In our most recent episode, we discussed crazy stunts that our players have pulled on us – things above and beyond what I call “just D&D.” I talked in-depth about the short, multi-night adventure that I took a group through years ago. An adventure that took our heroes to the terrifying wilds of “Weird New Jersey.”
I decided to bring you all behind the screen again to see the early evolution of my DM’ing style compared with my current style of session prep – and my consistent enthusiasm for kit-bashing and stealing smart.
As a short background, my girlfriend, Bonnie, and I had been playing in a campaign with her family for a little over a year. Her nephew was homebrewing the campaign and hoping to take a short break to be a player. I agreed to run an adventure for our group, “The One-Hitters,” that would have a definite beginning and end to allow for a return to our regular sessions without a massive shift in characters or story.
To set the scene, the world that he created was based on our current era. At some point, a strange explosion had occurred in the atmosphere that destroyed all technology and bestowed certain “powers” on us all; what I envisioned as an interesting twist on Jack Vance’s Dying Earth series.
So, here I am: I need to run a multi-night adventure with a specific beginning and end, all within an existing homebrewed campaign for six 8th level PCs with a starting point of modern-day Pennsylvania.
What to do? Take them straight into the pages of Weird NJ,- across the Delaware and into the strange, wild, terrifying land known as the Pine Barrens.
The tale that follows is my actual prep notes (with some commentary in the parentheses) from so many years ago for “The Black Pines.” The names have been changed to protect the innocent.
I mean, what could be better for Halloween than the Jersey Devil and Mother Leeds?
Chapter 1: The Midnight Visitor
(First things first, I need to write my character out and introduce a new character. My PC is Aeron Pendragon, Human Paladin, who is possibly a descendent of King Arthur. This makes it quite easy, as I send Aeron off on one of his mysterious “quests” – and an easy adventure hook for the group: Find Aeron! This adventure reflects my earlier style, which was very narrative-focused, but allowed me to set the tone for the adventure to follow. It’s reminiscent of the modules produced by TSR for the Marvel Superheroes RPG, with the defined encounters and goals set in each chapter.)
Beginning Monologue:
The Mall, as the residents have come to call it, has become a beacon within the lands surrounding King of Prussia. Following the defeats of Sam McCabe and his followers – then the Metalists, the Unionists and The Noonite Cult – a sense of stability has arisen within the region that has attracted like-minded individuals to the cause: Namely, rebuilding a peaceful and prosperous civilization.
To this end, you have allowed your ranks to swell to easily over 1,000 citizens. With this increased populace, you have begun the arduous process of self-government – separating the citizens into teams according to their skills, with some rebuilding the infrastructure and creating housing surrounding The Mall, other crews increasing your farming capability and food yield, a security force and medical staff. The feeling of possibility that you have created has some citizens even creating a burgeoning art scene with artists, musicians and playwrights bringing back a level of culture to a once-desolate land.
Following the rescue of Jeff from Hell, the One-Hitters have enjoyed a respite from their near-constant struggles and begun to be looked to by the citizens of The Mall for guidance, with some even jokingly referring to your cadre of heroes as “The Knights of The Food Court.” Your days have been filled with the necessary, if tedious, work of overseeing and guiding these new expansion projects with the leadership of Amina, whom you have promoted to the office of Mayor after honorably discharged her duties during your absence.
Aeron has again left The Mall on another of what he has come to call his “Quests;” more and more these days, he has been consulting The Lady of the Lake. He has confided to each of you during your council sessions his confusion with his role in this new world and the responsibilities that The Lady has conferred upon him, and therefore, the entire group.
But those thoughts have left your minds this day. Having enjoyed a night of feasting and drinking after the premiere of a new play entitled “King Chunko and the Tragedy of Bartleby,” you have all retired for the night. As you make your way to your rooms, the Captain of the Guard runs up, anxiously:
“Council Members, Council Members! There is a visitor at the gate … he has come with news of Aeron, he wishes to speak with you … he is babbling something of a great evil!”
