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Places by the Way

Places by the Way #01: A Farming Village
Darkharrow is a modest farming settlement. However, evil humanoids living in the nearby wilderness don't like sharing space with the (mostly) human farmers. Player characters may choose to help the villagers with minor tasks, meet some interesting NPCs, stock up and simply move on. Or they can stick around and help one particular resident save Darkharrow from destruction.

The Village of Darkharrow
is published under the Open Game License. It does not specify a particular campaign setting, and it is written to allow you to integrate it into your own campaign world by filling in various details. 

The Village of Darkharrow is available in PDF through DriveThru RPG for $2.99, and it is available in print through Amazon (click the image to go to Amazon product page), barnesandnoble.com, Books-a-Million, eBay, and other mail order outlets (MSRP: $5.99). 

If you backed our first Kickstarter campaign and received a copy of the "Limited Edition" of The Village of Darkharrow, you will need the corrected Village of Darkharrow detail map. You can download it here.


In the Shadow of The High Forest places Darkharrow in the Forgotten Realms campaign setting. It is situated just beyond the edge of The High Forest. Many of the ancient races that populate Faerun's oldest and most mysterious forest resent human encroachment, and among them is a drow mage who plots Darkharrow's destruction.

In the Shadow of The High Forest is available in PDF for $2.99, exclusively through through Dungeon Masters Guild.



Places by the Way #02:  A Shipwreck
A small merchant ship crashed against a jagged reef, thrown there by a sudden storm. The cargo's owner, aware that a dangerous band of aquatic humanoids claims the wreck site as part of their territory, needs a band of heroes to salvage an item of great value to her from the stranded vessel. Adventurers who take the job will find an unanticipated complication and with it, a segue into Places by the Way #3, should they choose to accept it.

Treasure on the Rocks is published under the Open Game License. It does not specify a particular campaign setting, and it is written to allow you to integrate it into your own campaign world by filling in various details. It is available in PDF through DriveThru RPG and Open Gaming Store for $2.99, and it is available in print through Amazon (click the image to go to the Amazon product page) and other fine mail order outlets at $5.99 MSRP.

The Bitch Queen's Prize
places the shipwreck on a reef near Waterdeep, and the ship was inbound from the Moonshae Isles when it met its 
doom. The party runs into some devotees of Umberlee who also seem to know about the object of their quest. Thus, they learn the hard way that the goddess known as the Bitch Queen has also claimed this wrecked ship as her prize.

The Bitch Queen's Prize is available in PDF for $2.99, exclusively through Dungeon Masters Guild.






Places by the Way #03: A Fishing Village
The quiet fishing village of Oyster Cove seems like an unlikely base for a storm deity cult with bad intentions, but there is more going on in this isolated corner of the world than meets the eye. In fact, the party arrives in the village just as a plot by the cultists to destroy the peaceful obscurity in which these fisherfolk have always lived comes to a head. You can run this adventure as a stand-alone, or as a sequel to Places by the Way #02.

Secrets of Oyster Cove
adheres to the Open Game License and does not specify a particular campaign setting. It is written to allow you to integrate it into your own campaign world by filling in various details. 
It is available in PDF through DriveThru RPG and Open Gaming Store for $2.99
, and it is available in print through Amazon (click the image to go to the Amazon product page) and other fine mail order outlets at $5.99 MSRP.

Storm Under the Moonshaes
is set in the Forgotten Realms. It places Oyster Cove in the Moonshae Isles, on the island of Alaron but far away from the capital of Caer Gallidyr. It seems an unlikely place for a group of fanatical Umberlee cultists to set up — but that's just why they chose it, don't you know? Storm Under the Moonshaes is available in PDF for $2.99, exclusively through Dungeon Masters Guild.






Places by the Way #04: A Wood Elf Community
The wood elves of the village of Sylvanhome have lived in this corner of the forest undisturbed for as long as anyone can remember... until now. As it makes its way through the dense woods, the party comes upon a community locked in a subtle, but tense debate over its future. Humans have made their way into this sylvan paradise and the elves aren't sure what to make of them. The hunters who just want to pursue game might be friendly, but the gang of bandits are mean and dangerous. Will the elves choose war or peace against the newcomers? The party has the chance to influence Sylvanhome's future, one way or another.

