f*** out of there. It's not their problem and they want nothing to do with Arasaka, dead kids, and Black ICE experiments. Anything the crew discovered gets turned over to NCPD.
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2023.05.30 02:01 theinvisibledud 27 [M4F] California/Anywhere - This is a story of boy meets girl.
I just need your help to start this story, and maybe we can finish it together :)
Hellooo, my name is Sean! I live in Los Angeles but I'm open to talking with someone from anywhere if we connect. I’m an introvert who loves movies, music, fashion, and working out. A little quiet, but when I'm comfortable with someone I can be a goofball 🤪 I'm looking for another introvert to go out and fuck shit up with 🙂 You don't actually have to be an introvert too just as long as you're okay with me needing time to myself. With the right person though, I wouldn't mind going out for night drives to the beach listening to music, finding city views, exploring different places, eat food, go shopping, lift heavy weights together, watch movies, staying home all day doing nothing, or whatever your heart desires.
I added a list of stuff I enjoy in case you may find something we have in common to talk about, but I understand there's more to it than that. I'm not sure if I'd be considered a hopeless romantic, but I've always wanted to find a lifelong partner for as long as I can remember. Someone kind, understanding, empathetic, an engaging listener, and the same sense of humor. I want to be everything I am looking for in a partner too, so I'm open to feedback on what I am doing wrong and what I'm doing right. I want us to be so comfortable around each other and not be afraid of judgement. To be able to share anything and everything with each other. From one of my favorite quotes, "That's when you know you've found somebody really special. When you can just shut the fuck up for a minute and comfortably share silence."
Me:
https://imgur.com/a/yJSVuiO Here's a playlist to give you a taste of the music I listen to, a mix of R&B, rock, indie, hip hop:
https://open.spotify.com/playlist/2AhkAjzu0Ljzbx60uTh57i And here's a bigger list of some of the movies and shows I love: Pirates of the Caribbean 1+2, Gone Girl, Pulp Fiction, Sicario, Wind River, Whiplash, Drive, Blade Runner 2049, Green Room, Minority Report, The Talented Mr. Ripley, Dark Knight, Gladiator, Ex Machina, Unbreakable, Split, Mad Max Fury Road, Silence of the Lambs, Terminator 2, The Hunt, Mary and Max, Perks of Being a Wallflower, Stand by Me, Prisoners, Social Network, The Girl with the Dragon Tattoo, Uncut Gems, 12 Angry Men, Eternal Sunshine of the Spotless Mind, Donnie Darko, Reservoir Dogs, The Hurt Locker, No Country for Old Men, American Psycho, The Wrestler, Warrior, Top Gun Maverick, 500 Days of Summer
Black Mirror, Game of Thrones, Breaking Bad, Avatar TLAB, Ugly Americans, Twilight Zone, Mad Men, The Office, You
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2023.05.30 01:47 kbsths99 Started planning my Donnie tattoo
I went and talked to my tattoo artist today. She loves TMNT and was very excited to do the tattoo. I said I wanted the design heavily Rise influenced, but it didn't have to look exactly as he does in the show. I'm looking for some screenshots and fanart to send her for inspiration and ideas. It will be mostly shaded greyscale with pops of color, purple of course, and some swirling light designs for bg. I'm hunting for good reference photos. Not necessarily an action shot but a movement shot. Donnie is my favorite animated character of all time, and Rise!Donnie is especially special, so I'm so excited to get this tattoo.
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2023.05.29 17:58 TallLab1036 An in depth profile of myself.
Hello hello. I hope you enjoy this
short introduction of myself.
Some have asked why I've come here to seek this, and really, why are any of us here? We're searching for something that we can't find elsewhere so we've decided to give this a shot.
I've tried other sites without luck and dating is difficult in my area. By that I mean everyone is super country, as in enjoying fishing and listening to country music while complaining about liberals. Or, to phrase it another way - guns, God and Trump. That's a hard pass for me, so this seems like the next step.
A couple of things before I start:
Distance isn't an issue for me. I'm hoping to meet someone and chat to see where things lead, if there's a connection of any sort. If there is, we can move from there. Distance is a relatively small issue if you can find someone who is truly perfect for you, after all.
I should also mention that, for the most part, age isn't an issue. To some extent it will be of course, but I don't mind a bit of an age gap in either direction at all. If it's an issue for you, that's understandable; however, if you think it will be for me, well the only way to really find out is to message me, now isn't it?
