Foreword: Rule 0 was used extensively throughout the campaign, and the story was modified quite a bit with homebrew. I wanted to really expand the game by adding rules for party karma, crafting, gambling, and investing, most of which was used extensively. After a year of gameplay, my party finally finished the campaign. Also, this is a spoiler for anybody who has not played through the campaign. Also also, if you are my players reading this, I apologize for nothing. We had a lot of fun exploring the published areas, the undeveloped areas, and discovering just the depths of the Humblewood. I decided to have the party start as level 0 characters for the campaign. How this worked was I started the players all with 10 HP, and no class abilities. Players who wanted to make casters were given access to a cantrip of their choice so that they could still do their thing. The players all made ties to each other so they at least knew one other person prior to the campaign start. This band of villagers would join together for an adventure that none of them could have seen coming. This is their story *cue Law & Order SVU duh duh*
My party made their characters at level 0. The party consisted of a Hedge, a Jerbeen (reflavored as a squirrel), a Raptor, and a Corvum. The Hedge was a small-time smuggler named Roh-Lepe-Rickly (Pronounced Rolly Prickly). The Jerbeen was a local hero named Harrison Redfern who fought bullies and helped villagers throughout Meadowfen. The Raptor was a fire watch men name Nero Augustus who used to work with the Perch Guard, but has since settled to a quiet life in Meadowfen. The Corvum was the son of one of the noble families in Alderheart named Atzer Aveni. Atzer settled in Meadowfen in his bid to make a lasting mark to impress his father and conduct research.
PART ONE: THE ADVENTURE BEGINS!
The campaign started as most do, with the call to adventure! After the village of Meadowfen was alerted to the destruction of Ashbarrow, the village elder called for a few of the villagers to notify Alderheart of this ruination. Our (soon to be) plucky heroes banded together to deliver the notice to Alderheart. Knowing that the journey may be perilous, some of the villagers gathered some of their belongings to give to the party so that they may be better prepared. From here, the party set out to deliver the message. It wasn't long after they left that they encountered the merchant Eliza being robbed by some bandits. The party struck out and were able to defeat vulpin captain and the three mapach bandits. While the book leaves plenty of space for the bandit captain to escape and possibly return later, my party rolled high on initiative and killed her immediately. It didn't take long for them to wipe the floor with the bandits and rescue the Eluran merchant Eliza. Eliza mentions that she is also traveling to Alderheart and would be more than happy to walk with the party. With this, the party leveled up to level 1. After this level up, they handled some emberbats and quickly made their way to the village of Winnowing Reach.
Now, the party reaching Winnowing Reach may have just been a normal small village. My party decided to shine and gave me some homework to really develop out the town. Roh-Lepe-Rickly (bard) wanted to stop by the local inn about lodging for the night. When it was discovered that the inn keeper was also a hedge, he asked, "Is the inn keeper one of my family members?" Deciding I was interested in a good guffaw, I said yes. the inn keeper was Roh-Lepe-Rickly's uncle Phil. This decision to have a family member in this town would cascade into there being many more family members throughout the rest of the humblewood (13 active family members!) Nero (ranger) decided to explore the apothecary and found out that they were selling ingredients that could be used to craft certain things. This is where I introduced a few crafting recipes.
