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bikesatx - Biking in the SATX
2013.09.02 20:25 bikesatx bikesatx - Biking in the SATX
All you need or want to know when it comes to biking in San Antonio.
2023.06.01 21:42 jjjjjjaaaaaa1235 Counselor points gun at pizza employee for forgetting his ranch…
2023.06.01 21:30 mandrachek S/SW Dallas Recommendations
I'll be visiting with family for a couple weeks in June, near Grimes Park, and Duncanville, TX (so S/SW Dallas).
Kids (mostly teens, ranging from 13-22) already have plans to visit aquarium, zoo, perot museum, 6 flags, and dinosaur valley state park. Considering horseback riding at Eagle Eye Ranch (at dinosaur valley state park, so saves a trip), unless someone has better recommendations (no experienced riders). Any other activities or things that might be interesting for that age group?
Also looking for recommendations on: - a place to get some excellent steaks (cooking ourselves, not eating out - farmers market? butcher?)? - a good place for mexican and/or tex-mex? (barria tacos, barbacoa are favorites) - a good place for a family birthday dinner (my wife and her identical twin sister, their first time to celebrate together in a _very_ long time!) - a good place for a laid back, but slightly upscale date night (for the middle aged adults)
I'm definitely going to be checking out
manhattanproject.beer !
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2023.06.01 21:24 RandomAppalachian468 Don't fly over Barron County Ohio. [Repost]
The whirring blades of my MD-902 throbbed against the warm evening air, and I smiled.
From 5,000 feet, the ground flew by in a carpet of dark forests and kelly-green fields. The sun hung low on the horizon in a picturesque array of dazzling orange and gold, and I could make out the narrow strip of the Ohio River to my left, glistening in the fading daylight. This time of year, the trees would be full of the sweet aroma of fresh blossoms, and the frequent rains kept small pockets of fluffy white mist hanging in the treetops. It was a beautiful view, one that reminded me of why being a helicopter pilot trumped flying in a jumbo jet far above the clouds every day of the week.
Fourteen more days, and I’m debt free. That made me grin even more. I’d been working as a charter pilot ever since I obtained my license at age 19, and after years of keeping my nose to the grindstone, I was closing on the final payment for real-estate in western Pennsylvania. With no debt, a fixer-upper house on 30 rural acres all to myself, and a respectable wage for a 26-year-old pilot, I looked forward to the financial freedom I could now enjoy. Maybe I’d take a vacation, somewhere exotic like Venice Italy, or the Dominican Republic. Or perhaps I’d sock the money back for the day I started a family.
“Remember kleineun, a real man looks after his own.” My elderly
ouma’s voice came back from the depths of my memories, her proud, sun-tanned face rising from the darkness. She and my Rhodesian grandfather had emigrated to the US when they were newlyweds, as the violence against white Boer descendants in South Africa spiraled out of control. My mother and father both died in a car crash when I was six, and it had been my grandparents who raised me. Due to this, I’d grown up with a slight accent that many of my classmates found amusing, and I could speak both English, and Afrikaans, the Boer tongue of our former home.
I shifted in my seat, stretched my back muscles, and glanced at the picture taped to my console. Both my parents flanked a grinning, gap-toothed six-year-old me, at the last Christmas we’d spent together. My mother beamed, her dark hair and Italian features a sharp contrast to my father’s sandy blonde hair and blue eyes. Sometimes, I liked to imagine they were smiling at me with pride at how well I flew the old silver-colored bird my company had assigned to me, and that made the long, lonely flights easier to bear.
A flicker caught my eye, and I broke my gaze away from the photograph.
Perched in its small cradle above the controls, my little black Garmin fuzzed over for a few seconds, its screen shifting from brightly colored maps to a barrage of grey static.
Did the power chord come loose? I checked, ensuring the power-cable for the unit’s battery was plugged into the port on the control panel. It was a brand-new GPS unit, and I’d used it a few times already, so I knew it wasn’t defective. Granted, I could fly and navigate without it, but the Garmin made my time as a pilot so much easier that the thought of going blind was dreadful.
My fuel gauge danced, clicked to empty, then to full, in a bizarre jolt.
More of the gauges began to stutter, the entire panel seeming to develop terrets all at once, and my pulse began to race. Something was wrong, very wrong, and the sludge inside my bowels churned with sour fear.
“Come on, come on.” I flicked switches, turned dials, punched buttons, but nothing seemed to fix the spasming electronics. Every gauge failed, and without warning, I found myself plunged into inky darkness.
Outside, the sun surrendered to the pull of night, the sky darker than usual. A distant rumble of thunder reverberated above the roar of my helicopter’s engine, and I thought I glimpsed a streak of yellowish lightning on the far horizon to my left.
Calm down Chris. We’re still flying, so it must just be a blown fuse. Stay in control and find a place to set her down. My sweaty palm slid on the cyclic stick, and both feet weighed heavy on the yaw pedals. The collective stuck to my other hand with a nervous vibration, and I squinted against the abyss outside.
Beep. I jumped despite myself, as the little Garmin on my panel flared back to life, the static pulling aside to reveal a twitching display. Each time the screen glitched, it showed the colorful map detailing my flight path over the ground below, but I noticed that some of the lines changed, the names shifting, as if the device couldn’t decide between two different versions of the world.
One name jutted out at me, slate gray like most of the major county names, appearing with ghostly flickers from between two neighboring ones.
Barron County. I stared, confused. I’d flown over this section of southeastern Ohio plenty of times, and I knew the counties by heart. At this point, I should have been over the southern end of Noble County, and maybe dipping lower into Washington. There was no
Barron County Ohio. I was sure of it.
And yet it shown back at me from the digital landscape, a strange, almost cigar-shaped chunk of terrain carved from the surrounding counties like a tumor, sometimes there, sometimes not, as my little Garmin struggled to find the correct map. Rain began to patter against my cockpit window, and the entire aircraft rattled from a strong gust of wind. Thick clouds closed over my field of vision like a sea of gray cotton.
The blood in my veins turned to ice, and I sucked in a nervous breath.
Land. I had to land. There was nothing else to do, my flight controls weren’t responding, and only my Garmin had managed to come back to life. Perhaps I’d been hit by lightning, and the electronics had been fried? Either way, it was too dark to tell, but a storm seemed to be brewing, and if I didn’t get my feet on the ground soon, I could be in real trouble.
“Better safe than sorry.” I pushed down on the collective to start my slow descent and clicked the talking button for my headset. “Any station, this is Douglass Three-One-Four-Foxtrot, over.”
Nothing.
“Any station, this is Douglass Three-One-Four-Foxtrot, requesting emergency assistance, over.”
Still nothing.
If the radio’s dead, I’m really up a creek. With my hand shaking, I clicked on the mic one more time. “Any station, this is—”
Like a curtain pulling back, the fog cleared from around my window, and the words stuck in my throat.
Without my gauges, I couldn’t tell just how far I’d descended, but I was definitely very low. Thick trees poked up from the ground, and the hills rolled into high ridges with flat valley floors, fields and pastures pockmarking them. Rain fell all around in cold, silvery sheets, a normal feature for the mid spring in this part of Ohio.
What wasn’t normal, were the fires.
At first, I thought they were forest fires for the amount of smoke and flames that bellowed from each spot, but as I swooped lower, my eyes widened in horror.
They were houses.
Farms, cottages, little clusters that barely constituted villages, all of them belched orange flames and black pillars of sooty smoke. I couldn’t hear above the helicopter blades, but I could see the flashes on the ground, along the road, in between the trees, and even coming from the burning buildings, little jets of golden light that spat into the darkness with anger.
