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Nanfield

A pirate village with a mystery, usable as an interlude or location for any campaign

by Bryce, aka AuthorDM


Introduction Part One: Pirate Attack!
Nanfield is an island village of over 50 NPCs with This section is highly dependent on DM discretion and
mysteries plaguing both its present and its past. It contains willingness to implement additional rules for naval combat.
a unique ecosystem and economy, and a ship full of friendly This module will only suggest published options and offer
pirates that will invite you by for dinner. It can be inserted multiple methods to handle the pirate attack, and not
into any campaign, though best suits a party of characters attempt to create a system of naval combat.
between level 4 and 8.
The Pirates
The Hook The crew of The Blighted Road consists of thirteen Halfling
The party is attacked by a pirate ship, The Blighted Road, pirates; the captain Norman Galloway and his dozen crew.
while sailing to another location. After a short fight, the The crew can all use the Scout stat bloc from Monster
outmatched pirates will call for a truce, apologize, and say Manual page 349. The stat bloc for Captain Norman
that they only attack targets from a nearby evil empire or Galloway is provided on the next page. For additional fun,
business, and simply mistook the party's ship. They'll invite add the druid power of Wildshape to Norman's stat bloc.
the party around to their place for dinner, offer some free You can adjust the pirates, but leave them likely to perish
repairs of the party's ship, and a little mystery. from the party's attacks. Meeting the surviving families is a
moral quandary and a key aspect of this adventure. Full
The Plot descriptions of the crew are provided in Part Two.
Nanfield is an old town with a history of rebellion and
heresy that most of its residence only know the simplest Norman Galloway - captain of the ship, a pleasant Halfling
version of. Empires and conquerors have briefly held the with a friendly disposition that cares very much for his crew
far-flung island and attempted to impose their religion over and has strict scruples against attacking defenceless or
Nanfield's ancient, shamanic religion. Nanfield is officially innocent ships.
part of a nearby empire or country of the DM's choice, but Hubert Riswell - first mate, husband to Georgina
has not seen a tax collector or other representative in Georgina Riswell - veteran sailor, wife to Hubert
several generations so rules itself autonomously. The
sudden arrival of a strange creature has reawakened the William Wells - veteran sailor
old shamanism in some of the population, and that Corrie Farrell - young sailor, wife to Cyrus
creature has set herself up as a goddess in the village. Cyrus Farrell - young sailor, husband to Corrie
Some herald this as a return to the old ways and Finlay Hughes - young sailor
reconnecting with history; others in the village see only a June Powell - young sailor
creature exploiting the superstitions of their people. The Ronald Bowditch - veteran sailor
captain of the Blighted Road invites the party to his village Dulcie Bowditch - young sailor, Ronald's daughter
not only to apologize for attacking them, but in the hope
that they can dispel this myth about the godhood of his Brooks Stanton - veteran sailor
unwelcome visitor. It is up to the party to decide who to Ira Gleeson - young sailor
believe and how to resolve this conflict. Solomon Tucker - young sailor

For the DM If the party kills any of the pirates during the encounter, roll
Nanfield is a fully built village of over 50 NPCs, a unique a d12 to determine who dies, rerolling repeats. Each death
economy and ecosystem, and a pirate ship manned by will affect the village, as described in Part Two.
these villagers. The adventure will challenge your party to The pirates will surrender as soon as they incur more
interact with various NPCs who all have their own stories than four losses, or after several rounds as the crew
and agendas, drawing them into the close web of village realizes that this ship is not a preferred target.
life. It will confront your players with the consequences of
their actions and provide a moral struggle to determine The Blighted Road
whether and how the party should engage with the The Blighted Road is the ship which Norman Galloway and
problems facing this small village. It can become a base of his crew use to raid the seas in the area. The pirates are a
operations, a frequent stop-over for a party which travels good bunch though, not quite Robin Hood, but they only
constantly to provide some continuity and recurring NPCs, attack the ships of a nearby evil empire or business; use a
or serve as a standalone encounter. group which your group is familiar with and already
dislikes for maximum effect. The piracy not only is a form
Adapting Nanfield
of resistance against this evil entity, but also serves to keep
Nanfield fed and economically viable. The ship takes down
As presented here, Nanfield is an island village its skull and bones flag and becomes a trading vessel when
that can be placed along any sea route, preferably necessary, since it is the only major vessel in Nanfield.
