Showing posts with label Village. Show all posts
Showing posts with label Village. Show all posts

Village - All 7 Villages and 21 NPCs Bundled together into a PDF

 This is probably not the final format, I expect I'll bundle them with the city-states and campaign setting,  but anyone that wants 7villages and 21 NPCs for Free here is the Link.



Village - Ginswallop

The last of the recycled villages. I might create more at some point as It's kind of fun, but I've noticed these old ones are a bit repetitive so it might be a while before I have something more creative to say. I'd like to add a bunch of interior maps but my own interior maps (at least of buildings) need a lot of practice and AI attempts at interiors suck so far. I might punt and just rename the different locations to match maps Dyson Logos has drawn, he does very  nice work. 




Village - Cumber Upon Lud

I went for the most British sounding names I could find. The names don't really match with the mediterranean look of the villages but I don't care. 






Village - Crowsmouth

Crowsmouth is really done, I'm still debating it I'd prefer a larger picture that shows all three NPCs to fill out the bottom of the page or not, maybe I'll keep it as is and put a statblock of sorts.






Village - Black Le Marsh

The villages are designed as 2-page spreads. I'm not certain I like the village picture busting up the Location list but it looks better as a spread so I'll keep it for now. The little NPC faces were made using the same AI as the village map.




 

Village - Bexley Head

I love the way the AI made most of the villages along hills in sea coves. 




Village - Ambly

 



Villages Intro


A long time ago (maybe 2019?) I created a bunch of village maps using some historical villages surrounding 17th century London (I think). I found them online. I eventually decided I didn't like the maps I used, they had no style, they were just black and white line-drawing and it didn't have enough contrast to really work for me. At some point I must have deleted them from the site because I can't find them online any more but I had copies on my hard drive. 

Now fast forward to 2025 and I was playing around with AI and playing with prompts and came up with some village maps I liked a lot more. I found the AI doesn't make good English or German villages or towns for some reason but if you tell it Greek, or Italian, Carthaginian I started seeing a lot of stuff I liked.

I used isometric as one of the commands which produces villages with roads in the village that aren't always really visible, and it tended to be a bit repetitive, but I liked the results.

When done I'll bundle them all into a single pdf. Until then I'll publish them on this site... Here is an example of the old style map.


Encounters: Thorpe and Village

I've never been happy with typical wandering encounters tables in an urban setting. First they tend to give the impression that the encounter was the only person/thing on the street which is silly in an urban setting. To change that I use an additional roll for crowd size. After all, even if there is no encounter of note there might be a lot of people milling about.

Table 1: Thorpe/Hamlet crowd size
Time
Main
Day
1d6
Night
--

Secondly most encounters tables tend to have a one-size fits all aspect (DMG, I'm looking at you) with massive cities using the same encounter table as a small town. To change that I've customized encounter tables by the ward because the craftsmanship ward should feel different than the dockyards. Also I like the idea of sub-tables that can be the same from ward to ward to save effort, that can be customized to fit a Thorpe if necessary, or just used to give the encounter something to do. Lastly we have Special Encounters which is designed to allow the GM to drop module related encounters into the system.

Table 2: Thorpe Encounters
DayNightEncounter
01-05
01-10
Animals (chickens/goats/swine)
06-10
11-20
Animals (dogs/rats)
11
21-22
Beggar/Cripple/Etc (see undesirables table)
12-15
23
Craftsman (see merchant/crafter table)
16
24
Criminal (see undesirables table)
--
25-26
Drunk/Drunks (roll again to see who)
17-20
27-28
Farmer/Etc (see peasant table)
21-30
29-30
Fisherman/monster (see peasant table)
31
31
Foreigner/Barbarian
32-33
--
Hunter/Trapper/etc (see peasant table)
34-35
32-33
Laborer/etc (see peasant table)
36-37
--
Peddler (see merchant/crafter table)
38-40
34-35
Teamster (see peasant table)
41-43
36
Elite (see elite table)
44-55
37-45
Special Encounter
56-00
46-00
Nothing Special