I'm open to anyone who sees this and is interested (including those of any experience level) as I don't want to limit myself when I could possibly find chemistry with someone.
Also, while I am in general an emotionally intelligent, nurturing and supportive person, I'm also a massive sadist. To be more specific, I enjoy psychological sadism (although physical sadism is definitely fun too) and that is reflected in my kinks and, to some extent, my personality. While I believe boundaries and limits are to be respected at all times, and I don't enjoy anything if my partner doesn't, I absolutely love teasing, tormenting and torturing my partner in both play and everyday life.
Prepare for a mountain of text! It's a bit long, but I assure you it's worth the read. I decided that since I'm putting myself out there with a post, I want to truly and fully put myself out there and represent myself. I'm hoping that those reading this will recognize the effort that was put into this and get a good feel for who I am as a person. If you feel it's too much, save it for later, skim or even just message me if you would rather get to know me more naturally.
My post is cobbled together from thoughts, beliefs and realizations that I have come upon in my years in the lifestyle (which is why you might see slightly different styles of writing in different parts, this post is taken from my kink profiles and are the sum result of over ten years of experience that I find I still add to every now and then. I try to edit and organize it a bit from time to time, but it's difficult due to the fact that there's so much that I wish to include.)
Long story short, I can be a bit...rambly, sometimes. So apologies in advance for that, although I have recently made great strides in editing my post. So I've got that going for me, which is nice.
While it's certainly a lengthy read, it's not nearly as bad as it seems. I recommend reading the whole thing (obviously since I wrote it), especially if you're interested in getting to know a kinky, geeky and empathetic person.
Now that I've covered that, it's time to get to the part you've been waiting for.
About me:
I decided to put this part first because I believe that, above all else, the people involved should connect on a personal level and "click", if you will. This tells about who I am and my hobbies and such. If someone can't accept this part of me, how could we possibly get along?
I'm a lighthearted, playful and fairly laid back, yet somewhat serious minded, person who's rather upbeat and probably too curious for his own good. I'm also kind, caring, friendly, sometimes cynical and often sarcastic (although in a lighthearted manner, and never at the expense of others.) There's nothing I love to do more than laugh; I love most things involving humor, although I do believe there's a very fine line between hilarity and stupidity.
Now, for some little bits of trivia about me:
- According to the Myers-Briggs system, I'm an INFP. Online tests can give you an idea of where to start, but they're not that reliable and the results can change depending on your mood that day. To truly discover your type requires self-reflection to learn about your cognitive functions, and while doing so I learned a lot about myself. I don't follow it religiously, but I believe there are some elements of truth to it.
- I'm definitely a Type B Personality.
- I'm a hopeless romantic, an old soul who's young at heart, a cynical optimist and a realistic dreamer.
- I'm definitely that type that believes in better safe than sorry, and one of my mottos is "Hope for the best, prepare for the worst." I also tend to do copious amounts of research before any big decision.
- I consider myself to be a very grounded, down to earth and genuine person.
- I'm extremely friendly and believe in treating others with the same respect that you would like to receive and generally try to do what I feel is "right" by others (more on that in a bit.)
- I like to believe in the best of human nature, although I seem to be let down a fair bit. Even so, I don't want to let that stop me.
- I have very strong values and ideals, and an even stronger moral compass.
- I believe people are free to do and believe what they want, so long as they don't harm themselves, harm, cause trouble for or inconvenience others, or attempt to force those beliefs on others.
- I believe that a life lived for others is the only life worth living.
- I believe that there's no point in worrying about things that you can't change. If you let yourself get dragged down by it and obsess over it, you'll find yourself crushed under the weight of all the injustices in the world.
- I've been told (rather often actually) that I have a very nice voice, frequently being told that I should go into radio or be an announcer of some kind. I'm very expressive and my voice reflects that, having lots of highs and lows. Truthfully, I believe it's one of my better features.
- I much prefer talking to typing in general, especially when first getting to know someone as you get a much better idea of their personality. Also, I feel like I come across kind of...stiff in my writing style when that's very much not me, so voice allows me to showcase my truest self.
- I tend to be a confidant of sorts; due to my open and genuine nature and what I've been told is a welcoming...aura, I suppose, people tend to find me easy to talk to and trust, coming to me to confide things and seek out advice. This is something that brings me great happiness and pride as having the trust of others is important to me.
