John deere 7810 service manual pdf
Help needed, Tascam ATR 80 manual
2023.06.01 01:52 javiernoyola Help needed, Tascam ATR 80 manual
Hi! I'm in the middle of a studio build and I need to service and install a tascam atr 80 tape machine but neither the current owner nor the previous have the manual. Does anyone here has a pdf?
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2023.05.31 22:51 ragefury32 HP Elitebook 835/845 G10 Service manual...first enterprise Phoenix machine available?
Although I have to say, I am not sure if it is supposed to be the 835 or the 845 G10, or if this is a placeholder for both. The URL says 835, but the machine has a 13.3" LCD and seemingly contains language from the 845?
The more I look at this manual, the less it makes sense - the diagram on page 19-21 shows soldered RAM on the motherboard?
Either ways, take a look at the
maintenance and service guide referenced in this link. This is an official HP URL...
Edit:
Eh, never mind. That's the 835 manual seen above with the errors, just assume that it reads 835G10 throughout. The
845G10 manual is here, and here's the one
for the 865G10 - presence of RAM slots are confirmed for both 845/865 models. Possibly one of the only 2 Phoenix machines confirmed with DDR5 RAM slots (the other being the Framework 13 AMD edition). HP's marketing/support site strikes again, what with not releasing the Quickspecs but their Softpaq/support sites dropping info on machines before official release. *sigh*. HP, you really need to get your act together.
Not sure if HP increased the GPU RAM reservation with their next BIOSSphere configuration (currently set to 64/128/256/512/auto)...will have to check the BIOS emulator to see what's up.
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2023.05.31 22:18 Scifihistory Road Trip to Big Bend National Park - May 2023
Visiting Big Bend National Park This was not my first road trip in my 2021 Model Y LR AWD, but it was my first time departing from the comfort of the Supercharger network. I mostly used
ABRP and PlugShare to plan, but also tested out the relatively new app-based Tesla trip planner. My MY has has its original 19" Continental ProContact RX tires (25k+ mi), front mud flaps, and the Tesla roof shade.
Lessons Learned - Be conservative over 65 mph: Texas' I-10 is 80mph, which is unsurprisingly inefficient. What was surprising was the lack of accurate arrival State of Charge (SoC) predictions. Heading West on I-10, neither Tesla nor ABRP could accurately predict arrival SoC. Tesla estimates were typically 8-10% off traveling west, slightly less heading East. ABRP would recommend charging to say 55% - I would charge to 65% and arrive with 7% SoC. I always looked for Tesla to give me "20%" arrival SoC, before starting for my next charging stop.
- I-10 in West Texas is also windy (hence the wind farms) which is another reason to be more conservative
- No shame in dropping speed to 65mph (Distance = Rate * Time)
- Autopilot: I relied heavily on Autopilot for the trip and it was amazing ~98% of the time.
- Phantom Breaking: On long, straight stretches of highway driving (mostly I-10) I experienced several instances of phantom breaking. In each case I observed a distant mirage. Not a scientific study on my part - just an observation. Be alert!
- Steep Grades and Sharp Turns: Occasionally I would receive a forward collision warning although nothing was in front of me.
- Call ahead to make sure hotels have functional destination chargers or equivalent options.
- Tesla's app-based trip planner wanted me charge up to almost 100% and then skip Superchargers for a given route. ABRP takes the cake in enabling drivers to plan more efficiently, with shorter charging stops (user interface is still a bit clunky)
- For Park driving, the Tesla Navigation to Destination feature was accurate and crucial to a successful trip (late Spring/early Summer).
- Do spend time to learn how to Add a Stop, versus Edit a Stop. (MY Manual).
- At all times, my return trip to Terlingua was dialed in.
- Any spur of the moment destinations were added as stops, ensuring I was comfortable with the ultimate arrival SoC.
- Big Bend National Park has a max posted speed limit of 45mph. This seemed to work in my favor from an efficiency and accuracy standpoint.
- Almost any park destination requires elevation change. It was fun to watch my range increase! That said, I never noticed a meaningful change in my final destination arrival SoC.
- Grab a paper park map from the visitor center! Not exactly unique advice for Tesla drivers, but it's pertinent to my next point.
- No Cell Service: The lack of cell service in West Texas meant I often had a blue route, but no map loaded on my screen.
- For the journey to/from the park, I download over wifi Google Maps for offline use. Never really needed it. Whenever I lost my Tesla map, my route was very clear.
- Inside the park, the official paper map was the perfect backup!
- Turn Off Sentry Mode: Going in and out of the car for gear, it's easy to leave on Sentry Mode. This will drain your battery while you hike!
- Off-Road Assist. I used this liberally for unpaved roads.
- Memorize your favorite way to find this feature
- I did not attempt Old Maverick Road, but Redditors claim it's easy enough for a sedan (with previous off-road experience). While I was there, Park Rangers were pulling a truck out of mud.
- I did not attempt to charge in the park. Some folks on PlugShare scrounge for random 110v sockets, but that is not my idea of a vacation.
- Driving on Texas highways after dark is not without risk
- Bugs constantly smeared my windshield reducing visibility - windshield wiper fluid almost made it worse. Next time I'll try the bug wash formula.
- Deer and other animals criss-cross roads at night too. Hitting an animal in an area with no cell service can't be fun.
- Bring extra windshield wiper fluid. Not that you can't find it en route the park, but I used mine liberally. Especially for night-time driving.
- For any road trip, bring a spare set of windshield wipers. Also great for when the OEM store runs out.
- I brought a Tesla Tire Repair kit.
- I recommend bringing a NEMA 14-50, TT-30, and 110v adapters along with your mobile connector. I also brought an outdoor 110v extension cable for emergencies.
Itinerary: Departing and Returning to the the Supercharger Highway - Ft Stockton Supercharger to Marathon: Departure SoC 65%. Gage Hotel has ONE Tesla destination charger for customers. Call ahead to make sure it's operational! Accordingly to PlugShare 110v sockets can be used in a pinch.
- Marathon to Terlingua: Departure SoC 80%. Had sufficient charge to drive to Terlingua via Big Bend. Slightly longer drive, but worth it!
- Terlingua / Basecamp: While Basecap does have a single destination charger, it's a wildly popular destination. There's competition for the single 30A J1772 EVSE. Staff mentioned additional capacity is planned. Some drivers report unplugging the equipment and directly using the NEMA 14-50. I was not comfortable doing this. With my luck, I'd break something.
- It was 1/2 mile walk on a dirt road from my lodging, to the EVSE
- Terlingua / Retro Rents Painted Ladies: I had access to an invaluable, dedicated NEMA 14-50 adjacent to my "antique" camper trailer. The experience is not for everyone, but at 48A I could easily charge up to 95% whenever was convenient.
- They charge $20, cash for each day you use the 48A socket.
- Call ahead! Ensure you will have access to the NEMA 14-50.
- Staying in the park is an option, especially if you stick to the Chisos Basin area.
- Big Bend: In one day, I drove the following itinerary on a 95% charge. I returned to Terlingua with around ~25%. The following routes do not seem ideal, but I wanted to first hike the Chisos area in the morning. I was further limited by weather related road closures.
- Terlingua to Chisos Basin Visitor Center
- Chisos Basin Visitor Center to Boquillas Crossing (Rio Grande Village)
- Boquillas Crossing to Cottonwood Campground via Ross Maxwell Scenic Drive. The original destination was Santa Elena Canyon, but the road was closed due to recent rains.
- Cottonwood Campground to Terlingua.
- Terlingua to Marfa: Departure SoC 90%
- I drove slightly under the speed limit to ensure I had plenty of juice on arrival in Marfa.
- El Cosmico was crucial! They have three destination chargers, two of them Tesla. I first asked the front desk, and they kindly allowed me to charge. I made sure to buy something at their shop each time.
- From El Cosmico it's a 10-15 minute walk to downtown Marfa
- There's plenty to do while charging to capacity
- The McDonald Observatory is doable from Marfa, but for night time visits Ft Davis is a better bet.
- Marfa to Ft Davis
- I actually left Marfa for the Prada art exhibit first, then drove to Ft Davis via a scenic route using the McDonald Observatory as a waypoint.
- Hotel Limpia has three destination chargers (2 Tesla, 1 J1772). Also 48A, it was easy to charge.
- Both the McDonald Observatory and Balmorhea State Park (natural spring) are within comfortable driving distances. Balmorhea State Park is quite close to I-10.
- Ft Davis to Ft Stockton - back on the Supercharger Network
- I departed Ft Davis with less than 65% SoC and easily arrived at the Ft Stockton supercharger.
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2023.05.31 22:02 colsieb Parker AC30 EIP Explicit message
So I'm trying to get the drive current (Parameter 0402) out of a Parker AC30 VSD over Ethernet/IP explicit messaging to a compact logix and its coming back with a value hovering around 1141362461 - The actual current is around 543A
I'm using a CIP Get Attribute singe, Class: 64h, attribute: 5, service code: E, instance (parameter number): 402, dest tag is a DINT (SINT throws a, too short error) I suspected it's maybe coming back with an unsigned 32 bit integer or something, looks too big though, does this look right? can I convert?
Pages 145 & 150 in the manual are relevant:
https://www.parker.com/content/dam/Parker-com/Literature/Electromechanical-Europe/User-Guides/HA503711U003_AC30_Software_Reference.pdf submitted by
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2023.05.31 17:34 Exodus5000 Bud Light Fiasco: An Opportunity to Troll Some Yokels?
Mods, please delete this post if you feel that it does not meet community guidelines.
I'm not a member of the Trans community, but I have observed the (hilariously) irrational reaction that many rural folk have had to the recent Bud Light marketing campaign. I feel like the anti-trans groups have shown their cards here and provided valuable information regarding how they are vulnerable to tomfoolery.
By unofficially endorsing or sponsoring companies/products/services that are traditionally beloved by yokels, you stand to cause quite a bit of disruption, potentially even triggering infighting amongst rednecks who are suddenly thrust into defending their orientation.
Ford, John Deere, various firearm manufacturers, grilling and smoking equipment manufacturers, Wrangler jeans, Carhartt products, mossy oak cammo clothing. The sky is the limit.
Be safe out there.
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2023.05.31 15:26 Centumviri Welcome To Green Valley: 4 Level 1 Adventures in a Ridiculous Rural Village
Welcome to Green Valley
Four Merry Jaunts Through the Bumpkin Quest Campaign
CHAPTER 1: Green Tide Spring Cleaning time! This includes a parade, a festival, and a temple ceremony. These events are haunted by and angry goose hating enchanted broom.
CHAPTER 2: A Cartload of Chickens Folks need to eat. And round here they like to eat massive angry chickens. Somebody's gotta deliver them, and that somebody is your players!
CHAPTER 3: Marvin the Magnificent Simple problems require convoluted solutions. Help Marvin enchant a plow that can pass through stones. What could go wrong?
CHAPTER 4: High Society After earning some respect the players get invited to a high falutin social dilly do. But not as guests. As the help. And this party is gonna need it! The entertainment is about to become a mesmerizing problem.
ADVENTURE MECHANICS - Target Character Level: Commoners or Level 1 - Target Party Size: Four Players - Average Adventure Playtime: 2ish Hours - Tone: Rural Mayhem and Foolishness
Grab the Free PDF Here.
https://www.patreon.com/posts/adventure-to-83830560 I’ve also put these adventures into our *Bumpkin Quest: Campaign Guide
https://www.patreon.com/posts/guide-bumpkin-to-80202231 The guide fills in the details of Green Valley pretty thoroughly. The quests are simple enough to be run in any setting you choose, but if you're interested in more the Guide has about two dozen Custom Maps, 70+ NPCs, Location Descriptions, 20+ Local Legends, and Scores of Adventure and Event Ideas. You can grab the PDF Free at the link above.
Hills Furrow
At the center of the Valley sits a patch of small grassy hills, through which the Slow Water meanders through. Built into these hills is the Village of Hills Furrow. Celebrated by everyone living in The Valley and boasting a whopping population of almost 150, Hills Furrow is the center of commerce and social importance. Well, at least as far as the locals are concerned. Realistically it would be less than a blip on the grand scale of things, a mere kernel of wheat in the silo of civilization, but to those who live here, there is nothing quite like living in the “city”.
The Village itself, like the Valley, is predominantly Halfling, and their fancy dwellings are burrowed into the hillsides as often as possible. These dwellings have been family owned for generations only becomeing available if there are no heirs to pass them along to. Other folk live in well kept two story shingled buildings, most of which house a business on the lower floor and house the Shopkeepers and their families above their workplaces, though a few live in nearby homes. There aren’t many “rental” spaces in town, as property is usually bought up quickly by the Halfling Families, but there are long term options at either of the Inns in town.
Hills Furrow: Locations 1) The Crocked Crow (Inn and Tavern) 2) The Dancing Lamb (Inn and Tavern) 3) The Moaning Toad (Tavern) 4) Granny's Groceries (General Market) 5) Get Nailed (Hardware and Distilery) 6) Gimdurh's Hammer (Smithy) 7) Brenra's Mechanicals (Tinker) 8) Hjoldren's Home Goods (Carpenter) 9) Standard Industries (Office) 10) Fit to be Dyed (Tailor) 11) The Last Loaf (Baker) 12) The Cloudy Cleaver (Butcher) 13) Nature's Medecine (Apothecary) 14) Sheriff's Office 15) Green Valley School House 16) The Waterwheel 17) The Windmill 18) The Undercloak Estate 19) Truefoot Burrow 20) The Meadows Family Hill
The locals are hospitable and friendly enough, but they do not really trust outsiders. Folks from foreign places are good for trade, news, and little else. Those that come through are treated well enough as long as they don’t wear out their welcome. Locals, well, that’s a bit of a different story. The city and area doesn’t operate under a written caste system or social structure, but there is clearly a pecking order, and family heritage matters a great deal to folks in Hills Furrow. Most locals, whether they’ve gotten an education or not, can easily be classified as simple. It isn’t that they are slow of mind or unintelligent, but more that they are unconcerned with matters the outside world considers important. This sentiment has created a general, but friendly, dislike between those that consider themselves Highfalutin and those that clearly are not.
Well now that I've given you the fifty cent tour. Shall we get on to adventure?
CHAPTER 1: Green Tide
We will open our journeys in the Green Valley at Green Tide, the annual celebration of Winter’s End. This adventure is designed to give a tour of Hills Furrow and introduce them to the locals. It will begin with some chores around their house to prepare for the festival and end with a battle involving an enchanted broom. If you did not do Session Zero, this chapter may take a bit longer as we get to know everyone and their characters.
ACT 1: Pre-Festival
The locals spend the week cleaning out their houses and farms. They gather old junk and unused items to be used later in the festival. They also begin preparing what food is left from winter to be used in a celebration and feasts.
Things to do! - Have the Players clean up junk around the house - Have them Find something strange (Perhaps used for a later mystery?) - Have them Decorate their Broom - Have them run a Household Errand (Meet an NPC)
ACT 2: Sweeping Day
A merry festival celebrating Spring cleaning and putting the past behind them. They form a parade, with one member from each house carrying a brightly decorated broom and using it to symbolically “Sweep Away Winter”. The rest of the family marches their winter’s trash and unused goods down to the Fairgrounds. The goods are often traded, while the trash is piled in the fire pit to await burning later. The entire day is filled with fun outdoor activities. Households also symbolically bring their problems to the bonfires to burn them later.
Things to do! - March in the Parade - Carry Junk to the Bonfire - Meet more of the Locals
EVENT: I Love a Parade The parade will march North from near the Cross Roads in the South up around the hill and back again to the South where it will head for the Fairgrounds. There isn’t anything particularly challenging about this event, but it would be a wonderful place to start leaning into or building local rivalries.
EVENT: Never Seen a Broom Do That… As they come into the home stretch of the Parade one of the local’s Brooms will animate and take off. It will chase folks around the parade. The players can attempt to stop it, but the broom will flee soon after being attacked. It will fly up into the air, attack a flock of geese, and chase them off until it can’t be seen anymore. They can go and collect a fallen goose if they wish. I highly recommend giving it a motorcycle type sound as it flies around hitting folks. Maybe even going as far as giving it a rough gravel angry voice and letting it insult people.
ACT 3: Winter’s End
Winter’s End is a Combination of Groundhog’s Day and Fasnacht, this day gets a little wild. The Festival kicks off at dawn with the Great Gopher Hunt. Gophers are well known spies for The Voice of Winter and thus need to be hunted before they can tell The Voice to delay Spring. Gophers themselves are quite tasty, and are notoriously bad for crops, so this works out economically all around. Throughout the rest of the day families continue to contribute to the Bonfire Pile which often gets quite large. At dusk a large effigy of The Voice of Winter is placed on top of the pile. Once the sun has fully set they light the fire and burn the Effigy. Folk usually dress darkly during the day and brightly at night. After the burning they feast on sweets and treats that were made from goods saved up from winter storage.
Things to do! - The Great Gopher Hunt - Carry Junk to the Bonfire - Meet more of the Locals - The Fairground’s Activities
EVENT: The Great Gopher Hunt The Hunt begins at dawn and takes place all over the Valley. Locals race to collect as many Gophers as possible. It is easiest to kill the Gopher, but there are some that find that distasteful. Instead they live trap the critters. It is a bit tougher to do so, but an option should your players wish. This is most easily played out as a series of appropriate Skill Checks, in which the higher they score the more gophers they obtain.
EVENT: Trash Removal They may find some locals willing to pay them to help cart junk down to the bonfire pile. Not a lot of skill involved in this, but it is a great opportunity to meet locals, and you could throw a runaway cart at them.
Fair Activities They will probably want to take part in Fairground Activities. Players love these types of challenges. Here are a few ideas you can build on. - Axe Throwin: Basic attack rolls on a Round Target. Higher scores equal Higher points. - Bow Shootin: Basic attack rolls on Moving Targets. Higher scores equal Higher points. - Pig Chasin: Catch the greased Pig! Medium DC Challenge requiring three success before three Failures. - Mud Wrastlin: Nothing says bumpkin like a good Mud Wrastlin Pit. Contested Skill Challenges. - Sausage Eating Contest: Increasingly difficult DC Challenge. Eat till you puke! Can also be Pies or Ribs or Little Fish… you know whatever someone wants to stuff dozens of in their gullet. - Tug O’War: Team Strength Challenge. Three to Five Contested Rolls with opposing teams. - Gopher BBQ Cook Off: A Hard Culinary Challenge to see who can BBQ the best Gopher! - Races: Foot and Mount Races based on Three to Five Contested Rolls. I usually include a few odd mounts like a Giant Chicken or some such nonsense.
ACT 4: Day of Ashes
The Day of Ashes is a day of rest, recovery, and reflection. Locals take the ashes from the bonfires and rub their hands in them to symbolize the end of a hard year’s work and hardships of the past. The day ends with a large family feast, typically Pork. Activities this day are light, but many folks head to the Temple for the Calling of Spring Blessings. They put on their fancies and head down to ask forgiveness for over-indulging in the festival and for worship. Well sort of…
Unfortunately, a lot of folks take this as an opportunity to peacock about and practice their one-upmanship over other locals. If you’re looking for inspiration for their outfits look to older photos of the Kentucky Derby. Over the years this troubling practice has caused more than one fight to break out after the service.
*
Things to do! * - Go to Temple and Meet More Locals - Pick a Local Patron!
EVENT: Temple Services The majority of the town comes to Temple on this day. The service is usually longer, and a bit more “Where have most of you been all year?” But otherwise it is a call for the Divine Blessings to touch their crops and protect their lives. It ends with a ceremony in which the locals put their hands into the ashes from yesterday’s bonfire. Once services end they will head outside, where the trouble will begin. Two of the wealthier families will get into it with each other. Starting with a couple of veiled insults, probably before service and continuing afterward. If one of your players is from a local Rich Folk family then they can be right in the middle of it all, otherwise they will have to pick a side. This choice will determine their house Patron moving forward. Tension will increase until folks start drawing up sides, and then someone will throw a rotten tomato at one of the House Matrons. That will blow the lid off the incident and a yokel brawl will break out. For comedy purposes I recommend the instant appearance of several food carts filled with expired products, and maybe a six year old hustler selling big sticks for wacking folks with. As the locals brawl call for perception checks. Who ever rolls highest begins to hear… The Broom returning!
ENCOUNTER: Stick In The Eye The broom returns ready to whoop some ash. It will be absolutely bent on cleaning anyone and everyone who is even the slightest bit dirty! If it successfully attacks a character they will have to make a Strength Saving throw or be knocked to the ground and swept clean by the broom. As this would be an awful omen for the year folks are terrified and will be running around screaming. Absolute mass hysteria. If the players were lucky enough to hear it coming they can avoid being surprised by the broom. Otherwise the broom will get a full round to attack before they have a chance to do anything. They’ll have to beat the broom into submission any way they can before it sweeps the whole town into chaos!
CLOSING
After defeating the broom things will settle back down again. Bumpkins are quick to return to normal when things go awry. However, they will have gotten the attention of one of the Wealthy Families in the area and be offered jobs. Which family is really, based on what will work best for them and you as the DM. For gags you might be tempted to have the Yokels pick them up, but that is a hard bit to sustain, and you may be better served keeping them on the side as a comic foil rather than up front. Completely up to you. The session should end with them being invited to meet their new patron tomorrow someplace important.
CHAPTER 2: A Cartload of Chickens
After successfully defeating the Enchanted Broom, our Bumpkins have gained the attention of a possible local Patron. This individual has summoned them to a nearby farm to discuss future work. That work includes proving themselves capable and not just lucky.
ACT 1: Meet the Boss
In this Act the players will meet with their new patron, one of the Family Heads, who that is entirely depends on their choices from the last game. This entire side branch is designed to flavor the background of the campaign, but if you’d rather just have them stay freelancing and independent that’s fine as well. There is also the possibility of “competing” offers should they have second thoughts for any reason. Once they arrive at the meeting spot their Patron will ask them some questions about their ambitions (Class Goals), they will then hand them off to their new “boss” who will assign them their task. They will take them to a nearby barn.
NPC: “Boss” Needs a fitting name for the Family they work for... Character wise, what we got here is a standard “Ranch Foreman” character. They’re tough, A little mean, and completely loyal to their employer. They almost certainly chew tobacco (by the handful), have a tattoo of the Ranch’s Brand, and know where all the bodies are buried. They also have a huge and obvious scar on the side of their head where a Giant Chicken pecked a hole in their skull, so they’re not as bright as they used to be, not at all truthfully. Nor are they actually the Foreman anymore, but no one has a heart to tell them. They’ve been quietly downgraded to Chicken Handler, which is something they seem to remember quite well, but the brain damage keeps them from realizing all that. They can be found wandering the Farm giving strange orders to other Hands. These Hands nod politely and then go back to what they are doing.