Gunfire. That’s rifle fire, a whole lot of it. Tiny black figures darted through the shadows, barely discernable from where I sat, several hundred feet up. I couldn’t see much, but some were definitely running away, the streaks of yellow gunfire chasing them. A few dark gray vehicles rumbled down one of the gravel roads, and sprayed fire into the houses as it went. They were fighting, I realized, the people in the trucks and the locals. It was horrific, like something out of war-torn Afghanistan, but worse.
Then, I caught a glimpse of the
others.
They didn’t move like the rest, who either fled from the dark vehicles, or fired back from behind cover. These skinny figures loped along with haphazard gaits, many running on all fours like animals, swarming from the trees by the dozens. They threw themselves into the gales of bullets without flinching, attacking anyone within range, and something about the way they moved, so fluid, so fearless, made my heart skip a beat.
What is that? “Echo Four Actual to unknown caller, please respond, over.” Choking back a cry of shock, I fumbled at the control panel with clumsy fingers, the man’s voice sharp and stern. I hadn’t realized that I’d let go of the talking button and clicked it down again. “Hello? Hello, this is Douglass Three-One-Four-Foxtrot out of Pittsburgh, over.”
An excruciating moment passed, and I continued to zoom over the trees, the fires falling away behind me as more silent forest took over.
“Roger that Douglass Three-One-Four-Foxtrot, we read you loud and clear. Please identify yourself and any passengers or cargo you might be carrying, over.” Swallowing hard, I eyed the treetops, which looked much closer than they should have been. How far had I descended? “Echo Four Actual, my name is Christopher Dekker, and I am alone. I’m a charter flight from PA, carrying medical equipment for OSU in Columbus. My controls have been damaged, and I am unable to safely carry on due to the storm. Requesting permission to land, over.”
I watched the landscape slide by underneath me, once catching sight of what looked like a
little white church surrounded by smaller huts, dozens of figures in the yard staring up at me as I flew over a towering ridgeline.
“Solid copy on that Douglass Three-One-Four-Foxtrot. Be advised, your transponder shows you to be inside a restricted zone. Please cease all radio traffic, reduce your speed, climb to 3,000 feet and proceed north. We’ll talk you in from there. How copy, over?” My heart jumped, and I let out a sigh of relief. “Roger that Echo Four Actual, my altimeter is down, but I’ll do my best to eyeball the altitude, over.”
With that, I pulled the collective upward, and tried my best to gauge how far I was by eyesight in the gathering night, rain still coming down all around me. This had to be some kind of disaster or riot, I decided. After all, the voice over the radio sounded like military, and those vehicles seemed to have heavy weapons. Maybe there was some kind of unrest going on here that I hadn’t heard about yet?
Kind of weird for it to happen in rural areas though. Spoiled college kids I get, but never saw farmers get so worked up before. They usually love the military. Something moved in the corner of my eye, and I turned out of reflex.
My mouth fell open, and I froze, unable to scream.
In the sky beside me, a huge shadow glided along, and its leathery wings effortlessly carved through the gloom, flapping only on occasion to keep it aloft. It was too dark for me to see what color it was, but from the way it moved, I knew it wasn’t another helicopter. No, this thing was alive, easily the size of a small plane, and more than twice the length of my little McDonald Douglass. A long tail trailed behind it, and bore a distinct arrow-shaped snout, with twig-like spines fanned out around the back of its head. Whatever legs it had were drawn up under it like a bird, yet its skin appeared rough and knobby, almost resembling tree bark. Without pause, the gigantic bat-winged entity flew along beside me, as if my presence was on par with an annoying fly buzzing about its head.
Gripping the microphone switch so tight, I thought I’d crack the plastic, I whispered into my headset, forgetting all radio protocol. “T-There’s something up here.”
Static crackled.
“Douglas Three-One-Four-Foxtrot, say again your last, you’re coming in weak and unreadable, over.” “There’s something up here.” I snarled into the headset, still glued to the controls of the helicopter, afraid to deviate even an inch from my course in case the monstrosity decided to turn on me. “A freaking huge thing, right beside me. I swear, it looks like a bat or . . . I don’t know.”
“Calm down.” The man on the other end of the radio broke his rigorous discipline as well, his voice deep, but level.
“It won’t attack if you don’t move too fast. Slowly ease away from it and follow that course until you’re out of sight.” I didn’t have time to think about how wrong that sounded, how the man’s strict tone had changed to one of knowledge, how he hadn’t been the least surprised by what I’d said. Instead, I slowly turned the helicopter away from the huge menace and edged the speed higher in tiny increments.
As soon as I was roughly two football fields away, I let myself relax, and clicked the mic switch. “It’s not following.”
“You’re sure?” Eyeing the huge flapping wings, I nodded, then remembered he couldn’t see me. “Yeah, I’m well clear.”
“Good. Thank you, Mr. Dekker.” Then, the radio went dead.
Something in my chest dropped, a weight that made my stomach roil. This wasn’t right, none of it. Who was that man? Why did he know about the thing I’d just seen? What was I supposed to—
A flash of light exploded from the trees to my right and shot into the air with a long finger of smoke.
What the . . . On instinct, I jerked the cyclic stick to one side, and the helicopter swung to avoid the rocket.
Boom. My world shook, metal screeched, and a dozen alarms began to go off inside the cockpit in a cacophony of beeps and sirens. Orange and red flames lit up the night sky just behind me, and the horizon started to spin wildly outside. Heat gushed from the cockpit door, and I smelled the greasy stench of burning oil. The safety belts dug into my shoulders, and with a final slip, the radio headset ripped free from my scalp.
I’m hit. Desperate, I yanked on the controls, fought the bird even as she spun toward the ground in a wreath of flames, the inky black trees hurtling up to meet me. The helicopter went into full auto-rotation, the sky blurring past outside, and the alarms blared in a screech of doom. Panic slammed through my temples, I screamed at the top of my lungs, and for one brief second, my eyes locked on the little black Garmin still perched atop my control panel.
Its screen stopped twitching and settled on a map of the mysterious Barron County, with a little red arrow at the center of the screen, a few words popping up underneath it.
You are here.
Trees stabbed up into the sky, the belts crushed at my torso, glass shattered all around me, and the world went dark.
Copper, thick, warm, and tangy.
It filled my mouth, stank metallic in my nose, clogged my throat, choking me. In the murkiness, I fought for a surface, for a way out, blind and numb in the dark.
This way, kleineun. My
ouma’s voice echoed from somewhere in the shadows.
This way. Both eyes flew open, and I gagged, spitting out a stream of red.
Pain throbbed in my ribs, and a heavy pressure sent a tingling numbness through my shoulders. Blood roared inside my temples, and stars danced before my eyes with a dizzying array. Humid night air kissed my skin, and something sticky coated my face, neck, and arms that hung straight up toward the ceiling.
Wait. Not up.
Down.
I blinked at the wrinkled, torn ceiling of the cockpit, the glass all gone, the gray aluminum shredded like tissue paper. Just outside the broken windows, thick Appalachian bluegrass and stemmy underbrush swished in a feeble breeze, backlit by flashes of lightning from the thunderstorm overhead. Green and brown leaves covered everything in a wet carpet of triangles, and somewhere nearby, a cricket chirped.