- Promises are very important to me; once I give my word in regards to something I'll keep it, even if I don't particularly want to. As cheesy as it might sound, to me my word is my bond.
- Admittedly, subtlety is not one of my strong points. I'm a very open, upfront and honest person. I'm terrible at lying (I hate doing it and I just give away that I am) and can't keep a straight face to save my life. If I were an actor, I would probably be Jimmy Fallon.
- I welcome people to give me constructive criticism and feedback as I'm constantly looking to improve myself. Yes, that even includes those that message me saying my post is far too long.
- I can't fake a smile to save my life, it has to be genuine for me. One of the many reasons I hate having photos taken of me.
- I find intelligence, humor and kindness to be the most desirable traits in a partner (although being easy on the eyes doesn't hurt.)
- My senses are all very sensitive, and can sometimes overwhelm me when I'm introduced to new stimuli.
- I used to do drugs. I still do, but I used to too. Wait, I'm just kidding, just wanted to throw a little Mitch Hedberg in here. I don't drink, smoke or do drugs. While I have no issue with those who drink, I do tend to avoid smokers and hardcore drug users.
- Despite what the length of my post may say about me, I absolutely hate writing.
- I enjoy visiting places but hate the actual traveling (which is one of the reasons why if I could have one power it would be teleportation [actually if I could have one power it would be the ability to manipulate space and time, however for simplicity's sake I'm just going to say teleportation for now {not Star Trek teleportation though, fuck that.}])
- I hate waiting and I hate making others wait.
- I love the symbolism of trees and what they represent: strength, vitality, protection.
- If I had to rank the seven deadly sins in the order that I'm guilty of from most to least, it would go: Gluttony, Pride, Sloth, Lust, Envy, Greed and Wrath.
- If I were to list the Magic the Gathering colors that I most identify with from most to least, it would go: White, Blue, Green, Red and then Black.
- Growing up I was all about DBZ, Dinosaurs, Gargoyles, Ghostbusters, Ninja Turtles, Pokémon, Power Rangers, Spider-Man & X-Men.
- I absolutely love animals and have two cats of my own, Ivy and Jasmine (there are wonderful stories behind both names), that I love to death. I probably talk to them like people a bit too much.
- I spend far more time living in my head than I should.
- I firmly believe that breakfast offers the best food. I could eat waffles everyday.
- I call Gatorade by their flavors as opposed to their colors.
- I absolutely love when I'm thirsty and soda burns my throat.
- You won't catch me running unless something is chasing me. Partially because I have asthma, but mostly because running is awful.
Over the past several years I've come to appreciate music a lot more than I used to (before it was simply used as background noise as I can't stand silence) and have discovered that I'm a fan of alt-metal, heavy metal and hard rock more than anything else.
Some bands I enjoy include:
Adelitas Way, Amaranthe, Breaking Benjamin, Disturbed, Evans Blue, Five Finger Death Punch, Gemini Syndrome, Otherwise, Pop Evil, Sevendust, Shinedown, Shaman's Harvest, State of Mine, Theory of a Deadman, Three Days Grace (before Adam Gontier left)
I enjoy other types of music as well, for example another band I like is Bowling for Soup as I love their sense of humor; it's great to see people not taking music so seriously. I'm also a fan of big band music, which I actually have Fallout 3 to thank for. I enjoy classical musical as well and, despite having no real knowledge of it and most of it sounding the same, I find it incredibly relaxing and peaceful.
While I enjoy relaxing and watching television, I have trouble watching hour long shows as I can only focus on it for so long before my attention wavers, around that time I start looking at my phone and just waiting for it to be over. It's also why I don't watch too many movies; I need my entertainment bite sized. I'll watch movies every once in a while, but they generally need to be 100 minutes tops (unless it's something I'm super into.).
I have difficulty getting into things that are realistic; they usually need to be fantastical in nature and capture my imagination. My preferred genres are comedy, horror (mainly supernatural, no slashers) and most things involving special powers or abilities, however I can sometimes get into action or drama as well. I also have a love for the world of animation, possibly because they tend to be more creative and aren't limited by reality; it's part of why I'm so partial to anime.
Some shows that I'm fond of are:
Animation: Adventure Time, American Dad, Archer, Avatar: The Last Airbender, Bob's Burgers, Bojack Horseman, [China, IL], Disenchantment, Futurama, HarmonQuest, Harvey Birdman: Attorney at Law, King of the Hill, Metalocalypse, Mike Tyson Mysteries, Mr. Pickles, Rick and Morty, Robot Chicken, South Park, Superjail, Ugly Americans, Venture Bros.