Things To Do! - Meet Their Patron - Discuss Their Future - Meet Their New “Boss”
ACT 2: Chicken Dance
Boss will lead them into the odd looking barn. This building is filled with Giant Chickens. These two-three foot fouls have extremely exaggerated features, spiky looking beaks with sharp tooth like edges, big darting eyes, bumpy cracked skin, long gnarled talons, and dirty mottled feathers. They’re more beast than bird. But, they’re good for eatin! These creatures should have a stat block similar to an Axe Beak. When the players enter into the Barn the Chickens will go nuts, obviously deeply bothered by the intrusion. Boss will throw in some deer haunches and the birds will tear them apart in a feeding frenzy. They will then put on a Chicken Suit and begin a flapping dance. (Google Magnificent Riflebird) It should be absolutely captivating and the chickens will become mesmerized, watching every move. Boss will then load two dozen chickens onto a large wagon and lock it. They will have the players push the wagon out while he keeps the Chickens calm. Once outside they’ll hang heavy tarps on the sides of the wagon, and remove the suit. He will then explain to them that they need to keep the tarps on the wagon, and keep the birds well fed, or the chickens will get restless and become violent. When they do need to interact with them someone will have to wear the suit and dance to keep them calm. The bigger the person in the suit the better. Boss will then give them a Map of Green Valley and instruct them to drop off two chickens at each of the outer settlements. They have two days to get this done.
Things To Do! - Head into the barn - Witness The Dance of The Chicken - Push the Wagon out - Get the Costume and Delivery Instructions
ACT 3: Bumpy Roads
They will be off to deliver the Chickens to various locations. There is no specific order to this delivery, they just need to pick a route and go. If they’re short on time they can take the country roads that lead between the outer settlements, but these aren’t as well kept as the main roads are. Whatever road they take and wherever they decide to stop for the night there are problems they will encounter along the way. You can make them random or pick the ones that best suit your players. Most of these should at some point require someone putting on the suit and dancing for the chickens to keep them calm. I would also increase the difficulty of each event. If they fail a dance the Chickens will become restless and start attacking the cart until they are calmed down. Too many failures and the wagon’s cage will break and the remaining chickens escape. They will then have to be rounded up and the cage repaired.
Things to Do! - Decide the delivery route - Deliver the chickens - Keep the Chickens calm
Possible Road Events 1) Rough roads cause problems 2) Yokels attempt to see what’s in the cart 3) Bad Weather swamps the road or scares the chickens 4) Pack of Coyotes causes trouble. 5) Chicken Rustlers! Protect the Flock! 6) Wagon breaks and needs repair 7) Cows in the road, someone’s herd is out. 8) Broken Bridge, not gone, just broken
ACT 4: Final Delivery
They’re now closing in on the final delivery. Something needs to happen here to cause them to put the suit on. Or maybe they never took it off! I love that idea, that one of your players just loves the suit and wants to be a chicken… lol… Anyway I’m a fan of having them need to get out of the suit for some reason, maybe a bathroom break, or they stand on a fire ant hill, or a snake slithers up their leg. You know something silly and fun. BUT the zipper is stuck! So they’ll have to try and unstick it and fast! Whatever happens they’re going to get shot at by some hunters looking for a big score who have mistaken the flailing caused by the stuck zipper to be the chicken attacking. After dealing with the Hunters they can go ahead and make the final drop. And head home.
Things to Do! - Head for the final delivery - Get shot at! - Deliver the last chickens
ENCOUNTER: That’s a BIG Chicken! Having two hunters in the field is more than enough to cause a problem for the players. The hunters will almost certainly surprise the players, but you can allow them a perception check, if they succeed they’ll see the hunters just before the muskets go off. It would be OK to down the Chicken Player here if the hunters successfully hit it. They’ll have healer’s kits on hand because, well, this seems to happen to them a lot out here. After the initial attack the players can decide to attack back or try and talk the hunters down. A basic Bandit or Scout stat block should do will for the hunters. If you’re looking for a bit more mayhem, if the hunters miss the players you could have them hit the cage, and you know, bust it open. This may be especially tempting if they
POSSIBLE ENCOUNTER: Big Ol' Frog So there is a giant frog hiding in the mud down in the creek. If a player takes cover behind the banks there is a good chance that the frog will attempt to nab the player as a snack. If it is successful in grabbing a player with its tongue it will immediately head down river, and they'll have to chase it to get their friend back.
CLOSE
When they return, Boss will reward them. How much will depend on how successful they were delivering the birds. If they did a descent job, they will be paid two day’s wages each. If they were completely successful they can have a bonus. However, if the wagon is in bad shape they might have some money deducted. After they’re paid out, they will be dismissed, and told to expect a new assignment next week.
CHAPTER 3: Marvin the Magnificent
After successfully delivering chickens Boss is going to trust them with a more important task. Their employer has requested an item to be created by Marvin the Magnificent. This is a farming community so having enchanted Farming Equipment is extremely desirable. Marvin has done a lot of basic enchantments over the years, but this new one, an The Stone Skipper, a plough whose blade goes ethereal while in contact with stones too large to push away, has really put him to the test. He needs some help with the final enchantments. The players will have to travel to the Ethereal Plane and hit the Blade of the plow with large rocks. But there’s a problem, they’re going to have mischievous Ethereal Sprites attempting to stop them! If they’re successful, which they should be, they get to take the plough for a test drive, and deal with the strange side effects of the enchantment. Angry goats that blink in and out of existence.
ACT 1: To the Tower
They’ll be summoned out to the Ranch where they’ll meet with Boss again. Once there they will notice a large pile of bent and dinged up plows. Boss will explain to them that a recent land acquisition has become problematic. The Fields are filled with large stones just under the topsoil and they’ve damaged a lot of Plow Blades. The Smithing costs are getting out of hand and so their Patron is looking for an alternate solution to the problem. He is sending them to help Marvin the Magnificent, who has taken the job, but run into some complications and needs some help. They may ask about Marvin. Or perhaps the fields that were purchased, so be ready to answer these types of questions. Once they’re done here they can head to Marvin’s Tower, which is just north of town.
Things to Do! - Meet Boss again - Ask some Informational Questions - Head for the Tower
NPC: Marvin the Magnificent Marvin Boudenbaum, AKA Marvin the Magnificent, has lived in town a good number of years, he wasn’t born here but is considered local by most folk. He is a mage of some skill, having mastered spells up to level 3 spells, and is frequently hired by locals to use his magic for anything and everything that their bumpkin brains can cook up. Thing is… Marvin has extraordinary bad luck, so bad in fact that his spellwork has a tendency to go wrong. Typically, it doesn’t go wrong in a dangerous fashion, but there was that time little Timmy Proudfoot was flung into the Astral Sea. Marvin was about to be sentenced for Negligent Magic Murdering when Timmy was suddenly returned by Captain Jinny Steampipe of the Atomic Dustbin (An Astral Spell Ship). Timmy was ok and Jinny and crew spent a few weeks spending some money and telling everyone in town amazing stories of the Astral Sea, so all was forgiven. Marvin, has since taken to having anyone who hires him sign liability waivers, you know just in case. He lives in a small tower just outside of town to the North.
ACT 2: Marvin the Magnificent
As they approach the tower they should see an explosion at the peak of the structure. It should look similar to a fireworks mishap. When it clears there will be no visible damage to the tower, But Marvin will plummet to the earth just off to the side of them, landing in a small pond. He will then come charging out of the pond, laughing hysterically, and riding on a large turtle. Once he gets a few feet away from the pond the turtle will disappear and he will tumble to the ground right in front of the players. He will leap up quickly and turn toward the players. “Behold Travelers, You stand in the presence of Marvin the Magnificent! And everything you have witness was mostly intended!” He will then strike a cool pose with his wand pointed to the sky! “Now why do you approach my tower!?”
Once Marvin finds out they’ve been sent about the plow he will become more nervous looking. “I see, well follow me. We have work to do.” He will then start walking toward the tower… his boots squishing out water. This should give them a little time to ask a few questions. Marvin will be a little subversive about what they need to do. He will attempt to frame it very mysteriously, saying things like “All will be revealed soon.” and “Save your questions! All Answers await us… in the future!” If they ask him about what they witnessed outside, he will tell them he was working on a mount summoning spell designed for lakes and rivers.
Things to Do! - Head toward the Tower - Meet Marvin - Ask Questions
ACT 3: The Cabinet of Mysteries
The inside of the Wizard’s Tower will be far more mundane than they likely expect. At least on the first floor. It will have a sitting room, dining room, and kitchen, as well as a few odds and ends about. Nothing special at all. The second floor, are Marvin’s personal quarters and some room for study, but it is the third floor, where Marvin will lead them, and it will be more of what one would expect in a Wizard’s tower. There will be books shelves, arcane equipment, and storage for components. In the middle of the room will be a tall cabinet.
Marvin will explain to them that the Cabinet is a transportation device, and that he will need them to enter into it with a plow that he has recently enchanted. They will be taken to the Ethereal Plane, and once there they’ll need to take the plow outside and begin hitting it with large field stones. There is a large pile of stones just on the north edge of the tower. They’ll have to do this quickly, before the “others” show up. Who are the others? Hard to say, but there are things that live in the Ethereal Plane that don’t like intruders. The idea is to imbue the Plow with Ethereal Powers so it can pass through large stones while plowing fields. Once they return with the Enchanted Plow, Marvin will have them load it on a cart, pulled by a very smart Donkey, and send them on their way.
Skill Challenge: Enchant the Plow This skill challenge will require five successes before they’re incapacitated by the others. However they decide to do it, they’ll have to successfully hit the plow with five large stones. Failures will result in strange indiscernible entities attacking them. They do minimal damage but could knock people out if there are enough failures.
Things to Do! - Move Through Marvin’s Tower - Enter the Cabinet - Enchant the Plow
ACT 4: Blinking Goats
Upon returning to Boss with the Plow they will be happily greet and paid. Their Patron will be there and will be very pleased with their success. He will ask them to demonstrate the plow’s abilities. Once they get set up out in the field and begin plowing something weird will happen. Every time they hit a stone and the plow’s power activates an Ethereal Goat will manifest and kick or ram the plow, and then disappear. It will feel very similar to what they encountered in the Ethereal Plane. They’ll have to find a way to deal with the manifestations.
ENCOUNTER: Ethereal Goats These goats should function very similarly to Blink Dogs, but I would trim the HP and AC a little to put them in line with the party’s. They will be intent on breaking the Plow not the party, although they will attack the party if they can’t get to the Plow.
Things to Do! - Deliver the Plow - Drive the Plow - Defeat the Ethereal Goats
CLOSE
Once defeated the Boss will come over to yell at them, but the Patron will find the entire thing amusing and more importantly, another impressive demonstration of the player’s skills. He will invite them to the “House” for an important party next week.
CHAPTER 4: High Society
They've definitely been noticed now and have impressed with their ability, unconventional as it may be. They are invited to their patron's home, but not as guests. Though, they might think they were actually invited as guests! They have been brought in to help work the event held out at the Party Field. They will have to gather party supplies, help put up the tent, and then serve the actual guests. During the evening’s entertainment a hypnotist “The Great Dr Hypnotika” will mesmerize the crowd and attempt to rob them all. Hopefully the players don’t fall victim to her schemes. And if they do oh well, they’ll be entertained all the same.
ACT 1: Special Delivery
The players arrive at the Patron’s very nice property. They will be greeted by a properly dressed servant with a clipboard, the Party Planner. The Planner will be rigid and direct. They will immediately begin tasking them about. If they mention that they were invited to the party the servant will laugh “You didn’t think you were a guest? Oh dear, how embarrassing. You’re the help! It is still a great honor to be tasked to help at the Party, but you’re not guests. Now as for your current task. Head into town and gather these supplies. Bring them to the field by noon.” After the instructions are given the servant will go back to their tasks and expect the players to do the same. They will have three stops; The Crocked Crow for Food and Beer, Get Nailed for the Tent and Spirits, and Shalana Proud-Breed’s Tailor Shop to pick up the Dry Cleaning. Feel free to make any and all of these go sideways! Its a good place to toss in some shenanigans as well! They should also be introduced to Dr Hypnotika and her associates.
Things To do! - Go to their Patron’s Home - Meet the Party Planner and Dr Hypnotika - Run their Errands
NPC: Dr Hypnotika Dr Hypnotika and her group will perform for the party. Hypnotica is a Tiefling Mezmerist and illusionist. She has an obnoxiously high charisma and some pretty serious skills to back up her claims. However, she uses those skills to beguile her guests, robbing them blind while they are under her spells. She wears a fine robe with a bedazzled headwrap. She has dark upward spiraling horns, light purple skin, and matching eyes. She wears a monocle and walks with a ceremonially carved staff depicting the "Struggles of the Universe". She is extremely persuasive and even more deceptive. Even if someone were to grow suspicious she can easily talk her way out of trouble.
NPCs: Clapper and Bob Hypnotika brings with her two assistants. Clapper the suit wearing Kenku who will perform wondrous displays of mimicry and slight of hand, and her strongman Bob the Kobold. Bob wears a leopard print strongman's outfit and is amazingly swole, particularly for a kobold, and capable of lifting upwards of 400lbs. Bob doesn't do much else other than get hit with things. in the act.
ACT 2: Put up the Tent
After they finish running their errands they will be tasked with putting up a large party tent. This Act is an ongoing Skill Challenge and should have a constantly distracted feel to it. First they have to unpack the tent. Then they have to realize some pieces are missing, they’ll have to form a solution to that problem. After that wind should cause some problems as the tent is at least being pulled up. This is a great moment for some wondrous tom-foolery.
Things To do! - Unpack the tent - Deal with missing parts - Secure the tent during the wind gusts
ACT 3: Put These On
After they finish putting up the tent they’ll be sent to the Servant’s Quarters to bathe and change. They’ll get a little time to explore and snoop if they wish. Afterward they’ll be tasked with helping in the kitchen, but unfortunately the cooks are going to have been playing a drinking game all afternoon and are no longer fully capable of doing their jobs. This would make a great moment for some sort of mini-game where the players have to determine whether or not the cooks are doing the right things. Once the dinner has been completed they will have to serve the guests. This is a good place to insert gossip and help them meet a few other folks.
Things To do! - Get changed for the party - Deal with the drunk cooks - Serve the guests drinks and food
ACT 4: An Evening to Remember
At some point in the evening things are going to start sliding downhill. Some of the locals will have become extremely inebriated and will need to be encouraged to leave, or just moved off to the side as they’ve already passed out, before the show begins. Once the show begins the locals will become fixated on the goings on. “The Great Dr Hypnotika” will have put an additive in the drinks for the that will make everyone more susceptible to her powers of persuasion. Once the show starts she will have them all doing silly things, those who drank have disadvantage on saves against her powers. She will end the show asking the guests to display their most valuable treasure, a with a hypnotic pattern and then send her assistants out to collect those treasures. The players will have to “do something” about the thieves.
Things To do! - Deal with Drunks - Watch the Show - Stop the Criminals
ENCOUNTER: Hypnotika's Gang This encounter doesn't have to be a fight. If Hypnotika is caught she may claim it was all part of the act and simple return the valuables with a "no harm, no foul" type attitude. This will be he go to in an attempt to avoid a fight, but if the character persist in some kind of retribution or punishment the situation will devolve into a combat. Hypnotica herself is an Illusionist Wizard but is low on spells after the show. Clapper is a low level rogue and Bob a Barbarian, and should play out as such. Even with Skills they are combat adverse and will be looking for an opportunity to flee rather than fight. They do have a getaway wagon out front that they'll be headed for if things go south.
CLOSE
We’re assuming the Bumpkins at least attempted to stop the robbery. This will draw a lot of attention to them. Their Patron will be well pleased with them, and let them know they will be getting much more important jobs in the future. The guests will also take note and will begin treating them all a bit better. They’re all essentially Folk Heroes at this point for secondary backgrounds. Their Patron should reward them with something very nice as the party kicks back in. They will need to finish out the nights work of course.
QUEST-LINE CLOSING
Congratulations! Your Players have completed their first Quest-line! Hopefully it was a delightful experience. But now that they've finished what comes next? Well, here are some ideas.
Reward Them! They've been doing some rather Adventurous things lately, and therefore should now have a Class Level under their belt, so the real D&D world now opens to them! Maybe it is time for some real adventuring gear. No more sticks, stones, and burlap sack armor.
Folk Heroes? There's a good chance that the Valley is Speaking the News about them and their exploits while drinking in the taverns. They may have even earned the actual Folk Hero Feat! Maybe someone would be interested in giving them a task!
Simply Go Exploring! There are a lot of places in Green Valley that we only dipped our toes into. You could have them head down to Stinkmarsh, or maybe climb up the cliffs of Longridge. The world (Well, the Valley) is wholly open to them.
Explore Local Legends There are lots of local legends they can look into! Hopefully they search out something that isn't too far over their heads!
Continue Working for their Patron It would be an easy DM go to simply to have them continue working for their current Patron. They've probably been impressive enough fo a family to be interested in keeping them on.
Establish Themselves as Adventurers! Maybe they want to set up a Adventurers for Hire business? This "Heroes Guild" approach is really appealing to a lot of players and absolutely plays into Bumpkin Quest. Just remember, this is a place of low key problems that locals make really big deals out of. So the idea of slaying dragons shouldn't really be on the table... that is until an actual dragon shows up! Which one day absolutely should.
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2023.05.31 15:26 Centumviri Welcome To Green Valley: 4 Level 1 Adventures in a Ridiculous Rural Village
Welcome to Green Valley
Four Merry Jaunts Through the Bumpkin Quest Campaign
CHAPTER 1: Green Tide Spring Cleaning time! This includes a parade, a festival, and a temple ceremony. These events are haunted by and angry goose hating enchanted broom.
CHAPTER 2: A Cartload of Chickens Folks need to eat. And round here they like to eat massive angry chickens. Somebody's gotta deliver them, and that somebody is your players!
CHAPTER 3: Marvin the Magnificent Simple problems require convoluted solutions. Help Marvin enchant a plow that can pass through stones. What could go wrong?
CHAPTER 4: High Society After earning some respect the players get invited to a high falutin social dilly do. But not as guests. As the help. And this party is gonna need it! The entertainment is about to become a mesmerizing problem.
ADVENTURE MECHANICS - Target Character Level: Commoners or Level 1 - Target Party Size: Four Players - Average Adventure Playtime: 2ish Hours - Tone: Rural Mayhem and Foolishness
Grab the Free PDF Here.
https://www.patreon.com/posts/adventure-to-83830560 I’ve also put these adventures into our *Bumpkin Quest: Campaign Guide
https://www.patreon.com/posts/guide-bumpkin-to-80202231 The guide fills in the details of Green Valley pretty thoroughly. The quests are simple enough to be run in any setting you choose, but if you're interested in more the Guide has about two dozen Custom Maps, 70+ NPCs, Location Descriptions, 20+ Local Legends, and Scores of Adventure and Event Ideas. You can grab the PDF Free at the link above.
Hills Furrow
At the center of the Valley sits a patch of small grassy hills, through which the Slow Water meanders through. Built into these hills is the Village of Hills Furrow. Celebrated by everyone living in The Valley and boasting a whopping population of almost 150, Hills Furrow is the center of commerce and social importance. Well, at least as far as the locals are concerned. Realistically it would be less than a blip on the grand scale of things, a mere kernel of wheat in the silo of civilization, but to those who live here, there is nothing quite like living in the “city”.
The Village itself, like the Valley, is predominantly Halfling, and their fancy dwellings are burrowed into the hillsides as often as possible. These dwellings have been family owned for generations only becomeing available if there are no heirs to pass them along to. Other folk live in well kept two story shingled buildings, most of which house a business on the lower floor and house the Shopkeepers and their families above their workplaces, though a few live in nearby homes. There aren’t many “rental” spaces in town, as property is usually bought up quickly by the Halfling Families, but there are long term options at either of the Inns in town.
Hills Furrow: Locations 1) The Crocked Crow (Inn and Tavern) 2) The Dancing Lamb (Inn and Tavern) 3) The Moaning Toad (Tavern) 4) Granny's Groceries (General Market) 5) Get Nailed (Hardware and Distilery) 6) Gimdurh's Hammer (Smithy) 7) Brenra's Mechanicals (Tinker) 8) Hjoldren's Home Goods (Carpenter) 9) Standard Industries (Office) 10) Fit to be Dyed (Tailor) 11) The Last Loaf (Baker) 12) The Cloudy Cleaver (Butcher) 13) Nature's Medecine (Apothecary) 14) Sheriff's Office 15) Green Valley School House 16) The Waterwheel 17) The Windmill 18) The Undercloak Estate 19) Truefoot Burrow 20) The Meadows Family Hill
The locals are hospitable and friendly enough, but they do not really trust outsiders. Folks from foreign places are good for trade, news, and little else. Those that come through are treated well enough as long as they don’t wear out their welcome. Locals, well, that’s a bit of a different story. The city and area doesn’t operate under a written caste system or social structure, but there is clearly a pecking order, and family heritage matters a great deal to folks in Hills Furrow. Most locals, whether they’ve gotten an education or not, can easily be classified as simple. It isn’t that they are slow of mind or unintelligent, but more that they are unconcerned with matters the outside world considers important. This sentiment has created a general, but friendly, dislike between those that consider themselves Highfalutin and those that clearly are not.
Well now that I've given you the fifty cent tour. Shall we get on to adventure?
CHAPTER 1: Green Tide
We will open our journeys in the Green Valley at Green Tide, the annual celebration of Winter’s End. This adventure is designed to give a tour of Hills Furrow and introduce them to the locals. It will begin with some chores around their house to prepare for the festival and end with a battle involving an enchanted broom. If you did not do Session Zero, this chapter may take a bit longer as we get to know everyone and their characters.
ACT 1: Pre-Festival
The locals spend the week cleaning out their houses and farms. They gather old junk and unused items to be used later in the festival. They also begin preparing what food is left from winter to be used in a celebration and feasts.
Things to do! - Have the Players clean up junk around the house - Have them Find something strange (Perhaps used for a later mystery?) - Have them Decorate their Broom - Have them run a Household Errand (Meet an NPC)
ACT 2: Sweeping Day
A merry festival celebrating Spring cleaning and putting the past behind them. They form a parade, with one member from each house carrying a brightly decorated broom and using it to symbolically “Sweep Away Winter”. The rest of the family marches their winter’s trash and unused goods down to the Fairgrounds. The goods are often traded, while the trash is piled in the fire pit to await burning later. The entire day is filled with fun outdoor activities. Households also symbolically bring their problems to the bonfires to burn them later.
Things to do! - March in the Parade - Carry Junk to the Bonfire - Meet more of the Locals
EVENT: I Love a Parade The parade will march North from near the Cross Roads in the South up around the hill and back again to the South where it will head for the Fairgrounds. There isn’t anything particularly challenging about this event, but it would be a wonderful place to start leaning into or building local rivalries.
EVENT: Never Seen a Broom Do That… As they come into the home stretch of the Parade one of the local’s Brooms will animate and take off. It will chase folks around the parade. The players can attempt to stop it, but the broom will flee soon after being attacked. It will fly up into the air, attack a flock of geese, and chase them off until it can’t be seen anymore. They can go and collect a fallen goose if they wish. I highly recommend giving it a motorcycle type sound as it flies around hitting folks. Maybe even going as far as giving it a rough gravel angry voice and letting it insult people.