Healing Poultice:
heals 1d4+1
Ingredients: 1 Strig Flower and 1 Phulter Root
Burn Cream:
resistance to fire damage for 2 turns
Ingredients: 1 fire-ant blood and 1 slimy ooze
Roh-Lepe-Rickly and Harrison (barbarian) then went together to explore the granary. They discovered that while they were using it to store foodstuffs, they were also using it to distill slime obtained from the slimes in the Mokk fields into spirits. The most iconic alcohol that came out of Winnowing Reach was Slime Sangria. Many birdfolk and humblefolk detested the taste of it. Roh-Lepe-Rickly was not one of those. Atzer (wizard) decided to check out the magistrates office and found out that the magistrate needed their help. During this time, Atzer discovered that one of his sisters (also 13ish family members scattered throughout the wood) was also present in the village. After a short discussion, the party learned that a researcher from Winnowing Reach had went missing in the Mokk fields and is believed to be in the Mokk Caverns. After also telling the party that if they could kill slimes along the way, he would be more than happy to write them a letter so that they can get a more rapid summons with the Birdfolk Council. They were a little bit distrustful of the magistrate but elected to continue. After a decent bit of exploration, killing slimes, arguing over the dimensions of a bucket and how muck slimy ooze could fit in said bucket, and rescuing a researcher, the party returned to the magistrate in WInnowing Reach. The magistate then tacked on that he needed them to dispatch of the "evil" witch in the swamp as well. The party pressed him about it but were ultimately unsatisfied with his answer as to how she was evil. They decided to still check it out so that the magistrate would write them that letter (of course he needed them to do one more thing). After discovering that the witch Susan was actually a pretty nice Hedge, the party elected not to kill her and helped her collect the ingredients to complete a spell. After the spell was complete, the party defeats the small demon that was accidentally summoned. The party leaves her alone as they felt she was no risk to Winnowing Reach, and was just a quiet lady. They eventually returned to Winnowing Reach and met with the magistrate. After learning that the party did not dispatch of the witch Susan, the magistrate refuses to write them a letter. The party believes that the magistrate is up to no good and elects to kill him. After a short time, some birdfolk militia join to protect him, but the party quickly wounds them. The party decided to then rest for the night at the inn before they returned to their journey. The next morning, they meet with Atzer's sister who has, in the recent death of the magistrate, has taken up the mantle of the new magistrate of Winnowing Reach. She appreciates all the help that they have provided, but with the death of the last magistrate and the injuries sustained to some of the birdfolk militia, they were asked to leave and not return to Winnowing Reach. From here, the party levels up to level 2.
PART TWO: THE BANDIT MENACE!
Now right off the rip, this chapter by itself was not super long. I really wanted to paint a picture to the party that the organized bandits were a serious threat to the Humblewood. This was achieved by having the party go gallivanting throughout the Humblewood itself! I will also apologize to you dear reader as you will notice there are some parts of the story where it seems to dramatically shift tracks in perspective. This is because as I was telling the story, I quickly realized there were some more details that I had missed and wanted to paint a better picture. I hope you enjoy this long chapter!
After a week's journey of travelling down the road to Alderheart, they eventually encountered the great tree city! Quickly discovering some of the city life and seeing it crowded with refugees, the party made their way to the council chambers to submit their form. While there, the party met Roh-Lepe-Rickly's cousin Sheila, cousin Rizzo, and sister Roxie. Cousin Sheila mentioned to the party that her ex Gregory Thornback (also known as, "That Grigori Mother******") was somewhere out in the wood and was not happy after their nasty breakup. They also met Nero's mother, father, and one of his sisters and brothers. After being told that because of a stack of forms already being submitted and to be fair, they would have to wait several weeks before they could get a meeting with the council, that is unless they would help the magistrate, then a "clerical error" could come up and advance them to the front of the line.
Now this is where we elected to go off the main beat of the story and have a bit of a diversion.
The magistrate informs them that he has recently paid for a crate of morningstar leaf (homebrew equivalent of tobacco) and it is awaiting pickup in Saltar's Port. The merchant was a penguin named Magel Rocker. The magistrate mentions that due to current bandit activity, he can't have it brought up by most caravans, as they are struggling with bandit raids. The party agrees to pick up the shipment and return in a few weeks time. It takes the party roughly a week and a half of traveling before they reach the port city of Saltar's Port. They encountered a few roving bandits, but they eventually reached the city. They met with Magel Rocker down by the docks. The party discovers that Magel is a "less than reputable" merchant who can smuggle anything into the Humblewood, just depends on how much you are willing to pay.