Live-action: Arrested Development, Better Call Saul, Breaking Bad, Carnivàle, Dexter, Eureka, Friends, Game of Thrones, The Good Place, House, The Lost Room, Monk, The Muppets (2015 series), The Office, Parks and Rec, Psych, Stargate, Stranger Things, Walking Dead, Warehouse 13, Wilfred
I definitely binge my shows, I like to wait for a season (or preferably an entire series) to be done before I jump into it. I'm also the type that's fine watching something just once. If I ever feel the need to watch it again it will be many, many years later. This extends to games as well, I generally need things with replayability such as MOBA's or Rogue-likes.
Gaming is easily one of my biggest hobbies and has been for many, many years now. I see it as an art form, as a way to tell a story that you can deeply immerse yourself in and get pulled into, something that can captivate you and make you lose all track of time because it's simply so engrossing. It's also a damn good way to have fun and kill time, especially when you're playing with friends. It's a big part of my life and something I have spent quite a bit of time and money on. Some people may be put off by this, but it a part of me that I will not deny or hide; after all, if someone has an issue with that then how compatible could we possibly be?
Some video games that hold a special place in my heart are:
Action/Adventure: Alan Wake, Assassin's Creed, Bastion, Batman: Arkham Asylum, Bayonetta, Brütal Legend, Bully, Darksiders, Dark Souls (first one), Deadly Premonition, Dead Space, Devil May Cry (3 & 5), Enslaved: Odyssey to the West, Heavy Rain, Hellblade, Infamous, Last of Us, Legend of Zelda (A Link to the Past, Ocarina of Time, Majora's Mask, Wind Waker), Luigi's Mansion, Metal Gear Solid (Twin Snakes, 3, 4 & 5), Ninja Gaiden (2004), Overlord, Phantom Crash, Resident Evil 2 remake, Saint's Row 2, The Saboteur, TMNT: Turtles in Time
Fighting: Anarchy Reigns, Blazblue (series), DBZ: Budokai, Dragon Ball Fighterz, Marvel vs Capcom (2 & 3), Mortal Kombat (9 & 11), Soul Calibur 3, Super Smash Bros. Melee
MOBA: Dota 2, Guardians of Middle Earth, Heroes of the Storm
Rogue-like: Binding of Isaac, Crypt of the Necrodancer, Darkest Dungeon, Dead Cells, Don't Starve, FTL, Monster Train, Slay the Spire
RPG: Bravely Default, Dragon Age (Origins and Inquisition), Dragon's Dogma, Elder Scrolls (Oblivion and Skyrim), Fable (1 & 2), Fallout (3 & New Vegas), Final Fantasy (IX, X & Tactics Advance), Grim Dawn, Mass Effect 2, Pillars of Eternity (series), Pokémon (Red, Blue, Yellow, Gold, Silver & Stadium), Star Wars: Knights of the Old Republic, Suikoden 2, Tyranny, The Witcher (2 & 3)
Shooter: Bioshock (series), Battlefield Bad Company (1 & 2), The Darkness, Deep Rock Galactic, Gears of War (1 & 3), Left 4 Dead, Shadowrun (2007 FPS), Team Fortress 2 (when it first came out, it's a little much now), Vanquish
Simulation: Animal Crossing (first one), Doki Doki Literature Club, Harvest Moon, Life is Strange, Pokémon Snap, Tabletop Simulator
Strategy: Civilization (3 & 4), Endless Legend, Magic the Gathering: Duels of the Planeswalkers (2012 & 2013), Portal, Star Wars: Galactic Battlegrounds, Warcraft 3
Not only that, but I've also gotten into tabletop gaming, including both board and pen and paper games (such as Dungeons and Dragons.) I initially got into the latter as an exercise to strengthen my creative muscles but found it was a fun way to goof off with friends. For the former, it's almost gotten to the point that I enjoy them more than most video games as it provides an experience that you don't get anymore; friends gathered around and competing against one another or cooperating against a common foe, something that's disappeared with the advent of the internet.
Some board games that I love are:
BANG! The Dice Game, Dead of Winter, Dice Throne, Epic Spell Wars, King of New York, Lords of Waterdeep, Munchkin, Pandemic, Red Dragon Inn
I enjoy reading as well, although I find it difficult to find a book that can keep my focus and really draw me in like I crave. I'm constantly on the prowl for new material, and my favorite genres would probably be apocalyptic/post-apocalyptic, dystopian, horror and dark fantasy/grimdark, although I'm certainly in the market for something that has a good element of humor to it as well. If you have any recommendations, I'd absolutely love to hear them!