ACT 3: Winter’s End
Winter’s End is a Combination of Groundhog’s Day and Fasnacht, this day gets a little wild. The Festival kicks off at dawn with the Great Gopher Hunt. Gophers are well known spies for The Voice of Winter and thus need to be hunted before they can tell The Voice to delay Spring. Gophers themselves are quite tasty, and are notoriously bad for crops, so this works out economically all around. Throughout the rest of the day families continue to contribute to the Bonfire Pile which often gets quite large. At dusk a large effigy of The Voice of Winter is placed on top of the pile. Once the sun has fully set they light the fire and burn the Effigy. Folk usually dress darkly during the day and brightly at night. After the burning they feast on sweets and treats that were made from goods saved up from winter storage.
Things to do! - The Great Gopher Hunt - Carry Junk to the Bonfire - Meet more of the Locals - The Fairground’s Activities
EVENT: The Great Gopher Hunt The Hunt begins at dawn and takes place all over the Valley. Locals race to collect as many Gophers as possible. It is easiest to kill the Gopher, but there are some that find that distasteful. Instead they live trap the critters. It is a bit tougher to do so, but an option should your players wish. This is most easily played out as a series of appropriate Skill Checks, in which the higher they score the more gophers they obtain.
EVENT: Trash Removal They may find some locals willing to pay them to help cart junk down to the bonfire pile. Not a lot of skill involved in this, but it is a great opportunity to meet locals, and you could throw a runaway cart at them.
Fair Activities They will probably want to take part in Fairground Activities. Players love these types of challenges. Here are a few ideas you can build on. - Axe Throwin: Basic attack rolls on a Round Target. Higher scores equal Higher points. - Bow Shootin: Basic attack rolls on Moving Targets. Higher scores equal Higher points. - Pig Chasin: Catch the greased Pig! Medium DC Challenge requiring three success before three Failures. - Mud Wrastlin: Nothing says bumpkin like a good Mud Wrastlin Pit. Contested Skill Challenges. - Sausage Eating Contest: Increasingly difficult DC Challenge. Eat till you puke! Can also be Pies or Ribs or Little Fish… you know whatever someone wants to stuff dozens of in their gullet. - Tug O’War: Team Strength Challenge. Three to Five Contested Rolls with opposing teams. - Gopher BBQ Cook Off: A Hard Culinary Challenge to see who can BBQ the best Gopher! - Races: Foot and Mount Races based on Three to Five Contested Rolls. I usually include a few odd mounts like a Giant Chicken or some such nonsense.
ACT 4: Day of Ashes
The Day of Ashes is a day of rest, recovery, and reflection. Locals take the ashes from the bonfires and rub their hands in them to symbolize the end of a hard year’s work and hardships of the past. The day ends with a large family feast, typically Pork. Activities this day are light, but many folks head to the Temple for the Calling of Spring Blessings. They put on their fancies and head down to ask forgiveness for over-indulging in the festival and for worship. Well sort of…
Unfortunately, a lot of folks take this as an opportunity to peacock about and practice their one-upmanship over other locals. If you’re looking for inspiration for their outfits look to older photos of the Kentucky Derby. Over the years this troubling practice has caused more than one fight to break out after the service.
*
Things to do! * - Go to Temple and Meet More Locals - Pick a Local Patron!
EVENT: Temple Services The majority of the town comes to Temple on this day. The service is usually longer, and a bit more “Where have most of you been all year?” But otherwise it is a call for the Divine Blessings to touch their crops and protect their lives. It ends with a ceremony in which the locals put their hands into the ashes from yesterday’s bonfire. Once services end they will head outside, where the trouble will begin. Two of the wealthier families will get into it with each other. Starting with a couple of veiled insults, probably before service and continuing afterward. If one of your players is from a local Rich Folk family then they can be right in the middle of it all, otherwise they will have to pick a side. This choice will determine their house Patron moving forward. Tension will increase until folks start drawing up sides, and then someone will throw a rotten tomato at one of the House Matrons. That will blow the lid off the incident and a yokel brawl will break out. For comedy purposes I recommend the instant appearance of several food carts filled with expired products, and maybe a six year old hustler selling big sticks for wacking folks with. As the locals brawl call for perception checks. Who ever rolls highest begins to hear… The Broom returning!
ENCOUNTER: Stick In The Eye The broom returns ready to whoop some ash. It will be absolutely bent on cleaning anyone and everyone who is even the slightest bit dirty! If it successfully attacks a character they will have to make a Strength Saving throw or be knocked to the ground and swept clean by the broom. As this would be an awful omen for the year folks are terrified and will be running around screaming. Absolute mass hysteria. If the players were lucky enough to hear it coming they can avoid being surprised by the broom. Otherwise the broom will get a full round to attack before they have a chance to do anything. They’ll have to beat the broom into submission any way they can before it sweeps the whole town into chaos!
CLOSING
After defeating the broom things will settle back down again. Bumpkins are quick to return to normal when things go awry. However, they will have gotten the attention of one of the Wealthy Families in the area and be offered jobs. Which family is really, based on what will work best for them and you as the DM. For gags you might be tempted to have the Yokels pick them up, but that is a hard bit to sustain, and you may be better served keeping them on the side as a comic foil rather than up front. Completely up to you. The session should end with them being invited to meet their new patron tomorrow someplace important.
CHAPTER 2: A Cartload of Chickens
After successfully defeating the Enchanted Broom, our Bumpkins have gained the attention of a possible local Patron. This individual has summoned them to a nearby farm to discuss future work. That work includes proving themselves capable and not just lucky.
ACT 1: Meet the Boss
In this Act the players will meet with their new patron, one of the Family Heads, who that is entirely depends on their choices from the last game. This entire side branch is designed to flavor the background of the campaign, but if you’d rather just have them stay freelancing and independent that’s fine as well. There is also the possibility of “competing” offers should they have second thoughts for any reason. Once they arrive at the meeting spot their Patron will ask them some questions about their ambitions (Class Goals), they will then hand them off to their new “boss” who will assign them their task. They will take them to a nearby barn.
NPC: “Boss” Needs a fitting name for the Family they work for... Character wise, what we got here is a standard “Ranch Foreman” character. They’re tough, A little mean, and completely loyal to their employer. They almost certainly chew tobacco (by the handful), have a tattoo of the Ranch’s Brand, and know where all the bodies are buried. They also have a huge and obvious scar on the side of their head where a Giant Chicken pecked a hole in their skull, so they’re not as bright as they used to be, not at all truthfully. Nor are they actually the Foreman anymore, but no one has a heart to tell them. They’ve been quietly downgraded to Chicken Handler, which is something they seem to remember quite well, but the brain damage keeps them from realizing all that. They can be found wandering the Farm giving strange orders to other Hands. These Hands nod politely and then go back to what they are doing.
Things To Do! - Meet Their Patron - Discuss Their Future - Meet Their New “Boss”
ACT 2: Chicken Dance
Boss will lead them into the odd looking barn. This building is filled with Giant Chickens. These two-three foot fouls have extremely exaggerated features, spiky looking beaks with sharp tooth like edges, big darting eyes, bumpy cracked skin, long gnarled talons, and dirty mottled feathers. They’re more beast than bird. But, they’re good for eatin! These creatures should have a stat block similar to an Axe Beak. When the players enter into the Barn the Chickens will go nuts, obviously deeply bothered by the intrusion. Boss will throw in some deer haunches and the birds will tear them apart in a feeding frenzy. They will then put on a Chicken Suit and begin a flapping dance. (Google Magnificent Riflebird) It should be absolutely captivating and the chickens will become mesmerized, watching every move. Boss will then load two dozen chickens onto a large wagon and lock it. They will have the players push the wagon out while he keeps the Chickens calm. Once outside they’ll hang heavy tarps on the sides of the wagon, and remove the suit. He will then explain to them that they need to keep the tarps on the wagon, and keep the birds well fed, or the chickens will get restless and become violent. When they do need to interact with them someone will have to wear the suit and dance to keep them calm. The bigger the person in the suit the better. Boss will then give them a Map of Green Valley and instruct them to drop off two chickens at each of the outer settlements. They have two days to get this done.
Things To Do! - Head into the barn - Witness The Dance of The Chicken - Push the Wagon out - Get the Costume and Delivery Instructions
ACT 3: Bumpy Roads
They will be off to deliver the Chickens to various locations. There is no specific order to this delivery, they just need to pick a route and go. If they’re short on time they can take the country roads that lead between the outer settlements, but these aren’t as well kept as the main roads are. Whatever road they take and wherever they decide to stop for the night there are problems they will encounter along the way. You can make them random or pick the ones that best suit your players. Most of these should at some point require someone putting on the suit and dancing for the chickens to keep them calm. I would also increase the difficulty of each event. If they fail a dance the Chickens will become restless and start attacking the cart until they are calmed down. Too many failures and the wagon’s cage will break and the remaining chickens escape. They will then have to be rounded up and the cage repaired.
Things to Do! - Decide the delivery route - Deliver the chickens - Keep the Chickens calm
Possible Road Events 1) Rough roads cause problems 2) Yokels attempt to see what’s in the cart 3) Bad Weather swamps the road or scares the chickens 4) Pack of Coyotes causes trouble. 5) Chicken Rustlers! Protect the Flock! 6) Wagon breaks and needs repair 7) Cows in the road, someone’s herd is out. 8) Broken Bridge, not gone, just broken
ACT 4: Final Delivery
They’re now closing in on the final delivery. Something needs to happen here to cause them to put the suit on. Or maybe they never took it off! I love that idea, that one of your players just loves the suit and wants to be a chicken… lol… Anyway I’m a fan of having them need to get out of the suit for some reason, maybe a bathroom break, or they stand on a fire ant hill, or a snake slithers up their leg. You know something silly and fun. BUT the zipper is stuck! So they’ll have to try and unstick it and fast! Whatever happens they’re going to get shot at by some hunters looking for a big score who have mistaken the flailing caused by the stuck zipper to be the chicken attacking. After dealing with the Hunters they can go ahead and make the final drop. And head home.
Things to Do! - Head for the final delivery - Get shot at! - Deliver the last chickens
ENCOUNTER: That’s a BIG Chicken! Having two hunters in the field is more than enough to cause a problem for the players. The hunters will almost certainly surprise the players, but you can allow them a perception check, if they succeed they’ll see the hunters just before the muskets go off. It would be OK to down the Chicken Player here if the hunters successfully hit it. They’ll have healer’s kits on hand because, well, this seems to happen to them a lot out here. After the initial attack the players can decide to attack back or try and talk the hunters down. A basic Bandit or Scout stat block should do will for the hunters. If you’re looking for a bit more mayhem, if the hunters miss the players you could have them hit the cage, and you know, bust it open. This may be especially tempting if they
POSSIBLE ENCOUNTER: Big Ol' Frog So there is a giant frog hiding in the mud down in the creek. If a player takes cover behind the banks there is a good chance that the frog will attempt to nab the player as a snack. If it is successful in grabbing a player with its tongue it will immediately head down river, and they'll have to chase it to get their friend back.
CLOSE
When they return, Boss will reward them. How much will depend on how successful they were delivering the birds. If they did a descent job, they will be paid two day’s wages each. If they were completely successful they can have a bonus. However, if the wagon is in bad shape they might have some money deducted. After they’re paid out, they will be dismissed, and told to expect a new assignment next week.
CHAPTER 3: Marvin the Magnificent
After successfully delivering chickens Boss is going to trust them with a more important task. Their employer has requested an item to be created by Marvin the Magnificent. This is a farming community so having enchanted Farming Equipment is extremely desirable. Marvin has done a lot of basic enchantments over the years, but this new one, an The Stone Skipper, a plough whose blade goes ethereal while in contact with stones too large to push away, has really put him to the test. He needs some help with the final enchantments. The players will have to travel to the Ethereal Plane and hit the Blade of the plow with large rocks. But there’s a problem, they’re going to have mischievous Ethereal Sprites attempting to stop them! If they’re successful, which they should be, they get to take the plough for a test drive, and deal with the strange side effects of the enchantment. Angry goats that blink in and out of existence.
ACT 1: To the Tower
They’ll be summoned out to the Ranch where they’ll meet with Boss again. Once there they will notice a large pile of bent and dinged up plows. Boss will explain to them that a recent land acquisition has become problematic. The Fields are filled with large stones just under the topsoil and they’ve damaged a lot of Plow Blades. The Smithing costs are getting out of hand and so their Patron is looking for an alternate solution to the problem. He is sending them to help Marvin the Magnificent, who has taken the job, but run into some complications and needs some help. They may ask about Marvin. Or perhaps the fields that were purchased, so be ready to answer these types of questions. Once they’re done here they can head to Marvin’s Tower, which is just north of town.
Things to Do! - Meet Boss again - Ask some Informational Questions - Head for the Tower
NPC: Marvin the Magnificent Marvin Boudenbaum, AKA Marvin the Magnificent, has lived in town a good number of years, he wasn’t born here but is considered local by most folk. He is a mage of some skill, having mastered spells up to level 3 spells, and is frequently hired by locals to use his magic for anything and everything that their bumpkin brains can cook up. Thing is… Marvin has extraordinary bad luck, so bad in fact that his spellwork has a tendency to go wrong. Typically, it doesn’t go wrong in a dangerous fashion, but there was that time little Timmy Proudfoot was flung into the Astral Sea. Marvin was about to be sentenced for Negligent Magic Murdering when Timmy was suddenly returned by Captain Jinny Steampipe of the Atomic Dustbin (An Astral Spell Ship). Timmy was ok and Jinny and crew spent a few weeks spending some money and telling everyone in town amazing stories of the Astral Sea, so all was forgiven. Marvin, has since taken to having anyone who hires him sign liability waivers, you know just in case. He lives in a small tower just outside of town to the North.
ACT 2: Marvin the Magnificent
As they approach the tower they should see an explosion at the peak of the structure. It should look similar to a fireworks mishap. When it clears there will be no visible damage to the tower, But Marvin will plummet to the earth just off to the side of them, landing in a small pond. He will then come charging out of the pond, laughing hysterically, and riding on a large turtle. Once he gets a few feet away from the pond the turtle will disappear and he will tumble to the ground right in front of the players. He will leap up quickly and turn toward the players. “Behold Travelers, You stand in the presence of Marvin the Magnificent! And everything you have witness was mostly intended!” He will then strike a cool pose with his wand pointed to the sky! “Now why do you approach my tower!?”
Once Marvin finds out they’ve been sent about the plow he will become more nervous looking. “I see, well follow me. We have work to do.” He will then start walking toward the tower… his boots squishing out water. This should give them a little time to ask a few questions. Marvin will be a little subversive about what they need to do. He will attempt to frame it very mysteriously, saying things like “All will be revealed soon.” and “Save your questions! All Answers await us… in the future!” If they ask him about what they witnessed outside, he will tell them he was working on a mount summoning spell designed for lakes and rivers.
Things to Do! - Head toward the Tower - Meet Marvin - Ask Questions
ACT 3: The Cabinet of Mysteries
The inside of the Wizard’s Tower will be far more mundane than they likely expect. At least on the first floor. It will have a sitting room, dining room, and kitchen, as well as a few odds and ends about. Nothing special at all. The second floor, are Marvin’s personal quarters and some room for study, but it is the third floor, where Marvin will lead them, and it will be more of what one would expect in a Wizard’s tower. There will be books shelves, arcane equipment, and storage for components. In the middle of the room will be a tall cabinet.
Marvin will explain to them that the Cabinet is a transportation device, and that he will need them to enter into it with a plow that he has recently enchanted. They will be taken to the Ethereal Plane, and once there they’ll need to take the plow outside and begin hitting it with large field stones. There is a large pile of stones just on the north edge of the tower. They’ll have to do this quickly, before the “others” show up. Who are the others? Hard to say, but there are things that live in the Ethereal Plane that don’t like intruders. The idea is to imbue the Plow with Ethereal Powers so it can pass through large stones while plowing fields. Once they return with the Enchanted Plow, Marvin will have them load it on a cart, pulled by a very smart Donkey, and send them on their way.
Skill Challenge: Enchant the Plow This skill challenge will require five successes before they’re incapacitated by the others. However they decide to do it, they’ll have to successfully hit the plow with five large stones. Failures will result in strange indiscernible entities attacking them. They do minimal damage but could knock people out if there are enough failures.
Things to Do! - Move Through Marvin’s Tower - Enter the Cabinet - Enchant the Plow
ACT 4: Blinking Goats
Upon returning to Boss with the Plow they will be happily greet and paid. Their Patron will be there and will be very pleased with their success. He will ask them to demonstrate the plow’s abilities. Once they get set up out in the field and begin plowing something weird will happen. Every time they hit a stone and the plow’s power activates an Ethereal Goat will manifest and kick or ram the plow, and then disappear. It will feel very similar to what they encountered in the Ethereal Plane. They’ll have to find a way to deal with the manifestations.
ENCOUNTER: Ethereal Goats These goats should function very similarly to Blink Dogs, but I would trim the HP and AC a little to put them in line with the party’s. They will be intent on breaking the Plow not the party, although they will attack the party if they can’t get to the Plow.
Things to Do! - Deliver the Plow - Drive the Plow - Defeat the Ethereal Goats
CLOSE
Once defeated the Boss will come over to yell at them, but the Patron will find the entire thing amusing and more importantly, another impressive demonstration of the player’s skills. He will invite them to the “House” for an important party next week.
CHAPTER 4: High Society
They've definitely been noticed now and have impressed with their ability, unconventional as it may be. They are invited to their patron's home, but not as guests. Though, they might think they were actually invited as guests! They have been brought in to help work the event held out at the Party Field. They will have to gather party supplies, help put up the tent, and then serve the actual guests. During the evening’s entertainment a hypnotist “The Great Dr Hypnotika” will mesmerize the crowd and attempt to rob them all. Hopefully the players don’t fall victim to her schemes. And if they do oh well, they’ll be entertained all the same.
ACT 1: Special Delivery
The players arrive at the Patron’s very nice property. They will be greeted by a properly dressed servant with a clipboard, the Party Planner. The Planner will be rigid and direct. They will immediately begin tasking them about. If they mention that they were invited to the party the servant will laugh “You didn’t think you were a guest? Oh dear, how embarrassing. You’re the help! It is still a great honor to be tasked to help at the Party, but you’re not guests. Now as for your current task. Head into town and gather these supplies. Bring them to the field by noon.” After the instructions are given the servant will go back to their tasks and expect the players to do the same. They will have three stops; The Crocked Crow for Food and Beer, Get Nailed for the Tent and Spirits, and Shalana Proud-Breed’s Tailor Shop to pick up the Dry Cleaning. Feel free to make any and all of these go sideways! Its a good place to toss in some shenanigans as well! They should also be introduced to Dr Hypnotika and her associates.
Things To do! - Go to their Patron’s Home - Meet the Party Planner and Dr Hypnotika - Run their Errands
NPC: Dr Hypnotika Dr Hypnotika and her group will perform for the party. Hypnotica is a Tiefling Mezmerist and illusionist. She has an obnoxiously high charisma and some pretty serious skills to back up her claims. However, she uses those skills to beguile her guests, robbing them blind while they are under her spells. She wears a fine robe with a bedazzled headwrap. She has dark upward spiraling horns, light purple skin, and matching eyes. She wears a monocle and walks with a ceremonially carved staff depicting the "Struggles of the Universe". She is extremely persuasive and even more deceptive. Even if someone were to grow suspicious she can easily talk her way out of trouble.
NPCs: Clapper and Bob Hypnotika brings with her two assistants. Clapper the suit wearing Kenku who will perform wondrous displays of mimicry and slight of hand, and her strongman Bob the Kobold. Bob wears a leopard print strongman's outfit and is amazingly swole, particularly for a kobold, and capable of lifting upwards of 400lbs. Bob doesn't do much else other than get hit with things. in the act.
ACT 2: Put up the Tent
After they finish running their errands they will be tasked with putting up a large party tent. This Act is an ongoing Skill Challenge and should have a constantly distracted feel to it. First they have to unpack the tent. Then they have to realize some pieces are missing, they’ll have to form a solution to that problem. After that wind should cause some problems as the tent is at least being pulled up. This is a great moment for some wondrous tom-foolery.
Things To do! - Unpack the tent - Deal with missing parts - Secure the tent during the wind gusts
ACT 3: Put These On
After they finish putting up the tent they’ll be sent to the Servant’s Quarters to bathe and change. They’ll get a little time to explore and snoop if they wish. Afterward they’ll be tasked with helping in the kitchen, but unfortunately the cooks are going to have been playing a drinking game all afternoon and are no longer fully capable of doing their jobs. This would make a great moment for some sort of mini-game where the players have to determine whether or not the cooks are doing the right things. Once the dinner has been completed they will have to serve the guests. This is a good place to insert gossip and help them meet a few other folks.
Things To do! - Get changed for the party - Deal with the drunk cooks - Serve the guests drinks and food
ACT 4: An Evening to Remember
At some point in the evening things are going to start sliding downhill. Some of the locals will have become extremely inebriated and will need to be encouraged to leave, or just moved off to the side as they’ve already passed out, before the show begins. Once the show begins the locals will become fixated on the goings on. “The Great Dr Hypnotika” will have put an additive in the drinks for the that will make everyone more susceptible to her powers of persuasion. Once the show starts she will have them all doing silly things, those who drank have disadvantage on saves against her powers. She will end the show asking the guests to display their most valuable treasure, a with a hypnotic pattern and then send her assistants out to collect those treasures. The players will have to “do something” about the thieves.
Things To do! - Deal with Drunks - Watch the Show - Stop the Criminals
ENCOUNTER: Hypnotika's Gang This encounter doesn't have to be a fight. If Hypnotika is caught she may claim it was all part of the act and simple return the valuables with a "no harm, no foul" type attitude. This will be he go to in an attempt to avoid a fight, but if the character persist in some kind of retribution or punishment the situation will devolve into a combat. Hypnotica herself is an Illusionist Wizard but is low on spells after the show. Clapper is a low level rogue and Bob a Barbarian, and should play out as such. Even with Skills they are combat adverse and will be looking for an opportunity to flee rather than fight. They do have a getaway wagon out front that they'll be headed for if things go south.
CLOSE
We’re assuming the Bumpkins at least attempted to stop the robbery. This will draw a lot of attention to them. Their Patron will be well pleased with them, and let them know they will be getting much more important jobs in the future. The guests will also take note and will begin treating them all a bit better. They’re all essentially Folk Heroes at this point for secondary backgrounds. Their Patron should reward them with something very nice as the party kicks back in. They will need to finish out the nights work of course.
QUEST-LINE CLOSING
Congratulations! Your Players have completed their first Quest-line! Hopefully it was a delightful experience. But now that they've finished what comes next? Well, here are some ideas.
Reward Them! They've been doing some rather Adventurous things lately, and therefore should now have a Class Level under their belt, so the real D&D world now opens to them! Maybe it is time for some real adventuring gear. No more sticks, stones, and burlap sack armor.
Folk Heroes? There's a good chance that the Valley is Speaking the News about them and their exploits while drinking in the taverns. They may have even earned the actual Folk Hero Feat! Maybe someone would be interested in giving them a task!