Turning my head from side to side, I realized that I hung upside down inside the ruined helicopter, the top half burrowed into the mud. I could hear the hissing and crackling of flames, the pattering of rain falling on the hot aluminum, and the smaller brush fires around the downed aircraft sizzling out in the damp long grass. Charred steel and burning oil tainted the air, almost as strong as the metallic, coppery stench in my aching nose.
They shot me down. That military dude shot me out of the sky. It didn’t make sense. I’d followed their orders, done everything they’d said, and yet the instant I veered safely away from whatever that thing in the sky had been, they’d fired, not at it, but at me.
Looking down (or rather, up) at my chest, I sucked in a gasp, which was harder to do that before.
The navy-blue shirt stuck to my torso with several big splotches of dark, rusty red. Most were clean slashes, but two held bits of glass sticking out of them, one alarmingly bigger than the other. They dripped cherry red blood onto my upturned face, and a wave of nausea hit me.
I gotta get down. I flexed my arms to try and work some feeling back into them, praying nothing was broken. Half-numb from hanging so long, I palmed along my aching body until I felt the buckled for the seat belts.
“Okay.” I hissed between gritted teeth, in an effort to stave off my panic. “You can do this. Just hold on tight. Nice and tight. Here we go . . .”
Click. Everything seemed to lurch, and I slid off the seat to plummet towards the muck-filled hole in the cockpit ceiling. My fingers were slick with blood and slipped over the smooth faux-leather pilot’s seat with ease. The shoulder belt snagged on the bits of glass that lay just under the left lowest rib, and a flare of white-hot pain ripped through me.
Wham. I screamed, my right knee caught the edge of the aluminum ceiling, and both hands dove into a mound of leaf-covered glass shards on the opposite side of the hole. My head swam, being right-side-up again enough to make shadows gnaw at the corner of my eyes.
Forcing myself to breath slowly, I fought the urge to faint and slid back to sit on the smooth ceiling. I turned my hands over to see half a dozen bits of clear glass burrowed into my skin like greedy parasites, red blood weeping around the new cuts.
“Screw you.” I spat at the rubbish with angry tears in my eyes. “Screw you, screw you, screw you.”
The shards came out easy enough, and the cuts weren’t that deep, but that wasn’t what worried me. On my chest, the single piece of cockpit glass that remined was almost as big as my palm, and it
really hurt. Just touching it felt like self-inflicted torture, but I knew it had to come out sooner or later.
Please don’t nick a vein. Wiping my hands dry on my jeans, I gripped the shard with both hands, and jerked.
Fire roared over my ribs, and hot blood tickled my already grimy pale skin. I clapped a hand over the wound, pressing down hard, and grunted out a string of hateful expletives that my
ouma would have slapped me for.
Lying on my back, I stared around me at the messy cargo compartment of the MD-902. Most of the medical supplies had been in cardboard boxes strapped down with heavy nylon tow-straps, but several cases had ruptured with the force of the impact, spraying bandages, syringes, and pill bottles all over the cluttered interior. Orange flames chewed at the crate furthest to the rear, the tail section long gone, but the foremost part of the hold was intact. Easily a million-dollar mess, it would have made me faint on any other trip, but today it was a godsend.
Half-blind in the darkness, I crawled along with only the firelight and lightning bolts to guide me, my right knee aching. Like a crippled raccoon, I collected things as I went, conscious of the two pallets of intact supplies weighing right over my head. I’d taken several different first-aid courses with some hunting buddies of mine, and the mental reflexes kicked in to help soothe my frazzled mind.
Check for bleeds, stop the worst, then move on. Aside from my battered chest and stomach, the rest of me remained mostly unharmed. I had nasty bruises from the seatbelts, my right knee swelled, my nose slightly crooked and crusted in blood, but otherwise I was intact. Dowsing every scratch and cut with a bottle of isopropyl alcohol I found, I used butterfly closures on the smaller lacerations that peppered my skin. I wrapped soft white gauze over my abused palms and probed at the big cut where the last shard had been, only stopping when I was sure there were no pieces of glass wedged inside my flesh.
“Not too bad.” I grunted to myself, trying to sound impassive like a doctor might. “Rib must have stopped it. Gonna need stitches though. That’ll be
fun.”
Pawing through the broken cases, I couldn’t find any suture chord, but just as I was about to give up, I noticed a small box that read ‘medical skin stapler’.
Bingo. I tore the small white plastic stapler free from its packaging and eyeballed the device. I’d never done this before, only seen it in movies, and even though the cut in my skin hurt, I wondered if this wouldn’t be worse.
You’ve gotta do it. That bleeding needs to stop. Besides, no one’s coming to rescue you, not with those rocket-launching psychos out there. Taking a deep breath, I pinched the skin around the gash together, and pressed the mouth of the stapler to it.
Click. A sharp sting, like that of a needle bit at the skin, but it didn’t hurt nearly as bad as the cut itself. I worked my way across the two-inch laceration and gave out a sigh of relief when it was done.
“Not going to bleed to death today.” I daubed ointment around the staples before winding more bandages over the wound.
Popping a few low-grade painkillers that tumbled from the cargo, I crawled wriggled through the nearest shattered window into the wet grass.
Raindrops kissed my face, clean and cool on my sweaty skin. Despite the thick cloud cover, there was enough constant lightning strikes within the storm to let me get glimpses of the world around me. My helicopter lay on its back, the blades snapped like pencils, with bits and pieces of it burning in chunks all around the small break in the trees. Chest-high scrub brush grew all around the low-lying ground, with pockets of standing water in places. My ears still rang from the impact of the crash, but I could start to pick up more crickets, frogs, and even some nocturnal birds singing into the darkness, like they didn’t notice the huge the hulk of flaming metal that had fallen from the sky. Overhead, the thunder rumbled onward, the feeble wind whistling, and there were other flashes on the horizon, orange and red ones, with crackles that didn’t sound quite like lightning.
The guns. They’re still fighting. Instinctively, I pulled out my cellphone, and tapped the screen.
It fluttered to life, but no matter how I tried, I couldn’t get through to anyone, not even with the emergency function designed to work around having no service. The complicated wonder of our modern world was little better than a glorified paperweight.
Stunned, I sat down with my back to the helicopter and rested my head against the aluminum skin of the craft. How I’d gone from a regular medical supply run to being marooned in this hellish parody of rural America, I didn’t know, but one thig was certain; I needed a plan. Whoever fired the missile could have already contacted my charter company and made up some excuse to keep them from coming to look for me. No one else knew I was here, and even though I now had six staples holding the worst of my injuries shut, I knew I needed proper medical attention. If I wanted to live, I’d have to rescue myself.
My bag. I need to get my go-bag, grab some gear and then . . . head somewhere else. It took me a while to gather my green canvas paratrooper bag from its place behind the pilot’s seat and fill it with whatever supplies I could scrounge. My knee didn’t seem to be broken, but man did it hurt, and I dreaded the thought of walking on it for miles on end. I focused instead on inventorying my gear and trying to come up with a halfway intelligent plan of action.
I had a stainless-steel canteen with one of those detachable cups on the bottom, a little fishing kit, some duct tape, a lighter, a black LED flashlight with three spare batteries, a few tattered road maps with a compass, a spare pair of socks, medical supplies from the cargo, and a simple forest green plastic rain poncho. I also managed to unearth a functioning digital camcorder my
ouma had gotten me for Christmas a few years back, though I wasn’t sure I wanted to do any filming in such a miserable state. Lastly, since it was a private supply run from a warehouse area near Pittsburgh to a direct hospital pad in Ohio, I’d been able to bring my K-Bar, a sturdy, and brutally simple knife designed for the Marine Corps that I used every time I went camping. It was pitiful in comparison to the rifle I wished I had with me, but that didn’t matter now. I had what I had, and I doubted my trusty Armalite would have alleviated my sore knee anyway.