Table 3: Village crowd size
Time
Main
Side street
Day
1d12
1d6
Night
1d3
--

Table 4: Village Encounters
DayNight/Alley
Encounter
01-05
01-05
Animals (chickens/goats)
06-10
06-10
Animals (dogs/rats)
11-12
11-15
Beggar/Cripple/Etc (see undesirables table)
13-20
16-20
Craftsman (see merchant/crafter table)
20
20
Criminal (see undesirables table)
--
21-40
Drunk/Drunks (roll again to see who)
21-22
41-50
Farmer/Etc (see peasant table)
23-27
51-55
Fisherman/monster (see peasant table)
28-29
56-59
Foreigner/Barbarian
30-40
60-61
Hunter/Trapper/etc (see peasant table)
41-42
62-63
Laborer/etc (see peasant table)
--
64-65
Peddler (see merchant/crafter table)
43-44
66-67
Teamster (see peasant table)
45-50
68-69
Elite (see elite table)
51-60
70-79
Special Encounter
61-00
80-00
Nothing Special

Table 5: Undesirables table
1d6
Encounter
01-02
Racing through crowd (roll again to determine who is chasing them)
03
Working crowd
04
Visible on roof
05-06
Roughing up someone (roll again to determine who)

Table 6: Peasant table
1d6
Encounter
01
Avoiding eye contact
02
Looking for a fight
03-05
On the job
06
Appears to be following

Table 7: Merchant/Crafters table
1d6
Encounter
01-03
Guiding a wagon/cart
04-05
Unloading a wagon/cart
06
Arguing about their business

Table 8: Elite table
1d6
Encounter
01-03
Soldiers from the manor
04-05
Priest and/or acolytes
06
Lord and entourage

And of course the GM should customize each and every table as necessary to fit their campaign.

Creating a Medieval Manor: Part II (Filling out the Settlements)



Table 1: Settlement Size
Settlement
Families
Notes
Thorpe
Fewer than 20
Administered by a nearby Village of the same Manor
Village
20-1,000
Temple, maybe an Inn/Tavern, definitely a pub
Town
1,000-8,000
Temples, Inns/Taverns. Usually fortified above 2,000
City
8,000-12,000
Fortified. All building types are possible
Big City
12,000+
Fortified, may have equal to a town outside the fortifications

Initially we intended to relate how we create villages and thorpe maps but our own system is more than a little complicated and the illustrations required to make sense of it all are beyond us so we decided to scuttle the idea in favor of actual village maps which will probably be more readily useful for most GMs.
    What types of buildings in the Thorpe
    A thorpe will primarily be peasant hovels with the chance of a Public House. Peasant life is rough and they like to drink a lot, and most can't/won't afford tavern rates so pubs developed. In this context a pub is simply a normal peasant hovel dedicated to serving ale or small beer to the locals. Most locals brew their own ale or small beer and will provide the latest batch to the pub for distribution/sale when ready (presumably the provider drinks free for the duration of their batch). It's all very friendly if everyone knows your name, less so for strangers. 

    Table 2: Is there a pub?
    1d8
    Well do they?
    01-07
    Yes
    08
    No

    In case it becomes necessary to know what the owner of each peasant hovel does we have table 3.

    Table 3: Occupants Occupations
    Thorpe
    Village
    What do they do?
    01
    --
    Hunter
    02-08
    01
    Shepard (swine/sheep/goats)
    09-10
    02-09
    Farmer
    11
    10
    Laborer/Jack-of-all-trades
    12
    11-12
    Special (works in mill/manor/temple/illegal

    What type of buildings in a village center
    The 'center' of larger villages may develop the buildings on Table 4. Roll 1d6 and roll that many times on Table 4 to determine the buildings in the village center. Any remaining buildings will be regular peasant hovels.