Simply Go Exploring! There are a lot of places in Green Valley that we only dipped our toes into. You could have them head down to Stinkmarsh, or maybe climb up the cliffs of Longridge. The world (Well, the Valley) is wholly open to them.
Explore Local Legends There are lots of local legends they can look into! Hopefully they search out something that isn't too far over their heads!
Continue Working for their Patron It would be an easy DM go to simply to have them continue working for their current Patron. They've probably been impressive enough for a family to be interested in keeping them on.
Establish Themselves as Adventurers! Maybe they want to set up a Adventurers for Hire business? This "Heroes Guild" approach is really appealing to a lot of players and absolutely plays into Bumpkin Quest. Just remember, this is a place of low key problems that locals make really big deals out of. So the idea of slaying dragons shouldn't really be on the table... that is until an actual dragon shows up! Which one day absolutely should.
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2023.05.31 15:25 Centumviri Welcome To Green Valley: 4 Level 1 Adventures in a Ridiculous Rural Village
Welcome to Green Valley
Four Merry Jaunts Through the Bumpkin Quest Campaign
CHAPTER 1: Green Tide Spring Cleaning time! This includes a parade, a festival, and a temple ceremony. These events are haunted by and angry goose hating enchanted broom.
CHAPTER 2: A Cartload of Chickens Folks need to eat. And round here they like to eat massive angry chickens. Somebody's gotta deliver them, and that somebody is your players!
CHAPTER 3: Marvin the Magnificent Simple problems require convoluted solutions. Help Marvin enchant a plow that can pass through stones. What could go wrong?
CHAPTER 4: High Society After earning some respect the players get invited to a high falutin social dilly do. But not as guests. As the help. And this party is gonna need it! The entertainment is about to become a mesmerizing problem.
ADVENTURE MECHANICS - Target Character Level: Commoners or Level 1 - Target Party Size: Four Players - Average Adventure Playtime: 2ish Hours - Tone: Rural Mayhem and Foolishness
Grab the Free PDF Here.
https://www.patreon.com/posts/adventure-to-83830560 I’ve also put these adventures into our *Bumpkin Quest: Campaign Guide
https://www.patreon.com/posts/guide-bumpkin-to-80202231 The guide fills in the details of Green Valley pretty thoroughly. The quests are simple enough to be run in any setting you choose, but if you're interested in more the Guide has about two dozen Custom Maps, 70+ NPCs, Location Descriptions, 20+ Local Legends, and Scores of Adventure and Event Ideas. You can grab the PDF Free at the link above.
Hills Furrow
At the center of the Valley sits a patch of small grassy hills, through which the Slow Water meanders through. Built into these hills is the Village of Hills Furrow. Celebrated by everyone living in The Valley and boasting a whopping population of almost 150, Hills Furrow is the center of commerce and social importance. Well, at least as far as the locals are concerned. Realistically it would be less than a blip on the grand scale of things, a mere kernel of wheat in the silo of civilization, but to those who live here, there is nothing quite like living in the “city”.
The Village itself, like the Valley, is predominantly Halfling, and their fancy dwellings are burrowed into the hillsides as often as possible. These dwellings have been family owned for generations only becomeing available if there are no heirs to pass them along to. Other folk live in well kept two story shingled buildings, most of which house a business on the lower floor and house the Shopkeepers and their families above their workplaces, though a few live in nearby homes. There aren’t many “rental” spaces in town, as property is usually bought up quickly by the Halfling Families, but there are long term options at either of the Inns in town.
Hills Furrow: Locations 1) The Crocked Crow (Inn and Tavern) 2) The Dancing Lamb (Inn and Tavern) 3) The Moaning Toad (Tavern) 4) Granny's Groceries (General Market) 5) Get Nailed (Hardware and Distilery) 6) Gimdurh's Hammer (Smithy) 7) Brenra's Mechanicals (Tinker) 8) Hjoldren's Home Goods (Carpenter) 9) Standard Industries (Office) 10) Fit to be Dyed (Tailor) 11) The Last Loaf (Baker) 12) The Cloudy Cleaver (Butcher) 13) Nature's Medecine (Apothecary) 14) Sheriff's Office 15) Green Valley School House 16) The Waterwheel 17) The Windmill 18) The Undercloak Estate 19) Truefoot Burrow 20) The Meadows Family Hill
The locals are hospitable and friendly enough, but they do not really trust outsiders. Folks from foreign places are good for trade, news, and little else. Those that come through are treated well enough as long as they don’t wear out their welcome. Locals, well, that’s a bit of a different story. The city and area doesn’t operate under a written caste system or social structure, but there is clearly a pecking order, and family heritage matters a great deal to folks in Hills Furrow. Most locals, whether they’ve gotten an education or not, can easily be classified as simple. It isn’t that they are slow of mind or unintelligent, but more that they are unconcerned with matters the outside world considers important. This sentiment has created a general, but friendly, dislike between those that consider themselves Highfalutin and those that clearly are not.
Well now that I've given you the fifty cent tour. Shall we get on to adventure?
CHAPTER 1: Green Tide
We will open our journeys in the Green Valley at Green Tide, the annual celebration of Winter’s End. This adventure is designed to give a tour of Hills Furrow and introduce them to the locals. It will begin with some chores around their house to prepare for the festival and end with a battle involving an enchanted broom. If you did not do Session Zero, this chapter may take a bit longer as we get to know everyone and their characters.
ACT 1: Pre-Festival
The locals spend the week cleaning out their houses and farms. They gather old junk and unused items to be used later in the festival. They also begin preparing what food is left from winter to be used in a celebration and feasts.
Things to do! - Have the Players clean up junk around the house - Have them Find something strange (Perhaps used for a later mystery?) - Have them Decorate their Broom - Have them run a Household Errand (Meet an NPC)
ACT 2: Sweeping Day
A merry festival celebrating Spring cleaning and putting the past behind them. They form a parade, with one member from each house carrying a brightly decorated broom and using it to symbolically “Sweep Away Winter”. The rest of the family marches their winter’s trash and unused goods down to the Fairgrounds. The goods are often traded, while the trash is piled in the fire pit to await burning later. The entire day is filled with fun outdoor activities. Households also symbolically bring their problems to the bonfires to burn them later.
Things to do! - March in the Parade - Carry Junk to the Bonfire - Meet more of the Locals
EVENT: I Love a Parade The parade will march North from near the Cross Roads in the South up around the hill and back again to the South where it will head for the Fairgrounds. There isn’t anything particularly challenging about this event, but it would be a wonderful place to start leaning into or building local rivalries.
EVENT: Never Seen a Broom Do That… As they come into the home stretch of the Parade one of the local’s Brooms will animate and take off. It will chase folks around the parade. The players can attempt to stop it, but the broom will flee soon after being attacked. It will fly up into the air, attack a flock of geese, and chase them off until it can’t be seen anymore. They can go and collect a fallen goose if they wish. I highly recommend giving it a motorcycle type sound as it flies around hitting folks. Maybe even going as far as giving it a rough gravel angry voice and letting it insult people.
ACT 3: Winter’s End
Winter’s End is a Combination of Groundhog’s Day and Fasnacht, this day gets a little wild. The Festival kicks off at dawn with the Great Gopher Hunt. Gophers are well known spies for The Voice of Winter and thus need to be hunted before they can tell The Voice to delay Spring. Gophers themselves are quite tasty, and are notoriously bad for crops, so this works out economically all around. Throughout the rest of the day families continue to contribute to the Bonfire Pile which often gets quite large. At dusk a large effigy of The Voice of Winter is placed on top of the pile. Once the sun has fully set they light the fire and burn the Effigy. Folk usually dress darkly during the day and brightly at night. After the burning they feast on sweets and treats that were made from goods saved up from winter storage.
Things to do! - The Great Gopher Hunt - Carry Junk to the Bonfire - Meet more of the Locals - The Fairground’s Activities
EVENT: The Great Gopher Hunt The Hunt begins at dawn and takes place all over the Valley. Locals race to collect as many Gophers as possible. It is easiest to kill the Gopher, but there are some that find that distasteful. Instead they live trap the critters. It is a bit tougher to do so, but an option should your players wish. This is most easily played out as a series of appropriate Skill Checks, in which the higher they score the more gophers they obtain.
EVENT: Trash Removal They may find some locals willing to pay them to help cart junk down to the bonfire pile. Not a lot of skill involved in this, but it is a great opportunity to meet locals, and you could throw a runaway cart at them.
Fair Activities They will probably want to take part in Fairground Activities. Players love these types of challenges. Here are a few ideas you can build on. - Axe Throwin: Basic attack rolls on a Round Target. Higher scores equal Higher points. - Bow Shootin: Basic attack rolls on Moving Targets. Higher scores equal Higher points. - Pig Chasin: Catch the greased Pig! Medium DC Challenge requiring three success before three Failures. - Mud Wrastlin: Nothing says bumpkin like a good Mud Wrastlin Pit. Contested Skill Challenges. - Sausage Eating Contest: Increasingly difficult DC Challenge. Eat till you puke! Can also be Pies or Ribs or Little Fish… you know whatever someone wants to stuff dozens of in their gullet. - Tug O’War: Team Strength Challenge. Three to Five Contested Rolls with opposing teams. - Gopher BBQ Cook Off: A Hard Culinary Challenge to see who can BBQ the best Gopher! - Races: Foot and Mount Races based on Three to Five Contested Rolls. I usually include a few odd mounts like a Giant Chicken or some such nonsense.
ACT 4: Day of Ashes
The Day of Ashes is a day of rest, recovery, and reflection. Locals take the ashes from the bonfires and rub their hands in them to symbolize the end of a hard year’s work and hardships of the past. The day ends with a large family feast, typically Pork. Activities this day are light, but many folks head to the Temple for the Calling of Spring Blessings. They put on their fancies and head down to ask forgiveness for over-indulging in the festival and for worship. Well sort of…
Unfortunately, a lot of folks take this as an opportunity to peacock about and practice their one-upmanship over other locals. If you’re looking for inspiration for their outfits look to older photos of the Kentucky Derby. Over the years this troubling practice has caused more than one fight to break out after the service.
*
Things to do! * - Go to Temple and Meet More Locals - Pick a Local Patron!
EVENT: Temple Services The majority of the town comes to Temple on this day. The service is usually longer, and a bit more “Where have most of you been all year?” But otherwise it is a call for the Divine Blessings to touch their crops and protect their lives. It ends with a ceremony in which the locals put their hands into the ashes from yesterday’s bonfire. Once services end they will head outside, where the trouble will begin. Two of the wealthier families will get into it with each other. Starting with a couple of veiled insults, probably before service and continuing afterward. If one of your players is from a local Rich Folk family then they can be right in the middle of it all, otherwise they will have to pick a side. This choice will determine their house Patron moving forward. Tension will increase until folks start drawing up sides, and then someone will throw a rotten tomato at one of the House Matrons. That will blow the lid off the incident and a yokel brawl will break out. For comedy purposes I recommend the instant appearance of several food carts filled with expired products, and maybe a six year old hustler selling big sticks for wacking folks with. As the locals brawl call for perception checks. Who ever rolls highest begins to hear… The Broom returning!
ENCOUNTER: Stick In The Eye The broom returns ready to whoop some ash. It will be absolutely bent on cleaning anyone and everyone who is even the slightest bit dirty! If it successfully attacks a character they will have to make a Strength Saving throw or be knocked to the ground and swept clean by the broom. As this would be an awful omen for the year folks are terrified and will be running around screaming. Absolute mass hysteria. If the players were lucky enough to hear it coming they can avoid being surprised by the broom. Otherwise the broom will get a full round to attack before they have a chance to do anything. They’ll have to beat the broom into submission any way they can before it sweeps the whole town into chaos!
CLOSING
After defeating the broom things will settle back down again. Bumpkins are quick to return to normal when things go awry. However, they will have gotten the attention of one of the Wealthy Families in the area and be offered jobs. Which family is really, based on what will work best for them and you as the DM. For gags you might be tempted to have the Yokels pick them up, but that is a hard bit to sustain, and you may be better served keeping them on the side as a comic foil rather than up front. Completely up to you. The session should end with them being invited to meet their new patron tomorrow someplace important.
CHAPTER 2: A Cartload of Chickens
After successfully defeating the Enchanted Broom, our Bumpkins have gained the attention of a possible local Patron. This individual has summoned them to a nearby farm to discuss future work. That work includes proving themselves capable and not just lucky.
ACT 1: Meet the Boss
In this Act the players will meet with their new patron, one of the Family Heads, who that is entirely depends on their choices from the last game. This entire side branch is designed to flavor the background of the campaign, but if you’d rather just have them stay freelancing and independent that’s fine as well. There is also the possibility of “competing” offers should they have second thoughts for any reason. Once they arrive at the meeting spot their Patron will ask them some questions about their ambitions (Class Goals), they will then hand them off to their new “boss” who will assign them their task. They will take them to a nearby barn.
NPC: “Boss” Needs a fitting name for the Family they work for... Character wise, what we got here is a standard “Ranch Foreman” character. They’re tough, A little mean, and completely loyal to their employer. They almost certainly chew tobacco (by the handful), have a tattoo of the Ranch’s Brand, and know where all the bodies are buried. They also have a huge and obvious scar on the side of their head where a Giant Chicken pecked a hole in their skull, so they’re not as bright as they used to be, not at all truthfully. Nor are they actually the Foreman anymore, but no one has a heart to tell them. They’ve been quietly downgraded to Chicken Handler, which is something they seem to remember quite well, but the brain damage keeps them from realizing all that. They can be found wandering the Farm giving strange orders to other Hands. These Hands nod politely and then go back to what they are doing.
Things To Do! - Meet Their Patron - Discuss Their Future - Meet Their New “Boss”
ACT 2: Chicken Dance
Boss will lead them into the odd looking barn. This building is filled with Giant Chickens. These two-three foot fouls have extremely exaggerated features, spiky looking beaks with sharp tooth like edges, big darting eyes, bumpy cracked skin, long gnarled talons, and dirty mottled feathers. They’re more beast than bird. But, they’re good for eatin! These creatures should have a stat block similar to an Axe Beak. When the players enter into the Barn the Chickens will go nuts, obviously deeply bothered by the intrusion. Boss will throw in some deer haunches and the birds will tear them apart in a feeding frenzy. They will then put on a Chicken Suit and begin a flapping dance. (Google Magnificent Riflebird) It should be absolutely captivating and the chickens will become mesmerized, watching every move. Boss will then load two dozen chickens onto a large wagon and lock it. They will have the players push the wagon out while he keeps the Chickens calm. Once outside they’ll hang heavy tarps on the sides of the wagon, and remove the suit. He will then explain to them that they need to keep the tarps on the wagon, and keep the birds well fed, or the chickens will get restless and become violent. When they do need to interact with them someone will have to wear the suit and dance to keep them calm. The bigger the person in the suit the better. Boss will then give them a Map of Green Valley and instruct them to drop off two chickens at each of the outer settlements. They have two days to get this done.
Things To Do! - Head into the barn - Witness The Dance of The Chicken - Push the Wagon out - Get the Costume and Delivery Instructions
ACT 3: Bumpy Roads
They will be off to deliver the Chickens to various locations. There is no specific order to this delivery, they just need to pick a route and go. If they’re short on time they can take the country roads that lead between the outer settlements, but these aren’t as well kept as the main roads are. Whatever road they take and wherever they decide to stop for the night there are problems they will encounter along the way. You can make them random or pick the ones that best suit your players. Most of these should at some point require someone putting on the suit and dancing for the chickens to keep them calm. I would also increase the difficulty of each event. If they fail a dance the Chickens will become restless and start attacking the cart until they are calmed down. Too many failures and the wagon’s cage will break and the remaining chickens escape. They will then have to be rounded up and the cage repaired.
Things to Do! - Decide the delivery route - Deliver the chickens - Keep the Chickens calm
Possible Road Events 1) Rough roads cause problems 2) Yokels attempt to see what’s in the cart 3) Bad Weather swamps the road or scares the chickens 4) Pack of Coyotes causes trouble. 5) Chicken Rustlers! Protect the Flock! 6) Wagon breaks and needs repair 7) Cows in the road, someone’s herd is out. 8) Broken Bridge, not gone, just broken
ACT 4: Final Delivery
They’re now closing in on the final delivery. Something needs to happen here to cause them to put the suit on. Or maybe they never took it off! I love that idea, that one of your players just loves the suit and wants to be a chicken… lol… Anyway I’m a fan of having them need to get out of the suit for some reason, maybe a bathroom break, or they stand on a fire ant hill, or a snake slithers up their leg. You know something silly and fun. BUT the zipper is stuck! So they’ll have to try and unstick it and fast! Whatever happens they’re going to get shot at by some hunters looking for a big score who have mistaken the flailing caused by the stuck zipper to be the chicken attacking. After dealing with the Hunters they can go ahead and make the final drop. And head home.
Things to Do! - Head for the final delivery - Get shot at! - Deliver the last chickens
ENCOUNTER: That’s a BIG Chicken! Having two hunters in the field is more than enough to cause a problem for the players. The hunters will almost certainly surprise the players, but you can allow them a perception check, if they succeed they’ll see the hunters just before the muskets go off. It would be OK to down the Chicken Player here if the hunters successfully hit it. They’ll have healer’s kits on hand because, well, this seems to happen to them a lot out here. After the initial attack the players can decide to attack back or try and talk the hunters down. A basic Bandit or Scout stat block should do will for the hunters. If you’re looking for a bit more mayhem, if the hunters miss the players you could have them hit the cage, and you know, bust it open. This may be especially tempting if they
POSSIBLE ENCOUNTER: Big Ol' Frog So there is a giant frog hiding in the mud down in the creek. If a player takes cover behind the banks there is a good chance that the frog will attempt to nab the player as a snack. If it is successful in grabbing a player with its tongue it will immediately head down river, and they'll have to chase it to get their friend back.
CLOSE
When they return, Boss will reward them. How much will depend on how successful they were delivering the birds. If they did a descent job, they will be paid two day’s wages each. If they were completely successful they can have a bonus. However, if the wagon is in bad shape they might have some money deducted. After they’re paid out, they will be dismissed, and told to expect a new assignment next week.
CHAPTER 3: Marvin the Magnificent
After successfully delivering chickens Boss is going to trust them with a more important task. Their employer has requested an item to be created by Marvin the Magnificent. This is a farming community so having enchanted Farming Equipment is extremely desirable. Marvin has done a lot of basic enchantments over the years, but this new one, an The Stone Skipper, a plough whose blade goes ethereal while in contact with stones too large to push away, has really put him to the test. He needs some help with the final enchantments. The players will have to travel to the Ethereal Plane and hit the Blade of the plow with large rocks. But there’s a problem, they’re going to have mischievous Ethereal Sprites attempting to stop them! If they’re successful, which they should be, they get to take the plough for a test drive, and deal with the strange side effects of the enchantment. Angry goats that blink in and out of existence.
ACT 1: To the Tower
They’ll be summoned out to the Ranch where they’ll meet with Boss again. Once there they will notice a large pile of bent and dinged up plows. Boss will explain to them that a recent land acquisition has become problematic. The Fields are filled with large stones just under the topsoil and they’ve damaged a lot of Plow Blades. The Smithing costs are getting out of hand and so their Patron is looking for an alternate solution to the problem. He is sending them to help Marvin the Magnificent, who has taken the job, but run into some complications and needs some help. They may ask about Marvin. Or perhaps the fields that were purchased, so be ready to answer these types of questions. Once they’re done here they can head to Marvin’s Tower, which is just north of town.
Things to Do! - Meet Boss again - Ask some Informational Questions - Head for the Tower
NPC: Marvin the Magnificent Marvin Boudenbaum, AKA Marvin the Magnificent, has lived in town a good number of years, he wasn’t born here but is considered local by most folk. He is a mage of some skill, having mastered spells up to level 3 spells, and is frequently hired by locals to use his magic for anything and everything that their bumpkin brains can cook up. Thing is… Marvin has extraordinary bad luck, so bad in fact that his spellwork has a tendency to go wrong. Typically, it doesn’t go wrong in a dangerous fashion, but there was that time little Timmy Proudfoot was flung into the Astral Sea. Marvin was about to be sentenced for Negligent Magic Murdering when Timmy was suddenly returned by Captain Jinny Steampipe of the Atomic Dustbin (An Astral Spell Ship). Timmy was ok and Jinny and crew spent a few weeks spending some money and telling everyone in town amazing stories of the Astral Sea, so all was forgiven. Marvin, has since taken to having anyone who hires him sign liability waivers, you know just in case. He lives in a small tower just outside of town to the North.
ACT 2: Marvin the Magnificent
As they approach the tower they should see an explosion at the peak of the structure. It should look similar to a fireworks mishap. When it clears there will be no visible damage to the tower, But Marvin will plummet to the earth just off to the side of them, landing in a small pond. He will then come charging out of the pond, laughing hysterically, and riding on a large turtle. Once he gets a few feet away from the pond the turtle will disappear and he will tumble to the ground right in front of the players. He will leap up quickly and turn toward the players. “Behold Travelers, You stand in the presence of Marvin the Magnificent! And everything you have witness was mostly intended!” He will then strike a cool pose with his wand pointed to the sky! “Now why do you approach my tower!?”
Once Marvin finds out they’ve been sent about the plow he will become more nervous looking. “I see, well follow me. We have work to do.” He will then start walking toward the tower… his boots squishing out water. This should give them a little time to ask a few questions. Marvin will be a little subversive about what they need to do. He will attempt to frame it very mysteriously, saying things like “All will be revealed soon.” and “Save your questions! All Answers await us… in the future!” If they ask him about what they witnessed outside, he will tell them he was working on a mount summoning spell designed for lakes and rivers.
Things to Do! - Head toward the Tower - Meet Marvin - Ask Questions
ACT 3: The Cabinet of Mysteries
The inside of the Wizard’s Tower will be far more mundane than they likely expect. At least on the first floor. It will have a sitting room, dining room, and kitchen, as well as a few odds and ends about. Nothing special at all. The second floor, are Marvin’s personal quarters and some room for study, but it is the third floor, where Marvin will lead them, and it will be more of what one would expect in a Wizard’s tower. There will be books shelves, arcane equipment, and storage for components. In the middle of the room will be a tall cabinet.
Marvin will explain to them that the Cabinet is a transportation device, and that he will need them to enter into it with a plow that he has recently enchanted. They will be taken to the Ethereal Plane, and once there they’ll need to take the plow outside and begin hitting it with large field stones. There is a large pile of stones just on the north edge of the tower. They’ll have to do this quickly, before the “others” show up. Who are the others? Hard to say, but there are things that live in the Ethereal Plane that don’t like intruders. The idea is to imbue the Plow with Ethereal Powers so it can pass through large stones while plowing fields. Once they return with the Enchanted Plow, Marvin will have them load it on a cart, pulled by a very smart Donkey, and send them on their way.
Skill Challenge: Enchant the Plow This skill challenge will require five successes before they’re incapacitated by the others. However they decide to do it, they’ll have to successfully hit the plow with five large stones. Failures will result in strange indiscernible entities attacking them. They do minimal damage but could knock people out if there are enough failures.
