A lone dirt path runs two hundred and twenty four miles first north and then east deep under the trees
of the endless forest. Travelers might first meet inhabitants of The Falcon Nest Woods a days travel north
of
Rockcliff Castle, and, if there is no delay or need to stop,
they might meet something bigger and hungrier as they pass on to The Green Mountain Thickets another days
travel away. Whatever the case, it becomes very clear that this forest is dominated by the fey.
The trees thin out just a bit on the third days travel, but, when they reach The Rotting Woods,
seasoned travelers know to keep their course due east no matter which way the path leads. Many have come
to their end following the ever changing path blindly into the depths of The Rotting Woods. It happens often
because travelers weary for a sight of the sun, instead of the broken patches of shadowed light. Travelers
can often be led astray by small gusts of fresh air promising an end to the stifling interior of the forest in the
midst of summer.
Moreover, the sprites, pixies, centaurs, and fairies give way to hags, blights, witches, and wickedly awakened
trees and shrubs. Ogres and trolls are often found in the company of orcs or goblins traveling the Rotting
Wood Forest. Travelers who hold their course due east will encounter difficult terrain along the way, deep gorges
with rushing streams far below, crowded trees barring the way with only a narrow winding path leading east, and steep
hills littered with foilage that always push travelers north, south, or west, and always bar the east.
On the fourth day, usually early in the morning, travelers, as if by magic, reacquire the dirt path and enter
the crowded tall trees of Mockingbird Grove, and the suddenly reappearing path will head straigt to the rising sun
and true east. By the end of that day, travelers will just enter White Deer Forest, where, by the afternoon
of the next day, they will follow the path into the clearing at Yellow Meadow Village.
Finally, the trees break and as the road bends south and then east, and a great stone marker with dwarf runes
stands out against the wheat fields that dominate the south for over two miles until a lone hill stands out in the
yellow meadow. Trees surround this place crowded close together and climbing a hundred feet high in the air.
Six thousand seven hundred and eighty five acres of forest have been cleared here, started back several generations
when Holrotec Balak teamed up with Fionnuala Swanson and they formed the Swanson Balak Logging Company and provided
the growing city of Onegap with wood. Other dwarfs soon followed Holrotec, and other humans followed
Fionnuala, and the small group was on its way to becoming a village. Two generations later, a village of
men, halfings, and dwarves, dominates the base of the great hill
Branulf (38) and Dana (37) Hunt
3 sons: Jeb (16)
(married to Tabitha Holmes)
, Olbert (13), Cyne (10)
2 daughters: Becky (15), Enel (11)
Wilbur (32) and Hrida (31) Burk
1 son: Eagad (15)
3 daughters: Jane (16), Billa (13),
Ann (11)
Niel (30) and Rebbeca (28) Burk
2 sons: Benson (13), Richard (10)
3 daughters: Lisa (11),
Patti (8), Brandi (6)
Devers (50) and Julie (49) Hunt
Galem (57) and Tatum (55) Hunt
Andrew (35) and Allison (33) Holmes
3 sons: Edwin (17)
(married to Pammi Fitzooth)
, Miles (15), Matthew (12)
3 daughters: Tabitha (16)
(married to Jeb Hunt)
, Patricia (14), Janis (13)
Edwin (16)
(son of Andrew)
and
Pammi (16)
(daughter of Frida)
Holmes
Jordan (52) and Pinkie (50) Knox
Jeb (16)
(son of Branulf)
and
Tabitha (15)
(daughter of Allison)
Hunt
Miles (16)
(son of Andrew)
Holmes
Alan (36) and Thi (35) Walton
2 sons: Dominic (14), Dennis (13)
2 daughters:
Tisha (16)
(married to Burt McBride)
,
Camilla (15)
(married to Doklan Gundaher)
Burt (18)
(son of Brendan)
and
Tisha (16)
(daughter of Thi)
McBride
Brendan (35) and Christy (33) McBride
2 sons:
Burt (18)
(married to Tisha Walton)
,
Gavin (14),
2 daughters:
Anita (16)
(married to Deon Jackson)
,
Shy (15)
Doklan (16)
(son of Trygve)
and
Camilla (16)
(daughter of Thi)
Gundaher
Onar (53) and Sissy (51) Walton
Alan (36) and Thi (35) Walton