a less travelled one. Alternatively, your party can
be blown off course to find the village. Nanfield
However, the ship is larger than the one your party is on
can be also placed inland with few complications,
and built for piracy first and foremost.
the pirates turned into brigands who rob passing The Blighted Road can be outfitted in several different
caravans. The entire encounter with the pirates ways, depending on the encounter option you as DM prefer.
could also be removed and the village placed in Encounter Option A will use available mechanics to run a
normal society and presented as any regular ship battle. It suits a party full of ranged attacks, or a DM
village with a unique problem and quest. willing to run with alternative rules and improvise
mechanics based on the actions of the PCs. Encounter
Option B consists of a boarding party and can be run as
nearly any normal encounter.

1
This option suits a ranged party, whether martial or
magic. Melee based characters will likely have little to do in
this situation; consider then adding one small siege
Norman Galloway weapon, such as a Ballista, to the party's ship, something
clearly less powerful than the weapons of The Blighted
Small humanoid, chaotic neutral
Road but still useful and which allows all party members to
Armor Class 17 play a role.
Hit Points 35(4d8 + 8) Captain Norman Galloway will attempt to ambush your
Speed 25ft. party's ship by hiding his ship behind a small island, or
using Fog Cloud to obscure his ship and move it into
ambush position. Allow your players to make a Wisdom
STR DEX CON INT WIS CHA (Perception) check DC 18 to see the ambush; they cannot
8 (-1) 16 (+3) 14 (+2) 10 (0) 17 (+3) 12 (+1) avoid the battle, but can avoid a surprise round.
Regardless of the surprise round, his crew is ready and
Senses passive Perception 15 waiting by their siege weapons to begin firing and will open
Languages Halfling, common fire on your party's ship. The battle should be a ranged one,
Challenge 4 (1000 XP) with the crew of The Blighted Road attempting to disable
your party's ship through major damage.
Lucky. When you roll a 1 on an attack roll, ability Your party, likewise, can fire back and attempt to damage
check, or saving throw, you can reroll the die and the opposition ship or crew. Allow for creative attacks and
must use the new roll. be prepared to improvise for your party's responses.
The battle should last no more than a few rounds until
Spellcasting. Norman Galloway is a 4th level
spellcaster. His spellcasting ability is Wisdom (DC
Captain Norman Galloway recognizes that the party's ship
13, +5 to hit with spell attacks). He has the
is not actually a preferred target. He will also attempt to
following druid spells prepared: surrender if he loses four or more crewmen.
Cantrips (at will): Thorn Whip, Resistance, Encounter Option B
Guidance The easiest option, from a rules sense, is to have the
1st Level (4 Slots): Cure Wounds, Jump, Fog pirates attempt to board your party's ship.
Cloud, Thunderwave Captain Norman Galloway will attempt to ambush your
2nd Level (3 Slots): Gust of Wind, Heat Metal, party's ship by hiding his ship behind a small island, or
Moonbeam using Fog Cloud to obscure his ship and move it into
ambush position. Allow your players to make a Wisdom
Actions (Perception) check DC 18 to see the ambush; they cannot
Scimitar. Melee Weapon Attack: +5 to hit, reach
avoid the battle, but can avoid being boarded immediately
5ft., one target. Hit 5 (1d6 + 3)
and sneak in a few ranged rounds before The Blighted
Road can get in range to board.
The crew of The Blighted Road should have longbows
and be able to pepper the party from a distance as they
Encounter Option A close in. In lieu of any siege engines or ship battle
This short module cannot in its space possibly present a mechanics, equip The Blighted Road with boarding
ship battle encounter with the requisite depth of mechanics bridges; long planks attached on hinges to the ship with
to cover all possibilities. Nor does it aim to; the bulk of hooks on the end that can serve as 3/4 cover for archers as
adventure occurs after the pirate encounter. A full set of the ship approaches, and then come crashing down on the
mechanics should be developed as part of a sea-based target ship and provide bridges to board with. The battle
campaign, not an interlude such as this one; the campaign can then proceed as any normal battle, with the added
and the DM of a sea-based campaign is recommended to difficult terrain of swaying ships, bridges, and characters
consult other sources to develop these mechanics. This able to be pushed into the water and neutralized.