Introduce New PC (Referenced as THE VISITOR)
Background: They have come a great distance from their community, Harbor City: a settlement that grew from the remains of Egg Harbor City, NJ. They state that Aeron had arrived, having been called to deal with the evil that plagues the town. Some of the citizens have been disappearing, others were found murdered with body parts missing from the corpses. In every case, the victim has had a 13 carved into their chest. This has the local populace beginning to speak of “The 13.” Aeron had arrived and consulted with the local leaders. He had begun investigating the murders in the town and, finally, set off towards the forests surrounding Harbor City. He has not been heard from for over a week. They currently are in possession of Lancelot, Aeron’s horse.
Knowledge Checks
10 – Egg Harbor Township is on the coast of southern NJ surrounded by State Forests
15 – The PC remembers that the surrounding area is The Pine Barrens and there exists the legend of The Jersey Devil
17 – The PC remembers that the Jersey Devil was named “The 13th Child of Mother Leeds”
Ambush Encounter
Unbeknownst to THE VISITOR, they have been followed by members of “The 13.” They will attempt to gain entrance to The Mall and kill THE VISITOR before he can tell his story.
Make stealth checks against any PC perception checks.
When THE VISITOR begins telling his story, they will attack from the shadows.
If caught, Assassins will ingest the poison that they keep to kill themselves. PCs can attempt to make a Medicine skill check DC 17 to counter the effects of the poison. A spell that neutralizes poison will counteract this effect as well.
Information learned if Assassins are caught: Intimidate Skill Check (DC 18) required to have them talk. They will attempt to deceive the PCs. Insight vs. Deception checks to see if they are telling the truth.
- They are members of “The 13”
- They have been sent to kill The Visitor
- They know of The One-Hitters and made quick work of Aeron
- “Mother Leeds shall rise again, all hail our Mistress of Pain!”
- “Hell hath no fury like a woman scorned”
Chapter 2: The Road
THE VISITOR can guide the PCs along the fastest route to where they have to cross the Delaware River.
The constant deterioration of the highways that travel from Pennsylvania to New Jersey has turned what should have been a trip of an hour into several hours – with your need to backtrack and find alternate routes. You finally make your way down the last stretch of 95. As you approach the bridge spanning the Delaware River, you can see a blockade has been erected across the entirety, with ramshackle towers having been erected on either side.
The Visitor does not understand what is happening, this blockade was not erected when he passed several days ago.
As you approach, a lone figure walks out, looking as though he stepped straight out of Pirates of the Caribbean, complete with tricorn hat and leather duster. He extends his hand in greeting to you.
This figure is an illusion who has the following programmed responses:
- Hello there, Captain John Tully’s the name. Wonderful to be able to parlay with you! I see you’re trying to enter the Kingdom of New Jersey. Excellent choice. Lots to see and do here in The Garden State, y’know. We’re here to collect the toll.
- Well, whattya got?
- We’ll take that.
DC 13 Investigation check reveals illusion and any attack on him will cause the illusion to blur.
The blockade is also an illusion (DC 13 Investigation), its purpose is to hide the pirates, their troll and the trap on the bridge. The trap is tripped by anyone crossing the threshold of the bridge prior to disabling it. The Sphere of Crushing Doom is a small steel sphere that is magically enchanted with the trap. PCs can gain as treasure.
Sphere of Crushing Doom
Magical trap that when tripped creates a slope upon which a giant version of the steel sphere rolls down, impacting whatever or whomever is in front of it. The sphere then returns to its small size. It has unlimited uses.
Trap: DC 17 Dexterity Saving Throw. Failure means targets take 4d10 damage, half on a success.
The group of pirates (adjust amount for difficulty) hidden behind the illusory blockade expect to exact a large toll from wary travelers. If a large enough gift is given, they will allow the PCs to pass.
They are a pirate band that keeps the troll as a “pet,” traveling from bridge to bridge exacting tolls. The pirate’s ship, The James Curse, is docked on the other side of the Delaware.
Treasure found on ship
Weapons – daggers, axes, longswords, short swords, crossbows, bolts, rifles, handguns, requisite ammunition
Armor – light shields, chain shirts, leg/arm bracers
Money – Gold and silver jewelry (necklaces, rings, earrings), precious stones (approx. 5,000 gp worth)
Magic Items – Sphere of Crushing Doom (on bridge), Potion of Healing (5)
Foodstuffs, alcohol
The Road Outside of Town
After making your way across the bridge, you travel the remainder of the way east towards the coast. You know that the main artery of Route 9 will lead you directly into the settlement outside of Egg Harbor. The trip is generally uneventful and passes much more quickly as the roads here seem to have been spared the same level of devastation. THE VISITOR tells you that you’re only several miles outside of the town.