2 sons: Dominic (14), Dennis (13)
2 daughters: Tisha (16)
(married to Burt McBride)
,
Camilla (15)
(married to Doklan Gundaher)
Burt (18)
(son of Brendan)
and
Cayla (17)
(daughter of Ellie)
McBride
Miles (16)
(son of Andrew)
and
Pink (16)
(daughter of Faith)
Holmes
Chi and Fasis Niaom
4 sons: Jamer Falser Yarhorn
Junumo
3 daughters: Frora Frolie
Quille
Bruce (29) and Faith (27) McCarthy
1 son: Gale (15)
(married to Cayla Jackson)
3 daughters: Pink (13)
(married to Miles Holmes)
Rose (11), Lilly (10)
Erin (50) and Arabella (49) Shavell
Sergol and Odiphena Chesk
4 sons: Barric, Conkin,
Corton, Xanlan
2 daughters: Belfira, Zenli
Machir (49) and Sweeny (47) Dulo
Mehlum (32) and Amelia (30) Dulo
3 sons: Ried (15), Elliot (11), Wilton (9)
3 daughters: Isla (13), Olivia (10),
Kara (7)
Hayben and Faymia
Rumblewig
3 sons: Idobin, Wilshire,
Linrich
3 daughters: Malcey, Rosane,
Disys
Landon (30) and Madaline (28) Dulo
2 sons: Terrance (13), Stewart (11)
1 daughter: Danielle (10)
Deon (16)
(son of Peter)
and
Anita (16)
(daughter of Christie)
Jackson
Geon and Elilienne Sproutwit
3 sons: Sharver, Orifer, Baros
3 daughters: Prue, Nere,
Unoala
Peter (38) and Ellie (36) Jackson
4 sons: Tyler (19)
(married to Jane Burk)
,
Deon (16)
(married to Anita McBride)
, Thad (17), William (13)
4 daughters: Lillian (20),
Cayla (17)
(married to Gale McCarthy)
,
Nelle (12), Lacey (8)
Tyler (19)
(son of Peter)
and
Jane (16)
(Blacksmith Jane daughter of Hrida)
Jackson
Unkas and Fayvre
Goodbarrel
3 sons: Conich, Terich,
Falhorn
4 daughters: Silwe, Quifina,
Vira, Amia
Gale (18)
(son of Bruce)
and
Cayla (17)
(daughter of Ellie)
McCarthy
Henry (38) and Frida (37) Fitzooth
3 sons: William (18), Richard (16), Charles (15)
3 daughters: Pammi (17)
(married to Edwin Holmes)
,
Nancy (14)
(married to Ried Dulo)
, Callie (12)
Koros and Zenara Skyleaf
4 sons: Finbin, Leaemin,
Vinmo, Panfer
3 daughters: Chensica,
Layfira, Kelmia
Richard (16)
(son of Henry)
and
Becky (15)
(daughter of Dana)
Fitzooth
Sergio (27) and Georgianna (25) Madden
2 sons: Jose (8), Ignacio (6)
1 daughter: Issabella (10)
Alfred (56) Fitzooth
"Old Al"
Trygve (33) and Hippotlia (32)
Gundaher's Big Brick House
3 sons:
Doklan (19)
(married to Camillia Walton)
,
Taylor (15), Declan (10)
3 daughters: Ria (13),
Veronica (11), Natalie (8)
Ried (15)
(son of Mehlum)
and
Nancey (15)
(daughter of Frida)
)
Fitzooth
Denzin (54) and Gi (55) "Old Mother" Alancor
Hendrix (38) Madison
"Sarge"
Jessie (51) and Hope (50) Hayek
Gembolt (52) and Sen (52) Dasaker
Empty house
(Bandit raid last winter killed off entire Brind family)
Raj Arlo's Animal Hospital
Yellow Meadow Village was originally designed as a low level module.
PC's would wander into the village and be informed that the previous years harvest (and
all other goods) were stolen by an army from the town of Onegap. PC's have, at least,
4 months and 3 weeks before the next harvest (nearly 8 months of earth time). That
is plenty of time to adventure and explore the surrounding forest areas, including Kyper's
Canyon which had dwarf mines, goblin camps, and kobold caves, and Moradin's Temple on top of
Yellow Meadow Village Hill. Time passes, the time of the invasion comes up,
and the bandits and thugs show up. The PC's wake up the next morning in the dungeons
of OneGap and the adventures continue. No problem, right? Except, as any DM
knows, PCs never do what you plan.
One large group
changed everything when they armed
and trained the villagers in the 8 months that I gave them. When the time of the bandits
occurred, they had a fighting force of 82 well armed and heavily shielded militia soldiers.
The "wake up in jail" module had just turned into Kurusawa's Seven Samurai. Now the
module is more flexible: If the PCs are in or around the village at the time that the
bandits and thugs attack the village, then they too will be overcome and captured,
unless, the PC's have collaborrated and used the NPC's to their advantage and have trained
a small but effective militia, and have transformed the normally wide open village grounds into
a maze of spiked fences, pits, and traps to confound and defeat the invading army.