    Table 4: Urban Center Buildings
    Square/GreenMain Street
    Building
    01-06
    01-08
    Townhomes
    07
    --
    All Guild Hall
    08-09
    09
    Tavern
    10
    --
    Inn
    11
    10
    Den of iniquity, thieves guild, smugglers hangout, rebels, cult, etc. Roll again to find out what type of building fronts the operation

    Oh, and don't forget to name things such as taverns and inns. If you run out of name ideas you can use something like the tavern name generator.


    Creating a Medieval Manor: Part I (The Whole Manor)

    A wealthy village
    A manor is more than a building, it more than a village, it is an entire community. This post is based around an agricultural manor (or fief) which would be the most common type in medieval England.  A fishing village would be very similar except the field shape would be chopped in half to designate the water-line.

    To determine the basics of the manor roll 1d12, 1d10, 1d8, and 1d6 and consult the tables.

    Peasants doing their thing
    Table 1: Who is the Lord
    -1d12
    Table
    01-02
    Baron
    03-05
    Knight
    06-10
    Bailiff, Lord rarely makes appearances
    11
    Religious institution
    12
    Secret Syndicate (roll again for who
    appears in charge)

    Shape of the Fields
    An agricultural manor is generally composed of settlements around a field. They have separate strips to grow the Lords crops, and fields for spring, fall, and summer plantings as well as one to lay fallow and reenergize. This is all way more than most GMs need for game purposes so we're lumping all of that into the generic 'fields'.

    Table 2: Rough Shape of the Fields
    1d10
    Table
    01-02
    Circular
    03-04
    Oval
    05-06
    Pear Shaped
    07-08Rectangular
    09-10
    Separated fields, roll again for each

    Fields tend to have roads and trails crossing them and separating them and generally allowing folks to get from one side to the other without crushing the crops. The exterior of the manor is the wastes, that is unexploited land such as heath, forest, swamp, or simply grazing land. This land is unexploited but not unproductive, it is used by the Lord for hunting, for feeding the pigs, reeds in the swamp might be used for thatching.

    Number of Settlements
    Determine how many settlements surround the fields, and name them. If you don't have names ready to go we suggest d20srd.orgs generator for names.

    Slam that mead!
    Table 3: Settlements
    1d6Settlements
    01-02
    1
    03-04
    2
    05
    3
    06
    4

    The manor gains one supplemental feature plus an additional one for each settlement. The GM should roll and assign each feature to one of the settlements. Typically a manor will only have one of each feature.

    Table 4: Supplemental Features of Manor
    1d8
    Table
    01
    Beehives
    02
    Docks
    03-04
    Mill/Waterwheel/Windmill
    05
    Fishpond/Eel pond
    06
    Market
    07
    Quarry
    08
    Mine

    The largest settlement should be considered the village and will have a church (or temple). The rest may be villages or thorpe/hamlets depending upon their size. We'll cover that in Part II (Mapping the Settlements).


    Subinfeudation 102: The Manor

    Growing up as a GM the players saved villages again and again and those villages were inevitably reskinned version of the village of Homlet (T1)  or Orleans (N1). I saw some villages in the Harn products but somehow my mind got stuck on village = manor. I didn't really have a solid grip on what an actual medieval manor looked like and when I finally found a map of one I was more than a little surprised.

    So here is the manor of Harmondsworth, a real medieval manor.

    Note the Bath-to-London road cuts across the center of the fief from East-to-West. This is an old Roman road so its probably pretty nice. The fields that pay the bills dominate the center with Heath and Moor on the outskirts. The scale of the map is three miles wide and two miles high (as you can see by the red/black bars) but the guts of the feif are mostly within a one to one and a half mile area. Surprisingly the manor is not just one settlement but five.