At that moment, you see a lone figure, naked and blood-covered, run out from the woods onto the highway several hundred yards in front of you. You watch as the figure misses a step and sprawls onto the asphalt. Only several beats behind it emerge what look to be moving shadows: Tall, thin humanoid shapes that create a winged silhouette and proceed to converge on the fallen figure.
The victim is Tonya Wittingham, a resident of Harbor City who went missing several days earlier. She has escaped from Mother Leeds cabin in Leeds Point. Her hair has gone stark white and she has innumerable torture wounds across her entire body. She has become mute – only moans and gasps escape her lips. Healing may assist her in speaking, but she cannot remember anything or the way she came.
The creatures are the Children of Mother Leeds, the “13 Children”
Children of Mother Leeds Stats
Jersey Devil Encounter
(Here is a great example of stealing smart. EN World’s Mike Myler had already created a stat block for the Jersey Devil for me … so I get to plug and play!)
After the encounter, have PCs make a Perception check against the monster’s Stealth check. PCS’s who make their checks will see two glowing eyes in the forest before hearing the scream. Have all PCs make a Wisdom save (DC 15). Failing the save results in the PC being frightened and taking 3d6+4 psychic damage. Success allows PCs to take half damage and not be frightened. Jersey Devil leaves after screaming. PCs hear the rustling through the trees.
The Jersey Devil is, in actuality, friendly and is trying to communicate with the PCs about the danger of Mother Leeds. Unfortunately, he cannot speak their language and his terrifying visage often causes aggression and fear.
Chapter 3: Storybook Land
(Here’s some more real-world stuff I got to play with … check out the REAL Storybook Land!)
THE VISITOR guides you into the city on what seems to be the only road in and out of town. You pass by a dilapidated old sign reading “Welcome to Harbor City.” It is obvious that the portion that read Egg has been eroded by time, as has most of this world. The smell of salt is heavy in the air, and it seems a little warmer as you ride into Harbor City proper.
You feel a sense of hope as you pass through the town, and you see many of the same projects you have been starting at The Mall are on display in Harbor City as well: Building of infrastructure and farming as well as what seems a burgeoning fishing industry, with many townspeople tending to a fleet of boats.
THE VISITOR has told you that the Mayor of Harbor City, Lisa Jiampetti, is anxious to speak to you as soon as you arrive. To that end, THE VISITOR has taken the direct route to City Hall. You can hardly believe your eyes as you pull up to the “City Hall” – a massive whitewashed medieval castle with towers on each corner, capped with red tops and a sign above the portcullis reading “Storybook Land.”
As you approach the main gate, you can see the guards standing at attention. Just as the town has obviously been rebuilding itself, it has spared no expense with its security force either. The incredibly large men guarding City Hall are outfitted with riot gear, Kevlar vests, swords, and rifles strapped across their backs. You see THE VISITOR explain something to the guards and they part ways and open the gate via a home-made winch system operated on each side by the guards to pull the metal doors open. THE VISITOR beckons for you to follow him, and you enter, walking into a heavily armored and gated security office.
As you pass out of the security office, you notice that the medieval castle outside was merely the façade of what you realize is a giant, abandoned amusement park. A massive statue of a woman with a goose on her shoulder (Mother Goose) greets you as you pass out of the security office. To the left of the statue is an equally impressive monolith in the shape of a birthday cake, replete with 20-foot candles on its top. The sound of metal on metal causes your reflexes to react slightly before THE VISITOR exclaims, “Ahhh, our ride is here already”
You watch as a miniature steam engine train comes puffing down tracks behind the giant statues. THE VISITOR waves to the engineer and leads you onto the trolley pulled behind the train. As you board and take your seats, the train begins again to move.
You pass through more statues and even entire buildings pulled out of some faraway fairy tale land: a giant Moby Dick, Santa’s workshop and the North Pole, The Three Little Pigs, a house in the shape of a giant shoe. Walking amongst all these as you pass are townspeople, some seeming to be relaxing, some seeming to be working, all of them pointing anxiously towards your party as you go by. While they seem to be enjoying their day, a sense of unease permeates the entire affair.
