Yellow Meadow Village


The Endless Forest

forest
 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.

forest
 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.

The Clearing at Yellow Meadow Village

Yellow Meadow Village from far away
 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



Yellow Meadow Village



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)

     Asu
(sunrise)
Well
 
   Jane's Blacksmith Shop
   Amma Barn
   Ar Barn
   Gi Barn



    Tui Juoy (49)


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
halfling hole


    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
halfling hole


    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)
halfling hole
    

    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
halfling hole
    

    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
halfling hole
    
    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)
halfling hole
    
    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)

     Ereb
(sunset)
Well
   Lillian Jackson (20)
   William Fitzooth (18)
Raj Arlo's Animal Hospital
   Charles Fitzooth (15)






        Stone Temple


The Adventure

attack
attack attack
attack attack attack
 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.

bandit bandit Captain
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 training training training
    Training peasants to wear armor and use a crossbow, shield, and spear in hand to hand combat.
training training training training
    Forcing them to obey orders and scaring them into realizing the dangers and horrors of war.
training training training
    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.

Hit Counter: 367

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