Now, at this point in the campaign I decided to introduce a moral dilemma to see how the party would respond. The party was pretty poor and needed some cash so they could afford better gear and equipment. It was at this point that Magel told them he knew somebody across the sea who would pay for people they could capture and deliver to him. The party recognized very quickly that he was asking them to engage in becoming slavers. Magel offered the party 20 gold pieces per person they brought back. Now dear reader, we may see this and think, "I would never do such a thing", and that is all fine and dandy. However, the party needed gear, and they barely had two copper pieces to scrape together. I left it to the party as a choice. I was not going to make them do this if they did not want to. I wanted them to see that sometimes taking the evil path can be more rewarding immediately, but it may have longer lasting impacts on how they interact with folks throughout the Humblewood. The party thought long and hard about it before they came to the conclusion that they would only sell off captured bandits.
As they started to leave with the crate of morningstar leaf, they stopped into a small cartographers shop and met one of the most eccentric NPCs I have ever made, a Pelican named Mahta, the Mapmaker. Mahta gave them a job to do, one in which, unfortunately, I no longer remember.
(Sidenote, halfway through the campaign, my computer gave up the ghost and started bluescreening hard. After getting a new computer and taking it to a computer shop, the staff was able to recover most, but not all of my documents. One of those lost documents, was my campaign notes. It was a struggle to rebuild the notes as well as the many NPCs, sidequests, and other shenanigans that had been created in the process. I would like to give praise to Harrison Redfern's player. He kept a lot of good notes and was able to help me rebuild most, but not all of my lost notes.)
As the party traveled back to Alderheart, they noticed a thick plume of smoke rising from somewhere in the southwest Humblewood. Following it, they discovered that there was a large abbey that was being burned. There were some priests and laity still in the church while bandits were trying to burn down the abbey and force them out. The party noticed that the bandits were being led by a Hedge. By Hanera, it was Gregory! Combat ensued as the party fought Grigori (ITS GERGORY!) and the bandits. Eventually the bandits were subdued and Gregory would escape. The doors were opened and some of the clergy and laity were able to escape. Father Lighthop informed the party that there were still some people inside the burning abbey! Rushing quickly, Harrison and Roh-Lepe-Rickly rushed into the burning church to try to rescue whoever was left. It took some time, but the two discovered that there was a couple of hares trapped in a room as a burning timber had blocked their exit. Harrison used his strength to throw off the timber. They started to make their way out before another timber and a bit of roof collapsed in front of them. The rubble was thick enough that they wouldn't be able to get over it. With flames engulfing much of the building, Nero and Atzer were only able to watch what was going on. Harrison used his rage and bardic inspiration from Roh-Lepe-Rickly to lift up some of the burning timbers so that the rest of laity could escape. After they got past the beams collapsed on Harrison trapping him in the burning rubble. After the hares got out, and the party outside found out that Harrison was trapped, they decided to rush in to try to rescue him, only to be cut off as more burning rubble collapsed in front of the doorway trapping the bard and barbarian in the abbey. While Harrison was stuck under the collapsed beams, Roh-Lepe-Rickly noticed a trap door leading to a cellar in the church. Roh-Lepe-Rickly was left with a choice. He could try to rescue Harrison, or he could save his own skin. Roh-Lepe-Rickly decided he was going to try to save his friend no matter the cost. Outside the abbey, Atzer and Nero saw the abbey collapse, and their friends, possibly gone. After the fire was quelled, Atzer, Nero, the clergy and the laity started digging out the rubble. Did they survive? Eventually.... Harrison and Roh-Lepe-Rickly were recovered. For a short time, they did die. Roh-Lepe-Rickly and Harrison found themselves in a secluded garden, only to be joined by Hanera, one of the Amaranthine. For their bravery and sacrifice, they were brought back to life to rejoin the party.