Clicking on my flashlight, I huddled with the poncho around my shoulders inside the wreck of the chopper and peered at the dusty roadmaps. A small part of me hoped that a solution would jump out from the faded paper, but none came. These were all maps of western PA and eastern Ohio. None of them had a Barron County on them anywhere.
The man on the radio said to head north, right before they shot me down. That means they must be camped out to the north of here. South had that convoy and those burning houses, so that’s a no-go. Maybe I can backtrack eastward the way I came. As if on cue, a soft
pop echoed from over the eastern horizon, and I craned to look out the helicopter window, spotting more man-made flashes over the tree tops.
“Great.” I hissed between clenched teeth, aware of how the temperature dipped to a chilly 60 degrees, and how despite the conditions, my stomach had begun to growl. “Not going that way, are we? Westward it is.”
Walking away from my poor 902 proved to be harder than I’d anticipated. Despite the glass, the fizzling fires, and the darkness, it still held a familiar, human essence to it. Sitting inside it made me feel secure, safe, even calm about the situation. In any other circumstance, I would have just stayed with the downed aircraft to wait for help, but I knew the men who shot me down would likely find my crash site, and I didn’t want to be around when they did.
Unlike much of central and western Ohio, southeastern Ohio is hilly, brushy, and clogged with thick forests. Thorns snagged at my thin poncho and sliced at my pant legs. My knee throbbed, every step a form of self-inflicted torture. The rain never stopped, a steady drizzle from above just cold enough to be problematic as time went on, making me shiver. Mud slid under my tennis shoes, and every tree looked ten times bigger in the flickering beam of my cheap flashlight. Icy fear prickled at the back of my neck at some of the sounds that greeted me through the gloom. I’d been camping loads of times, both in Pennsylvania and elsewhere, but these noises were something otherworldly to me.
Strange howls, screeches, and calls permeated the rain-soaked sky, some almost roars, while others bordered on human in their intonation. The more I walked, the softer the distant gunfire became, and the more prevalent the odd sounds, until the shadows seemed to fill with them. I didn’t dare turn off my flashlight, or I’d been completely blind in the dark, but a little voice in the back of my head screamed that I was too visible, crunching through the gloomy forest with my long beam of light stabbing into the abyss. It felt as though a million eyes were on me, studying me, hunting me from the surrounding brush, and I bitterly recalled how much I’d loved the old
Survivor Man TV series as a kid.
Not so fun being out in the woods at night. Especially alone. A twig snapped somewhere behind me, and I whirled on the spot, one trembling hand resting on the hilt of my K-Bar.
Nothing. Nothing but trees, bushes, and rain dripping down in the darkness.
“This is stupid.” I whispered to myself to keep my nerves in check as I slowly spun on the spot. “I should have went eastward anyway. God knows how long I’m going to have to—”
Creak. A groan of metal-on-metal echoed from somewhere to my right, and I spun to face it, yanking the knife on my belt free from its scabbard. It felt so small and useless in my hand, and I choked down a wave of nauseas fear.
Ka-whump. Creak. K-whump. Creak. Underbrush cracked and crunched, a few smaller saplings thrashed, and from deep within the gloom, two yellow orbs flared to life. They poked through the mist in the trees, forming into slender fingers of golden light that swept back and forth in the dark.
The soldiers . . . they must be looking for me. I swallowed hard and turned to slink away.
Ice jammed through my blood, and I froze on the spot, biting my tongue to stop the scream.
It stood not yards away, a huge form that towered a good twelve feet tall in the swirling shadows. Unpolished chrome blended with flash-rusted spots in the faded red paint, and grime-smeared glass shone with dull hues in the flashes of lightning. Where the wheels should have been, the rounded steel axels curved like some enormous hand had bent them, and the tires lay face-down on the muddy ground like big round feet, their hubcaps buried in the dirt. Dents, scrapes, and chips covered the battered thing, and its crooked little radio antenna pointed straight up from the old metal fender like a mast. I could barely make out the mud-coated
VW on the rounded hood, and my mind reeled in shock.
Is . . . is that a car? Both yellow headlights bathed me in a circle of bright, blinding light, and neither I nor the strange vehicle moved.
Seconds ticked by, the screech-thumping in the background only growing closer. I realized that I couldn’t hear any engine noises and had yet to see any soldiers or guns pointed my way. This car looked old, really old, like one of those classic Volkswagen Beetles that collectors fought over at auctions. Try as I might, I couldn’t see a driver inside the murky, mold-smeared windows.
Because there wasn’t one.
Lightning arched across the sky overhead, and the car standing in front of me
blinked. Its headlights slid shut, as if little metal shades had crawled over the bulbs for a moment and flicked open again. Something about that movement was so primal, so real, so
lifelike, that every ounce of self-control I had melted in an instant.
Cursing under my breath, I lunged into the shrubs, and the world erupted around me.
Under my shoes, the ground shook, and the car surged after me in a cacophony of
ka-thumps that made my already racing heart skip several beats. A weather-beaten brown tow truck from the 50’s charged through the thorns to my left, it’s headlights ablaze, and a dilapidated yellow school bus rose from its hiding place in the weeds to stand tall on four down-turned axel-legs. They all flicked their headlights on like giants waking from their slumber, and as I dodged past them, they each blared their horn into the night in alarm.
My breaths came short and tight, my knee burned, and I crashed through thorns and briars without thought to how badly I was getting cut up.
The cheap poncho tore, and I ripped it away as it caught on a tree branch.
A purple 70’s Mustang shook off its blanket of creeping vines and bounded from a stand of trees just ahead, forcing me to swerve to avoid being run over, my adrenaline at all-time highs.
This can’t be happening, this can’t be happening, this can’t be happening. Slipping and sliding, I pushed through a stand of multiflora rose, and stumbled out into a flat, dark expanse.
I almost skidded to a stop.
What had once been a rather large field stood no taller than my shoestrings, the grass charred, and burnt. The storm above illuminated huge pieces of wreckage that lay scattered over the nearly 40-acre plot, and I could just make out the fire-blackened hulk of a fuselage resting a hundred yards away. The plane had been brought down a while ago it seemed, as there weren’t any flames left burning, and I threw myself toward it in frenzied desperation.
Burned grass and greasy brown topsoil slushed underfoot, and I could hear the squelching of the cars pursing me. Rain soaked me to the bone, and my lungs ached from sucking down the damp night air. A painful stich crept into my side, and I cursed myself for not putting in more time for cardio at the gym.
Something caught my left shoelace, and I hurtled to the ground, tasting mud and blood in between my teeth.
They’ve got me now. I clawed at the mud, rolled, and watched a tire slam down mere inches from where my head had been. The Mustang loomed over me and jostled for position with the red Volkswagen and brown tow truck, the school bus still a few yards behind them. They couldn’t seem to decide who would get the pleasure of stomping me to death, and like a herd of stampeding wildebeest, they locked bumpers in an epic shoving match.
On all fours, I scampered out from under the sparring brutes, and dashed for the crumpled airplane, a white-painted DC-3 that looked like it had been cut in half by a gargantuan knife blade. I passed a snapped wing section, the oily remains of a turbo-prop engine, and a mutilated wheel from the landing gear. Climbing over a heap of mud, I squeezed into the back of the ruined flight cabin and dropped down into the dark cargo hold.