Encounter Option offers the basics to present a unique The battle should last no more than a few rounds until
encounter without adding too many extra rules to keep Captain Norman Galloway recognizes that the party's ship
track of. is not actually a preferred target. He will also attempt to
For the statistics of your two ships -- The Blighted Road surrender if he loses four or more crewmen.
and the ship your party is sailing on -- refer to DMG page
119 for ship statistics. The important mechanics are the Surrender
Damage Threshold -- the amount of damage that must be Regardless of the encounter you choose to run, your party
done in a single hit before the ship loses HP, and the other will likely outmatch the crew of The Blighted Road. Even if
mechanical necessities such as AC and HP. Regardless of they don't, Captain Norman Galloway will call off the fight
which models you use, The Blighted Road will be faster in a few rounds as he realizes that the ship he is attacking
than your party's ship to allow for this confrontation, is not one of his preferred targets.
particularly if Captain Norman Galloway uses Gust of Wind Captain Norman Galloway will apologize profusely and
to speed his ship into firing range. offer to have them over to Nanfield to feed them, let them
For battle mechanics, refer to DMG page 255-6 for siege rest, and repair their ship free of charge to make up for his
weapons. The Blighted Road should be equipped with one mistake. He will explain that he only attacks certain ships
or more of these weapons, such as a Ballista, Mangonel, from that evil empire or entity, hopefully garnering
Trebuchet, or even Cannon if your world allows for it. The sympathy for his cause.
13-man crew of The Blighted Road allows for these
weapons to be loaded, aimed, and fired each round.

2
Part Two: Nanfield
This section will provide a description of the town and all Your Campaign
of the NPCs within it. It serves more as a reference section By no means do you have to introduce this
for the rest of the adventure. It is important to keep track of ecosystem to your campaign. It particularly
which sailors on The Blighted Road perished in the fight, would not fit your world should you place
because the losses will add the complexity of interactions Nanfield into an in-land setting. Truthfully, none
to the town and the party's investigations. of it is terribly important, just a set of interesting
thoughts that add fantasy and otherworldliness
Geography to your setting, it is your choice if you want that!
Nanfield is a small community built on a series of islands. The industry should be barely self-sufficient,
During low tide, some of these islands merge into each leading to the choice for the village to engage in
piracy/banditry. The few processed goods should
other. Villagers generally reach each of the islands by small focus on outfitting the pirates, which is why they
rowboats. The main island in the middle is where most of focus on ropes, sails, and carpentry. An
the village is located, with a few islands nearby containing alternative could be a primitive mining operation
single houses reachable during low tide or by a very short and blacksmith, or a fletcher, or even
swim or rowboat ride. The village's shops and industry are leatherworking.
built on a second island to the south of the main village
island. Further flung islands contain the various small plots
of vegetable farms and other livestock and produce, as will
be described in the Environment and Economy section Locations
below. Taken together, the island chain forms the rough Ironwood Tree - the islands are mostly covered in huts,
outline of a bird-like figure, much like a constellation. The large mushrooms, vegetable patches, or are unusable like
village island serves as the head, the south island as torso, the caldera, leaving little vegetation. However, in the center
and the far flung islands as legs and wings. of the village island, with all the houses circled around it, is
At the far left of the wing is the exposed caldera of an old the old Ironwood tree. It was planted at a site where
volcano, long since inactive. The walls of the caldera are heretics were once burned, and the faces of those killed can
still quite high, 100 feet or so, and are steep and be seen in the bark of the tree. The villagers barely
treacherous, pockmarked with a latticework of caves from remember who they were or what the nature of their
the igneous rock. There is one opening into the caldera, heresy was, but know that their ancient religion was
one not immediately obvious from most perspectives, that pronounced a heresy by the latest empire to attempt to
can be sailed into. The village hides The Blighted Road in exert any control over the islands. The tree is stronger than
this caldera so as to stop any suspicion of their pirate ways. steel, making harvesting its useful parts a difficult endeavor,
and not one that the locals would appreciate.