Things to Do! - Move Through Marvin’s Tower - Enter the Cabinet - Enchant the Plow
ACT 4: Blinking Goats
Upon returning to Boss with the Plow they will be happily greet and paid. Their Patron will be there and will be very pleased with their success. He will ask them to demonstrate the plow’s abilities. Once they get set up out in the field and begin plowing something weird will happen. Every time they hit a stone and the plow’s power activates an Ethereal Goat will manifest and kick or ram the plow, and then disappear. It will feel very similar to what they encountered in the Ethereal Plane. They’ll have to find a way to deal with the manifestations.
ENCOUNTER: Ethereal Goats These goats should function very similarly to Blink Dogs, but I would trim the HP and AC a little to put them in line with the party’s. They will be intent on breaking the Plow not the party, although they will attack the party if they can’t get to the Plow.
Things to Do! - Deliver the Plow - Drive the Plow - Defeat the Ethereal Goats
CLOSE
Once defeated the Boss will come over to yell at them, but the Patron will find the entire thing amusing and more importantly, another impressive demonstration of the player’s skills. He will invite them to the “House” for an important party next week.
CHAPTER 4: High Society
They've definitely been noticed now and have impressed with their ability, unconventional as it may be. They are invited to their patron's home, but not as guests. Though, they might think they were actually invited as guests! They have been brought in to help work the event held out at the Party Field. They will have to gather party supplies, help put up the tent, and then serve the actual guests. During the evening’s entertainment a hypnotist “The Great Dr Hypnotika” will mesmerize the crowd and attempt to rob them all. Hopefully the players don’t fall victim to her schemes. And if they do oh well, they’ll be entertained all the same.
ACT 1: Special Delivery
The players arrive at the Patron’s very nice property. They will be greeted by a properly dressed servant with a clipboard, the Party Planner. The Planner will be rigid and direct. They will immediately begin tasking them about. If they mention that they were invited to the party the servant will laugh “You didn’t think you were a guest? Oh dear, how embarrassing. You’re the help! It is still a great honor to be tasked to help at the Party, but you’re not guests. Now as for your current task. Head into town and gather these supplies. Bring them to the field by noon.” After the instructions are given the servant will go back to their tasks and expect the players to do the same. They will have three stops; The Crocked Crow for Food and Beer, Get Nailed for the Tent and Spirits, and Shalana Proud-Breed’s Tailor Shop to pick up the Dry Cleaning. Feel free to make any and all of these go sideways! Its a good place to toss in some shenanigans as well! They should also be introduced to Dr Hypnotika and her associates.
Things To do! - Go to their Patron’s Home - Meet the Party Planner and Dr Hypnotika - Run their Errands
NPC: Dr Hypnotika Dr Hypnotika and her group will perform for the party. Hypnotica is a Tiefling Mezmerist and illusionist. She has an obnoxiously high charisma and some pretty serious skills to back up her claims. However, she uses those skills to beguile her guests, robbing them blind while they are under her spells. She wears a fine robe with a bedazzled headwrap. She has dark upward spiraling horns, light purple skin, and matching eyes. She wears a monocle and walks with a ceremonially carved staff depicting the "Struggles of the Universe". She is extremely persuasive and even more deceptive. Even if someone were to grow suspicious she can easily talk her way out of trouble.
NPCs: Clapper and Bob Hypnotika brings with her two assistants. Clapper the suit wearing Kenku who will perform wondrous displays of mimicry and slight of hand, and her strongman Bob the Kobold. Bob wears a leopard print strongman's outfit and is amazingly swole, particularly for a kobold, and capable of lifting upwards of 400lbs. Bob doesn't do much else other than get hit with things. in the act.
ACT 2: Put up the Tent
After they finish running their errands they will be tasked with putting up a large party tent. This Act is an ongoing Skill Challenge and should have a constantly distracted feel to it. First they have to unpack the tent. Then they have to realize some pieces are missing, they’ll have to form a solution to that problem. After that wind should cause some problems as the tent is at least being pulled up. This is a great moment for some wondrous tom-foolery.
Things To do! - Unpack the tent - Deal with missing parts - Secure the tent during the wind gusts
ACT 3: Put These On
After they finish putting up the tent they’ll be sent to the Servant’s Quarters to bathe and change. They’ll get a little time to explore and snoop if they wish. Afterward they’ll be tasked with helping in the kitchen, but unfortunately the cooks are going to have been playing a drinking game all afternoon and are no longer fully capable of doing their jobs. This would make a great moment for some sort of mini-game where the players have to determine whether or not the cooks are doing the right things. Once the dinner has been completed they will have to serve the guests. This is a good place to insert gossip and help them meet a few other folks.
Things To do! - Get changed for the party - Deal with the drunk cooks - Serve the guests drinks and food
ACT 4: An Evening to Remember
At some point in the evening things are going to start sliding downhill. Some of the locals will have become extremely inebriated and will need to be encouraged to leave, or just moved off to the side as they’ve already passed out, before the show begins. Once the show begins the locals will become fixated on the goings on. “The Great Dr Hypnotika” will have put an additive in the drinks for the that will make everyone more susceptible to her powers of persuasion. Once the show starts she will have them all doing silly things, those who drank have disadvantage on saves against her powers. She will end the show asking the guests to display their most valuable treasure, a with a hypnotic pattern and then send her assistants out to collect those treasures. The players will have to “do something” about the thieves.
Things To do! - Deal with Drunks - Watch the Show - Stop the Criminals
ENCOUNTER: Hypnotika's Gang This encounter doesn't have to be a fight. If Hypnotika is caught she may claim it was all part of the act and simple return the valuables with a "no harm, no foul" type attitude. This will be he go to in an attempt to avoid a fight, but if the character persist in some kind of retribution or punishment the situation will devolve into a combat. Hypnotica herself is an Illusionist Wizard but is low on spells after the show. Clapper is a low level rogue and Bob a Barbarian, and should play out as such. Even with Skills they are combat adverse and will be looking for an opportunity to flee rather than fight. They do have a getaway wagon out front that they'll be headed for if things go south.
CLOSE
We’re assuming the Bumpkins at least attempted to stop the robbery. This will draw a lot of attention to them. Their Patron will be well pleased with them, and let them know they will be getting much more important jobs in the future. The guests will also take note and will begin treating them all a bit better. They’re all essentially Folk Heroes at this point for secondary backgrounds. Their Patron should reward them with something very nice as the party kicks back in. They will need to finish out the nights work of course.
QUEST-LINE CLOSING
Congratulations! Your Players have completed their first Quest-line! Hopefully it was a delightful experience. But now that they've finished what comes next? Well, here are some ideas.
Reward Them! They've been doing some rather Adventurous things lately, and therefore should now have a Class Level under their belt, so the real D&D world now opens to them! Maybe it is time for some real adventuring gear. No more sticks, stones, and burlap sack armor.
Folk Heroes? There's a good chance that the Valley is Speaking the News about them and their exploits while drinking in the taverns. They may have even earned the actual Folk Hero Feat! Maybe someone would be interested in giving them a task!
Simply Go Exploring! There are a lot of places in Green Valley that we only dipped our toes into. You could have them head down to Stinkmarsh, or maybe climb up the cliffs of Longridge. The world (Well, the Valley) is wholly open to them.
Explore Local Legends There are lots of local legends they can look into! Hopefully they search out something that isn't too far over their heads!
Continue Working for their Patron It would be an easy DM go to simply to have them continue working for their current Patron. They've probably been impressive enough fo a family to be interested in keeping them on.
Establish Themselves as Adventurers! Maybe they want to set up a Adventurers for Hire business? This "Heroes Guild" approach is really appealing to a lot of players and absolutely plays into Bumpkin Quest. Just remember, this is a place of low key problems that locals make really big deals out of. So the idea of slaying dragons shouldn't really be on the table... that is until an actual dragon shows up! Which one day absolutely should.
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2023.05.31 15:08 Dismal-Jellyfish Why we should expect a rate hike in June: A review of what Fed officials have said and what incoming data is saying.
| Good morning Superstonk! Jellyfish back with you to review what folks from the Fed have been saying and to pair it with data to show that we are likely to see a rate hike in June. Let's get to it! First, this all 'starts' back with the last announcement 5/3. 5/3/23 Federal Reserve issues FOMC decided to raise the target range for the federal funds rate to 5 to 5-1/4 percent: Economic activity expanded at a modest pace in the first quarter. Job gains have been robust in recent months, and the unemployment rate has remained low. Inflation remains elevated. The U.S. banking system is sound and resilient. Tighter credit conditions for households and businesses are likely to weigh on economic activity, hiring, and inflation. The extent of these effects remains uncertain. The Committee remains highly attentive to inflation risks. The Committee seeks to achieve maximum employment and inflation at the rate of 2 percent over the longer run. In support of these goals, the Committee decided to raise the target range for the federal funds rate to 5 to 5-1/4 percent. The Committee will closely monitor incoming information and assess the implications for monetary policy. In determining the extent to which additional policy firming may be appropriate to return inflation to 2 percent over time, the Committee will take into account the cumulative tightening of monetary policy, the lags with which monetary policy affects economic activity and inflation, and economic and financial developments. In addition, the Committee will continue reducing its holdings of Treasury securities and agency debt and agency mortgage-backed securities, as described in its previously announced plans. The Committee is strongly committed to returning inflation to its 2 percent objective. In assessing the appropriate stance of monetary policy, the Committee will continue to monitor the implications of incoming information for the economic outlook. The Committee would be prepared to adjust the stance of monetary policy as appropriate if risks emerge that could impede the attainment of the Committee's goals. The Committee's assessments will take into account a wide range of information, including readings on labor market conditions, inflation pressures and inflation expectations, and financial and international developments. Voting for the monetary policy action were Jerome H. Powell, Chair; John C. Williams, Vice Chair; Michael S. Barr; Michelle W. Bowman; Lisa D. Cook; Austan D. Goolsbee; Patrick Harker; Philip N. Jefferson; Neel Kashkari; Lorie K. Logan; and Christopher J. Waller. Since the announcement, Fed Governors have gone on to say: https://preview.redd.it/s8wh3su2h43b1.png?width=608&format=png&auto=webp&s=a22d5f67a5e9ddeddc36af6e022bd72eb786fd1f 1:44: "I am certainly getting vibes… that a credit crunch or credit squeeze is beginning’. "I think you have to say recession is a possibility" "That has to be on everyone's mind" 5:37 "The total hours worked by everyone in the economy, not just the number of jobs, and you have seen that the total hours worked has not been as robustly growing as the job numbers would suggest." 6:10 The job market and the credit conditions those are the two main things we want to be looking at besides of course the prices themselves. https://preview.redd.it/cbqieuyfh43b1.png?width=607&format=png&auto=webp&s=7d66d5c0587080f29a0a6667b46a4f4e031115b6 - "The Federal Reserve is committed to bringing inflation down. As the Mandalorian would say, "Price stability."
- "The FOMC is mandated by Congress to promote maximum employment and price stability. The goals of our dual mandate are intrinsically linked."
- "Specifically, price stability is essential for the economy to reach its full potential and to sustain maximum employment over the long term."
- "Last June, inflation spiked to a 40-year high of 7 percent, as measured by the personal consumption expenditures (PCE) price index. Since then, inflation has moderated to 4.2 percent, in large part due to a decline in energy prices. That's much better than 7 percent, but still more than double our longer-run goal of 2 percent."
- "But the most persistent area of inflation is in core services excluding housing, which has been running around 4-1/2 percent since last August . This is driven by a continued imbalance in overall supply and demand, and it will take the longest to bring down."
- "I expect inflation to decline to around 3-1/4 percent this year, before returning to our longer-run goal of 2 percent over the next two years."
- "As tighter monetary policy continues to take effect, I expect real GDP to grow modestly this year, with growth then picking up somewhat next year."
- "And I anticipate slow growth will continue to cool the labor market, with unemployment gradually rising to about 4 to 4-1/2 percent over the next year."
https://preview.redd.it/idntmsazi43b1.png?width=611&format=png&auto=webp&s=0b93a212c8c65d884deabd4880b507caba330dd6 - "In my view, our policy stance is now restrictive, but whether it is sufficiently restrictive to bring inflation down remains uncertain."
- "In my view, the most recent CPI and employment reports have not provided consistent evidence that inflation is on a downward path, and I will continue to closely monitor the incoming data as I consider the appropriate stance of monetary policy going into our June meeting."
- "In response to the recent bank failures, it is tempting to engage in a wholesale revision of the bank regulatory framework. Before changing rules, we need to take a critical look at actual weaknesses, and acknowledge the strengths that should be preserved."
- "Accountability is critical for both the bank and for supervisors. Where regulators have failed in supervision, we must hold ourselves accountable."
- "Calls for radical reform of the bank regulatory framework—as opposed to targeted changes to address identified root causes of banking system stress—are incompatible with the fundamental strength of the banking system."
https://preview.redd.it/3wmfwvy9j43b1.png?width=607&format=png&auto=webp&s=113cd08168cb835a0ffdf97fc46b5ac64fa43896 - "Current inflation is still high."
- "Personal consumption expenditures (PCE) inflation, the black line, stands at 4.2 percent, and core PCE inflation, the red line, stands at 4.6 percent for year-end March 2023."
- "Overall, news on inflation so far this year has been mixed."
- "The good news is that food and energy prices both fell in March, and total PCE inflation slowed to 4.2 percent from 5 percent in February."
- "Since peaking last June, inflation has declined about 2.75 percentage points—with nearly all the step-down explained by falling energy prices and slowing food prices."
- "The bad news is that there has been little progress on core inflation."
- "Core goods inflation, the red line in the image above has come down since its peak of 7.6 percent in February 2022, but the most recent news has been discouraging."
- "Outside of used motor vehicle prices, which fell unexpectedly in March, disinflation in core goods prices is occurring at a slower pace than expected."
- "Supply and demand imbalances in the goods sector seem to be resolving less quickly than expected."
- "Core housing services inflation, the black line in the image above, surged over the past couple of years as demand in the housing sector underwent a major shift during the pandemic."
- "The latest monthly readings have started to slow, though that is not yet evident in the 12-month changes shown in the image above."
- "The recent slowing was presaged by a flattening out of rents on new leases to new tenants since the middle of last year."
- "In contrast, core services excluding housing inflation, the blue dashed line in the image above, has not shown much sign of slowing."
https://preview.redd.it/3xn5hu67k43b1.png?width=791&format=png&auto=webp&s=4d665744f5217f20a4ba1fcc980178e345732ace “I do want to learn more about what’s happening with all these lagged effects. But I also want to reduce inflation,” “And if more increases are what’s necessary to do that I’m comfortable doing that.” I am guided by the dual mandate assigned to the Federal Reserve by the U.S. Congress: price stability and maximum employment. On the one hand, inflation is too high, and we have not yet made sufficient progress on reducing it. On the other hand, GDP has slowed considerably this year, and even though the effect has been muted in the labor market so far, demand clearly has begun to feel the effects of interest rates that are 5 percentage points higher than they were a little over a year ago. History shows that monetary policy works with long and variable lags, and that a year is not a long enough period for demand to feel the full effect of higher interest rates. - backs two more hikes.
- Bullard would have central bank push interest rates up to 5.5%-5.75% range
"Inflation Is Stubbornly High" "Almost no progress." "The news on core inflation was similar." "I do not support stopping rate hikes unless we get clear evidence that inflation is moving down towards our 2 percent objective." What the Data is saying? Inflation is Re-accelerating!!!: On rent (remember, rent prices account for the largest proportion of CPI and PCE), the median asking rent was $1,734, up by $4 from last month and down by $43 from the peak but still $348 (25.1%) higher than the same time in 2019 (pre-pandemic): So much for rents flattening, right Jefferson? Zillow data backs this up. Zillow's observable rent index (asking rents advertised by landlords) https://www.zillow.com/research/april-2023-rent-report-32595/ Asking rents climbed by $12, or 0.6%, from March to April, according to the latest edition of the Zillow Observed Rent Index (ZORI). That brings the index to $2,018, for a cumulative 1.3% increase since its recent low point in January, at $1,991. The 0.6% monthly increase is slightly smaller than the typical April increase of 0.7%, averaged over data from 2016 to 2019, suggesting that today’s growth is still driven mainly by seasonal factors, and that overall leasing conditions are still somewhat cool for this time of year. Typical asking rents at the national level now stand at $2,018, which is 5.3% higher than one year ago, and 0.5% higher than the peak of $2,008 observed in September 2022. That annual growth rate is now down almost 12 percentage points from the peak growth rate of 16.9%, the record-high pace reached in February 2022. - 'Typical rent' is the highest ever at $2018 per month
- April is the biggest month-to-month increase since August and still appears to be growing
- Annualized, April's rate of increase would be 7.4%
For the Fed governor's above 'looking to see the data', the biggest component of CPI and PCE inflation is still raging from inflation. https://i.redd.it/7voy6brl873b1.gif The core PCE price index (excludes food and energy and is the Fed's favorite inflation index and the one they base policy after) re-accelerated in April as well. According to the Bureau of Economic Analysis, on a year-over-year basis, the core PCE price index jumped by 4.7%, same as in July 2022, and up from a 4.6% increase in March Please note, the (shittly drawn) RED line below is the Fed's stated 2% goal for inflation: https://fred.stlouisfed.org/series/PCEPILFE For almost a year now it has been stuck around 5%! On a month-to-month basis it is not slowing down either: https://fred.stlouisfed.org/series/PCEPILFE Again, services are where nearly 2/3 of consumer spending goes and it is still growing, 8.4% on a year-to-year basis: https://fred.stlouisfed.org/series/PCES#0 Again, jumping month-to-month: https://preview.redd.it/8mt9nhfld73b1.png?width=1812&format=png&auto=webp&s=e78a92915ac9576671b933f7c2417d2a770cb650 Another view of it all from the NY Fed: https://preview.redd.it/b8rbfcygf73b1.png?width=1091&format=png&auto=webp&s=6f9cf6179a42bab945e081786322160057d39dae Okay, so it is pretty darn clear that inflation is not tamed and rates need to go higher. Does the labor market and broader economy (as measured vid GDP) data 'support'? (I use this term VERY loosely, more to show that these areas can take on the pain of additional rate hikes) Yes... https://preview.redd.it/g6pnfsiie73b1.png?width=1086&format=png&auto=webp&s=e0bbfbc82869fe5072417fa6c7fbafff12d441b1 Employment is still strong and wages are 'elevated' higher than Jefferson is comfortable with as indicated above (can't have raises above 2% now, can we?)... The revised GDP is another reason for Jefferson called out above to agree to a rate hike I have to imagine it was powered by this RECORD spending by consumers! https://preview.redd.it/m23aczszi73b1.png?width=1815&format=png&auto=webp&s=b02913c61909fd2972245c161eb4db1eed313fee It looks like a LOT of this spending has gone on credit cards for consumers: From 1st quarter 2022 to 1st quarter 2023, total household debt has increased $1,205 billion to $17.05 trillion (+7.57%)--Mortgage balances ($864 billion), HELOC ($22 billion), Student loans ($14 billion), Auto loans ($93 billion), Credit Card debt ($145 billion), Other ($67 billion). When will inflation end? In my opinion, it will not be unless and until the Fed get the Federal Funds rate at and ABOVE Core CPI and as we can see, they still have work to do: Once the Fed can get this 'narrower ban' of goods and services in control, the rest of core PCE should follow. TLDRS: - Fed Governors say they will consider more rate hikes based on data
- Review of data shows the job is not done
- Expect a June rate hike
- How does this relate to GameStop?
- The broader economy is seeing regional banks blow up at these rates, what sort of stress will higher rates cause in the banking system with those trying to maintain their short positions for another day?
https://preview.redd.it/wn6o574li73b1.png?width=610&format=png&auto=webp&s=f613f0ac0c4f64d22e324f244f67f3cbc53a59ca submitted by Dismal-Jellyfish to Superstonk [link] [comments] |
2023.05.30 22:40 sylvar When did department stores rent books?
I found a passing mention in a 1944 fanzine (
En Garde 12, December 1944) of a department store in Buffalo, New York that rented books and could be persuaded to sell them:
Ken assured us it was only a couple blocks to the nearest bookstore. After walking several miles, we reached it. We stood looking in the window and drooling, but didn’t go in. It seems that Buffalo merchants have weird ideas about when stores should be opened. We kept trying one store after another. Finally we found one that had condescended to open, and picked up several good buys. Later we found a department store rental library. We talked them into parting with several choice items for a reasonable sum, a thing Ken apparently didn’t know could be done, and finally headed back to the house.
As for me, the “thing I didn’t know could be done” is renting books from a department store. I found no mention of it in
John William Ferry’s A History of the Department Store (1960). Where and when was this service offered? How did it compare to borrowing from a public library, and was it a courtesy to their account-holding customers or was it a revenue-generating line of business?
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2023.05.30 20:28 Paspie A pet peeve of mine
So I possess a couple of Nokia phones from the era when Devices and Services was a division of Nokia, 6310i and 6233.
For reasons unknown to me, support documentation for models like these were never transferred to HMD Global and Microsoft
hosts the
manuals for these to this day.
For comparison,
here's the manual for one of HMD's latest pretenders.
I converted these to plain text using mutool and ran them through
wc.1. The old manuals have a word count in the range of 25k to 30k, the new one is around 6k.
Granted, the old phones had functions that are obsolete nowadays. Old email programs, PTT, WAP browsers, 3G-324M video calls etc. But I don't think conference calls are obsolete? Anyway, I don't necessarily use manuals to figure out how to do things with a device once I have it, but I find manuals to be the best resource for discovering what functions a device has before I've bought it, and HMD's manuals don't fulfill that role at all. I wonder how much more HMD would have to charge for their phones so that they could afford to pay someone to write proper manuals? Whatever it is, it is a price I would be willing to pay.
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2023.05.30 20:02 Centumviri Welcome to Green Valley: 4 Bumpkin Quest Adventures
Welcome to Green Valley
Four Merry Jaunts Through the Bumpkin Quest Campaign
CHAPTER 1: Green Tide Spring Cleaning time! This includes a parade, a festival, and a temple ceremony. These events are haunted by and angry goose hating enchanted broom.
CHAPTER 2: A Cartload of Chickens Folks need to eat. And round here they like to eat massive angry chickens. Somebody's gotta deliver them, and that somebody is your players!
CHAPTER 3: Marvin the Magnificent Simple problems require convoluted solutions. Help Marvin enchant a plow that can pass through stones. What could go wrong?
CHAPTER 4: High Society After earning some respect the players get invited to a high falutin social dilly do. But not as guests. As the help. And this party is gonna need it! The entertainment is about to become a mesmerizing problem.
ADVENTURE MECHANICS - Target Character Level: Commoners or Level 1 - Target Party Size: Four Players - Average Adventure Playtime: 2ish Hours - Tone: Rural Mayhem and Foolishness
Grab the Free PDF Here.
https://www.patreon.com/posts/adventure-to-83830560 I’ve also put these adventures into our *Bumpkin Quest: Campaign Guide
https://www.patreon.com/posts/guide-bumpkin-to-80202231 The guide fills in the details of Green Valley pretty thoroughly. The quests are simple enough to be run in any setting you choose, but if you're interested in more the Guide has about two dozen Custom Maps, 70+ NPCs, Location Descriptions, 20+ Local Legends, and Scores of Adventure and Event Ideas. You can grab the PDF Free at the link above.
