Welcome to Hobbs’ Harbour. Founded 118 by three fishermen looking for more abundant fishing waters. Travelling north nearly 60 miles they found a lagoon where the fish would swim in and around as they prepared to head up river to spawn. They returned home with their boats full and convinced their families to move north. The captain of the lead ship was Nathan Hobbs, a human of 54 years who had been fishing since he was 12. It was agreed that they would name the village and the natural harbour after Nathan and thus Hobbs Harbour was founded.
As you can see the map is a hand-drawn map, which I really like because the version with the numbers can be handed to the party members and it becomes a in-game hand out without much work. If you’re having trouble with drawing your map, find a real-world location and copy it’s features.
I took the time to key each building with a number so that for the most part the numbers travel east to west on the south side of the road and then west back to east on the north side of the roads then the three farms numbered separately. Yes, numbering every building even though at this point we don’t know what’s happening behind those closed doors. I imagine that the smaller, square buildings (4, 6 or 9 for example) are single-family residences.
Start by identifying the city hall, churches or any other general public structures.
1 – City Hall
3 – Church
13 – General Goods (equipment)
16 – Blacksmith (armour/weapons)
20 – Public Stable
21 – Inn/Tavern
39 – Tavern
These seven structures are the most important places a party of adventures are going to want to go so these will be the first set of buildings that will need to be detailed. The best way to do this would be to use a STAT BLOCK, much like those used to define monsters. The following can be used to describe any structure.
<<Number>>. <<Name of the Structure>>
Price: (based on PHB prices, example +10%)
Hours of Operation:
Any other important information include it in the description. Details that came to light during a session can be added to the description between sessions so that where the characters return they will remember the NPC because you’re playing them correctly. Create a new text-based document and drop one of these blocks for each structure in town. For now, leave it in it’s current form. When you want to flush out the location, you can fill in the details.
16. Alapiediah’s Metal Works
Owner: Almar Alapiediah (human, 47, blacksmith)
Employees: – Tanner Rockhold (dwarf, male, 17, apprentice)
– Elynn Alapiediah (half-elf, female, 16, store clerk)
Purpose/Products: Housewares (such as nails, hinges, etc), fishing gear, boat equipment, light weapons, light armour, shields
Price: PHB prices +10%
Hours of Operation: dawn to dusk
General Description: Alapiediah’s family arrived with the first wave of settlers knowing that the village will be in need of the blacksmith. Almar is the third generation Alapiediah to work this forge. Once she’s old enough it will be passed down the Elynn, but the dwarf, Tanner will run the forge. Housewares and products to keep the boats fishing is what brings in a profit year after year. He’ll make light armour or weapons when their is an order for it, but he does keep three short swords and five quiver of arrows (with short bows) in the shop for emergencies. Elynn is very energized and wants to learn everything that Tanner is learning but her father doesn’t believe she can handle the forge.
Possible Quest: Almar requires firewood to keep the forge going and Tanner is completing a delievery. The party is hired to cut down three quarts of firewood, but are attacked by a forest-base creature while completing the task.
Since the party will be starting their adventuring career in this village it is a very good idea to ensure that there are enough village-based quests to give them the experience needed to get to levels 3 and four.
Next time, we are going to take one of the quests and create a unique adventure made specifically for the village.