Environment and Economy Village Island - serving as the head in the constellation
Nanfield is uniquely isolated from much of the world, and of islands, this is where the all of the villagers make their
has a strange environment that only the most experienced home. A few of the islands encompassing the right wing are
traveller would recognize. accessible during low tide, but are cut off by water during
The main vegetation on the island is actually a rare high tide. Several other homes were built on these islands.
species of massive mushrooms which grow like bamboo. The island is ringed with tiny docks holding rowboats
When picked while small, the mushrooms can be eaten and which take the villages to their fields and workplaces on
the main staple food of the village. Once they grow large, other islands across the archipelago.
they become far too fibrous to eat and can be used like Docks for the Blighted Road - hidden inside the caldera
wood to build ships or houses. The fibrous mushrooms can of an ancient volcano at the far end of the right wing of the
be torn into long strands and woven into rope, which is one archipelago are the secret docks of the Blighted Road. The
of the only processed products made by the island. The entrance is invisible from the village and from most entry
mushroom rope is one of the few valuable exports made points into the islands, making few realize what is hidden
here, and also is used aboard The Blighted Road. The inside. Your party's ship can dock here as well. The walls of
mushroom 'wood' is not quite as solid as hard wood from the caldera are full of tiny caves providing homes for the
trees, and therefore not adequate for large ships, but is sheep-bats, which anyone sailing into the caldera will
suitable for small houses or repairs. immediately notice.
The other unique aspect is the sheep-bats that live in the Torso Island - the industry and shops of the island, as
small caves of the caldera of the old volcano. These bats well as the official, public docks for potential visitors, are on
are massive, for bats anyway, and are covered in a thick this large southern island. The shops include: the imported
wool. During the nights the bats fly long distances to feast foods store, which doubles as the store selling the island's
on fruits and bugs growing on distant, uninhabited islands, exports to passer-by merchants; a carpenter's workshop
then return to sleep overnight in their caves. The bats are specializing in using the hardened mushroom wood, but
rather docile while asleep and can be shorn without waking also engages in some distant forestry for harder woods; the
them. The wool is of the same quality and consistency as weaver's mill which processes the sheep-bat wool and turns
sheep's wool. The villagers use this wool for clothing and it into useful cloth; and finally, the rope factory which
sails. The workshop which processes the wool is on the produces exceptionally strong rope from mushroom fiber.
torso island. Very little of it is exported, as it is too valuable
for use in clothing and sales, and the bats do not produce at
the same rate as sheep.
Other than the rope and wool, there is also an imported
foods store and a carpenter on the torso island.

3
Nanfield NPCs
The NPCs will be grouped by family and dwelling, starting Village Island NPCs
from the most important figures, then working around the
village island to the outlying islands. The Wells: Emilia and William Wells, with their daughter Faye
(11) live on the village island in a small hut. Emilia works a
Key NPCs nearby vegetable patch while William crews the Blighted
Galloway Family: Captain Norman Galloway, his husband Road. Emilia is a widow who re-married the younger William,
Jackson Skinner, and their adopted Children Randy and Ewan who has taken on Faye like his own daughter.
Turner live in a modest house on one of the islands just off The Farrells: Cyrus and Corrie are sailors on the Blighted
the village island which is reachable depending on the tide. Road. They are hoping to retire from the ship soon to start a
Norman is the de-facto headman of the island. He is an family. They are superstitious, but not believers in Jorarae.
older Halfling starting to go grey in the hair, scarred by The Archers: Denis and Luisa Archer form the core of this
multiple battles. He favors law and kindness and only older family with a herd of children; Carl (4), Edna (9), Ivah
engages in piracy to keep his island village safe and fed. He (10), Lea (14) and Janette (15). The four girls all work with
knowingly engages only armed targets from the evil Layla Baxter in spinning and weaving the wool into usable
empire/entity because of his preference to not harm cloth, and Lea in particular has shown some excellence in
innocents. He is friendly, amicable, and a born leader. design and fashion, which most in the village do not have.