Thug
medium humanoid (human), chaotic evil
Armor Class:
11 (leather armor)
Hit Points:
32 (5d8 + 10)
Speed
30'
STR
DEX
CON
INT
WIS
CHA
15(+2)
11(+0)
14(+2)
10(+0)
10(+0)
11(+0)
Skills:
Intimidation +2
Damage Resistances:
Damage Immunities:
Conditioned Immunities:
Senses:
Passive Perception 10
Languages:
Common Orc
Challange:
1/2 (100xp)
Actions:
Multi-Attack
The Thug makes two melee attacks
Mace
Melee
Weapon
Attack:
+4 to hit, reach 5', one target. Hit: 5 (1d6 + 2) piercing damage
Heavy Crossbow.
Ranged
Weapon
Attack:
+2 to hit, range 100/400', one target. Hit: 5 (1d10) piercing damage
Thugs are ruthless enforcers skilled at intimidation and violence.
They work for money and have few scruples.
Bandit
medium humanoid (human), chaotic evil
Armor Class:
12 (leather armor)
Hit Points:
11 (2d8 + 2)
Speed
30'
STR
DEX
CON
INT
WIS
CHA
11(+0)
12(+1)
12(+1)
10(+0)
10(+0)
10(+0)
Damage Resistances:
Damage Immunities:
Conditioned Immunities:
Senses:
Passive Perception 10
Languages:
Common
Challange:
1/8 (25xp)
Actions:
Scimitar
Melee Weapon Attack:
+3 to hit, reach 5', one target. Hit: 4 (1d6 + 1) piercing damage
Light Crossbow.
Ranged
Weapon
Attack:
+3 to hit, range 80/320', one target. Hit: 5 (1d8 + 1) bludgeoning damage
There are an army of bandits led by thugs. Most are on foot, but a few are on horseback.
There are, a minimum of 1 thug and 5 bandits per PC, enough to overcome a lot of defenses.
So chances are the PCs will end up as
prisoners. If, on the off chance, the PCs do stay in the village, and train the villagers, and prepare
the land for attack (fences, pits, traps, etc.), then, and only then, will the PCs overcome this army of bandits.
There are many resources available from a few families of dwarves that live near by, including, covered wagons,
earth works, and tree cutting tools.
Training peasants to wear armor and use a crossbow, shield, and spear in hand to hand combat.
Forcing them to obey orders and scaring them into realizing the dangers and horrors of war.
Is the only way to turn a disorganized group of commoners into a disciplined village militia.
Commoner
medium humanoid (human), lawful good
Armor Class:
10
Hit Points:
4 (1d8)
Speed
30'
STR
DEX
CON
INT
WIS
CHA
10(+0)
10(+0)
10(+0)
10(+0)
10(+0)
10(+0)
Skills:
Damage Resistances:
Damage Immunities:
Conditioned Immunities:
Senses:
Passive Perception 10
Languages:
Common
Challange:
0 (10xp)
Actions:
Club
Melee
Weapon
Attack:
+2 to hit, reach 5', one target. Hit: 5 (1d4) bludgeoning damage
Village Militia
medium humanoid (human), lawful good
Armor Class:
14 (leather armor + shield)
Hit Points:
11 (2d8 + 2)
Speed
30'
STR
DEX
CON
INT
WIS
CHA
11(+0)
12(+1)
12(+1)
10(+0)
10(+0)
10(+0)
Skills:
Intimidation +1
Damage Resistances:
Damage Immunities:
Conditioned Immunities:
Senses:
Passive Perception 10
Languages:
Common
Challange:
1/8 (25xp)
Actions:
Spear
Melee Weapon Attack:
+3 to hit, reach 5', one target. Hit: 4 (1d6 + 1) piercing damage
Light Crossbow.
Ranged
Weapon
Attack:
+3 to hit, range 80/320', one target. Hit: 5 (1d8 + 1) bludgeoning damage
A village militia is a trained commoner, but the trainer must be at least
a level 1 PC (or a 1/8cr NPC).
The trainer is: The length of time needed:
1st or 2nd level 18 weeks
3rd or 4th level 14 weeks
5th or above 10 weeks
Minimum 6 days/week, 12 - 14 hrs/day
There is some serious training to do. Trying to turn commoners into militia is no easy task.
But there are enough villagers to not only effectively challange the bandits but also defeat them. The land
is flat and empty, but there are many full size covered horse wagons, and the villagers excel in
digging and fence building. A wise commander will take advangage of the many wagons and the villagers natural abilities
in order to create a lot of defense positions in and around the village. Getting the NPCs to act as single
units is important, so drilling and marching are effective. Amidst the crop failures, animal troubles, sick
children or parents, and other domestic issues it is no small task to train these villagers into a small army.