Wham. No sooner had my sneakers hit the cold metal floor, and the entire plane rocked from the impact of something heavy ramming it just outside. I tumbled to my knees, screaming in pain as, once again, I managed to bash the sore one off a bracket in the wall.
My hand smeared in something gooey, and I scrabbled for my flashlight.
It clicked on, a wavering ball of white light in the pitch darkness, and I fought the urge to gag. “Oh man . . .”
Three people, or what was left of them, lay strewn over the narrow cargo area. Claret red blood coated the walls, caked on the floor, and clotted under my mud-spattered shoes. Bits of flesh and viscera were stuck to everything, and tatters of cloth hung from exposed sections of broken bone. An eerie set of bloody handprints adorned the walls, and the only reason I could tell it had been
three people were the shoes; all of them bore anklebones sticking out above blood-soaked socks. It smelled sickly sweet, a strange, nauseas odor that crept into my nose and settled on the back of my tongue like an alien parasite.
Something glinted in the beam of my flashlight, and my pulse quickened as I pried the object loose from the severed arm that still clung to it.
“Hail Mary full of Grace.” I would have grinned if it weren’t for the fact that the plane continued to buck and roll under the assault from the cars outside.
The pistol looked old, but well-maintained, aside from the light coating of dark blood that stained its round wooden handle. It felt heavy, but good in my hand, and I turned it over to read the words,
Waffenfabrik Mauser stenciled into the frame, with a large red 9 carved into the grip. For some reason, it vaguely reminded me of the blasters from Star Wars
. I fumbled with a little switch that looked like a safety on the back of the gun and stumbled toward a gap in the plane’s dented fuselage to aim out at the surrounding headlights.
Bang. The old gun bucked reliably in my hand, its long barrel spitting a little jet of flame into the night. I had no idea if I hit anything, but the attacking cars recoiled, their horns blaring in confusion.
They turned, and scuttled for the tree line as fast as their mechanical legs could go, the entire ordeal over as fast as it had begun.
Did I do that? Perplexed, I stared down at the pistol in my hand.
Whoosh. A large, inky black shadow glided down from the clouds, and the yellow school bus moved too slow to react in time.
With a crash, the kicking nightmarish vehicle was thrown onto its side, spraying glass and chrome trim across the muddy field. Its electro-synth horn blared with wails of mechanical agony, as two huge talon-like feet clamped down on it, and the enormous head of the flying creature lowered to rip open its engine compartment.
The horn cut out, and the enormous flying entity jerked its head back to gulp down a mass of what looked like sticky black vines from the interior of the shattered bus.
At this range, I could see now that the flying creature bore two legs and had its wings half-tucked like a vulture that had descended to feed on roadkill. Its head turned slightly, and in the glow of another lightning bolt, my jaw went slack at the realization of what it was.
A tree trunk. It’s a rotted tree trunk. I couldn’t tell where the reptilian beast began, and where the organic tree components ended, the upper part of the head shaped like a log, while the lower jaw resembled something out of a dinosaur movie. Its skin looked identical to the outside of a shagbark hickory but flexed with a supple featheriness that denoted something closer to skin. Sharp branch-like spines ranged down its back, and out to the end of its tail, which bore a massive round club shaped like a diseased tree-knot. Crouched on both hind legs, it braced the hooked ends of its folded wings against the ground like a bat, towering higher than a semi-truck. Under the folds of its armored head, a bulging pair of chameleon-like eyes constantly spun in their sockets, probing the dark for threats while it ate.
One black pupil locked onto the window I peered through, and my heart stopped.
The beast regarded me for a moment, with a curious, sideways sniff.
With a proud, contemptful head-toss, the shadow from the sky parted rows of razor-sharp teeth to let out a
roar that shook the earth beneath my feet. It was the triumphant war cry of a creature that sat at the very top of the food chain, one that felt no threat from the fragile two-legged beings that walked the earth all around it. It hunted whenever it wanted, ate whatever it wanted, and flew wherever it wanted. It didn’t need to rip the plane apart to devour me.
Like my hunter-gatherer ancestors from thousands of years ago, I wasn’t even worth the energy it would take to pounce.
I’m hiding in the remains of the cockpit now, which is half-buried under the mud of the field, enough to shield the light from my screen so that
thing doesn’t see it. My service only now came back, and it’s been over an hour since the winged beast started in on the dead bus. I don’t know when, or how I’m going to get out of here. I don’t know when anyone will even see this post, or if it will upload at all. My phone battery is almost dead, and at this point, I’m probably going to have to sleep among the corpses until daylight comes.
A dead man sleeping amongst friends.
If you live in the Noble County area in southeastern Ohio, be careful where you drive, fly, and boat. I don’t know if it’s possible to stumble into this strange place by ground, but if so, then these things are definitely headed your way.
If that happens . . . pray that they don’t find you.
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2023.06.01 20:48 gazoakley Tough Mudder Scotland 2023 Course Map
2023.06.01 20:31 MyCoolMosby609 What happened to the surges?
| I’m 1500 trips in…and I used to bank on the surges to carry the weight of making money….ever since that message came out saying they made a mistake on the surges a few weeks back…I feel like the surge map in Houston is dead all the time now… Is it just me? submitted by MyCoolMosby609 to uberdrivers [link] [comments] |
2023.06.01 20:28 Lurky-Lou Xbox Showcase Movie Theaters
Fathom Events will air the Xbox Showcase in 25 movie theaters. If you signed up to FanFest, you'll get ticket instructions tonight.
AMC Westgate 20 Glendale, AZ
Century San Francisco Centre 9 and XD San Francisco, CA
Regal Natomas Marketplace 16 Sacramento, CA
Regal Denver Pavilions 15 Denver, CO
Regal Citrus Park 20 Tampa, FL
Regal Kendall Village 16 Miami, FL
Regal Waterford Lakes 20 Orlando, FL
Regal Perimeter Pointe 10 Atlanta, GA
Regal City North Stadium 14 Chicago, IL
AMC Assembly Row 12 Somerville, MA
Regal Rockville Center 13 Rockville, MD
AMC Livonia 20 Livonia, MI
AMC Rosedale 14 Roseville, MN
Regal O'Fallon Stadium 14 O'Fallon, MO
Regal Birkdale Stadium 16 Huntersville, NC
Regal Brier Creek Stadium 14 Raleigh, NC
AMC Empire 25 New York, NY
Cinemark Cuyahoga Falls and XD Cuyahoga Falls, OH
Regal Lloyd Center 10 Cinema Portland, OR
Cinemark Monroeville Mall and XD Monroeville, PA
Cinemark University City Penn 6 Philadelphia, PA
AMC Northpark Center 15 Dallas, TX
Regal Greenway Grand Palace Stadium 24 Houston, TX
AMC Tysons Corner 16 McLean, VA
Cinemark Lincoln Square Cinemas Bellevue, Washington
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2023.06.01 19:59 RomosexuaII Upvote to scare Nuggets fans
2023.06.01 17:33 SchlesingerMindy323 [HIRING] 25 Jobs in ID Hiring Now!