Jackson Skinner is a quiet man who delights in family life Denis and Luisa are both boisterous people who laugh loud
and cooks the best mushroom stew in town. He does not and have sunny dispositions on life, even in the face of
like meeting outsiders, particularly ones who killed his death. They remember some of the old religion and stories
friends and endangered his husband, but he puts on a brave best, and firmly support Jorarae's divinity.
face and trust's his husband's judgement. The boys Randy The Bowditchs: Ronald and Vallie Bowditch have three
(17) and Ewan (13) are nearly of age and looking to find children, Benton (12), Merle (15), and Dulcie (19). Ronald is
their niche in life. They are the sons of two sailors killed in a veteran of many storms and battles, but prefers not to talk
the same attack over ten years ago. Randy would rather learn much about it. He would spend all his time aboard ship if he
farming and settle down, since he remembers his parents could. His daughter Dulcie has picked up the family trade;
and wishes to avoid their fate, while Ewan looks to become the two are thick as thieves on-board. Vallie works with the
the sailor after his parents, both biological and adopted. bats, and is somewhat estranged from her husband, living in
Jorarae: Jorarae is the name of the spirit of these islands, a a separate room. They are split on the issue of Jorarae.
barely remembered name from an older time said to take The Stantons: Brooks Stanton is strongly attached to the
the form of a bird woman. When an injured and unconscious village he has lived in his whole life, and a bit of an elder. His
harpy (MM 181) washed up on the shores, some mistook wife Georgia works with the bats, as do her grown children
the harpy for the avatar of Jorarae, recalling the half- Arnold (14) and Polly (18). Brooks mostly supports Jorarae,
remembered stories of their youth. The harpy has seized on but is also keenly aware of her excesses.
this opportunity to be treated like a goddess, and lives in the The Gleasons: Ira Gleason is a sailor and son of Clinton and
largest and nicest house in town, right on the village island, Lottie Gleason, his aging parents who still live in the home.
which she took over from Layla Baxter who has since been They were both sailors until age forced them to retire. As
forced to live in her imported food shop on the torso island. the oldest members of the village, they are important links
to the past, worshipers of Jorarae, and a true annoyance to
Ira who they ask each day if he has found a partner yet.
Your Campaign The Tuckers: Mark and Iris Tucker are an old couple who
This adventure module can also serve as a have never entirely agreed with the piracy of Norman
resource for finding and placing NPCs into any Galloway and crew, despite recognizing its benefits.
setting. If you have other plans and no place for Solomon Tucker is a rookie sailor on the ship, while his twin
Nanfield in your setting, then simply use this Palmer works the family mushroom plot. The family does
section of NPCs to add in developed NPCs to any
not approve of Solomon's choice to sail, and they will cause
other village or town. It could even work like a
random table; when your party is passing through a proper riot if anything happens to him. Their daughter
a village you did not expect them to stop in and Grace (12) is split between her brothers and has
they ask who the farmers are, just pull out a few alternatively tried to stow away or remain filial.
of these names and personalities. Anita and Fabio: Anita and Fabio, no family name, are elves
Similarly, there is no reason that you cannot
and recent arrivals who washed up from a shipwreck some
expand the village into a town, using these NPCs
as the core of a larger town. The environment years ago. They were fisher people before and have been
does not have to be entirely unique to this set of welcomed into the community for their skills, which were
islands either; after introducing my party to lacking previously. Since the islands are mostly Halfling, they
Nanfield, mushrooms of all sorts, large and small, are still a curiosity among some of the children.
have become a major part of my setting's
ecology, and one player invented a whole The Dwarves: Gatie and Meytel are also recent arrivals.
mushroom-based philosophy for his character to Their daughters Tair (1), Liad (7), Tamari (8), and Noga (12)
believe in. and son Ozer (5) have recently arrived. They are skilled
caprenters and shipbuilders, and have made improvements
to the ship of late, earning their welcome.

