@devotedworker
Proof of Architecture:
http://s27.postimg.org/q5urxmbub/IMG_2087.png
http://postimg.org/image/oja5q4p67/
http://postimg.org/image/ahtkqtw8f/
http://postimg.org/image/gu8q0nzan/
http://postimg.org/image/6cio4wygf/
http://postimg.org/image/ys2mvyd7z/
Proof of quest writing skills (work in progress):
Notes for DM: Remember to improve whenever you deem fit and to answer any questions the party may have
Legend:
i/n: if no
I/y: if yes
The town of Smudgen (Promising home town) (Goblin run)
1. The story begins as our Heros search a small town for a new adventure. To thier right, a goblin merchant is selling his wares, calling villagers to his stall and shooting strange glances over his shoulder. Farther down the lane, they see a stand with many beautiful weapons that is advertising a skilled blacksmith. To thier left, a landlord is offering a cheap 5 room house.
Right: 2.
Market: 3.
Left: 4.
3. Our merry band mosies down the isle till they arrive at the smithy. His stall is placed next to a small ally and a few other stall. He smiles at thier arrival, and demonstrates his craftminship on a melon. He proceeds to sharpen the used blade and tells of how he is able to turn any ore into custom equipment. (on display / for sale: role d6 for a select combination or decide yourself) Move to 5. when finished shopping.
4. Our adventures wander over to the landlord, and ask about the house. He explains that he has a cheap house for a small price.
i/y: great he exclaims just 300 gp. (Continue back to market or to house.)
i/n: they decide not to buy the house and head back to the market (improve for fluidity)
5. As the group turns around, a tall boy runs into (insert name) and down an ally behind him/her. Seconds latter, three important looking goblins jog towards the party and one of them demands, out of breath, that they move out of their way.
i/y: our heroes part down the middle and the goblins continue down the ally.
i/n: The group stands strong and barricades the entrance to the ally. Move to encounter 1.
6. The rats gave our heroes a fright so they head over to the goblin merchant to see what he has for sale. Go to 2.
7. As the last rat hits the floor the party can here a small rustle behinds some crates. They ready their weapons as they approach, only to find the tall boy hiding there. (If they ask explain that he is terrified of rats) the lad thanks the adventures for the save and tell them to follow him, then takes off (remind your players that they just beat up some of the local officers)
I/y: the adventures race to catch up to the boy. Move to skill check 1.
I/n: the adventures decide that they do not know this child and move back into the market. Go to 2.
8. The team jumps down and lands in a small walled in square. All but one wall was empty. It held a door; it was a heavy iron door with a lock and a peep slot. The boy was talking to someone through the slot. Seconds later it slides shut, and the door opens.
House:
Fist time home: the landlord leads our Heros though the town, in the centre of the village they stop in front of a large building that had the air of an old inn. (Insert name) opens the door and all the Heros step in. A table surrounded by bar stools is clearly separated from the kitchen by an island at bar height. The kitchen held a wood fire stove, a trunk and a barrel. The room just off the kitchen held nothing but a flight of stairs. The stairs led up to a hallway with three doors. Behind each door, were three rooms with the exact same layout; a bed, an armoire and a small water closet. The bedrooms had hooks for lanterns and a window on the back wall. After looking around, the landlord leaves. (Improve on what players say)
Encounters:
1. Create a 4x9 passage of stone or rock. three goblins stand at the entrance.
When the battle ends: the three goblins run off into the streets yelping in pain. Due to all the commotion, two rats apear behind the players and hiss.)The players will probably fight them and not run, but if they do run send them to 6. If they defeat the rats head to 7.