Sylvanhome
 
adheres to the Open Game License and does not specify a particular campaign setting. It is written to allow you to integrate it into your own campaign world by filling in various details. It is available in PDF through Open Gaming Store and DriveThru RPG for $2.99, and it is available in print through Amazon (click the image to go to the Amazon product page) and other fine mail order outlets at $5.99 MSRP.

Elves of Semberholme is set in the Forgotten Realms. It places Sylvanhome in the forest of Semberholme, near Battledale and the shores of Lake Sember. Human refugees from Tethyr have come here in search of a new life, but their presence disturbs the elves who have had the forest to themselves since time immemorial, and for whom the Retreat of the elves from Faerun remains a disturbing thought in the backs of their minds. Elves of Semberholme is available in PDF for $2.99, exclusively through Dungeon Masters Guild.

Places by the Way #05: A Dwarf Village
No, Jarnborg is not an unusually small village — it's a village inhabited mainly by dwarves (with a few humans and halflings thrown in for the sake of jokes about relative height). The leading resident is master weapon smith Dane Bearclaw, who has set down the store of his expertise in a book, concerned both with codifying his vast knowledge and passing it down to succeeding generations. While he lives, however, he wants to keep his trade secrets his own. Visiting the village gives your players the chance to pick up some cool weapons — and to solve a mystery when the dwarven smith's tome goes missing! As if that wasn't bother enough, orc bandits are making the road between the village and the nearby mine that supplies it with iron ore too hot to travel. If your party decides to follow the clues from solving this problem, it provides a segue to Places by the Way #06, A Demon in a Mine.

The Dwarven Smith's Tome adheres to the Open Game License and does not specify a particular campaign setting. It is written to allow you to integrate it into your own campaign world by filling in various details. It is available in PDF through DriveThru RPG for $2.99, and it is available in print through Amazon and other fine mail order outlets at $5.99 MSRP.

A Forge on the Savage Frontier
is set in the Forgotten Realms. The Spine of the World looms over the village of Jarnborg, where a brilliant but prickly weaponsmith has set up shop after falling out with his fellow dwarves who run the mining and smithing establishment in Mirabar. However, striking out on his own (with some of his kin to help him, of course) has not rid him of troubles once and for all. 
A Forge on the Savage Frontier is available in PDF for $2.99, exclusively through Dungeon Masters Guild.








Places by the Way #06: A Demon in a Mine
You can run Places by the Way #06 as a stand-alone, or as a sequel to Places by the Way #05. It describes The Demon's Veins mine, carved into the side of a mountain overlooking the village of Jarnborg by a hardy band of dwarves. Led by Dane Bearclaw's charismatic sister Ina, the colonists keep the forges of Jarnborg supplied with iron ore, but their real goal is to strike it rich from the mithral that they know is waiting for them... somewhere.

In the meantime, their excavation has uncovered a demon lurking at the bottom of a crevasse under the mountain. Normally, this would seem like a bad thing. But Ina Bearclaw and her followers quickly noted that the demon did not react to their presence by trying to kill them. So Ina decided to set up a tourist attraction around it, and the colony now earns extra coin by drawing in visitors from near and far who want to see a real demon without any of the danger. They don't realize that the demon has simply been biding its time, waiting for the right moment to strike and destroy them all....

The Demon's Veins adheres to the Open Game License and does not specify a particular campaign setting. It is written to allow you to integrate it into your own campaign world by filling in various details. It is available in PDF through DriveThru RPG, and it is available in print through Amazon and other fine mail order outlets at $5.99 MSRP.

A Demon in the Spine of the World
picks up where A Forge on the Savage Frontier left off. The shadow of the Spine of the World is littered with abandoned dwarven settlements. Will The Demon's Veins mine add its name to that long history of hardship and heartbreak, or will the colonists survive their foolish decision to live side-by-side with a spawn of the Abyss? Your party of adventurers will hold the miners' fate in their hands. A
 Demon in the Spine of the World is available in PDF for $2.99, exclusively through Dungeon Masters Guild.
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Douglas Sun,
Mar 13, 2017, 12:27 PM
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