4
Off-island NPCs Interconnected Nanfield
The real trick to making this adventure come to life and
The Hales: Lews and Corda Hale and their daughter Jessica
force the party to feel the consequences of killing any of the
(15) are farmers here and live in a small house on one of the pirates from The Blighted Road is to focus on the web of
islands just off village island. They firmly support Jorarae and relationships which has just been fractured.
now spend quite a bit of their time hunting and fishing, Everyone in the village, aside from the Elves, Anita and
something they are not good at, to provide meat for Jorarae. Fabio, and the Dwarven family, have spent their entire lives
The distant voyages in ill-equipped canoes put them into in this village and grew up with everyone else. Every sailor
frequent danger. They are the most vocal in support of
that dies is somebody else's lifelong friend, husband, wife,
son, daughter, or possibly rival. Even the Elven and
Jorarae, but this covers up the fact that they could be most
Dwarven outsiders, however, have a vital social role to play
easily swayed from that support if confronted with probing in this village. Everyone is connected somehow. A good way
questions about their safety and ability to keep feeding her. to show this is to show your party how the rest of the
The Bradshaws: Miles and Daisy Bradshaw live on a small village has stories and feelings about the deceased pirates.
island just off the Torso Island with their children Lydia (9), For example, if Finlay Hughes Jr. dies in battle, the young
Chloe (5) and Mia (1). Both parents, and now Lydia, work in ladies and their parents will be especially distressed. A
the rope factory. Miles sells very high quality rope made generic story will be for villagers similar in age to the
from the fibres of the massive mushrooms. Daisy retired
deceased to remember how they used to climb up the
Ironwood tree to watch for the ship coming home, and they
from sailing to raise her family and join Miles in the shop
once broke their leg in a fall. Another might remember that
not so long ago. They will always stand with Norman. they would make up stories about the faces in the Ironwood
The Hughes: Finlay Hughes Jr. lives with Finlay Sr., his tree, who they were in life and what they used to do.
widowed, elderly father. Finlay Jr. is a good looking young Perhaps one of the departed sailors felt very strongly about
Halfling man and a very capable sailor, despite his relative the need to never attempt to harvest or use the tree;
youth; he is a hot commodity among the of-age girls in the another might have made it their pet project to use parts of
village. Finlay Sr. is on the fence about Jorarae but will follow
the tree responsibly to create usable tools, or similar. Use a
story of you and your friends growing up; the more
the majority, and Jr. will go with him whichever way he falls.
heartfelt, the better. Another possibly heart wrenching
June Powell: June is a middle-age, lifelong bachelorette consideration is the possibly orphaned children; Norman
with no interest in changing that status. On board she is a will be willing to take them in, but they will naturally be
skilled commander, fighter, and sailor, drawing admiration distraught.
from even the most grizzled sailors; she would likely be next Another consideration is that the village is barely self-
in line for first mate. At home, though, she is quiet, keeps to sufficient as is; no manpower can be wasted as it takes
herself, and assumes that she is socially awkward. She is very everybody to farm, harvest wool from the sheep-bats, and
opposed to Jorarae, but does not think her words would
tend to the large mushrooms from which they make their
rope. The passing of any sailors means less hands available
mean much. The village, in fact, really looks up to her.
to help around the island; it may mean that a few of the
The Risewells: Hubert and Georgiana Risewell are both younger children will want to express their independence
sailors on board the ship, and are the main faces of the and join the crew, taking them away from their current
island whenever they borrow the ship to make runs to occupations. This will make certain people in the village
another city to sell or buy goods. Their sons Jacob (6) and resent the party, no matter their actions afterwards, but it
Isaiah (7) often accompany their parents on these runs and will mean a reorganisation of the village that some will
look to become sailors in the future.
benefit from, even while they are sad for the passing of
their friends.
Layla Baxter: Layla used to live on the Village Island, but
After ending the Pirate attack in Part Two and before
her house was taken over by Jorarae and now she sleeps on starting in on Part Three, below, take a moment to consider
a cot in her tailor's workshop. Her husband was a sailor who the web of relations that have been fractured and how they
died in combat days after their marriage, and she has never might begin to repair themselves based on which pirates
sought to remarry, carrying his last name still. She follows perished during the battle. If you need a breather to
the majority on Jorarae. consider this, ask your party to take 15 minutes for a break.