    • Harmondsworth, the village proper is on at the Northwest of the fields. It has the same name as the manor which is probably not an accident.  It has a Parish church (the church of St Mary) that probably served as the social center of the fief and that still exists despite being rebuilt over the centuries. Harmondsworth is also the location of the Great Barn the largest barn in England (and it is still there despite the proximity to the airport). In 1391 the Harmondsworth village contained 1330 inhabitants so Harmondworth village would be where the bulk of the manor's inhabitants actually live.
    • Longford - A hamlet at the fords of the River Colne and its distributaries. Judging by the name their presumably was no bridge and the rivers had to be forded. Folks that arrived near dusk would probably stay in the hamlet rather than attempt to cross in the dark which justified the place. In 1337 Longford had 30 inhabited buildings.
    • Perry Oaks - The manor house at the Southern edge of the fields. Pretty isolated from the peasants. Initially the fief was held by the Church (and likely administered out of St Mary's but eventually sold to Bishop William of Wykeham who built the manor in Perry Oaks for some reason.
    • Heathrow - During the medieval period Heathrow or Heath Row was a one-sided lane of smallholdings at the edge of the Heath. Now its an airport, go figure.
    • Sipson - Initially this was just a major farmstead but eventually additional buildings raised the place to the level of hamlet. In later maps Sipson had their own dedicated fields so this hamlet may be a case of peasants just building closer to the workplace to cut down on the commute.
    Beware the Moors
    Perhaps someone has an answer for why old maps have two different names for what is essentially the same thing we have:
    • Heath - an area of uncultivated land usually characterized by heather, gorse, and coarse grasses.
    • Moors - A tract of open uncultivated upland; a heath.
    I think it's probably two old local names or one of the terms changed over time.

    The maps I've found are all from the sixteen and seventeenth centuries and they show the "fields" subdivided so that Sipson has their own fields, as does Heathrow, so there is no way to tell if the folks in these neighboring hamlets considered themselves to belong to Harmondsworth or to belong to Longford/Heathrow or Sipson.

    History of Harmondsworth Manor
    • William the conquerer grants Harmondsworth to an abbey in Rouen
    • William of Wykeham (1320 or 1324-1404), Bishop of Winchester and Chancellor of England, bought Harmondsworth in 1391

    What's happening in the Holy Village

    The Holy Village is a small fief lorded over by a Temple of Law.

    Cliques
    The cliques get along reasonably well but in case of friction they break down as follows:
    • The Sisters of the Temple that try to motivate their peasants with kindness and who supplement the tax money with donations from folks passing through
    • Villagers, many of whom are lazy but super loyal to the Sisters of the Temple
    • The Nyne Sisters (Jane, Elyn, and CeCe) who constantly annoy the Sisters of the Temple with their antics
    • Merchants and Teamsters, work the trade route that occasionally passes through the village
    What is Up?
    To determine what is happening the GM should should roll 1d6 & 1d10.

    Table determination table
    1d6 Table
    01-02
    The Temple Table
    02-03
    Peasants & Merchants Table
    04-06 Nothing Happening