The train comes to a stop as THE VISITOR climbs off the trolley. In front of you stands a giant barn with the same fairy tale look as the rest of Harbor City. Placed high over the barn doors is a handmade wooden sign reading “Welcome to Harbor City. City Hall. Est. 2016. The Honorable Lisa Jiampetti.“
Notable NPCs
Roleplaying Note: The Mayor is aware of Mother Leeds and has been secretly allowing the murders and kidnapping of Aeron as a way to protect Harbor City from the wrath of Mother Leeds.
Mayor Lisa Jiampetti – slender woman, about 5’6” with reddish-brown hair pulled into a simple ponytail.
Town Liaison Megan Steeb – short, plump woman with dark black hair cut short
Security Chief Eric Scheffler – Very tall, very muscular middle-aged man with blonde crewcut
Roleplaying responses
What’s been happening?
About 2 months ago, residents began talking about the screams they would hear in the night throughout the forests. We didn’t think much of it at the time, as we’re surrounded by forests and various animals. But then people began turning up missing. We’d send out search parties, but it’s dangerous to go very far outside of town, especially into the Pine Barrens – people have been getting lost in them forever. But then the murders started. I’m sure THE VISITOR has filled you in on them. I hope so, I hate having to talk about them. It’s more than enough that I can’t get the images out of my head.
Where is Aeron?
Your friend, Aeron, arrived unannounced a week or two ago saying something about a “great evil.” We weren’t exactly sure about him, but you can’t deny that what we’ve been experiencing is evil. He began to investigate the crime scenes, asked around to families that had reported people missing. Then, one day, he just headed off towards the woods. Like I said, he arrived unannounced and left in much the same manner. We did get concerned, though, when his horse returned without him. That’s when we decided to send THE VISITOR to find you all.
How many people are missing/murdered?
We’ve logged in 10 missing so far and five murders. It’s been, thankfully, quiet for the last day or two. Maybe your friend took care of whatever was happening.
Mayor Jiampetti offers for the PCs to stay within Storybook Land. The Inn in town that they can use is the Old Woman in the Shoe. The Egg is only a tavern.
Notable locations and people
Inn/Tavern
The Old Woman in the Shoe – owner/bartender, Tom Starling
The Egg – owner, Bethany Fragile
General Store
Santa’s Workshop & The North Pole – owner/tinkerer, Jeb Street. Can provide simple supplies as well as some healing potions.
Chapter 4: The Night Of …
A new attack on a citizen of Harbor City occurs overnight if PCs decide to rest, stay in town.
The meals and drinks in The Old Woman and the Shoe are surprisingly sophisticated, with many in your party discussing how you could get The Mall’s kitchen staff to improve their menu. You finish up the last of your after-dinner drinks before an old fireplace, with the modest fire from earlier in the night burning down to mere embers now. Saying goodnight to Tom, the owner and bartender, you retire to your rooms.
It feels as if you’ve been asleep for about 15 minutes when the glass breaking downstairs awakens you. Then the scream.
The bartender, Tom Starling, of the Old Woman and The Shoe is being attacked by 2 assassins and a Child of Mother Leeds (stats same as previously noted). He has already been incapacitated. Roll 1d10 for how many rounds before the murder and the ritual of carving and dismemberment occurs.
Any PCs wearing armor must take time to don it or reduce their AC.
Any spellcasters do not have enough time to renew any spells from the night before, they do have whatever spells were left from the previous day.
It takes the PCs 1 round to gather gear and another 1 round to put on armor (if they choose to). The tavern is located on the 1st floor. It takes 2 rounds to reach the 1st floor from rooms on 3rd floor, 1 round from rooms on 2nd floor.
To Be Continued…
There you have it, the PCs are currently in Harbor City and about to head out into the millions of acres of woods known simply as The Black Pines … where we get to REALLY explore Weird NJ!
In our next installment, we’ll explore the “true” tales of the Pines and come across Mother Leeds, just in time for your annual Halloween game!
As always, heroes … LIVE THE ADVENTURE!
That was a great campaign, that whole thing perfect. I miss the 1 hitters