Bring up video/board/tabletop games, super powers, comics, cartoons, anime, manga, sci-fi, fantasy or technology and I'll happily chat your ear off. I'm quite social and love to talk, however I'm also an introvert so there are plenty of times where the pressure of constant social interactions with others gets to me and I need to take some time to myself to mentally recharge.
As I mentioned, I absolutely adore animals. Seriously, if you want to make me hate a bad guy, have him hurt an animal. Ironically, I'm practically a carnivore. I'm convinced that I would starve if I had to hunt for my own food just because I couldn't bring myself to hurt them.
Speaking of food, I'm a bit of a foodie (I dislike that word, but it's accurate.) I'm all about sauces, seasonings and spices, not to mention a love for anything deep fried. I love experiencing different tastes and textures while trying new things...as long as they're not vegetables. No veggies, except corn and potatoes; those two get a pass as they're amazing. I also enjoy onions and peppers in small quantities in dishes.
I've got a nice guy next door look in that I have no tattoos or piercings, have glasses, stay clean shaven and have a bit of a baby face (as in I look rather young, I often get mistaken for being in my mid 20's). I wouldn't say that with my look I would be called handsome, sexy or hot (however I am often called cute (I've also been called handsome a fair amount, it still feels weird though.) I'm also rather pale due to the fact that I stay indoors most of the time (if you can't tell from that, I'm white.) Because of my appearance, and my friendly and laid back nature, people tend to view me as rather innocent. I suppose that isn't entirely incorrect though, I'll admit that I can be a bit naive at times in regards to people and the world.
As for politics and religion, I tend to try to stay away from both.
While I believe I'm somewhat in the middle for the former, as I have views from both sides, if I had to choose I'd say I definitely lean way more towards the left. I believe in the greater good, the needs of the many over the needs of the few, in advancing science and finding alternative fuels and materials that don't pollute or destroy our environment in the process, in trying to create a brighter future, etc, etc. I'm definitely not on the far left however, and hate social justice and cancel culture. I'm empathetic and all, but people need to stop getting offended by every tiny thIng and creating problems that don't exist. That's definitely not exclusive to the left, the right is very guilty of it as well.
For the latter, I generally just consider myself not religious as I don't think or care about it too much. If I had to classify it though I'd say I'm agnostic. This means that, while I don't believe in any god or gods, I acknowledge that they might exist. While I'm 99.3̅3̅3̅% certain that there is no grand creator or afterlife, there's no real way we can know for certain. We're a very young and ignorant species, there's much about life and the universe that we are unaware of or don't understand yet.
I just try to focus on being a good person and doing right by others, not for some earthly or heavenly reward, or for a smug sense of self satisfaction, but because it's simply what I want to do. It's who I am and what makes me feel good about myself.
I try my best to live by The Golden Rule (also known as treat others you the way you wish to be treated or do unto others as you would have them do unto you), being guided by own moral compass that directs me in how I interact with others. I always do my very best to make others feel wanted, cared for, appreciated and understood, to give them validation; I never want anyone to feel left out or unwanted, for any reason at all. Perhaps it's from my own difficult childhood, since I felt that way when I was young and don't want others to go through the same things that I did. Whatever the reason, whenever I say or do anything I tend to, without even realizing it, think about how it will affect the other person and the different ways that it could be taken. I strive to treat others with the courtesy and respect that I believe that they deserve.
As I mentioned, I have a strong moral compass. The only problem is, this is true North for my compass; I feel that's the correct way to treat and interact with others, and I believe that's what everyone should do. So when other people don't act in the way that I believe they should, even though I know everyone is different and everyone has different thoughts, feelings and experiences that led them to those (we are the product of our environments after all), it can bother me. I've come to realize that this is due to holding myself to extremely high standards, and often holding other people to the same standards to which I hold myself.
Unfortunately, that can lead to conflicts with others, sometimes over things that they might feel to be insignificant. It doesn't happen very often though as I can recognize whether something is actually a big deal or not and put it to the back of my mind; I wouldn't be a very good friend or partner if I nitpicked over every little thing, now would I? Despite being very much driven by my moral compass, I'm also calm, collected, understanding and logical by nature.