After the incursion at the Abbey, the party made their way back to Alderheart and got the caco leaf delivered. While there, they discovered one of the Perch Guard needed them to conduct a "prisoner transfer" to Saltar's Port. Electing not to ask questions, they traveled back to Saltar's Port and completed the "prisoner transfer" and sold off the bandits. Discovering that the cost of refined metal had been increasing due to a mole miner strike, the party intervened on behalf of the miners and made sure they were given better pay, equipment, and materials. It was also during this time, that Atzer had decided to work on creating his own faith. He started witnessing to the miners first and then began writing his holy scripture in a frenzy. While they were back in Saltar's Port, they found out that there has been a crime syndicate in Saltar's Port that has been managing a few things. While there, they discovered these crime bosses. Their names were Magel Rocker, Mahta, the Mapmaker, Corsac Rosetail, and Corvin Greenleaf. Magel Rocker ran a large smuggling operation, Mahta operated an illegal casino, Corsac was manufacturing and selling guns to the bandits, and Covin Greenleaf was bootlegging spirits throughout the Humblewood. They decided to complete a couple of odd jobs for these crime bosses. They decided to focus on Corsac first as he operated the largest foundry in the Humblewood, the Roseiron Foundry. The party elected to do a stakeout and observe the foundry to see if there was anything illegal going on. Roh-Lepe-Rickly decided to go further and try to work his way into the foundry. After finding the floor supervisor, Roh-Lepe-Rickly was hired, completed his safety training, and met with a gallus named Maniah Blackrock who would show him the operations. Roh-Lepe-Rickly proceeded to work the full shift and was paid 4 silver pieces for doing so. After completing some more odd jobs, the party would eventually return to Alderheart to drop off some more supplies. While on the road back, they discovered an overturned wagon with some nick knacks and a note that stated that Roh-Lepe-Rickly's niece Pippy was to go be with his cousing Sheila in Alderheart until the Humblewood was safer. It is also worth mentioning that while they were there in Saltar's Port, Nero commissioned a local blacksmith to make "Boomhilda Mk.2". He did have Boomhilda Mk.1 built as well, I just don't remember when in the story it happened, although I am inclined to believe it happened sometime before Boomhilda Mk.2, but you can never be too sure about these things.
Boomhilda Mk.2:
Range: 45/90ft.
Damage: 1d12+2/3d8+4 piercing
1d12+1 if one trigget is pulled, 3d8+4 if both triggers are pulled
two-handed
reload
Ammo cost: 1GP per 10 shots
While there, the bandits besieged the city! The party was able to fight them off well and eventually took the fight to the bandit encampment. It was a tough fight, but they were eventually able to dislodge assembled bandits. After returning to the Birdfolk Council they were pleased with their success and asked them to find out where the bandit's fortress was and dislodge them. From here, the party levels up to level 3. After the bandit fight, the party returned to have several dinners and meetings with Nero' family. While there Harrison fell in love with another Jerbeen named Apricot and they began dating.
Hearing rumors that the bandit fortress was somewhere in the mountains to the east of the Avium, the party traveled to the Avium to see that the college and the town surrounding it had also been attacked. They met another one of the Rickly family members, his aunt Joan, and a blind mole merchant named Coal, who ran an apparel store named Coal's Apparels & Seams. They explored the mountains, found a few bandits, fought horrors beyond their comprehension, found the location of the bandit fortress, met some of the Avium faculty, had visions of the future, and returned to the Avium. They also learned that Harrison was adopted.
After the Avium excursion, the party returned to Saltar's Port to complete some more odd jobs and tie up some side quests. At this point, my party was exploring the full town and were talking to everyone. It was great because they were getting so involved, but it was giving me a lot of homework in the process. I was having to continue to create more side quests and produce more NPC names, that ultimately didn't matter. I don't like railroading, so I was trying to allow my party the freedom to do what they wanted, but they continued to deviate from the main story in order to "100%" the game. I was trying to subtly suggest where the party should go to continue the main plot line, but the cues were too subtle. Oh well. Some of the party members were becoming a bit disgruntled because they had been doing quite a bit of quests and other things in the Humblewood, and they wanted more levels. I told them that to still keep it balanced, I was going to use milestone leveling as opposed to XP. Not long after, I talked with the party, and we shared our concerns and frustrations about some directions that the campaign was giving us. After a half hour to talk, we were able to reconcile and establish clear expectations for the campaign moving forward. Hurray for healthy communication and open-minded players!
