Greybrook | The Setting
GreyBrook | The Series
by Joe Bockerstette
The Setting:
Greybrook is a fairly large town on the outskirts of the city, Raven Nook. This town is home to many farmers, various smiths, and other skilled workers. The idea was that this would be the place to raise your family and stay out of the bustling marketplace of Raven Nook. Many of the villagers own shops within Raven Nook, while others simply supply goods to the merchants of Raven Nook. Other communities similar to Greybrook surround Raven Nook, but Greybrook stands out from the rest because of its strange history of odd occurrences. Not to say, weird things don’t happen in the other villages. It’s just the frequency that they occur in Greybrook is what is so notable.
The odd occurrences used to be mild things like missing livestock, strange markings found in random locations, and the whole town not remembering the night before. The odd occurrences raised alarm for short periods, but nevertheless the townsfolk went about their daily lives never mentioning the strange events again. Recently, however, these weird events have taken a more sinister nature like murdered pets or livestock, vandalized manors with ritual circles, and random lightning strikes in the woods on a clear and sunny day. Not to mention, people are going missing and night seems to be lasting longer... or is that just the townsfolk's imaginations?
Greybrook will be the base location for most of the scenarios, but players may have to or opt to adventure into Raven Nook or one of the other villages. The players are a group of people that are Awakened to the dangers in Greybrook. Whether it be from a tragic event or through study of the occult, something opened their eyes to see the paranormal dangers plaguing the region. The problem is that not many other townsfolk are Awakened and the few that can see the threats are either too scared to do anything about it or batshit crazy from finding out the truth, but some may still aid you.
This is a low magic setting. The players will not be finding healing potions or magic shops to purchase magic things, but magic exists and the players still have access to all the playable classes. If you are a magic user starting off, you gain this use of magic through your Awakening or maybe unlocking this gift was what triggered your Awakening. Either way, you were a normal person before you started slinging spells. *Note: this will make wizards and ritual spellcasters harder to play in this setting, but not impossible.*
Magic items will be found, but most will be used as plot devices and be useless once the episode is over. Some will be permanent as situations come up that make sense for the players to keep it. These items will not be owned by a specific character, but they will be stored with Flinard (see The Monsters and Sheep section) for community use. If multiple players want the same item, Flinard will make a roll to see who gets it.
This is a fantasy medieval setting and all the playable races in the PHB will be available to choose from. If you really want to play something in the Volo’s Guide to Monsters, we’ll discuss it... but you’ll probably be considered an outsider and this will make social interactions with most NPCs difficult.
Additional Rules and Expectations:
Rolling Stats:
Roll 5d6 for each stat and drop the 2 lowest die. (i.e., I rolled 6, 5, 2, 4, and 1. I would only add 6, 5, and 4 for a stat of 15.)
Roll 5d6 for each stat and drop the 2 lowest die. (i.e., I rolled 6, 5, 2, 4, and 1. I would only add 6, 5, and 4 for a stat of 15.)
Resting and Exhaustion:
This setting is like any “Monster of the Week” TV show (Buffy the Vampire Slayer, Supernatural, blah, blah, blah). Your characters have day and night lives with little explanation as to why they are able to pull off both and still look like gorgeous people. Resting to gain back hit points and spells will function as normal. Exhaustion from lack of sleep will not be a factor within a normal episode unless it’s serving as a plot device (i.e., something in the town is making people sleepy or the “monster” last week really took a toll on the party and they all need some R&R). Starvation will function as Exhaustion is used in this setting.
This setting is like any “Monster of the Week” TV show (Buffy the Vampire Slayer, Supernatural, blah, blah, blah). Your characters have day and night lives with little explanation as to why they are able to pull off both and still look like gorgeous people. Resting to gain back hit points and spells will function as normal. Exhaustion from lack of sleep will not be a factor within a normal episode unless it’s serving as a plot device (i.e., something in the town is making people sleepy or the “monster” last week really took a toll on the party and they all need some R&R). Starvation will function as Exhaustion is used in this setting.
Experience:
This will not be earned in the traditional fashion. For the most part, players will level up per 3 sessions that they attend. There will be some sessions that are automatic level ups based on difficulty. These sessions will run a little longer (5-6 hours) and I will let everyone know when a session like this is coming up.
This will not be earned in the traditional fashion. For the most part, players will level up per 3 sessions that they attend. There will be some sessions that are automatic level ups based on difficulty. These sessions will run a little longer (5-6 hours) and I will let everyone know when a session like this is coming up.
Episodes:
These sessions will run about 4 hours or until the big bad for the episode is killed/dealt with. Each episode is meant to be 1 session of gameplay. There may be “two-parter” episodes when it makes sense. For the most part, if it gets to be 4 hours and the players haven’t dealt with the big bad, the big bad will just show up for the final showdown with the unprepared players. This might take away from the mystery of the scenario, but it will add tension to keep your asses moving.
These sessions will run about 4 hours or until the big bad for the episode is killed/dealt with. Each episode is meant to be 1 session of gameplay. There may be “two-parter” episodes when it makes sense. For the most part, if it gets to be 4 hours and the players haven’t dealt with the big bad, the big bad will just show up for the final showdown with the unprepared players. This might take away from the mystery of the scenario, but it will add tension to keep your asses moving.
Season Finale:
Each season will be 13 episodes. 12 of those are normal episodes, but the 13th episode is the season finale and I’ll ask for everyone that has played at least 2 sessions to attend. If you can’t make it, I will fill you in on the 13th episode’s story and let you decide how your character contributes to it. Then, I’ll use your character as an NPC. Season Finales will run about 5-6 hours.