I've realized that I used to put a lot of pressure on myself when interacting with others, trying to be funny and entertaining, overall trying to make sure that they were having a good time and enjoying themselves. If, for whatever reason, I felt that they were bored I ended up trying even harder to keep them engaged and joyful. It was somewhat of a bad habit of mine; I suppose I just felt like I had a personal stake in everyone that I interacted with, a responsibility almost, and didn't want to leave them wanting. I still do this to some extent, but not as much as I used to; as I've grown and matured, and my anxiety has lessened, I've learned to pull back a bit and that I don't need to carry everyone's burden on my shoulders. I still wish to keep people engaged and happy, and still take on more responsibility than I probably should, however I imagine that I'll always be that way; it's just in my nature.
I'm an emotionally intelligent and extremely empathetic person who's well aware of his inner workings due to my introspective nature. I'm easily able to see things from multiple perspectives, which I believe is because of how I process empathy. I don't necessarily feel the exact pain of others, but I mirror it; it's second nature for me to put myself in their position which allows me to understand the plethora of ways they can think and feel. This is something that is a core part of who I am and that I take great pride in.
I feel deeply, which can lead to me taking things to heart and sometimes reading too much into things or overanalyzing them. Thankfully, due to my great experience in emotional control and regulation (which I'm about to go into), I'm generally able to take a step back from my emotions and understand the intent and meaning behind words and actions so there's less of a chance of misunderstanding.
Because I feel so deeply, that caused problems for me when I was younger. My emotions were a swirling vortex, out of control and ready to burst out at any second. Puberty certainly didn't make this any easier either.
It's been said that our personal identity is 80% environmental and 20% genetic. While I might be genetically predispositioned to feeling so deeply, a lot of it likely comes from traumas experienced in childhood and my inability to process them properly. They left scars that I'm still dealing with today, and as a result of said scars, growing up I was diagnosed with PTSD, anxiety, depression and OCD, on top of the ADHD that I already had. However, I'm thankfully in a very good place thanks to a combination of past therapy, current medication and constant reflection.
I've done a lot of work to be able to get a handle on my emotions. Because I got used to having them under such control, I've been told that at times I can come across as kind of indifferent or hard to read. That's one of the reasons that I'm such an upfront, open, honest and expressive person; I want people to be able to understand me and I generally tell exactly what I'm thinking or how something makes me feel so that others can do that.
Honestly, one of my biggest fears is that no one will ever be able to understand me like I understand myself. It's right up there with a fear of the unknown (one is the reasons I don't do deep water, I don't want to fuck with any Cthulhu monsters that are down there) and losing my memories, as in the end we're just a sum of our memories and I don't want to lose who I am.
I never claimed to be perfect; I have my flaws as well, and try to work on them every day to improve myself as a person. Since I've already put so much of myself into my profile, I thought that it was only right to put the negative parts in as well.
While some of these things could certainly be considered negative traits, I believe that they help make me the Dom that I am. Because I AM so compassionate, because I AM so empathetic, because I HAVE been through so much and still keep going, I feel that I can give a sub or a slave what she truly needs to thrive in her environment. Feel free to read more about that below.
My Beliefs:
If I had to break down why this all appeals to me to one reason, to put it simply, I'd have to say that I'm the kind of person who wants to be needed. I find that, overall, I feel more driven and fulfilled if I know that I have someone that depends on me. If I have someone whose best interests I must keep in mind, who I need to protect and care for, I feel a greater sense of purpose than the humdrum rumblings of everyday life.
When you combine that with my nurturing and empathetic nature this type of relationship is the natural choice for me (more on that next). I believe that's also why I find myself naturally drawn to the weak, the helpless and the damaged. I have an overwhelming desire to heal them, to help and protect them while nurturing them and watching them grow into who I know they can be, which goes with what I was saying before.
A sub knows that her Dom loves her unconditionally and only wants what is best for her. While I do certainly enjoy doing this, I primarily do this to help my sub above all else. I'm a nurturing soul who wishes nothing more than to protect his partner. To take care of her and help her when she needs it. To be her support and her life line. To give her the guidance, structure and discipline she needs to feel fulfilled in life. To set rules and guidelines so that she can move freely within those set limits and be happy. To help her decide what is best for her when she herself doesn't know. To provide the security and comfort of knowing that she is being taken care of and that she has someone she can talk to about anything without any sort of judgment or prejudice. I want her to thrive and become the person that she was always meant to be. I enjoy pushing my sub to explore her boundaries and limits, within reason of course. I simply wish to see her flourish and blossom, to help her become what I know she can be and reach higher plateaus.