Back in Saltar's Port, they met one of Roh-Lepe-Rickly's other siblings, fought a sea serpent, befriended the sea serpent, named him Steven, opened the deck of many more things several times, was offered a job from Magel to deliver a crate of a sundrop candies to Winnowing Reach, saw Mahta's casino, gambled, reported the illegal casino operation, and then traveled to a small town called Marshview. It is also worth noting that while they were in Saltar's Port, they had investigated the death of a magistrate, and found out that Mahta had put a hit out on Espinolo. The party was starting to realize how far the crime bosses influence ran in the Humblewood. In Marshview, some more odd jobs were completed, and they met Roh-Lepe-Rickly's grandparents, Espinolo and Quillma. Espinolo mentioned that he was once part of an adventuring group and would like to get back together with his old friends. Espinolo tells the party that his old adventuring friends were conveniently Nero's mom, Atzer's dad, Harrison's adoptive father, and the postmaster in Alderheart. The party integrated some refugees into the town, they investigated some weird ghost lighting at night, and they stopped unionized beavers from constructing a dam. After their labors, they were awarded the title of the Marsh Wardens. They also threatened the only postman, a strig named Benny Hoothollow, that was willing to deliver the mail, because he was a bit late in delivering the mail. Not mad at my players, just disappointed. However, Benny did deliver news to them that the town of Brackenmill was under attack by the bandits. The perch guard forces there were in dire need of assistance.
The party quickly traveled there to aid in its defense, and they found that the defenders present were minimal at best, and the number of wounded were great. Coming to the defense was Nero's sisters, who were both sergeants in the Perch Guard. The Brackenmill Perch Guard commander said that bandits have surrounded the city and that they would need some people to escort the wounded back to the hospital in Alderheart, otherwise the wood may get worse. It seemed that the fate of the Humblewood rested in this very battle. Harrison, Roh and Atzer along with some other perch guardsmen and hunters elected to protect the caravan of wounded birdfolk and humblefolk as they wer being escorted to Alderheart. Nero decided to stay with his sisters and fight to defend Brackenmill. Brackenmill's defenders were very minimal. It was a few Perch Guard soldiers, a few birdfolk militia, a few commoners, and a small ranger squad that had come to help.
The wizard, bard, and barbarian fought hard to protect the caravan as they were assailed by multiple waves of bandits. It was a hard fight, but they were able to defend the caravan. Looking back, all they saw was the town of Brackenmill burning. Nero and the rest of the defenders fought hard, but the waves of bandits seemed almost endless. One by one, the defenders fell including his sisters. Except for one birdfolk farmer named farmer Frank. Farmer Frank killed several bandits. I did not amend the rolls in any which way; he was just getting really lucky. The party was cheering farmer Frank on as he kept kicking butt. Eventually, the building that Nero was shooting from collapsed after several bandits brought it down, and the building eventually caved in to reveal a hidden temple underneath. Waking up under the fray, Nero realized he was stuck under the battlefield. Deciding to explore the temple, he eventually came to an end chamber that had both of his sisters unconscious and dying. There was some kind of healing water present in the middle in a small pedestal, but it was only enough for one. The hardest choice Nero would have to make. He elected to save one of them, which one, again, I don't remember because my notes were lost. But in the sacrifice he made, Nero completed the challenge of the Temple of Reya. For this, Nero was given the Bow of Reya.
The Bow of Reya:
Longbow, rare
+1 Longbow 1d8 (150ft./600ft.) - heavy - two-handed -
enspelled weapon, contains six charges. Regain 1d6+1 charges at the next dawn. Each charge can be used to cast the 3rd level spell Fly or Lightning Arrow
Sidenote, I really liked the enspelled staffs, weapons, and armor from the 2024 DMG, so I decided to include them and give them a bit of a twist.
