THE VILLAGE

Thatched roof hovels huddle around a muddy square at the base of a rocky hill. Atop the hill sits the Lord’s keep. He is stern and shrewd and rules the village and nearby farms and steadings.


The villagers are simple folk who celebrate the harvest and turning of the seasons. They are superstitious and careful: most avoid the Forest and keep within the stone wall of the Village.

RANDOM VILLAGE GENERATOR

Roll on the table below to find the name for your village. The name may provide clues about the village economy or surrounding environs. Roll to determine a random themed feature if desired. This can also provide the name of the local Inn.

VILLAGE FOLK

THE INNKEEPER: The Innkeeper offers meals and lodgings and is the best source of gossip in the Village. Mercenaries are for hire.


THE BLACKSMITH: The Blacksmith is dour and strong. He stocks basic tools and simple weapons and armor. He can craft better given time, gold, and iron. He seems to know how to handle a sword. What was his trade before the forge?


THE CRONE: Feared and respected. She knows the Forest and the Old Ways of animals and spirits. Many seek her out as a soothsayer and for minor spells and charms. The Vicar does not trust her. She thinks him a fool.


THE VICAR: Watches over his flock from a humble Chapel. Blesses the devout for donations. Fears the night, the Forest and the Crone. Discourages villagers from practicing the Old Ways. Sometimes they listen.


THE TRADER: Runs a small shop selling supplies and rations. May have a rare item for sale. Can obtain special goods on request. May ask you to carry a ‘special delivery’ to a nearby place or guard a trade wagon.


RETAINERS

Slouched over tankards in the Inn they sneak glances towards you. They will trade their service and lives for your coin.

  1. Fighter: STR +3, Axe, Leather Armor

  2. Thief: DEX +3, Dagger, Lockpicks

  3. Porter: CON +3, Torch, 5 Gear Slot Sack

  4. Healer: INT+3, Medicine, 1 Spell

  5. Hunter: WIS+3, Short bow, Bear trap

  6. Bard: CHA +3, Disguise, Instrument

VILLAGE SUPPLIES

In the wild, a coin has no value. You cannot eat gold. It will not warm you or defend you. But in the Village money talks. Coin can be traded for tools, weapons, information, or men-at-arms. Your gold might save you yet . . .


ITEMS (Cost 50 Coin each)

  1. Lantern: See and be seen in dark forests and dungeons

  2. Rations: Food to sustain and heal when sleeping rough

  3. Dark cloak: Hide in shadows and cut a rakish figure

  4. Lockpicks: Quietly pick locked chests and doors

  5. 10 foot pole: Poke and prod ahead to find traps

  6. Disguise: A single, convincing disguise

  7. Mandolin: Favorite instrument of performing bards

  8. Lodestone: Easy pilfering of coins & keys from pockets

  9. Bandages: Used properly stabilizes the dying

  10. Manacles: Heavy iron restraints

  11. Bear trap: Captures and mangles legs

  12. Quill & ink: When the pen is mightier than the sword

  13. Crowbar: Easily pry open locked doors and chests

  14. Spyglass: Scout ahead for danger or destinations

  15. Holy water: Repels and does 3d6 damage to undead

  16. Poison: 1d6 Life point damage per round until cured

  17. Potion: Instantly heals 1d6 Life points

  18. Caltrops: Slows and injures pursuers

  19. Smoke bomb: Completely obscures a 20 foot square area

  20. Rope & Grapple: Climb sheer surfaces and bind enemies


WEAPONS (Cost 100 Coin each)

  1. Dagger: A short blade; easily hidden in a boot or up a sleeve.

  2. Club: A simple cudgel of wood or iron. Easily improvised.

  3. Quarterstaff: A peasants weapon. A 6 foot staff hewn of oak.

  4. Short sword: A stout and sturdy soldier’s hacking blade.

  5. Axe: A single-bladed chopping axe on a hardwood haft.

  6. Mace: A flanged steel head on a wooden shaft.

  7. Flail: A spiked ball and chain to terrify and maim enemies.

  8. Spear: A length of wood with a point. Simple and effective.

  9. Long sword: A noble weapon: elegant and cruel.

  10. Warhammer: A two handed steel maul to crush and batter.

  11. Battle axe: A double-bladed axe crafted for battle.

  12. Halberd: Axe, spear, & hook at the end of a pole. Guard’s tool.

  13. Spiked Mace: A brutal ball of spikes on a wooden shaft.

  14. Whip: A long leather whip tipped with metal scourges.

  15. Trident: A 3-point spear favored by demons and mariners.

  16. Sling: A serf’s weapon. Stones and a leather strap.

  17. Darts: Stealthy steel throwing spikes.

  18. Shortbow: A common recurve hunting bow and arrows.

  19. Longbow: A large oaken bow, originally of elven design.

  20. Crossbow: A mechanical hand-held arbalest.


ARMOR (Cost 100 Coin each)

  1. Gambeson: A padded long coat sometimes worn under mail.

  2. Chainmail: A shirt made of hundreds of linked steel rings.

  3. Breastplate: Costly metal armor worn over the upper body.

  4. Fur & hides: A favorite of hunters and barbarians. Warm.

  5. Leather coat: A soldier's reinforced leather armor.

  6. Studded hide: Rare hides with steel studs. Tribal chic.

  7. Pot helm: A simple, steel round helm. Standard issue helmet.

  8. Horned helm: A steel helm decorated with horns or antlers.

  9. Hide skullcap: A common traveller’s leather hat.

  10. Fur hat: A hunter’s warm padded hat made of fine pelts.

  11. Steel mask: A steel facemask, decoratively cast or painted.

  12. Kettle helm: A round steel helmet with a wide brim.

  13. Bascinet: A knight’s helmet and visor

  14. Steel hat: A decorative helmet of a guard or constable.

  15. Bracers: Steel or leather forearm protectors.

  16. Pauldrons: Steel or leather protective shoulder pads.

  17. Greaves: Steel shin protectors for the lower legs.

  18. Gauntlets: Thick gloves of steel or leather.

  19. Buckler: A small round shield for deflecting blows.

  20. Shield: Made of steel or wood. Comes in many shapes.

VILLAGE ADVENTURES

Even the sleepiest backwater has its share of secrets. Missing children, strange hauntings, and things that go bump in the night. Rituals, rivalries, and rumors. What darkness lurks in the hearts of these simple folk?


ADVENTURE SEEDS

  1. One of the Village Folk has gone missing? Where are they?

  2. Bandits are preying on travellers and caravans along the road.

  3. A ghost is haunting the home of one of the Village Folk. Why?

  4. A bard spreads rumors about the PCs at the Inn. To what end?

  5. Rival adventurers challenge the PCs to a duel at dawn.

  6. Starving barbarians are camped worryingly near the village.

  7. Strange sounds are heard from far down inside the town well.

  8. Farm animals are being found massacred around the village.

  9. A strange plague afflicts the Village Folk one by one.

  10. A charismatic cult leader arrives to convert the Village Folk.

  11. Bandits take over the town and hold Village Folk hostage.

  12. A family feud splits the village into opposing camps.

  13. An undead horde approaches the village: survive the night!

  14. A demon possesses and compels Village Folk to violence.

  15. The Lord arrests Village Folk who can’t pay his high taxes.

  16. The Lord hosts a tournament with titles and land as prizes.

  17. A Villager is secretly aiding the Beast? Who? Why?

  18. The Beast’s minions conduct nightly raids on the Village.

  19. The Villagers capture the PCs as suspected Beast allies.

  20. The Beast brazenly attacks and kidnaps a Villager.