Company Name | Title | City |
Trust Financial, LLC | Office Assistant/ Client Services | Ammon |
Idaho Asphalt Supply | Truck Driver | Blackfoot |
Bingham Memorial Hospital | Neurology Office Nurse/Medical Assistant (CNA, MA, CMA, LPN) | Blackfoot |
Bingham Memorial Hospital | Registered Nurse, L&D - Grove Creek | Blackfoot |
Mountain View Hospital Llc | Registered Nurse - Pain and Spine Specialists | Blackfoot |
Napa Auto Parts | Counter Sales Associate | Boise |
Kimberly Frechette-Farmers Insurance Agency | Billing Specialist/Front Desk | Boise |
VELOX Media | Senior Sales Development Representative (Sr. SDR) | Boise |
Charles Schwab | Financial Consultant Partner - Boise, ID | Boise |
Super 1 Foods | Grocery - Cashier | Bonners Ferry |
Jacksons Food Stores, Inc. | Retail Cashier | Caldwell |
Capitol Distributing | Warehouse Loading Clerk | Caldwell |
Prestige Assisted Living at Autumn Wind | Assistant Health Services Director - LPN - Licensed Practical Nurse | Caldwell |
Domino's Boise Pizza | Delivery Driver | Caldwell |
Pathways of Idaho | Medical Technician (EMT/LPN) | Caldwell |
C-A-L Ranch Stores | Sporting Goods Associate | Chubbuck |
Shoe Show Inc | Store Manager | Chubbuck |
Caldera Care | LPN Floor Nurse | Coeur Dalene |
St. Joseph's Ear, Nose, Throat & Allergy Clinic | Administrative Assistant | Coeur Dalene |
Advanced Input Systems | Continuous Improvement Director | Coeur Dalene |
Slick Rock Tanning & Spa | Salon Manager - Coeur d' Alene | Coeur Dalene |
Caldera Care | Certified Nursing Assistant (CNA) | Coeur Dalene |
ExamOne, A Quest Diagnostics Company | Mobile Phlebotomist / Medical Assistant (ID) | Coeur Dalene |
VICTRA (ABC Phones of North Carolina) | Sales Consultant Part Time Verizon RetaileVictra (ID-Eagle) | Eagle |
Accelerate360 | Merchandiser Part Time-Hailey, ID | Hailey |
Hey guys, here are some recent job openings in id. Feel free to comment here or send me a private message if you have any questions, I'm at the community's disposal! If you encounter any problems with any of these job openings please let me know that I will modify the table accordingly. Thanks!
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2023.06.01 17:22 perappsvenicali Musikkology
"Tim McGraw" Hint: blond guitarist with yellow jacket and red shorts on occasions
He said the way my blue eyes shined
How are her eyes? Needing sleep? So worried for her, she needs to eat more warm food. When she went to Vegas she was panhandling with song and she got $21 or so with her mom after throwing trash on the fountain like Detti soaped the fountain with a bar and got quickly bailed, and after the first girl scolded the security guard after the littering event. But what she earned with her mom that night was for 1 buffet that night. Not for breakfast. How is her mom? How is her makeup supply? She smeared her guitar with kohl from her tears?
Put those Georgia stars to shame that night
What do you mean? No more singers or celebs from Georgia could come to Nashville then/anymore? Or they were blinded by the LED light? Or the constellations put on a veil?
I said, "That's a lie"
Do you really have blue eyes? Or sunflowers are coming? You uplifted the homeowners of Georgia/ I heard real estate was quite affordable there. But your penthouse is $15K a month - does that include Lisa's 1800GOTJUNK services?
Just a boy in a Chevy truck
How old? Legal to drive? Tall enough to drive that truck? No limb fractures? Eye health OK? Is he wearing his mascot costume, eg Banana SLUG? Sun Devil? Blue Devil? Cardinal?
That had a tendency of gettin' stuck
How? Elmer's glue? Gorilla glue? Uhu?
On back roads at night
Oh, did you have special car lights on like according to the DMV book? And where did the back roads lead to - the stones?
And I was right there beside him all summer long
Why do you expect me to be with my date 24 hours all summer long? How can one date practice swimming in the pool when I am singing a duet with Alicia Keys or Beyonce on my phone in the gym nearby? How can another date earn money for us by Uber Eats while I'm at the office for Uber? How can a third date play tennis while I bargain with the sports store salesman about getting Penn balls vs Onix balls? How can a fourth date record his song in the studio while I coordinate the concert venue? How can fifth date comfort a downcast kid - not her own - with a Happy Birthday song while the peer circle arrange the audiovisual equipment on stage called Rhino Co.?
And then the time we woke up to find that summer gone
"When September Ends" was a cool song? Are you Sleeping Beauty? Who fought the dragon and the thicket for you? Who woke up the castle crew for you? Did you eat pufish? Who almost found a cliffhanger for you? So... what are you going to do in the Fall (Sem.)?
But when you think Tim McGraw
So you had his EP like Goodbye, Norma Jean single in CD? Cool. On Autoloop? What do you like about his songs?
I hope you think my favorite song
Which one? What do you love about it?
The one we danced to all night long
How many hours of dancing? How many calories burned? Was it like with Ed Sheeran for Perfect? What did you wear? What did he wear? Where did you dance? How many stars were in the sky that night? What styles of dancing did you do? How was "Loki" and "...Wonderland strummer"?
The moon like a spotlight on the lake
Cool poetry. Who do you think is worthy of performing on stage? Of having the spotlight? By the way, which lake were you talking about? Do you want to get an MFA degree and upon the conferral, you can write/perform for Equine Therapy Ranches where kids with sadness may go?
When you think happiness
Do you like Gretchen Rubin's work? Do you like Pharell's song, which is on Wii? What do you think of the emoticon deodorant?
I hope you think that little black dress
Do you know Jomaire Studio's sister in a little black dress and black stilettos for weddings? What do you think about Meghan Markle in a little black dress at a baseball game? I liked the white belt a lot.
Think of my head on your chest
Got the ALS challenge? How long did you have to wait for it? I thank Coleman too for supporting the neighborhood around Galleria, which had a cafe and their version of Sparkletts.
And my old faded blue jeans
Can anyone help her get Wrangler jeans? Or Rock Republic trousers? Or jeggings eg from the pharmacy? Or Old Navy blue denims?
When you think Tim McGraw
How often do you think of his name/face? Why? Do you pray for him?
I hope you think of me
Do you like Phantom of the Opera? What do you think if her dress? What if there was a modern version for Jabbawockeesz?
September saw a month of tears
What kind of tears? Was it because of first day of school again?
And thankin' God that you weren't here
Oh, what were the advantages of him not being "there"?
To see me like that
Were you wearing makeup in September - and what brands if so? Did you lose much weight in the summer(s)?
But in a box beneath my bed
Is it from ULine? Was the bed from Ikea or from Sleep Number?
Is a letter that you never read
I remember I had letters foregarding different people, like one of the top human/child traffickers of China and one on a cover for a football player and some for a farmer and some for a colleague and I regret one which was like under hypnosis (I praised his enumeration of "Crayola") - which I sent to someone whom I wanted to say goodbye and I found him as a storekeeper who shooed me away, as a guy who hung around the doorway of my bedroom at 3 am or so, as a guy wanting to know how to get a Peruvian passport, as a guy who bragged abou eating cat dumpling, maybe trying to gain 9 lives (is that the canned cat food?).
From three summers back
Oh you met him at around university? Thanks for your loyalty.
It's hard not to find it all a little bittersweet
You like Dove dark chocolate like fortune cookies? The Ghirardelli dark cocoa squares? The dark chocolate bars by the checkouts of dollar stores? The dark chocolate at the airports? Do you like black coffee? Like Colombian coffee? Do you like Whitney Houston's "I Will Always Love You"?
And lookin' back on all of that, it's nice to believe
How often and how long do you go into nostalgia? Did you do Throwback Thursday posts?