Each season will be 13 episodes. 12 of those are normal episodes, but the 13th episode is the season finale and I’ll ask for everyone that has played at least 2 sessions to attend. If you can’t make it, I will fill you in on the 13th episode’s story and let you decide how your character contributes to it. Then, I’ll use your character as an NPC. Season Finales will run about 5-6 hours.
Character Death:
If your character is dropped to below zero hit points, You will roll Death Saves as normal, but if you fail all 3 Death Saves you are not dead. Instead, you will have to roll on the Lingering Injuries Table (DMG|p.272) and your character is knocked out for 8 hours. All bets are off during the Season Finale, during this episode characters can die. *Note: Since survivability isn’t an issue for most episodes, splitting up is encouraged. Getting knocked out and captured is awesome!*
If your character is dropped to below zero hit points, You will roll Death Saves as normal, but if you fail all 3 Death Saves you are not dead. Instead, you will have to roll on the Lingering Injuries Table (DMG|p.272) and your character is knocked out for 8 hours. All bets are off during the Season Finale, during this episode characters can die. *Note: Since survivability isn’t an issue for most episodes, splitting up is encouraged. Getting knocked out and captured is awesome!*
The Monsters and Sheep:
Flinard Candlewick:
He is a halfling loremaster in Greybrook and is the one known NPC that all the players have in common. At some point in your awakening, Flinard was there to coach in the basics of the new threats that you face. Flinard is an old halfling and too feeble to fight the undead plaguing Greybrook himself. He has a wealth of knowledge on the occult and the undead, but he will never leave his sanctum at night and the players have to gather info to bring back to him to get his interpretation of the monster that they are facing. Flinard’s sanctum is a typical halfling dwelling built into the side of a large hill, but it is also heavily warded to keep out the undead (not impenetrable). Flinard has been studying tome after tome for the last 15 years looking for a way to Awaken the entire population of Raven Nook and the surrounding villages. He is no closer to figuring it out as he was when he first started his studies and he has seen several allies die as a result of following his orders.
He is a halfling loremaster in Greybrook and is the one known NPC that all the players have in common. At some point in your awakening, Flinard was there to coach in the basics of the new threats that you face. Flinard is an old halfling and too feeble to fight the undead plaguing Greybrook himself. He has a wealth of knowledge on the occult and the undead, but he will never leave his sanctum at night and the players have to gather info to bring back to him to get his interpretation of the monster that they are facing. Flinard’s sanctum is a typical halfling dwelling built into the side of a large hill, but it is also heavily warded to keep out the undead (not impenetrable). Flinard has been studying tome after tome for the last 15 years looking for a way to Awaken the entire population of Raven Nook and the surrounding villages. He is no closer to figuring it out as he was when he first started his studies and he has seen several allies die as a result of following his orders.
NPCs:
For the most part, NPCs are oblivious to the strange events in the town or at least disregard them with something more logical. It's like the townsfolk have a magical smokescreen that doesn't allow them to understand the things happening in the town. Players are free to talk aloud amongst themselves in public places as none of the NPCs care about what the players are talking about and are busy with their day to day lives. However, “NAMED” NPCs or intelligent monsters may be listening and might take interest.
For the most part, NPCs are oblivious to the strange events in the town or at least disregard them with something more logical. It's like the townsfolk have a magical smokescreen that doesn't allow them to understand the things happening in the town. Players are free to talk aloud amongst themselves in public places as none of the NPCs care about what the players are talking about and are busy with their day to day lives. However, “NAMED” NPCs or intelligent monsters may be listening and might take interest.
Monsters:
Most are bad guys that need killing, but some are just paranormal or extraplanar beings that got displaced in events outside of their control. The major ongoing threats that are established in the village and the players know about in entirety are the Crawling Claws and Zombies.
Most are bad guys that need killing, but some are just paranormal or extraplanar beings that got displaced in events outside of their control. The major ongoing threats that are established in the village and the players know about in entirety are the Crawling Claws and Zombies.
The Zombies in this setting are intelligent and disguised as normal people, except to the few Awakened villagers and the players. The Zombies act as normal people and usually only feed at night in secret. Some Zombies will be modified accordingly to provide more of a challenge for the players, but most will have the standard stats found in the Monster Manual with Intelligence, Wisdom, and Charisma set at 10. These Zombies are magical and do not spread like a disease. These Zombies are being raised by someone or something.
The Crawling Claws are more or less seen as large spiders or vermin to the villagers. Only the players and Awakened NPCs can see them as they truly are. Usually a Zombie will be the one controlling the Crawling Claws that are running about Greybrook Meadows.
Both Zombies and Crawling Claws turn to dust after being destroyed. No evidence of their existence is left behind, but missing Zombies will be missing “people” to the Unawakened villagers.
Bryce Thorn:
He is a human zombie and one of the head officials of Greybrook. For years, he’s tried to covertly take over the village’s political structure and control the village’s resources. Other awakened before you have stopped or in the very least slowed Bryce’s plans and have paid the price. Bryce is a powerful undead, but still a Zombie based on Flinard’s expertise and assessment. The strongest abilities that Bryce has shown to date are his immense strength and his ability to cloud the unawakened villagers’ minds to even immediate dangers right in front of them. For the time being, it would probably serve the players well to steer clear of Bryce Thorn.
He is a human zombie and one of the head officials of Greybrook. For years, he’s tried to covertly take over the village’s political structure and control the village’s resources. Other awakened before you have stopped or in the very least slowed Bryce’s plans and have paid the price. Bryce is a powerful undead, but still a Zombie based on Flinard’s expertise and assessment. The strongest abilities that Bryce has shown to date are his immense strength and his ability to cloud the unawakened villagers’ minds to even immediate dangers right in front of them. For the time being, it would probably serve the players well to steer clear of Bryce Thorn.
SO, THAT’S IT! ROLL SOME CHARACTERS AND SAVE GREYBROOK!!!
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