I realize the previous paragraphs could sound condescending in some ways, however that couldn't be further from the truth. I see my partner as an equal, someone who simply has different needs that I can fulfill so that they can live a fulfilling life themselves, and in turn by fulfilling those needs of theirs, I feel fulfilled as well. We ultimately form a symbiotic relationship of sorts.
Make no mistake, I have no desire to micromanage every tiny detail of my sub's life, nor form a codependent relationship where she's entirely reliant upon me for her mental and emotional needs. The level and extent of the D/s relationship is decided after long discussion and input from both parties.
Some believe that being a Dom is just telling people what to do and getting what you want while getting off, but it's so much more than that. It's not as easy or simple as it appears, you must always keep what is best for your sub in mind, even if it conflicts with your own immediate or future interests. You must constantly be aware of her needs and desires while providing checks and balances to help her live a life worth living. Anyone can simply give a sub what she wants, it takes a true Dom to say no because you feel that is what is best for her.
At least that's how it should be. There are so many "Doms" out there that don't care about their subs at all, only themselves. They don't care if they're suffering physically or emotionally, they simply use them as toys they can play with and then toss aside when they're bored; they abuse them and hurt them simply because they get a kick out of it. A real Dom/sub relationship is a very special and strong bond, much more so than a vanilla relationship in my opinion. So many people seem to have issues understanding that unfortunately, there's a certain stigma associated with this and preconceptions are formed before they even learn anything about it.
Truthfully, I believe the sub holds the power in the relationship in many ways. She is the one that is choosing to submit after all, to give up her power and control to the Dom. Despite that, she is the one that has control over the power of safe words, that can stop an activity with a single utterance. Her subservience is completely voluntary, something that many people don't seem to think about. It's not simply about someone bossing someone around because they can, it's about someone choosing a partner that they feel is worthy to give their all to.
What I'm looking for:
I'm not here looking for a booty call or one night stand, but to find a potential partner in crime, possibly for life if a connection is made. More than anything, I simply wish to find someone who looks at me the way this girl looks at her prom date.
While the following is my ideal, as I said at the beginning, I'm open to talking to anyone that reads this. However, I'm not particularly interested in "littles" or "brats".
Ideally my partner would be what is typically called an adult babygirl, and I'd like to elaborate on that term since some might not be familiar with it. Essentially it's someone who enjoys the nurturing, loving and structured aspect of a Daddy Dom or DD/lg relationship but isn't a little themselves; meaning that they don't have a mental age that they regress to, among other things. (I don't identify as a Daddy myself, however due to my protective and supportive/nurturing nature you could say I'm Daddy leaning.)
Some people have their entire lives revolve around the lifestyle, going to munches, conventions, parties and attempting to reach out to their community and find a place to belong. That might work for them, but it's of no interest to me. While I'm certainly not opposed to chatting and making friends and connections, I have no desire to be a part of a community. I'm simply seeking one whose ideas and beliefs line up with my own for a symbiotic relationship as I mentioned before
If I had to describe such a relationship, it would definitely be on the lighter side of the spectrum in regards to what daily life would be like. I'm seeking a 24/7 TPE, however I also enjoy being casual with my sub. Perhaps in some ways it's more similar to a vanilla relationship with strong Dom/sub undertones than a typical BDSM relationship.
In my perfect situation, we would still be able to joke around, have fun and be very close and romantic; however there is also the constant understanding that I am in charge, and what I say goes. No matter how much fun we may be having or what we might be doing, she should always know her place, even if it's only in the back of her mind. There are rules in place for her benefit, and if she breaks those rules she will be punished.
By what I say goes, I mean I have the final say in subjects because, as a submissive, she has given the reins of power over to me. She trusts me to make her decisions for her and to do what is best for her, to take care of and protect her. I'm never the type to say "this is how it's going to be, I don't care what you want, end of discussion" as discourse is the only way two people can truly understand one another. I always value my submissive's input and always want her to give her opinion and speak her mind if something is bothering her.
My ideal sub would be one that is loyal and devoted above all else, but also one who is looking for a Dom she can actually have a connection with. One that, not necessarily needs, but craves guidance, support, structure and discipline in their life; whose life does not feel complete without this, like there is a void deep inside her that cannot be filled unless she has a Dom to guide and take care of her, that she can in turn make happy and serve to the best of her ability.