Hills Furrow
At the center of the Valley sits a patch of small grassy hills, through which the Slow Water meanders through. Built into these hills is the Village of Hills Furrow. Celebrated by everyone living in The Valley and boasting a whopping population of almost 150, Hills Furrow is the center of commerce and social importance. Well, at least as far as the locals are concerned. Realistically it would be less than a blip on the grand scale of things, a mere kernel of wheat in the silo of civilization, but to those who live here, there is nothing quite like living in the “city”.
The Village itself, like the Valley, is predominantly Halfling, and their fancy dwellings are burrowed into the hillsides as often as possible. These dwellings have been family owned for generations only becomeing available if there are no heirs to pass them along to. Other folk live in well kept two story shingled buildings, most of which house a business on the lower floor and house the Shopkeepers and their families above their workplaces, though a few live in nearby homes. There aren’t many “rental” spaces in town, as property is usually bought up quickly by the Halfling Families, but there are long term options at either of the Inns in town.
Hills Furrow: Locations 1) The Crocked Crow (Inn and Tavern) 2) The Dancing Lamb (Inn and Tavern) 3) The Moaning Toad (Tavern) 4) Granny's Groceries (General Market) 5) Get Nailed (Hardware and Distilery) 6) Gimdurh's Hammer (Smithy) 7) Brenra's Mechanicals (Tinker) 8) Hjoldren's Home Goods (Carpenter) 9) Standard Industries (Office) 10) Fit to be Dyed (Tailor) 11) The Last Loaf (Baker) 12) The Cloudy Cleaver (Butcher) 13) Nature's Medecine (Apothecary) 14) Sheriff's Office 15) Green Valley School House 16) The Waterwheel 17) The Windmill 18) The Undercloak Estate 19) Truefoot Burrow 20) The Meadows Family Hill
The locals are hospitable and friendly enough, but they do not really trust outsiders. Folks from foreign places are good for trade, news, and little else. Those that come through are treated well enough as long as they don’t wear out their welcome. Locals, well, that’s a bit of a different story. The city and area doesn’t operate under a written caste system or social structure, but there is clearly a pecking order, and family heritage matters a great deal to folks in Hills Furrow. Most locals, whether they’ve gotten an education or not, can easily be classified as simple. It isn’t that they are slow of mind or unintelligent, but more that they are unconcerned with matters the outside world considers important. This sentiment has created a general, but friendly, dislike between those that consider themselves Highfalutin and those that clearly are not.
Well now that I've given you the fifty cent tour. Shall we get on to adventure?
CHAPTER 1: Green Tide
We will open our journeys in the Green Valley at Green Tide, the annual celebration of Winter’s End. This adventure is designed to give a tour of Hills Furrow and introduce them to the locals. It will begin with some chores around their house to prepare for the festival and end with a battle involving an enchanted broom. If you did not do Session Zero, this chapter may take a bit longer as we get to know everyone and their characters.
ACT 1: Pre-Festival
The locals spend the week cleaning out their houses and farms. They gather old junk and unused items to be used later in the festival. They also begin preparing what food is left from winter to be used in a celebration and feasts.
Things to do! - Have the Players clean up junk around the house - Have them Find something strange (Perhaps used for a later mystery?) - Have them Decorate their Broom - Have them run a Household Errand (Meet an NPC)
ACT 2: Sweeping Day
A merry festival celebrating Spring cleaning and putting the past behind them. They form a parade, with one member from each house carrying a brightly decorated broom and using it to symbolically “Sweep Away Winter”. The rest of the family marches their winter’s trash and unused goods down to the Fairgrounds. The goods are often traded, while the trash is piled in the fire pit to await burning later. The entire day is filled with fun outdoor activities. Households also symbolically bring their problems to the bonfires to burn them later.
Things to do! - March in the Parade - Carry Junk to the Bonfire - Meet more of the Locals
EVENT: I Love a Parade The parade will march North from near the Cross Roads in the South up around the hill and back again to the South where it will head for the Fairgrounds. There isn’t anything particularly challenging about this event, but it would be a wonderful place to start leaning into or building local rivalries.
EVENT: Never Seen a Broom Do That… As they come into the home stretch of the Parade one of the local’s Brooms will animate and take off. It will chase folks around the parade. The players can attempt to stop it, but the broom will flee soon after being attacked. It will fly up into the air, attack a flock of geese, and chase them off until it can’t be seen anymore. They can go and collect a fallen goose if they wish. I highly recommend giving it a motorcycle type sound as it flies around hitting folks. Maybe even going as far as giving it a rough gravel angry voice and letting it insult people.
ACT 3: Winter’s End
Winter’s End is a Combination of Groundhog’s Day and Fasnacht, this day gets a little wild. The Festival kicks off at dawn with the Great Gopher Hunt. Gophers are well known spies for The Voice of Winter and thus need to be hunted before they can tell The Voice to delay Spring. Gophers themselves are quite tasty, and are notoriously bad for crops, so this works out economically all around. Throughout the rest of the day families continue to contribute to the Bonfire Pile which often gets quite large. At dusk a large effigy of The Voice of Winter is placed on top of the pile. Once the sun has fully set they light the fire and burn the Effigy. Folk usually dress darkly during the day and brightly at night. After the burning they feast on sweets and treats that were made from goods saved up from winter storage.
Things to do! - The Great Gopher Hunt - Carry Junk to the Bonfire - Meet more of the Locals - The Fairground’s Activities
EVENT: The Great Gopher Hunt The Hunt begins at dawn and takes place all over the Valley. Locals race to collect as many Gophers as possible. It is easiest to kill the Gopher, but there are some that find that distasteful. Instead they live trap the critters. It is a bit tougher to do so, but an option should your players wish. This is most easily played out as a series of appropriate Skill Checks, in which the higher they score the more gophers they obtain.
EVENT: Trash Removal They may find some locals willing to pay them to help cart junk down to the bonfire pile. Not a lot of skill involved in this, but it is a great opportunity to meet locals, and you could throw a runaway cart at them.
Fair Activities They will probably want to take part in Fairground Activities. Players love these types of challenges. Here are a few ideas you can build on. - Axe Throwin: Basic attack rolls on a Round Target. Higher scores equal Higher points. - Bow Shootin: Basic attack rolls on Moving Targets. Higher scores equal Higher points. - Pig Chasin: Catch the greased Pig! Medium DC Challenge requiring three success before three Failures. - Mud Wrastlin: Nothing says bumpkin like a good Mud Wrastlin Pit. Contested Skill Challenges. - Sausage Eating Contest: Increasingly difficult DC Challenge. Eat till you puke! Can also be Pies or Ribs or Little Fish… you know whatever someone wants to stuff dozens of in their gullet. - Tug O’War: Team Strength Challenge. Three to Five Contested Rolls with opposing teams. - Gopher BBQ Cook Off: A Hard Culinary Challenge to see who can BBQ the best Gopher! - Races: Foot and Mount Races based on Three to Five Contested Rolls. I usually include a few odd mounts like a Giant Chicken or some such nonsense.
ACT 4: Day of Ashes
The Day of Ashes is a day of rest, recovery, and reflection. Locals take the ashes from the bonfires and rub their hands in them to symbolize the end of a hard year’s work and hardships of the past. The day ends with a large family feast, typically Pork. Activities this day are light, but many folks head to the Temple for the Calling of Spring Blessings. They put on their fancies and head down to ask forgiveness for over-indulging in the festival and for worship. Well sort of…
Unfortunately, a lot of folks take this as an opportunity to peacock about and practice their one-upmanship over other locals. If you’re looking for inspiration for their outfits look to older photos of the Kentucky Derby. Over the years this troubling practice has caused more than one fight to break out after the service.
*
Things to do! * - Go to Temple and Meet More Locals - Pick a Local Patron!
EVENT: Temple Services The majority of the town comes to Temple on this day. The service is usually longer, and a bit more “Where have most of you been all year?” But otherwise it is a call for the Divine Blessings to touch their crops and protect their lives. It ends with a ceremony in which the locals put their hands into the ashes from yesterday’s bonfire. Once services end they will head outside, where the trouble will begin. Two of the wealthier families will get into it with each other. Starting with a couple of veiled insults, probably before service and continuing afterward. If one of your players is from a local Rich Folk family then they can be right in the middle of it all, otherwise they will have to pick a side. This choice will determine their house Patron moving forward. Tension will increase until folks start drawing up sides, and then someone will throw a rotten tomato at one of the House Matrons. That will blow the lid off the incident and a yokel brawl will break out. For comedy purposes I recommend the instant appearance of several food carts filled with expired products, and maybe a six year old hustler selling big sticks for wacking folks with. As the locals brawl call for perception checks. Who ever rolls highest begins to hear… The Broom returning!
ENCOUNTER: Stick In The Eye The broom returns ready to whoop some ash. It will be absolutely bent on cleaning anyone and everyone who is even the slightest bit dirty! If it successfully attacks a character they will have to make a Strength Saving throw or be knocked to the ground and swept clean by the broom. As this would be an awful omen for the year folks are terrified and will be running around screaming. Absolute mass hysteria. If the players were lucky enough to hear it coming they can avoid being surprised by the broom. Otherwise the broom will get a full round to attack before they have a chance to do anything. They’ll have to beat the broom into submission any way they can before it sweeps the whole town into chaos!
CLOSING
After defeating the broom things will settle back down again. Bumpkins are quick to return to normal when things go awry. However, they will have gotten the attention of one of the Wealthy Families in the area and be offered jobs. Which family is really, based on what will work best for them and you as the DM. For gags you might be tempted to have the Yokels pick them up, but that is a hard bit to sustain, and you may be better served keeping them on the side as a comic foil rather than up front. Completely up to you. The session should end with them being invited to meet their new patron tomorrow someplace important.
CHAPTER 2: A Cartload of Chickens
After successfully defeating the Enchanted Broom, our Bumpkins have gained the attention of a possible local Patron. This individual has summoned them to a nearby farm to discuss future work. That work includes proving themselves capable and not just lucky.
ACT 1: Meet the Boss
In this Act the players will meet with their new patron, one of the Family Heads, who that is entirely depends on their choices from the last game. This entire side branch is designed to flavor the background of the campaign, but if you’d rather just have them stay freelancing and independent that’s fine as well. There is also the possibility of “competing” offers should they have second thoughts for any reason. Once they arrive at the meeting spot their Patron will ask them some questions about their ambitions (Class Goals), they will then hand them off to their new “boss” who will assign them their task. They will take them to a nearby barn.
NPC: “Boss” Needs a fitting name for the Family they work for... Character wise, what we got here is a standard “Ranch Foreman” character. They’re tough, A little mean, and completely loyal to their employer. They almost certainly chew tobacco (by the handful), have a tattoo of the Ranch’s Brand, and know where all the bodies are buried. They also have a huge and obvious scar on the side of their head where a Giant Chicken pecked a hole in their skull, so they’re not as bright as they used to be, not at all truthfully. Nor are they actually the Foreman anymore, but no one has a heart to tell them. They’ve been quietly downgraded to Chicken Handler, which is something they seem to remember quite well, but the brain damage keeps them from realizing all that. They can be found wandering the Farm giving strange orders to other Hands. These Hands nod politely and then go back to what they are doing.
Things To Do! - Meet Their Patron - Discuss Their Future - Meet Their New “Boss”
ACT 2: Chicken Dance
Boss will lead them into the odd looking barn. This building is filled with Giant Chickens. These two-three foot fouls have extremely exaggerated features, spiky looking beaks with sharp tooth like edges, big darting eyes, bumpy cracked skin, long gnarled talons, and dirty mottled feathers. They’re more beast than bird. But, they’re good for eatin! These creatures should have a stat block similar to an Axe Beak. When the players enter into the Barn the Chickens will go nuts, obviously deeply bothered by the intrusion. Boss will throw in some deer haunches and the birds will tear them apart in a feeding frenzy. They will then put on a Chicken Suit and begin a flapping dance. (Google Magnificent Riflebird) It should be absolutely captivating and the chickens will become mesmerized, watching every move. Boss will then load two dozen chickens onto a large wagon and lock it. They will have the players push the wagon out while he keeps the Chickens calm. Once outside they’ll hang heavy tarps on the sides of the wagon, and remove the suit. He will then explain to them that they need to keep the tarps on the wagon, and keep the birds well fed, or the chickens will get restless and become violent. When they do need to interact with them someone will have to wear the suit and dance to keep them calm. The bigger the person in the suit the better. Boss will then give them a Map of Green Valley and instruct them to drop off two chickens at each of the outer settlements. They have two days to get this done.
Things To Do! - Head into the barn - Witness The Dance of The Chicken - Push the Wagon out - Get the Costume and Delivery Instructions
ACT 3: Bumpy Roads
They will be off to deliver the Chickens to various locations. There is no specific order to this delivery, they just need to pick a route and go. If they’re short on time they can take the country roads that lead between the outer settlements, but these aren’t as well kept as the main roads are. Whatever road they take and wherever they decide to stop for the night there are problems they will encounter along the way. You can make them random or pick the ones that best suit your players. Most of these should at some point require someone putting on the suit and dancing for the chickens to keep them calm. I would also increase the difficulty of each event. If they fail a dance the Chickens will become restless and start attacking the cart until they are calmed down. Too many failures and the wagon’s cage will break and the remaining chickens escape. They will then have to be rounded up and the cage repaired.
Things to Do! - Decide the delivery route - Deliver the chickens - Keep the Chickens calm
Possible Road Events 1) Rough roads cause problems 2) Yokels attempt to see what’s in the cart 3) Bad Weather swamps the road or scares the chickens 4) Pack of Coyotes causes trouble. 5) Chicken Rustlers! Protect the Flock! 6) Wagon breaks and needs repair 7) Cows in the road, someone’s herd is out. 8) Broken Bridge, not gone, just broken
ACT 4: Final Delivery
They’re now closing in on the final delivery. Something needs to happen here to cause them to put the suit on. Or maybe they never took it off! I love that idea, that one of your players just loves the suit and wants to be a chicken… lol… Anyway I’m a fan of having them need to get out of the suit for some reason, maybe a bathroom break, or they stand on a fire ant hill, or a snake slithers up their leg. You know something silly and fun. BUT the zipper is stuck! So they’ll have to try and unstick it and fast! Whatever happens they’re going to get shot at by some hunters looking for a big score who have mistaken the flailing caused by the stuck zipper to be the chicken attacking. After dealing with the Hunters they can go ahead and make the final drop. And head home.
Things to Do! - Head for the final delivery - Get shot at! - Deliver the last chickens
ENCOUNTER: That’s a BIG Chicken! Having two hunters in the field is more than enough to cause a problem for the players. The hunters will almost certainly surprise the players, but you can allow them a perception check, if they succeed they’ll see the hunters just before the muskets go off. It would be OK to down the Chicken Player here if the hunters successfully hit it. They’ll have healer’s kits on hand because, well, this seems to happen to them a lot out here. After the initial attack the players can decide to attack back or try and talk the hunters down. A basic Bandit or Scout stat block should do will for the hunters. If you’re looking for a bit more mayhem, if the hunters miss the players you could have them hit the cage, and you know, bust it open. This may be especially tempting if they
POSSIBLE ENCOUNTER: Big Ol' Frog So there is a giant frog hiding in the mud down in the creek. If a player takes cover behind the banks there is a good chance that the frog will attempt to nab the player as a snack. If it is successful in grabbing a player with its tongue it will immediately head down river, and they'll have to chase it to get their friend back.
CLOSE
When they return, Boss will reward them. How much will depend on how successful they were delivering the birds. If they did a descent job, they will be paid two day’s wages each. If they were completely successful they can have a bonus. However, if the wagon is in bad shape they might have some money deducted. After they’re paid out, they will be dismissed, and told to expect a new assignment next week.
CHAPTER 3: Marvin the Magnificent
After successfully delivering chickens Boss is going to trust them with a more important task. Their employer has requested an item to be created by Marvin the Magnificent. This is a farming community so having enchanted Farming Equipment is extremely desirable. Marvin has done a lot of basic enchantments over the years, but this new one, an The Stone Skipper, a plough whose blade goes ethereal while in contact with stones too large to push away, has really put him to the test. He needs some help with the final enchantments. The players will have to travel to the Ethereal Plane and hit the Blade of the plow with large rocks. But there’s a problem, they’re going to have mischievous Ethereal Sprites attempting to stop them! If they’re successful, which they should be, they get to take the plough for a test drive, and deal with the strange side effects of the enchantment. Angry goats that blink in and out of existence.
ACT 1: To the Tower
They’ll be summoned out to the Ranch where they’ll meet with Boss again. Once there they will notice a large pile of bent and dinged up plows. Boss will explain to them that a recent land acquisition has become problematic. The Fields are filled with large stones just under the topsoil and they’ve damaged a lot of Plow Blades. The Smithing costs are getting out of hand and so their Patron is looking for an alternate solution to the problem. He is sending them to help Marvin the Magnificent, who has taken the job, but run into some complications and needs some help. They may ask about Marvin. Or perhaps the fields that were purchased, so be ready to answer these types of questions. Once they’re done here they can head to Marvin’s Tower, which is just north of town.
Things to Do! - Meet Boss again - Ask some Informational Questions - Head for the Tower
NPC: Marvin the Magnificent Marvin Boudenbaum, AKA Marvin the Magnificent, has lived in town a good number of years, he wasn’t born here but is considered local by most folk. He is a mage of some skill, having mastered spells up to level 3 spells, and is frequently hired by locals to use his magic for anything and everything that their bumpkin brains can cook up. Thing is… Marvin has extraordinary bad luck, so bad in fact that his spellwork has a tendency to go wrong. Typically, it doesn’t go wrong in a dangerous fashion, but there was that time little Timmy Proudfoot was flung into the Astral Sea. Marvin was about to be sentenced for Negligent Magic Murdering when Timmy was suddenly returned by Captain Jinny Steampipe of the Atomic Dustbin (An Astral Spell Ship). Timmy was ok and Jinny and crew spent a few weeks spending some money and telling everyone in town amazing stories of the Astral Sea, so all was forgiven. Marvin, has since taken to having anyone who hires him sign liability waivers, you know just in case. He lives in a small tower just outside of town to the North.
ACT 2: Marvin the Magnificent
As they approach the tower they should see an explosion at the peak of the structure. It should look similar to a fireworks mishap. When it clears there will be no visible damage to the tower, But Marvin will plummet to the earth just off to the side of them, landing in a small pond. He will then come charging out of the pond, laughing hysterically, and riding on a large turtle. Once he gets a few feet away from the pond the turtle will disappear and he will tumble to the ground right in front of the players. He will leap up quickly and turn toward the players. “Behold Travelers, You stand in the presence of Marvin the Magnificent! And everything you have witness was mostly intended!” He will then strike a cool pose with his wand pointed to the sky! “Now why do you approach my tower!?”
Once Marvin finds out they’ve been sent about the plow he will become more nervous looking. “I see, well follow me. We have work to do.” He will then start walking toward the tower… his boots squishing out water. This should give them a little time to ask a few questions. Marvin will be a little subversive about what they need to do. He will attempt to frame it very mysteriously, saying things like “All will be revealed soon.” and “Save your questions! All Answers await us… in the future!” If they ask him about what they witnessed outside, he will tell them he was working on a mount summoning spell designed for lakes and rivers.
Things to Do! - Head toward the Tower - Meet Marvin - Ask Questions
ACT 3: The Cabinet of Mysteries
The inside of the Wizard’s Tower will be far more mundane than they likely expect. At least on the first floor. It will have a sitting room, dining room, and kitchen, as well as a few odds and ends about. Nothing special at all. The second floor, are Marvin’s personal quarters and some room for study, but it is the third floor, where Marvin will lead them, and it will be more of what one would expect in a Wizard’s tower. There will be books shelves, arcane equipment, and storage for components. In the middle of the room will be a tall cabinet.
Marvin will explain to them that the Cabinet is a transportation device, and that he will need them to enter into it with a plow that he has recently enchanted. They will be taken to the Ethereal Plane, and once there they’ll need to take the plow outside and begin hitting it with large field stones. There is a large pile of stones just on the north edge of the tower. They’ll have to do this quickly, before the “others” show up. Who are the others? Hard to say, but there are things that live in the Ethereal Plane that don’t like intruders. The idea is to imbue the Plow with Ethereal Powers so it can pass through large stones while plowing fields. Once they return with the Enchanted Plow, Marvin will have them load it on a cart, pulled by a very smart Donkey, and send them on their way.
Skill Challenge: Enchant the Plow This skill challenge will require five successes before they’re incapacitated by the others. However they decide to do it, they’ll have to successfully hit the plow with five large stones. Failures will result in strange indiscernible entities attacking them. They do minimal damage but could knock people out if there are enough failures.
Things to Do! - Move Through Marvin’s Tower - Enter the Cabinet - Enchant the Plow
ACT 4: Blinking Goats
Upon returning to Boss with the Plow they will be happily greet and paid. Their Patron will be there and will be very pleased with their success. He will ask them to demonstrate the plow’s abilities. Once they get set up out in the field and begin plowing something weird will happen. Every time they hit a stone and the plow’s power activates an Ethereal Goat will manifest and kick or ram the plow, and then disappear. It will feel very similar to what they encountered in the Ethereal Plane. They’ll have to find a way to deal with the manifestations.
ENCOUNTER: Ethereal Goats These goats should function very similarly to Blink Dogs, but I would trim the HP and AC a little to put them in line with the party’s. They will be intent on breaking the Plow not the party, although they will attack the party if they can’t get to the Plow.
Things to Do! - Deliver the Plow - Drive the Plow - Defeat the Ethereal Goats
CLOSE
Once defeated the Boss will come over to yell at them, but the Patron will find the entire thing amusing and more importantly, another impressive demonstration of the player’s skills. He will invite them to the “House” for an important party next week.
CHAPTER 4: High Society
They've definitely been noticed now and have impressed with their ability, unconventional as it may be. They are invited to their patron's home, but not as guests. Though, they might think they were actually invited as guests! They have been brought in to help work the event held out at the Party Field. They will have to gather party supplies, help put up the tent, and then serve the actual guests. During the evening’s entertainment a hypnotist “The Great Dr Hypnotika” will mesmerize the crowd and attempt to rob them all. Hopefully the players don’t fall victim to her schemes. And if they do oh well, they’ll be entertained all the same.
ACT 1: Special Delivery
The players arrive at the Patron’s very nice property. They will be greeted by a properly dressed servant with a clipboard, the Party Planner. The Planner will be rigid and direct. They will immediately begin tasking them about. If they mention that they were invited to the party the servant will laugh “You didn’t think you were a guest? Oh dear, how embarrassing. You’re the help! It is still a great honor to be tasked to help at the Party, but you’re not guests. Now as for your current task. Head into town and gather these supplies. Bring them to the field by noon.” After the instructions are given the servant will go back to their tasks and expect the players to do the same. They will have three stops; The Crocked Crow for Food and Beer, Get Nailed for the Tent and Spirits, and Shalana Proud-Breed’s Tailor Shop to pick up the Dry Cleaning. Feel free to make any and all of these go sideways! Its a good place to toss in some shenanigans as well! They should also be introduced to Dr Hypnotika and her associates.