When you think Tim McGraw
What do you share about Tim McGraw?
I hope you think my favorite song
What is your favorite song, if it's okay to ask?
The one we danced to all night long
Was it a country song? Fast? Duet? With banjos or fiddles? Any props when you danced?
The moon like a spotlight on the lake
What was the phase of the moon then?
When you think happiness
What three things minimum would you do today to be happy?
I hope you think that little black dress
How is your weight (I am concerned with your photos, and you look like a politician in a Christmas green dress in front of a mic, with empty row before her)? When did you buy that little black dress (the song's topic) for yourself? Waist size? Do you think Lululemon or Walgreens leggings would go well with it, like a ballerina?
Think of my head on your chest
Did you have to sanitize the Coleman? What was in it?
And my old faded blue jeans
What brand? When did you buy it? Was it fashionably torn?
When you think Tim McGraw
Someone said he has an MBA - would you be inspired to get an MBA degree as well?
I hope you think of me
What are your three hopes before the weekend? And when someone remembers you, what are the top three qualities of yours that people can publish/televise/discuss/promote action about you?
And I'm back for the first time since then
Where did you return? How?
I'm standin' on your street
What have you been wearing on that street? How long/what time have you been standing there?
And there's a letter left on your doorstep
Can you summarize the letter in a Tweet? What's the color of the envelope? Does it need the HMat?
And the first thing that you'll read is:
What is the first thing that you think of every morning? And every sunset?
"When you think Tim McGraw I hope you think my favorite song Someday you'll turn your radio on
What is your favorite radio show and your favorite radio channel? Your favorite song on the radio? Who is your favorite DJ? I hope it takes you back to that place"
What place? How does it look like?
When you think happiness I hope you think that little black dress Think of my head on your chest And my old faded blue jeans When you think Tim McGraw I hope you think of me
Oh, think of me Mmmm
He said the way my blue eyes shined Put those Georgia stars to shame that night I said, "That's a lie"
Whom do you accuse to be lying?
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2023.06.01 07:04 apoopcalypse Trees along the creek in Wimberley, Tx. Plus a carved stump
2023.06.01 06:32 TwoSlight3281 Hiking
How’s Hunter creek trail in Caughlin ranch right now? Is it really muddy or am I able to make it to waterfall?
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2023.06.01 05:55 sterben2319 Show some Multistrada love
2023.06.01 03:30 JustineDelarge Recommendation for veterinary internal medicine provider that can scope for laryngeal paralysis in dogs?
My senior dog has some concerning symptoms, and our regular vet did the first step, which was x-raying her chest and throat. The imaging ruled out the first suspicion, and now the vet says we need to take her to an internal medicine specialist who will use an scope and check out what's going on with her larynx. The likely cause is a nerve disorder causing laryngeal paralysis.
My vet gave me a list of internal medicine providers with PETS Referral Center in Berkeley on it. I was very pleased to see this because we already know and trust them for other medical procedures for our dog, but it turns out they no longer have an internal medicine specialist. So that's not an option.
Others on the list are OakVet in Oakland, Sage Concord, Sage Dublin, VCA Walnut Creek, VCA Rohnert Park, VCA San Leandro, Bishop Ranch Vet Center in San Ramon, Pet Emergency and Speciality Care in San Rafael, and UC Davis.
I've looked them up on Yelp, but all of them have about 75% "this is the best place ever" and 25% "they literally murdered my dog, with glee in their dark, dark hearts" reviews, and it's freaking me out.
Have any of you in the SF Bay area had actual specific experience with a dog that has laryngeal paralysis, and a positive experience with a good local internal medicine specialist that can diagnose and treat it? Ideally in the East Bay or North Bay. I have great pet insurance and this dog is my life, so money is no object. I just want someone who is highly skilled in this area of veterinary medicine, and is a decent, kind human being. Any guidance and advice you have would be greatly appreciated.
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2023.06.01 02:01 jonnyPatx 12v battery and solar outlet
I just purchased a Braxton Creek 17bh bushwacker that has a solar outlet. If I plug in a 200w panel, how does this work with the 12v battery if I have no other electric input? Do they just work in tandem and would it be enough to cool a small fridge and roof vent fan? I'm located in tx so abundant sunshine is not a problem.
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2023.05.31 22:39 nojustnobro The URRR Recap (May 2023)
Gud maowning err'vy baowdie. Here's the based recap of the dis month's episodes from hit anime series Urban Rescue Ranch. Read Last Month Recap It's confirmed that the vidiyas posted are actually done a few days in advance for Uncle Ben's mental sake and so he can focus more on rehabilitation. As a result, the recap is solely focused on the vidiyas and other content like Instagram stories are more up-to-date. Uncle Ben also reminds everyone to not simply drop off animals at his ranch due to legal reasons; some animals cannot be rehabilitated if he doesn't have the right permit and resources to do so.
That being said, Uncle Ben has gotten his wildlife permit! This month was mostly spent on him setting up the ranch to be properly inspected and receiving his well-deserved permit so he could rescue other animals. In addition to this, he also has an exotic snake permit and is still working on getting more permits to work with. The inspectors are aware of the current housing situation and had given him advice and notes on what to change on the ranch before the final inspection. As a result, the property has been heavily altered.
The trailer, Ouncetopia, and the barn have been completely cleaned up, and some animals are either relocated or now free reign. The trailer was gutted out so it can be used to rehabilitate songbirds and small mammals. The kitchen and bathroom area will be used for rehabilitation needs and ready to be used when the next animal comes in. Ouncetopia has been completely cleaned out; Uncle Ben has decided to have the prairie dogs free-reign for the summer. Mrs. Ounce and Cringe have created holes in the property and like to reside under the shipping container without needing to return to Ouncetopia, so the shed is cleaned out to take in future rabbits and possums if needed; future renovations are planned. The barn saw the most cleanup: the capybaras and kangaroos are moved out to prepare for other animals that could be rehabilitated and aquatic enclosures were made to house animals like turtles in the future. One of those enclosures will be used by Gustavo Fring when he will eventually moves out of Uncle Ben's home. The capybaras are taken to a new enclosure that minimizes mud-rolling and is closer to the pond while the kangaroos get to free reign. The trampoline area is currently being occupied by Pog and Queen since they like the trampoline and need to be isolated from the other animals while construction and reorganization are going on. Kennels were also set up to house future animals.
The new house is still at a somewhat standstill. The roof is put on but siding has not been added despite the go-ahead given. Uncle Ben still lives in his current house and is hoping to move once the new house actually finishes, which would probably happen after getting the permits done and getting Gustavo Fring out of his house.
The chickens that live in the barn are now mothers to several chicks! It is revealed that both hens have laid eggs in the hay blocks and several of them were born. Mother and babies are doing well, with them mostly living in one of the several kennels set up. Uncle Ben plans on giving the chicks to friends in the future due to the sheer amount of them born. The hay was moved elsewhere so they wouldn't nest any further. The chicks like to eat the maggots from the capybara poop, which arguably would allow them to be well-fed without having to be given other foods. Uncle Ben has put out chick starters just in case and the two hens are helping each other raise their babies together.
At the inspector's request, due to Uncle Ben's current house becoming an office space and another rehabilitation area in the future, no more domestic animals are in the home. The only animals left in the house are Gustavo Fring, who is still growing and eating pinkies, and a pigeon Uncle Ben has taken in named Geronimo (sometimes called Gerbingerbones). Sometimes, Big Ounce is brought in, but he mostly lives outside to free-reign.