It would be a good time to bring the food out, if relevant.
This web and how the party fits into it will be crucial in
determining the outcome of Part Three.
Your Party
Mystery arcs can be difficult, and this
investigation of Jorarae to turn the town against
her could be difficult for a party which is not
especially self-guided and innovative. If you are
worried about your party's interactions with this
village, then one excuse to bring the entire
village together and gossiping would be to have a
feast and ceremony planned for the marriage of
Finlay Hughes Jr. and Polly Stanton. There should
be enough reason for the village to come
together, with the deaths of several of the
pirates, but this option allows for a setting which
is not entirely against the party.

5
The Direct Option
Part Three: The Mystery Your party might see a Harpy and just attack. It is a
of Jorarae reasonable response for a party used to fighting as a
method to solve all their problems. If you suspect that your
Captain Norman Galloway does not just invite your party group might do this, there are a few things you can do to
over as an apology; he also asks the group to see what they stall them and make them consider their options.
can do about a little problem of his. First off, make them face the rest of the village first,
As they travel to Nanfield, Norman tells them his story. before they ever meet Jorarae. Jorarae herself might be
The village is a quiet one that works hard and is careful to elsewhere, hunting or just conveniently absent, if they insist
protect the secret of their piracy. They generally all agree on kicking down her door. Have them confront the village at
on the necessity to supplement their incomes to keep a gathering of the entire population who have come out to
themselves all fed and comfortable, but also that they pay their respects to the dead and celebrate life with a
should only target armed ships from the evil empire/entity feast. They can see how their actions have affected this
despite the danger that brings. The ship is old, but well village and see who and how many support Jorarae during
kept, and the village has historically shifted in and out of this scene, even if they do not want to engage in talk with
piracy (not always with the current morals and preferred the villagers.
targets) depending on the harvest. The village was once, Second, if even after the prior scene they prefer the direct
long ago, conquered by a now extinct empire that enforced attack on Jorarae, let it be known that these people are not
a new religion on the island. The new religion did not stick, blind. The aggressive posturing of the party has not gone
but enough elders and old knowledge that the old religion unnoticed, and the village is on their guard. Those that
has been largely forgotten. Only a few old stories remain. really believe in Jorarae see her as a goddess, and are likely
One of those stories has become all too real recently. to fight to protect her. Go so far as to clearly suggest that
Norman points out the islands as he sails in, and tells the they could make this fight smaller by dealing with the
party that they should be able to vaguely see that the village first.
islands look a little bird-like. The old religion worshipped a If they still insist on fighting, then run the fight! Jorarae
goddess called Jorarae, the avatar of which was a bird- would be likely to use her Luring Song to call all possible
person. Norman does not put much stock into it, but support to her, and many of the Halflings will come
recently a bird-person washed up on their shores, and willingly. They will not be difficult challenges, most of them
many in the town took this as a sign of the revival of their are not adventurers after all, but the sheer number will
ancient beliefs. This bird-person, which everyone calls make the fight a much more dangerous one. Most will have
Jorarae, is a nuisance to Norman. She eats everything, short bows and use hit-and-run tactics to pepper and
demands servitude from the villagers, puts many into distract the party while Jorarae uses her flying speed to stay
danger by forcing them to cater to her needs and appetites, out of harm's way. Those that do not appreciate Jorarae,
and generally irritating Norman by challenging his like Captain Norman, will likely sit the fight out so long as
leadership. the party primarily targets Jorarae; if the party starts
Norman doubts Jorarae's divinity. He is vaguely confident targeting the other Halflings, more will join the fight to
that he and a few of his closest friends could defeat Jorarae, protect their friends. This could turn the fight deadly, and
but he cannot create that sort of division within his village. will provide the sort of tactical challenge that players
Just killing her would cause more than half the village that looking for fights will appreciate.
still does believe in Jorarae to revolt. Norman needs the
party to help convince his village that Jorarae is not only not The Investigation
divine, but actively exploiting their beliefs for her own Another option your party might pursue is to research how
benefit. to turn the village against Jorarae. This is what Captain
Neither Norman nor any of the villagers have heard of Norman would suggest to them anyway; he knows that the
nor recognize Jorarae as a Harpy. It is obvious that Jorarae village is divided and that the whole village could turn
is not like them, but consider that to be a mark of divinity, against her with a few key conversions.
not a curse. Other methods will be needed to convince any Like the last option, Jorarae should not be immediately
of them to abandon their faith in Jorarae and sway the apparent to them; she should be holed up inside her home
village. during any of the memorial feasts for the deceased pirates,
or conveniently missing to prevent any early fights. Instead,
let them interact with the village to investigate who they
Your Campaign can turn against Jorarae.