Things To do! - Go to their Patron’s Home - Meet the Party Planner and Dr Hypnotika - Run their Errands
NPC: Dr Hypnotika Dr Hypnotika and her group will perform for the party. Hypnotica is a Tiefling Mezmerist and illusionist. She has an obnoxiously high charisma and some pretty serious skills to back up her claims. However, she uses those skills to beguile her guests, robbing them blind while they are under her spells. She wears a fine robe with a bedazzled headwrap. She has dark upward spiraling horns, light purple skin, and matching eyes. She wears a monocle and walks with a ceremonially carved staff depicting the "Struggles of the Universe". She is extremely persuasive and even more deceptive. Even if someone were to grow suspicious she can easily talk her way out of trouble.
NPCs: Clapper and Bob Hypnotika brings with her two assistants. Clapper the suit wearing Kenku who will perform wondrous displays of mimicry and slight of hand, and her strongman Bob the Kobold. Bob wears a leopard print strongman's outfit and is amazingly swole, particularly for a kobold, and capable of lifting upwards of 400lbs. Bob doesn't do much else other than get hit with things. in the act.
ACT 2: Put up the Tent
After they finish running their errands they will be tasked with putting up a large party tent. This Act is an ongoing Skill Challenge and should have a constantly distracted feel to it. First they have to unpack the tent. Then they have to realize some pieces are missing, they’ll have to form a solution to that problem. After that wind should cause some problems as the tent is at least being pulled up. This is a great moment for some wondrous tom-foolery.
Things To do! - Unpack the tent - Deal with missing parts - Secure the tent during the wind gusts
ACT 3: Put These On
After they finish putting up the tent they’ll be sent to the Servant’s Quarters to bathe and change. They’ll get a little time to explore and snoop if they wish. Afterward they’ll be tasked with helping in the kitchen, but unfortunately the cooks are going to have been playing a drinking game all afternoon and are no longer fully capable of doing their jobs. This would make a great moment for some sort of mini-game where the players have to determine whether or not the cooks are doing the right things. Once the dinner has been completed they will have to serve the guests. This is a good place to insert gossip and help them meet a few other folks.
Things To do! - Get changed for the party - Deal with the drunk cooks - Serve the guests drinks and food
ACT 4: An Evening to Remember
At some point in the evening things are going to start sliding downhill. Some of the locals will have become extremely inebriated and will need to be encouraged to leave, or just moved off to the side as they’ve already passed out, before the show begins. Once the show begins the locals will become fixated on the goings on. “The Great Dr Hypnotika” will have put an additive in the drinks for the that will make everyone more susceptible to her powers of persuasion. Once the show starts she will have them all doing silly things, those who drank have disadvantage on saves against her powers. She will end the show asking the guests to display their most valuable treasure, a with a hypnotic pattern and then send her assistants out to collect those treasures. The players will have to “do something” about the thieves.
Things To do! - Deal with Drunks - Watch the Show - Stop the Criminals
ENCOUNTER: Hypnotika's Gang This encounter doesn't have to be a fight. If Hypnotika is caught she may claim it was all part of the act and simple return the valuables with a "no harm, no foul" type attitude. This will be he go to in an attempt to avoid a fight, but if the character persist in some kind of retribution or punishment the situation will devolve into a combat. Hypnotica herself is an Illusionist Wizard but is low on spells after the show. Clapper is a low level rogue and Bob a Barbarian, and should play out as such. Even with Skills they are combat adverse and will be looking for an opportunity to flee rather than fight. They do have a getaway wagon out front that they'll be headed for if things go south.
CLOSE
We’re assuming the Bumpkins at least attempted to stop the robbery. This will draw a lot of attention to them. Their Patron will be well pleased with them, and let them know they will be getting much more important jobs in the future. The guests will also take note and will begin treating them all a bit better. They’re all essentially Folk Heroes at this point for secondary backgrounds. Their Patron should reward them with something very nice as the party kicks back in. They will need to finish out the nights work of course.
QUEST-LINE CLOSING
Congratulations! Your Players have completed their first Quest-line! Hopefully it was a delightful experience. But now that they've finished what comes next? Well, here are some ideas.
Reward Them! They've been doing some rather Adventurous things lately, and therefore should now have a Class Level under their belt, so the real D&D world now opens to them! Maybe it is time for some real adventuring gear. No more sticks, stones, and burlap sack armor.
Folk Heroes? There's a good chance that the Valley is Speaking the News about them and their exploits while drinking in the taverns. They may have even earned the actual Folk Hero Feat! Maybe someone would be interested in giving them a task!
Simply Go Exploring! There are a lot of places in Green Valley that we only dipped our toes into. You could have them head down to Stinkmarsh, or maybe climb up the cliffs of Longridge. The world (Well, the Valley) is wholly open to them.
Explore Local Legends There are lots of local legends they can look into! Hopefully they search out something that isn't too far over their heads!
Continue Working for their Patron It would be an easy DM go to simply to have them continue working for their current Patron. They've probably been impressive enough fo a family to be interested in keeping them on.
Establish Themselves as Adventurers! Maybe they want to set up a Adventurers for Hire business? This "Heroes Guild" approach is really appealing to a lot of players and absolutely plays into Bumpkin Quest. Just remember, this is a place of low key problems that locals make really big deals out of. So the idea of slaying dragons shouldn't really be on the table... that is until an actual dragon shows up! Which one day absolutely should.
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2023.05.30 18:38 SchlesingerMindy323 [HIRING] 25 Jobs in IA Hiring Now!
Hey guys, here are some recent job openings in ia. 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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2023.05.30 16:34 30Doc The Original Name for the Trump Russia Investigation Was "THE CLINTON PLAN"
Huh that's odd. Can anyone explain to me why they called it "THE CLINTON PLAN" and why did they change the name to first
"Crossfire Hurricane" and then to "
The Mueller investigation"? https://www.justice.gov/storage/durhamreport.pdf Page 81+ Investigative Referral of Possible Clinton Campaign Plan 1. Factual background The Office also considered as part of its investigation the government's handling of certain intelligence that it received during the summer of 2016. That intelligence concerned the purported "approval by Hillary Clinton on July 26, 2016 of a proposal from one of her foreign policy advisors to vilify Donald Trump by stirring up a scandal claiming interference by the Russian security services." 391 We refer to that intelligence hereafter as the "Clinton Plan intelligence.'' DNI John Ratcliffe declassified the following information about the Clinton Plan intelligence in September 2020 and conveyed it to the Senate Judiciary Committee: • In late July 2016, U.S. intelligence agencies obtained insight into Russian intelligence analysis alleging that U.S Presidential candidate Hillary Clinton had approved a campaign plan to stir up a scandal against U.S. Presidential candidate Donald Trump by tying him to Putin and the Russians' hacking of the Democratic National Committee. The IC does not know the accuracy of this allegation or the extent to which the Russian intelligence analysis may reflect exaggeration or fabrication. • According to his handwritten notes, CIA Director Brennan subsequently briefed President Obama and other senior national security officials on the intelligence, including the "alleged approval by Hillary Clinton on July 26, 2016 of a proposal from one of her foreign policy advisors to vilify Donald Trump by stirring up a scandal claiming interference by Russian security services. • On 07 September 2016, U.S. intelligence officials forwarded an investigative referral to FBI Director James Corney and Deputy Assistant Director of Counterintelligence Peter Strzok regarding "U.S. Presidential candidate Hillary Clinton's approval of a plan concerning U.S. Presidential candidate Donald Trump and Russian hackers hampering U.S. elections as a means of distracting the public from her use of a private mail server." 392 The Clinton Plan intelligence was relevant to the Office's investigation for two reasons. First, the Clinton Plan intelligence itself and on its face arguably suggested that private actors affiliated with the Clinton campaign were seeking in 2016 to promote a false or exaggerated narrative to the public and to U.S. government agencies about Trump's possible ties to Russia. Given the significant quantity of materials the FBI and other government agencies did in fact receive during the 2016 presidential election season and afterwards that originated with and/or were funded by the Clinton campaign or affiliated persons (i.e., the Steele Dossier reports, the Alfa Bank allegations, and the Yotaphone allegations), the Clinton Plan intelligence prompted the Office to consider (i) whether there was in fact a plan by the Clinton campaign to tie Trump to Russia in order to "stir[] up a scandal" in advance of the 2016 presidential election, and (ii) if such a plan existed, whether an aspect or component of that plan was to intentionally provide knowingly false and/or misleading information to the FBI or other agencies in furtherance of such a plan. 393 Second, the Clinton Plan intelligence was also highly relevant to the Office's review and investigation because it was part of the mosaic of information that became known to certain U.S. officials at or before the time they made critical decisions in the Crossfire Hurricane case and in related law enforcement and intelligence efforts. Because these officials relied, at least in part, on materials provided or funded by the Clinton campaign and/or the DNC when seeking FISA warrants against a U.S. citizen (i.e., the Steele Dossier reports) and taking other investigative steps, the Clinton Plan intelligence had potential bearing on the reliability and credibility of those materials. Put another way, this intelligence-taken at face value-was arguably highly relevant and exculpatory because it could be read in fuller context, and in combination \vith other facts, to suggest that materials such as the Steele Dossier reports and the Alfa Bank allegations (discussed below and in greater detail in Section IV.E. l) were part of a political effort to smear a political opponent and to use the resources of the federal government's law enforcement and intelligence agencies in support of a political objective. The Office therefore examined whether, and precisely when, U.S. law enforcement and intelligence officials became aware of the Clinton Plan intelligence; whether they vetted and analyzed the intelligence to understand its potential
OIC !!! IT was called
"THE HILLARY PLAN" because it was made up by Hillary Clinton's presidential campaign as a means to defeat Donald Trump in the 2016 election
Go figure: That makes sense now.
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2023.05.30 15:41 Danilo2213 Meilleur marque de tracteur
Il existe de nombreuses marques de tracteurs réputées qui produisent des machines de qualité. Voici quelques-unes des marques les plus renommées dans l'industrie des tracteurs :
- John Deere : John Deere est une marque américaine bien établie qui propose une large gamme de tracteurs pour les applications agricoles, forestières et de construction. Ils sont connus pour leur fiabilité, leur durabilité et leurs technologies avancées.
- Massey Ferguson : Massey Ferguson est une marque mondiale d'équipements agricoles, réputée pour ses tracteurs polyvalents et robustes. Leurs machines sont appréciées pour leur facilité d'utilisation, leur performance et leur longévité.
- Fendt : Fendt est une marque allemande spécialisée dans les tracteurs haut de gamme. Leurs machines sont reconnues pour leur qualité de construction, leur confort, leur technologie de pointe et leur efficacité énergétique.
- Case IH : Case IH est une marque américaine réputée pour ses tracteurs puissants et polyvalents. Leurs machines offrent des performances élevées, une technologie avancée et une excellente productivité.
- New Holland : New Holland est une marque mondiale d'équipements agricoles qui propose une vaste gamme de tracteurs adaptés à différentes applications. Leurs machines sont connues pour leur qualité de fabrication, leur innovation et leur polyvalence.
Il convient de noter que chaque marque de tracteur a ses propres caractéristiques et avantages spécifiques. Le choix de la meilleure marque dépendra de vos besoins, de votre budget et des exigences de votre exploitation agricole. Il est également recommandé de prendre en compte le service après-vente, la disponibilité des pièces de rechange et le support technique lors du choix d'une marque de tracteur.
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2023.05.30 12:35 ProtoAwesome Where do I get a Technicians Manual for Classic 350?
I have a 2020 Classic 350 (Gun Metal Gray) and I wanted to know if it was possible to get my hands on the bike manual that the technicians at ther service centers use. If anyone has the manual for my model please share the pdf file.
TIA
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2023.05.30 08:09 Ok-Willingness-9438 How Does Hypnotherapy Help the 4 Symptoms of PTSD
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2023.05.29 22:35 adventurepaul E-commerce Industry News - Week of May 29th, 2023
Hi
ecommerce - I'm Paul and I follow the e-commerce industry pretty closely for my Shopifreaks E-commerce Newsletter. Each week I post a summary recap of this week's top stories, which I cover in depth in the newsletter. .
- STAT OF THE WEEK: 70% of e-commerce shoppers experienced shipping delays without any reason provided by the business for the delay. Faced with that experience, 90% of respondents said they are less likely to buy from a brand again after a poor online shopping experience, while 29% say they are increasingly willing to share a negative review online. – According to Koerber .
- If some of Temu's deals appear too good to be true — it's because they are! An analysis of the company's supply chain costs by WIRED shows that Temu is losing an average of $30 per order as it throws money at trying to break into the American market. Most of Temu's subsidies are in the form of free international shipping, with even a small package costing the company around $14 to ship to the US (although it offers the shipping for free). When adding in the additional product discounts and cash coupons that Temu gives to customers, the average loss per order jumps to $30. .
- The FTC has proposed new rules in the US called “click to cancel” that will impact e-commerce subscriptions — but in a good way for consumers! The rules would require any business selling subscriptions to add a simple cancel mechanism on the same website as the initial transaction, and include the same number of steps. In other words, a “one click subscription” would require a “one click cancelation.” This “click to cancel” rule is part of the FTC's proposed changes to its 1973 Negative Option Rule, which establishes how subscription sellers must communicate offers, ensure consent, manage billing, and simplify cancellation. .
- BigCommerce announced new leadership including the appointment of Daniel Lentz as the company's CFO, Chuck Cassidy as its General Counsel, and Hubert Ban as its Chief Accounting Officer. .
- Google is launching Product Studio, a new tool that allows Shopping merchants to quickly edit and customize their product images for free using generative AI. According to Google's data, product listings with more than one image typically see a 76% increase in impressions and a 32% increase in clicks compared to listings with a single image. With the new generative AI tool, text prompts can be used within Product Studio to quickly make visual adjustments to product images, such as generating new backgrounds for seasonal campaigns. The tool also allows sellers to instantly remove the existing background of an image if they need a blank backdrop, and increase the quality of small or low resolution images. .
- Morning Consult published their annual report of Most Trusted Brands for 2023. The survey ranks roughly 1,500 brands in the US, most of which were dominated by big, well-established names including: #1 Band-Aid, #2 UPS, #3 Amazon, #4 Lysol, #5 Kleenex, #6 Cheerios, #7 Visa, #8 Dove, #9 The Weather Channel, and #10 FedEx .
- Axios, in collaboration with market research firm Harris Poll, also ran a recent survey to determine the Most Reputable Brands in the US. The results were very different from Morning Consult's most trusted brands. Only one company overlapped in the top ten which included: #1 Patagonia, #2 Costco, #3 John Deere, #4 Trader Joe's, #5 Chick-fil-A, #6 Toyota, #7 Samsung, #8 Amazon, #9 USAA, and #10 Apple . Bottom of the list included: #90 Family Dollar, #91 Balenciaga, #92 BP, #93 Bitcoin, #94 TikTok, #95 Spirit Airlines, #96 Meta, #97 Twitter, #98 Fox, #99 FTX, and #100 The Trump Organization .
- The latest data from PYMNTS shows that high earners are feeling the pinch of credit card debt and that their wages aren't keeping up with inflation. This is resulting in higher-end retailers who depend on wealthier households feeling the pinch as well. The data shows a number of correlations including that for bouseholds earning more than $100k annually, 42% were living paycheck-to-paycheck in April 2022. That number has crept up to over 49% this past year. .
- Netflix must have forgotten what love is since 2017 when it made its famous tweet that “Love is sharing a password.” The company has finally launched its ill-awaited crackdown on password sharing in the US and the UK. The new rules state that subscribers are permitted to share their account with members of their own household, which Netflix defines as “you and the people you live with.” Netflix will begin using a variety of tools, such as IP checking, to spot when people are using another household’s account and prevent them from doing so, or give them the option of adding a household for $7.99/month. The company expects cancellations, but optimistically (or idiotically) predicts that those same people will come back again, which will overall lead to more people paying for subscriptions. .
- Laws are changing in Australia to treat BNPL as a credit product. Finally! When was it NOT a form of credit? BNPL should have been recognized as a credit product the day the first BNPL company put up a coming soon landing page. Australia’s Assistant Treasurer and Minister for Financial Services Stephen Jones said that a litany of issues reported to the Australia Securities and Investments Commission have added up to “unacceptable levels of unaffordable lending occurring, largely concentrated amongst low-income borrowers.” He added that “BNPL looks like credit, it acts like credit, it carries the risks of credit.” Jones promised draft legislation in the coming months and the introduction of a final bill to the Australian Parliament by the end of the year, which will include the need for BNPL firms to hold Australian Credit Licenses and comply with Resonspible Lending Obligations. .
- Bill Gates said that AI could kill Google Search and Amazon as we know them, and that the technology could radically alter user behaviors, resulting in people never needing to visit a search website again or use certain productivity or shopping tools. Gates remarked that the first company to develop it will have a leg up on competitors. .
- A recent study conducted by Lloyds Banking Group revealed that a UK consumer falls victim to a purchasing scam that originates on Facebook or Instagram every seven minutes, resulting in a cost of over £500k per week. (That man is Michael Scott.) The banking group is now urging Meta and other tech giants to take responsibility and contribute to refunding innocent victims of scams. .
- Analysts at Bernstein project that Reliance Industries is poised to outpace Amazon and Flipkart in the race for India's $150M e-commerce market, citing the conglomerate's robust retail network, mobile network, and home field advantage as its biggest assets. Reliance already operates the country's largest retail chain with over 18k stores and is leveraging its presence to form partnerships with Meta, Shein, and other companies as a strategic advantage against its competitors. .
- Shopify is introducing its POS hardware to the Canadian market. Its mobile selling device, the POS Go, which is built to run Shopify’s POS software, was first rolled out to retailers in the US in 2022. .
- Meta announced that ads in Instagram search results will now be available through the Instagram Marketing API, allowing third-party social-management platforms to offer a new Instagram ad-placement type in their apps. Meta began testing the placement in March and are now opening it up to all brands. .
- Shein is exploring plans to build a factory in Mexico as one of its manufacturing hubs outside China, which could shorten shipping time and cut distribution costs for customers in Latin America and USA. Earlier this month I reported that Shein is creating a hub in Brazil. .
- Amazon opened the first phase of its Metropolitan Park on Monday, its long-awaited second headquarters in Arlington, Virginia that can hold up to 8k employees. However not all Amazon employees are excited about the new office location (or any office location). At least 1,000 office workers are planning a walkout this Wednesday to take a stand against the company's return-to-office mandate. .
- The Vietnamese government is putting pressure on TikTok to police its content and remove videos that fall short of the state’s standards, or risk a ban. Eight government departments are targeting toxic content deemed “to pose a threat to the country’s youth, culture and tradition” — including videos that simply criticize college degrees. .
- eBay unveiled generative AI on its mobile app to help sellers list new items for sale, however the company forgot to inform sellers and didn't label the icon. When clicked, the icon replaced sellers' entire product descriptions with AI generated text, with no way to recover the original description. .
- Boozt AB, a Sweden-based online fashion retailer, blocked 42,000 customers for returning too many items, calling their actions too costly for the company and the environment. The company said that these particular customers represented less than 2% of their 3M customers, but around 25% of the total return volume. .
- Twitter withdrew from an agreement with the EU to cut down misinformation on its social network, which the company joined alongside other tech companies in 2018. Thierry Breton, the EU internal market commissioner, noted that fighting disinformation will be a legal obligation from August 25th, due to the EU's Digital Services Act, so the agreement would become irrelevant. .
- Jeff Bezos is ripped now! The Amazon founder started working with personal trainer, Wes Okerson, who's also trained Tom Cruise and Gerard Butler, and now he's gotten super buff. This is about the least e-commerce specific news you'll ever see me share in this newsletter, but the Jeff Bezos before / after photo is kind of wild! .
- Amazon will close its official Amazon app store in China on July 17, which launched in 2011 as an alternative to the Google Play Store. Amazon noted that its marketplaces and AWS services will remain operational in China. However while it may be leaving China, the Amazon App Store will soon be bringing more Android apps to the Windows ecosystem. The expanded partnership will allow Windows users to access a wider range of Android apps seamlessly. .
- Google updated the badges some merchants display for their product listings in Google Search to say “Top Quality Store” instead of the original “Trusted Store” badge. Google said this is just a name and title change and won't have any impact on search rank or performance. .
- Auctane, an e-commerce shipping specialist that operates brands such as Metapack, ShipStation, Packlink, ShipEngine, Stamps.com, and others, appointed Albert Ko as its new CEO, who previously served as CEO of EWS, which is best known for the Zelle payments network. Current CEO Nathan Jones will join the company's Board of Directors. .
- eCampus.com, a website that sells textbooks and course materials, announced that it would keep offering textbook rentals, even though its retail partner Amazon was exiting the business. The company had been powering the program behind the scenes for Amazon since 2012, and plans to keep it going through its own website. .
- Walmart is partnering with Pawp, a veterinary telehealth provider, to offer Walmart+ subscribers free access to virtual veterinarians for a year, starting this week. Currently Pawp charges $99 for an annual membership. .
- Alibaba Group said that it aims to hire 15,000 people this year, dismissing rumors circulating that the company planned to cut 20% of its staff. They also mentioned that more than 3,000 of those hires would be newly-graduated students. .
- Plus 7 seed rounds, IPOs, and acquisitions of interest including a $12M Series A round by Laced to grow its resale marketplace for authenticated sneakers.
I hope you find this news recap helpful. See you next week!
-PAUL
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2023.05.29 22:35 adventurepaul What's new in e-commerce? - Week of May 29th, 2023
Hi
ShopifyeCommerce - I'm Paul and I follow the e-commerce industry closely for my
Shopifreaks E-commerce Newsletter. Each week I post a summary recap of this week's top stories, which I cover in depth in the newsletter. .
- STAT OF THE WEEK: 70% of e-commerce shoppers experienced shipping delays without any reason provided by the business for the delay. Faced with that experience, 90% of respondents said they are less likely to buy from a brand again after a poor online shopping experience, while 29% say they are increasingly willing to share a negative review online. – According to Koerber .
- If some of Temu's deals appear too good to be true — it's because they are! An analysis of the company's supply chain costs by WIRED shows that Temu is losing an average of $30 per order as it throws money at trying to break into the American market. Most of Temu's subsidies are in the form of free international shipping, with even a small package costing the company around $14 to ship to the US (although it offers the shipping for free). When adding in the additional product discounts and cash coupons that Temu gives to customers, the average loss per order jumps to $30. .
- The FTC has proposed new rules in the US called “click to cancel” that will impact e-commerce subscriptions — but in a good way for consumers! The rules would require any business selling subscriptions to add a simple cancel mechanism on the same website as the initial transaction, and include the same number of steps. In other words, a “one click subscription” would require a “one click cancelation.” This “click to cancel” rule is part of the FTC's proposed changes to its 1973 Negative Option Rule, which establishes how subscription sellers must communicate offers, ensure consent, manage billing, and simplify cancellation. .