    The Temple
    1. The struggling Temple is jeopardized when it looks as if trade routes might be shifting to a neighboring village that has a natural hot springs and now the sisters are trying to fix up the village and make it more presentable.
    2. Sister Suse uses a combination of charm, subterfuge, and wiles to convince visiting muleskinners of the value of stopping at Temple despite the lack of hot springs (and other sinful things).
    3. A veteran man-at-arms returns to the village as a hero but the sisters remember how terrible a person the man was before he left and he isn't much better now.
    4. Two bandits stay at the Temple with the intention of robbing the place the next time a caravan is in, but since the expected caravan is late they've extended their stay and drawn everyones attention.
    5. A crazed minstrel is at the temple mooching off of anyone and everybody and improvising sarcastic songs. The ladies in town are fawning over him and the men are jealous and the sisters can't really figure out how to kick him out.
    6. The Archsister visits the settlement to determine if is a good place for the summer regional festival. Everyone is walking on eggshells knowing that the festival could bring a lot of money.
    7. Is there a ghost haunting the Temple? The Sisters are starting to think so.
    8. Some Templars are staying in the village and Sister Suse tries to convince them to destroy the sinful hot springs in the neighboring village.
    9. The Sisters attempts to clean and repair the temple prior to the summer Fair
    10. Sister Frarder is depressed when she gets drafted to be an archer because of her size and skill with a bow. The sisters tries to cheer her up but the temple could really use the money and force her to take the rare opportunity.
    Peasants & Merchants
    1. Tomboy Jane Nyne falls in love with Tiny Wyare, who only has eyes for horses and the entire fief is having a laugh over it.
    2. Tomboy Jane Nyne becomes the first-ever female entrant in the Summer Fair Quarterstaff fights, but finds her success causes most of the local boys to stay away.
    3. Tomboy Jane Nyne is given the task of digging a drainage ditch she tries to flirt and get some boys to do it but none are biting, until she spreads the word that she found silver and suddenly the boys are knocking her over in order to dig the trench.
    4. A bounty hunter appears in town looking for a wanted criminal. The Nyne Sisters get word and go after the criminal themselves.
    5. Jane Nyne defends her dog when the Temple claims the dog has been killing their chickens.
    6. Jane Nyne has a new love interest a teamster on a caravan, but he only has eyes for her sister Cece.
    7. Merchant Guildmaster Gery Narder arrives in the village to finally decide if he'll send his caravans through village or not and ends up buying an interest in The Princess Inn, a small inn in town.
    8. Merchant Guildmaster Gery Narder is staying at the Inn and the staff is forced to cater to every need including finding boyfriends for him.
    9. Merchant Guildmaster Gery Narder buys the hovel next to The Princess Inn and turns it a General Store and staffs with his own people which means that none of the profits make it back into the village.
    10. The Priestesses buy out Merchant Guildmaster Gery Narder's shares in The Princess Inn only to find trade to the village dwindling as the caravan routes shift.

    What's Happening in the Rebellious Village

    The Rebellious Village is a small fief near the Royal Forest.

    Cliques
    The cliques get along reasonably well but in case of friction they break down as follows:
    • Sir Michael and Lord's staff who dislike their own peasants
    • Villagers, many of whom have family among the bandits in the nearby forest
    • Priestess and her acolytes who side against Sir Michael at every opportunity
    • Bandits, many of whom have family among the peasants

    What is Up?
    To determine what is happening the GM should should roll 1d6 & 1d10.

    Table determination table
    1d6 Table
    01
    Bandits Table
    02-03
    Peasants & the Priestess Table
    04-06 Nothing Happening

    Bandits
    1. Helry's efforts to help Lexor, a wanted bandit escape to the forest not to distant are thwarted by Sir Michael who is spending nights riding around the village practicing with the lance.
    2. When Lexor is captured before he can rob some nobles in the forest, Helry and the peasants attempt to finish the job dressed as Lexor and his men (thus proving Lexor's innocense).
    3. Sir Michael nabs a bandit, so Helry takes the focus off his catch by making Sir Michael think the bandits fellows are trying to kill him.
    4. The sheriff's men have recovered stolen taxes and are storing it in Sir Michaels manorhouse until reinforcements arrive to guard it on the road. Brigads and a few mecenaries get word of the treasure and the village looks to become a battleground.
    5. Bandits have moved into town secretly to wait out the worst of a winter storm. The peasants don't want them but don't really have a choice.
    6. Bandits raid the stables and steal three mounts which causes Sir Michael to being a massive hunt into the forest.
    7. The peasants are chasing a dog around after it buries a map they believe leads to where the local bandits have buried their loot.
    8. The peasants believe the bandit treasure is in an old dry well and try to figure a way to get to it without alerting Sir Michael.
    9. Helry finds an old shield in the fields sending Sir Michael and his guards on a wild goose chase looking for the bandits that left it behind.
    10. A captive bandit helps Sir Michael set up a coin shaving operation and Helry is planning on destroying it out of spite.