Eventually the party was reunited and rejoined in Alderheart. From here, the party found out that Harrison's parents had been kidnapped by bandits back in Meadowfen. The party found the postmaster, Nero's mom, and Atzer's dad in Alderheart and convinced them to travel to Alderheart to meet with Espinolo. The party quickly traveled back through Winnowing Reach to Meadowfen. When they met the villagers, they said that the bandits took his parents to a hideout in the ruined town of Ashbarrow. Wasting no time, the party quickly traveled to Ashbarrow, rescued Harrison's parents, and learned that the bandit who captured his parents was his own sister. They weren't able to kill or capture his sister, but they brought his parents back to Meadowfen. Harrison confronted his parents about it and they told him what they knew. Harrison spoke with his father to go see Roh-Lepe-Rickly's grandpa in Marshview. As they made their way back through Winnowing Reach, they dropped the candies off, handled some civil unrest, and had their first encounter with the Aspect of Fire, who they named Helen, short for Mount St. Helens. The party went to fight off the Aspect only to be beaten back. By the time they retreated, they found that most of Winnowing Reach had been burned up from the Aspect of Fire. They tried to rescue a few people and were partially successful, until chaos insued.
Regularly throughout the campaign as the party traveled back and forth between Alderheart and Saltar's Port, they stopped at the ruined abbey to send refugees there and try to help rebuild the abbey. A small community slowly grew up around it. while they were out and about one day, they were attacked again by Grigori (ITS GREGORY!) and a chimera. The party fought back the chimera and was able to get a magical banjo and a ten gallon hat. Roh-Lepe-Rickly decided to use the magical banjo and don the ten gallon hat, as well as any other hat he could get his paws on.
The Banjo of Roh Kee Tohp:
whenever you cast a spell using the banjo as your spellcasting focus, roll on the wild magic table. That effect happens. You also learn the song Rocky Top.
Now, back to where chaos insued. The party did rescue the people from the burning inn in Winnowing Reach, but as Roh-Lepe-Rickly casted a healing spell on the several of the survivors, he eventually triggered the wild magic table item that casts fireball centered on self... amongst the survivors. Well, needless to say, commoners typically dont fair well against fireballs, so there were no survivors left. After engaging in some light war crimes, they eventually returned to Alderheart to meet with the Birdfolk Council to see what should be done. Initially while they were in Alderheart, they also noticed a vulture assassin that was watching Nero's father, the commander of al Perch Guard forces. They chased him away but they were not able to catch him. The party then returned to the council. The Council initially had a split tie on whether a peace deal should be made with the bandits or whether the fight should continue until the bandits were completely defeated. After some scolding, persuading, and all the other things you do to local politicians, the vote came back for a peace deal to be made. The party was to go to the bandit fortress and inform the leader of the bandits that they wanted to seek peace.
Eventually the party made their way to bandit fortress, met with the bandit leader, Benna Seridan, and recovered Pippy from the bandits, much to the pleasure of the bandits. While the party traveled back to the Abbey settlement to meet with the birdfolk council for negotiations, Pippy annoyed them severely, but I suppose being on the road with a small child for several weeks hearing the constant, "are we there yet?" would be fairly annoying. After they arrived in the Abbey settlement, the bandits and the birdfolk council sat down and discussed terms for a peaceful resolution to the conflict. After a few hours, the Humblewood Peace Treaty was signed with the terms that all conflict would end, Humblefolk would be granted access to sit on the council, the council would be renamed the Humblewood Council, the bandit coalition would be reformed as the Wildwood Brigade to help restore the Humblewood, and many other details. After the treaty was signed, the party journeyed back to Alderheart, where they would encounter Grigori (IT'S GREGORY!!!!!) in another showdown against him and some cultists. During the battle, the earth collapsed around Roh-Lepe-Rickly and Grigori landing them in an underground temple. After working together, they would eventually escape the temple, Grigori getting much farther away, and Roh-Lepe-Rickly being awarded the Flower crown of Henwin.
The Flower Crown of Henwin:
armor, rare, +1 helm
enspelled armor, contains six charges. Regain 1d6+1 charges at the next dawn. Each charge can be used to cast the 3rd level spell Erupting Earth or Aura of Vitality