- BigCommerce announced new leadership including the appointment of Daniel Lentz as the company's CFO, Chuck Cassidy as its General Counsel, and Hubert Ban as its Chief Accounting Officer. .
- Google is launching Product Studio, a new tool that allows Shopping merchants to quickly edit and customize their product images for free using generative AI. According to Google's data, product listings with more than one image typically see a 76% increase in impressions and a 32% increase in clicks compared to listings with a single image. With the new generative AI tool, text prompts can be used within Product Studio to quickly make visual adjustments to product images, such as generating new backgrounds for seasonal campaigns. The tool also allows sellers to instantly remove the existing background of an image if they need a blank backdrop, and increase the quality of small or low resolution images. .
- Morning Consult published their annual report of Most Trusted Brands for 2023. The survey ranks roughly 1,500 brands in the US, most of which were dominated by big, well-established names including: #1 Band-Aid, #2 UPS, #3 Amazon, #4 Lysol, #5 Kleenex, #6 Cheerios, #7 Visa, #8 Dove, #9 The Weather Channel, and #10 FedEx .
- Axios, in collaboration with market research firm Harris Poll, also ran a recent survey to determine the Most Reputable Brands in the US. The results were very different from Morning Consult's most trusted brands. Only one company overlapped in the top ten which included: #1 Patagonia, #2 Costco, #3 John Deere, #4 Trader Joe's, #5 Chick-fil-A, #6 Toyota, #7 Samsung, #8 Amazon, #9 USAA, and #10 Apple . Bottom of the list included: #90 Family Dollar, #91 Balenciaga, #92 BP, #93 Bitcoin, #94 TikTok, #95 Spirit Airlines, #96 Meta, #97 Twitter, #98 Fox, #99 FTX, and #100 The Trump Organization .
- The latest data from PYMNTS shows that high earners are feeling the pinch of credit card debt and that their wages aren't keeping up with inflation. This is resulting in higher-end retailers who depend on wealthier households feeling the pinch as well. The data shows a number of correlations including that for bouseholds earning more than $100k annually, 42% were living paycheck-to-paycheck in April 2022. That number has crept up to over 49% this past year. .
- Netflix must have forgotten what love is since 2017 when it made its famous tweet that “Love is sharing a password.” The company has finally launched its ill-awaited crackdown on password sharing in the US and the UK. The new rules state that subscribers are permitted to share their account with members of their own household, which Netflix defines as “you and the people you live with.” Netflix will begin using a variety of tools, such as IP checking, to spot when people are using another household’s account and prevent them from doing so, or give them the option of adding a household for $7.99/month. The company expects cancellations, but optimistically (or idiotically) predicts that those same people will come back again, which will overall lead to more people paying for subscriptions. .
- Laws are changing in Australia to treat BNPL as a credit product. Finally! When was it NOT a form of credit? BNPL should have been recognized as a credit product the day the first BNPL company put up a coming soon landing page. Australia’s Assistant Treasurer and Minister for Financial Services Stephen Jones said that a litany of issues reported to the Australia Securities and Investments Commission have added up to “unacceptable levels of unaffordable lending occurring, largely concentrated amongst low-income borrowers.” He added that “BNPL looks like credit, it acts like credit, it carries the risks of credit.” Jones promised draft legislation in the coming months and the introduction of a final bill to the Australian Parliament by the end of the year, which will include the need for BNPL firms to hold Australian Credit Licenses and comply with Resonspible Lending Obligations. .
- Bill Gates said that AI could kill Google Search and Amazon as we know them, and that the technology could radically alter user behaviors, resulting in people never needing to visit a search website again or use certain productivity or shopping tools. Gates remarked that the first company to develop it will have a leg up on competitors. .
- A recent study conducted by Lloyds Banking Group revealed that a UK consumer falls victim to a purchasing scam that originates on Facebook or Instagram every seven minutes, resulting in a cost of over £500k per week. (That man is Michael Scott.) The banking group is now urging Meta and other tech giants to take responsibility and contribute to refunding innocent victims of scams. .
- Analysts at Bernstein project that Reliance Industries is poised to outpace Amazon and Flipkart in the race for India's $150M e-commerce market, citing the conglomerate's robust retail network, mobile network, and home field advantage as its biggest assets. Reliance already operates the country's largest retail chain with over 18k stores and is leveraging its presence to form partnerships with Meta, Shein, and other companies as a strategic advantage against its competitors. .
- Shopify is introducing its POS hardware to the Canadian market. Its mobile selling device, the POS Go, which is built to run Shopify’s POS software, was first rolled out to retailers in the US in 2022. .
- Meta announced that ads in Instagram search results will now be available through the Instagram Marketing API, allowing third-party social-management platforms to offer a new Instagram ad-placement type in their apps. Meta began testing the placement in March and are now opening it up to all brands. .
- Shein is exploring plans to build a factory in Mexico as one of its manufacturing hubs outside China, which could shorten shipping time and cut distribution costs for customers in Latin America and USA. Earlier this month I reported that Shein is creating a hub in Brazil. .
- Amazon opened the first phase of its Metropolitan Park on Monday, its long-awaited second headquarters in Arlington, Virginia that can hold up to 8k employees. However not all Amazon employees are excited about the new office location (or any office location). At least 1,000 office workers are planning a walkout this Wednesday to take a stand against the company's return-to-office mandate. .
- The Vietnamese government is putting pressure on TikTok to police its content and remove videos that fall short of the state’s standards, or risk a ban. Eight government departments are targeting toxic content deemed “to pose a threat to the country’s youth, culture and tradition” — including videos that simply criticize college degrees. .
- eBay unveiled generative AI on its mobile app to help sellers list new items for sale, however the company forgot to inform sellers and didn't label the icon. When clicked, the icon replaced sellers' entire product descriptions with AI generated text, with no way to recover the original description. .
- Boozt AB, a Sweden-based online fashion retailer, blocked 42,000 customers for returning too many items, calling their actions too costly for the company and the environment. The company said that these particular customers represented less than 2% of their 3M customers, but around 25% of the total return volume. .
- Twitter withdrew from an agreement with the EU to cut down misinformation on its social network, which the company joined alongside other tech companies in 2018. Thierry Breton, the EU internal market commissioner, noted that fighting disinformation will be a legal obligation from August 25th, due to the EU's Digital Services Act, so the agreement would become irrelevant. .
- Jeff Bezos is ripped now! The Amazon founder started working with personal trainer, Wes Okerson, who's also trained Tom Cruise and Gerard Butler, and now he's gotten super buff. This is about the least e-commerce specific news you'll ever see me share in this newsletter, but the Jeff Bezos before / after photo is kind of wild! .
- Amazon will close its official Amazon app store in China on July 17, which launched in 2011 as an alternative to the Google Play Store. Amazon noted that its marketplaces and AWS services will remain operational in China. However while it may be leaving China, the Amazon App Store will soon be bringing more Android apps to the Windows ecosystem. The expanded partnership will allow Windows users to access a wider range of Android apps seamlessly. .
- Google updated the badges some merchants display for their product listings in Google Search to say “Top Quality Store” instead of the original “Trusted Store” badge. Google said this is just a name and title change and won't have any impact on search rank or performance. .
- Auctane, an e-commerce shipping specialist that operates brands such as Metapack, ShipStation, Packlink, ShipEngine, Stamps.com, and others, appointed Albert Ko as its new CEO, who previously served as CEO of EWS, which is best known for the Zelle payments network. Current CEO Nathan Jones will join the company's Board of Directors. .
- eCampus.com, a website that sells textbooks and course materials, announced that it would keep offering textbook rentals, even though its retail partner Amazon was exiting the business. The company had been powering the program behind the scenes for Amazon since 2012, and plans to keep it going through its own website. .
- Walmart is partnering with Pawp, a veterinary telehealth provider, to offer Walmart+ subscribers free access to virtual veterinarians for a year, starting this week. Currently Pawp charges $99 for an annual membership. .
- Alibaba Group said that it aims to hire 15,000 people this year, dismissing rumors circulating that the company planned to cut 20% of its staff. They also mentioned that more than 3,000 of those hires would be newly-graduated students. .
- Plus 7 seed rounds, IPOs, and acquisitions of interest including a $12M Series A round by Laced to grow its resale marketplace for authenticated sneakers.
For more details on each story, see the full edition:
https://www.shopifreaks.com/how-much-money-does-temu-lose-per-orde What else is new in e-commerce? Share stories of interesting in the comments below (including in your own business) or on
shopifreaks.
See you next week.
-PAUL
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2023.05.29 21:57 onehunkytenor Violation of content policy?
I have trained ChatGPT to process lyrics for a blind church choir member. I legally (through a paid subscription) download a PDF of a hymn, OCR it, feed that jumble of text bits and guitar chords and strange punctuation and such into ChatGPT and it provides nicely formatted lyrics which I manually check, correct if needed and send to the blind choir member. He then processes it into Braille and can sing the hymn with the choir on Sunday.
Nice.
Today I am receiving a message that says "This prompt may violate our content policy." with a button to "acknowledge" and no further options.
Do you have any idea as to why and how to get around this?
Thanks!
Here's the text I am feeding it:
HOLY, HOLY, HOLY
D Bm A D G D
’-5"_———-——_-——
éfi========r=======
“_1 _—_ _ ——-—————/—
- HO 7 ly, HO 7 ly, Ho 7 ly! Lord_ God Al 7 might 7 y!
- HO 7 ly, HO 7 ly, Ho 7 1y! All the saints a 7 dore thee,
- HO 7 ly, HO 7 ly, Ho 7 1y! Though the dark—ness hide thee,
- HO 7 ly, HO 7 ly, Ho 7 ly! Lordi God Al 7 might 7 y!
A D E7 A A/E E7 A
’lil‘l—————-‘———-————
59413=E===========E=
“V—-———-'———
- Ear 7 ly in the morn 7 ing our song shall rise to thee:
- Cast 7 ing down their gold 7 en crowns a 7 round the glass 7 y sea;
- Though the eye made blind by sin thy glo 7 ry may not see,
- All thy works shall praise thy Name, in earth, and sky, and sea;
D Em A D G D
‘ =
L.‘_————' _ _’—-_‘_-—_"—I—
\1_—_ — —_-—!_———
- Ho 7 ly, Ho 7 ly, HO 7 ly! Mer 7 ci 7 ful and might 7 y,
- Cher 7 u 7 bim and ser 7 a 7 phim fall 7 ing down be 7 fore thee,
- On 7 ly thou art ho 7 ly; there is none be — side thee,
- Ho 7 ly, HO 7 ly, HO 7 ly! Mer 7 ci 7 ful and might 7 y,
I Bm D G D7 Em A7 D I
’lfl'l-V—————-————I
a=i=============l
“_—-—I—_—_l-‘—I
- God in three Per 7 sons, bless 7 ed Trin 7 i 7 ty.
- Which wert, and art, and eV 7 er 7 more shalt be.
- Per 7 feet in pow’r, in love, and pur 7 i — ty.
- God in three Per 7 sons, bless 7 ed Trin 7 i 7 ty.
Text: 1‘] 121210; Reginald Heber,1783—1826, alt.
Music: NICAEA; John B. Dykes,1823—1876.
Edition #30130442
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2023.05.29 18:58 JoshAsdvgi THE BIRD TRIBES
| THE BIRD TRIBES A Cherokee Legend Winged creatures of all kinds are classed under the generic term of aninâ'hilidâ'hï (flyers). Birds are called, alike in the singular and plural, tsi'skwa, the term being generally held to exclude the domestic fowls introduced by the whites. When it is necessary to make the distinction they are mentioned, respectively, as inägëhï (living in the woods), and uluñni'ta (tame). The robin is called tsiskwa'gwä, a name which can not be analyzed, while the little sparrow is called tsikwâ'yä (the real or principal bird), perhaps, in accord with a principle in Indian nomenclature, on account of its wide distribution. As in other languages, many of the bird names are onomatopes, as wa`huhu' (the screech owl), u'guku' (the hooting owl), wagulï' (the whippoorwill), kâgû (the crow), gügwë' (the quail), huhu (the yellow mocking-bird), tsï'kïlï' (the chickadee), sa'sa' (the goose). The turtledove is called gulë'-diska`nihï' (it cries for acorns), on account of the resemblance of' it cry to the sound of the word for acorn. (gulë') The meadowlark is called näkwïsï' (star), on account of the appearance of its tail when spread out as it soars. The nuthatch (Sitta carolinensis) is called tsulie'na (deaf), and is supposed to be without bearing, possibly on account of its fearless disregard for man's presence. Certain diseases are diagnosed by the doctors as due to birds, either revengeful bird ghosts, bird feathers about the house, or bird shadows falling upon the patient from overhead. The eagle (awâ'hïlï) is the great sacred bird of the Cherokee, as of nearly all our native tribes, and figures prominently in their ceremonial ritual, especially in all things relating to war. The particular species prized was the golden or war eagle (Aquila chrsætus), called by the Cherokee the pretty-feathered eagle, on account of its beautiful tail feathers, white, tipped with black, which were in such great demand for decorative and ceremonial purposes that among the western tribes a single tail was often rated as equal in value to a horse. Among the Cherokee in the old times the killing of an eagle was an event which concerned the whole settlement, and could be undertaken only by the professional eagle killer, regularly chosen for the purpose on account of his knowledge of the prescribed forms and the prayers to be said afterwards in order to obtain pardon for the necessary sacrilege, and thus ward off vengeance from the tribe. It is told of one man upon the reservation that having deliberately killed an eagle in defiance of the ordinances he was constantly haunted by dreams of fierce eagles swooping down upon him, until the nightmare was finally exercised after a long course of priestly treatment. In 1890 there was but one eagle killer remaining among the East Cherokee. It does not appear that the eagle was ever captured alive as among the plains tribes. The eagle must be killed only in the winter or late fall after the crops were gathered and the snakes had retired to their dens. If killed in the summertime a frost would come to destroy the corn, while the songs of the Eagle dance, when the feathers were brought home, would so anger the snakes that they would become doubly dangerous. Consequently the Eagle songs were never sung until after the snakes had gone to sleep for the winter. When the people of a town had decided upon an Eagle dance the eagle killer was called in, frequently from a distant settlement, to procure the feathers for the occasion. He was paid for his services from offerings made later at the dance, and as the few professionals guarded their secrets carefully from outsiders their business was a quite profitable one. After some preliminary preparation the eagle killer sets out alone for the mountains, taking with him his gun or bow and arrows. Having reached the mountains, he goes through a vigil of prayer and fasting, possibly lasting four days, after which he hunts until he succeeds in killing a deer. Then, placing the body in a convenient exposed situation upon one of the highest cliffs, he conceals himself near by and begins to sing in a low undertone the songs to call down the eagles from the sky. When the eagle alights upon the carcass, which will be almost immediately if the singer understands his business, he shoots it, and then standing over the dead bird, he addresses to it a prayer in which he begs it not to seek vengeance upon his tribe, because it is not a Cherokee, but a Spaniard (Askwa'nï) that has done the deed. The selection of such a vicarious victim of revenge is evidence at once of the antiquity of the prayer in its present form and of the enduring impression which the cruelties of the early Spanish adventurers made upon the natives. The prayer ended, he leaves the dead eagle where it fell and makes all haste to the settlement, where the people are anxiously expecting his return. On meeting the first warriors he says simply, A snowbird has died, and passes on at once to his own quarters, his work being now finished. The announcement is made in this form in order to insure against the vengeance of any eagles that might overhear, the little snowbird being considered too insignificant a creature to be dreaded. Having waited four days to allow time for the insect parasites to leave the body, the hunters delegated for the purpose go out to bring in the feathers. On arriving at the place they strip the body of the large tail and wing feathers, which they wrap in a fresh deerskin brought with them, and then return to the settlement, leaving the body of the dead eagle upon the ground, together with that of the slain deer, the latter being intended as a sacrifice to the eagle spirits. On reaching the settlement, the feathers, still wrapped in the deerskin, are hung up in a small, round hut built for this special purpose near the edge of the dance ground (detsänûñ'lï) and known as the place where the feathers are kept, or feather house. Some settlements had two such feather houses, one at each end of the dance ground. The Eagle dance was held on the night of the same day on which the feathers were brought in, all the necessary arrangements having been made beforehand. In the meantime, as the feathers were supposed to be hungry after their journey, a dish of venison and corn was set upon the ground below them and they were invited to eat. The body of a flax bird or scarlet tanager (Piranga rubra) was also hung up with the feathers for the same purpose. The food thus given to the feathers was disposed of after the dance, as described in another place. The eagle being regarded as a great ada'wehï, only the greatest warriors and those versed in the sacred ordinances would dare to wear the feathers or to carry them in the dance. Should any person in the settlement dream of eagles or eagle feathers he must arrange for an Eagle dance, with the usual vigil and fasting, at the first opportunity; otherwise some one of his family will die. Should the insect parasites which infest the feathers of the bird in life get upon a man they will breed a skin disease which is sure to develop, even though it may be latent for years. It is for this reason that the body of the eagle is allowed to remain four days upon the ground before being brought into the settlement. The raven (kâ'länû) is occasionally seen in the mountains, but is not prominent in folk belief, excepting in connection with the gruesome tales of the Raven Mocker (q. v.). In former times its name was sometimes assumed as a war title. The crow, so prominent in other tribal mythologies, does not seem to appear in that of the Cherokee. Three varieties of owls are recognized, each under a different name, viz tskïlï', the dusky horned owl (Bubo virginianus saturatus); u'guku', the barred or hooting owl (Syrnium nebulosum), and wa`huhu', the screech owl (Megascops asio). The first of these names signifies a witch, the others being onomatopes. Owls and other night-crying birds are believed to be embodied ghosts or disguised witches, and their cry is dreaded as a sound of evil omen. If the eyes of a child be bathed with water in which one of the long wing or tail feathers of an owl has been soaked, the child will be able to keep awake all night. The feather must be found by chance, and not procured intentionally for the purpose. On the other hand, an application of water in which the feather of a blue jay, procured in the same way, has been soaked will make the child an early riser. The buzzard (sulï') is said to have had a part in shaping the Earth, as was narrated in the genesis myth. It is reputed to be a doctor among birds, and is respected accordingly, although its feathers are never worn by ball players, for fear of becoming bald. Its own baldness is accounted for by a vulgar story. As it thrives upon carrion and decay, it is held to be immune from sickness, especially of a contagious character, and a small quantity of its flesh eaten, or of the soup used as a wash, is believed to be a sure preventive of smallpox, and was used for this purpose during the smallpox epidemic among the East Cherokee in 1866. According to the Wahnenauhi manuscript, it is said also that a buzzard feather placed over the cabin door will keep out witches. In treating gunshot wounds, the medicine is blown into the wound through a tube cut from a buzzard quill and some of the buzzard's down is afterwards laid over the spot. There is very little concerning hawks, excepting as regards the great mythic hawk, the Tlä'nuwä'. The tlä'nuwä' usdi', or little tlä'nuwä,) is described as a bird about as large as a turkey and of a grayish blue color, which used to follow the flocks of wild pigeons, flying overhead and darting down occasionally upon a victim, which it struck and killed with its sharp breast and ate upon the wing, without alighting. It is probably the goshawk (Astur atricapillus). The common swamp gallinule, locally known as mud hen or didapper (Gallinula galeata), is called diga'gwanï' (lame or crippled), on account of its habit of flying only for a very short distance at a time. In the Diga'gwanï dance the performers sing the name of the bird and endeavor to imitate its halting movements. The dagûl`kû, or white-fronted goose (Anser albifrons) appears in connection with the myth of the origin of tobacco. The feathers of the tskwâyï, the great white heron or American egret (Herodias egretta), are worn by ball players, and this bird probably the swan whose white wing was used as a peace emblem in ancient times. A rare bird said to have been seen occasionally upon the reservation many years ago was called by the curious name of nûñdä-dikanï', it looks at the sun, sun-gazer. It is described as resembling a blue crane, and may possibly have been the Floridus cerulea, or little blue heron. Another infrequent visitor, which sometimes passed over the mountain country in company with flocks of wild geese, was the gu'wisguwï', so called from its cry. It is described as resembling a large snipe, with yellow legs and feet unwebbed, and is thought to visit Indian Territory at intervals. It is chiefly notable from the fact that the celebrated chief John Ross derives his Indian name, Gu'wisguwï', from this bird, the name being perpetuated in Cooweescoowee district of the Cherokee Nation in the West. Another chance visitant, concerning which there is much curious speculation among the older men of the East Cherokee, was called tsun'digwûntsu'`gï or tsun'digwûn'tskï, forked, referring to the tail. It appeared but once, for a short season, about forty years ago, and has not been seen since. It is said to have been pale blue, with red in places, and nearly the size of a crow, and to have had a long forked tail like that of a fish. It preyed upon hornets, which it took upon the wing, and also feasted upon the larva in the nests. Appearing unexpectedly and as suddenly disappearing, it was believed to be not a bird but a transformed red-horse fish (Moxostoma, Cherokee âligä'), a theory borne out by the red spots and the long, forked tail. It is even maintained that about the time those birds first appeared some hunters on Oconaluftee saw seven of them sitting on the limb of a tree and they were still shaped like a red-horse, although they already had wings and feathers. It was undoubtedly the scissor-tail or swallow-tailed flycatcher (Milvulus forficatus), which belongs properly in Texas and the adjacent region, but strays occasionally into the eastern states. On account of the red throat appendage of the turkey, somewhat resembling the goitrous growth known in the South as kernels (Cherokee, dule'tsï), the feathers of this bird are not worn by ball players, neither is the neck allowed to be eaten by children or sick persons, under the fear that a growth of kernels would be the result. The meat of the ruffed grouse, locally known as the pheasant (Bonasa umbellus), is taboo to a pregnant woman, because this bird hatches a large brood, but loses most of them before maturity. Under a stricter construction of the theory this meat is forbidden to a woman until she is past child bearing. The redbird, tatsu'hwä, is believed to have been originally the daughter of the Sun (see the story). The huhu, or yellow mockingbird, occurs in several stories. It is regarded as something supernatural, possibly on account of its imitative powers, and its heart is given to children to make them quick to learn. The chickadee (Parus carolinensis), and the tufted titmouse, (Parus bicolor), utsu'`gï, or u'stûtï, are both regarded as news bringers, but the one is venerated as a truth teller while the other is scoffed at as a lying messenger, for reasons which appear in the story of Nûñyunu'wï (q. v.). When the tsïkïlilï' perches on a branch near the house and chirps its song it is taken as an omen that an absent friend will soon be heard from or that a secret enemy is plotting mischief. Many stories are told in confirmation of this belief, among which may be instanced that of Tom Starr, a former noted outlaw of the Cherokee Nation of the West, who, on one occasion, was about to walk unwittingly into an ambush prepared for him along a narrow trail, when he heard the warning note of the tsïkïlilï', and, turning abruptly, ran up the side of the ridge and succeeded in escaping with his life, although hotly pursued by his enemies. submitted by JoshAsdvgi to Native_Stories [link] [comments] |
2023.05.29 18:22 PritchettRobert506 [HIRING] 9 Jobs in ND Hiring Now!
Hey guys, here are some recent job openings in nd. 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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