Beyond anything else though, I want to like them as a person before I love them as a sub. My perfect partner would be someone who is intelligent, kind-hearted, earnest, funny and a has a fair touch of dorkiness in her. I want her to be someone that actually has personality, that I can laugh with and talk to for hours upon hours on end and still hate the thought of leaving. Someone that will either indulge my love of games and geekery or join me because she's just as much of a fan of those things as I am. Someone who loves how I tease and torment her, keeping her on the edge and revelling in the pleasure I get from watching her squirm.
One thing to note is that just because I am very friendly (sometimes people are surprised when I begin acting more Dominant, others aren't as they say they can "sense it in the way I present myself", even while being friendly and joking around) doesn't mean that I'm not strict when I have to be. I have no problem at all with enforcing rules and giving out punishments, although it's certainly not my favorite aspect of the relationship. I would prefer to reward, encourage and nurture my sub, however there are times when discipline is necessary; if one feels the need to act up, one must be ready accept the consequences after all.
If I had to describe my style of dominance, or what makes me dominant, I suppose that would be a little tricky. I don't feel the need to control everything, nor do I attempt to, and I have no problem with kicking back and letting others take the reigns in everyday situations if I feel they're more qualified or I just plain don't feel like it. Nor am I the type that "oozes" dominance, I don't care for confrontation and am a very easy going, go with the flow person. What I believe it boils down to is I simply feel comfortable with power and, quite frankly, enjoy it. I bear the burden of leadership well, it comes naturally to me and I thrive when I have the weight of another's life on my shoulders; I have little trouble making hard decisions when I need to. It also helps that my sexual inclinations line up with this nicely. If it doesn't last quite some time and doesn't end with both parties panting and soaked in sweat, I'm not particularly interested in it.
On that note, I have quite the kinky side despite my friendly and charming exterior. I suppose I should list it here because, while certainly not the primary focus of my interest in this, sexual compatibility does factor in to some extent.
My kinks are:
Anal, begging, biting, blowjobs, body worship, bondage, choking, cock worship, consensual non-consent, creampies, crying (the good kind), cumplay, deepthroating, degradation, desperation, dirty talking, face fucking, facials, free use, hair pulling, hole stretching (basically pushing my partner to her limits), humiliation, hypnosis, name calling, objectification, orgasm control (which includes edging, forced orgasms, orgasm denial and ruined orgasms), public play (in a discreet manner), slapping, spanking, spitting and teasing.
One thing I feel I should mention is that the acts of degradation and humilation are limited to play time and only sexual in nature, never attacking my partner in any way.
I also believe very strongly in aftercare and safe words as the mental and emotional well being of my partner is very important.
I realize there's no one way to live this lifestyle, but I feel like a lot of what I said should be obvious and general knowledge in regards to this; however from my experience it doesn't seem to be that way too often (not referring to the that are inexperienced in this, more those that do this for the wrong reason), which is why I wanted to share my views in such detail.
I feel like I've rambled on enough already and am dangerously close to having a TL;DR (yeah, I hit that ages ago), so I'll just say that if you're interested in learning more about me and getting to know me, you can give me a message and we'll see where things go. I like to get to know people naturally, just talk with them and see where things lead, whether that be a short chat, a simple friendship or something more. It seems silly to have expectations when you don't even know the person or how you'll get along.
Even if you're nervous or anxious, you think you might not be good enough, doubt my intentions or anything along those lines, still give me a message. After all, what do you have to lose?
Thanks for taking the time to read my little novella, I hope to hear from you soon. So long, and thanks for reading!
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2023.05.29 13:06 SuperUberKruber Disappointment, again
I was hoping for some new earnable cosmetics, instead of just recolors of existing ones.
The new UI changes where you can preview the cosmetics on your character are good, but other than that, nothing worthwhile to hunt for.
Even the helmet from the event is the same one they gave for beta users, which was also the same they gave for that
hammer thing a month ago. Also that tattoo is kinda funny when you consider the fact that they removed the shirtless option where you could actually see it in the first place.
Then the decision to lock the second new map behind an fomo-esque wall, like the game isn't already starved of content.
All that to pile on top of the other major issues the game has, it's just feels like they want Darktide to be hated and fail, it's mind boggling.
Poor update after poor update, a great game ruined by extremely bad management choices and neglect, just sad man.
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