    Peasants & the Priestess
    1. Because of false-rumors that the King has announced jus primae noctis half the couples in the fief get married when Sir Michael heads off to court.
    2. Helry concocts a rumor that Sir Michael will be awarded extra title to distract the Lord until the end of the Summer faire.
    3. The peasants provide labor to build extension to the manor and give credit to the Priestess. The hope is to butter up Sir Michael into allowing the Summer Faire which he's sworn will not be allowed.
    4. Three Priestesses show up at the village temple and everyone wants to know why. 
    5. When Sir Michael comes across ale brewed secretly by the peasants to avoid taxes, Helry convinces the Lord that it has been brewed special for the faire as a surprise for him from the Priestess.
    6. After Sir Michael finds Sir Mathias drunk he puts super-serious Sir Allan in charge of the guards just in time for him to ruin the faire for everyone.
    7. The guards arrange for peasant quarterstaff fights and most of peasants aren't happy about the abuse as a large and dumb peasant has been enjoying the bouts too much and has seriously hurt a number of his fellows.
    8. The Priestess purchase expensive Holy Spices and hosts a massive meal that everyone inedible.
    9. One of the Serfs makes a bid for sanctuary in the temple and Sir Michael is ready to invade the church to drag the man out.
    10. A traveling mercantyer arrives in the village but Sir Michael doesn't trust him and hss his men keep a super-close eye on him.


    What's Happening in the Quaint Village

    The Quaint Village is a very small fief far from anything interesting. It can be used as a stand-in for any small village the characters spend a good deal of time in.

    Cliques
    The cliques get along reasonably well but in case of friction they break down as follows:
    • Lord Oliver, Lady Katherine, and Breward the Steward. Also roughly 50% of the servants and any guard employed by Lord Oliver
    • The peasant population will almost always support each other, the various guilds will also side with the peasant population if Lord Oliver moves against the mill
    • Kate the old Priestess of the village will always try to be a peacemaker in case of trouble
    • Crazy old Shama won't take any side and if brought into a quibble will actively make things worse
    What is Up?
    To determine what is happening the GM should should roll 1d6 & 1d10.

    Table determination table
    1d6 Table
    01
    Lords & Ladies Table
    02
    Peasants & Freemen Table
    03
    Religion & Magic Table
    04-06 Nothing Happening