This section will outline a few possible ways that If they ask about what Jorarae really is, let them roll an
your party could solve this problem and turn the Intelligence (Arcana or History) check DC 18 to piece
village against Jorarae, or not, and what outcomes together information that has been given to them to realize
might result from these attempts. Without that Jorarae is a Harpy.
knowing what your players will do, and which What they really need to do is convince enough people to
pirates are still alive after the encounter, it is too
hard to predict all possibilities. The best advice is
stop supporting Jorarae that the majority of the village is
to remember the interconnectedness of village
against her. Given the social pressure and
life and imagine how plucking one string of a interconnectedness of village life, even die-hard supporters
relationship can cause so many others to vibrate. will abandon her if it seems like most of the village has.
With a mix of insight, persuasion, history or arcana on
knowledge of Harpies, and possibly intimidation, they can
bring around enough people to create a majority, meaning
that they should turn 3-4 families.

6
That can include turning people opposed but keeping quiet A Challenge
into vocal opposition, such as June Powell. It can include A mix of the two options would be to do a little
turning wavering support, such as the Stantons, against her investigation and preparation in the village to force Jorarae
with persuasion and reason. It can include turning the into a confrontation with you to maintain her wavering
Hales against her by arguing for their own safety. Keep in flock.
mind the motivations, beliefs, and especially relationships If you think that the group has persuaded too few people
to any deceased pirates in determining who the party can to turn the village against Jorarae, but not enough to make
target to convert, and how difficult that will be. a clear majority, and the game is bogging down, then have
Once they have turned enough families around, then it Jorarae make an appearance. She will fly around, use luring
should be clear from the sentiment in the village that the song, or other innate magics to convince the people of her
tides have turned. At this point, you can bring out Jorarae, divinity.
who will (ineffectively) try to convince them to keep The players will likely challenge her claims to divinity,
worshiping her and catering to her every need. So long as knowing her real nature. With some good persuasion,
you decided they have turned enough of the villagers either role played or as a check, she can be convinced to
around, they will sit out on any fight. duel the party, or possibly one individual, to prove herself.
The Conclusion
However, they defeated Jorarae, so long as the entire village is not killed in the process, Norman will be glad for their
assistance and offer to repair their ship overnight, offer a small sum of gold, outfit them with some preserved mushrooms to
feed them on their way and maybe some good rope, and thank them for their help. If dealt with extraordinarily well, Captain
Norman may even have a magic item for them, at the DM's discretion. Moderate any of these offers of help depending on how
they took down Jorarae; the more villagers caught in the crossfire, or the more that were not convinced of her true nature
before taking her down, the less help the village is willing to offer here in the conclusion, or into the future.
Moving in to the future, Nanfield can be a place that your party returns to on occasion to see how everyone is doing. If you
players ever want to make a base for themselves, the islands may serve as an interesting point to do so. If your party sails
frequently, they might bump into The Blighted Road again, or hear rumors of it in port. The more of a connection the party
had with this village, the more you can remind them of these rumors and make Captain Norman and crew a recurring NPC
group. That would make it all the more interesting when you hear of their deaths or defeat and capture by the evil
empire/entity should you want to make your party fight against it. Really, the options are endless, and entirely up to you the
DM.

Acknowledgements
Thanks first to NaturalCrit and the Homebrewery for making this pretty.
Thanks to /r/DnDBehindTheScreen community of subs and users for their constant encouragement, material, and advice,
in both this and all my other D&D endeavors, published and otherwise.
Thanks as well to my players who play tested this and put up with me every week.
All donations go to charitable causes and organizations that I think do good in the world.

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