Uncle Ben has had some pigeons and doves given to him this month; the doves were quickly given away due to lack of permit and the pigeons, which were baby birds blown out of their nest at the Waco Tortilla Bridge, were hand-fed until they could move into the pigeon loft. Geronimo was part of a pair of pigeons that came separately but his sibling was dragged off by a wild animal when the two were left on the porch one night. Geronimo was given extra care and as a result now stays on Uncle Ben's shoulders, sometimes flying back to him when he's thrown into the air. Although Geronimo stays next to Uncle Ben most of the time, he is sometimes put in the loft. The loft (which is now two different housing setups) itself now houses the pigeons from Baylor University, the Tortilla Bridge, Geronimo, some more pigeons from a friend, and recent baby pigeons that were hatched!
Patrick Bateman's limp is no more and has now moved outdoors. While he is still drinking, he is slowly being weaned and taught to eat solid foods by Big Ounce. An enclosure was set up for him to rest in and Master Oogway likes to spend time in there as well. Patrick Bateman has gotten into humping Uncle Ben's leg as well. He gets along with the kangaroos, who tolerate him at best, and he has been introduced to the rest of the prairie dogs. Sometimes he will follow Uncle Ben around and does zoomies.
New Kyle has been rehomed. Uncle Ben gave him to a friend, who has a similar-aged female Rhea and decided to give him to her. The chicks that were bought to teach New Kyle to eat were given away but Winchester (formerly New Remington) stayed. Initially staying in the barn, he now free roams but mostly stays with the rheas, who tolerate him too. The hogs that were with Petunia were rehomed after bullying her too much. Petunia remains in her pen by herself, which she doesn't mind.
Meanwhile, Discord Kitten Nitro (formerly known as New Tupac and Bubus) was adopted by Lamar from Prairie Creek Ponds for his daughter. Nitro was discovered on a friend's roof abandoned by his mom and needing to be frequently fed due to his age. Because of how young he was, he was taken in by Uncle Ben and bottle-fed until he can eat solids on his own and therefore be adopted. Although Uncle Ben doesn't mind helping rehabilitate kittens, he is unable to keep Nitro due to being allergic to cats; he mentions he is fine with kittens but will get allergic reactions to grown cats for some reason.
Part of why Pog and Queen are locked up is for Billie Eyelash's sake. Although progress is made to get her used to them, Queen is still a major concern; she likes to try chasing the animals such as Master Oogway and Billie Eyelash around as a way to get her zoomies out of the way and try playing with them. Despite this, Billie Eyelash has gotten more familiar with Uncle Ben and the rest of the animals. She is spending more time not following Dababy around as much and letting Uncle Ben pet her without being afraid. He even got to shake her hand! She likes to hang out near the capybara enclosure by herself under the tree and has gotten more use to the dogs' antics. Dababy and Kevin remain aggressive, with Kevin now often tripping over his feeding trough whenever Uncle Ben comes near.
Kevin and Obama finally show proper incubation behavior. A big part of why the two of them have their eggs taken is due to them not remaining on their nests to help incubate their eggs. Kevin finally shows his behavior for the first time on the ranch, which allowed Uncle Ben to no longer collect eggs, but he remains aggressive because he's Kevin; as a result, he often trips over his feeding trough to try to get to Uncle Ben and tries to attack him at any opportunity. Obama has remained in her nest and ended up hatching a few goslings. Initially, Uncle Ben thought he would not be getting any more babies after no hatches were found after New Kyle, but was surprised at seeing the goslings for the first time.
Since being allowed to free-reign, Mrs. Ounce and Cringe have made a ton of holes around the property and they like to reside under the shipping container. Mrs. Ounce has gotten aggressive to whoever would try to get close to him, attacking Uncle Ben and others in the process. Correction on the last post: Mrs. Ounce hasn't been rehomed yet but will be in the future with Cringe. To minimize attacks, Uncle Ben stays away from the prairie dogs and has Big Ounce separate from the group when he needs to go out. Cringe is revealed to enjoy swimming in the water. Having them free roam meant that they can drink out of the pond whenever they are thirsty.
The most important news of all:
Uncle Ben's pond is now complete! Thank you, Prairie Creek Ponds, Team Aquascape, and Pondscapes of Charlotte! The pond was drained and rebuilt to be bigger, have a wetland filter, and have an intake bay to help make maintenance easier. Team Aquascape and Pondscapes of Charlotte have made their own vlogs about the experience as well! With some landscaping, the pond area is also covered in sod and some plants were added to it as well. Uncle Ben plans on adding more vegetation but is trying to figure out what things to do around the pond as well; the renovations left him with a ton of dirt and empty areas that he has no idea what to fill with and is looking for suggestions. He has some fruit trees and put items like bamboo near the water to make the area look prettier.
Uncle Ben has moved the fish from his tank and caught more fish to be added to the pond. Bubble Bass, the channel catfish, cichlids, sunfishes, crappies, and some tagged gars were put in as well as tree frogs and rosy-red minnows that can be used to eat their waste and be eaten by the other fishes. The crawfish, goldfish, and snake that used to live in the pond were either moved into the other ponds or released elsewhere. As a result, egrets, cranes, and herons have been coming over to the other ponds to eat the goldfish in the other ponds. Tree frogs were brought in as well, with most of them residing in the nearby trees and their tadpoles swimming in the water with the minnows.
Although Uncle Ben planned on having the pond area more organized before showing the capybaras the area, they have been collectively escaping their enclosure and going to the pond anyways. The capybaras love both the main pond and wetland filter areas, often doing dubious things in addition to swimming, and their enclosure is intentionally put close to the pond so Uncle Ben can let them out on certain days. He plans on using the poop that shows up in the pond to be used as fertilizer for fruit trees that will be planted near the pond in the future. The current enclosure they are in still has their small tub of water they can still swim in.
Uncle Ben suspects at least two or all of the capybaras are males. He notes that some of them look smaller than others while some seem to have male features like prominent-looking scent glands and testicles. While he doesn't mind having a mix of males and females or having all males, he plans on neutering the capybaras if the latter is the case as a means of minimizing hormonal behavior. Kumala seems to be more affectionate and comfortable around Uncle Ben, enjoying pets more often compared to Savesta. Uncle Ben suspects this is due to him giving Kumala constant attention after the fight.
To celebrate, Uncle Ben took a trip to Matagorda County with Geronimo, Kyle the Fish whisperer, B-Alt, and Big Ounce. He went fishing to catch shrimp and helped tag some sharks. The shrimp and fish he caught were eaten on the shore. He is also looking for interns to work with him in the summer.
Vidiyas this month:
Let me know in the comments if I missed anything. I love ya and appreciate ya. And, I'll see you in the next--- oop, almost forgot to tell ya: AHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH submitted by
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2023.05.31 19:13 skillet256 '89 Brick nose F250 4x4 (460 V8 + C6) trekking in Big Bend Ranch SP, TX. His name is Leeroy, and he earned his stripes on some challenging trails.
2023.05.31 18:28 VodkaToxic Questad Ranch, Bosque County TX, Late 1800's, Restored (From Masonry Magazine)
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 09:03 Wafflevice Gang hideouts
Feels like I haven't cleared a gang hideout in a long time. But I logged on today and ended up finding like three, one in Rio bravo, one in Cumberland forrest and one at the ranch on little creek river. I love these hideouts gives me something to shoot at besides wolves and stuff. Wish their were way more like in the first red dead online. What does the community think about gang hideouts in red dead online? Should there be more? Or are they just a waste of ammo and time?
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