    Lords & Ladies Table
    1. Sir Oliver and his wife Lady Katherine arrive at his new feif. He needs to earn money to afford his beautiful wife's expensive tastes. She wants to return to the court and makes no bones about it. Their first day is a disaster as the manor was looted of furniture while the Steward was out.
    2. Lady Katherine uses the furniture as an excuse to return to Court, the rumormongers think she has left for good.
    3. Kate the old Priestess of the village tries to tutor Lady Katherine in the kitchen. The village is filled with inedible pies. 
    4. Lady Katherine's mother Idel arrives to rescue Lady Katherine from this nightmarish, rustic life only to find Lady Katherine has not returned from court. The entire village walks on eggshells for a week before Idel gives up and leaves.
    5. Lady Katherine's furniture finally arrives (without Lady Katherine) but it's sent to the temple by mistake, causing a rift with Kate the old Priestess of the village who had considered the delivery a donation to the small temple.
    6. Lady Katherine returns and starts doing make-overs on the local peasant girls but the men are none too pleased as nobody can actually afford the makeup or perfumes let alone the clothes.
    7. Sir Oliver is fed up with the lousy service at the Mill. He throws out the miller and runs the place himself only to find the mill gears jam and the peasants furious because grain won't sell for the same price as flour.
    8. Sir Oliver's nephew arrives in the village and fixes the  mill, just as the local guilds stop purchasing anything from the village until the Miller is reinstated, which Sir Oliver is happy to do.
    9. Sir Oliver is allowed to lead the militia if he'll play a drum in their marching band. They have more parades than bandits here-abouts. Sir Oliver yells and screams that its his fief and he will lead the militia even if he can't play! Eventually he's heard practicing.
    10. Sir Oliver is going on a two-week trip to town and leaves Breward the Steward to take over his duties leading the militia and Breward is something of a military prodigy and leads the militia to drive out some local bandits that have stolen a sheep or two lately.
    Peasants & Freemen Table
    1. The Lord's mule gets injured and now the peasants are forced to take turns pulling the plow.
    2. Bernard the Steward insists they plant black lotus in one of the field strips because it will be twice as profitable as any food crops but insists the peasants don't tell Sir Oliver or Kate the old Priestess of the village.
    3. Sir Oliver wants to plant all wheat in the rest of his strip but the local peasants tells him no. He insists only to find nearly all the neighboring villages have planted wheat as well, depressing the prices.
    4. Eleanor the cow is pregnant and Sir Oliver posts a guard on the beast to protect it from the crazy Shaman who is believed to desire it for a sacrifice.
    5. The peasants hire a witch to ripen their apples quicker, and locals from another village to help pick the fruit and use Sir Oliver's mule to haul the wagon full of them to market only to find nobody is interested in apples this early in the season.
    6. Breward the Steward fears that he'll lose Sir Oliver's mule to Kate the old Priestess of the village, who's trying to take the mule in lieu of a debt that she claims Sir Oliver owes.
    7. The peasants are embarrassed that Sir Oliver personally leads the farming on his lands which is beneath him. They have sick-outs every time he shows up (finishing work at night).
    8. The peasants are flocking to town for jobs at the textile mill. To keep someone working the land, Sir Oliver is forced to cut milling costs which will make it difficult for him to pay the taxes.
    9. Breward the Steward calls the Sheriff when he finds 300sp is missing from Sir Oliver's safe. With the investigation pointing only to Eb who has a new horse but can't remember where he got it.
    10. The peasants go overboard with plans for a parade and band to welcome Countess Idel (Lady Katherine's mother) despite Sir Oliver's protests that she's not royalty.
    Religion & Magic Table
    1. A drought is wilting the crops. Sir Oliver is so desperate, he agrees to pay Breward the Steward an extra 350sp if he can bring some relief. That's when Breward introduces the Crazy old Shaman that claims he can make it rain. When the rains eventually arrive, Sir Oliver refuses to pay saying the Shaman had nothing to do with it.
    2. When the dreaded bing bug threatens the crops, Sir Oliver tries to rally the people to rid the town of the menace while Breward the Steward pays the Shaman to chase off the bugs. Eventually folks begin to wonder if the bing bug is real, or something created by Breward to mess with Sir Oliver.
    3. Short on water, Breward the Steward contracts his Shaman friend to find a new spot to dig a well. But once Breward gets water the old temple well goes dry.
    4. The crazy old Shaman comes into town and announces that all animals must be freed and harasses anyone that does not. Soon, the manor house and old temple are zoos as peasants attempt to hide their animals in the two place the Shaman dare not go. 
    5. It's planting season and Sir Oliver needs useful weather information. The village normally relies on the Crazy old Shaman but Sir Oliver won't let the Shaman near town so a group of peasants are out in the country hoping to find the Shaman and get the info on the down-low.
    6. The Crazy old Shaman saves Lady Katherine's uncle's life so she invites him to move into the manor. When Sir Oliver tries to evict him he threatens to cast a curse on him.
    7. Once Slow Ed's wild story about meeting Elves in the woods makes the rounds, tourists from other villages descend on the village to hear the tale and see what they can see and trampling the crops in the process despite the best efforts of Sir Oliver's guards.
    8. Kate the old Priestess of the village decides to revive the spring festival and is working her way around the village to drum up support. Meanwhile, Sir Oliver tries to plant the fields with Eb who can't control the mule or plow a straight line.
    9. Two witchsmellers arrive looking for a witch that looks identical to the Priestess old horse.
    10. Kate the old Priestess of the village demands some serious improvements to the village and puts together a workgang and oversees the work, in many cases making things worse.

    Saw a Reel about Attacking the Character sheet

    The reel is here . The Witches Hex removing a Death Save really resonated with me. I mean you talk to an old crone in town and she gives you...